Articles | Volume 5, issue 3
Geosci. Commun., 5, 251–260, 2022

Special issue: Virtual geoscience education resources (SE/GC inter-journal...

Geosci. Commun., 5, 251–260, 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 et al.

Related subject area

Subject: Geoscience education | Keyword: Pedagogy
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Revised manuscript accepted for GC
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Cited articles

AgiSoft PhotoScan Professional: Version 1.4.2, available at: (last access: 31 December 2020), 2018. 
Atchison, C. L., Burmeister, K. C., Egger, A. E., Ryker, K. D., and Tikoff, B.: Designing Remote Field Experiences, available at: (last access: 29 May 2021), 2020. 
Blender Foundation and Community: Blender, Version 2.91, Stichting Blender Community, Amsterdam, available at: (last access: 29 May 2021), 2020. 
Bond, C. E. and Cawood, A. J.: A role for virtual outcrop models in blended learning – improved 3D thinking and positive perceptions of learning, Geosci. Commun., 4, 233–244,, 2021. 
Carabajal, I. G., Marshall, A. M., and Atchison, C. L.: A Synthesis of Instructional Strategies in Geoscience Education Literature That Address Barriers to Inclusion for Students with Disabilities, Journal of Geoscience Education, 65, 531–41,, 2017. 
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.
Final-revised paper