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 .
Researching e-portfolios: The current state of playdcambrid
The first in the Europortfolio project's series of open webinars, from February 7, 2014. Inter/National Coalition for Electronic Portfolio Research co-directors Darren Cambridge, Barbara Cambridge, and Kathleen Yancey present on the philosophy behind and design of the Coalition, how its results illustrate the principle of "scaling out," and the four propositions about assessment with e-portfolios and their non-negotiable core that Coalition members are currently exploring.
Researching ePortfolios: The current state of play- Darren Cambridge, Barbara...EPNET-Europortfolio
#ePortfolios #Webinar
webianr available at https://www.youtube.com/watch?v=AUVTGmLHYmU
Published on Feb 19, 2014
Researching ePortfolios: The current state of play led by Darren Cambridge, Babara Cambridge and Kathleen Blake Yancey
This webinar was held on Friday 7th Febuary 2014 by www.europortfolio.org
This webinar discusses the research on e-portfolios, presenting the work of the Inter/National Coalition for Electronic Portfolio Research as a model for collaborative inquiry embedded within the process of implementation that both generates new knowledge and leads to successful results.
Over more than a decade, the Coalition has worked with nearly 70 further and higher education institutions in the US, Canada, the UK, Australia, and the Netherlands to better understand how e-portfolios can supporting learning, assessment, and institutional change.
The webinar will provide an overview of the Coalition's process, survey some results from cohorts that have completed their work, and discuss current questions it is investigating and how they might apply to cross-sector practice in Europe.
For more information about the Coalition and its work see http://ncepr.org/
Webinar leaders will be: Barbara Cambridge, Director, Washington Office, National Council of Teachers of English, Darren Cambridge, Principal Consultant, Networked Learning Group, American Institutes for Research and Kathi Yancey, Kellogg W. Hunt Professor of English and Distinguished Research Professor, Florida State University.
Europortfolio is a European Network of ePortfolio Experts & Practitioners.
Europortfolio, a not-for profit association established with the support of the European Commission, is, dedicated to exploring how e-portfolios and e-portfolio-related technologies and practices can help us to empower:
1. 'Individuals as reflective learners and practitioners;
2. Organisations as a place for authentic learning and assessment, and
3. Society as a place for lifelong learning, employability and self-realisation."
Europortfolio has a broad agenda, if you would wish to know more, or to get involved, you can do this by visiting our website www.europortfolio.org
Reviewing an article involves critically evaluating its content, structure, and overall effectiveness. Whether you are reviewing an article for a class assignment, a publication, or your own research, here are some steps you can follow:
1. Read the Article Carefully
Start by reading the article thoroughly to understand its main arguments, key points, and overall message. Take notes on important concepts, evidence, and any confusing or unclear passages.
2. Understand the Purpose and Audience
Identify the purpose of the article. Is it informative, persuasive, analytical, or something else?
Consider the target audience and assess whether the article effectively communicates to that audience.
3. Evaluate the Title and Abstract
Check if the title accurately reflects the content of the article.
Evaluate the abstract for a concise summary of the main points and findings.
4. Examine the Introduction
Assess how well the introduction introduces the topic and sets the stage for the article. Look for a clear thesis statement or research question. A thesis statement is a concise summary of the main point or claim of an essay, research paper, or any other piece of academic writing. It is typically one or two sentences located near the end of the introduction. The thesis statement presents the author's position or perspective on the topic and provides a roadmap for the reader to understand the main ideas or arguments that will be discussed in the rest of the paper. In essence, the thesis statement serves as a central idea that the entire paper revolves around. It should be clear, specific, and arguable, meaning that someone could potentially disagree with it. A well-crafted thesis statement helps guide the reader and sets the tone for the overall argument or analysis presented in the article.
5. Analyze the Methodology (If Applicable)
If the article involves research, evaluate the methodology used. Assess the study design, data collection methods, and analysis techniques.
6. Evaluate the Literature Review (If Applicable)
Consider the quality and depth of the literature review. Is it comprehensive, relevant, and up-to-date?
7. Assess the Main Body
Evaluate the organization and structure of the main body. Check for logical flow between paragraphs and sections. Analyze the evidence provided to support the main arguments.
8. Review the Conclusion
Assess the conclusion for its effectiveness in summarizing key points and reinforcing the main argument. whether the conclusion provides avenues for future research or implications for practice.
9. Check for Clarity and Coherence
Evaluate the clarity of the writing. Look for jargon or unclear language and suggest improvements. Check for coherence in the overall narrative and logical connections between ideas.
10. Consider the Use of Citations
Assess how well the author integrates and cites relevant sources. Check for accuracy and consistency in citation style.
Write a reflection about teaching and learning that has been on yourlorindajamieson
Write a reflection about teaching and learning that has been on your heart and/or mind. Freely express your thoughts and questions regarding this topic/situation. Describe an incident that has occurred in the classroom that relates specifically to these thoughts and/or questions about your teaching and students' learning. Read your reflection and write an area-of-focus statement, beginning with "The purpose of this study is to...."
Describe the process or plan you will use to locate literature relevant to your topic of interest. For example, a research topic might be to investigate reading strategies for accessing informational text. Describe how you will complete each of the following steps: 1) locate literature related to your topic, 2) access the literature, and 3) determine the criteria used to evaluate the credibility of the sources.
Design an action research project that addresses an area of interest or problem that you want to affect change by completing the nine-step action research plan described on p. 61 of the text
Use 2 pages for this work. Represent the quotes (author, year, and page). Use APA 7.
*** on another page answer two classmates separately more a 100words, one paragraph for each answer (peer 1, peer 2).
Peer 1
Madelen Lopez
Research Project
Teaching has been in my heart for a very long time. Teaching is a noble career that enhances teacher-student relationship. When it comes to teaching and learning, what stuck most in my mind is the strategies that are used to impart knowledge. I am more inclined to the learning approach that involves both verbal and visual communication. While the conventional pedagogic methods in teaching have been perceived as the most appropriate and practical means of content delivery in class, I think delivering the same content through technological means would provide more fun. With online and homeschooling becoming more pronounced in the academic world, I believe providing teaching through virtual connection will give educators a new dimension of understanding the emerging issues in this era of technological ecstasy. Additionally, gifted students, and ADHD diagnosed students have been associated with deviant academic behavioral patterns. Most of these patterns incline towards off-task behaviors.
When I was in sessions with a client on mine at an elementary school, there was a student who had a great problem with the one of the teachers. He was always a brilliant boy in class. However, he would always have problems with the conventional teaching methods of the math teacher. These methods would include group discussions, question and answer technique as well as visual learning. Because of his unique way of learning, the student would find it difficult to express willingness to answer questions in class. This really made the teacher to change his attitude towards him. Surprisingly, the student would always score a hundred percent in math. This incident made me understand t ...
Zoe is a second grader with autism spectrum disorders. Zoe’s father .docxransayo
Zoe is a second grader with autism spectrum disorders. Zoe’s father recently passed away in a tragic car accident. Zoe, her mom, and two older brothers have temporarily relocated from out-of-state and are now living in her grandparents’ house in a small, rural community.
Because the family had been living out-of state, Zoe has never interacted with her grandparents. She has challenges responding to social cues, including her name and in understanding gestures. She also engages in repetitive body movements. She is fond of her set of dolls and likes lining them up. When Zoe is agitated, her mother plays Mozart, which seems to have a calming effect. Zoe also enjoys macaroni and cheese.
