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Purpose
The purpose of this research project,
funded by the National Science Foundation, is to build a
multi-user virtual environment experiential simulator (MUVEES)
in order
to find an engaging way to teach science in a manner that
draws on curiosity and play. The environment is enriched
with
digitized
historical museum artifacts to enhance middle school students'
motivation and learning about science. |
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The project's educational environments extend typical MUVE capabilities
in order to study the science learning potential of immersive simulations,
interactive virtual museum exhibits, and "participatory" historical
situations. In particular, this project is studying how the design
characteristics of these learning experiences affect students'
motivation and educational outcomes, as well as the extent to which
digitized museums can aid pupils' performance on assessments related
to national science standards. This research also is examining
both the process needed to successfully implement MUVEES in typical
classroom settings and ways to enable strong learning outcomes
across a wide range of individual student characteristics.
Design
Our initial design
started with instructional challenges identified by science teachers,
who
targeted experimental design as the most difficult concept for
students to learn using current
methods. This is a higher order skill essential in preparing pupils
for their independent science
fair projects. In response, we developed learning activities in
the processes of scientific inquiry transitional in difficulty
between classroom lab experiences and independent individual
investigation of a complex real-world situation. Students learned
to behave as scientists while
they collaboratively identified problems through observation and
inference, formed and tested
hypotheses, and deduced evidence-based conclusions about underlying
causes. Our prototype middle school science curriculum units also
convey content knowledge based on the national science standards
and aligned
with the material typically covered on statewide tests.
The “River
City” curriculum unit, in both English and Spanish, consists
of a multi-user virtual environment with virtual contexts, computer-based
agents, and digital artifacts that directly and implicitly guide
learner
investigations. This learning environment centers on content
in biology and ecology and is designed for use in a classroom context,
supplemented by conventional instructional activities such as textbooks
and teacher-led discussions. The curriculum unit requires ten days
of class time, alternating five experiential sessions in the MUVE
structured by gathering data to enter in a Lab Notebook with five
interpretative whole-class discussions led by the teacher.
Curriculum
The River
City curriculum unit is based on students collaboratively investigating
a virtual
"world" consisting of a city with a river running through
it, different forms of terrain that
influence water runoff, houses, industries, and institutions such
as a hospital and a university. River City contains over fifty
digital objects from the Smithsonian’s collection, plus "data
collection stations" that provide detailed information about
water samples at various spots in the world.
River
City is typical of the United States in the late nineteenth
century; we use museum artifacts to illustrate
building exteriors and street scenes from that period in
history. Content in the right-hand interface-window shifts based
on
what the participant
encounters or activates in the virtual environment. Dialogue
is shown in a text box below these two windows; members of
each team can communicate regardless of distance, but in-team
dialogue is displayed only to members of that team. To aid their
interactions,
participants also have access to one-click interface features
that
enable the avatar to express (through stylized postures and
gestures) emotions such as happiness, sadness, agreement, and disagreement.
Multiple teams of students can access the MUVE simultaneously,
each individual
manipulating an avatar through their computer.
In our pilot implementations,
each class was divided into teams of two to four students, which
are "sent back in time" to
this virtual environment. During their time in the MUVE, students
answer questions in a Lab Notebook, which the teachers later use
for assessment purposes. The Lab Notebook starts with questions
that
guide exploration of the environment and develop mastery of the
interface, building towards later investigations that are content
specific and require completing a data table or graph based on
the water samples encountered in River City. The Lab Notebook asks
the class to help the city solve its environmental and health problems,
which are directly related to middle school science content. To
accomplish this, the students must collaborate to share the data
each team collects.
Beyond textual conversation, students can project to each other "snapshots" of
their current individual point of view (when someone has discovered
an item of general interest) and also can "teleport" to
join anyone on their team for joint investigation. Each time a
team reenters the world, several months of time have passed in
River City, so learners can track the evolution of local problems.
At
the end, students write to the mayor of River City describing the
health and environmental problems they have encountered and suggesting
ways to improve the life of the inhabitants.
Learners are engaged in a "participatory historical situation"
in which they can apply tools and
knowledge from both the past and the present to resolve an authentic
problem. In this “back to the future” situation,
students’ mastery
of 21st century classroom content and skills empowers them in
the 19th century virtual world.
Through data gathering,
students observe the patterns that emerge and wrestle with questions
such as “Why are many more poor people getting sick than
rich people?” Multiple causal
factors are involved, including polluted water runoff to low-lying
areas, insect vectors in swampy areas, overcrowding, and the
cost of access to medical care. Throughout the world, students
encounter residents of River City and "overhear" their
conversations with one another. These computer-based "agents" disclose
information and indirect clues about what is going on in River
City. The phrases “spoken” by
these agents evolve over time.
The main goal of the MUVE is to
teach students the skills necessary for scientific inquiry, particularly
those important in conducting investigations for a science fair
project. River City has multiple lines of potential exploration.
As mentioned above, there are 3 main historically accurate strands
of illness in River City (water-borne, air-borne, and insect-vectors).
These three disease strands are integrated with historical, social
and geographical content to allow students to experience the
realities of disentangling multi-causal problems embedded within
a complex
environment. In schools, many students implicitly learn the unrealistic
view
that there is a single right answer in science, easily discernible.
In exploring River City, however, students are guided in teams
to develop hypotheses regarding one of many problems, based on
their
own interest. At the end of the project, they compare their research
with other teams of students to discover the plethora of potential
hypotheses and avenues of investigation available for exploration.
More Information:
Designing for Motivation and
Usability in a Museum-based Multi-User Virtual Environment by Chris Dede,
Diane Ketelhut, and Kevin Ruess addresses in greater detail the educational
benefits of MUVEES.
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