Title: Helping Real Kids Learn Via Virtual Environments
1Helping Real Kids LearnVia Virtual Environments
- Chris Dede
- Harvard University
2Next 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
3What 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.
4River City
Figure 2 River water sampling
- Figure 1 Lab equipment inside the University
5River City
Figure 3 Screen Shot of an agent giving
information. Smithsonian artifact on the right.
6Educational 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
7Pedagogical 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
8Students
9Modeling 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
10BioLogica (Concord Consortium)
11Model-It (Univ. of Michigan)
12Research 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
13Research 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?
14Research 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?
15Research 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)?
16Research 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?
17Research 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?
18Research on Implementation
- How usable in classroom settingsare MUVEs?
- What problems with implementation and
curriculum/assessment integrationdo teachers
encounter?
19Methods 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
20Data
- 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
21Results 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
22Results 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,
23Results Inquiry
24Results 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
25Summary 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.
26So 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)
27Evolving 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
28Conditions 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
29Systemic 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
30References
- 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.
31What 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.
32What 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.