Helping Real Kids Learn Via Virtual Environments - PowerPoint PPT Presentation

1 / 32
About This Presentation
Title:

Helping Real Kids Learn Via Virtual Environments

Description:

of investigation in science fair projects ... such as science fair projects? Do bilingual MUVEs aid students. in mastering both languages? ... – PowerPoint PPT presentation

Number of Views:125
Avg rating:3.0/5.0
Slides: 33
Provided by: edva
Category:

less

Transcript and Presenter's Notes

Title: Helping Real Kids Learn Via Virtual Environments


1
Helping Real Kids LearnVia Virtual Environments
  • Chris Dede
  • Harvard University

2
Next Generation Interfacesfor Distributed
Interaction
  • World to the DesktopAccessing distant experts
    and archives for knowledge creation, sharing, and
    mastery
  • Ubiquitous ComputingWearable wireless devices
    coupled tosmart objects for distributed
    cognition
  • Multi-User Virtual EnvironmentsImmersion in
    virtual contexts withdigital artifacts and
    avatar-based identities

3
What is a MUVE?
  • A representational container that
    enablesmultiple simultaneous participants to
    accessvirtual spaces configured for learning.
  • A place where learners represent themselves
    through graphical avatars (persona)to
    communicate with other learnersas well as with
    experts of various types.
  • A learning context that provides activitiesin
    support of classroom curriculum.

4
River City
Figure 2 River water sampling
  • Figure 1 Lab equipment inside the University

5
River City
Figure 3 Screen Shot of an agent giving
information. Smithsonian artifact on the right.
6
Educational Objectives
  • To help students learn the skills necessaryfor
    scientific inquiry, with the emphasison
    experimental design and the typesof
    investigation in science fair projects
  • To help students learn biology and ecology
    content related to national science standards
  • To motivate students to learnscience content and
    inquiry skills
  • To enhance students self-imageas science
    learners

7
Pedagogical Capabilitiesof Learning Technologies
  • facilitating guided, reflective inquiry through
    extended projects thatgenerate complex products
  • utilizing modeling and visualization as powerful
    means of bridgingbetween experience and
    abstraction
  • involving students in virtualcommunities-of-pract
    ice

8
Students
9
Modeling Across the Curriculum
  • IERI federal funding
  • Five types of modeling tools over 3 years
  • Focus on causal understanding, transfer,
    epistemology of models, modeling skills
  • Longitudinal growth modelingas a research method
  • Conditions for success a crucial issue

10
BioLogica (Concord Consortium)
11
Model-It (Univ. of Michigan)
12
Research Objectives
  • To create and evaluate graphical Multi-User
    Virtual Environments (MUVEs)that use digitized
    museum resources
  • To study how MUVE learning experiences affect
    motivation and educational outcomes for middle
    school students, particularly those in the
    bottom-third of achievement
  • To examine the process needed to successfully
    integrate MUVEsin typical classroom settings

13
Research Questions - Motivation
  • How do MUVE experiences affectstudents
    motivation to learn about science?
  • Will students voluntarily accessthese shared
    virtual learning environmentsoutside their
    classroom setting?
  • What types of content and interactiondo students
    find most interesting?

14
Research Questions - Learning
  • To what extent do museum-related MUVEs aid
    students performance on assessments related to
    the districts science curriculum and to national
    science standards?
  • Do students gain skills in experimental design
    that generalize to settingssuch as science fair
    projects?
  • Do bilingual MUVEs aid studentsin mastering both
    languages?

15
Research on Learning Styles
  • How are participants learning and motivation
    related to their individual characteristics
    (e.g., prior experience with computers, knowledge
    about and interest in science, gender, ethnicity,
    linguistic proficiency in English)?

16
Research Questions - Design
  • What types of science-related knowledge and
    skills are best incorporatedinto MUVE settings?
  • How are participants learning and motivation
    related to design characteristics of the MUVEs?
  • What instructional design strategies generalize
    beyond this project to other uses of shared
    virtual environments in education?

17
Research on Museum Learning
  • Does using museum-based MUVEs for learning
    science alter students patternsof museum usage?
  • Do MUVE participants who visit Smithsonian
    science exhibits have different patterns of
    motivation and learningabout science than those
    who do not?
  • Do students reactions to MUVEs suggest design
    strategies for improvingmuseums physical
    exhibits?

18
Research on Implementation
  • How usable in classroom settingsare MUVEs?
  • What problems with implementation and
    curriculum/assessment integrationdo teachers
    encounter?

