Abstract

This chapter illustrates the conclusions of the previous chapters, synthesizing the best practices and lessons learned from collaborative, interdisciplinary, place-based learning projects, both formal and informal, emphasizing virtual worlds. Cunningham and Lansiquot discuss this pedagogical strategy’s effectiveness in role-playing games, as well as exploring the ways in which a virtual reality can be used to make learning a more immersive experience. Specifically, they discuss how independent games—which are created by designers who, in part, are showcasing the capabilities of the software of choice—can be used to scaffold interdisciplinary virtual place-based learning.

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