Tags: Education | virtual reality | teenagers | kids | school | learning

Feds Spending $840K for Kids to Enjoy Virtual Learning Experience

Image: Feds Spending $840K for Kids to Enjoy Virtual Learning Experience

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By    |   Monday, 26 Sep 2016 03:17 PM

In an effort to cater to less wealthy teenagers so that they can "experience possible selves," the National Institutes of Health is spending more than $800,000 on a "virtual learning world," the Washington Free Beacon reports

Research, Evaluation, and Social Solutions, Inc. was granted a four-year study to design a program for children to play "Me Games" using virtual reality.

"The word adolescence derives from the Latin word 'adolescere,' meaning, 'to grow up,'" the grant for the project states. "Adolescence is a crucial period of transition between childhood and legal adulthood, with individuals following more uncertain and complex paths based on gender, race, ethnicity, social class, and geography," the grant said.
The objective of the games is to give an opportunity to under-privileged children to experience alternate realities.

"Possible identities reflect how individuals think about their potential and their futre [sic]. Adolescents living in under-resourced environments rarely have the opportunities or means to reflect on and consider their future goals, dreams, threats, fears, and assets. Hence, an intervention focusing on these elements is necessary," the grant said.

The purpose of the funding is to deliver four "Me Games" for children to enjoy after school. The games are called "My World Of Dreams," "The Valley of Others," "Disappointments Bridge," and "The Sea of Hope."

"The goal of ME GAMES(tm) is to support early adolescents' successful transition to adulthood by increasing their academic engagement, motivation, and performance through digital learning activities that make the future feel close and connected to the present, promote a productive interpretation of experienced difficulties and create a link between possible selves and current action," the grant said.

"Using a virtual world with different Edugames, not only creates a feasible and scalable alternative to a totally face-to-face intervention, it also offers an appealing space [i]n its own right, especially for early adolescents, aged 11-14."

The project, which is named, "A Virtual Learning World for Tweens to Experience Possible Selves," is already underway and has cost taxpayers $839,291 until now.

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In an effort to cater to less wealthy teenagers so that they can "experience possible selves," the National Institutes of Health is spending more than $800,000 on a "virtual learning world," the Washington Free Beacon reports.
virtual reality, teenagers, kids, school, learning
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2016-17-26
Monday, 26 Sep 2016 03:17 PM
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