Her grandparents do not understand Zoe’s attempts at communicating. Zoe does not respond well to crowded and noisy environments. Zoe’s mom is working outside the home for the first time.
Because of the move, Zoe has transferred to a new school, which does not currently have any students with ASD. Although her mom is generally very involved with Zoe’s education, she is away from the home much of the time due to a long commute for her new job is a neighboring city.
Zoe’s grandparents are eager and willing to help in any way they can.
Imagine you are serving as an ASD consultant at Zoe’s new school. Using the COMPASS model, create a COMPASS Action Plan for Zoe by complete the following tasks:
Identify the personal challenges for Zoe;
Identify the environmental challenges for Zoe;
Identify potential supports; and
Identify and prioritize teaching goals.
In addition, include a 250-500-word rationale that explains how your action plan for Zoe demonstrates collaboration in a respectful, culturally responsive way while promoting understanding, resolving conflicts, and building consensus around her interventions.
.
Zlatan Ibrahimović – Sports Psychology
Outline
Introduction:
· General Info
· Nationality, Birthplace, Parents
· Childhood What he wanted to do growing up?
· When did he start playing professionally?
· Which teams did he play for?
· Give some of his career statistics and maybe records?
· What trophies has he won with club football and national team of Sweden?
· Style of Play
· What is his personality like? How do people see him in the media?\
·
Body Paragraphs
Connect the following Sports Psychology Concepts (or even those not listed) to Zlatan Ibrahimović
What is his personality type? Type A, B C, or D?
Give examples through research of where he shows this.
CATASTROPHE THEORY… OCCURS WHEN? WHAT DOES THE GRAPH LOOK LIKE
· Arousal: is a blend of physiological and psychological activity in a person and it refers to the intensity dimensions of motivation at a particular moment. It ranges from not aroused, to completely aroused, to highly aroused; this is when individuals are mentally and physically activated.
· Performance increases as arousal increases but when arousal gets too high performance dramatically decreases. This is usually caused by the performer becoming anxious and sometimes making wrong decisions. Catastrophes is caused by a combination of cognitive and somatic anxieties. Cognitive is the internal worries of not performing well while somatic is the physical effects of muscle tension/butterflies and fatigue through playing.
· The graph is an inverted U where the x line is the arousal and the y is the performance. Performance peaks on the top of the inverted U and the catastrophe happens in the fall of the inverted U
HIGH TRAIT ANXIETY ATHLETES… HOW DO THEY PERCEIVE COMPETITION?
· Anxiety: is a negative emotional state in which feelings of nervousness, worry and apprehension are associated with activation or arousal of the body
· Trait Anxiety: is a behavioral disposition to perceive as threatening circumstances that objectively may not be dangerous and to then respond with disproportionate state anxiety.
· Somatic Trait Anxiety: the degree to which one typically perceived heightened physical symptoms (muscle tension)
· Cognitive Trait Anxiety: the degree to which one typically worries or has self doubt
· Concentration Disruption: the degree to which one typically has concentration disruption during competition
People usually with high trait anxiety usually have more state anxiety in highly competitive evaluative situations than do people with lower trait anxiety. Example two athletes are playing basketball and both are physically and statistically the same both have to shoot a final free throw to win the game. Athlete A is more laid back which means his trait anxiety is lower and he doesn't view the final shot as a overly threatening. Athlete B has a high trait anxiety and because of that he perceives the final shot as very threatening. This has an effect on his state anxiety much more than.
More Related Content
Similar to A bibliography is a list of citations of sources such as books, .docx
Researching e-portfolios: The current state of playdcambrid
The first in the Europortfolio project's series of open webinars, from February 7, 2014. Inter/National Coalition for Electronic Portfolio Research co-directors Darren Cambridge, Barbara Cambridge, and Kathleen Yancey present on the philosophy behind and design of the Coalition, how its results illustrate the principle of "scaling out," and the four propositions about assessment with e-portfolios and their non-negotiable core that Coalition members are currently exploring.
Researching ePortfolios: The current state of play- Darren Cambridge, Barbara...EPNET-Europortfolio
#ePortfolios #Webinar
webianr available at https://www.youtube.com/watch?v=AUVTGmLHYmU
Published on Feb 19, 2014
Researching ePortfolios: The current state of play led by Darren Cambridge, Babara Cambridge and Kathleen Blake Yancey
This webinar was held on Friday 7th Febuary 2014 by www.europortfolio.org
This webinar discusses the research on e-portfolios, presenting the work of the Inter/National Coalition for Electronic Portfolio Research as a model for collaborative inquiry embedded within the process of implementation that both generates new knowledge and leads to successful results.
Over more than a decade, the Coalition has worked with nearly 70 further and higher education institutions in the US, Canada, the UK, Australia, and the Netherlands to better understand how e-portfolios can supporting learning, assessment, and institutional change.
The webinar will provide an overview of the Coalition's process, survey some results from cohorts that have completed their work, and discuss current questions it is investigating and how they might apply to cross-sector practice in Europe.
For more information about the Coalition and its work see http://ncepr.org/
Webinar leaders will be: Barbara Cambridge, Director, Washington Office, National Council of Teachers of English, Darren Cambridge, Principal Consultant, Networked Learning Group, American Institutes for Research and Kathi Yancey, Kellogg W. Hunt Professor of English and Distinguished Research Professor, Florida State University.
Europortfolio is a European Network of ePortfolio Experts & Practitioners.
Europortfolio, a not-for profit association established with the support of the European Commission, is, dedicated to exploring how e-portfolios and e-portfolio-related technologies and practices can help us to empower:
1. 'Individuals as reflective learners and practitioners;
2. Organisations as a place for authentic learning and assessment, and
3. Society as a place for lifelong learning, employability and self-realisation."
Europortfolio has a broad agenda, if you would wish to know more, or to get involved, you can do this by visiting our website www.europortfolio.org
Reviewing an article involves critically evaluating its content, structure, and overall effectiveness. Whether you are reviewing an article for a class assignment, a publication, or your own research, here are some steps you can follow:
1. Read the Article Carefully
Start by reading the article thoroughly to understand its main arguments, key points, and overall message. Take notes on important concepts, evidence, and any confusing or unclear passages.
2. Understand the Purpose and Audience
Identify the purpose of the article. Is it informative, persuasive, analytical, or something else?
Consider the target audience and assess whether the article effectively communicates to that audience.
3. Evaluate the Title and Abstract
Check if the title accurately reflects the content of the article.
Evaluate the abstract for a concise summary of the main points and findings.
4. Examine the Introduction
Assess how well the introduction introduces the topic and sets the stage for the article. Look for a clear thesis statement or research question. A thesis statement is a concise summary of the main point or claim of an essay, research paper, or any other piece of academic writing. It is typically one or two sentences located near the end of the introduction. The thesis statement presents the author's position or perspective on the topic and provides a roadmap for the reader to understand the main ideas or arguments that will be discussed in the rest of the paper. In essence, the thesis statement serves as a central idea that the entire paper revolves around. It should be clear, specific, and arguable, meaning that someone could potentially disagree with it. A well-crafted thesis statement helps guide the reader and sets the tone for the overall argument or analysis presented in the article.
