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Abstract— Virtual worlds are 3D environments that creation of alternatives and adaptation of methods and
provide a feeling of immersion and a high degree of environments already existent in the attempt to improve
interaction, collaboration, communication between users. the teaching and learning processes.
Its applicability can be focused on the educational scope, The use of 3D has become increasingly widespread
in which theories can be integrated as the basis to recently, with attention paid to their features, like the
didactic activities carried out in the 3D environment, interaction with objects, simulations, use of educational
being its area of interdisciplinary comprehension. In this resources, among others [1]. That resulted in the
context, this article presents the use of a Virtual World development of researches involving different fields of
built to assist in the teaching of Science for students of the domain inside the educational area, as it can be seen in
middle school, whose articulation of the activities the works of Soliman & Guetl [2], Troetsth, Molina &
performed in the course are based on the precepts of the Garita [3], Silva, Morgado and Cruz [4] and Sgobbi,
educational theory Mastery Learning. Tests were carried Tarouco and Reategui [5].
out in the subject of science, being divided into two Such environments have the objective to provide 3D
periods with different groups for comparative purposes spaces where the student can walk and live experiences in
and realized evaluations during the period of the a highly interactive environment [6] [7]. This type of
experiments. Kruskal-Wallis and Wilcoxon-Mann- approach has many characteristics and advantages to be
Whitney non-parametric test were applied to the results of explored, some of them are listed by Kotsilieris and
the assessments to ascertain the performance of each Dimopoulou [8]: synchronous operation in real time;
group. It was verified in the general analyzis that the representation of a real world; persistence of data;
participants who used the Virtual World had a growing network of people and support to communication through
performance, with high medians and adequate chat channels; use of avatars to represent individuals;
distribution of the results, being predominant of a smaller immersion sensation; interactivity with the use of objects
variability and amplitude. Thus, was possible to conclude that have scripts; and, support to the use of a varied range
that the results obtained with the approach were positive, of multimedia features.
which led to the validation of this research and presented As recognized by researchers previously mentioned,
a clear contribution to the academic environment. virtual worlds can be seen as a stimulating pedagogical
Keywords— Virtual Worlds; Mastery Learning; alternative to be used in an integrated mode to teach in
Science; Educational Theory; 3D environment. classrooms or distance activities. Despite the highlighted
potential advantage in the educational context, Gregory et
I. INTRODUCTION al. [9] believes that there is some common sense that
Increasing technological evolution of tridimensional virtual worlds are in a construction process, and there is a
virtual environments (3D) and techniques for lot yet to be done before teachers, students and managers
virtualization of real-life elements provided a significant fully adopt virtual worlds as a learning space. Is important
advance in the use of these environments for leisure, to observe that exists some problems in this type of
education, and entertainment. Especially in the approach, since this type of environment has not been
educational context, challenges are concentrated in the created to this kind of use (education) and a training is