Title: Using Games Created in Second Life to Teach Middle School Science Content
1Using Games Created in Second Life to Teach
Middle School Science Content
- Bruce Bilyeu, Dr. Chang Liu, Dr. Teresa Franklin,
Dr. David Chelberg - Department of EECS, Ohio University, Athens, Ohio
45701
2STEAM Project
- STEAM
- Science and Technology Enrichment for Appalachian
Middle-Schoolers - Funded through the National Science Foundations
GK-12 program.
- STEAM Project Goals
- Improve learning in science courses for middle
schoolers at surrounding middle schools in
Athens, Ohio. - Nurture interest in science and technology during
the period when adolescents generally begin
focusing on career and educational paths.
3STEAM Project
- Grant involves eight graduate engineering
students from Ohio University working with
surrounding middle schools. - Middle school teachers paired with graduate
students to deliver digital curriculum that
aligns with Ohio Academic Content Standards.
- Grant involves eight graduate engineering
students from Ohio University working with
surrounding middle schools. - Middle school teachers paired with graduate
students to deliver digital curriculum that
aligns with Ohio Academic Content Standards.
- Games have been created in mediums such as Second
Life, Flash, and a custom built game engine. - Games that are not created in Second Life are
available through - http//steam.cs.ohio.edu
4Game Design
- Each game uses a Heads-Up Display (HUD)
- Simplifies gameplay by providing directions
and controls for playing the
games. - HUD can display dynamic text
which allows different gameplay situations. - Pre/Post Test questions can be
given through the HUD.
5Second Life Game Design
- Second Life can be distracting to students but
some of the following methods can increase
students focus on the games instead of Second
Life - Chat logger is used to discourage off-topic chat.
- Provide a reward when game is completed.
- Use a scoring system to promote competition and
increase replay value. - Keep students focused on their current task by
making them stay seated in front of it.
6Mystery School
- Designed for teaching difference between
observations and inferences. - While students are exploring the mystery school
they must mark 24 clues as either observation or
inference through their HUD.
- Once completed students will receive a reward of
being allowed to ride one of four vehicles
depending on the number of correct responses.
7Fruit Fly Genetics Experiment
- During the experiment students observe the
process of fruit flies passing traits to their
offspring. - The traits of the offspring are dynamically
created based on their parents traits.
- Students must collect data of the traits from the
fruit flies through a provided graph. - This data can be used to compare in-game results
to the predicted results.
8Question Sets Database
- HUD is connected to a question database which
allows in-game questions to be changed outside of
Second Life. - Web interface can be used by teachers to
customize the questions asked within the game.
9Question Sets Database
- As students answer questions, the web interface
shows results in real-time. - System can be used to track students who are
guessing the answers or performing poorly during
class.
10Classroom Use
- Typically students have a whole classroom session
for getting familiar with Second Life. - Learning the controls of Second Life was never a
problem for the students. - Students will work in pairs in order to reduce
bandwidth consumed. - Eventually students are more accustomed to Second
Life which allows them to focus on the
educational content in games instead of learning
how to play Second Life.
11Pre and Post Test Methods
- Two pre/post test methods used
- Method A Pretest given before gameplay and
posttest after playing the game. - Method B Two rounds of playing the game and the
students are divided into 2 randomly selected
groups. - Session 1 Before content is taught one group
does method A while the other only takes post
test before playing the game. - Session 2 After content is taught in the
classroom, both groups do method A.
12Mystery School Results
- Mystery School used method A.
- Five multiple choice questions per test were
given through the HUD. - Only 33 out of 56 possible responses were
collected. - Students were short on time and rushed through
responding. - Scores improved 3 from pre to post test.
- Further research needed to prove effectiveness of
Mystery School game.
13Fruit Fly Genetics Results
- Used Method B
- Paper and pencil tests with 9 multiple choice and
1 short answer question. - Total of 95 responses collected.
- Overall improvement of 16 from pretest to
posttest.
14Ohio University Teen Island
- Public release of leaning modules created in
Second Life through VITAL lab - Rafting Adventures, Interactive Science Lab,
Mystery School, Great Invertebrate Race, The
Weather Challenge, Energy Golf, Appalachian
Tycoon, The Nutrition Game - Contains dispensers to give out copies of games.
15Conclusions
- Students appeared to have more fun playing
Mystery School because it allowed them to explore
and to be more free. - Learning how to play the game in Fruit Fly
Genetics required reading directions whereas
Mystery School allowed students to play and
learn. - Virtual environments appear more interesting to
students and can be an experience they wont
forget.
16- Questions?
- For more info please visit
- http//vital.cs.ohio.edu
This material is based upon work supported by the
National Science Foundation under Grant No.
0538588. Any opinions, findings, and conclusions
or recommendations expressed in this material are
those of the author(s) and do not necessarily
reflect the views of the National Science
Foundation.