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© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Situational Learning in Real and Virtual Space:
Lessons Learned and Future Directions
Maria C.R. Harrington
School of Information Sciences
Department of Information Science and
Telecommunications
University of Pittsburgh
135 North Bellefield Avenue
Pittsburgh, PA 15260 USA
mharring@pitt.edu
Human
Computer
Interaction
Spatial
Information
Theory
Knowledge
Acquisition
Systems
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Paradigm Shift
“Can Simulated Ecological Environments
of nature inspire independent exploration,
an intrinsic desire to learn and acts of
creation for the child?”
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
• Build Useable Educational Systems for Children
– What has worked?
• Ethnographic Study
• Survey of Literature, Research and Market
– What tools are available?
• Platforms, Software SDKs, Distribution Channels
Research Goals
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Start with Ethnographic Study
• In Classroom
– Traditional Approach
– Materials
– Standardized Tests
– Generalized
• Field Trips
– In Context / Situational
– Interactions / Explorations
– Expert Guide
– Personalized
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Ecology
Education
Human Computer
Interaction
Simulated Ecological
Environments for
Education
Research Domains
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Real World Situated Learning
• Situated Learning Theory
– [Lave and Wenger 1990; McLellan 1995]
• “Islands of Expertise” Informal Learning Theory
– [Crowley and Jacobs 2002]
• The Theory of Multiple Intelligences
– [Gardner 1993]
Education
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Literature Review
• Explored over 400 sources of interest
– Cut to 150 Core
• Main Categories
• Ubiquitous & Collaborative
• Immersive Virtual Reality
• Classroom Virtual Reality
• Simulations & Artificial Life
• Theaters, Museums & Science Centers
• Desktop Virtual Reality
• Augmented & Mixed Reality
• Mobile & In the Field
• Creative Elements for Children
Ecology
Education
Human Computer
Interaction
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Information Science
Philosophy
Psychology
Economics
Decision
Support
Real Time Systems
Ecology
Education
Cognitive
Science
Human Computer
Interaction
Virtual Reality
Data Visualization
Augmented Reality
Collaboration
Interactive Educational Technology
Intelligent Tudors
Simulations
Semantic Web
Semantic VR Web
Virtual Worlds and
Artificial Intelligence
And Artificial Life
Situated Learning
Plants
Science Education
Conceptual Map
Simulated Ecological
Environments for
Education
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Ecology
Education
Human Computer
Interaction
Simulated Ecological
Environments for
Education
Common Elements
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Simulated Ecological
Environments for Education
(SEEE)
• SEEE Tripartite Model
– User to Expert
– Simulation and Virtual
Environment
– User Interface
• A Useful Framework
• Help to Frame the
Problem, Approach
• Solution
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Findings of Literature,
Research and Market
• Child’s Mental Model & Situation Learning
– Novice to Expert transitions
– How does declarative and procedural knowledge change in situational learning
environments?
• Virtual Environments of Nature
– 3DCG modeled virtual environments
– Parameters of 3DCG that impact realism?
– VE = terrain, sky, water, plants and animals
• User Interface
– Human Computer User interface required to support the activity and tasks of a child
engaged in situational learning?
– Input and Output Devices
– Soft UI = search, navigation, augmentation & annotation.
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Evaluation Criteria
• Common Rubric to structure the Case Study
Review
• All projects reviewed by
– Overview
– Educational Objects
– Technology Used
– Subjects
– Content
– Methods and Results
– HCI Evaluation
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Important Projects
• MIT Kids Room
• Project Science Space
• GeorgiaTech Virtual
Gorilla
• EVL Field Work
• MyField Study
• Nerve Garden
• Plant Simulations
• Virtual Oceanarium
• MUVEs
• Equator Ambient Wood
• MagicLenses
• Digital EE
• The Tent
• Geist
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
MIT Kids Room
KidsRoom
Images of the KidsRoom (Bobick et al., 1999). Top row are photographs of the room. The bottom row is showing a wall transitioning
from wall paper to a forest.
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Project Science Space
Project Science Space
Images of Project Science (Salzman, Dede, Loftin & Chen, 1999). The image on the left is from NewtonWorld, and the image on the right is from
MaxwellWorld.
