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A bibliography is a list of citations of sources such as books,
articles, and documents that were used for one’s research.
Bibliographies may also be called ‘references’ especially when
found at the end of an academic paper.
An annotation is a summary and/or evaluative comment. The
purpose of an annotated bibliography is to inform the reader of
the relevance, accuracy, and quality of the sources cited. Thus,
an annotated bibliography consists of a citation followed by its
descriptive summary and a critical review of the source.
Typically an annotated bibliography includes one or more of the
following: summary, assessment, and reflection of the source.
In this exercise we will practice writing an annotated
bibliography with all three components.
Summary: Annotation provides summary of the source. It is
important to paraphrase sources rather than directly copy and
paste the content. Here are guiding questions: What are the
main arguments? What is the point of this book or article? What
topics are covered? If someone asked what this article/book is
about, what would you say? The length of your annotations will
determine how detailed your summary is.
Assessment: Writing an evaluative comment after summarizing
the source. Here are guiding questions: Does it seem like a
reliable and current source? Why? Is the research biased or
objective? Are the facts well documented? Who is the author? Is
s/he qualified in this subject? Is this source scholarly, popular,
both? How does it compare with other sources in your
bibliography?
Reflection: After summarizing and assessing the source, ask
yourself whether or not the source fits your study. Here are
guiding questions: Was this source helpful to you? How does it
help you shape your argument? How can you use this source in
your research project? Has it changed the way you think about
your topic?Length:
An annotated bibliography is about 150-300 words in length
including the brief summary, assessment, and reflection.
Citation of Article 1 in APA Styles
Summary: Annotation provides summary of the source. It is
important to paraphrase sources rather than directly copy and
paste the content. Here are guiding questions: What are the
main arguments? What is the point of this book or article? What
topics are covered? If someone asked what this article/book is
about, what would you say? The length of your annotations will
determine how detailed your summary is.
Assessment: Writing an evaluative comment after summarizing
the source. Here are guiding questions: Does it seem like a
reliable and current source? Why? Is the research biased or
objective? Are the facts well documented? Who is the author? Is
s/he qualified in this subject? Is this source scholarly, popular,
both? How does it compare with other sources in your
bibliography?
Reflection: After summarizing and assessing the source, ask
yourself whether or not the source fits your study. Here are
guiding questions: Was this source helpful to you? How does it
help you shape your argument? How can you use this source in
your research project? Has it changed the way you think about
your topic?
Annotated Bibliography: Effective Practices in e-Learning
1
Annotated Bibliography: Effective Practices in e-Learning
Student’s Name
California State University, San Bernardino
Annotated Bibliography: Effective Practices in e-Learning
2
Introduction (Optional)
Though the field of distance learning has been established, the
field of Electronic
Learning (e-Learning) or online learning is fairly young.
Experts in the field have
researched the best practices that would be effective. In this
paper, I have studied existing
research by experts in the field of e-Learning to further
understand effective instruction.
This is an important topic for me as a potential online
instructor. This paper is organized
in three sections, which include a summary, assessment, and
reflection on each of three
different articles.
Hay, D. B., Kehoe, C., Miquel, M. E., Hatzipanagos, S.,
Kinchin, I. M., Keevil, S. F., &
Lygo-Baker, S. (2008). Measuring the quality of e-learning.
British Journal of
Educational Technology, 39(6), 1037–1056. doi:10.1111/j.1467-
8535.2007.00777.x
Summary
The purpose of this study was to measure the quality of
knowledge change as a
consequence of student’s e-learning experience. It was
conducted in 2005 and focused on
a group of six 3
rd
-year medical students from King’s College London learning
about
magnetic resonance imaging (MRI). The study began with
teaching the group about
concept mapping in general. Through that instruction, they were
prompted to create a
concept map about his or her own prior knowledge of MRI. This
was done without notes
or instructional material and these students did not know that
the next instructional focus
would be MRI. Next, the students were given instructional tools
that included a CD-
Annotated Bibliography: Effective Practices in e-Learning
3
ROM with a simulation and tutorial on MRI. When the group
met again, students were
prompted to recall the concept mapping method and to draw
their MRI concept maps
once again. Of the six students, two demonstrated only rote
learning or even non-
learning. The researchers noted that teachers should encourage
and support student-
centered learning activities. This study also opened the field of
study in concept mapping
used to assess learning.
Assessment
The researchers used simulations and tutorials and gave
students a time frame to study
the concept introduced before assessing learning. For students
who were motivated to
learn through these means, these materials were sufficient to
increase knowledge.
However, for some students, a different set of materials may
have been needed. This
opened me up to the idea of providing a menu of instructional
materials, where students
could choose two or three materials from a list of ten or more
within a learning module.
The two means of instruction that were provided leaned towards
visual learners, so
podcasts or videos may have been helpful to audial learners.
Reflection
When I chose my topic, I wanted to find articles that would lead
me to understand
effective practices in e-learning platforms. E-learning is such a
young field. This article
fits my topic very well.
Annotated Bibliography: Effective Practices in e-Learning
4
Díaz, L. A., & Entonado, F. B. (2009). Are the Functions of
Teachers in e-Learning and
Face-to-Face Learning Environments Really Different? Journal
of Educational
Technology & Society, 12(4), 331–343.
Summary
The purpose of this study was to gather information about
effective strategies used in
online classes and face-to-face classes. The researchers used a
triangulated technique of
closed questionnaires, semi-structured interviews, and
discussion group. A total of 255
subjects participated. Of the 255 participants, 129 were online
students, 121 were face-to-
face students, 3 were teachers, and 2 were renowned experts in
online and distance
education. The areas that were analyzed were Theoretical
content, Activities, Interaction,
Difficulties with the design. The results of this study should
prompt teachers to reflect
and become aware of improvements they might make in their
design and role as
instructor. What was found was that the use of concept maps
and schemes should be a
constant feature in an online course. When developing activities
for an online class, they
should be carefully planned in the design stage of the
instructional plan.
Assessment
This article did not provide the data that was necessary to
determine effective strategies
that are specific for online and face-to-face learning
environments.
Reflection
I found this article to be very significant in my research about
effective practices in e-
learning. As is took a look at what students and teachers
commented regarding the design
of a course, whether face-to-face or online, I was able to gain
insight on what was high
yielding in an online platform.
Annotated Bibliography: Effective Practices in e-Learning
5
Armellini, A., & Aiyegbayo, O. (2010). Learning design and
assessment with e-tivities.
British Journal of Educational Technology, 41(6), 922–935.
doi:10.1111/j.1467-
8535.2009.01013.x
Summary
The purpose of this study was to research innovation in e-
learning design and assessment
through the development and implementation of online learning
activities. These online
learning activities are referred to as e-tivities. It includes a 2-
day workshop in which
teams create e-tivities for online, blended, and face-to-face
courses. Participants in this
study included tutors, technologists, subject librarians, staff
developers, and observers.
The teams developed 32 e-tivities for their Blackboard courses.
All tutors produced
collaborative and multiple-loop e-tivities. This means that
students would learn the
assigned material, share their findings, reflect on others’
contributions, and respond to
those contributions. One tutor recognized that students put forth
a stronger effort when
they know that the e-tivities are tied into assessments at the end
of a course. The use of
Web 2.0 tools was new to the participants. These include wikis
and blogs along with
traditional discussion board forums.
Assessment
There was one claim in the study, that “if an e-tivity is not
assessed, students will not do
it.” This is proven to be inaccurate because learners will
engaged in an authentic,
meaningful, well-designed e-tivity. If a Web 2.0 tool is not
functioning as intended, the
design of the e-tivity should be reviewed and modified.
Reflection
Annotated Bibliography: Effective Practices in e-Learning
6
This article helped me broaden my understanding of effective
practices in e-learning.
Through the course of this class, I have learned that a
Community of Inquiry is vital to
our learning. This article confirms that.
Conclusion (Optional)
Through my research, I was able to add a few more items to my
growing list of what to
do when I build my own online course. Some of the items I will
consider include the use
of e-tivities incorporating Web 2.0 tools, creating concept maps
for visual learners, and
finding ways to learn about my students’ learning modalities so
I could best meet their
needs. As an instructor, as found through my studies, I would
need to be very organized
and establish a set curriculum so that students are not
overwhelmed with the coursework,
leading to a drop out. There weren’t any lists of do’s and don’ts
in my articles, but I do
feel more prepared after this research, to begin planning out an
online component to my
traditional classroom now.
Transformational Play as a Curricular Scaffold: Using
Videogames to Support Science
Education
Author(s): Sasha A. Barab, Brianna Scott, Sinem Siyahhan,
Robert Goldstone, Adam
Ingram-Goble, Steven J. Zuiker and Scott Warren
Source: Journal of Science Education and Technology, Vol. 18,
No. 4, Special Issue:
Emerging Technologies for Learning Science (Aug., 2009), pp.
305-320
Published by: Springer
Stable URL: http://www.jstor.org/stable/20627710
Accessed: 02-11-2016 22:35 UTC
REFERENCES
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reference#references_tab_contents
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Education and Technology
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J Sei Educ Technol (2009) 18:305-320
DOI 10.1007/sl0956-009-9171-5
Transformational Play as a Curricular Scaffold:
Using Videogames to Support Science Education
Sasha A. Barab Brianna Scott * Sinem Siyahhan *
Robert Goldstone * Adam Ingram-Goble
Steven J. Zuiker Scott Warren
Published online: 27 May 2009
? Springer Science+Business Media, LLC 2009
Abstract Drawing on game-design principles and an
underlying situated theoretical perspective, we developed
and researched a 3D game-based curriculum designed to
teach water quality concepts. We compared undergraduate
student dyads assigned randomly to four different instruc
tional design conditions where the content had increasingly
level of contextualization: (a) expository textbook condition,
(b) simplistic framing condition, (c) immersive world con
dition, and (d) a single-user immersive world condition.
Results indicated that the immersive-world dyad and
immersive-world single user conditions performed signifi
cantly better than the electronic textbook group on stan
dardized items. The immersive-world dyad condition also
performed significantly better than either the expository
textbook or the descriptive framing condition on a perfor
mance-based transfer task, and performed significantly
better than the expository textbook condition on standardized
test items. Implications for science education, and consistent
with the goals of this special issue, are that immersive game
based learning environments provide a powerful new form
of curriculum for teaching and learning science.
S. A. Barab (El) B. Scott S. Siyahhan R. Goldstone
A. Ingram-Goble
School of Education, Indiana University, Room 2232, 201 N.
Rose Ave, Bloomington, IN 47405, USA
e-mail: [email protected]
S. J. Zuiker
Learning Sciences Lab, National Institute of Education,
1 Nanyang Walk, Singapore 637616, Singapore
e-mail: [email protected]
S. Warren
Learning Technologies, University of North Texas, 3940 N.
Elm,
Room Gl50, Denton, TX 76207, USA
e-mail: [email protected]
Keywords Educational games Virtual worlds
Play Experiment Undergraduates
Introduction
To help learners understand and apply the meaning of
water quality concepts, we have been building different
curricula and accompanying theory about how to ground or
"situate" content (Barab et al. 2007a, b). Drawing on the
power of perceptually immersive 3D worlds and game
design methodologies (Salen and Zimmerman 2004), our
goal is to situate both the science content and the learner
within a rich interactive context in which scientific con
cepts have value as tools to understand and transform the
environment. One way to accomplish this goal is through
transformational play, which involves: (a) projection into
the role of a character who, (b) engaged in a partly fictional
problem context, (c) must apply conceptual understandings
to make sense of and, ultimately, transform the context
(Barab et al. 2009). Additionally, transformational play (d)
should include opportunities to examine one's participation
in terms of the impact it has on the immersive context.
Transformational play involves more than seeing a concept
or even a context-of-use; it involves being in the context
and recognizing the value of concepts as tools in terms of
the context in which one is engaged.
As a pedagogical tool, transformational play goes
beyond perceptual immersion and does not require physical
immersion, but instead is tied to situational or projective
immersion or what others have referred to as presence
(Dede 2009; Sheridan 1999). It is about being within a
situation and, from a learning perspective, it is about
learning concepts in relation to contexts-of-use. While such
a sense of 'being there' can be elicited by a good book,
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306 J Sei Educ Technol (2009) 18:305-320
there has been much research over the last 15 years
revealing the power of 3D immersive worlds (IWs) for
establishing a sense of virtual presence (Lessiter et al.
2001; Lombard and Ditton 1997; Sheridan 1999).
According to Sheridan (1999), virtual presence is a theo
retical concept intended to describe the phenomenon
wherein an individual "feels herself to be present at a
location which is synthetic ..."; that is, created only by a
computer. Dede (2009) offers a slightly more expansive
view that does not restrict sense of presence to the synthetic
world, and articulates how it can be elicited through the
design of immersive learning experiences that draw on
sensory, actional, or symbolic factors. Whereas sensory
immersion is familiar to most, actional involves providing
the participant to opportunity to initiate actions that have
game-world consequences and symbolic immersion
involves triggering powerful semantic, psychological, or
cultural associations through the contextual frame in which
one is functioning.
Consistent with this perspective, more than simply
establishing a sense of perceptual presence, we are inter
ested in leveraging game-based methodologies to build
opportunities for transformational play in which the learner
is a first-person protagonist investigating scientific prob
lems, enlisting conceptual understandings to make sense of
various data, and making decisions that impact the game
world (e.g., kicking out a virtual logging company results
in the game-based park going bankrupt). Beyond problem
framing or even a complex word problem in which one
simply speculates about someone else's situation from a
distance and is evaluated in terms of the projective con
sequences of their solution, in transformational play the
learner is the protagonist who experientially enters into a
world where actions impact the unfolding dynamics of the
situation (Barab et al. 2008).
And while simulations have proven quite useful in
supporting science learning videogames and their ability to
establish consequential roles within narratively rich virtual
worlds provide a new medium for supporting meaningful
learning and advancing science education (see Barab and
Dede 2007). In this study, we are interested in under
standing how we can use a game-based, virtual world to
situate science content. In our case, the learner enlists his or
her evolving understanding about chemical indicators of
water quality (e.g., turbidity, nitrate levels, amount of
dissolved oxygen) and scientific processes (understanding
of erosion, eutrophication, algae blooms, etc.) to interro
gate a fictional situation and test various solutions (Barab
et al. 2007a, b).
We designed and tested three instructional conditions
each designed to teach the same underlying science con
tent, yet, differed in the degree to which the experience
drew on game-based methodologies and technologies.
Student pairs (dyads) were randomly assigned to each of
the three conditions, with a fourth group of single users
also being randomly assigned the IW condition. The spe
cific research questions being investigated here are as
follows:
1. Are there significant differences among undergraduate
dyads assigned to the electronic textbook (ET),
simplistic framing (SF), or IW conditions, and to an
IW single-user (IW-SU) condition?
2. Does an IW-Dyad condition significantly increase
science learning over an IW-SU condition with respect
to (proximal and distal) test items and performance
based learning gains?
3. What are the qualitative differences in how partici
pants in the three conditions engaged the intervention?
Additionally, we were interested in the relations among
scores on standardized items and performance on a transfer
task. This was guided in part by our interest in under
standing whether standardized items necessarily capture
the depth of learning that occurred in this curriculum.
Below, we first overview the relevant literature that led us
to this research question and helped guide the development
of the particular conditions being investigated, and then we
discuss the pilot study that preceded this work. From there,
we then describe the study, closing with a discussion of the
results and the implications for further research.
Background
Science Immersion Through Persistent Virtual Worlds
One of the most exciting developments in interactive
electronic entertainment has been the popularization of
persistent virtual worlds (Castronova 2001; Squire 2006).
These are persistent social and material worlds, universes
with their own culture and discourses (Squire and Stein
kuehler 2004). In these worlds, people engage in rich dis
cursive practices, form meaningful relations, take part in
collaborative problem-solving, and craft situated identities
(Steinkuehler 2006). K?ster (2000) argues that persistent
virtual worlds are defined by: (a) a spatial representation of
the virtual world; (b) avatar representation within the
space; and (c) a "sandbox" in which to play, offering
persistence for some amount of the data represented within
the virtual world. These persistent virtual worlds provide a
meta-context through which participant behaviors are
given meaning. Consistent with the above discussion of
presence, participation in these virtual spaces involves
being in these spaces?perceptually, symbolically, and in
terms of the transformational impact of one's actions. And,
as a perceptually present participant in the game world, the
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J Sei Educ Technol (2009) 18:305-320 307
learner is investigating problematic storylines, identifying
solutions, implementing action plans, and examining the
impact of these solutions.
In terms of simulation experiences, the designers can
establish a persistent world that immerses the user into a
simulated habitat where they, for example, research the
quality of a virtual river. While not being the real thing, the
virtual world has the advantage of having readily manip
ulable chemical levels and other complex dynamics such
that they have rich learning potential (Clarke and Dede
2009). While in books and movies a sense of presence
might be inspired more by narrative than perceptual or
interactive cues, in the persistent worlds that we design the
learner becomes a protagonist who has agency and con
sequence with respect to the progression of the storyline.
