Articles | Volume 5, issue 3
https://doi.org/10.5194/gc-5-251-2022
https://doi.org/10.5194/gc-5-251-2022
Research article
 | 
02 Sep 2022
Research article |  | 02 Sep 2022

Virtual field experiences in a web-based video game environment: open-ended examples of existing and fictional field sites

Mattathias D. Needle, Juliet G. Crider, Jacky Mooc, and John F. Akers

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Interactive discussion

Status: closed

Comment types: AC – author | RC – referee | CC – community | EC – editor | CEC – chief editor | : Report abuse
  • RC1: 'Comment on gc-2021-17', Anonymous Referee #1, 21 Jul 2021
    • AC2: 'Reply on RC1', Mattathias Needle, 18 Aug 2021
  • RC2: 'Comment on gc-2021-17', Anonymous Referee #2, 23 Jul 2021
    • AC1: 'Reply on RC2', Mattathias Needle, 18 Aug 2021

Peer review completion

AR: Author's response | RR: Referee report | ED: Editor decision | EF: Editorial file upload
ED: Reconsider after major revisions (further review by editor and referees) (27 Aug 2021) by Steven Whitmeyer
AR by Mattathias Needle on behalf of the Authors (08 Oct 2021)  Author's response   Author's tracked changes   Manuscript 
ED: Referee Nomination & Report Request started (09 Oct 2021) by Steven Whitmeyer
RR by Anonymous Referee #2 (10 Oct 2021)
RR by Anonymous Referee #1 (24 Oct 2021)
ED: Publish as is (25 Oct 2021) by Steven Whitmeyer
ED: Publish as is (26 Oct 2021) by Kirsten v. Elverfeldt (Executive editor)
AR by Mattathias Needle on behalf of the Authors (05 Nov 2021)
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Short summary
We designed interactive, open-ended video games to simulate field geology to address the learning goals of traditional, in-person exercises for geology students. When these simulations were implemented in college courses, students used virtual versions of standard geology measuring tools to collect data but could also visualize and collect data in new ways (i.e., a jetpack and instantaneous graphing tools). The games were for remote learning, but the tools can also enhance in-person instruction.
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