19
Methods and Analysis
  • One sixth and one seventh grade classroomin
    schools with diverse student populations,
    including many free and reduced lunch pupils
  • Control classrooms arranged witha similar, but
    technology-free curriculum
  • 45 students in the two experimental classes,and
    36 in the control, evenly split by gender
  • The quantitative data analyzed with SAS
  • Descriptive statistics, correlations and
    regression models run using a significance level
    of p

20
Data
  • Qualitative and quantitative data were collected
    from students and teachers over the three-week
    implementation
  • Quantitative data, pre and post intervention
  • Patterns for adaptive learning survey (Midgley,
    2000)
  • Content test, (modified from Tobin, 1999)
  • Demographic data
  • Teacher expectations of student success
  • Observational data
  • Pre-intervention teacher questionnaire on
    pedagogyand technology comfort
  • Post-intervention teacher narratives on their
    perceptionsof the curriculum and the technology

21
Results Content and Motivation
  • 6 out of 7 experimental students scoringless
    than 35 on the content pre-testimproved their
    content knowledge above that level, while only 2
    of 5 control students did so
  • In one seventh grade classroom, five different
    hypotheses were chosen,with causes rangingfrom
    population density to immigrationto water
    pollution
  • The experimental group, on average, hadmore
    positive changes in motivation mastery(as
    measured by the PALS assessment)than did the
    control group,controlling for collaboration and
    science interest

22
Results Student Efficacy
  • Experimental group students perceived their
    academic efficacy increasing by one point (out of
    5) on average as opposed to the control groups
    decrease of .31. (significant at t3.36, p
  • The control group, over the course of the study,
    increased their view that their teacher pressed
    them for understanding, while the experimental
    group decreased theirs
  • This might indicate the switch from sage on the
    stage to guide on the side that this
    technology promotes,

23
Results Inquiry
24
Results Student Characteristics
  • 7th grade experimental students showed
    approximately 5 points more improvementat all
    levels of content pretest scoresthan did 6th
    grade students,controlling for both technology
    interest and use
  • Despite the fact that over 50 of the
    studentswere ESL, language was not a significant
    factor
  • The MUVE seemed to have the most positive effects
    for students with high perceptions of their
    thoughtfulness of inquiry (TI). These students,
    on average, scored higher on the post content
    test, controlling for SES, science GPA, ethnicity
    and content pre-test score

25
Summary of Significance
  • MUVEs seem quite feasible as an addition to more
    conventional kinds of computer-based instruction.
  • Preliminary results indicate the MUVE is
    motivating for all students, including those of
    lower achievement.
  • The MUVE seemed to have the most positive effects
    for students with high perceptions of
    thoughtfulness of inquiry.
  • We found that students did perceive multi-variate
    problems in the MUVE.
  • Language was not a barrier to success.
  • There are some indications that the MUVE with
    embedded guidance can support students growth
    towards self-responsibility in learning.

26
So What?Why Should Teachers Care?
  • enhancing motivation (challenge, curiosity,
    beauty, fantasy, fun, social recognition)
  • reaching learners who dont do well in
    conventional classroom settings
  • building fluency in distributed modes of
    communication and expression -- rhetoric
  • rich, authentic representations(e.g.,
    MedievalWorld)

27
Evolving towardDistributed Learning
  • Sophisticated Methods of Learning and Teaching
  • guided construction of knowledge and meaning
  • apprenticeships and mentoring
  • infusion of research into teaching
  • Orchestrated across classrooms, homes,
    workplaces, community settings
  • On demand, just-in-time
  • Collaborative
  • distributed across space, time, media

28
Conditions for Successin Technological Innovation
  • High-quality learning tools and materials
  • Extensive professional development
  • Strong technical infrastructure
  • Organizational shifts to enabledeeper content,
    powerful pedagogies
  • Equity in Content and Servicesas well as Access
    and Literacy
  • Stakeholder Involvement

29
Systemic Reform
  • Implementation
  • transforming standard practices for curriculum,
    pedagogy, assessment, incentives, management and
    organization, professional development, and
    educational research
  • achieving success with all students
  • involving parents, employers, community,colleges,
    and schools as full partners in the educational
    process
  • boundaries of system aroundthe school and the
    community

30
References
  • Website http//www.virtual.gmu.edu/muvees/.
  • Partners Harvard's Graduate School of Education,
    the Virtual Environments Lab at George Mason
    University, the Smithsonian's National Museum of
    American History (NMAH), and Thoughtful
    Technologies, Inc.
  • Midgley, C., Maehr, M. L., Hruda, L. Z.,
    Anderman, E., Anderman, L., Freeman, K. E.,
    Gheen, M., Kaplan, A., Kumar, R., Middleton, M.
    J., Nelson, J., Roeser, R., Urdan, T. (2000).
    Manual for the patterns of adaptive learning
    scales (PALS), Ann Arbor, MI University of
    Michigan.
  • Tobin, Mark (1999). Improving student retention
    through the use of technology. Unpublished
    Masters thesis, Saint Xavier University.

31
What are the MUVERs investigating?
  • The potential of MUVE-based museum-related
    participatory historical situations to aid
    motivation and learning in science.
  • How the design characteristicsof these learning
    experiences affectstudents' motivation and
    educational outcomes.
  • The extent to which museum-related MUVEs can aid
    pupils' performance on conventional assessments
    related to national science standards.
  • How MUVEs aid bilingual andmulticultural
    learning.

32
What is Special about MUVEES?
  • Interesting things many MUVEs lack interesting
    artifacts for interaction.The Smithsonian
    partnership affordsaccess to millions of
    artifactsand their associated histories.
  • Motivational capabilities drawn from strategies
    used by the entertainment industry.
  • Direct relationship to national science standards
    and other classroom activities.
Write a Comment
User Comments (0)
About PowerShow.com