5. Analyze the Methodology (If Applicable)
If the article involves research, evaluate the methodology used. Assess the study design, data collection methods, and analysis techniques.
6. Evaluate the Literature Review (If Applicable)
Consider the quality and depth of the literature review. Is it comprehensive, relevant, and up-to-date?
7. Assess the Main Body
Evaluate the organization and structure of the main body. Check for logical flow between paragraphs and sections. Analyze the evidence provided to support the main arguments.
8. Review the Conclusion
Assess the conclusion for its effectiveness in summarizing key points and reinforcing the main argument. whether the conclusion provides avenues for future research or implications for practice.
9. Check for Clarity and Coherence
Evaluate the clarity of the writing. Look for jargon or unclear language and suggest improvements. Check for coherence in the overall narrative and logical connections between ideas.
10. Consider the Use of Citations
Assess how well the author integrates and cites relevant sources. Check for accuracy and consistency in citation style.
Write a reflection about teaching and learning that has been on yourlorindajamieson
Write a reflection about teaching and learning that has been on your heart and/or mind. Freely express your thoughts and questions regarding this topic/situation. Describe an incident that has occurred in the classroom that relates specifically to these thoughts and/or questions about your teaching and students' learning. Read your reflection and write an area-of-focus statement, beginning with "The purpose of this study is to...."
Describe the process or plan you will use to locate literature relevant to your topic of interest. For example, a research topic might be to investigate reading strategies for accessing informational text. Describe how you will complete each of the following steps: 1) locate literature related to your topic, 2) access the literature, and 3) determine the criteria used to evaluate the credibility of the sources.
Design an action research project that addresses an area of interest or problem that you want to affect change by completing the nine-step action research plan described on p. 61 of the text
Use 2 pages for this work. Represent the quotes (author, year, and page). Use APA 7.
*** on another page answer two classmates separately more a 100words, one paragraph for each answer (peer 1, peer 2).
Peer 1
Madelen Lopez
Research Project
Teaching has been in my heart for a very long time. Teaching is a noble career that enhances teacher-student relationship. When it comes to teaching and learning, what stuck most in my mind is the strategies that are used to impart knowledge. I am more inclined to the learning approach that involves both verbal and visual communication. While the conventional pedagogic methods in teaching have been perceived as the most appropriate and practical means of content delivery in class, I think delivering the same content through technological means would provide more fun. With online and homeschooling becoming more pronounced in the academic world, I believe providing teaching through virtual connection will give educators a new dimension of understanding the emerging issues in this era of technological ecstasy. Additionally, gifted students, and ADHD diagnosed students have been associated with deviant academic behavioral patterns. Most of these patterns incline towards off-task behaviors.
When I was in sessions with a client on mine at an elementary school, there was a student who had a great problem with the one of the teachers. He was always a brilliant boy in class. However, he would always have problems with the conventional teaching methods of the math teacher. These methods would include group discussions, question and answer technique as well as visual learning. Because of his unique way of learning, the student would find it difficult to express willingness to answer questions in class. This really made the teacher to change his attitude towards him. Surprisingly, the student would always score a hundred percent in math. This incident made me understand t ...
Zoe is a second grader with autism spectrum disorders. Zoe’s father .docxransayo
Zoe is a second grader with autism spectrum disorders. Zoe’s father recently passed away in a tragic car accident. Zoe, her mom, and two older brothers have temporarily relocated from out-of-state and are now living in her grandparents’ house in a small, rural community.
Because the family had been living out-of state, Zoe has never interacted with her grandparents. She has challenges responding to social cues, including her name and in understanding gestures. She also engages in repetitive body movements. She is fond of her set of dolls and likes lining them up. When Zoe is agitated, her mother plays Mozart, which seems to have a calming effect. Zoe also enjoys macaroni and cheese.
Her grandparents do not understand Zoe’s attempts at communicating. Zoe does not respond well to crowded and noisy environments. Zoe’s mom is working outside the home for the first time.
Because of the move, Zoe has transferred to a new school, which does not currently have any students with ASD. Although her mom is generally very involved with Zoe’s education, she is away from the home much of the time due to a long commute for her new job is a neighboring city.
Zoe’s grandparents are eager and willing to help in any way they can.
Imagine you are serving as an ASD consultant at Zoe’s new school. Using the COMPASS model, create a COMPASS Action Plan for Zoe by complete the following tasks:
Identify the personal challenges for Zoe;
Identify the environmental challenges for Zoe;
Identify potential supports; and
Identify and prioritize teaching goals.
In addition, include a 250-500-word rationale that explains how your action plan for Zoe demonstrates collaboration in a respectful, culturally responsive way while promoting understanding, resolving conflicts, and building consensus around her interventions.
.
Zlatan Ibrahimović – Sports Psychology
Outline
Introduction:
· General Info
· Nationality, Birthplace, Parents
· Childhood What he wanted to do growing up?
· When did he start playing professionally?
· Which teams did he play for?
· Give some of his career statistics and maybe records?
· What trophies has he won with club football and national team of Sweden?
· Style of Play
· What is his personality like? How do people see him in the media?\
·
Body Paragraphs
Connect the following Sports Psychology Concepts (or even those not listed) to Zlatan Ibrahimović
What is his personality type? Type A, B C, or D?
Give examples through research of where he shows this.
CATASTROPHE THEORY… OCCURS WHEN? WHAT DOES THE GRAPH LOOK LIKE
· Arousal: is a blend of physiological and psychological activity in a person and it refers to the intensity dimensions of motivation at a particular moment. It ranges from not aroused, to completely aroused, to highly aroused; this is when individuals are mentally and physically activated.
· Performance increases as arousal increases but when arousal gets too high performance dramatically decreases. This is usually caused by the performer becoming anxious and sometimes making wrong decisions. Catastrophes is caused by a combination of cognitive and somatic anxieties. Cognitive is the internal worries of not performing well while somatic is the physical effects of muscle tension/butterflies and fatigue through playing.
· The graph is an inverted U where the x line is the arousal and the y is the performance. Performance peaks on the top of the inverted U and the catastrophe happens in the fall of the inverted U
HIGH TRAIT ANXIETY ATHLETES… HOW DO THEY PERCEIVE COMPETITION?
· Anxiety: is a negative emotional state in which feelings of nervousness, worry and apprehension are associated with activation or arousal of the body
· Trait Anxiety: is a behavioral disposition to perceive as threatening circumstances that objectively may not be dangerous and to then respond with disproportionate state anxiety.
· Somatic Trait Anxiety: the degree to which one typically perceived heightened physical symptoms (muscle tension)
· Cognitive Trait Anxiety: the degree to which one typically worries or has self doubt
· Concentration Disruption: the degree to which one typically has concentration disruption during competition
People usually with high trait anxiety usually have more state anxiety in highly competitive evaluative situations than do people with lower trait anxiety. Example two athletes are playing basketball and both are physically and statistically the same both have to shoot a final free throw to win the game. Athlete A is more laid back which means his trait anxiety is lower and he doesn't view the final shot as a overly threatening. Athlete B has a high trait anxiety and because of that he perceives the final shot as very threatening. This has an effect on his state anxiety much more than.
Zia 2Do You Choose to AcceptYour mission, should you choose.docxransayo
Zia 2
Do You Choose to Accept?
