Virtual Learning Environments for Promoting Self Transformation: Iterative Design and Implementation of Philadelphia Land Science

Authors

  • Aroutis Foster School of Education, Drexel University, Philadelphia, USA
  • Mamta Shah School of Education, Drexel University, Philadelphia, USA
  • Amanda Barany School of Education, Drexel University, Philadelphia, USA
  • Mark Eugene Petrovich School of Education, Drexel University, Philadelphia, USA
  • Jessica Cellitti School of Education, Drexel University, Philadelphia, USA
  • Migela Duka School of Education, Drexel University, Philadelphia, USA
  • Zachari Swiecki Wisconsin Center for Education Research, University of Wisconsin-Madison, Madison, USA
  • Amanda Siebart-Evenstone Wisconsin Center for Education Research, University of Wisconsin-Madison, Madison, USA
  • Hannah Kinley Wisconsin Center for Education Research, University of Wisconsin-Madison, Madison, USA
  • Peter Quigley Wisconsin Center for Education Research, University of Wisconsin-Madison, Madison, USA
  • David Williamson Shaffer Wisconsin Center for Education Research, University of Wisconsin-Madison, Madison, USA

DOI:

https://doi.org/10.56198/

Keywords:

Projective reflection, STEM, Game-based learning, Game design, Identity exploration, Identity change

Abstract

The objective of this design-based research study was to develop, implement and re ne Philadelphia Land Science (PLS), an interactive web-based experience designed to support learning framed as identity exploration over time, leading to identity change around environmental science and urban planning careers. PLS was developed using Projective Reflection (PR) and tested with high school students at a science museum in Philadelphia as part of a larger on-going study funded by the National Science Foundation (Foster 2014). Projective Reflection (PR) frames learning as identity exploration and change to inform the design of games and game-based learning curricula to facilitate intentional change in learners’ (a) knowledge, (b) interest and valuing,(c) self-organization and self-control, and d) self-perceptions and self-de nitions in academic domains/careers. Change is tracked from a learner’s initial current self, through exploration of possible selves (measured repeatedly), to a learner’s new self at a desired speci c end-point (Shah et al. 2017). PLS was constructed through the modi cation of the virtual internship Land Science, and capitalized on the strengths of its design features, which were informed by the Epistemic Frames Theory (Shaffer 2006). The paper introduces two iterations of PLS and concludes with implications for design and implementation of games for facilitating identity change. Implications are discussed for advancing research on learning and identity in immersive virtual environments.

Published

23-09-2025

How to Cite

Virtual Learning Environments for Promoting Self Transformation: Iterative Design and Implementation of Philadelphia Land Science. (2025). Immersive Learning Research - Academic, 1(1), 3-22. https://doi.org/10.56198/

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