Importantly, the player assumes a role within the fictional
context through his or her online persona; personified by an
avatar through which the player interacts with objects in
the online reality. Gee (2003) has discussed the avatar as
one's projective identity, through which one can develop
empathetic embodiment with the complex system. One's
avatar is part virtual character and part real player, what
Gee refers to as the "real-virtual" being. The actions of
one's real-virtual being change the virtual world and,
thereby, function as a tool that allows the player to develop
an empathetic embodiment for the system dynamics that
govern participation in the virtual world.
More than a virtual world, we view our designed spaces
as game worlds that support transformational play and
involve roles, missions, rules, interaction, fantasy play, and
trajectories with end states. Squire and Jan (2007) in this
first installment of this series highlighted a number of
important features of games for science education. First,
games allow students to inhabit roles that are a melding of
player identity and the game role of that player, allowing
students to move beyond their role as students and actually
become an environmental scientist. Secondly, similar to
school, games provide challenges. However, the challenges
available in games are problem-based and contextually
meaningful, requiring students to learn content in relation
to a player-adopted and narratively rich set of goals. In this
way, games provide the learner a sense of intentionality
and consequentiality. Thirdly, designed game worlds pro
vide contested spaces in which there is a spatially bound
problem that changes over time based on player decisions
as they move around the space?both serving as a source of
motivation but also as providing an important perceptual
grounding for learning. Lastly, games allow for the just-in
time embedding of authentic resources and tools, whose
meanings are in relation to an adopted task and not because
they are told they are meaningful by a textbook or teacher.
Well-designed game play immerses the player in a rich
network of fictional interactions and unfolding storylines
where he or she must learn about the underlying game
grammar to solve the game-world problems. Importantly,
games also allow for play, in which one can take risks,
experiment, and engage in actions they mostly likely did
not have a chance to undertake in the real world. When one
combines persistent worlds with videogame methodologies
they have the potential to support what we described above
as transformational play. A well designed IW for learning
allows the player to gain an appreciation for the relations of
how conceptually informed actions change the virtual
world in relation to his or her adopted goals and, through
this coupling of person, content, and context has the
potential to support grounded understandings of underlying
concepts. Science education is a particularly fertile disci
pline that will benefit from such immersive and contextu
alized treatment in that many of the phenomena of interest
are difficult to engage learners in meaningfully. For
example, while one might explain the concept of eutro
phication with a diagram, it tends to remain a static object
which is very different than engaging children in the
making of such a diagram. However, immersing learners
with agency in a real eutrophication context is quite diffi
cult if not impractical. Even if one could somehow embed
learners within contexts in which the variables of interest
are taking place, they would not necessarily gain rich
insights into the relationship of the underlying science to its
real-world applications.
Recently, we are seeing a number of examples of the
power of game-based virtual worlds to support science
education. For example, Squire and Jan (2007) and Ro
senbaum et al. (2007) explored the power of augmented
reality for supporting students learning about water quality
and infectious diseases. Both groups found learning gains,
and also offered rich examples of where the game sup
ported a sense of player immersion within the narrative.
Neulight et al. (2007) studied students' participation in a
virtual epidemic within a multi-user virtual environment.
Leveraging a popular virtual environment inhabited by
children, these investigators injected a virtual disease that
affected student-created avatars. Results from their analy
ses showed that students perceived game play as similar to
a natural infectious disease, and that game play impacted
students' conceptual understanding of the causality of
natural infectious diseases. Barab et al. (2007b) showed
that 5th graders using a multi-user virtual environment
showed statistically significant learning gains on stan
dardized test items, and were able to transfer these
understandings to other contexts. Nelson (2007), Ketelhut
(2007), and Dede (2009) discuss the power of their game
based curriculum for supporting science learning while
simultaneously illuminating the challenges of scaling such
contexts. What this previous research has not provided are
many experimental studies in which the potential of game
4^ Springer
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308 J Sei Educ Technol (2009) 18:305-320
based, multiuser virtual environments for science education
are formally tested and compared to other pedagogical
approaches.
Pilot Study
At the core of the study discussed here is a game-based,
multiuser virtual world referred to as Taiga Virtual Park.
Taiga is a game-based IW in which players login to a three
dimensional (3D) virtual environment to solve a water
quality problem (Barab et al. 2007a, b). In previous work,
we investigated whether grounding the curriculum using
narrative and perceptual scaffolds would significantly
impact learning. This was investigated by designing three
instructional conditions: each was designed to teach the
same underlying science content, yet, differed in the degree
to which the content was situated. For the expository text
condition (ET), there was very little contextual framing,
with the information to be learned being presented as
multiple textbook descriptions that only loosely framed the
content in terms of broader applications of use. For
example, when presenting the concept of erosion, the text
that participants read on the computer screen referred to a
generic river accompanied by an illustration to contextu
alize the concept. Simply put, the expository text condition
the information was presented in a manner similar to most
school textbooks.
Increasing the amount of content contextualization, the
simplistic framing (SF) condition involved one rich story
line in which all the content was situated?what the Cog
nition and Technology Group at Vanderbilt (1993) referred
to as a macrocontext. While learning was narratively
connected in this condition in terms of an overarching the
3rd person description storyline or problem-based learning
context, students read mostly descriptive text about the
storyline and their choices had no impact on the unfolding
of the story. This condition while hypertext in design, was
similar to a book, and was not intended to establish any
sense of virtual presence but simply position the work in a
manner similar to word problems. In the perceptually rich
IW condition, we designed a virtual environment where
students had to navigate an avatar in a virtual park to
interview non-player characters and collect water quality
data (see Fig. 1).
This condition had many game features described by
Squire and Jan (2007), including role-playing with players
adopting a character whose identity evolves over time, a
fictional space with a problem that has competing stake
holders, game-based missions that establish player inten
tionality for being there, fantastical elements in that players
could take actions and experience possibilities not present
in the real world, interactive rules that players come to
understand through game play, and a win-condition that
involved identifying the factors killing the fish and posing a
realistic solution. We hypothesized that the immersive
condition would establish a sense of presence and support
transformational play, with the goal of increasing content
learning. To test this hypothesis, undergraduate psychology
students were recruited and randomly assigned to one of
these three conditions and their performance on standard
ized test items was assessed.
Results were that students in the IW condition
(X = .818, SD = .212) performed significantly better on
proximal items than students in the simplistic framing
(X = .657, SD = .145) or expository text conditions
(X=.667, SD = .236) (F(l, 67) = 4.894, p < .05),
rj2 = .131. There were no significant differences between
the simplistic framing and expository text conditions. The
Fig. 1 Screenshot from Taiga,
including an image taken from
the 3D immersive world with a
student avatar walking, a
capture of the image students
find in the 3D space and
interrogate, as well as an
example dialogue scene that
unfolds when clicking on
non-player characters
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J Sei Educ Technol (2009) 18:305-320 309
fact that students in the IW condition did significantly
better was surprising in that the expository text students
read content that directly stated the academic content that
was on the test items, whereas the individuals in the other
conditions had to infer the underlying concepts and prac
tices from their experience. In fact, the IW group had a
more contextually 'noisy' experience that did not directly
explicate the underlying meanings, yet they performed
better on the items that were closely related to the content
they studied. However, we did not find these same differ
ences for what Hickey and Zuiker (2003) referred to as
more distal level items?that is, items testing the under
lying concepts, but not in relation to a water quality context
(F = .685, p = .51), r2 = .021 (small effect size). This
suggests that the context designed to support a sense of
transformational play did impact students understanding of
items that were close to the content in which they learned,
but they did not impact distal understandings on the items
used in this study. We considered this to be a shortcoming
of our design, and one that we addressed in the study
reported in this manuscript.
Design Changes
First, in the study reported in this manuscript, we decided
to use dyads instead of single users. According to Schwartz
(1995), the collaborative interrogation that happens
between the dyads should evoke deeper understanding of
the abstract concepts (see also Wiley and Jensen 2006). To
capture this potential, we also added a performance-based,
open-ended transfer task to assess this deeper level of
comprehension that the dyads are hypothesized to promote.
In part, we were interested in whether the standardized
items were capturing all the variance in learning?espe
cially the depth of understanding that might have occurred
for students in the interactive IW condition. In addition to
its potential to attune learners to the non-contextually
specific (invariant) science concepts, the second use of the
dyads was to provide data that could be qualitatively
examined through video and audio recordings. It was our
expectation that the interaction within the dyad could
illuminate possible explanations for why the experientially
immersive condition performed better than the other two
conditions, and what aspects of the communication add to
the deeper level of understanding of the abstract concepts.
Additionally, we modified the game-based IW condition
to include what we speculated would aid in helping stu
dents experience transformational play at the same time
developing more generalizable understandings. In particu
lar, we added more interactive rule sets, more embedded
pedagogical supports, and more liminal tasks?tasks that
required students to interact with the core concepts in
relation to other contexts (Tempest and Starkey 2004;
Zuiker et al. 2007). In terms of the first two changes, for
example, we included a pedagogical agent so that students,
instead of simply receiving the data results when they
brought their collected water samples to the laboratory, had
to work with the lab technician to conduct various analyses
with his support. Based on the quality of their interactions,
they would receive different forms of acknowledgment and
even different information. This was also designed to
establish a sense of transformational play in which student
actions would be consequential in that they would impact
the unfolding of the situation. We also included new roles
in which students had to serve as advisors, even making
recommendations on activities in which they had to
determine best solutions when presented as more abstrac
ted narratives.
These latter episodes were designed to provide a sense
of liminality, a space that Garsten (1999) and Turner
(1982) position as 'betwixt and between' or 'neither here
nor there.' While Turner's (1982) initial anthropological
work focused on rites of passage and significant transitions,
in our case the interest is on helping the player conceptu
ally move between multiple contexts in which a core
concept or understanding has relevance (Zuiker et al.
2007). For example, while a particular watershed being
investigated might be suffering from erosion, the concept
of erosion more generally has relevance to multiple con
texts. So, the design challenge for us was to position the
learning opportunities such that, in addition to the core
context having an erosion problem, that there would be
opportunities for the player to apply their evolving under
standing of erosion to other, relevant contexts such that s/he
could come to appreciate its cross-contextual relevance.
Our supposition is that, through this process, the learner
becomes attuned to both the variant and invariant parts of
the learning environment, (see Barab et al. 2007b, for a
more in-depth discussion of these elements and the
research that prompted these changes). The idea was to
provide multiple representations of the core concepts such
that students would experience them in different contexts
with different levels of grounding. Through these latter
additions, we hoped that students would be more likely to
develop a contextualized understanding of the underlying
content and at the same time be able to transfer this
understanding when the underlying domain content (e.g.,
water quality concepts such as dissolved oxygen, eutro
phication, and more general themes such as using evidence
to support claims) was relevant to other contexts.
Methods
In the follow-up study reported here, we were again
interested in the role of situating disciplinary content in a
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310 J Sei Educ Technol (2009) 18:305-320
transformational play space, but one that was designed to
support a sense of engaged consequentiality, and in which
we would have participants work in dyads. Specifically, the
research questions being tested were:
1. Are there significant differences among undergraduate
dyads assigned to the electronic textbook (ET),
simplistic framing (SF), or IW conditions, and to a
IW single-user (IW-SU) condition?
2. Does an IW-Dyad condition significantly increase
science learning over a IW-SU condition with respect
to (proximal and distal) test items and performance
based learning gains?
3. What are the qualitative differences in how partici
pants in the three conditions engaged the intervention?
Additionally, we were interested in the relations among
scores on standardized items and performance on the
transfer task. This was in part because of our interest in
understanding whether standardized items necessarily
capture the depth of learning occurring when one used
such a contextually rich curriculum.
As in the pilot work, volunteer undergraduate students
were randomly assigned to one of the conditions, with the
three dyadic conditions being video and audio recorded. In
addition to assigning the dyads to three conditions as in the
pilot work (expository text, simplistic framing, or IW), we
again included the IW single-user condition to determine
whether the dyadic condition significantly improved
learning gains even in the condition that has already shown
the best performance in previous studies. Also, in addition
to quantitative scores, we were interested in examining the
performance and student debriefings captured from the
video and audio recordings.
Participants
Fifty-one undergraduate participants were sampled from a
large Midwestern university. Of the total, 20 (39.2%) were
male and 31 (60.8%) were female. Each participant was
randomly assigned to one of the four experimental condi
tions. If the participant happened to be placed in a dyad
condition, the pairs were randomly selected from the group
of attendants. Some participants in the dyad conditions
knew each other previously and that information was taken
into account when observing their interactions. The par
ticipants either received extra credit for a class or a cash
payment of $15. Participants in all conditions were given
90 min to complete the experiment.
Design of the Experimental Conditions
All three versions focused on four important science edu
cation standards: (a) evaluate the validity of claims based
on the amount and quality of evidence cited; (b) explain
how the solution to one problem, such as the use of pes
ticides in agriculture or the use of dumps for waste dis
posal, may create other problems; (c) demonstrate how
geometric figures, number sequences, graphs, diagrams,
sketches, number lines, maps, and stories can be used to
represent objects, events, and processes in the real world;
and d) recognize and describe at even a simple level how
systems contain objects as well as processes that interact
with each other. The three conditions were again designed
to differ in terms of the extent to which they were likely to
foster a sense of transformational play.
In particular, the focus was on: (a) learning concepts
including erosion, eutrophication, water quality, and sys
tem dynamics; (b) building skills including graph
(de)construction, hypothesis generation, water quality
analysis, socio-scientific reasoning, and scientific inquiry;
and (c) developing a richer commitment to environmental
awareness. Central to these understandings is an appreci
ation for the nature of complex systems and how real-world
problems have causes and solutions that involve non-linear
dynamics and multi-causal interactions, and whose prop
erties-as-a-whole do not derive from the simple combina
tion of constituent parts.
Expository Text Condition
The expository text condition (ET) involved presenting the
information as an electronic textbook. More specifically, it
was a website broken down into four separate instructional
water quality-based activities that corresponded with the
same state standards as the other two experimental condi
tions. In total, there were 38 pages of text, each followed
by a 4-part written assessment and three reflection
Causes of Watar Pollution.' Contaminants and Pollutants
(continued)
Groundweter can be com* contaminated by tha. minerals it
come* in contact with. A
natural source of groundweter pollution is a gas eaHed radon.
Kadlaii comes from
pertain types of *?ek which contain the element radium.
Scientist* believe radon is
dangerous to people, *? oroundweter from wells where
minerals epnteln radium
should be tested far redon, special filters on faucets can remove
reden from water.
+??w*v*r, j>#*p/e cause most water pollution. .
People c#us? water pollution through
earelesfTMi?? *r tee* df knowledge. Farms,
factors, 4utomobiles and even our homes are
potential ?*uirees of pollutant*..Farmers*
gardeners and homeowners Ufa farttllcare and
? Ueldes on their crops, gardens and lawns.
Although farHUxers supply ftutrtents which ar ,
essential for healthy plant growth, the use of too
much fertilizer can cause nutrients to wash into
streams and creeks. Surface waters
contaminated by too many nutrients may contain
large amount* of algae. Algee is necessary for aquatic life,, but
too much alga*
can cause the water to turn green end have a bad smeH or test*.
It may even kill
fish: when it dies end rots in the water. Bacteria that grow and
eat the dead algee
us* up ell the oxygen. If this hi " "* ' " *
Pesticides sprayed
Fig. 2 Screen shot of the sequential text condition illustrating
the
information and image given to the participants, as well as the
clickable "previous" and "next" links
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J Sei Educ Technol (2009) 18:305-320 311
questions. The pages were navigable by a "previous" or
"next" link located at the bottom left and right corners,
respectively (see Fig. 2). Some concepts on each page were
bolded to illuminate their importance to the overall water
quality problem.
After each section, the participants were given the
opportunity to review what they had read before answering
the test questions, and after each test, they had the chance
to "try again" and change their answers. The participants
had to look at each page sequentially. For example, they
did not have the chance to navigate from page three to page
five without passing through page four. There were three
final reports that were equivalent in scale and content to
those reports submitted for the other two conditions. Fur
ther, while presented in a more direct-instruction fashion
with little framing in terms of a particular context, the
underlying science content was compatible with the other
two conditions. A content expert and a science teacher also
reviewed the presented information to ensure its direct
relevance to the underlying concepts and the test items.
Simplistic Framing Condition
The simplistic framing (SF) condition contained the same
content information as the 3D environment, but the infor
mation was written as 3rd person, as opposed to 1st person,
text. The participants are called upon to determine the
cause of declines in fish numbers in a park that houses
several different groups. Each group has a unique expla
nation and interest in the fish decline, and the participant
must appreciate the multiple perspectives, use scientific
data, and synthesize their results to determine the cause and
what could be done to prevent this type of problem in the
future. Both groups were provided a map of the Taiga Park
in which they could see where the different stakeholders
were located and the layout of the watershed. In the SF
condition, the content was still situated as part of the park
problem, but the groups within the park were labeled as
Fishing Company, Logging Company, etc. with no mention
of particular characters within each group. Rather than
involving first-person interaction, participants simply read
about each group.
The website contained a 2D map representation of the
park located on the left side of the screen (see Fig. 3). The
2D map was the same as the map used in the IW condition,
except the 2D map did not show where particular charac
ters were located. On the right side of the screen, there
were links to "Report One," "Report Two," "Report
Three," and park information ("Indigenous proposal",
"Journal entries", and "Pamphlets"). To read about each
group, as was part of their overall assignment, they simply
had to click on the map where that group was located, and
there would be a pop-up page that gave them information.