Your mission, should you choose to accept it, is to go out and see Mission: Impossible-Fallout. As I sat back in my red-cushioned seat, accompanied by my brothers, I knew I was in for something special. The film takes place two years after two-thousand fifteens hit movie, Mission: Impossible-Rogue Nation. While I had no clue what to expect, I knew I was going to be in for an incredible ride as soon as the movie began with the intense dialogue between Ethan Hunt (Tom Cruise) and Solomon Lane (Sean Harris). From beginning to end, Mission: Impossible- Fallout delivers crazy action-thriller scenes, inventive special effects, and creative cinematography.
Mission: Impossible-Fallout is based on a story of an American agent who must retrieve nuclear weapons from an enemy terrorist organization with help of his specialized IMF team. The film was consistent the first hour with it involving the audience in the mission of the secret organization and trying to figure out the next move of the evil organization known as the Apostles. However, towards the middle of the movie it was revealed that one of the CIA agents was playing the role of a double spy and was on the side of the Apostles. The plot delivered intense action-packed scenes between the opposing groups that personally had me at the edge of my seat. Whether it was a chase on motorcycles, cars, speedboats, or helicopters, each scene had Ethan Hunt running for his life to save the world. Even though I was only viewing the movie from a comfortable movie theater, Hunt zigzagging through the traffic of France on a motorcycle had my fists clenched and adrenaline pumping. However, that was not even the best thriller of the movie. Ethan Hunt trailing Agent Walker in a helicopter with heavy rounds of artillery being fired at each other through the snowcapped mountains of Kashmir may very well be one of the best action scenes in cinematic history. Mission: Impossible-Fallout can be appreciated and enjoyed by all audiences because of its action-packed scenes that keep everyone extremely engaged in the plot.
Mission: Impossible-Fallout brilliantly illustrates the amazing special effects that serve to create the theme and style of the film. From creating bloody wounds to spectacular backgrounds, special effects are abundant throughout the movie. For instance, as Hunt is jumping off an airplane, the special effects of this scene include wind, rain, thunder, and clouds that make the film visually appealing and almost realistic. The thunder striking him as he is skydiving had my jaw wide open simply because of how incredible the illusion was displayed. In almost every fight between Hunt’s team and the Apostles, multiple types of special effects were utilized. Fighting sequences with Hunt angrily running towards Lane and delivering devastating punches accompanied by “POWs” and “AAAHs” seemed so realistic that it had me feeling queasy in my stomach. The gunfire during these fight.
Ziyao LiIAS 3753Dr. Manata HashemiWorking Title The Edu.docxransayo
Ziyao Li
IAS 3753
Dr. Manata Hashemi
Working Title:
The Education Gap
Research Question:
How did the youth of Iran make up the education gap resulted from the Cultural Revolution from 1980 to 1982?
This is a critical question because it involves both education and the youth of Iran. Education and the youth are both very fundamental perspectives for a society to thrive. During the cultural revolution, the education system was shut down, which would undermine the overall quality of a generation. Research of this issue will lead us to the methods used to make up the education gap. It is possible to help other countries suffering similar issues.
Thesis Statement:
After the Iran’s cultural revolution during 1980 to 1982, the youth of Iran made up the education gap caused during the revolution by promoting student movements.
Outline:
· Introduction:
· Cultural Revolution happened in Iran during 1980 to 1982. The education institutions like universities were shut down for the 3-year period. And this gap in education brought significant influence on the youth of Iran at that time. However, the education gap was made up successfully after the revolution.
· State the thesis statement:
· The education gap is made up by the youth in Iran. They promoted the student movement to help the society recover from the revolution.
· The scars left from the revolution
· The revolution lasted 3 years, young people who were supposed to be students had to quit school. The government forced schools to close. The chain of delivering knowledge was broken. And young people cannot find proper things to do when quitting school.
· Student movements
· After the cultural revolution, people in Iran realized they need to correct the current education situation recover the damages resulted from the revolution. Since Iran’s youth has a great number in the society, their power was not to be ignored. They started to fight for their own rights and profits. They were looking for ways to make up the damage has been down. Then the student movement eventually worked for recovering Iran’s education level.
· Conclusion
· The cultural revolution in Iran hurt its education continuity. However, the youth of Iran managed to make up for the damage caused by the cultural revolution. Student movements played the dominant role in this recovering process.
Bibliography:
Khosrow Sobhe (1982) Education in Revolution: is Iran duplicating the Chinese Cultural Revolution?, Comparative Education, 18:3, 271-280, DOI: 10.1080/0305006820180304
Mashayekhi M. The Revival of the Student Movement in Post-Revolutionary Iran. International Journal of Politics, Culture & Society. 2001;15(2):283. doi:10.1023/A:1012977219524.
Razavi, R. (2009). The Cultural Revolution in Iran, with Close Regard to the Universities, and its Impact on the Student Movement. Middle Eastern Studies, 45(1), 1–17. https://doi-org.ezproxy.lib.ou.edu/10.1080/00263200802547586
ZABARDAST, S. (2015). Flourishing of Occid.
Ziyan Huang (Jerry)
Assignment 4
Brand Positioning
Professor Gaur
Target audience:
HR in Ping An Bank Co., Ltd. HRs (interviewers who hire people) from Ping An Bank are usually female, aged 30-40, who look friendly and easy-going. They are sophisticated and skeptic when checking people’s resumes and asking questions during interview. Usually, HRs care about four things: 1. Graduate school ranking. 2. Working experience in bank 3. Oral expression. 4. Personal character. They prefer people who are enthusiastic, energetic and hard-working.
Q1:
Compared to other people who also look for jobs in Ping An Bank, my points of parity would be: 1. I have earned a master degree in a Top 40 U.S. graduate school. 2. I have some intern experience in another bank. My points of differentiation would be: 1. I am confidence in speaking and self-expression. I can serve both Chinese and American clients because I speak fluent Mandarin and English. 2. I am energetic and hard-working. I always have passion in learning something new, which is a key for me to develop working skills.
Q2:
My brand essence: “Energetic, hard-working and modest.”
Q3:
Positioning statement:
Ziyan Huang is for employers from bank,
Who look for excellent employees.
Ziyan Huang is an energetic, hard-working NYU graduate student,
That has passion in developing new working skills.
Because he can speak fluent Mandarin and English,
And have one year working experience in China Merchant Bank,
So that employers can trust him as a reliable candidate.
.
Zhtavius Moye
04/19/2019
BUSA 4126
SWOT Analysis
Dr. Setliff
PORSCHE
Strengths
· Brand Recognition
Not only a brand, but a status symbol for wealth and luxury
· Lean Factory Production
Manpower is low compared to the use of raw materials and supplies
· High Profit Share
The reputation is well-known for good treatment
Weaknesses
· Small automotive manufacture
Porsche has offered the same line of cars for years before extending.
· Limited Customer Sector
Not everyone can afford a Porsche
· Location
Since beginning of time, Porsche has been in Stuttgart, Germany. No space to expand
Opportunities
· Expansion
Deliveries increased in China by 12% but needs more in Asia, Japan, and Indonesia.
· Electric Mobility
A chance to expand Porsche name to many more industries and markets with top competitors such as Tesla.
· S1, O2: Brand recognition extends the range for profitability for the 2020 fully electric Porsche Taycan.
· S3, O1: The annual profitability of the company will encourage others to become a part of the business.
