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{{Short description|Educational Internet site}}
{{Infobox VG| title =
{{Advert|date=September 2022}}
]
{{Infobox website
|developer = Numedeon
| name = Whyville
|publisher = Numedeon
| logo = Whyvillelogo.png
|designer = Numedeon
| logocaption =
|engine = ]
| screenshot =
|genre = ] ] ]
| collapsible =
|released = March, 1999
| collapsetext =
|modes = ]
| caption =
|platforms = Java
| url = <!-- {{URL|Whyville.net}} -->
|input = ], ]
| commercial =
| type = ] ]
| registration =
| language =
| num_users =
| content_license =
| programming_language = ] ] ]
| owner = ]
| author = Numedeon
| editor =
| launch_date = {{start date and age|1999|02||df=yes}}
| revenue =
| alexa = <!-- {{increase}} {{steady}} {{decrease}} (US/Global MM/YYYY) -->
| current_status =
| footnotes =
}} }}
'''Whyville''' is an educational Internet site geared towards preteens and children. Its goal is to engage its users in learning about a broad range of topics, from science and business to art and geography.


The game is reported to be one of the most popular ]s with a player base of more than 5 million.<ref>{{cite news| title=Video Games: A Route to Large-Scale STEM Education.| author=Merrilea J. Mayo | work=Science Magazine | url=http://www.sciencemag.org/cgi/content/abstract/323/5910/79 | date=] | accessdate=2009-01-02}}</ref> '''Whyville''' is an educational Internet site geared towards children aged 8–14, founded and managed by ] Inc. Whyville engages its uses in learning about a broad range of topics, including science, business, art and geography. Whyville's users (Whyvillians) engage in ] simulation based games and role play sponsored by a wide range of governmental, non-profit, and corporate entities. In 2009, the website had a registered base of more than 7 million users.<ref>{{cite news|url=http://www.sciencemag.org/cgi/content/abstract/323/5910/79|title=Video Games: A Route to Large-Scale STEM Education.|author=Merrilea J. Mayo|date=2009-01-02|work=Science Magazine|access-date=2009-01-02}}</ref>


Whyville was launched in 1999, by Numedeon Inc, which was founded by ], his students, and collaborators at the ]. They were interested in whether simulation-based serious gaming could change education, and Whyville's purpose remains primarily educational.
Whyville has received a number of awards from independent parent groups for its educational value and safety. For example, Whyville has received awards in 2006, 2007, and 2008 from iParenting as the best website for kids, and the best on the web for its safety features <ref>{{cite news| title=Why is Whyville a Hit? It's safe and fun.| author=Linda Knapp | work=The Seattle Times | url=http://seattletimes.nwsource.com/html/businesstechnology/2003576142_ptgett17.html | date=] | accessdate=2007-02-17}}</ref>. In 2008 Whyville received a NAPPA (National Parenting Publication Award) Gold Award as a site that represented the best in its genre for kids <ref>{{cite news| title=Virtual Worlds for Kids Win Parenting Award.| author=Irene Scherer | work=Library Nation | url=http://librarynation.com/?p=264 | date=] | accessdate=2008-11-05}}</ref>


==Whyville's interactive structure==
As a simulation based virtual world, Whyville's users engage in games and roleplay sponsored by a wide range of governmental, non-profit, and corporate entities. Launched in 1999, by Numedeon Inc, Whyville was one of the first virtual worlds for children, and is one of the few virtual worlds whose purpose is primarily educational. you can chat with people and have fun.
Whyville was one of the first virtual worlds built around learning games. Whyville was also one of the first virtual worlds which used an internal virtual ].<ref name="Richard Lee Colvin">{{cite news| title=Cartoon lips, virtual fashion and physics | author=Richard Lee Colvin | work=The Los Angeles Times | url=http://www.whyville.net/press/latimes_020708.html| date=2002-07-08 | access-date=2002-07-08}}</ref> Users earn a 'clam' salary based on their educational activities on the site. With these clams they can buy face parts, projectiles, furniture, bricks, and other virtual goods and services that enhance their life in the Whyville virtual world. In 2007, Whyville partnered with the Spanish Bank ] to build a virtual banking system for Whyville's users through which they manage their clam assets <ref>{{cite news| title=Spanish Bank Opens Virtual Branch in Whyville | author=Andy Chalk | work=Escapist Magazine | url=http://www.escapistmagazine.com/news/view/77886-Spanish-Bank-Opens-Virtual-Branch-in-Whyville| date=2007-10-12}}</ref>


