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Using Games Created in Second Life to Teach Middle School Science Content

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Title: Using Games Created in Second Life to Teach Middle School Science Content


1
Using 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

2
STEAM 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.

3
STEAM 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

4
Game 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.

5
Second 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.

6
Mystery 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.

7
Fruit 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.

8
Question 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.

9
Question 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.

10
Classroom 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.

11
Pre 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.

12
Mystery 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.

13
Fruit 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.

14
Ohio 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.

15
Conclusions
  • 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.
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