Activities in Second Life, with VR Headsets, and in Spatial.io
The authors had unique opportunities to successfully carry out important and creative activities in Second Life (a 3-D virtual community), with VR headsets, and in Spatial.io. They instructed their students to participate in problem-based learning projects (PBL) in Second Life (SL) on a virtual island owned by Nagaoka University of Technology in Japan. The PBL method provides students with challenging ill-structured problems to solve. They work cooperatively in a group to obtain possible solutions to the problems, while their instructors serve as guides. In addition, the group wore VR headsets to have realistic experiences with ocean life and dinosaurs. The authors also joined Spatial.io, a website that includes a variety of human-computer interaction techniques. They explored interesting locations, played games, examined various items, and struggled with a digital twin project.
Authors
- Hideyuki Kanematsu (ORCID: https://orcid.org/0000-0002-9144-6539)
- Katsuko T. Nakahira
- Dana M. Barry (ORCID: https://orcid.org/0000-0001-5662-7548)
Institutions
- Nagaoka University (JP)
- SUNY Canton (US)
- Clarkson University (US)
- Nagaoka University of Technology (JP)
- The University of Osaka (JP)
Publication Details
- Journal
- Procedia Computer Science
- Published
- 2025-01-01
- DOI
- https://doi.org/10.1016/j.procs.2025.09.180
- Primary Topic
- Geography Education and Pedagogy
- Type
- article
- Field-Weighted Citation Impact
- 0.00