Whyville was also one of the first sites to emphasize user created content.<ref name="Richard Lee Colvin" /> Tied directly to the clam economy, once a user has accumulated a large enough clam savings, they can start their own Whyville virtual business based on their own created content. Most of these businesses are built around the construction of 'face parts' from which users make their own ]s, using simple pixel by pixel drawing tools. Other businesses design and sell decals for users' virtual Scions (virtual automobiles in Whyville sponsored by ] owned by ]). Players must draw their creations by hand. There is no copying and pasting, and all contributed content is reviewed by site staff for appropriateness. Since the site's launch, thousands of players have created millions of face parts.
Numedeon Inc was founded by ] his students and collaborators at the ] interested in ways in which the Internet and simulation-based serious gaming could change education.


A weekly newspaper called "The Whyville Times" comes out every Sunday. Whyvillians send in articles that they have written to the Times Editor. If the article is published, other users may comment about it on the ] (BBS).
==Whyville Virtual Economy==
Whyville was one of the first ]s where game play was based on an internal virtual ].<ref>{{cite news| title=Cartoon lips, virtual fashion and physics | author=Richard Lee Colvin | work=The Los Angeles Times | url=http://www.whyville.net/press/latimes_020708.html| date=] | accessdate=2002-07-08}}</ref> Users earn a 'clam' salary based on the educational activities they engage in on the site. With their clams they can buy face parts, projectiles, furniture, bricks, and other virtual goods and services that enhance their life 'in world'.


==Online safety==
Whyville was also one of the first sites to emphasize user created content <ref>{{cite news| title=Cartoon lips, virtual fashion and physics | author=Richard Lee Colvin | work=The Los Angeles Times | url=http://www.whyville.net/press/latimes_020708.html| date=] | accessdate=2002-07-08}}</ref>. Tied directly into the clam economy, once a user has accumulated a large enough clam savings, they can start their own Whyville virtual business based on their own created content. Most of these businesses are built around the construction of 'face parts' from which users make their own ], using simple pixel by pixel drawing tools. Others businesses design and sell decals for users virtual Scions (virtual automobiles in Whyville sponsored by ] Car Company, a Division of ]). Players must draw their creations by hand. There is no copying and pasting, and all contributed content is reviewed by site staff for appropriateness. Since the sites launch, thousands of players have created millions of face parts.
Whyville received awards in 2006, 2007, and 2008 from iParenting as the best website for kids, and the best on the web for its safety features.<ref>{{cite news| title=Why is Whyville a Hit? It's safe and fun.| author=Linda Knapp | work=The Seattle Times | url=http://seattletimes.nwsource.com/html/businesstechnology/2003576142_ptgett17.html | date=2007-02-17 | access-date=2007-02-17}}</ref> In 2008 Whyville received a NAPPA (National Parenting Publication Award) Gold Award as a site that represented the best in its genre for kids<ref>{{cite news| title=Virtual Worlds for Kids Win Parenting Award.| author=Irene Scherer | work=Library Nation | url=http://librarynation.com/?p=264 | date=2008-11-05 | access-date=2008-11-05}}</ref>


==In education==
Even though it is difficult to obtain a large amount of clams, there are many users who have played Whyville since the day it came out, in 1999. Long time players who have maintained their accounts wisely, usually have the most clams in the game. Many richer Whyvillians use their clams to make face parts, buy Scions, or even just give them away through raffles and contests. Others may deposit their clams into a virtual Bank, (sponsored by the ] of Spain) which allows Whyvillians to earn interest by depositing their clams in CD's (certificates of deposit) or into their online password protected savings accounts.
Whyville has been involved in numerous projects involving schools. For example, Whyville has sponsored several workforce pipeline projects that aim to encourage children to consider technical and scientific careers.


In another example, ] awarded funding to ETR Associates to implement a project through middle school classrooms to engage young Hispanic women in computer game design and entrepreneurship.<ref>{{cite news| title=Gaming class aim to spark girls interest in computer careers | author=Donna Jones | work=The Santa Cruz Sentinel | url=http://www.scsextra.com/story.php?sid=48453| date=2007-05-04 | access-date=2007-05-04}}</ref>
==Sponsorships in Whyville==
Whyville has an extensive and growing list of both public and private sponsors. Examples include ] the US ] the ], ], ], the ], ] the ] and Chicago's ].