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
GeorgiaTech Virtual Gorilla
Virtual Gorilla Exhibit
The Virtual Gorilla Exhibit (Allison, Wills, Bowman, et al., 1997) was an immersive virtual environment created at the Georgia Institute
of Technology and pilot tested on location at the Atlanta Zoo. The image on the far left is representative of the habitat with a gorilla
on a mound. The image in the center is that of an alpha silver back male. The image on the right is an image of the gorilla’s habitat
shelter.
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
EVL Field Work & MyField
The Field
Images of children watching the Bee Dance in The Field (Johnson, Moher, Cho, Lin, Hass, et al., 2002). Educational objectives included the
concepts of inter-species relationships of plants, insects and pollination, as well as observation skills.
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Empirical Findings
• MaxwellWorld (Project Science Space)
– Knowledge Gain has been reported in the experimental results
as close to 20% (Dede et al., 1995, 1996, 1997, 1999; Salzman et
al., 1996 & 1999)
• MUVEs (River City)
– Knowledge Gain has been reported in the experimental results
as close to 35% (Dede et al., 2003, 2005).
• Virtual Environment in Biology Teaching
– Knowledge Gain has been reported in the experimental results
as close to 50% (Markopoulos, 2003)
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Qualitative Findings
• Most Common
– Context
• Influences all signals
– Collaboration
• Helps to Reduce Inhibition
& Increase Exploration
– Frames of Reference
• Help Focus Attention
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Context as a Design Tool
• Story(KidsRoom: Bobick et al., 1999; NICE: Roussou et al., 19997; MagicBook:
Billinghurst et al., 2001; Looser, 2004; McKenzie, 2003; Geist: Braun, 2003; The Field
(Johnson et al., 1999, 2000, 2001; Cho, 2003), MUVEs (Dede et al., 2003, 2005)
• Role Usage (Johnson et al., 1999, 2000, 200; Cho, 2003)
• Problems or a Goal Project Science Space (Dede et al., 1995, 1996, 1997,
1999; Salzman et al., 1996 & 1999), Global Change World (Jackson, 2000). The Round
Earth Project (Johnson, et al., 1999), The Field (Johnson et al.,1999, 2000, 2001 and Cho,
2003), MUVEs (Dede et al., 2003 and Dede et al., 2005), Virtual Environment in Biology
Teaching (Mikropoulos, 2003), the Virtual Field Station (Poland, 2003) and the subtle,
delicate and elusive uses of the goals “to go and explore and reflect” suggested in The
Ambient Wood Project (Weal, 2003 and Rogers, 2005) also showed encouraging results.
• The Visual Space DigitalEE II (Okada, 2003) with the implementation of the
collaborative construction of a shared frame of reference necessitated by co-wayfinding, co-
attending to objects of interest, and communication between real and virtual travelers with
the subtle goal to appreciate nature. The user interface facilitated those unique activities
with the Shared Eye.
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Collaboration as a Design Tool
• Real or Virtual Peers or guides was shown to reduce inhibitions
and increases the desire, rate and amount of exploration (Bobick, 1999).
• Guides are also context-agents, in that they can influence
search and navigation strategies and provide hints or clues for problem solving. They
also can be seen as mentors (Dede et al., 2003 and Dede et al., 2005). The research
experiments tended to favor collaborative over individual experiences, with the majority
of the studies in the category of paired or group work as contrasted to those designed
for the individual.
• The interactive art pieces were open to individual choice, and The
Tent (Waterworth, 2001) as it was originally conceived was a solo, meditative
experience. There is room to conduct future research on designing and building
effective systems for the individual.
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Frames of Reference as a Design
Tool
• Providing Multiple Frames of Reference, The Project
Science Space MaxwellWorld, (Dede et al., 1995, 1996, 1997, 1999; Salzman et al.,
1996 & 1999), DigitalEE II (Okada, 2003), The Round Earth, (Johnson, et al., 1999),
and the MUVEs (Dede, 2003 and Dede et al., 2005)
• Virtual Environments are Constructs, the designer can
intentionally select a visual frame of reference to increase the probability that the
student will attend to the educationally important information in view.
• Multiple Views, by providing a user interface with multiple views of the
information, understanding can be improved. This is yet another area for future
research.