I! *t*rt?d togpnptNi e*rfc. th? product <mti hkj(??m ?*?? th*
fagpne
i^BB^BMWWWBBHHWWHBHi s w^<^t*gwwin? ? tog
<iwwwt? odfcm tfi?i?o?dw??m??iwita
fctf**g*(^<Rr^t?t?* towing m* Ttwn*? inMfc^a* mimvto
fcwi*
Fig. 3 Screen shot from non-sequential map condition (2D)
depicting
the clickable map and the six report and informational links
In this way, the information was non-sequential, as the
participants could read about any group in any order they
chose. Each "Report" required the participants to gather
some information and answer particular questions in an
essay format. After this, they had to answer the three
metacognitive reflection questions.
Immersive World Condition
The Taiga Park is a world within the larger Quest Atlantis
context, a multi-user virtual environment aimed toward
game play and education. The IW condition was presented
as a computer-based, simulated aquatic habitat. The par
ticipants explored this environment with the use of an
avatar that they controlled using the arrow keys on the
keyboard (see Fig. 1). They interacted with several dif
ferent characters that fall within six different groups (park
visitors, logging company, park administration, etc.). For
example, the participants talked with Ranger Bartle about
the fish decline problem or with Lisa who works for the
logging company. The participants visited each character
twice during their experience and engaged them in a dia
logue, which produced information related to the problem
based scenario and the four state standards. During the first
visit, the participants discovered initial opinions of non
player characters; after participants had talked to everyone
and collected water samples, the characters volunteered
new information that was more scientifically grounded than
on the first visit.
The information was presented in a first-person narra
tive, and the participants typically had three optional
responses to the character in order to "personalize" their
exchanges. They also were required to bring water samples
they collected to a virtual laboratory for analysis. Partici
pants had to take quizzes throughout their experience and
complete three "Quests" that are essentially reports on
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312_ J Sei Educ Technol (2009) 18:305-320
what they observed from their exploration of the environ
ment. After each submission, they had to answer three
metacognitive reflection questions (same in every condi
tion), and then they interrogated the implications of their
choices on the 3D world.
Dependent Measures
The outcome measure was a post-test consisting of 16
multiple choice questions, 5 short answer questions and a
performance-based transfer question. We employed a
"multi-level" assessment strategy to gauge the interven
tions' effectiveness (cf. Hickey et al. 2006; Ruiz-Primo
et al. 2002). All levels aligned with science concepts, target
standards and engaging students in socio-scientific rea
soning. The assessment framework involved analyzing
these first in terms of intentionally selected standardized
multiple-choice items that leveraged water quality prob
lems similar to that used in the curriculum (proximal
level); and also focused on standardized items that would
be considered "far transfer" (distal level). Additionally, to
understand depth of understanding, students responded to
an open-ended, performance-based transfer task that was
specifically designed for this study.
While the proximal standardized items targeted the
conceptual resources aligned to the curriculum and
the standards, the distal items targeted items aligned to the
standards only, with explicit disregard for the curriculum.
For example, an item might address the above four standards
in terms of the ozone layer (see "Appendix 1" for more
examples). Item pools consisting of 10 or more items were
developed for each of the four target standards, and two
items were randomly selected for inclusion. As such, the
distal measure provided a valid comparison against other
curricula and, more fundamentally, a valid proxy for high
stakes tests, serving a broad research goal of evaluating
whether curricular enactments support transfer to externally
developed, high-stakes achievement tests. The distal mea
sure, by design, assessed some concepts and many facts that
the intervention did not target. Further, the distal items that,
by chance, assessed targeted content did so across a broader
range of difficulty and, therefore, were not necessarily tuned
to the kinds or degrees of competence supported by the
experimental experience. Thus, the distal-level items com
prised a "far-transfer" measure of learning and a challeng
ing one for a specific, short-term intervention to impact.
Cronbach's Alpha internal consistency estimates on this
sample for both the proximal and distal sets of items were
.7. The performance-based transfer task introduced a sce
nario of a river that flows past a farm, small communities, a
wildlife preserve, and a city into a bay (see "Appendix 2").
Also, the participants were given information that there
have been fewer birds in the wildlife preserve. The
participants were asked to determine what was causing the
decline in birds and why, with one multiple-choice and two
short-answer components. The short-answer responses
were evaluated using a scoring rubric assessing the
enlistment of relevant water quality concepts. One assess
ment expert and a water quality teacher examined the task
for content validity. Initially two raters evaluated the open
ended responses, but once they had 100% agreement on a
number of items, one rater examined the rest.
A possible limitation to the standardized assessments is
that the standards and items were typically used for 6th
grade curriculum and our sample consisted of undergrad
uate college students. However, we did not find a ceiling
effect on the assessments or even any particular items on
the tests. That is, the undergraduates appeared to perform at
approximately the same level as 6th grade students that
have taken these assessments during other implementa
tions. This indicates that students do not necessarily gain a
deeper understanding in middle and high-school of these
topics, and thus it appears that the curriculum is still
appropriate for this group. This was especially relevant
given the ease of using random assignment with this pop
ulation, a methodological process which involves juggling
multiple confounds in public schools. Another limitation in
relation to the performance-based transfer task is that the
students in the SF and IW condition had experience with a
more in-depth problem task, possibly favoring a style of
question that benefitted students in these conditions.
Qualitative Methods
All the sessions and post session interviews were audio and
videotaped for all three conditions (ET, 2D, and 3D-dyad).
First all the conversation data was transcribed, then a
coding scheme was developed in order to analyze the
session, where participants experienced one of the three
online conditions, and the post-session interview data. The
coding scheme was designed to measure four dimensions in
the conversation data (defined below). After coding and
analyzing the entire data set, authors more deeply exam
ined the session data for visual references (e.g., body lan
guage) and the post-session interview data to investigate
emergent themes.
Operational Definitions
We analyzed the conversations between participants during
the session and the interview data. Our analysis focused on
four aspects of their conversations: collaborative sense
making, personalization, use of terminology, and instanti
ation. Collaborative sense making was defined as the
conversation between the two participants while working
together to problem-solve and to negotiate around shared
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J Sei Educ Technol (2009) 18:305-320 313
conceptual understanding. We coded an instance of col
laborative sense making when one of the participants started
the conversation by prompting a question, suggesting a
strategy and/or checking for agreement with their partner on
a topic and/or activity until the dyad resolved the issue after
at least each person had one turn in conversation. Thus, we
measured collaborative sense making by the number of
instances of sense making around a particular topic related
to water quality or the learning environment.
Excerpt 1:
(Dyad 15, IW Session, 43:45)
As part of the game, dyads were given a chart on
annual sales of Mulu Village, one of the three con
tributors to the fish decay problem in Taiga, by a non
player character (NPC):
Student 1: (reading out loud what the NPC says)
Which activity seems to create the greatest sales over
the last 3 years? (opens the chart) Ok, sales...I would
have to say... the art works.
Student 2: We probably need to take into account
how much...like they cost....so...here (points to the
chart) they've been 35, 5 (continues to count)
SI: (looks at the chart) So, it's decreasing (referring
to the sales) (P2 continues to count the numbers) So,
that's [the last number P2 counted]the most so far.
S2: Yeah (continues to count)
SI: (seems confused) But, it's not sales. Shall we just
go to the sales column? So...art works, it is.
S2: I guess so....artworks.
S3: Cool (moves on to the next question)
This coding of collaborative sense making was used for
analyzing session data only, since the interviews were
conducted individually.
Personalization was defined as the number of times
students connected a concept and/or an idea that they were
working on in the learning environment to their personal
experiences and/or prior knowledge. A student sharing
with her partner the information that she had learned about
photosynthesis previously in her undergraduate biology
class would be an example of an instance of personaliza
tion. Instantiation was defined as making connections
between concepts and/or ideas related to the content in the
learning context that they were working on. Instantiation
takes the form of elaborating on the new information,
explaining concepts, comparing and contrasting ideas.
Instantiation was measured by the number of times a stu
dent used a concept in a contextualized manner.
Excerpt 2:
(Dyad 30, SF Session, 31: 46)
Students were provided with information on the
chemical change in water throughout years:
SI: So the only thing that really changed is temper
ature...a lot. Ph kept becoming better... like in the
area...it was good, than it was very good. The DO
[dissolved oxygen] didn't change; so only small fish
can live. Turbidity is neutral.
We also coded the number of times each student used
terminology related to the content, such as turbidity,
phosphorus, nitrite, erosion, silt, pH, nutrients, etc. during
their conversation. Codings were not mutually exclusive,
such that there were instances that were identified as hav
ing aspects of both, for example, instantiation and knowl
edge terminology categories. Note that we also intended to
code for immersion or presence; however, this became
quite difficult in that many of the important indicators of
presence were gestures or inferences drawn from state
ments that were quite vague. For example, when partici
pants breathed hard as they ran up the side of an
embankment or talked about being "in the water."
Therefore, this data was better gleaned from the interview
data.
Coding
There were two rounds of coding of the data. First, two of
the authors coded 20% of the session and interview data for
reliability. The reliability was assessed by correlating the
codes of each of the two authors; the Pearson correlation
ranged from .87 to .98. Due to this high inter-rater reli
ability, one author continued to code all remaining data.
Second, after coding and analyzing the sessions and
interviews, we went back to the data to try to understand
the differences through specific examples. One of the
authors examined a subset of session videos to look at
various items of interest, such as body language, off topic
conversation, navigational issues, among others. The
results from both rounds of session coding are combined
for a richer understanding of the experiences of the
participants.
The interviews took place after the sessions. The inter
views were semi-structured and typically lasted between
three and 5 min. Six prompts/questions were presented to
the participants in the post-session interviews: (1) describe
the experience to me; (2) what did you like about the
activity?; (3) what did you not like about the activity?; (4)
did you learn anything new?; (5) did you find it engaging?;
(6) anything else you would like to tell me? In order to
understand the emerging themes in the interview data, four
of the authors listened to audio data together, twice fol
lowed by a group discussion each time. During this col
laboration, the authors agreed that four core themes
emerged from the interviews: (1) students' concern about
the reading load, (2) complexity of the learning
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314 J Sei Educ Technol (2009) 18:305-320
environment, (3) level of students' engagement, and (4)
level of authenticity of the activity.
Procedure
The dyadic and single conditions were run in separate
rooms that contained a desk, two chairs, a PC computer, an
audio recorder, and a video recorder. Participants were
given instructions particular to their experimental condi
tion. For the IW condition, participants were instructed how
to navigate in the virtual world through the use of the arrow
keys on the keyboard and how to "communicate" with the
characters within the space by clicking on them with the
mouse. The participants were shown where to locate their
"quests" and how to submit their responses. The IW par
ticipants also received a packet that included: (1) a letter
from Ranger Bartle, a fictional character within the virtual
world, that gave a background for the fish decline problem
in Taiga, and (2) a "field notebook" that identified each
character and allowed space for taking notes for each quest.
The SF participants received a similar packet; however,
the "letter" was changed to expository text and did not
mention Ranger Bartle or any individual characters in the
environment. In addition, the research assistant explained
how to submit their responses to the three tasks. The
Electronic textbook group did not receive a framing letter
for their experience but did receive extra paper for taking
notes. The research assistant explained how to navigate the
website and that there would be short assessments
throughout their experience. The participants signed a
waiver stating that their experience would be video and
audio recorded for later analysis. Participants in all con
ditions were given 90 min to complete their learning task
and 30 min to complete their assessment materials inde
pendently. After this time, the research assistant conducted
the short, semi-structured debrief and interview. While
some students finished earlier, there were no significant
differences among conditions in terms of average time
spent.
Results
We examined both qualitative and quantitative data, and
we will present the results in separate sections. Also, much
of the discussion is reserved for the overall Conclusions
section. However, in order to clarify the meaning of the
results some discussion occurs in this section as well.
Quantitative
In response to the first research question, the IW-Dyad
(X = 5.22, SD = .97) and the IW-single condition
(X = 5.39, SD = 1.500) performed significantly better on
the proximal items than the ET group (X = 3.75,
SD = 1.22) (F(l, 50) = 3.90, p = .01), n2 = .199 (large
effect size). There were no significant differences between
any of the groups and the SF condition (X = 4.42,
SD = 1.67). The study also revealed significant differences
for the distal multiple choice items, with the IW-dyad
condition (X = 3.71, SD = .47) outperforming the ET
condition (X = 2.83, SD = .72) (F(l, 50) = 2.81,
p = .05); n2 = .152 (large effect size). There were no
differences found with either the IW-single condition
(X = 3.39, SD = .96) or the SF condition (X = 3.33,
SD = .89). Also, we found significant differences for the
open-ended transfer task (F(l, 50) = 4.35, p = .01),
rj2 = A63 (large effect size). Post hoc comparisons
revealed that the IW-dyad condition (X = 4.57,
SD = 1.28) performed significantly better on the open
ended transfer task than the SF condition (X = 2.75,
SD = 2.10) and the ET condition (X = 2.25, SD = 1.71).
However, in response to the second research question, this
was not true for the IW-single condition (X = 3.23,
SD = 2.13), which was not statistically larger than any
other condition (see Fig. 4 for summary of results).
Given that the spread in scores on the transfer task was
so much larger than the spread on the standardized items,
we were curious about the relationship between one's
standardized test score on the distal items and one's score
on the open-ended transfer task. This was partly motivated
by our concern with the current national emphasis on distal
standardized test scores, and our related interest in whether
more open-ended tasks reveal understandings unaccounted
for in standardized tests. Interestingly, a correlational
analysis showed that there was a significant correlation
(r = .60, p = .022) between distal standardized test scores
and the open-ended transfer task, but only for the IW-Dyad
condition, with standardized test scores accounting for
36.4% of the variance and representing a large effect size.
Scores on the distal multiple-choice for the other three
Proximal Distal
Test Item
Transfer
Fig. 4 Summary of study results. 3DS = 3-D singletons; 3D =
3-D
dyads; 2D = 2-D dyads; DI = direct instruction dyads
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J Sei Educ Technol (2009) 18:305-320 315
conditions did not significantly correlate with the open
ended transfer task. While only a small sample, these
results suggest that standardized test scores measured one
aspect of learning and the open-ended transfer task may
have measured a different aspect of their learning. It
appears that for students who do not master the initial
material, their learning may not correlate well to how they
perform on related standardized test items.
Qualitative Data
Observational Data
Addressing the final research question, we examined each
of the four identified categories of interest discussed above:
collaborative sense making, personalization, terminology,
and instantiation. Fifteen session videos were coded using
the scheme described above. Due to problems with tech
nology, some of the data was difficult to code, which
resulted in lower sample size for the quantitative assess
ment of differences among the four conditions. We decided
it was more fruitful in the context of this study to use the
identified instances to provide a more qualitative assess
ment of differences and present this data accordingly.
Therefore, the focus here is on illuminating qualitative
differences that were apparent in the three conditions.
The SF condition appeared to have the most instances of
collaborative sense making (M = 20.0, SD = 10.9), fol
lowed by the IW dyad condition (M = 13.6, SD = 5.5),
and the ET condition (M = 10.8, SD = 6.4). Within the
IW group, there was typically a running conversation
throughout the entire 90-min session between the two
participants. The conversation often revolved around nav
igational issues and spatial orientation, but there was also
some discussion around the conceptual issues. Within the
SF group, there was less conversation during the session
overall. However, when they typed up their reports at the
end of each task, the participants' engagement with each
other increased considerably. And during this period, they
were discussing and negotiating around the topics more
than the other two groups.
In terms of personalization, the SF condition seemed to
personalize the information more than the other two groups
(an average of two per dyad whereas we saw almost no
instances among the IW condition and an average of 1 for
the expository text condition). However, the IW group
seemed to be the most immersed in the context of the
experience. Within the IW group, the participants mainly
associated the information with a particular character or
aspect of the virtual environment and referred to them by
name or using a personal pronoun to identify them. That is,
the dyads did not extract the information from the virtual
world; they tended to keep the discussion within the
narrative and characterization set up within the learning
context.
The conversations among the IW participants suggested
that they were immersed in the experience by taking upon
the role of helping people in Taiga to solve the fish decay
problem. This was consistent with the interview data,
which we will discuss in the next session, where most of
the participants made reference to the authenticity of the
experience. However, while they were deeply immersed in
the problem, they did not seem to relate to it personally.
Perhaps the SF group had a higher rate of personalization
(Af = 2) because they were able to strike a balance
between the story and real life, whereas the 3D group
(Af < 1) may have been too entrenched in the story to
connect concepts to their own lives. The direct instruction
group showed essentially no meaningful discussion, but
there was some knowledge sharing during the typed
assessments. There was mostly silent reading until they
came to the written part of the task. This could explain why
they had lower discourse indicators in all four areas except
terminology.
