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Making Learning Real: Turning Sim City into "Sim Science"

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Title: Making Learning Real: Turning Sim City into "Sim Science"


1
Making Learning Real Turning Sim City into "Sim
Science"!
  • Diane Jass Ketelhut
  • Temple University
  • diane.jass.ketelhut_at_temple.edu

2
POLL 1
  • When was the following written?
  • If we are in earnest about universal education,
    we must recognize that our education succeeds
    just to the extent that we make it focus upon the
    real activities of life
  • a) within the year b) in the last 25 years
  • c) 1940-1980 d) prior to 1940

3
1895Charles DeGarmo
4
Outline of Talk
  • What is authentic learning?
  • Why do it?
  • How can we do it and how can technology mediate
    this?
  • How can we assess learning in context?

5
What is authentic learning?
  • Real world connections
  • Science-technology-society
  • Scientific Inquiry
  • Integration of technology
  • But what is it???

6
Some definitions
  • The quality of having correspondence to the
    world of scientists (Barab Hay, 2001)
  • Work that is coherent, meaningful, and
    purposeful to the practitioners of the culture
    (Griffin, 1995)
  • The ordinary practices of the culture (Brown,
    Collins, and Duguid, 1989)

7
But, the it is under debate
  • Exactly like real life? Or real life lite?
  • Is this a problem-centered curriculum?
  • What level of complexity should be involved?
  • Is it a set of skills collaboration, synthesis,
    adaptability?
  • Can it be conducted in a classroom or must it be
    out in the world?
  • Can it be simulated? Or must there be the real
    tools of the trade?

8
And the culture is key
  • Answers depend on context and purposes
  • Scientists and students seemed to define actual
    work differently. Though some of the scientists
    worried about giving the students make work,
    for the students, feeling that the scientist
    mentor valued what they were doing was of
    greatest importance. (Bowman, 2008)

9
as are purposes
  • An authentic learning experience can take on
    diverse appearances depending on the learning
    goals.
  • Authentic education then becomes like a stewNot
    single experiences but a synthesis of experiences

10
Learning goals in science might be
  • For students to
  • Develop the habits of minds of scientists
  • Engage with practices of scientists
  • Pose their own questions
  • Form hypotheses about rich phenomena
  • Collect data in complex settings
  • Experiment using tools
  • Analyze and infer from data
  • Collaborate with experts and peers
  • For teachers to
  • Facilitate student understanding of practices of
    scientists
  • Support student engagement in science
  • Develop student interest in scientific careers

11
Why authentic learning?
  • New theories of learning
  • Situated theory
  • Learning is best conducted in the situation in
    which it will be used
  • Community of practice
  • Teaching becomes tacit
  • Learning is high
  • Must involve members with varying levels of
    expertise
  • Intentional
  • Motivational
  • I know she definitely relied on us to help her
    with a presentation. Being able to help her
    was awesome.

12
Constraints
  • Classroom and school setup
  • Resources
  • Safety
  • Teacher knowledge
  • Technology can mediate these constraints while
    adding a level of authenticity of their own

13
Technology as a mediator
  • Why can technology help?
  • Affects thinking and learning effects
    witheffects fromeffects through (Salomon and
    Perkins, 2005)
  • Facilitates apprenticeship and situated learning
  • Issues
  • Choices are constrained
  • Behavior is guided by rules
  • Can be too techie

14
Role of Technology
  • Facilitates apprenticeships
  • Immerses participants in virtual authentic
    environments
  • Integrates real and virtual environments

15
Apprenticeships
  • Traditionally, small groups of students working
    with scientists
  • Technology can facilitate
  • Mars Student Intern Programa scientist-student
    partnership
  • Mars Student Imaging Programworking with real
    data but not necessarily with scientists

16
Students
  • What I'll remember most is going to that THEMIS
    website, because you have so many different types
    of things that are on Mars and the pictures were
    great. And the whole entire experience was great
    because you don't feel like it's just another
    grade that you are going through just to get an
    A, you actually could find something and
    something that could be important for everybody
    else

17
POLL 2
  • Think of a scientist in your head before looking
    at the poll choices
  • What did you scientist look like?
  • a) Crazy haired b) Female
  • c) White d) Old

18
Features of apprenticeships
  • Contact with real scientists and/or real data
  • Increased motivation and self-efficacy
  • As contact time with scientists increases,
    student population size decreases
  • animated pedagogical agents as scientists

19
Bowman, 2008
20
Virtual Environments
  • 2D and 3D virtual environments
  • Immersion in virtual contexts withdigital
    artifacts and avatar-based identities
  • Can embed historical and social context
  • e.g., studying German, you can create an
    authentic German town
  • Examples
  • River City, Dede et al6th-12th graders
  • Wolf den, Annetta et alteachers
  • Quest Atlantis, Barab et al9-12 year olds
  • Whyville8-13 year olds

21
River City
  • Take on the role of an epidemiologist
  • Gather data
  • Use virtual tools
  • Conduct controlled experimentation
  • Complexity midway between typical classroom
    experiments and real world
  • Have an authentic experience within the classroom
  • In action

22
Students
  • I felt like a scientist for the first time
  • 1/3 identify virtual tools as key
  • Instead of taking notes and doing hands-on
    experiments we were on the computer conducting a
    real-life possible serario sic for an
    experiment.