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Critical Properties for Design
• Frames of Reference & Different Views
• Contextual & Perceptual
• Collaboration in Roles / Avatars
• Temporal Possibilities of Past, Present, Future Realities
• Scale can be Microscopic to Galactic
• Multi-Signal
• Cause & Effect Relationships
• Aesthetics & Natural Beauty
• Emotional Reactions…
…Awe & Wonder, a Need
to Know, Share and Create…
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Open Questions
• How to Replicate Real Experience?
– CBTs (some times Drill and Practice is good)
– Intelligent Tutors & Knowledge Acquisition Systems
– Simulations & Virtual Environments
• How to Distribute?
– Interactive DVDs/CDs?
– Internet / Web / P2P?
– Cell phones / Handhelds?
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Spatial Cognitive Ecology
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Simulated Ecological Environments for Education
© Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
Demo & Questions
• Simulated Ecological Environments for Education
• http://www2.sis.pitt.edu/~mariah/phd/index.html

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SIGGRAPH 2006

  • 1. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED
  • 2. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Situational Learning in Real and Virtual Space: Lessons Learned and Future Directions Maria C.R. Harrington School of Information Sciences Department of Information Science and Telecommunications University of Pittsburgh 135 North Bellefield Avenue Pittsburgh, PA 15260 USA mharring@pitt.edu Human Computer Interaction Spatial Information Theory Knowledge Acquisition Systems
  • 3. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Paradigm Shift “Can Simulated Ecological Environments of nature inspire independent exploration, an intrinsic desire to learn and acts of creation for the child?”
  • 4. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED • Build Useable Educational Systems for Children – What has worked? • Ethnographic Study • Survey of Literature, Research and Market – What tools are available? • Platforms, Software SDKs, Distribution Channels Research Goals
  • 5. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Start with Ethnographic Study • In Classroom – Traditional Approach – Materials – Standardized Tests – Generalized • Field Trips – In Context / Situational – Interactions / Explorations – Expert Guide – Personalized
  • 6. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Ecology Education Human Computer Interaction Simulated Ecological Environments for Education Research Domains
  • 7. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Real World Situated Learning • Situated Learning Theory – [Lave and Wenger 1990; McLellan 1995] • “Islands of Expertise” Informal Learning Theory – [Crowley and Jacobs 2002] • The Theory of Multiple Intelligences – [Gardner 1993] Education
  • 8. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Literature Review • Explored over 400 sources of interest – Cut to 150 Core • Main Categories • Ubiquitous & Collaborative • Immersive Virtual Reality • Classroom Virtual Reality • Simulations & Artificial Life • Theaters, Museums & Science Centers • Desktop Virtual Reality • Augmented & Mixed Reality • Mobile & In the Field • Creative Elements for Children Ecology Education Human Computer Interaction
  • 9. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Information Science Philosophy Psychology Economics Decision Support Real Time Systems Ecology Education Cognitive Science Human Computer Interaction Virtual Reality Data Visualization Augmented Reality Collaboration Interactive Educational Technology Intelligent Tudors Simulations Semantic Web Semantic VR Web Virtual Worlds and Artificial Intelligence And Artificial Life Situated Learning Plants Science Education Conceptual Map Simulated Ecological Environments for Education
  • 10. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Ecology Education Human Computer Interaction Simulated Ecological Environments for Education Common Elements
  • 11. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Simulated Ecological Environments for Education (SEEE) • SEEE Tripartite Model – User to Expert – Simulation and Virtual Environment – User Interface • A Useful Framework • Help to Frame the Problem, Approach • Solution
  • 12. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Findings of Literature, Research and Market • Child’s Mental Model & Situation Learning – Novice to Expert transitions – How does declarative and procedural knowledge change in situational learning environments? • Virtual Environments of Nature – 3DCG modeled virtual environments – Parameters of 3DCG that impact realism? – VE = terrain, sky, water, plants and animals • User Interface – Human Computer User interface required to support the activity and tasks of a child engaged in situational learning? – Input and Output Devices – Soft UI = search, navigation, augmentation & annotation.