The number of water quality terms used was highest in
the SF group (Af = 14.0, SD = 5.8), followed by the ET
(Af=11.3, SD = 3.0), and the IW groups (Af = 8.8,
SD = 2.7). This was the only case in which the ET out
performed the 3D group. It is likely that this difference is
due to the design of the ET curriculum. The text was
organized around particular concepts and terms instead of a
personalized narrative like IW condition, so they were
likely to simply parrot the text. The ET group also showed
the most instances of concept instantiation (Af = 22.0,
SD = 6.3), exhibiting more instances than the 3D
(Af = 14.6, SD = 8.2) and the direct instruction groups
(Af = 12.3, SD = 6.8). Again, while the IW group spent
more time discussing the contextual situation (e.g., navi
gational layout, game character perspectives, and investi
gative priorities) the SF group spent more time
interrogating the meaning of the concepts.
Interview Data
Occasionally, the IW single group expressed that the
experience was more about reading text than engaging in
the virtual space. However, none of the participants in the
IW dyad group expressed a concern over the amount of
reading they had to do. The SF and ET groups, on the other
hand, continuously mentioned that the amount of reading
that was required was indeed overwhelming and quite
intense.
Conversely, participants in the IW dyad and single
group raised issues around the navigational disorientation
and redundant activities that were required of them in the
virtual space. In particular, they expressed frustration when
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316 J Sei Educ Technol (2009) 18:305-320
they had to travel and talk to characters many times, even
when characters did not have anything of substance to
offer. The IW group, on the other hand, found their
learning environment easy to use and navigate. The ET
group did not mention the ease of use of their experience;
presumably this is due to the participants being required
only to click 'next' or 'previous' buttons on the computer
screen to see adjacent pages for information.
We found more variation in the levels of students'
engagement with the materials according to different
groups. While at times the navigation proved frustrating,
participants in IW dyad and single group indicated that
using the avatar to interact with the game characters in the
virtual space led to an engaging experience. Some partic
ipants in the IW single condition suggested that creating
more interactivity between the user and virtual world
would have significantly increased their enjoyment and
engagement with the space. The SF condition seemed to
get "into" the problem, but their comments suggested that
they did not experience as much interactivity with the
environment. The ET group did not mention getting "into"
the problem or being engaged with anything other than the
content.
Lastly, participants in all four groups expressed the
similarity between the designed experience and the real
world. Participants both in the IW dyad and single groups
discussed that the experience felt "real" or "authentic" in
nature. In fact, some dyads felt that they were actually
communicating with the non-player characters within the
virtual environment. In fact, one student described the
NPCs as "telling me what they thought" and found it
interesting "getting people's thoughts and opin
ions. "Although a few of the participants in the SF group
also mentioned the authentic nature of the task, most of the
SF participants did not do so. As mentioned earlier, the ET
group did not get "into" the problem or feel that it was real
as the other groups did. Almost all the participants men
tioned that they thought the topic was interesting and useful
to learn and could see the relevance to real life.
Discussion
Previous research has suggested that a large piece of the
puzzle regarding the successes (Bransford et al. 2002;
Greeno 1998; White 1993) and failures (Detterman 1993;
Gick and Holyoak 1980; Greeno et al. 1992; Lave and
Wenger 1991; Nunes 1999) of transfer has to do with issues
of distinguishing context from content. In this study, we
explored methods for teaching students about scientific
principles in a manner that leads to contextualized yet
transportable knowledge. We found that those individuals
working in dyads and using the most immersive
intervention did significantly better than students given
similar, yet more focused information when compared on
the standardized test items and the performance-based,
transfer task. "This is somewhat surprising when one
adopts a strictly mechanistic perspective of learning in that
the expository text condition experienced the content in a
manner most closely related to the test items, and the
simplistic framing hypertext condition showed the richest
incorporation of scientific terminology in their discourse
according the qualitative data". On a related note, the
performance-based transfer task illuminated differences
between the simplistic framing and IW-Dyad conditions
that were not revealed by the distal standardized test
scores. These results indicate that, for this sample, stan
dardized test scores were less sensitive to individual dif
ferences and, as a result, masked some within-group and
between-group differences.
In explaining these differences, we have offered a the
oretical frame that ostensibly has applicable value for
others doing similar research. Specifically, we have
described and argued for the pedagogical importance of
learning environments facilitating a sense of transforma
tional play and have suggested that this potentially grounds
one's understandings of the underlying science concepts as
well as one's relations to them. Central to our notion of
transformational play is that the learner is using the science
content to transform a particular context?i.e., being
positioned as an individual with an authoritative role,
having agency in choosing what actions to take, and having
consequential actions that affect the unfolding situation.
Most importantly, transformational play involves a sense of
narrative, perceptual, interactive, and/or social immersion
within a situation where the individual has some level of
agency in terms of transforming the context and effects on
how the events unfolds. Transformational play requires that
the curriculum does more than "contextualize" the content,
as if watching a video or reading a rich description (Cog
nition and Technology Group at Vanderbilt 1993), but
positions the learner as an agent in and on the context with
player actions having game-world consequences and game
world consequences changing possible future actions.
It is in this way that a virtual world has the potential to
ground participation and the learning of science content in
terms of particulars, establishing a sense of sensory,
actional, and symbolic presence (Dede 2009). Arguably, a
limitation of much of current science education is that
learners are too often positioned as passive receivers
expected to memorize abstracted disciplinary content (e.g.,
when students are expected to memorize a list of facts or
even concepts defined by a textbook or teacher). This
pedagogical move does little to aid the learner in becoming
able to use and value the content, or, if they do appreciate
its value, to see themselves as someone who does science.
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J Sei Educ Technol (2009) 18:305-320 317
Even in those situations where context is enlisted, it fre
quently involves only simplistic framing. Roth (1996)
distinguished between "con-text" and context, the former
being those situations in which a context is somewhat
artificially paired with (con-) content (text) in order to
illustrate the concept. Lave (1997) further argued that the
more the teacher, the texts, or the curriculum own the
learning, the more difficult it becomes for the students to
develop meaningful understandings. In contrast, here we
placed the learner at the center of the world dynamics,
grounding the learner, content, and context in a tightly
coupled loop where content if properly leveraged by the
person has the potential to change the context.
In conclusion, our goal here was to investigate the
power of virtual worlds and videogame methodologies to
develop a rich learning context for supporting learning, and
to understand whether working in dyads would facilitate
more transferable understandings than when working alone
through participation in a conceptually rich environment.
Our data showed that students in the immersive condition
were able to score more highly on a performance-based
transfer task, and that this potential was heightened for
those in the dyadic condition. The challenge of building
such a curriculum is in selecting an appropriate context and
the amount of situational details that need to be introduced
(Barab and Roth 2006). If a particular learning environ
ment is too tailored to the disciplinary content, then it starts
to feel more like school work, becomes less experiential
(Dewey 1938), the potential for immersion becomes unli
kely, and the knowledge is more likely to be inert. To the
extent that a particular concept is not connected to the core
context-of-use, it runs the risk of being an abstracted fact to
be memorized, with no contextual anchor from which a
student can see its authentic application.
As one adds more situational details, then the mystery,
reality, and discovery potential increases, but one loses
guidance, efficiency, and clarity. The challenge is to bal
ance these details such that the learning occurs in a context
that grounds the to-be-learned content at the same supports
the player in realizing the value of the content independent
of the context in which the learning occurs. Here, we used
design moves such as liminal episodes, interactive rule sets,
and more embedded pedagogical supports to support such
learning. It is our hypothesis that collectively these moves
simultaneously grounded the content learning and attuned
the learner to the fact that there was scientific content being
grounded. To be clear, we are not arguing that content is not
important or that it should not be directly highlighted as part
of the instructional process. Rather, we are suggesting that
through grounding these descriptions in situationally rich
experiences where one's actions, especially those that are
conceptually informed, have consequence on a context, we
are able to support learners in understanding the meaning of
the to-be-learned context. At the core of our theory of
transformational play is that in understanding the relations
of content to a particular context, one in which the learner
has had experience in changing, that one is better able to see
its meaning elsewhere.
Implications
It has been argued that the lecture format concentrates on
memorization of factual information and promotes the
development of superficial understandings (Cognition and
Technology Group at Vanderbilt 1993; Roth 1996). In spite
of this concern, many undergraduate science classes remain
dominated by the large lecture format with class sizes over
150 students and the textbook being the primary learning
resource. While this study took place within a laboratory
context, these findings challenge the value of the textbook
as the primary learning tool. Games scholar Gee (2003)
likens learning from the textbook as primary resource to
reading the game manual without playing the game. If one
tries to read the manual to most videogames before playing
the game they are littered with technical jargon, typically
un-motivating, and not very illuminative in terms of how to
play the game. However, once one has played the game,
the manual is quite useful for deepening understanding of
implicit rules and principles. This study suggests that
undergraduate educators might find videogames technolo
gies and methodologies to be useful pedagogical tools for
deepening learning.
We are at an interesting time in which science teachers
and schools are under more pressure than ever to prepare
students for standardized tests, but they are facing a gen
eration of students who view the school curriculum as
having little relevance to their own lives. Presenting
abstracted facts (i.e., expository text as is frequently the
case in science textbooks), while potentially efficient, is
often not the best pedagogical strategy. These findings
suggest that there might be more powerful pedagogical
tools available to teachers. Drawing on game-design prin
ciples and our underlying situated theoretical perspective,
we developed a game-based curriculum that in addition to
having an engaging narrative, included interactive rule sets,
pedagogical agents, extrinsic rewards, and a perceptually
rich 3D environment?all designed to establish a sense of
conceptual play. This study has important implications for
rethinking science classroom learning in that, in addition to
the teacher, textbooks remain the primary resources for
supporting learning in most formal institutions. Future
work will explore the relevance of these findings for dif
ferent populations, and will examine the role of the teacher
in supporting learning when using textbooks, illuminative
examples, or game-based virtual worlds.
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318 J Sei Educ Technol (2009) 18:305-320
Consistent with the findings from this study, it is our
belief that science teachers should allocate fewer resources
for supporting content transmission and, instead, invest in
developing contexts that ground the content we wish stu
dents to learn. Our interest is on designing curricular con
texts in which domain concepts become tools for inquiring
into the presented situation and in which the learner's
choices have consequence on the unfolding of the learning/
participation environment. It is our belief that videogame
contexts, and their potential to foster this sense of engaged
consequentiality, can provide a useful means for enhancing
science education. Elsewhere, and in future work, we have
and will continue to implement these transformational play
spaces in actual classrooms, helping to build effective
models for how they can best be leveraged by teachers and
students to support academic learning. Also, we will more
closely examine what aspects of the curriculum seemed to
facilitate transfer, systematically testing the value of par
ticular aspects to determine their influence on learning. In
this study, our goal was simply to demonstrate the potential
of transformational play as a pedagogical approach that
leverages game-based methodologies and IW technologies
to support deep and transferable science learning.
Acknowledgments This research was supported in part by a
CAREER
Grant from the National Science Foundation, and directly by
National
Science Foundation Grants #9980081, #052792, and #0092831,
Department of Education Grant R305H050116, and by an
internal grant
from Indiana University. Thanks to Dan Hickey, Anna Arid,
and Ellen
Jameson who helped design the world and measures as part of
previous
studies. This research was funded by an NSF ROLE grant
0092831 to the
first author, and NSF REESE Grant 0910218 to the fourth
author. Also,
special thanks to Dan Hickey for helping with the assessments
and to
Anna Arid for her help with the comparison curriculum.
Appendix 1
Proximal Level Example Items
1. Within aquatic ecosystems there is a direct correlation
between dissolved oxygen content and the population of
various species of fish. Which relationship can correctly be
inferred from the data presented in the graphs below?
Oxygen Content and Fish Population in a Lake
c
"55
?</>
t o
<?
u
& (/)
Oxygen Sewage
Waste >
IL
> O
I
1950 1955 1960 1965 1970
Year
I960 1965 1970
Year
a. As sewage waste increases, oxygen content increases.
b. As the carp population increases, the whitefish popu
lation increases.
c. As oxygen content decreases, carp population
decreases.
d. As oxygen content decreases, trout population
decreases.
2. A small, fast-moving river is in a V-shaped valley on
the slope of a mountain. If you follow the river to where it
passes through a plain, what will the river most likely look
like compared with how it looked on the mountain?
a. Much the same
b. Deeper and faster
c. Slower and wider
d. Straighter
3. Which of the populations in the food-web below is
most likely to increase if the number of grasshoppers
decreases?
Distal Level Example Items
1. Two open bottles, one filled with vinegar and the other
with olive oil, were left on a window sill in the Sun.
Several days later it was observed that the bottles were no
longer full. What can be concluded from this observation?
a. Vinegar evaporates faster than olive oil.
b. Olive oil evaporates faster than vinegar.
c. Both vinegar and olive oil evaporate.
d. Only liquids containing water evaporate.
2. Nuclear power plants can produce energy more
cheaply and with less pollution than power plants that use
fossil fuels. Why are there not more nuclear power plants
than plants that burn fossil fuels?
a. There is an endless supply of fossil fuels available.
b. Nuclear fuels produce too little heat during the fission
reaction.
c. A pound of fossil fuel produces more energy than a
pound of nuclear fuel.
Springer
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J Sei Educ Technol (2009) 18:305-320 319
d. The problem of disposing of large amounts of nuclear
waste is not resolved.
3. A community found that the mosquito population had
risen considerably. They hired a pest control company to
heavily spray the area. Although the insecticide was not
harmful to birds, in a couple years many of the species of
birds had disappeared. What is the best explanation for this?
a. The noise from the insecticide company scared the
birds away.
b. The squirrel population increased.
c. The mosquitoes were a food source for the birds.
d. The insecticide filtered into the water system for the
birds.
Appendix 2
Open-ended Transfer Task
B?y
City
Directions: Use the drawing of
the North Carolina Sweetwater
River to answer the questions
below.
The Sweetwater River in North
Carolina flows from the
hillsides above to the bay
below. As water travels down
the river, it passes by a farm, several small communities, a
wildlife preserve, and then a city. Employees
of the preserve have observed fewer and fewer birds in the
Wildlife Preserve over the last year. Local
birdwatchers, however, report that many birds can be seen near
Bay City Pond and in Bay City Park. This
issue is popular in local newspapers and everyone has a
hypothesis. Here are three:
A. The farm is polluting the water. Last year the farm owners
started using fertilizer. It tripled their
crops and their profits. This year they plowed twice as much
land. Next year they plan to expand
further.
B. Bay City is polluting the river. The factories and city power
plant just installed new pipes to help
cool of the machines. After cooling off the machines, this hot
water goes back into the river.
C. The Bay City dump is polluting the water. The city has been
dumping trash there for the last ten
years. This must be the problem. They are planning to increase
the amount of dumping next year.
1. Which cause do you believe is most likely?_
2. Describe why this is the best hypothesis, and why the
activity might cause birds to leave the preserve.
3. For the group connected to your hypothesis, explain how that
group's activities cause birds to leave
the preserve.
Springer
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320 J Sei Educ Technol (2009) 18:305-320
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Contentsp. [305]p. 306p. 307p. 308p. 309p. 310p. 311p. 312p.
313p. 314p. 315p. 316p. 317p. 318p. 319p. 320Issue Table of
ContentsJournal of Science Education and Technology, Vol. 18,
No. 4 (Aug., 2009) pp. 301-366Front MatterEmerging
Technologies for Learning Science: A Time of Rapid Advances
[pp. 301-304]Transformational Play as a Curricular Scaffold:
Using Videogames to Support Science Education [pp. 305-
320]Initial Structuring of Online Discussions to Improve
Learning and Argumentation: Incorporating Students' Own
Explanations as Seed Comments versus an Augmented-Preset
Approach to Seeding Discussions [pp. 321-333]Teachable
Agents and the Protégé Effect: Increasing the Effort Towards
Learning [pp. 334-352]Design for Scalability: A Case Study of
the River City Curriculum [pp. 353-365]Back Matter
Video Feedforward for
Reading.
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Journal of Physical Education, Recreation & Dance
ISSN: 0730-3084 (Print) 2168-3816 (Online) Journal homepage:
http://www.tandfonline.com/loi/ujrd20
Using Video-based Modeling to Promote
Acquisition of Fundamental Motor Skills
Iva Obrusnikova & Peter J. Rattigan
To cite this article: Iva Obrusnikova & Peter J. Rattigan (2016)
Using Video-based Modeling to
Promote Acquisition of Fundamental Motor Skills, Journal of
Physical Education, Recreation &
Dance, 87:4, 24-29, DOI: 10.1080/07303084.2016.1141728
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24 Volume 87 Number 4 April 2016
Iva ObrusnIkOva
Peter J. rattIgan
Using Video-based Modeling
Iva Obrusnikova ([email protected]) is an associate professor in
the Col-
lege of Health Sciences at the University of Delaware in
Newark, DE. Peter
J. Rattigan is an associate professor in the School of Health
Professions at
Rowan University in Glassboro, NJ.