· S2, O1: The cost of a Porsche effects expansion, but by expanding to China could significantly increase rates.
· S3, O1: The location in Germany is a problem for expansion due to limited space of Stuttgart.
Threats
· Technology
Modern technology is advancing to lower cost vehicles.
· Market Competition
Vehicles with similar characteristics at lower cost.
· S3, O2: Weighing heavily on the market Porsche’s reputation will continue to stand abroad its competitors.
· S2, O1: Limited labor will call for more software developers in the more modern technology, especially introducing the fully electric Porsche Taycan.
· S1, O1: Porsche is a company that believes in staying at its classic and luxury perception to their buyers. Still giving all newly updated technology certain things such as an automatic start engine will not be an asset.
· S2, O2: Combined leaves Porsche at a limitation of customers making it hard to expand the market.
VIOLATION OF CIVIL RIGHTS ACT IN ELECTIONS 1
VIOLATION OF CIVIL RIGHTS ACT IN ELECTIONS 2
Violation of Civil Rights Act in Elections
Jake Bookard
Savannah State University
Violation of Civil Rights Act in Elections
Introduction
Despite the assurance of minority voter’s rights by the constitution and the fourteenth amendment, cases of rights violation with regards to the voting process are still on the rise in the US. Minority groups are often discriminated or blocked from participating in the voting process both in ways that they can discern and through cunning plans that can involve the voting process. Some of the main reasons why minorities’ constitutional rights are violated include racial discrimination by majority races, and to manipulate the outcome of the elections so as to keep minority groups out of the political leadership structure. The fourteenth amendment and the constitution do not sufficiently safeguard the rights of minority groups during elections beca.
Zichun Gao Professor Karen Accounting 1AIBM FInancial Stat.docxransayo
Zichun Gao Professor Karen Accounting 1A
IBM FInancial Statement Analysis
Financial Ratios 2019 2018 Formula
Current Ratio 1.02 1.29 CA/CL
Profit Margin 12.22% 12.35% Net Income/Total Revenue
Receiveables Turnover 9.80 10.71 Revenue/Average AR
Average Collection Period 36.72 33.62 365/Receiveables Turnover
Inventory Turnover 25.11 25.36 COST/Average Inventory
Days in Inventory 14.53 14.39 365/Inventory Turnover
Debts to Asset Ratio 0.86 0.86 Total Debts/Total Assets
IBM's days in inventory is around two weeks and this means that goods in the inventory
as efficnetly distributed and that there is a consitantly good inventory control for the
company.
The company's debts to assets ratio is the same for two years and this means that the
company has less debt than asset. However, it is still a relatively poor ratio because this
might show that there are potential problems for the company to generate sufficient
revenue.
The current ratio of the company has decreased over the year, and this means that the
company has less liquid assets to cover its short term liabilities. Since the ratio is
currently approaching 1, the company might be having liquidation problem.
The profit margin for IBM is very stable and it has been about 12% for two years. The
company is performing the profit-generating ability at an average level and it is having
an average profit margin in the industry.
The receiveables turnover is good for the company while between these two years, there
is a decline. As the company is collecting its accounts receiveables around 10 times per
year, the collection is frequent.
The company has been collecting money from customers on credit sales approximately
once every month, and the company usually has fast credit collection, which means that
the risk for credit sales is relatively low.
Inventory turnover measures how many times a company sells and replaces inventory
during a year and for IBM, the number of times is stable and it is constantly around 25.
This means that the company has an efficient control of its goods in the inventory.
Free Cash Flow 11.90 11.90 CF_Operation-Capital Expenditures
Return on Assets 0.06 0.08 Net Income/Total Assets
Asset Turnover 0.51 0.65 Revenue/Assets
Figures From Financial Statement
From Income Statement pg.68
Net Income 9431 9828
Total Revenue 77147 79591
Cost 40657 42655
From Consolidated Balance Sheet pg.70
Current Assets 38420 49146
Current Liabilities 37701 38227
Accounts Receiveables 7870 7432
Inventory 1619 1682
Total Assets 152186 123382
Total Liabilities 131202 106452
From Cash Flow Overview pg.59
Net Cash From Op 14.3 15.6
Capital expenditures 2.4 3.7
The company currently has 11.9 billion dollars free cash flow for two years and this is a
relatively high level of free cash flow. With the high free cash flow, the company can
have more oportunity to expand, invest in new projects, pay dividends, or invest the
money into Resea.
Zheng Hes Inscription This inscription was carved on a stele erec.docxransayo
Zheng He's Inscription
This inscription was carved on a stele erected at a temple to the goddess the Celestial Spouse at Changle in Fujian province in 1431. Message written before his last voyage.
The Imperial Ming Dynasty unifying seas and continents, surpassing the three dynasties even goes beyond the Han and Tang dynasties. The countries beyond the horizon and from the ends of the earth have all become subjects and to the most western of the western or the most northern of the northern countries, however far they may be, the distance and the routes may be calculated. Thus the barbarians from beyond the seas, though their countries are truly distant, "have come to audience bearing precious objects and presents.
The Emperor, approving of their loyalty and sincerity, has ordered us (Zheng) He and others at the head of several tens of thousands of officers and flag-troops to ascend (use) more than one hundred large ships to go and confer presents on them in order to make manifest (make it happen) the transforming power of the (imperial) virtue and to treat distant people with kindness. From the third year of Yongle (1405) till now we have seven times received the commission (official permission) of ambassadors to countries of the western ocean. The barbarian countries which we have visited are: by way of Zhancheng (Champa Cambodia), Zhaowa (Java), Sanfoqi (Palembang- Indonesia) and Xianlo (Siam/Thailand) crossing straight over to Xilanshan (Ceylon- Sri Lanka) in South India, Guli (Calicut) [India], and Kezhi (Cochin India), we have gone to the western regions Hulumosi (Hormuz Between Oman and Iran), Adan (Aden), Mugudushu (Mogadishu- Somalia), altogether more than thirty countries large and small. We have traversed more than one hundred thousand li (distance of 500 meters) of immense water spaces and have beheld in the ocean huge waves like mountains rising sky-high, and we have set eyes on barbarian regions far away hidden in a blue transparency of light vapours, while our sails loftily unfurled like clouds day and night continued their course (rapid like that) of a star, traversing those savage waves as if we were treading a public thoroughfare. Truly this was due to the majesty and the good fortune of the Court and moreover we owe it to the protecting virtue of the divine Celestial Spouse.
The power of the goddess having indeed been manifested in previous times has been abundantly revealed in the present generation. When we arrived in the distant countries we captured alive those of the native kings who were not respectful and exterminated those barbarian robbers who were engaged in piracy, so that consequently the sea route was cleansed and pacified (to make someone or something peaceful) and the natives put their trust in it. All this is due to the favours of the goddess.
We have respectfully received an Imperial commemorative composition (essay/piece of writing) exalting the miraculous favours, which is the highest recompense and.
Zhou 1Time and Memory in Two Portal Fantasies An Analys.docxransayo
Zhou 1
Time and Memory in Two Portal Fantasies: An Analysis of Alice’s Adventure in Wonderland and "Windeye"
Life is a collection of moments, and some memories last forever. Brian Evenson
demonstrated this in “Windeye,”a story of a man who faces mental challenges because of the
life-long memory of his sister. In spite of the fact that his mother insists that the sister did not
exist, the protagonist stuck to this belief until his old age. The basis of the protagonist’s
problems is the intense love and unforgettable memories he shared with his imagined sister.
