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Project Descriptions

Youth Expo: Youth Exploring the Potential of Virtual Worlds

September 1, 2009 - August 31, 2011 | Media and Technology, Informal/Formal Connections
Youth EXPO: Youth Exploring the Potential of Virtual Worlds was a proof-of-concept study to determine if an immersive, 3D virtual environment is an effective medium to increase high school students’ understanding of current climate change research and motivate interest in learning more about climatology-related careers. The project was conducted by the Miami Science Museum in partnership with Goddard Institute of Space Sciences and Goddard Space Flight Center, and implemented with high school students in Miami. The overall goal of the project was to develop a prototype cyber resource to promote awareness of climate change and careers in climatology, in support of NASA’s role in helping youth understand how Earth’s global climate system is changing. YouthEXPO explored the extent to which 3D virtual learning experiences can increase high school students’ conceptual understanding of complex scientific issues related to climate change. This was accomplished through the development of a series of virtual exhibits, YouthEXPO Island, and pilot testing of the exhibition with high school students as part of a broader climate change curriculum. Youth EXPO Island is a series of simulations in an immersive, 3D virtual world environment designed to increase high school students’ understanding of current climate change research and motivate interest in learning more about climatology-related careers. Modules include EarthLab, IceLab, VolcanoLab and SpaceLab, four environmental simulations where avatars can analyze the relationship between global temperature change and a variety of climate factors, learn about remote sensing and field sampling techniques, and explore related careers.

Funders

NASA
Award Number: NNX09AL31G
Funding Amount: 340756

TEAM MEMBERS

  • 2015 05 31 Judy Brown
    Principal Investigator
    Miami Museum of Science
  • Discipline: Climate | Education and learning science | Technology
    Audience: Youth/Teen (up to 17) | Educators/Teachers
    Environment Type: Media and Technology | Games, Simulations, and Interactives | Informal/Formal Connections | K-12 Programs

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