Physical educators often encounter relatively large numbers of
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
A bibliography is a list of citations of sources such as books, .docx
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A bibliography is a list of citations of sources such as books, .docx

  • 1. A bibliography is a list of citations of sources such as books, articles, and documents that were used for one’s research. Bibliographies may also be called ‘references’ especially when found at the end of an academic paper. An annotation is a summary and/or evaluative comment. The purpose of an annotated bibliography is to inform the reader of the relevance, accuracy, and quality of the sources cited. Thus, an annotated bibliography consists of a citation followed by its descriptive summary and a critical review of the source. Typically an annotated bibliography includes one or more of the following: summary, assessment, and reflection of the source. In this exercise we will practice writing an annotated bibliography with all three components. Summary: Annotation provides summary of the source. It is important to paraphrase sources rather than directly copy and paste the content. Here are guiding questions: What are the main arguments? What is the point of this book or article? What topics are covered? If someone asked what this article/book is about, what would you say? The length of your annotations will determine how detailed your summary is. Assessment: Writing an evaluative comment after summarizing the source. Here are guiding questions: Does it seem like a reliable and current source? Why? Is the research biased or objective? Are the facts well documented? Who is the author? Is s/he qualified in this subject? Is this source scholarly, popular, both? How does it compare with other sources in your bibliography? Reflection: After summarizing and assessing the source, ask yourself whether or not the source fits your study. Here are guiding questions: Was this source helpful to you? How does it
  • 2. help you shape your argument? How can you use this source in your research project? Has it changed the way you think about your topic?Length: An annotated bibliography is about 150-300 words in length including the brief summary, assessment, and reflection. Citation of Article 1 in APA Styles Summary: Annotation provides summary of the source. It is important to paraphrase sources rather than directly copy and paste the content. Here are guiding questions: What are the main arguments? What is the point of this book or article? What topics are covered? If someone asked what this article/book is about, what would you say? The length of your annotations will determine how detailed your summary is. Assessment: Writing an evaluative comment after summarizing the source. Here are guiding questions: Does it seem like a reliable and current source? Why? Is the research biased or objective? Are the facts well documented? Who is the author? Is s/he qualified in this subject? Is this source scholarly, popular, both? How does it compare with other sources in your bibliography?
  • 3. Reflection: After summarizing and assessing the source, ask yourself whether or not the source fits your study. Here are guiding questions: Was this source helpful to you? How does it help you shape your argument? How can you use this source in your research project? Has it changed the way you think about your topic? Annotated Bibliography: Effective Practices in e-Learning 1 Annotated Bibliography: Effective Practices in e-Learning Student’s Name California State University, San Bernardino
  • 4. Annotated Bibliography: Effective Practices in e-Learning 2 Introduction (Optional) Though the field of distance learning has been established, the field of Electronic Learning (e-Learning) or online learning is fairly young. Experts in the field have researched the best practices that would be effective. In this paper, I have studied existing research by experts in the field of e-Learning to further understand effective instruction. This is an important topic for me as a potential online instructor. This paper is organized in three sections, which include a summary, assessment, and reflection on each of three different articles. Hay, D. B., Kehoe, C., Miquel, M. E., Hatzipanagos, S., Kinchin, I. M., Keevil, S. F., & Lygo-Baker, S. (2008). Measuring the quality of e-learning.
  • 5. British Journal of Educational Technology, 39(6), 1037–1056. doi:10.1111/j.1467- 8535.2007.00777.x Summary The purpose of this study was to measure the quality of knowledge change as a consequence of student’s e-learning experience. It was conducted in 2005 and focused on a group of six 3 rd -year medical students from King’s College London learning about magnetic resonance imaging (MRI). The study began with teaching the group about concept mapping in general. Through that instruction, they were prompted to create a concept map about his or her own prior knowledge of MRI. This was done without notes or instructional material and these students did not know that the next instructional focus would be MRI. Next, the students were given instructional tools that included a CD-
  • 6. Annotated Bibliography: Effective Practices in e-Learning 3 ROM with a simulation and tutorial on MRI. When the group met again, students were prompted to recall the concept mapping method and to draw their MRI concept maps once again. Of the six students, two demonstrated only rote learning or even non- learning. The researchers noted that teachers should encourage and support student- centered learning activities. This study also opened the field of study in concept mapping used to assess learning. Assessment The researchers used simulations and tutorials and gave students a time frame to study the concept introduced before assessing learning. For students who were motivated to learn through these means, these materials were sufficient to increase knowledge. However, for some students, a different set of materials may have been needed. This opened me up to the idea of providing a menu of instructional
  • 7. materials, where students could choose two or three materials from a list of ten or more within a learning module. The two means of instruction that were provided leaned towards visual learners, so podcasts or videos may have been helpful to audial learners. Reflection When I chose my topic, I wanted to find articles that would lead me to understand effective practices in e-learning platforms. E-learning is such a young field. This article fits my topic very well. Annotated Bibliography: Effective Practices in e-Learning 4 Díaz, L. A., & Entonado, F. B. (2009). Are the Functions of Teachers in e-Learning and Face-to-Face Learning Environments Really Different? Journal of Educational Technology & Society, 12(4), 331–343. Summary
  • 8. The purpose of this study was to gather information about effective strategies used in online classes and face-to-face classes. The researchers used a triangulated technique of closed questionnaires, semi-structured interviews, and discussion group. A total of 255 subjects participated. Of the 255 participants, 129 were online students, 121 were face-to- face students, 3 were teachers, and 2 were renowned experts in online and distance education. The areas that were analyzed were Theoretical content, Activities, Interaction, Difficulties with the design. The results of this study should prompt teachers to reflect and become aware of improvements they might make in their design and role as instructor. What was found was that the use of concept maps and schemes should be a constant feature in an online course. When developing activities for an online class, they should be carefully planned in the design stage of the instructional plan. Assessment
  • 9. This article did not provide the data that was necessary to determine effective strategies that are specific for online and face-to-face learning environments. Reflection I found this article to be very significant in my research about effective practices in e- learning. As is took a look at what students and teachers commented regarding the design of a course, whether face-to-face or online, I was able to gain insight on what was high yielding in an online platform. Annotated Bibliography: Effective Practices in e-Learning 5 Armellini, A., & Aiyegbayo, O. (2010). Learning design and assessment with e-tivities. British Journal of Educational Technology, 41(6), 922–935. doi:10.1111/j.1467- 8535.2009.01013.x Summary The purpose of this study was to research innovation in e-
  • 10. learning design and assessment through the development and implementation of online learning activities. These online learning activities are referred to as e-tivities. It includes a 2- day workshop in which teams create e-tivities for online, blended, and face-to-face courses. Participants in this study included tutors, technologists, subject librarians, staff developers, and observers. The teams developed 32 e-tivities for their Blackboard courses. All tutors produced collaborative and multiple-loop e-tivities. This means that students would learn the assigned material, share their findings, reflect on others’ contributions, and respond to those contributions. One tutor recognized that students put forth a stronger effort when they know that the e-tivities are tied into assessments at the end of a course. The use of Web 2.0 tools was new to the participants. These include wikis and blogs along with traditional discussion board forums. Assessment
  • 11. There was one claim in the study, that “if an e-tivity is not assessed, students will not do it.” This is proven to be inaccurate because learners will engaged in an authentic, meaningful, well-designed e-tivity. If a Web 2.0 tool is not functioning as intended, the design of the e-tivity should be reviewed and modified. Reflection Annotated Bibliography: Effective Practices in e-Learning 6 This article helped me broaden my understanding of effective practices in e-learning. Through the course of this class, I have learned that a Community of Inquiry is vital to our learning. This article confirms that. Conclusion (Optional) Through my research, I was able to add a few more items to my growing list of what to do when I build my own online course. Some of the items I will consider include the use of e-tivities incorporating Web 2.0 tools, creating concept maps for visual learners, and
  • 12. finding ways to learn about my students’ learning modalities so I could best meet their needs. As an instructor, as found through my studies, I would need to be very organized and establish a set curriculum so that students are not overwhelmed with the coursework, leading to a drop out. There weren’t any lists of do’s and don’ts in my articles, but I do feel more prepared after this research, to begin planning out an online component to my traditional classroom now. Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education Author(s): Sasha A. Barab, Brianna Scott, Sinem Siyahhan, Robert Goldstone, Adam Ingram-Goble, Steven J. Zuiker and Scott Warren Source: Journal of Science Education and Technology, Vol. 18, No. 4, Special Issue:
  • 13. Emerging Technologies for Learning Science (Aug., 2009), pp. 305-320 Published by: Springer Stable URL: http://www.jstor.org/stable/20627710 Accessed: 02-11-2016 22:35 UTC REFERENCES Linked references are available on JSTOR for this article: http://www.jstor.org/stable/20627710?seq=1&cid=pdf- reference#references_tab_contents You may need to log in to JSTOR to access the linked references. JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact [email protected] Your use of the JSTOR archive indicates your acceptance of the Terms & Conditions of Use, available at http://about.jstor.org/terms Springer is collaborating with JSTOR to digitize, preserve and extend access to Journal of Science Education and Technology This content downloaded from 139.182.75.138 on Wed, 02 Nov 2016 22:35:58 UTC
  • 14. All use subject to http://about.jstor.org/terms J Sei Educ Technol (2009) 18:305-320 DOI 10.1007/sl0956-009-9171-5 Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education Sasha A. Barab Brianna Scott * Sinem Siyahhan * Robert Goldstone * Adam Ingram-Goble Steven J. Zuiker Scott Warren Published online: 27 May 2009 ? Springer Science+Business Media, LLC 2009 Abstract Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four different instruc tional design conditions where the content had increasingly level of contextualization: (a) expository textbook condition, (b) simplistic framing condition, (c) immersive world con dition, and (d) a single-user immersive world condition. Results indicated that the immersive-world dyad and immersive-world single user conditions performed signifi cantly better than the electronic textbook group on stan dardized items. The immersive-world dyad condition also performed significantly better than either the expository textbook or the descriptive framing condition on a perfor mance-based transfer task, and performed significantly better than the expository textbook condition on standardized
  • 15. test items. Implications for science education, and consistent with the goals of this special issue, are that immersive game based learning environments provide a powerful new form of curriculum for teaching and learning science. S. A. Barab (El) B. Scott S. Siyahhan R. Goldstone A. Ingram-Goble School of Education, Indiana University, Room 2232, 201 N. Rose Ave, Bloomington, IN 47405, USA e-mail: [email protected] S. J. Zuiker Learning Sciences Lab, National Institute of Education, 1 Nanyang Walk, Singapore 637616, Singapore e-mail: [email protected] S. Warren Learning Technologies, University of North Texas, 3940 N. Elm, Room Gl50, Denton, TX 76207, USA e-mail: [email protected] Keywords Educational games Virtual worlds Play Experiment Undergraduates Introduction To help learners understand and apply the meaning of water quality concepts, we have been building different curricula and accompanying theory about how to ground or "situate" content (Barab et al. 2007a, b). Drawing on the power of perceptually immersive 3D worlds and game design methodologies (Salen and Zimmerman 2004), our goal is to situate both the science content and the learner within a rich interactive context in which scientific con cepts have value as tools to understand and transform the
  • 16. environment. One way to accomplish this goal is through transformational play, which involves: (a) projection into the role of a character who, (b) engaged in a partly fictional problem context, (c) must apply conceptual understandings to make sense of and, ultimately, transform the context (Barab et al. 2009). Additionally, transformational play (d) should include opportunities to examine one's participation in terms of the impact it has on the immersive context. Transformational play involves more than seeing a concept or even a context-of-use; it involves being in the context and recognizing the value of concepts as tools in terms of the context in which one is engaged. As a pedagogical tool, transformational play goes beyond perceptual immersion and does not require physical immersion, but instead is tied to situational or projective immersion or what others have referred to as presence (Dede 2009; Sheridan 1999). It is about being within a situation and, from a learning perspective, it is about learning concepts in relation to contexts-of-use. While such a sense of 'being there' can be elicited by a good book, Springer This content downloaded from 139.182.75.138 on Wed, 02 Nov 2016 22:35:58 UTC All use subject to http://about.jstor.org/terms 306 J Sei Educ Technol (2009) 18:305-320 there has been much research over the last 15 years revealing the power of 3D immersive worlds (IWs) for
  • 17. establishing a sense of virtual presence (Lessiter et al. 2001; Lombard and Ditton 1997; Sheridan 1999). According to Sheridan (1999), virtual presence is a theo retical concept intended to describe the phenomenon wherein an individual "feels herself to be present at a location which is synthetic ..."; that is, created only by a computer. Dede (2009) offers a slightly more expansive view that does not restrict sense of presence to the synthetic world, and articulates how it can be elicited through the design of immersive learning experiences that draw on sensory, actional, or symbolic factors. Whereas sensory immersion is familiar to most, actional involves providing the participant to opportunity to initiate actions that have game-world consequences and symbolic immersion involves triggering powerful semantic, psychological, or cultural associations through the contextual frame in which one is functioning. Consistent with this perspective, more than simply establishing a sense of perceptual presence, we are inter ested in leveraging game-based methodologies to build opportunities for transformational play in which the learner is a first-person protagonist investigating scientific prob lems, enlisting conceptual understandings to make sense of various data, and making decisions that impact the game world (e.g., kicking out a virtual logging company results in the game-based park going bankrupt). Beyond problem framing or even a complex word problem in which one simply speculates about someone else's situation from a distance and is evaluated in terms of the projective con sequences of their solution, in transformational play the learner is the protagonist who experientially enters into a world where actions impact the unfolding dynamics of the
  • 18. situation (Barab et al. 2008). And while simulations have proven quite useful in supporting science learning videogames and their ability to establish consequential roles within narratively rich virtual worlds provide a new medium for supporting meaningful learning and advancing science education (see Barab and Dede 2007). In this study, we are interested in under standing how we can use a game-based, virtual world to situate science content. In our case, the learner enlists his or her evolving understanding about chemical indicators of water quality (e.g., turbidity, nitrate levels, amount of dissolved oxygen) and scientific processes (understanding of erosion, eutrophication, algae blooms, etc.) to interro gate a fictional situation and test various solutions (Barab et al. 2007a, b). We designed and tested three instructional conditions each designed to teach the same underlying science con tent, yet, differed in the degree to which the experience drew on game-based methodologies and technologies. Student pairs (dyads) were randomly assigned to each of the three conditions, with a fourth group of single users also being randomly assigned the IW condition. The spe cific research questions being investigated here are as follows: 1. Are there significant differences among undergraduate dyads assigned to the electronic textbook (ET), simplistic framing (SF), or IW conditions, and to an IW single-user (IW-SU) condition? 2. Does an IW-Dyad condition significantly increase
  • 19. science learning over an IW-SU condition with respect to (proximal and distal) test items and performance based learning gains? 3. What are the qualitative differences in how partici pants in the three conditions engaged the intervention? Additionally, we were interested in the relations among scores on standardized items and performance on a transfer task. This was guided in part by our interest in under standing whether standardized items necessarily capture the depth of learning that occurred in this curriculum. Below, we first overview the relevant literature that led us to this research question and helped guide the development of the particular conditions being investigated, and then we discuss the pilot study that preceded this work. From there, we then describe the study, closing with a discussion of the results and the implications for further research. Background Science Immersion Through Persistent Virtual Worlds One of the most exciting developments in interactive electronic entertainment has been the popularization of persistent virtual worlds (Castronova 2001; Squire 2006). These are persistent social and material worlds, universes with their own culture and discourses (Squire and Stein kuehler 2004). In these worlds, people engage in rich dis cursive practices, form meaningful relations, take part in collaborative problem-solving, and craft situated identities (Steinkuehler 2006). K?ster (2000) argues that persistent virtual worlds are defined by: (a) a spatial representation of the virtual world; (b) avatar representation within the space; and (c) a "sandbox" in which to play, offering
  • 20. persistence for some amount of the data represented within the virtual world. These persistent virtual worlds provide a meta-context through which participant behaviors are given meaning. Consistent with the above discussion of presence, participation in these virtual spaces involves being in these spaces?perceptually, symbolically, and in terms of the transformational impact of one's actions. And, as a perceptually present participant in the game world, the Springer This content downloaded from 139.182.75.138 on Wed, 02 Nov 2016 22:35:58 UTC All use subject to http://about.jstor.org/terms J Sei Educ Technol (2009) 18:305-320 307 learner is investigating problematic storylines, identifying solutions, implementing action plans, and examining the impact of these solutions. In terms of simulation experiences, the designers can establish a persistent world that immerses the user into a simulated habitat where they, for example, research the quality of a virtual river. While not being the real thing, the virtual world has the advantage of having readily manip ulable chemical levels and other complex dynamics such that they have rich learning potential (Clarke and Dede 2009). While in books and movies a sense of presence might be inspired more by narrative than perceptual or interactive cues, in the persistent worlds that we design the
  • 21. learner becomes a protagonist who has agency and con sequence with respect to the progression of the storyline. Importantly, the player assumes a role within the fictional context through his or her online persona; personified by an avatar through which the player interacts with objects in the online reality. Gee (2003) has discussed the avatar as one's projective identity, through which one can develop empathetic embodiment with the complex system. One's avatar is part virtual character and part real player, what Gee refers to as the "real-virtual" being. The actions of one's real-virtual being change the virtual world and, thereby, function as a tool that allows the player to develop an empathetic embodiment for the system dynamics that govern participation in the virtual world. More than a virtual world, we view our designed spaces as game worlds that support transformational play and involve roles, missions, rules, interaction, fantasy play, and trajectories with end states. Squire and Jan (2007) in this first installment of this series highlighted a number of important features of games for science education. First, games allow students to inhabit roles that are a melding of player identity and the game role of that player, allowing students to move beyond their role as students and actually become an environmental scientist. Secondly, similar to school, games provide challenges. However, the challenges available in games are problem-based and contextually meaningful, requiring students to learn content in relation to a player-adopted and narratively rich set of goals. In this way, games provide the learner a sense of intentionality and consequentiality. Thirdly, designed game worlds pro vide contested spaces in which there is a spatially bound problem that changes over time based on player decisions as they move around the space?both serving as a source of