A great portion of his childhood memories is centered around his sister and their exploration
of the windeye. Windeye, the corruption of the word window, is a portal that causes the
disappearance of the protagonist’s sister. The popular portal fantasy, Alice’s Adventure in Wonderland, illustrates a similar story in the same sub-genre where a girl travels through a
rabbit hole and experiences a fantasy world which chronicles her changes from naive child-
like responses to more adult-like problem solving reactions. In “Windeye,” Brian Evenson
utilizes the portal trope to develop conflict and outcomes while exploring the themes of time
and memory. In both stories, the use of the portal trope creates a distinct world that is
separate from reality; however, the outcomes are different, and ultimately, Alice’s Adventure in Wonderland presents the theme of growth while “Windeye” explores time and memories.
The use of time factors allows the reader to travel back to the origin of the story in “Windeye” and experience the beginning of the central conflict. It is in his past that the
protagonist develops strong childhood memories of a sister, which is the cause of his future
mental challenges. In the present, the narrator is old and rickety as he uses a cane to walk but
is still reminiscent of the past (Evenson). He holds firm to the belief that he might have a
chance of meeting his sister again and thus contemplates the future and the sister’s
appearance. The plot of “Windeye” is composed of distinctive life moments: the past, the
present, and the future, which offer a clear and complete description of the events. The theme
Zhou 2
of time allows the reader to understand why the protagonist profoundly feels that his sister exists. In essence, it is time travel that gives the story a picture of the events that lead to the current situation.
The portal fantasy is a fictional literary device where a character enters into a
fantastical world through a portal or a hole. In Alice’s Adventures in Wonderland, Carroll
uses a rabbit hole as a physical portal to move through time. Comparably, Evenson utilizes
the windeye, a window that can only be seen from one side, as a physical portal. When the
sister touches the windeye, her brother believes that she enters into another reality through
the portal as Alice does. In contrast, the protagonist also experiences a new reality as he is.
Zhang 1
Yixiang Zhang
Tamara Kuzmenkov
English 101
June 2, 2020
Comparing Gas-Powered Cars and Electric Cars
Electric cars have become increasingly popular in the past century. These cars use
electric motors instead of conventional gasoline engines. Electric cars pollute less and utilize
energy more efficiently than gas-powered vehicles; therefore, modern research is focusing on
improving electric vehicles, such as increasing the storage capacity of the batteries. This essay
seeks to identify the differences and similarities between the two types of cars focusing on their
performance, price, and convenience.
An electric car is a car that is primarily powered by electricity. The conventional gas-
powered cars require diesel or gasoline to power the engines. These cars have gas tanks that store
fuel and the engine converts the gas to the energy that powers the motor. Similarly, electric cars
have batteries, or fuel cells that store and convert electricity to energy used to propel electric
motors (What Are Electric Cars?). Four components present in electric cars distinguish it from
the gas-powered cars (Alternative Fuels Data Center: How Do All-Electric Cars Work?). The
first is the charge port. Since electricity powers an electric car, there has to be a port to connect
to an external power source when charging the battery. The second is an electric traction motor
that propels the vehicle. The third is a traction battery pack. This battery serves the same purpose
as the gas tank; thus, it stocks electric power to propel the motor. The forth is a direct current
converter. This component converts the current to low voltage power that is needed to power the
electric engine.
Tamara Kuzmenkov
90000001730094
You need to watch the panapto session for this paper assignment and FOLLOW the instructions I give there. Your topic sentence must follow the patterns set forth by your thesis. So, this first paragraph must have a topic sentence about GAS POWERED cars and PRICE. That is what you have set forth in your thesis. Watch the panapto session. And ask me questions if you do not understand what I mean.
Tamara Kuzmenkov
90000001730094
No, you cannot 'announce' what your essay will do. And this is NOT the thesis I approved. What I approved:"Both gas-powered cars and electric cars are now in use, but their price, performance and convenience may vary, which may influence people's decisions about which type to use."
Zhang 2
Differences between gas-powered cars and electric cars
The initial purchase price of an electric car is much higher than that of a gas-powered car.
Consumers intending to own a vehicle have the option of buying or leasing. The initial cost of a
car depends on an individual's disposable income and savings. Knez et al. noted that "When it
comes to financial features, the most important thing seems to be the total price of the vehicle"
(55). The difference in price between electr.
Zhang �1
Nick Zhang
Mr. Bethea
Lyric Peotry
13 November 2018
Reputation by Taylor Swift
After Taylor Swift fell into disrepute, she was truly reborn. As a creative singer
who reveals a lot of real life emotions and details in her works, she constantly refines
and shares her emotional connection with her audience. In her new album, people find
resonance in her work, connect it with their own lives. "Reputation" is not only the
original efforts of Taylor Swift, but also means that she turned gorgeously and
dominated. This album is like a swearing word from her to the world. Revenge fantasy,
sweet love, painful growth... all the good and bad things that happened in these stages
of life, her music seems to have gone through with us all over again.
But last August, the now 28-year-old singer declared that "the old Taylor is
dead" in her eerie single "Look What You Made Me Do," the beginning of a new era for
Swift (Weatherby). The disclosure of the society, the accusations of rumor makers,
these straight-forward lyrics shred the ugly face of those unscrupulous people. Taylor
Swift did not endure the rumors in the society, but created this rock album after the
silence. If 1989 is still what Taylor hopes to gain the understanding of the public, this
album is really a matter of opening up the past concerns, saying goodbye to the past
as well as being a true Taylor Swift. No longer caring about the so-called "reputation ",
preferring to be burned to death by those ridiculous "images." This air of newfound
jadedness is one of the many ways in which Swift broadcasts her long-overdue loss of
Zhang �2
innocence on “Reputation,” an album that captures the singer during the most
turbulent but commercially successful period of her career. (Primeau)
The cover is black and white, the picture is Taylor's head, and the side is the
newspaper's article and title words. The cover of the album may be a metaphor, it
reveals that Taylor can no longer stand the report of the gossip media, and the chain on
the neck represents depression and breathlessness. The theme and style of the album
are all refined from their own lives. The emotions and themes interpreted in her songs
make the audience feel more deeply that her album is her life. Without even using any
real words, fans can surmise what this means — a reference to the endless headlines
and stories the singer has spurred in recent years. (Primeau) Reputation, come to diss
the past and all opponents.
The lyrics and MV are full of real stalks in Taylor Swift's life , with Taylor's
resentment for circles and industry since his debut. In the era of streaming singles, she
is the rare young star who still worships at the altar of the album, an old-fashioned
instinct that serves her surprisingly well. (Battan) "Look What You Made Me Do" is a
counterattack against Kanye West and Kim Kardashian, Katy Perry and numerous
online "black mold". And .
Zero trust is a security stance for networking based on not trusting.docxransayo
Zero trust is a security stance for networking based on not trusting any users, devices, or applications by default, even those that are already on the network. The zero trust model uses identity and access management (IAM) as a foundation for an organization’s security program. For this assignment:
Research the zero trust model.
