Mel
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Department of Geology, Northern Arizona University, Flagstaff, Arizona
I have degrees in geology from UC Santa Cruz and Northern Arizona University and worked on some spectacular geologic framework projects in the Pacific Northwest and California's Mojave Desert, while at the US Geological Survey. Eventually I left for graduate school and then landed as geologist working on groundwater and soil contamination projects in Oregon and Washington, where I supervised geologists and engineers at the beginning of their careers. In the early 1990's I became interested in visualizations in games. At work I recognized that these new geology graduates I hired had little practical environmental experience. These people needed a place to safely make and learn from terrible field mistakes so that they wouldn't destroy our clients or the environment! One dark and stormy night I played the game "Myst" from beginning to end and decided to find out more about simulation programming.
In 1996 I was fortunate to be funded by NSF to start a project with colleagues at NAU's Department of Environmental Sciences and Dine' Tribal College to explore the use of data-rich environments in environmental geology. This led to three interactive simulations on the topics of groundwater contamination, nuclear waste disposal site selection and the use of coal as an energy source, and an associated self-contained virtual library of critical information. Virtual Reality Excursions was surprisingly long-lived (for software) but I officially retired it this semester (Spring, 2008). This simulation set was designed for 1-4 students sharing tasks on a single computer.
As a faculty member in Environmental Sciences I also developed a suite of data-rich nursing simulations centered around complex and time-dependent data for patients located on various floors of a "virtual hospital". Again thanks to NSF for the funding. Nursing students are taught to be critical thinkers before all else and this suite includes self-assessment tools designed for a single user. Also during this time I helped manage the adoption of my University's first online course management tool (CMT's): Blackboard. Across many schools CMT's have quickly become entrenched and are somewhat restrictive as to the types of ancillary media and interactions allowed.
I worked with Nancy Riggs on an Introductory Field Methods class that explored changes in student understanding after their interactions with a virtual environment. We had several years of data on student performance in a learning and assessment system that had held the instructor, content and rubrics constant. Then for two years we added student-driven exploration of the geologic field area using a stereo geowall and observed improved student scoring. see JGE article. Working on this well-controlled investigation allowed me to look back with new understanding at the several decades of educational literature that concluded that there was no difference in student performance between multimedia-based educational materials and standard educational materials. In my opinion the change occurred when we used an immersive and somewhat collaborative environment as the multimedia intervention.
Over the last several years I have been working with a team of geologists and visualization experts developing a physical geology textbook. We are discussing how to get the rich, 3d visualizations we have produced for the book into a multi-user, assessable framework. If you have acrobat reader 8 and windows (sorry! sorry!) these are a few examples of some of our object-based 3d visualizations using the cool but limited Adobe 3D engine:
I think it is going to important to find ways to assess individual learning in multiplayer online gaming. I see many faculty leaning heavily (and with innovation) on course management tools to perform automation of assessment, and I think this will only catch on.
In the online worlds of Second Life and World of Warcraft, the terrain texturing methods are not good for displaying detailed surface geology. High resolution texturing is bandwidth intensive and difficult for average graphic cards to render.
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