  • 22. motivation but also as providing an important perceptual grounding for learning. Lastly, games allow for the just-in time embedding of authentic resources and tools, whose meanings are in relation to an adopted task and not because they are told they are meaningful by a textbook or teacher. Well-designed game play immerses the player in a rich network of fictional interactions and unfolding storylines where he or she must learn about the underlying game grammar to solve the game-world problems. Importantly, games also allow for play, in which one can take risks, experiment, and engage in actions they mostly likely did not have a chance to undertake in the real world. When one combines persistent worlds with videogame methodologies they have the potential to support what we described above as transformational play. A well designed IW for learning allows the player to gain an appreciation for the relations of how conceptually informed actions change the virtual world in relation to his or her adopted goals and, through this coupling of person, content, and context has the potential to support grounded understandings of underlying concepts. Science education is a particularly fertile disci pline that will benefit from such immersive and contextu alized treatment in that many of the phenomena of interest are difficult to engage learners in meaningfully. For example, while one might explain the concept of eutro phication with a diagram, it tends to remain a static object which is very different than engaging children in the
  • 23. making of such a diagram. However, immersing learners with agency in a real eutrophication context is quite diffi cult if not impractical. Even if one could somehow embed learners within contexts in which the variables of interest are taking place, they would not necessarily gain rich insights into the relationship of the underlying science to its real-world applications. Recently, we are seeing a number of examples of the power of game-based virtual worlds to support science education. For example, Squire and Jan (2007) and Ro senbaum et al. (2007) explored the power of augmented reality for supporting students learning about water quality and infectious diseases. Both groups found learning gains, and also offered rich examples of where the game sup ported a sense of player immersion within the narrative. Neulight et al. (2007) studied students' participation in a virtual epidemic within a multi-user virtual environment. Leveraging a popular virtual environment inhabited by children, these investigators injected a virtual disease that affected student-created avatars. Results from their analy ses showed that students perceived game play as similar to a natural infectious disease, and that game play impacted students' conceptual understanding of the causality of natural infectious diseases. Barab et al. (2007b) showed that 5th graders using a multi-user virtual environment showed statistically significant learning gains on stan dardized test items, and were able to transfer these understandings to other contexts. Nelson (2007), Ketelhut (2007), and Dede (2009) discuss the power of their game based curriculum for supporting science learning while simultaneously illuminating the challenges of scaling such
  • 24. contexts. What this previous research has not provided are many experimental studies in which the potential of game 4^ Springer This content downloaded from 139.182.75.138 on Wed, 02 Nov 2016 22:35:58 UTC All use subject to http://about.jstor.org/terms 308 J Sei Educ Technol (2009) 18:305-320 based, multiuser virtual environments for science education are formally tested and compared to other pedagogical approaches. Pilot Study At the core of the study discussed here is a game-based, multiuser virtual world referred to as Taiga Virtual Park. Taiga is a game-based IW in which players login to a three dimensional (3D) virtual environment to solve a water quality problem (Barab et al. 2007a, b). In previous work, we investigated whether grounding the curriculum using narrative and perceptual scaffolds would significantly impact learning. This was investigated by designing three instructional conditions: each was designed to teach the same underlying science content, yet, differed in the degree to which the content was situated. For the expository text condition (ET), there was very little contextual framing, with the information to be learned being presented as multiple textbook descriptions that only loosely framed the content in terms of broader applications of use. For example, when presenting the concept of erosion, the text
  • 25. that participants read on the computer screen referred to a generic river accompanied by an illustration to contextu alize the concept. Simply put, the expository text condition the information was presented in a manner similar to most school textbooks. Increasing the amount of content contextualization, the simplistic framing (SF) condition involved one rich story line in which all the content was situated?what the Cog nition and Technology Group at Vanderbilt (1993) referred to as a macrocontext. While learning was narratively connected in this condition in terms of an overarching the 3rd person description storyline or problem-based learning context, students read mostly descriptive text about the storyline and their choices had no impact on the unfolding of the story. This condition while hypertext in design, was similar to a book, and was not intended to establish any sense of virtual presence but simply position the work in a manner similar to word problems. In the perceptually rich IW condition, we designed a virtual environment where students had to navigate an avatar in a virtual park to interview non-player characters and collect water quality data (see Fig. 1). This condition had many game features described by Squire and Jan (2007), including role-playing with players adopting a character whose identity evolves over time, a fictional space with a problem that has competing stake holders, game-based missions that establish player inten tionality for being there, fantastical elements in that players could take actions and experience possibilities not present in the real world, interactive rules that players come to understand through game play, and a win-condition that involved identifying the factors killing the fish and posing a realistic solution. We hypothesized that the immersive
  • 26. condition would establish a sense of presence and support transformational play, with the goal of increasing content learning. To test this hypothesis, undergraduate psychology students were recruited and randomly assigned to one of these three conditions and their performance on standard ized test items was assessed. Results were that students in the IW condition (X = .818, SD = .212) performed significantly better on proximal items than students in the simplistic framing (X = .657, SD = .145) or expository text conditions (X=.667, SD = .236) (F(l, 67) = 4.894, p < .05), rj2 = .131. There were no significant differences between the simplistic framing and expository text conditions. The Fig. 1 Screenshot from Taiga, including an image taken from the 3D immersive world with a student avatar walking, a capture of the image students find in the 3D space and interrogate, as well as an example dialogue scene that unfolds when clicking on non-player characters Springer This content downloaded from 139.182.75.138 on Wed, 02 Nov 2016 22:35:58 UTC All use subject to http://about.jstor.org/terms J Sei Educ Technol (2009) 18:305-320 309
  • 27. fact that students in the IW condition did significantly better was surprising in that the expository text students read content that directly stated the academic content that was on the test items, whereas the individuals in the other conditions had to infer the underlying concepts and prac tices from their experience. In fact, the IW group had a more contextually 'noisy' experience that did not directly explicate the underlying meanings, yet they performed better on the items that were closely related to the content they studied. However, we did not find these same differ ences for what Hickey and Zuiker (2003) referred to as more distal level items?that is, items testing the under lying concepts, but not in relation to a water quality context (F = .685, p = .51), r2 = .021 (small effect size). This suggests that the context designed to support a sense of transformational play did impact students understanding of items that were close to the content in which they learned, but they did not impact distal understandings on the items used in this study. We considered this to be a shortcoming of our design, and one that we addressed in the study reported in this manuscript. Design Changes First, in the study reported in this manuscript, we decided to use dyads instead of single users. According to Schwartz (1995), the collaborative interrogation that happens between the dyads should evoke deeper understanding of the abstract concepts (see also Wiley and Jensen 2006). To
  • 28. capture this potential, we also added a performance-based, open-ended transfer task to assess this deeper level of comprehension that the dyads are hypothesized to promote. In part, we were interested in whether the standardized items were capturing all the variance in learning?espe cially the depth of understanding that might have occurred for students in the interactive IW condition. In addition to its potential to attune learners to the non-contextually specific (invariant) science concepts, the second use of the dyads was to provide data that could be qualitatively examined through video and audio recordings. It was our expectation that the interaction within the dyad could illuminate possible explanations for why the experientially immersive condition performed better than the other two conditions, and what aspects of the communication add to the deeper level of understanding of the abstract concepts. Additionally, we modified the game-based IW condition to include what we speculated would aid in helping stu dents experience transformational play at the same time developing more generalizable understandings. In particu lar, we added more interactive rule sets, more embedded pedagogical supports, and more liminal tasks?tasks that required students to interact with the core concepts in relation to other contexts (Tempest and Starkey 2004; Zuiker et al. 2007). In terms of the first two changes, for example, we included a pedagogical agent so that students, instead of simply receiving the data results when they brought their collected water samples to the laboratory, had to work with the lab technician to conduct various analyses with his support. Based on the quality of their interactions,
  • 29. they would receive different forms of acknowledgment and even different information. This was also designed to establish a sense of transformational play in which student actions would be consequential in that they would impact the unfolding of the situation. We also included new roles in which students had to serve as advisors, even making recommendations on activities in which they had to determine best solutions when presented as more abstrac ted narratives. These latter episodes were designed to provide a sense of liminality, a space that Garsten (1999) and Turner (1982) position as 'betwixt and between' or 'neither here nor there.' While Turner's (1982) initial anthropological work focused on rites of passage and significant transitions, in our case the interest is on helping the player conceptu ally move between multiple contexts in which a core concept or understanding has relevance (Zuiker et al. 2007). For example, while a particular watershed being investigated might be suffering from erosion, the concept of erosion more generally has relevance to multiple con texts. So, the design challenge for us was to position the learning opportunities such that, in addition to the core context having an erosion problem, that there would be opportunities for the player to apply their evolving under standing of erosion to other, relevant contexts such that s/he could come to appreciate its cross-contextual relevance. Our supposition is that, through this process, the learner becomes attuned to both the variant and invariant parts of the learning environment, (see Barab et al. 2007b, for a more in-depth discussion of these elements and the
  • 30. research that prompted these changes). The idea was to provide multiple representations of the core concepts such that students would experience them in different contexts with different levels of grounding. Through these latter additions, we hoped that students would be more likely to develop a contextualized understanding of the underlying content and at the same time be able to transfer this understanding when the underlying domain content (e.g., water quality concepts such as dissolved oxygen, eutro phication, and more general themes such as using evidence to support claims) was relevant to other contexts. Methods In the follow-up study reported here, we were again interested in the role of situating disciplinary content in a Springer This content downloaded from 139.182.75.138 on Wed, 02 Nov 2016 22:35:58 UTC All use subject to http://about.jstor.org/terms 310 J Sei Educ Technol (2009) 18:305-320 transformational play space, but one that was designed to support a sense of engaged consequentiality, and in which we would have participants work in dyads. Specifically, the research questions being tested were: 1. Are there significant differences among undergraduate dyads assigned to the electronic textbook (ET), simplistic framing (SF), or IW conditions, and to a
  • 31. IW single-user (IW-SU) condition? 2. Does an IW-Dyad condition significantly increase science learning over a IW-SU condition with respect to (proximal and distal) test items and performance based learning gains? 3. What are the qualitative differences in how partici pants in the three conditions engaged the intervention? Additionally, we were interested in the relations among scores on standardized items and performance on the transfer task. This was in part because of our interest in understanding whether standardized items necessarily capture the depth of learning occurring when one used such a contextually rich curriculum. As in the pilot work, volunteer undergraduate students were randomly assigned to one of the conditions, with the three dyadic conditions being video and audio recorded. In addition to assigning the dyads to three conditions as in the pilot work (expository text, simplistic framing, or IW), we again included the IW single-user condition to determine whether the dyadic condition significantly improved learning gains even in the condition that has already shown the best performance in previous studies. Also, in addition to quantitative scores, we were interested in examining the performance and student debriefings captured from the video and audio recordings. Participants Fifty-one undergraduate participants were sampled from a large Midwestern university. Of the total, 20 (39.2%) were male and 31 (60.8%) were female. Each participant was
  • 32. randomly assigned to one of the four experimental condi tions. If the participant happened to be placed in a dyad condition, the pairs were randomly selected from the group of attendants. Some participants in the dyad conditions knew each other previously and that information was taken into account when observing their interactions. The par ticipants either received extra credit for a class or a cash payment of $15. Participants in all conditions were given 90 min to complete the experiment. Design of the Experimental Conditions All three versions focused on four important science edu cation standards: (a) evaluate the validity of claims based on the amount and quality of evidence cited; (b) explain how the solution to one problem, such as the use of pes ticides in agriculture or the use of dumps for waste dis posal, may create other problems; (c) demonstrate how geometric figures, number sequences, graphs, diagrams, sketches, number lines, maps, and stories can be used to represent objects, events, and processes in the real world; and d) recognize and describe at even a simple level how systems contain objects as well as processes that interact with each other. The three conditions were again designed to differ in terms of the extent to which they were likely to foster a sense of transformational play. In particular, the focus was on: (a) learning concepts including erosion, eutrophication, water quality, and sys tem dynamics; (b) building skills including graph (de)construction, hypothesis generation, water quality analysis, socio-scientific reasoning, and scientific inquiry; and (c) developing a richer commitment to environmental awareness. Central to these understandings is an appreci
  • 33. ation for the nature of complex systems and how real-world problems have causes and solutions that involve non-linear dynamics and multi-causal interactions, and whose prop erties-as-a-whole do not derive from the simple combina tion of constituent parts. Expository Text Condition The expository text condition (ET) involved presenting the information as an electronic textbook. More specifically, it was a website broken down into four separate instructional water quality-based activities that corresponded with the same state standards as the other two experimental condi tions. In total, there were 38 pages of text, each followed by a 4-part written assessment and three reflection Causes of Watar Pollution.' Contaminants and Pollutants (continued) Groundweter can be com* contaminated by tha. minerals it come* in contact with. A natural source of groundweter pollution is a gas eaHed radon. Kadlaii comes from pertain types of *?ek which contain the element radium. Scientist* believe radon is dangerous to people, *? oroundweter from wells where minerals epnteln radium should be tested far redon, special filters on faucets can remove reden from water. +??w*v*r, j>#*p/e cause most water pollution. . People c#us? water pollution through earelesfTMi?? *r tee* df knowledge. Farms, factors, 4utomobiles and even our homes are potential ?*uirees of pollutant*..Farmers*
  • 34. gardeners and homeowners Ufa farttllcare and ? Ueldes on their crops, gardens and lawns. Although farHUxers supply ftutrtents which ar , essential for healthy plant growth, the use of too much fertilizer can cause nutrients to wash into streams and creeks. Surface waters contaminated by too many nutrients may contain large amount* of algae. Algee is necessary for aquatic life,, but too much alga* can cause the water to turn green end have a bad smeH or test*. It may even kill fish: when it dies end rots in the water. Bacteria that grow and eat the dead algee us* up ell the oxygen. If this hi " "* ' " * Pesticides sprayed Fig. 2 Screen shot of the sequential text condition illustrating the information and image given to the participants, as well as the clickable "previous" and "next" links Springer This content downloaded from 139.182.75.138 on Wed, 02 Nov 2016 22:35:58 UTC All use subject to http://about.jstor.org/terms J Sei Educ Technol (2009) 18:305-320 311 questions. The pages were navigable by a "previous" or "next" link located at the bottom left and right corners, respectively (see Fig. 2). Some concepts on each page were bolded to illuminate their importance to the overall water quality problem.
  • 35. After each section, the participants were given the opportunity to review what they had read before answering the test questions, and after each test, they had the chance to "try again" and change their answers. The participants had to look at each page sequentially. For example, they did not have the chance to navigate from page three to page five without passing through page four. There were three final reports that were equivalent in scale and content to those reports submitted for the other two conditions. Fur ther, while presented in a more direct-instruction fashion with little framing in terms of a particular context, the underlying science content was compatible with the other two conditions. A content expert and a science teacher also reviewed the presented information to ensure its direct relevance to the underlying concepts and the test items. Simplistic Framing Condition The simplistic framing (SF) condition contained the same content information as the 3D environment, but the infor mation was written as 3rd person, as opposed to 1st person, text. The participants are called upon to determine the cause of declines in fish numbers in a park that houses several different groups. Each group has a unique expla nation and interest in the fish decline, and the participant must appreciate the multiple perspectives, use scientific data, and synthesize their results to determine the cause and what could be done to prevent this type of problem in the future. Both groups were provided a map of the Taiga Park in which they could see where the different stakeholders were located and the layout of the watershed. In the SF condition, the content was still situated as part of the park problem, but the groups within the park were labeled as
  • 36. Fishing Company, Logging Company, etc. with no mention of particular characters within each group. Rather than involving first-person interaction, participants simply read about each group. The website contained a 2D map representation of the park located on the left side of the screen (see Fig. 3). The 2D map was the same as the map used in the IW condition, except the 2D map did not show where particular charac ters were located. On the right side of the screen, there were links to "Report One," "Report Two," "Report Three," and park information ("Indigenous proposal", "Journal entries", and "Pamphlets"). To read about each group, as was part of their overall assignment, they simply had to click on the map where that group was located, and there would be a pop-up page that gave them information. I! *t*rt?d togpnptNi e*rfc. th? product <mti hkj(??m ?*?? th* fagpne i^BB^BMWWWBBHHWWHBHi s w^<^t*gwwin? ? tog <iwwwt? odfcm tfi?i?o?dw??m??iwita fctf**g*(^<Rr^t?t?* towing m* Ttwn*? inMfc^a* mimvto fcwi* Fig. 3 Screen shot from non-sequential map condition (2D) depicting the clickable map and the six report and informational links In this way, the information was non-sequential, as the participants could read about any group in any order they chose. Each "Report" required the participants to gather some information and answer particular questions in an essay format. After this, they had to answer the three metacognitive reflection questions.
