The 1992 sessions, for example, consisted of approximately twenty-five pupils between 10 and 15 years of age who were mainly drawn from the Seattle area, plus about a dozen staff members.

The daily timetable was organized around activities such as computer graphics, electronic music, and VR itself. The end goal, however, was to build a virtual world. Pupils worked in small groups on the process of world-building and were encouraged to work as teams. (Schroeder, 1996, p. 70)

The technology for this system consisted of both the developmental tools, the PCs and special plug in technology and an immersive system, not afforded to all program trials but very useful here, as can be seen by the outcomes and the engaged student body of the program.

The equipment for building worlds was Swivel 3-D software (see Kalawsky 1993:211-212), and the immersive system consisted of a VPL system with a glove or...
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