4 research outputs found
The geothermal world videogame: An authentic, immersive videogame used to teach observation skills needed for exploration
Interviews with geothermal professionals have identified geothermal concepts (i.e. knowledge) and skill sets that entry-level geologists commonly lack when beginning a career in the geothermal energy sector. To help address these issues, an authentic and immersive 3D free-roaming videogame called âThe GeoThermal Worldâ was designed and piloted in 2012 at the University of Canterbury to teach undergraduate students about geothermal fieldwork and resource exploration.
An experiment was carried out to compare studentsâ learning experiences in a real fieldwork activity at Orakei Korako to learning experiences in the virtual setting of the videogame. Both settings were designed with the same outcomes in mind: to provide the students with a level of background knowledge and operating procedures to do basic geothermal fieldwork. Several datasets were collected to characterize the students learning and to allow us to compare their overall experiences and perceptions of the tasks in different settings.
In both activities, we aimed to teach the students how to observe, characterize and record geologic information at a hot spring. Preliminary results indicate that both settings are successful at teaching geothermal concepts with some strengths and weaknesses identified in both. However, the settings seem to be complementary to one another. Hence, ideally, field teaching experiences as a part of the undergraduate geology curriculum could be supplemented by digital or virtual experiences. This may cut down on the time required to âskill-upâ new entry-level geologists who may be lacking geothermal-specific field knowledge and skills. Further development of âThe GeoThermal Worldâ will allow us to refine the authenticity and create more complex virtual geothermal settings and challenges
Using role-play to improve studentsâ confidence and perceptions of communication in a simulated volcanic crisis
Traditional teaching of volcanic science typically emphasises scientific
principles and tends to omit the key roles, responsibilities, protocols, and
communication needs that accompany volcanic crises. This chapter
provides a foundation in instructional communication, education, and risk
and crisis communication research that identifies the need for authentic
challenges in higher education to challenge learners and provide
opportunities to practice crisis communication in real-time. We present
an authentic, immersive role-play called the Volcanic Hazards Simulation
that is an example of a teaching resource designed to match professional
competencies. The role-play engages students in volcanic crisis concepts
while simultaneously improving their confidence and perceptions of
communicating science. During the role-play, students assume authentic
roles and responsibilities of professionals and communicate through
interdisciplinary team discussions, media releases, and press conferences.
We characterised and measured the studentsâ confidence and perceptions
of volcanic crisis communication using a mixed methods research design
to determine if the role-play was effective at improving these qualities.
Results showed that there was a statistically significant improvement in
both communication confidence and perceptions of science communication.
The exercise was most effective in transforming low-confidence and
low-perception students, with some negative changes measured for our
higher-learners. Additionally, students reported a comprehensive and
diverse set of best practices but focussed primarily on the mechanics of
science communication delivery. This curriculum is a successful example
of how to improve studentsâ communication confidence and perceptions
The Communication and Risk Management of Volcanic Ballistic Hazards
Tourists, hikers, mountaineers, locals and volcanologists frequently visit
and reside on and around active volcanoes, where ballistic projectiles are a
lethal hazard. The projectiles of lava or solid rock, ranging from a few
centimetres to several metres in diameter, are erupted with high kinetic,
and sometimes thermal, energy. Impacts from projectiles are amongst the
most frequent causes of fatal volcanic incidents and the cause of hundreds
of thousands of dollars of damage to buildings, infrastructure and property
worldwide. Despite this, the assessment of risk and communication of
ballistic hazard has received surprisingly little study. Here, we review the
research to date on ballistic distributions, impacts, hazard and risk
assessments and maps, and methods of communicating and managing
ballistic risk including how these change with a changing risk environment.
The review suggests future improvements to the communication and
management of ballistic hazard