  • 37. Immersive World Condition The Taiga Park is a world within the larger Quest Atlantis context, a multi-user virtual environment aimed toward game play and education. The IW condition was presented as a computer-based, simulated aquatic habitat. The par ticipants explored this environment with the use of an avatar that they controlled using the arrow keys on the keyboard (see Fig. 1). They interacted with several dif ferent characters that fall within six different groups (park visitors, logging company, park administration, etc.). For example, the participants talked with Ranger Bartle about the fish decline problem or with Lisa who works for the logging company. The participants visited each character twice during their experience and engaged them in a dia logue, which produced information related to the problem based scenario and the four state standards. During the first visit, the participants discovered initial opinions of non player characters; after participants had talked to everyone and collected water samples, the characters volunteered new information that was more scientifically grounded than on the first visit. The information was presented in a first-person narra tive, and the participants typically had three optional responses to the character in order to "personalize" their exchanges. They also were required to bring water samples they collected to a virtual laboratory for analysis. Partici pants had to take quizzes throughout their experience and complete three "Quests" that are essentially reports on Springer This content downloaded from 139.182.75.138 on Wed, 02 Nov
  • 38. 2016 22:35:58 UTC All use subject to http://about.jstor.org/terms 312_ J Sei Educ Technol (2009) 18:305-320 what they observed from their exploration of the environ ment. After each submission, they had to answer three metacognitive reflection questions (same in every condi tion), and then they interrogated the implications of their choices on the 3D world. Dependent Measures The outcome measure was a post-test consisting of 16 multiple choice questions, 5 short answer questions and a performance-based transfer question. We employed a "multi-level" assessment strategy to gauge the interven tions' effectiveness (cf. Hickey et al. 2006; Ruiz-Primo et al. 2002). All levels aligned with science concepts, target standards and engaging students in socio-scientific rea soning. The assessment framework involved analyzing these first in terms of intentionally selected standardized multiple-choice items that leveraged water quality prob lems similar to that used in the curriculum (proximal level); and also focused on standardized items that would be considered "far transfer" (distal level). Additionally, to understand depth of understanding, students responded to an open-ended, performance-based transfer task that was specifically designed for this study. While the proximal standardized items targeted the
  • 39. conceptual resources aligned to the curriculum and the standards, the distal items targeted items aligned to the standards only, with explicit disregard for the curriculum. For example, an item might address the above four standards in terms of the ozone layer (see "Appendix 1" for more examples). Item pools consisting of 10 or more items were developed for each of the four target standards, and two items were randomly selected for inclusion. As such, the distal measure provided a valid comparison against other curricula and, more fundamentally, a valid proxy for high stakes tests, serving a broad research goal of evaluating whether curricular enactments support transfer to externally developed, high-stakes achievement tests. The distal mea sure, by design, assessed some concepts and many facts that the intervention did not target. Further, the distal items that, by chance, assessed targeted content did so across a broader range of difficulty and, therefore, were not necessarily tuned to the kinds or degrees of competence supported by the experimental experience. Thus, the distal-level items com prised a "far-transfer" measure of learning and a challeng ing one for a specific, short-term intervention to impact. Cronbach's Alpha internal consistency estimates on this sample for both the proximal and distal sets of items were .7. The performance-based transfer task introduced a sce nario of a river that flows past a farm, small communities, a wildlife preserve, and a city into a bay (see "Appendix 2"). Also, the participants were given information that there have been fewer birds in the wildlife preserve. The
  • 40. participants were asked to determine what was causing the decline in birds and why, with one multiple-choice and two short-answer components. The short-answer responses were evaluated using a scoring rubric assessing the enlistment of relevant water quality concepts. One assess ment expert and a water quality teacher examined the task for content validity. Initially two raters evaluated the open ended responses, but once they had 100% agreement on a number of items, one rater examined the rest. A possible limitation to the standardized assessments is that the standards and items were typically used for 6th grade curriculum and our sample consisted of undergrad uate college students. However, we did not find a ceiling effect on the assessments or even any particular items on the tests. That is, the undergraduates appeared to perform at approximately the same level as 6th grade students that have taken these assessments during other implementa tions. This indicates that students do not necessarily gain a deeper understanding in middle and high-school of these topics, and thus it appears that the curriculum is still appropriate for this group. This was especially relevant given the ease of using random assignment with this pop ulation, a methodological process which involves juggling multiple confounds in public schools. Another limitation in relation to the performance-based transfer task is that the students in the SF and IW condition had experience with a more in-depth problem task, possibly favoring a style of question that benefitted students in these conditions.
  • 41. Qualitative Methods All the sessions and post session interviews were audio and videotaped for all three conditions (ET, 2D, and 3D-dyad). First all the conversation data was transcribed, then a coding scheme was developed in order to analyze the session, where participants experienced one of the three online conditions, and the post-session interview data. The coding scheme was designed to measure four dimensions in the conversation data (defined below). After coding and analyzing the entire data set, authors more deeply exam ined the session data for visual references (e.g., body lan guage) and the post-session interview data to investigate emergent themes. Operational Definitions We analyzed the conversations between participants during the session and the interview data. Our analysis focused on four aspects of their conversations: collaborative sense making, personalization, use of terminology, and instanti ation. Collaborative sense making was defined as the conversation between the two participants while working together to problem-solve and to negotiate around shared Springer This content downloaded from 139.182.75.138 on Wed, 02 Nov 2016 22:35:58 UTC All use subject to http://about.jstor.org/terms J Sei Educ Technol (2009) 18:305-320 313
  • 42. conceptual understanding. We coded an instance of col laborative sense making when one of the participants started the conversation by prompting a question, suggesting a strategy and/or checking for agreement with their partner on a topic and/or activity until the dyad resolved the issue after at least each person had one turn in conversation. Thus, we measured collaborative sense making by the number of instances of sense making around a particular topic related to water quality or the learning environment. Excerpt 1: (Dyad 15, IW Session, 43:45) As part of the game, dyads were given a chart on annual sales of Mulu Village, one of the three con tributors to the fish decay problem in Taiga, by a non player character (NPC): Student 1: (reading out loud what the NPC says) Which activity seems to create the greatest sales over the last 3 years? (opens the chart) Ok, sales...I would have to say... the art works. Student 2: We probably need to take into account how much...like they cost....so...here (points to the chart) they've been 35, 5 (continues to count) SI: (looks at the chart) So, it's decreasing (referring to the sales) (P2 continues to count the numbers) So, that's [the last number P2 counted]the most so far. S2: Yeah (continues to count) SI: (seems confused) But, it's not sales. Shall we just go to the sales column? So...art works, it is.
  • 43. S2: I guess so....artworks. S3: Cool (moves on to the next question) This coding of collaborative sense making was used for analyzing session data only, since the interviews were conducted individually. Personalization was defined as the number of times students connected a concept and/or an idea that they were working on in the learning environment to their personal experiences and/or prior knowledge. A student sharing with her partner the information that she had learned about photosynthesis previously in her undergraduate biology class would be an example of an instance of personaliza tion. Instantiation was defined as making connections between concepts and/or ideas related to the content in the learning context that they were working on. Instantiation takes the form of elaborating on the new information, explaining concepts, comparing and contrasting ideas. Instantiation was measured by the number of times a stu dent used a concept in a contextualized manner. Excerpt 2: (Dyad 30, SF Session, 31: 46) Students were provided with information on the chemical change in water throughout years: SI: So the only thing that really changed is temper ature...a lot. Ph kept becoming better... like in the area...it was good, than it was very good. The DO [dissolved oxygen] didn't change; so only small fish can live. Turbidity is neutral. We also coded the number of times each student used
  • 44. terminology related to the content, such as turbidity, phosphorus, nitrite, erosion, silt, pH, nutrients, etc. during their conversation. Codings were not mutually exclusive, such that there were instances that were identified as hav ing aspects of both, for example, instantiation and knowl edge terminology categories. Note that we also intended to code for immersion or presence; however, this became quite difficult in that many of the important indicators of presence were gestures or inferences drawn from state ments that were quite vague. For example, when partici pants breathed hard as they ran up the side of an embankment or talked about being "in the water." Therefore, this data was better gleaned from the interview data. Coding There were two rounds of coding of the data. First, two of the authors coded 20% of the session and interview data for reliability. The reliability was assessed by correlating the codes of each of the two authors; the Pearson correlation ranged from .87 to .98. Due to this high inter-rater reli ability, one author continued to code all remaining data. Second, after coding and analyzing the sessions and interviews, we went back to the data to try to understand the differences through specific examples. One of the authors examined a subset of session videos to look at various items of interest, such as body language, off topic conversation, navigational issues, among others. The
  • 45. results from both rounds of session coding are combined for a richer understanding of the experiences of the participants. The interviews took place after the sessions. The inter views were semi-structured and typically lasted between three and 5 min. Six prompts/questions were presented to the participants in the post-session interviews: (1) describe the experience to me; (2) what did you like about the activity?; (3) what did you not like about the activity?; (4) did you learn anything new?; (5) did you find it engaging?; (6) anything else you would like to tell me? In order to understand the emerging themes in the interview data, four of the authors listened to audio data together, twice fol lowed by a group discussion each time. During this col laboration, the authors agreed that four core themes emerged from the interviews: (1) students' concern about the reading load, (2) complexity of the learning Springer This content downloaded from 139.182.75.138 on Wed, 02 Nov 2016 22:35:58 UTC All use subject to http://about.jstor.org/terms 314 J Sei Educ Technol (2009) 18:305-320 environment, (3) level of students' engagement, and (4) level of authenticity of the activity. Procedure The dyadic and single conditions were run in separate
  • 46. rooms that contained a desk, two chairs, a PC computer, an audio recorder, and a video recorder. Participants were given instructions particular to their experimental condi tion. For the IW condition, participants were instructed how to navigate in the virtual world through the use of the arrow keys on the keyboard and how to "communicate" with the characters within the space by clicking on them with the mouse. The participants were shown where to locate their "quests" and how to submit their responses. The IW par ticipants also received a packet that included: (1) a letter from Ranger Bartle, a fictional character within the virtual world, that gave a background for the fish decline problem in Taiga, and (2) a "field notebook" that identified each character and allowed space for taking notes for each quest. The SF participants received a similar packet; however, the "letter" was changed to expository text and did not mention Ranger Bartle or any individual characters in the environment. In addition, the research assistant explained how to submit their responses to the three tasks. The Electronic textbook group did not receive a framing letter for their experience but did receive extra paper for taking notes. The research assistant explained how to navigate the website and that there would be short assessments throughout their experience. The participants signed a waiver stating that their experience would be video and audio recorded for later analysis. Participants in all con ditions were given 90 min to complete their learning task and 30 min to complete their assessment materials inde pendently. After this time, the research assistant conducted the short, semi-structured debrief and interview. While some students finished earlier, there were no significant differences among conditions in terms of average time spent.
  • 47. Results We examined both qualitative and quantitative data, and we will present the results in separate sections. Also, much of the discussion is reserved for the overall Conclusions section. However, in order to clarify the meaning of the results some discussion occurs in this section as well. Quantitative In response to the first research question, the IW-Dyad (X = 5.22, SD = .97) and the IW-single condition (X = 5.39, SD = 1.500) performed significantly better on the proximal items than the ET group (X = 3.75, SD = 1.22) (F(l, 50) = 3.90, p = .01), n2 = .199 (large effect size). There were no significant differences between any of the groups and the SF condition (X = 4.42, SD = 1.67). The study also revealed significant differences for the distal multiple choice items, with the IW-dyad condition (X = 3.71, SD = .47) outperforming the ET condition (X = 2.83, SD = .72) (F(l, 50) = 2.81, p = .05); n2 = .152 (large effect size). There were no differences found with either the IW-single condition (X = 3.39, SD = .96) or the SF condition (X = 3.33, SD = .89). Also, we found significant differences for the open-ended transfer task (F(l, 50) = 4.35, p = .01), rj2 = A63 (large effect size). Post hoc comparisons revealed that the IW-dyad condition (X = 4.57, SD = 1.28) performed significantly better on the open ended transfer task than the SF condition (X = 2.75, SD = 2.10) and the ET condition (X = 2.25, SD = 1.71). However, in response to the second research question, this was not true for the IW-single condition (X = 3.23, SD = 2.13), which was not statistically larger than any
  • 48. other condition (see Fig. 4 for summary of results). Given that the spread in scores on the transfer task was so much larger than the spread on the standardized items, we were curious about the relationship between one's standardized test score on the distal items and one's score on the open-ended transfer task. This was partly motivated by our concern with the current national emphasis on distal standardized test scores, and our related interest in whether more open-ended tasks reveal understandings unaccounted for in standardized tests. Interestingly, a correlational analysis showed that there was a significant correlation (r = .60, p = .022) between distal standardized test scores and the open-ended transfer task, but only for the IW-Dyad condition, with standardized test scores accounting for 36.4% of the variance and representing a large effect size. Scores on the distal multiple-choice for the other three Proximal Distal Test Item Transfer Fig. 4 Summary of study results. 3DS = 3-D singletons; 3D = 3-D dyads; 2D = 2-D dyads; DI = direct instruction dyads Springer This content downloaded from 139.182.75.138 on Wed, 02 Nov 2016 22:35:58 UTC All use subject to http://about.jstor.org/terms
  • 49. J Sei Educ Technol (2009) 18:305-320 315 conditions did not significantly correlate with the open ended transfer task. While only a small sample, these results suggest that standardized test scores measured one aspect of learning and the open-ended transfer task may have measured a different aspect of their learning. It appears that for students who do not master the initial material, their learning may not correlate well to how they perform on related standardized test items. Qualitative Data Observational Data Addressing the final research question, we examined each of the four identified categories of interest discussed above: collaborative sense making, personalization, terminology, and instantiation. Fifteen session videos were coded using the scheme described above. Due to problems with tech nology, some of the data was difficult to code, which resulted in lower sample size for the quantitative assess ment of differences among the four conditions. We decided it was more fruitful in the context of this study to use the identified instances to provide a more qualitative assess ment of differences and present this data accordingly. Therefore, the focus here is on illuminating qualitative differences that were apparent in the three conditions. The SF condition appeared to have the most instances of collaborative sense making (M = 20.0, SD = 10.9), fol
  • 50. lowed by the IW dyad condition (M = 13.6, SD = 5.5), and the ET condition (M = 10.8, SD = 6.4). Within the IW group, there was typically a running conversation throughout the entire 90-min session between the two participants. The conversation often revolved around nav igational issues and spatial orientation, but there was also some discussion around the conceptual issues. Within the SF group, there was less conversation during the session overall. However, when they typed up their reports at the end of each task, the participants' engagement with each other increased considerably. And during this period, they were discussing and negotiating around the topics more than the other two groups. In terms of personalization, the SF condition seemed to personalize the information more than the other two groups (an average of two per dyad whereas we saw almost no instances among the IW condition and an average of 1 for the expository text condition). However, the IW group seemed to be the most immersed in the context of the experience. Within the IW group, the participants mainly associated the information with a particular character or aspect of the virtual environment and referred to them by name or using a personal pronoun to identify them. That is, the dyads did not extract the information from the virtual world; they tended to keep the discussion within the narrative and characterization set up within the learning context. The conversations among the IW participants suggested that they were immersed in the experience by taking upon the role of helping people in Taiga to solve the fish decay
  • 51. problem. This was consistent with the interview data, which we will discuss in the next session, where most of the participants made reference to the authenticity of the experience. However, while they were deeply immersed in the problem, they did not seem to relate to it personally. Perhaps the SF group had a higher rate of personalization (Af = 2) because they were able to strike a balance between the story and real life, whereas the 3D group (Af < 1) may have been too entrenched in the story to connect concepts to their own lives. The direct instruction group showed essentially no meaningful discussion, but there was some knowledge sharing during the typed assessments. There was mostly silent reading until they came to the written part of the task. This could explain why they had lower discourse indicators in all four areas except terminology. The number of water quality terms used was highest in the SF group (Af = 14.0, SD = 5.8), followed by the ET (Af=11.3, SD = 3.0), and the IW groups (Af = 8.8, SD = 2.7). This was the only case in which the ET out performed the 3D group. It is likely that this difference is due to the design of the ET curriculum. The text was organized around particular concepts and terms instead of a personalized narrative like IW condition, so they were likely to simply parrot the text. The ET group also showed the most instances of concept instantiation (Af = 22.0, SD = 6.3), exhibiting more instances than the 3D (Af = 14.6, SD = 8.2) and the direct instruction groups (Af = 12.3, SD = 6.8). Again, while the IW group spent more time discussing the contextual situation (e.g., navi gational layout, game character perspectives, and investi gative priorities) the SF group spent more time
  • 52. interrogating the meaning of the concepts. Interview Data Occasionally, the IW single group expressed that the experience was more about reading text than engaging in the virtual space. However, none of the participants in the IW dyad group expressed a concern over the amount of reading they had to do. The SF and ET groups, on the other hand, continuously mentioned that the amount of reading that was required was indeed overwhelming and quite intense. Conversely, participants in the IW dyad and single group raised issues around the navigational disorientation and redundant activities that were required of them in the virtual space. In particular, they expressed frustration when Springer This content downloaded from 139.182.75.138 on Wed, 02 Nov 2016 22:35:58 UTC All use subject to http://about.jstor.org/terms 316 J Sei Educ Technol (2009) 18:305-320 they had to travel and talk to characters many times, even when characters did not have anything of substance to offer. The IW group, on the other hand, found their learning environment easy to use and navigate. The ET group did not mention the ease of use of their experience; presumably this is due to the participants being required only to click 'next' or 'previous' buttons on the computer
  • 53. screen to see adjacent pages for information. We found more variation in the levels of students' engagement with the materials according to different groups. While at times the navigation proved frustrating, participants in IW dyad and single group indicated that using the avatar to interact with the game characters in the virtual space led to an engaging experience. Some partic ipants in the IW single condition suggested that creating more interactivity between the user and virtual world would have significantly increased their enjoyment and engagement with the space. The SF condition seemed to get "into" the problem, but their comments suggested that they did not experience as much interactivity with the environment. The ET group did not mention getting "into" the problem or being engaged with anything other than the content. Lastly, participants in all four groups expressed the similarity between the designed experience and the real world. Participants both in the IW dyad and single groups discussed that the experience felt "real" or "authentic" in nature. In fact, some dyads felt that they were actually communicating with the non-player characters within the virtual environment. In fact, one student described the NPCs as "telling me what they thought" and found it interesting "getting people's thoughts and opin ions. "Although a few of the participants in the SF group also mentioned the authentic nature of the task, most of the SF participants did not do so. As mentioned earlier, the ET group did not get "into" the problem or feel that it was real as the other groups did. Almost all the participants men tioned that they thought the topic was interesting and useful
  • 54. to learn and could see the relevance to real life. Discussion Previous research has suggested that a large piece of the puzzle regarding the successes (Bransford et al. 2002; Greeno 1998; White 1993) and failures (Detterman 1993; Gick and Holyoak 1980; Greeno et al. 1992; Lave and Wenger 1991; Nunes 1999) of transfer has to do with issues of distinguishing context from content. In this study, we explored methods for teaching students about scientific principles in a manner that leads to contextualized yet transportable knowledge. We found that those individuals working in dyads and using the most immersive intervention did significantly better than students given similar, yet more focused information when compared on the standardized test items and the performance-based, transfer task. "This is somewhat surprising when one adopts a strictly mechanistic perspective of learning in that the expository text condition experienced the content in a manner most closely related to the test items, and the simplistic framing hypertext condition showed the richest incorporation of scientific terminology in their discourse according the qualitative data". On a related note, the performance-based transfer task illuminated differences between the simplistic framing and IW-Dyad conditions that were not revealed by the distal standardized test scores. These results indicate that, for this sample, stan dardized test scores were less sensitive to individual dif ferences and, as a result, masked some within-group and between-group differences. In explaining these differences, we have offered a the
  • 55. oretical frame that ostensibly has applicable value for others doing similar research. Specifically, we have described and argued for the pedagogical importance of learning environments facilitating a sense of transforma tional play and have suggested that this potentially grounds one's understandings of the underlying science concepts as well as one's relations to them. Central to our notion of transformational play is that the learner is using the science content to transform a particular context?i.e., being positioned as an individual with an authoritative role, having agency in choosing what actions to take, and having consequential actions that affect the unfolding situation. Most importantly, transformational play involves a sense of narrative, perceptual, interactive, and/or social immersion within a situation where the individual has some level of agency in terms of transforming the context and effects on how the events unfolds. Transformational play requires that the curriculum does more than "contextualize" the content, as if watching a video or reading a rich description (Cog nition and Technology Group at Vanderbilt 1993), but positions the learner as an agent in and on the context with player actions having game-world consequences and game world consequences changing possible future actions. It is in this way that a virtual world has the potential to ground participation and the learning of science content in terms of particulars, establishing a sense of sensory, actional, and symbolic presence (Dede 2009). Arguably, a limitation of much of current science education is that
  • 56. learners are too often positioned as passive receivers expected to memorize abstracted disciplinary content (e.g., when students are expected to memorize a list of facts or even concepts defined by a textbook or teacher). This pedagogical move does little to aid the learner in becoming able to use and value the content, or, if they do appreciate its value, to see themselves as someone who does science. Springer This content downloaded from 139.182.75.138 on Wed, 02 Nov 2016 22:35:58 UTC All use subject to http://about.jstor.org/terms J Sei Educ Technol (2009) 18:305-320 317 Even in those situations where context is enlisted, it fre quently involves only simplistic framing. Roth (1996) distinguished between "con-text" and context, the former being those situations in which a context is somewhat artificially paired with (con-) content (text) in order to illustrate the concept. Lave (1997) further argued that the more the teacher, the texts, or the curriculum own the learning, the more difficult it becomes for the students to develop meaningful understandings. In contrast, here we placed the learner at the center of the world dynamics, grounding the learner, content, and context in a tightly coupled loop where content if properly leveraged by the person has the potential to change the context.