  • 13. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Evaluation Criteria • Common Rubric to structure the Case Study Review • All projects reviewed by – Overview – Educational Objects – Technology Used – Subjects – Content – Methods and Results – HCI Evaluation
  • 14. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Important Projects • MIT Kids Room • Project Science Space • GeorgiaTech Virtual Gorilla • EVL Field Work • MyField Study • Nerve Garden • Plant Simulations • Virtual Oceanarium • MUVEs • Equator Ambient Wood • MagicLenses • Digital EE • The Tent • Geist
  • 15. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED MIT Kids Room KidsRoom Images of the KidsRoom (Bobick et al., 1999). Top row are photographs of the room. The bottom row is showing a wall transitioning from wall paper to a forest.
  • 16. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Project Science Space Project Science Space Images of Project Science (Salzman, Dede, Loftin & Chen, 1999). The image on the left is from NewtonWorld, and the image on the right is from MaxwellWorld.
  • 17. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED GeorgiaTech Virtual Gorilla Virtual Gorilla Exhibit The Virtual Gorilla Exhibit (Allison, Wills, Bowman, et al., 1997) was an immersive virtual environment created at the Georgia Institute of Technology and pilot tested on location at the Atlanta Zoo. The image on the far left is representative of the habitat with a gorilla on a mound. The image in the center is that of an alpha silver back male. The image on the right is an image of the gorilla’s habitat shelter.
  • 18. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED EVL Field Work & MyField The Field Images of children watching the Bee Dance in The Field (Johnson, Moher, Cho, Lin, Hass, et al., 2002). Educational objectives included the concepts of inter-species relationships of plants, insects and pollination, as well as observation skills.
  • 19. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Empirical Findings • MaxwellWorld (Project Science Space) – Knowledge Gain has been reported in the experimental results as close to 20% (Dede et al., 1995, 1996, 1997, 1999; Salzman et al., 1996 & 1999) • MUVEs (River City) – Knowledge Gain has been reported in the experimental results as close to 35% (Dede et al., 2003, 2005). • Virtual Environment in Biology Teaching – Knowledge Gain has been reported in the experimental results as close to 50% (Markopoulos, 2003)
  • 20. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Qualitative Findings • Most Common – Context • Influences all signals – Collaboration • Helps to Reduce Inhibition & Increase Exploration – Frames of Reference • Help Focus Attention
  • 21. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Context as a Design Tool • Story(KidsRoom: Bobick et al., 1999; NICE: Roussou et al., 19997; MagicBook: Billinghurst et al., 2001; Looser, 2004; McKenzie, 2003; Geist: Braun, 2003; The Field (Johnson et al., 1999, 2000, 2001; Cho, 2003), MUVEs (Dede et al., 2003, 2005) • Role Usage (Johnson et al., 1999, 2000, 200; Cho, 2003) • Problems or a Goal Project Science Space (Dede et al., 1995, 1996, 1997, 1999; Salzman et al., 1996 & 1999), Global Change World (Jackson, 2000). The Round Earth Project (Johnson, et al., 1999), The Field (Johnson et al.,1999, 2000, 2001 and Cho, 2003), MUVEs (Dede et al., 2003 and Dede et al., 2005), Virtual Environment in Biology Teaching (Mikropoulos, 2003), the Virtual Field Station (Poland, 2003) and the subtle, delicate and elusive uses of the goals “to go and explore and reflect” suggested in The Ambient Wood Project (Weal, 2003 and Rogers, 2005) also showed encouraging results. • The Visual Space DigitalEE II (Okada, 2003) with the implementation of the collaborative construction of a shared frame of reference necessitated by co-wayfinding, co- attending to objects of interest, and communication between real and virtual travelers with the subtle goal to appreciate nature. The user interface facilitated those unique activities with the Shared Eye.
  • 22. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Collaboration as a Design Tool • Real or Virtual Peers or guides was shown to reduce inhibitions and increases the desire, rate and amount of exploration (Bobick, 1999). • Guides are also context-agents, in that they can influence search and navigation strategies and provide hints or clues for problem solving. They also can be seen as mentors (Dede et al., 2003 and Dede et al., 2005). The research experiments tended to favor collaborative over individual experiences, with the majority of the studies in the category of paired or group work as contrasted to those designed for the individual. • The interactive art pieces were open to individual choice, and The Tent (Waterworth, 2001) as it was originally conceived was a solo, meditative experience. There is room to conduct future research on designing and building effective systems for the individual.