The ] has also funded Whyville to develop workforce related games in advanced manufacturing, biotechnology and energy.<ref>, 2006-08-02 press release by Texas Governor ]</ref> In the 2007-2008 school year, Waco Independent School District piloted integration of Whyville into school day activities and creating lesson plans in more than fifty classrooms with over 1,000 students. In April, 2008, as part of its work with the Texas Workforce Commission, Whyville launched a new initiative for teachers called the WhyTexas Challenge.<ref></ref> Over three weeks, 300 teachers in Texas signed their students up to compete for their classrooms. The winners, from the Waco Independent school district amassed more than 17,000 clams in the three-week period of time.<ref>{{cite web|url=http://www.why-texas.com/ |title=Why-Texas Whyville Texas Challenge |publisher=Why-texas.com |access-date=2013-01-19}}</ref>
One of Whyville's major corporate sponsors is ] which launched its first virtual world presence in Whyville, where users can use clams to purchase customizable ], ], and ] cars <ref>{{cite news| title=Scion Offers Virtual Car Loans at Whyville | author=Kevin Newcomb | work=ClickZ | url=http://www.clickz.com/3620606| date=] | accessdate=2006-07-18}}</ref> . Users without sufficient clams can arrange loans from a virtual branch of ] based on their Whyville Credit Score (Why-CO score). A robotic loan councilor helps citizens understand how to raise their credit rating. Scion owners can give rides to other users by invitation and can purchase custom decals made by other users for clams.


==Educational research==
] also has an extensive virtual nutrition project sponsored by the ] and The School Nutrition Association.<ref></ref> In this project, ] citizens elect to eat breakfast, lunch, and dinner each day, and a nutrition calculator then determines their state of health.
Whyville has drawn attention from educational researchers interested in the effect of virtual worlds on children.<ref></ref> The ] funded research into how preteens explore and share information about reproductive health using Whyville.<ref>{{cite web|url=http://spotlight.macfound.org/main/entry/thomas_kafai_tweens_reproductive_health_virtual_worlds/#When:14:03:00Z|title=Thomas & Kafai: Tweens and Reproductive Health in Virtual Worlds, 2008-08-09 |access-date=1 October 2014}}</ref>


Educational Research on Whyville has now been published in the book "Connected Play: Tweens in a Virtual World" Authored by Yasmin B. Kafai, Deborah A. Fields, and Mizuko Ito.<ref>{{cite book|title=Connected Play: Tweens in a Virtual World (The John D and Catherine T. MacArthur Foundation Series on Digital Media and Learning). |publisher=MIT Press |access-date=2013-10-11 |url=https://books.google.com/books?id=BSAlrgEACAAJ |date=2013|isbn=9781461947974}}</ref>
] also has games and activities focusing on environmental issues supported by organizations like the ]. The site has yet to launch a major project involving ].<ref>{{cite news| title=Virtual Environmentalism | author=Anastasia Goodstein | work=The Huffington Post | url=http://www.huffingtonpost.com/anastasia-goodstein/virtual-environmentalism_b_54025.html| date=] | accessdate=2007-06-27}}</ref>


==Sponsorships==
==From Site Revenue==
Whyville has an extensive list of both public and private sponsors. Examples include ] the US ] the ], ], ], the ], ] the John D. and Catherine T. MacArthur Foundation, Next Generation Learning Challenges, the ], the Texas Workforce Commission, and Chicago's ]. Whyville's corporate sponsors include Scion, which launched its first virtual world presence in Whyville.<ref>{{cite news| title=Scion Offers Virtual Car Loans at Whyville | author=Kevin Newcomb | work=ClickZ | url=http://www.clickz.com/3620606| date=2006-07-18 | access-date=2006-07-18}}</ref>