  • 57. In conclusion, our goal here was to investigate the power of virtual worlds and videogame methodologies to develop a rich learning context for supporting learning, and to understand whether working in dyads would facilitate more transferable understandings than when working alone through participation in a conceptually rich environment. Our data showed that students in the immersive condition were able to score more highly on a performance-based transfer task, and that this potential was heightened for those in the dyadic condition. The challenge of building such a curriculum is in selecting an appropriate context and the amount of situational details that need to be introduced (Barab and Roth 2006). If a particular learning environ ment is too tailored to the disciplinary content, then it starts to feel more like school work, becomes less experiential (Dewey 1938), the potential for immersion becomes unli kely, and the knowledge is more likely to be inert. To the extent that a particular concept is not connected to the core context-of-use, it runs the risk of being an abstracted fact to be memorized, with no contextual anchor from which a student can see its authentic application. As one adds more situational details, then the mystery, reality, and discovery potential increases, but one loses guidance, efficiency, and clarity. The challenge is to bal ance these details such that the learning occurs in a context that grounds the to-be-learned content at the same supports the player in realizing the value of the content independent of the context in which the learning occurs. Here, we used design moves such as liminal episodes, interactive rule sets, and more embedded pedagogical supports to support such
  • 58. learning. It is our hypothesis that collectively these moves simultaneously grounded the content learning and attuned the learner to the fact that there was scientific content being grounded. To be clear, we are not arguing that content is not important or that it should not be directly highlighted as part of the instructional process. Rather, we are suggesting that through grounding these descriptions in situationally rich experiences where one's actions, especially those that are conceptually informed, have consequence on a context, we are able to support learners in understanding the meaning of the to-be-learned context. At the core of our theory of transformational play is that in understanding the relations of content to a particular context, one in which the learner has had experience in changing, that one is better able to see its meaning elsewhere. Implications It has been argued that the lecture format concentrates on memorization of factual information and promotes the development of superficial understandings (Cognition and Technology Group at Vanderbilt 1993; Roth 1996). In spite of this concern, many undergraduate science classes remain dominated by the large lecture format with class sizes over 150 students and the textbook being the primary learning resource. While this study took place within a laboratory context, these findings challenge the value of the textbook as the primary learning tool. Games scholar Gee (2003)
  • 59. likens learning from the textbook as primary resource to reading the game manual without playing the game. If one tries to read the manual to most videogames before playing the game they are littered with technical jargon, typically un-motivating, and not very illuminative in terms of how to play the game. However, once one has played the game, the manual is quite useful for deepening understanding of implicit rules and principles. This study suggests that undergraduate educators might find videogames technolo gies and methodologies to be useful pedagogical tools for deepening learning. We are at an interesting time in which science teachers and schools are under more pressure than ever to prepare students for standardized tests, but they are facing a gen eration of students who view the school curriculum as having little relevance to their own lives. Presenting abstracted facts (i.e., expository text as is frequently the case in science textbooks), while potentially efficient, is often not the best pedagogical strategy. These findings suggest that there might be more powerful pedagogical tools available to teachers. Drawing on game-design prin ciples and our underlying situated theoretical perspective, we developed a game-based curriculum that in addition to having an engaging narrative, included interactive rule sets, pedagogical agents, extrinsic rewards, and a perceptually rich 3D environment?all designed to establish a sense of conceptual play. This study has important implications for rethinking science classroom learning in that, in addition to the teacher, textbooks remain the primary resources for supporting learning in most formal institutions. Future
  • 60. work will explore the relevance of these findings for dif ferent populations, and will examine the role of the teacher in supporting learning when using textbooks, illuminative examples, or game-based virtual worlds. Springer This content downloaded from 139.182.75.138 on Wed, 02 Nov 2016 22:35:58 UTC All use subject to http://about.jstor.org/terms 318 J Sei Educ Technol (2009) 18:305-320 Consistent with the findings from this study, it is our belief that science teachers should allocate fewer resources for supporting content transmission and, instead, invest in developing contexts that ground the content we wish stu dents to learn. Our interest is on designing curricular con texts in which domain concepts become tools for inquiring into the presented situation and in which the learner's choices have consequence on the unfolding of the learning/ participation environment. It is our belief that videogame contexts, and their potential to foster this sense of engaged consequentiality, can provide a useful means for enhancing science education. Elsewhere, and in future work, we have and will continue to implement these transformational play spaces in actual classrooms, helping to build effective models for how they can best be leveraged by teachers and students to support academic learning. Also, we will more closely examine what aspects of the curriculum seemed to
  • 61. facilitate transfer, systematically testing the value of par ticular aspects to determine their influence on learning. In this study, our goal was simply to demonstrate the potential of transformational play as a pedagogical approach that leverages game-based methodologies and IW technologies to support deep and transferable science learning. Acknowledgments This research was supported in part by a CAREER Grant from the National Science Foundation, and directly by National Science Foundation Grants #9980081, #052792, and #0092831, Department of Education Grant R305H050116, and by an internal grant from Indiana University. Thanks to Dan Hickey, Anna Arid, and Ellen Jameson who helped design the world and measures as part of previous studies. This research was funded by an NSF ROLE grant 0092831 to the first author, and NSF REESE Grant 0910218 to the fourth author. Also, special thanks to Dan Hickey for helping with the assessments and to Anna Arid for her help with the comparison curriculum. Appendix 1 Proximal Level Example Items 1. Within aquatic ecosystems there is a direct correlation between dissolved oxygen content and the population of various species of fish. Which relationship can correctly be inferred from the data presented in the graphs below?
  • 62. Oxygen Content and Fish Population in a Lake c "55 ?</> t o <? u & (/) Oxygen Sewage Waste > IL > O I 1950 1955 1960 1965 1970 Year I960 1965 1970 Year a. As sewage waste increases, oxygen content increases. b. As the carp population increases, the whitefish popu lation increases. c. As oxygen content decreases, carp population decreases. d. As oxygen content decreases, trout population decreases.
  • 63. 2. A small, fast-moving river is in a V-shaped valley on the slope of a mountain. If you follow the river to where it passes through a plain, what will the river most likely look like compared with how it looked on the mountain? a. Much the same b. Deeper and faster c. Slower and wider d. Straighter 3. Which of the populations in the food-web below is most likely to increase if the number of grasshoppers decreases? Distal Level Example Items 1. Two open bottles, one filled with vinegar and the other with olive oil, were left on a window sill in the Sun. Several days later it was observed that the bottles were no longer full. What can be concluded from this observation? a. Vinegar evaporates faster than olive oil. b. Olive oil evaporates faster than vinegar. c. Both vinegar and olive oil evaporate. d. Only liquids containing water evaporate. 2. Nuclear power plants can produce energy more cheaply and with less pollution than power plants that use fossil fuels. Why are there not more nuclear power plants than plants that burn fossil fuels? a. There is an endless supply of fossil fuels available. b. Nuclear fuels produce too little heat during the fission reaction.
  • 64. c. A pound of fossil fuel produces more energy than a pound of nuclear fuel. Springer This content downloaded from 139.182.75.138 on Wed, 02 Nov 2016 22:35:58 UTC All use subject to http://about.jstor.org/terms J Sei Educ Technol (2009) 18:305-320 319 d. The problem of disposing of large amounts of nuclear waste is not resolved. 3. A community found that the mosquito population had risen considerably. They hired a pest control company to heavily spray the area. Although the insecticide was not harmful to birds, in a couple years many of the species of birds had disappeared. What is the best explanation for this? a. The noise from the insecticide company scared the birds away. b. The squirrel population increased. c. The mosquitoes were a food source for the birds. d. The insecticide filtered into the water system for the birds. Appendix 2 Open-ended Transfer Task
  • 65. B?y City Directions: Use the drawing of the North Carolina Sweetwater River to answer the questions below. The Sweetwater River in North Carolina flows from the hillsides above to the bay below. As water travels down the river, it passes by a farm, several small communities, a wildlife preserve, and then a city. Employees of the preserve have observed fewer and fewer birds in the Wildlife Preserve over the last year. Local birdwatchers, however, report that many birds can be seen near Bay City Pond and in Bay City Park. This issue is popular in local newspapers and everyone has a hypothesis. Here are three: A. The farm is polluting the water. Last year the farm owners started using fertilizer. It tripled their crops and their profits. This year they plowed twice as much land. Next year they plan to expand
  • 66. further. B. Bay City is polluting the river. The factories and city power plant just installed new pipes to help cool of the machines. After cooling off the machines, this hot water goes back into the river. C. The Bay City dump is polluting the water. The city has been dumping trash there for the last ten years. This must be the problem. They are planning to increase the amount of dumping next year. 1. Which cause do you believe is most likely?_ 2. Describe why this is the best hypothesis, and why the activity might cause birds to leave the preserve. 3. For the group connected to your hypothesis, explain how that group's activities cause birds to leave the preserve. Springer This content downloaded from 139.182.75.138 on Wed, 02 Nov 2016 22:35:58 UTC All use subject to http://about.jstor.org/terms 320 J Sei Educ Technol (2009) 18:305-320 References
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  • 73. Zuiker SJ, Barab S, Hickey DT (2007) Extending situativity: liminal episodes in embodied experiences. Paper presented at the annual convention of the American Educational Research Association, Chicago, IL (April) Springer This content downloaded from 139.182.75.138 on Wed, 02 Nov 2016 22:35:58 UTC All use subject to http://about.jstor.org/terms Contentsp. [305]p. 306p. 307p. 308p. 309p. 310p. 311p. 312p. 313p. 314p. 315p. 316p. 317p. 318p. 319p. 320Issue Table of ContentsJournal of Science Education and Technology, Vol. 18, No. 4 (Aug., 2009) pp. 301-366Front MatterEmerging Technologies for Learning Science: A Time of Rapid Advances [pp. 301-304]Transformational Play as a Curricular Scaffold: Using Videogames to Support Science Education [pp. 305- 320]Initial Structuring of Online Discussions to Improve Learning and Argumentation: Incorporating Students' Own Explanations as Seed Comments versus an Augmented-Preset Approach to Seeding Discussions [pp. 321-333]Teachable Agents and the Protégé Effect: Increasing the Effort Towards Learning [pp. 334-352]Design for Scalability: A Case Study of the River City Curriculum [pp. 353-365]Back Matter Video Feedforward for Reading.
  • 74. Full Terms & Conditions of access and use can be found at http://www.tandfonline.com/action/journalInformation?journalC ode=ujrd20 Download by: [CSUSB Pfau Library] Date: 02 November 2016, At: 15:19 Journal of Physical Education, Recreation & Dance ISSN: 0730-3084 (Print) 2168-3816 (Online) Journal homepage: http://www.tandfonline.com/loi/ujrd20 Using Video-based Modeling to Promote Acquisition of Fundamental Motor Skills Iva Obrusnikova & Peter J. Rattigan To cite this article: Iva Obrusnikova & Peter J. Rattigan (2016) Using Video-based Modeling to Promote Acquisition of Fundamental Motor Skills, Journal of Physical Education, Recreation & Dance, 87:4, 24-29, DOI: 10.1080/07303084.2016.1141728 To link to this article: http://dx.doi.org/10.1080/07303084.2016.1141728 Published online: 16 Mar 2016. Submit your article to this journal Article views: 181 View related articles View Crossmark data
  • 75. http://www.tandfonline.com/action/journalInformation?journalC ode=ujrd20 http://www.tandfonline.com/loi/ujrd20 http://www.tandfonline.com/action/showCitFormats?doi=10.108 0/07303084.2016.1141728 http://dx.doi.org/10.1080/07303084.2016.1141728 http://www.tandfonline.com/action/authorSubmission?journalCo de=ujrd20&show=instructions http://www.tandfonline.com/action/authorSubmission?journalCo de=ujrd20&show=instructions http://www.tandfonline.com/doi/mlt/10.1080/07303084.2016.11 41728 http://www.tandfonline.com/doi/mlt/10.1080/07303084.2016.11 41728 http://crossmark.crossref.org/dialog/?doi=10.1080/07303084.20 16.1141728&domain=pdf&date_stamp=2016-03-16 http://crossmark.crossref.org/dialog/?doi=10.1080/07303084.20 16.1141728&domain=pdf&date_stamp=2016-03-16 24 Volume 87 Number 4 April 2016 Iva ObrusnIkOva Peter J. rattIgan Using Video-based Modeling Iva Obrusnikova ([email protected]) is an associate professor in the Col- lege of Health Sciences at the University of Delaware in Newark, DE. Peter J. Rattigan is an associate professor in the School of Health Professions at Rowan University in Glassboro, NJ. Physical educators often encounter relatively large numbers of