  • 23. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Frames of Reference as a Design Tool • Providing Multiple Frames of Reference, The Project Science Space MaxwellWorld, (Dede et al., 1995, 1996, 1997, 1999; Salzman et al., 1996 & 1999), DigitalEE II (Okada, 2003), The Round Earth, (Johnson, et al., 1999), and the MUVEs (Dede, 2003 and Dede et al., 2005) • Virtual Environments are Constructs, the designer can intentionally select a visual frame of reference to increase the probability that the student will attend to the educationally important information in view. • Multiple Views, by providing a user interface with multiple views of the information, understanding can be improved. This is yet another area for future research.
  • 24. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Critical Properties for Design • Frames of Reference & Different Views • Contextual & Perceptual • Collaboration in Roles / Avatars • Temporal Possibilities of Past, Present, Future Realities • Scale can be Microscopic to Galactic • Multi-Signal • Cause & Effect Relationships • Aesthetics & Natural Beauty • Emotional Reactions… …Awe & Wonder, a Need to Know, Share and Create…
  • 25. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Open Questions • How to Replicate Real Experience? – CBTs (some times Drill and Practice is good) – Intelligent Tutors & Knowledge Acquisition Systems – Simulations & Virtual Environments • How to Distribute? – Interactive DVDs/CDs? – Internet / Web / P2P? – Cell phones / Handhelds?
  • 26. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Spatial Cognitive Ecology
  • 27. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Simulated Ecological Environments for Education
  • 28. © Maria C.R. Harrington, 2006, ALL RIGHTS RESERVED Demo & Questions • Simulated Ecological Environments for Education • http://www2.sis.pitt.edu/~mariah/phd/index.html

Editor's Notes

  1. Human Computer Interaction Spatial Information Science Knowledge Acquisition Systems Welcome to my talk on my paper Situational Learning in Real and Virtual Space: Lessons learned and future directions. My name is Maria C.R. Harrington and I am a PhD Candidate in the School of Information Science and Telecommunications at the University of Pittsburgh. In this presentation I will give you some background on my work and the heuristics that were evident as part of a literature review I conducted last year. Additionally, as an Information scientist with over 15 years in user interface design experience, I was able to filter that literature with a focus on features and functions that improve usability.
  2. Abstract This work started with the informal observation of my daughter as she actively inquired about her world around her. Her seemingly innocent questions have profound implications for real time science education. How could these common daily experiences of information seeking behavior be supported or augmented, and transferred to a virtual or augmented reality application for education and knowledge acquisition? How to make it effective? What research has been done? This paper highlights key educational research and reviews important empirical findings from science education implemented in virtual reality and other computer graphics technologies. Based on recent literature and user interface design experience a list of design heuristics and recommendations are offered as guidelines to virtual reality educators and software developers. Lastly, there is a summary of future research opportunities and challenges.
  3. Real World Situated Learning Elementary school lessons are largely taught to children in the classroom. The curriculum may include separate units on English, math, science, history, social studies, foreign language and others. Most material is presented in conventional ways; with books, lectures, and in class or labs activities. On certain occasions, the teacher will incorporate stories, videos or web sites. At other times songs will be sung, art works will be created or models such as a terrarium or dioramas made. Additionally, the school may have access to artifacts from a traveling museum collection that can be integrated. Scheduled field trips to local places of interest, such as trips to a science center, museum or to a local nature reserve with an expert in the subject area provide meaningful experiences and ways to interact with and explore information in a broader context. Observations as a Volunteer Beechwood Nature Camp: Nothing worked, but a lot of learning! Spontaneous lesson: Food or poison? Fox Chapel Schools for “Natural Communities” The first challenge before considering the theoretical questions is to build an effective piece of technology as a research platform. In HCI, we always start with the user – here the child, a novice and naive user profile – and their goals – here the child’s goals. How best to support independent exploration of a 3D space of nature? How to support their intrinsic motivation? How to allow spontaneous inquiry – not scaffold, not goal directed, not problem based, but completely and totally under the control of the child? Can a UI be developed to augment this experience to facilitate learning, understanding and knowledge acquisition? It is sound HCI technique to begin with the activity study or an in the field task analysis – record what works and reflect that in the tool, or try to improve it with the user interface.