23
Features of Virtual Environments
  • Not contact with a scientist but experience being
    a scientist
  • Identity immersion enhances experience for
    students
  • Raise self-efficacy and motivation
  • Plays into millennial learning styles
  • Avenue into the technological skills and
    interests of students
  • A non-linear approach to learning
  • Situated learning experiences without leaving the
    classroom!
  • Simplifies real world, but is virtual real?
  • Different voices are heard
  • Open-ended nature puts onus of participation on
    student with uneven results

24
Augmented Reality
  • Combines physical world with virtual world
    contexts
  • Layers virtual simulated information into the
    real world
  • Examples
  • Environmental Detectives Klopfer et al
  • Outbreak Klopfer et al
  • Mad City Squire et al
  • Alien Contact! (Dede, Squire Klopfer)

25
Environmental Detectives
Computer simulation on handheld computer
triggered by real world location
  • A virtual oil spill on campus
  • Provided with budget
  • Need to determine source of pollution by
    virtually drilling sampling wells in physical
    location
  • Interview virtual players
  • Work in teams representing different interests
    (EPA, Industry, etc.)

26
Students
  • I liked several aspects, but honestly the best
    part was the physical activity. Because I was
    fully participating (not just cognitively), I
    felt very engaged, almost oblivious to the people
    around us. This physicality - much like
    participating in sports - involved me completely,
    and made the understanding more vivid and
    memorable.
  • I wished that more aspects of the environment
    had been interactive and provided feedback

27
Outbreak
  • Next generation allowing dynamic interactions
  • Participants can become infected
  • Changes student involvementfrom objective to
    subjective concern

28
Features of Augmented Reality
  • No contact with a real scientist but experience
    in various roles
  • Role play encourages collaboration in an
    authentic manner
  • Identity immersion enhances experience for
    students
  • Merger of virtual and physical world
  • Increases immersion
  • More senses and thus learning styles are involved
  • But issue of complexity is key how much added
    information to include?

29
Assessment
  • To change our expectations about what students
    should know and be able to do will involve also
    changing both the standards by which student
    achievements are judged and the methods by which
    students accomplishments are assessed.
    (Sheingold and Frederiksen 1994)
  • Technology opens up a brave new world for
    assessment to match these new strategies
  • Databases record all student utterances and
    interactions that take place within the
    environment.
  • Algorithms can be written to translate behaviors
    into indicators of learning

30
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31
New Technologies allow
  • Apprenticeships with experts
  • Simulated authentic environments in the classroom
  • Virtual reality to be layered onto real
    environments
  • Different voices to be heard
  • Collaboration in creating knowledge
  • Opportunities for new formats of assessment
  • Situating assessment in authentic contexts

32
Questions outstanding
  • What aspects facilitate learning and engagement?
  • Do these work better for some students than
    others?
  • Is the time investment (from design as well as
    teaching perspective) worthwhile?
  • Will these help make education universal as
    DeGarmo wanted or are they just another tool?

33
Final words from two students
  • 3rd grader quoted in the speak up survey 2006
    My school should make sure that the science
    teachers are good and the computers are always
    working.
  • Middle schooler after working on River City

34
References
  • Barab, S. A., and Hay, K. E. (2001). Doing
    science at the elbows of experts Issues related
    to the science apprenticeship camp. Journal of
    Research in Science Teaching, 38(1), 70-102.
  • Bowman, C. (2008) unpublished dissertation and
    qualifying paper, Harvard University.
  • Brown, J. S., Thomas, D. (2006). You play World
    of Warcraft? Youre hired! Wired, 14(4), 120.
  • Dieterle, E., Dede, C., Schrier, K. (2007).
    Neomillennial learning styles propagated by
    wireless handheld devices. In M. Lytras A.
    Naeve (Eds.), Ubiquitous and pervasive knowledge
    and learning management Semantics, social
    networking and new media to their full potential
    (pp. 3566). Hershey, PA Idea Group, Inc.
  • Rosenbaum, Klopfer, and Perry JSET
  • Salomon, G., Perkins, D. (2005). Do
    technologies make us smarter? Intellectual
    amplification with, of and through technology. In
    R. J. Sternberg D. Preiss (Eds.), Intelligence
    and technology The impact of tools on the nature
    and development of human abilities (pp. 7186).
    Mahwah, NJ Lawrence Erlbaum Associates.
  • Sheingold, K., Frederiksen, J. (1994). Using
    technology to support innovative assessment. In
    B. Means (Ed.), Technology and education reform
    The reality behind the promise (pp. 111132). San
    Francisco, CA Jossey-Bass.
  • Squire, K Jan, M (2007) Mad City Mystery
    Developing Scientific Argumentation Skills with a
    Place-Based Augmented Reality Game on Handheld
    Computers. JSET
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