The uniqueness of our learning environments lie in the fact that among themselves, teens feel the freedom to discover and create their own learning and teaching arrangements.
Our research and development lab includes motion capture cameras and VR gear to allow our experts to test on-site and mobile capabilities. Our virtual missions, loaded inside the lab, are ready-to-cook simulations that allow on-site and remote instructors to assess how participants take on roles and understand how the qualities of the games they create support active learning—without the need to code. While students learn and play in their VR spaces, our experts will analyze and monitor students to continue improving the simulations’ design and quality.
In the full version, the VR lab will automatically host a refresher on a single or interdisciplinary subject then present the participants with a series of challenges that require them to collaboratively conduct research. The participants will then take control of their learning by creating a narrative for them to play out and record in motion capture as a self-designed story-game. To graduate to the next level, students will complete 10 multidisciplinary missions. The deliverable, a showcase of each mission, becomes each student’s portfolio of work, published by subject category or an area of interest.
The experience includes:
- Instruction, guidance and support from teachers/facilitators from start to finish
- Introduction to project development and group dynamic
- Engaging immersive research resources
- Narrative-building tools
- Record and replay motion capture interface
- Role playing and character exploration
- On-stage avatar costume changes
- Manipulation of virtual objects
- Recognition through the Open Badge system
Together we practice critical thinking, visualization, communication, self-assessment, choice, consensus building, problem solving, goal setting, and reflection.
“The ideal of interactive, highly engaging training and education is ancient. A Chinese proverb says: ‘Tell me, and I’ll forget. Show me, and I may remember. Involve me, and I’ll understand.’ However, the gap continues to grow between antiquated, passive training methods and a workforce that lives an ever more interactive, multimedia, user-controlled lifestyle. With game-based learning tools to bridge that gap comes the promise of vastly more productive and engaged students and workers—ones who embrace learning rather than view it as a disruptive burden.”
— Jessica Trybus, Director of Edutainment,
Carnegie Mellon University’s Entertainment Technology Center