Write a report that describes the following:
The purpose of zero trust and what differentiates it from other security models
An overview of how zero trust works in a network environment
How zero trust incorporates least privilege access through role-based access control (RBAC) and/or attribute-based access control (ABAC)
Need 2 pages around 600 words
.
Zero plagiarism4 referencesNature offers many examples of sp.docxransayo
Zero plagiarism
4 references
Nature offers many examples of specialization and collaboration. Ant colonies and bee hives are but two examples of nature’s sophisticated organizations. Each thrives because their members specialize by tasks, divide labor, and collaborate to ensure food, safety, and general well-being of the colony or hive.
In this Discussion, you will reflect on your own observations of and/or experiences with informaticist collaboration. You will also propose strategies for how these collaborative experiences might be improved.
Of course, humans don’t fare too badly in this regard either. And healthcare is a great example. As specialists in the collection, access, and application of data, nurse informaticists collaborate with specialists on a regular basis to ensure that appropriate data is available to make decisions and take actions to ensure the general well-being of patients.
Post
a description of experiences or observations about how nurse informaticists and/or data or technology specialists interact with other professionals within your healthcare organization. Suggest at least one strategy on how these interactions might be improved. Be specific and provide examples. Then, explain the impact you believe the continued evolution of nursing informatics as a specialty and/or the continued emergence of new technologies might have on professional interactions.
.
Zero plagiarism4 referencesLearning ObjectivesStudents w.docxransayo
Zero plagiarism
4 references
Learning Objectives
Students will:
Develop diagnoses for clients receiving psychotherapy*
Analyze legal and ethical implications of counseling clients with psychiatric disorders*
* The Assignment related to this Learning Objective is introduced this week and
submitted
in
Week 4
.
Select a client whom you observed or counseled this week. Then, address the following in your Practicum Journal:
Describe the client (without violating HIPAA regulations) and identify any pertinent history or medical information, including prescribed medications.
Using the
Diagnostic and Statistical Manual of Mental Health Disorders
, 5th edition (DSM-5), explain and justify your diagnosis for this client.
Explain any legal and/or ethical implications related to counseling this client.
Support your approach with evidence-based literature.
.
Zero Plagiarism or receive a grade of a 0.Choose one important p.docxransayo
Zero Plagiarism or receive a grade of a 0.
Choose one important police function: Law enforcement, order maintenance or service, etc.
OR
Choose one important police strategy: Traditional Policing, Community Policing, Data Driven Policing, etc.
Write a research paper describing the strateugy or function in detail and discussing the significance of the strategy or function with respect to the roles in society.
Format: Title Page, Outline, Text, and References
Must have 3 sources
You can use your textbook: Cox, Steven M., et al. (2020). Introduction to Policing. Fourth Edition. Thousand Oaks, CA: SAGE Publications, Inc.
Paper must by 6 pages long
APA Style
.
ZACHARY SHEMTOB AND DAVID LATZachary Shemtob, formerly editor in.docxransayo
ZACHARY SHEMTOB AND DAVID LAT
Zachary Shemtob, formerly editor in chief of the Georgetown Law Review, is a clerk in the US District Court for the Southern District of New York. David Lat is a former federal prosecutor. Their essay originally appeared in the New York Times in 2011.
Executions Should Be Televised
Earlier this month, Georgia conducted its third execution this year. This would have passed relatively unnoticed if not for a controversy surrounding its videotaping. Lawyers for the condemned inmate, Andrew Grant DeYoung, had persuaded a judge to allow the recording of his last moments as part of an effort to obtain evidence on whether lethal injection caused unnecessary suffering.
Though he argued for videotaping, one of Mr. DeYoung’s defense lawyers, Brian Kammer, spoke out against releasing the footage to the public. “It’s a horrible thing that Andrew DeYoung had to go through,” Mr. Kammer said, “and it’s not for the public to see that.”
We respectfully disagree. Executions in the United States ought to be made public.
Right now, executions are generally open only to the press and a few select witnesses. For the rest of us, the vague contours are provided in the morning paper. Yet a functioning democracy demands maximum accountability and transparency. As long as executions remain behind closed doors, those are impossible. The people should have the right to see what is being done in their name and with their tax dollars.
This is particularly relevant given the current debate on whether specific methods of lethal injection constitute cruel and unusual punishment and therefore violate the Constitution.
There is a dramatic difference between reading or hearing of such an event and observing it through image and sound. (This is obvious to those who saw the footage of Saddam Hussein’s hanging in 2006 or the death of Neda Agha-Soltan during the protests in Iran in 2009.) We are not calling for opening executions completely to the public — conducting them before a live crowd — but rather for broadcasting them live or recording them for future release, on the web or TV.
When another Georgia inmate, Roy Blankenship, was executed in June, the prisoner jerked his head, grimaced, gasped, and lurched, according to a medical expert’s affidavit. The Atlanta Journal-Constitution reported that Mr. DeYoung, executed in the same manner, “showed no violent signs in death.” Voters should not have to rely on media accounts to understand what takes place when a man is put to death.
Cameras record legislative sessions and presidential debates, and courtrooms are allowing greater television access. When he was an Illinois state senator, President Obama successfully pressed for the videotaping of homicide interrogations and confessions. The most serious penalty of all surely demands equal if not greater scrutiny.
Opponents of our proposal offer many objections. State lawyers argued that making Mr. DeYoung’s execution public raised safety concerns..
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Zeng Jiawen ZengChenxia Zhu English 3001-015292017Refl.docxransayo
Zeng
Jiawen Zeng
Chenxia Zhu
English 3001-01
5/29/2017
Reflective Essay
Becoming a good writer is a challenging and continuous process that need to constantly improving your writing skills in different area as same as constructive reflection for identification of both progress and directions for further development. My writing competence has improved significantly during the ten weeks of English 3001 Writing Proficiency course in such areas as grammar, use of verb tenses, and content quality.
The most serious problems I faced in writing process previously were grammar issues and poor content of the essays. To be more precise, I used to lack empirical competence in proper use of verb tenses. My confusions of tense forms destroyed all the sense of the essay, and often improper sentence structure made the result of the writing process insufficient to meet the University Writing Skills Requirements. Initially, when I tried to improve my skills in the given area, I only paid attention to the highlighted mistakes and comments of the tutor. Nonetheless, I realized it was not enough. Therefore, I changed this strategy to a more constructive one. To be more precise, I started reading more books in English and wrote essays diverse topics apart from the course tasks. It was an effective type of training since in several weeks my essays revealed particular progress which I took into consideration and continued.
I realize that it does not suffice to finally meet the University Writing Skills Requirements since this is only a fraction of real competence in writing. The next step of self-improvement the given sphere is editing that also has numerous issues and challenges to be dealt with. It means that there are two domains within the notion of writing competence, and both of them have no limits and require constant self-improvement. Therefore, my goal to meet academic requirements is only one more step in the course of acquisition of linguistic competence and capacity to master English in terms of writing essays and academic papers.
