Technically, Whyville is a virtual world–for kids.
But that description falls far short of doing it justice.
Podcast: Play in new window | Download
Subscribe: RSS
Whyville, which Pasadena-based educational software company Numedeon introduced in 1999, was the first game-based learning world on the Internet. It contains over 100 games and activities, as well as live events. 150 different organizations have been sponsors, over the past 21 years.
Participants can design, research, chat among themselves and even conduct their own small business–using game units called “clams” as currency. The goal: to teach STEM concepts through interaction and practical applications.
Fun is a key element. So is independent thinking. For each student, the game outcomes depend on their actions.
Today, Whyville is the oldest and largest virtual community for children.
And since its introduction, Whyville has taught its young participants all types of STEM concepts. Math, geography and science are just three of the subjects they can learn through practical application. Playing games, asking questions and exploring are all at the core of that education, which is different for each child.
Currently, Whyville is putting the finishing touches on new content, aimed at fulfilling the needs of distance learning which the current pandemic has presented.
Dr. James M. Bower is the creator of Whyville’s virtual world. A neuroscientist, Dr. Bower (or Jim, as he prefers to be called) is the principal owner, CEO and Chairman of the Board of Numedeon, Inc. Numedeon continuously updates Whyville, keeping the content fresh for young participants (and their parents, teachers and grandparents, who can also be “Whyvillians”!).
In fact, Jim and his team introduced a pandemic into their virtual world in 2004. Next, they introduced the possibility of vaccinations against the “Whypox”. However, they left that decision up to individual community members.
A look towards the future
Currently, with a new grant from the National Science Foundation, Whyville will be creating tools for teachers to help students understand COVID-19.
Did we mention that membership, and participation, is free?
Jim shared the story of Whyville, offered a look inside this virtual world, and previewed the new content he and his team are currently developing for educators for fall semester.
On this edition of Over Coffee®, you will hear:
-
How Jim first became an educational innovator;
-
How Whyville first came about;
-
What participants first experience;
-
Some of ways in which kids’ virtual interaction helps them deal with the real world;
-
A look at the science program, “WASA”, which NASA sponsored in Whyville;
-
The story of the “Whypox”, and how it led to education, virtual enterprise and independent research;
-
How the “Whypox” spawned further education on other real-world disease effects;
-
What Jim and his team are currently developing, with an NSF grant, in response to COVID-19;
-
A look at a new math resource which will be available for fall semester;
-
How teachers can register their classes;
-
What’s coming in the future;
-
A concept which Jim has seen reinforced, during his work with Whyville;