Whyville also has an extensive virtual nutrition project sponsored by the ] and The School Nutrition Association.<ref>{{cite web|url=https://news.uthscsa.edu/children-learn-how-to-eat-nutritiously-the-whyville-way/ | title=Children learn how to eat nutritiously, the Whyville way | publisher=University of Texas Health Science Center San Antonio | date=14 February 2006}}</ref> In this project, Whyville's citizens elect to eat breakfast, lunch, and dinner each day, and a nutrition calculator then determines their state of health.
In addition to sponsorships, Whyville also has a unique form of "from site" revenue, called 'Pearls' which combines a limited form of premium subscription with the ability to purchase virtual goods <ref>{{cite news| title=People spend real money for virtual goods.| author=Stefanie Olson | work=The Mercury News| url=http://www.mercurynews.com/businessheadlines/ci_11220171 | date=] | accessdate=2008-12-15}}</ref>. The Pearl system is designed to resemble a monthly parental allowance system where users make their own decisions about how and whether to spend their Pearls, or save them for future purchases. Users can purchase virtual goods including virtual pets and avatar parts licensed by real world celebrities <ref>{{cite news| title=Whyville and Vside next for virtual greats.| author=Joey Seiler | work=Virtual World News| url=http://www.virtualworldsnews.com/2008/12/whyville-and-vside-next-for-virtual-greats.html | date=] | accessdate=2008-12-24}}</ref>.


Whyville also has games and activities focusing on environmental issues supported by organizations like the Woods Hole Oceanographic Institution.<ref>{{cite news| title=Virtual Environmentalism | author=Anastasia Goodstein |author-link=Anastasia Goodstein| work=The Huffington Post | url=http://www.huffingtonpost.com/anastasia-goodstein/virtual-environmentalism_b_54025.html| date=2007-06-27 | access-date=2007-06-27}}</ref>
==Whyville in the Schools==


Whyville has also recently worked with the ] to implement a series of games based on breeding dragons as a way to learn genetics.<ref>{{cite web|url=https://concord.org/publications/newsletter/2014-fall/using-social-networking-to-learn-genetics |title=Using Social Networking to Learn Genetics |access-date= 25 November 2014}}</ref>
Whyville has also become involved in a number of work force pipeline projects aiming to encourage children to consider technical and scientific careers. For example, the ] has recently awarded funding to the ETR Associates to implement a project through middle school classrooms to engage young Hispanic women in computer game design and entrepreneurship.<ref>{{cite news| title=Gaming class aim to spark girls interest in computer careers | author=Donna Jones | work=The Santa Cruz Sentinel | url=http://www.scsextra.com/story.php?sid=48453| date=] | accessdate=2007-05-04}}</ref> The ] through the Office of the Governor has also funded Whyville to develop work force related games related to advanced manufacturing and biotechnology.<ref>, ] press release by Texas Governor ]</ref> In the 2007-2008 school year, Waco Independent School District piloted Whyville in more than fifty Career Connections classrooms for over 1,000 students, integrating Whyville into school day activities and creating lesson plans available in the Whyville discussion group at Ning.com.


==Technical foundation for Whyville==
==Whytexas Challenge==
Whyville runs on N.I.C.E, Numedeon's Interactive Community Engine. Nice is an online platform that supports the construction and management of immersive virtual worlds. Core components of this engine are protected by U.S. Patents<ref>{{cite web|title=Patent: Graphical interactive interface for immersive online communities|url=http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO2&Sect2=HITOFF&p=1&u=%2Fnetahtml%2FPTO%2Fsearch-bool.html&r=13&f=G&l=50&co1=AND&d=PTXT&s1=7,925,703&OS=7,925,703&RS=7,925,703|access-date=12 January 2016|date=12 April 2011}}</ref> N.I.C.E., and therefore Whyville runs on a standard web browser, and can be run with as little as 56K baud connectivity<ref>{{cite news| title=About Us | author=Numedeon Inc. | work=Numedeon Inc. Website | url=http://www.numedeon.com/smmk/frontOffice/aboutUs | access-date=2007-08-06}}</ref>".


==References==
In April, 2008, as part of its work with the Texas Workforce Commission, Whyville launched a new initiative for teachers call the Whytexas Challenge <ref></ref> . Over three weeks, 300 teachers in Texas signed their students up to compete for their classrooms. The winners, from the Waco Independent school district amassed more than 17,000 clams in the three week period of time ref></ref>.
{{reflist}}



== The Whyville Times ==

Whyville has a weekly newspaper called "The Whyville Times" that comes out every Sunday. Throughout the week, talented whyvillians send in an article that they have written to the Times Editor to see if she will put it in the next weeks edition. If they make it in, other users may comment on the article in the ].