Moreover, I know that currently I need to focus more on content issues, persuasive capacity and proper use of diverse materials employed to support evidence which are crucial elements of writing papers per University requirements. On the other hand, I see that all the core problems with linguistic competence which I have faced earlier, are solved, which means that I need to focus on further self-improvement and keep constructive work in order to achieve my next targets in the field of concern. Furthermore, I have considerable progress in such important dimensions of academic paper construction as thesis development, use of testimony and personal observations, and alignment of different ideas into a coherent, justified and credible academic entity. Now I do not permit run-ons, excessive use of articles or comma splices to emerge in my works. It means that flaws of basic and medium level are dealt with, and further self-de.
zClass 44.8.19§ Announcements§ Go over quiz #1.docxransayo
z
Class 4
4.8.19
§ Announcements
§ Go over quiz #1
§ Practice listening quiz
§ Lecture on social organization of Hindustani music
z
Announcements
§ Aashish Khan recital on April 28
§ Assignment #1 will be posted this week
§ Summer course on Indian rhythm
z
Practice listening quiz
z
Terms
§ Socio-musical identity – the connection of social rank to musical
status; prevalent throughout musical communities in South and
Central Asia
§ Soloist – the lead musical role
§ Accompanist – the supporting musical role(s)
§ Heterophony – style of music in which a melody is closely
imitated by another instrument or voice
z
Questions to keep in mind
§ What does social class have to do with music performance?
§ How is authority created and controlled?
§ How is it challenged?
§ What is the relationship between soloist and accompanist?
§ How does this affect music performance?
§ What is the relationship between student and teacher?
z
Social class and caste in South Asia
§ Societies were stratified in a social hierarchy
§ High caste – rulers, priests, elite
§ Low caste – manual laborers
§ Dalits – “untouchables”
§ Caste specialization of artisan trades common among Muslim communities
§ Carpentry, pastoralism, leather making, jewelry making, and music!
§ The community to which you were born determined your social rank and the
opportunities that would be available to you
§ People could ”change” their class through certain strategies
§ Marriage, contesting the hegemony of the upper classes
z
Organization of specialist knowledge
§ Music is a practice of specialized communities
§ Music is your life!
§ No word for “musician”
§ Rather, terms denoting the specialty of the performer are used
§ This categorization indicates musical identity (the instrument one
performs) as well as that person’s social rank and roles
z
Organization of specialist knowledge
§ Dhrupadiya – singer of dhrupad
§ Gawaiya – vocalist
§ Binkar – bin (veena) player
§ Khayalia – singer of khyāl
§ Sitariya – sitar player
§ Sarodiya – sarod player
§ Tabliya – tabla player
§ Sarangiya – sarangi player
§ Rubabi – rubab player
§ Qawwal - singer of Qawwali
z
Instrument association
Soloist
Vocal
Sitar
Rudra veena
Sarod
Dance
Rubab
Surbahar
Bansuri
Accompanist
Sarangi
Tabla
Harmonium
z
Social roles and ranks
§ Relationship between occupation and social identity is very
close
§ Soloists are venerated and have great prestige
§ Accompanists have lower social and musical status
§ They are subservient to soloists in both roles
z
Performance structure
§ Soloist (Dhrupad, khyāl, thumri, ghazal
§ Vocal
§ Instrumental
§ Accompanist
§ Melodic
§ Sarangi
§ Harmonium
§ Student
§ Heterophony
§ Rhythmic
§ Tabla
§ Dholak
§ Drone
§ Tanpura
z
Social roles and ranks
§ Soloists and accompanists belonged to different social class
§ Never intermarried
§ Cousin marriages
§ Soloist class – kalawant
§ Accompanist classes – mirasi, dhari (dhadhi).
zClass 185.13.19§ Announcements§ Review of last .docxransayo
z
Class 18
5.13.19
§ Announcements
§ Review of last class
§ Finish lecture on Qawwali, begin intro to Pakistan
z
Announcements
§ Keshav Batish senior recital, June 5 – Extra credit
§ Exam #1 results posted
§ 2 perfect scores, 25 A’s, 46 B’s, 37 C’s, 17 D and lower
§ Summer course on Indian rhythm (second session)
§ Learn tabla and dholak!
§ Enrollment open now!
z
Last class review
§ Qawwali – “Food for the soul”
§ Sufi devotional poetry set to music
§ Performed at dargah
§ ‘Urs
z
Terms
§ Mehfil – small, intimate gatherings that involve entertainment of
various sorts, including music, poetry, dance etc.
z
Tum Ek Gorakh Dhandha Ho
§ “You are a baffling puzzle”
§ Written by Naz Khialvi (1947-2010)
§ Pakistani lyricist and radio broadcaster
§ Popularized by Ustad Nusrat Fateh Ali Khan (1948-1997)
z
Tum Ek Gorakh Dhandha Ho
kabhi yahaan tumhein dhoonda
kabhi wahaan pohancha
tumhaari deed ki khaatir kahaan
kahaan pohancha
ghareeb mit gaye paamaal ho
gaye lekin
kisi talak na tera aaj tak nishaan
pohancha
ho bhi naheen aur har ja ho
tum ik gorakh dhanda ho
At times I searched for you here,
at times I traveled there
For the sake of seeing You, how
far I have come!
Similar wanderers wiped away
and ruined, but
Your sign has still not reached
anyone
You are not, yet You are
everywhere
You are a baffling puzzle
z
Bhar Do Jholi Meri
§ Traditional song
§ Popularized in movie “Bajrangi Bhaijaan” (2015)
z
Bhar Do Jholi Meri
Tere Darbaar Mein
Dil Thaam Ke Woh Aata Hai
Jisko Tu Chaahe
Hey Nabi Tu Bhulata Hai
Tere Dar Pe Sar Jhukaaye
Main Bhi Aaya Hoon
Jiski Bigdi Haye
Nabi Chaahe Tu Banata Hai
Bhar Do Jholi Meri Ya Mohammad
Lautkar Main Naa Jaunga Khaali
They come into Your court
clenching their hearts
Those people whom You desire to
see , O Prophet!
I’ve also come to Your door with
my head bowed down
You’re the One who can fix
broken fates, O Prophet!
Please fill my lap, O Prophet!
I won’t go back empty handed
z
Ustad Nusrat Fateh Ali Khan
(1948-1997)
§ Pakistani vocalist
§ Sang classical (khyāl) but more famous as a Qawwali singer
§ Brought classical performance techniques to Qawwali
§ Visiting artist at University of Washington from 1992-93
§ Legacy carried on through his nephew, Rahat Fateh Ali Khan
z
Introduction to Pakistan
Badshahi Mosque, Lahore
Built in 1671 by Emperor Aurangzeb
z
Pakistan
§ Prominent Bronze Age (3000-1500BCE) settlements of Mohenjo
Daro and Harrapa along Indus River Valley
§ Hinduism widespread during Vedic Age (1500-500BCE)
§ Ruled by series of Hindu, Buddhist, and eventually Muslim
(Persian) dynasties
§ Islam introduced by Sufi missionaries from 7th to 13th centuries
§ Ethnically and linguistically diverse
z
Indus Valley civilization
z
Pakistan ethnicities
z
Modern India and Pakistan
§ By the end of 19th century British rule was in effect over much of
old Mughal Empire territory
§ The Hindu and Muslim divide among this territory was be.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Overview on Edible Vaccine: Pros & Cons with Mechanism
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
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Education and Technology
This content downloaded from 139.182.75.138 on Wed, 02 Nov
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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
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
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2016 22:35:58 UTC
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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
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
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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
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
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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
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
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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
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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
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
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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.
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
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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
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
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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
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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
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
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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
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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
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.
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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.
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.
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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
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
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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
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
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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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Using Video-based Modeling to Promote
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