This document discusses using immersive virtual reality for STEM education and serious games. It begins with an agenda that includes polling the audience about what they would like in a virtual space and their experiences with online learning. It then discusses the presenter's experiences starting with Second Life and moving to custom virtual worlds. Key points made include the conceptual framework for planning virtual learning experiences, including community building, integrating with courses, and assessing learning. Examples are provided of potential activities like role playing as scientists or hosting speaker presentations. Considerations for design like understanding the audience and leveraging existing mental models are also outlined.
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