Whyville's BBS is a Whyville related Bulletin Board System where citizens can chat about the issue/topic related to that BBS. The most popular BBS's are found in the Whyville Times where citizens give feedback about an article or discuss the topic of the article. The Whyville BBS is a great communication tool. Recently it was updated to a more advanced version. All in all it is a great aspect of Whyville.

==Educational Research in Whyville ==

As a learning site, Whyville is also attracting increasing attention from the educational research community interested in the effect of virtual worlds on children <ref>] </ref>. The ] for example, is funding a new research project aimed at understanding how preteens explore and share information about reproductive health using Whyville <ref>] </ref> .

== Leaders in Whyville ==

Whyville has many leader opportunities. You can become a whyville senator by being elected by Whyville's citizens. You can also become a Whyville "Ymail Helper" or a Whyville newbie guide, these people take new citizens ("newbies") on a tour of Whyville. Whyville has leadership opportunities. This teaches children about politics and voting in real life. Every four months, the citizens elect three new senators. The senators work together with the citizens and act as a voice for the population to the administrators (City Workers). Whyville's current new senators are steve6, ducky464, and rain15133. The senators get to make the member's wishes a reality.

== :)! ==

== References ==

<references/>


==External links== ==External links==
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Latest revision as of 16:20, 17 May 2024

Educational Internet site
This article contains promotional content. Please help improve it by removing promotional language and inappropriate external links, and by adding encyclopedic text written from a neutral point of view. (September 2022) (Learn how and when to remove this message)
Whyville
Type of siteVirtual world serious games
OwnerNumedeon
Created byNumedeon
LaunchedFebruary 1999; 25 years ago (1999-02)
Written inJava Flash HTML5

Whyville is an educational Internet site geared towards children aged 8–14, founded and managed by Numedeon Inc. Whyville engages its uses in learning about a broad range of topics, including science, business, art and geography. Whyville's users (Whyvillians) engage in virtual world simulation based games and role play sponsored by a wide range of governmental, non-profit, and corporate entities. In 2009, the website had a registered base of more than 7 million users.

Whyville was launched in 1999, by Numedeon Inc, which was founded by Dr. James M. Bower, his students, and collaborators at the California Institute of Technology. They were interested in whether simulation-based serious gaming could change education, and Whyville's purpose remains primarily educational.

Whyville's interactive structure

Whyville was one of the first virtual worlds built around learning games. Whyville was also one of the first virtual worlds which used an internal virtual currency. Users earn a 'clam' salary based on their educational activities on the site. With these clams they can buy face parts, projectiles, furniture, bricks, and other virtual goods and services that enhance their life in the Whyville virtual world. In 2007, Whyville partnered with the Spanish Bank Bankinter to build a virtual banking system for Whyville's users through which they manage their clam assets

Whyville was also one of the first sites to emphasize user created content. Tied directly to the clam economy, once a user has accumulated a large enough clam savings, they can start their own Whyville virtual business based on their own created content. Most of these businesses are built around the construction of 'face parts' from which users make their own avatars, using simple pixel by pixel drawing tools. Other businesses design and sell decals for users' virtual Scions (virtual automobiles in Whyville sponsored by Scion owned by Toyota). Players must draw their creations by hand. There is no copying and pasting, and all contributed content is reviewed by site staff for appropriateness. Since the site's launch, thousands of players have created millions of face parts.

A weekly newspaper called "The Whyville Times" comes out every Sunday. Whyvillians send in articles that they have written to the Times Editor. If the article is published, other users may comment about it on the Bulletin Board System (BBS).

Online safety

Whyville received awards in 2006, 2007, and 2008 from iParenting as the best website for kids, and the best on the web for its safety features. In 2008 Whyville received a NAPPA (National Parenting Publication Award) Gold Award as a site that represented the best in its genre for kids

In education

Whyville has been involved in numerous projects involving schools. For example, Whyville has sponsored several workforce pipeline projects that aim to encourage children to consider technical and scientific careers.

In another example, National Science Foundation awarded funding to ETR Associates to implement a project through middle school classrooms to engage young Hispanic women in computer game design and entrepreneurship.

The Texas Workforce Commission has also funded Whyville to develop workforce related games in advanced manufacturing, biotechnology and energy. In the 2007-2008 school year, Waco Independent School District piloted integration of Whyville into school day activities and creating lesson plans in more than fifty classrooms with over 1,000 students. In April, 2008, as part of its work with the Texas Workforce Commission, Whyville launched a new initiative for teachers called the WhyTexas Challenge. Over three weeks, 300 teachers in Texas signed their students up to compete for their classrooms. The winners, from the Waco Independent school district amassed more than 17,000 clams in the three-week period of time.