  4. It represents the best in Situated Learning Theory [Lave and Wenger 1990; McLellan 1995]. Furthermore, these experiences even with a parent or friend offer meaningful learning opportunities, especially for the rich “Cognitive Ecology” available in many places and the opportunity to nurture the child’s development of “Islands of Expertise” [Crowley and Jacobs 2002]. This broader context is spatial, temporal and multi-faceted. On site the children can see, hear, feel, smell and even taste items under investigation, essentially a multi-signal, multi-modal, real-time, situational learning environment. The Theory of Multiple Intelligences [Gardner 1993] suggests the power this type of multi-sensory experience has as it provides many kinds of signals varying in importance for each child. Integrating data, information and knowledge from the experience can leave a lasting and meaningful impression, resulting in deep conceptual change for the child. Approached the problem from bottom up Child’s goals Support exploration Intrinsically motivated Spontaneous inquiry Learning as a self directed act Learning & Exploring Facilitate learning, understanding & knowledge acquisition
  5. Conceptual Model Frame Research Framework in which to build systems
  6. Story (KidsRoom: Bobick et al., 1999; NICE: Roussou et al., 19997; MagicBook: Billinghurst et al., 2001; Looser, 2004; McKenzie, 2003; Geist: Braun, 2003; The Field (Johnson et al., 1999, 2000, 2001; Cho, 2003), MUVEs (Dede et al., 2003, 2005) Role Usage (Johnson et al., 1999, 2000, 200; Cho, 2003) Problems or a Goal Project Science Space (Dede et al., 1995, 1996, 1997, 1999; Salzman et al., 1996 & 1999), Global Change World (Jackson, 2000). The Round Earth Project (Johnson, et al., 1999), The Field (Johnson et al.,1999, 2000, 2001 and Cho, 2003), MUVEs (Dede et al., 2003 and Dede et al., 2005), Virtual Environment in Biology Teaching (Mikropoulos, 2003), the Virtual Field Station (Poland, 2003) and the subtle, delicate and elusive uses of the goals “to go and explore and reflect” suggested in The Ambient Wood Project (Weal, 2003 and Rogers, 2005) also showed encouraging results. The Visual Context DigitalEE II (Okada, 2003) with the implementation of the collaborative construction of a shared frame of reference necessitated by co-wayfinding, co-attending to objects of interest, and communication between real and virtual travelers with the subtle goal to appreciate nature. The user interface facilitated those unique activities with the Shared Eye.
  7. Real or Virtual Peers or guides was shown to reduce inhibitions and increases the desire, rate and amount of exploration (Bobick, 1999). Guides are also context-agents, in that they can influence search and navigation strategies and provide hints or clues for problem solving. They also can be seen as mentors (Dede et al., 2003 and Dede et al., 2005). The research experiments tended to favor collaborative over individual experiences, with the majority of the studies in the category of paired or group work as contrasted to those designed for the individual. The interactive art pieces were open to individual choice, and The Tent (Waterworth, 2001) as it was originally conceived was a solo, meditative experience. There is room to conduct future research on designing and building effective systems for the individual.
  8. The advantage of virtual reality over the other types of training systems is the Gibsonian ideal and argument for Ecological validity [Gibson 1979] . OR you can stretch the boundaries of reality into different scenarios
  9. Given that many of these educational techniques are viewed as beneficial and constructive for learning in the real world, the issue becomes one of replication and distribution in the current technology paradigm. Hence, in the past we saw the development of computer based training, intelligent tutors, knowledge acquisition systems and simulations and virtual world tools and applications. Investigated techniques proven to be beneficial are Problem-Based Learning and Cognitive Apprenticeship approaches [Bransford et al. 1990]. These applications facilitated training by engaging many cognitive functions, situational tasks, emotional enjoyment, planning and envisioning as well as decision making. The advantage of virtual reality over the other types of training systems is the Gibsonian ideal and argument for Ecological validity [Gibson 1979] .