Educational research

Whyville has drawn attention from educational researchers interested in the effect of virtual worlds on children. The John D. and Catherine T. MacArthur Foundation funded research into how preteens explore and share information about reproductive health using Whyville.

Educational Research on Whyville has now been published in the book "Connected Play: Tweens in a Virtual World" Authored by Yasmin B. Kafai, Deborah A. Fields, and Mizuko Ito.

Sponsorships

Whyville has an extensive list of both public and private sponsors. Examples include NASA the US Centers for Disease Control and Prevention the J. Paul Getty Trust, Disney, EMI, the Woods Hole Oceanographic Institution, Scholastic Publishing the John D. and Catherine T. MacArthur Foundation, Next Generation Learning Challenges, the US Department of Labor, the Texas Workforce Commission, and Chicago's Field Museum of Natural History. Whyville's corporate sponsors include Scion, which launched its first virtual world presence in Whyville.

Whyville also has an extensive virtual nutrition project sponsored by the University of Texas System and The School Nutrition Association. In this project, Whyville's citizens elect to eat breakfast, lunch, and dinner each day, and a nutrition calculator then determines their state of health.

Whyville also has games and activities focusing on environmental issues supported by organizations like the Woods Hole Oceanographic Institution.

Whyville has also recently worked with the Concord Consortium to implement a series of games based on breeding dragons as a way to learn genetics.

Technical foundation for Whyville

Whyville runs on N.I.C.E, Numedeon's Interactive Community Engine. Nice is an online platform that supports the construction and management of immersive virtual worlds. Core components of this engine are protected by U.S. Patents N.I.C.E., and therefore Whyville runs on a standard web browser, and can be run with as little as 56K baud connectivity".

References

  1. Merrilea J. Mayo (2009-01-02). "Video Games: A Route to Large-Scale STEM Education". Science Magazine. Retrieved 2009-01-02.
  2. ^ Richard Lee Colvin (2002-07-08). "Cartoon lips, virtual fashion and physics". The Los Angeles Times. Retrieved 2002-07-08.
  3. Andy Chalk (2007-10-12). "Spanish Bank Opens Virtual Branch in Whyville". Escapist Magazine.
  4. Linda Knapp (2007-02-17). "Why is Whyville a Hit? It's safe and fun". The Seattle Times. Retrieved 2007-02-17.
  5. Irene Scherer (2008-11-05). "Virtual Worlds for Kids Win Parenting Award". Library Nation. Retrieved 2008-11-05.
  6. Donna Jones (2007-05-04). "Gaming class aim to spark girls interest in computer careers". The Santa Cruz Sentinel. Retrieved 2007-05-04.
  7. Perry Announces $3 Million to Develop Workforce of the Future, 2006-08-02 press release by Texas Governor Rick Perry
  8. Why-Texas Whyville Texas Challenge
  9. "Why-Texas Whyville Texas Challenge". Why-texas.com. Retrieved 2013-01-19.
  10. Yasmin B. Kafai Research Projects, 2006-08-09
  11. "Thomas & Kafai: Tweens and Reproductive Health in Virtual Worlds, 2008-08-09". Retrieved 1 October 2014.
  12. Connected Play: Tweens in a Virtual World (The John D and Catherine T. MacArthur Foundation Series on Digital Media and Learning). MIT Press. 2013. ISBN 9781461947974. Retrieved 2013-10-11.
  13. Kevin Newcomb (2006-07-18). "Scion Offers Virtual Car Loans at Whyville". ClickZ. Retrieved 2006-07-18.
  14. "Children learn how to eat nutritiously, the Whyville way". University of Texas Health Science Center San Antonio. 14 February 2006.
  15. Anastasia Goodstein (2007-06-27). "Virtual Environmentalism". The Huffington Post. Retrieved 2007-06-27.
  16. "Using Social Networking to Learn Genetics". Retrieved 25 November 2014.
  17. "Patent: Graphical interactive interface for immersive online communities". 12 April 2011. Retrieved 12 January 2016.
  18. Numedeon Inc. "About Us". Numedeon Inc. Website. Retrieved 2007-08-06.

External links

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