The project involves using serious games and virtual experiments created by Jean-Pierre Gallerand to teach biology, geology, and a second language to students aged 10-16 at Theophane Venard college in France. Students conduct virtual experiments on computers or an interactive whiteboard to learn science both in and out of the classroom in an autonomous way. The games allow students to take on the role of scientists throughout history to design and conduct experiments. Assessments show students the number of mistakes made and allow them to replay games to improve. The virtual experiments motivate students to learn science when real experiments are not possible.
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Committees within the Teaching & Learning course in Fall 2011 met and developed ideas about productive uses of Second Life and virtual locations for K12 clss
This presentation was created for the 2012 ICTEV Annual State Conference: Creative Connections. It suggests some tools that can be used to make science learning more creative in the middle years.
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This presentation was given at WAETAG 2013 in Tacoma, WA by Ray Birks. Mr. Birks is a 6th grade teacher from Wenatchee, WA with a passion for thinking differently when it comes to educating students.
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The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
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2. Name of Project: Acquiring knowledge and skills in biology and in
geology with serious games, and progressing in a second language
Educator(s) Jean-Pierre Gallerand
School Theophane Venard college is located in Nantes , in France, and has about 300 pupils and 25 teachers. The
students who have various levels of knowledge and are from a social mix can with a challenging and encouraging
surrounding gradualy achieve their personal project.
School Website http://tvenard.loire-atlantique.e-lyco.fr/
Content/Subject Areas Sciences : biology and geology
Age/Grade level From 10 to 16 years old
Project Objectives Acquiring knowledge and skills in biology with serious games, and progressing in a second language.
3. Project Description Science usually motivates students but even more when they have to conduct experiments, but this is
getting more and more difficult because of too many students, lack of equipment or time. The 60 virtual
experiments I have realized since 30 years simulate many experiments and students take a great interest
when they perform individually with a computer in a computer lab or collectively in my science lab with
an IWB (Interactive White Board). They can also redo these virtual experiments at home, as my entire
lesson is online. Some virtual experiments are serious games in which the students are in the shoes of a
scientist and they must find and do the experiments led by this scientist in the historical context. My
softwares cover the entire program for students from 10 to 16 years old. The work is planned by the
teacher, but the students validate their work after each activity. Some of my softwares are also used for
the competitive entrance examination needed to become a teacher in France. Since a few years some of
my softwares are available in different foreign languages which allow my students to discover or progress
in a foreign language such as English and also allow non-francophone students to use my softwares. My
current research focuses on adapting my softwares to a format compatible with touchpads.
• The serious games: http://44.svt.free.fr/jpg/experience_fabre.htm
• Worksheet for the serious games: http://44.svt.free.fr/jpg/Histoire_des_sciences_1.pdf
• Website with all my softwares and serious games: http://www.e-svt.fr
• Educational website sharing pedagogical subjects in science: http://44.svt.free.fr
• Website for my 12 years old students: http://sites.google.com/site/svttv6/
• Website for my 15 years old students: http://sites.google.com/site/svt4tv/
• Facebook group to exchange: https://www.facebook.com/groups/55504952390/
• Collaborative blog : http://collegien.blogspot.com/
Design of the Learning In the serious game “in the shoes of a scientist”, the students are very autonomous, if they whish they can
Environment use a worksheet that guides them, but this is not obligatory. Then within the framework of a scientific
investigation reasoning, they are completely free to use all the documents, to realize one or several
experiments , or even get help or not to find the answer. The software corrects the student’s answers, tells
the students whether their experience had an interest or not and also, all the mistakes during experiment
are recorded.
At the end of the game, the student has an overview of his work with the number of mistakes. In this
serious game, students might make mistakes, might not immediately find the answer … At the end they
can redo the game to have the pleasure to do it with no mistake at all.
4. Evidence of Learning An example of my software : the serious game named « in the shoes of a scientist ».
I created serious games in Flash with the software Mediator of the software company Matchware:
http://www.matchware.com/fr/products/mediator
This game allows to work with a multidisciplinary teaching approach, a science teacher for inquiry-based
science education, a French teacher for the study of texts and a history teacher to study the historical
context. When the students are learning science through an investigative approach, they must be able to
design an experiment in the historical context. They can refer to texts of that period and also be in the
shoes of the scientist who was the trigger of the experiment. The students are very autonomous but they
can find help in the software if needed. An assessment will be displayed at the end of the “game”.
For the moment there are 2 softwares, one about J.H. Fabre and his discovery of how male moths are
attracted by female moths (discovery of pheromones) and the other one is about the experiments
designed by L.Spallanzani using frogs to understand reproduction.
Before creating these softwares I discussed with a scientist who advised me on serious games, then I
worked with a colleague who had created a worksheet the students must fill in and allows the students
to be autonomous.
Students work individually when they are in the computer lab or collectively when using an IWB in the
science lab. As the game is on line, the students can also redo this activity at home.
The students find these playful softwares very interesting and learning while playing is more effective than
learning with books only.
• This serious game is shared on my site SVT44: http://44.svt.free.fr/jpg/experience_fabre.htm
• Worksheet: http://44.svt.free.fr/jpg/Histoire_des_sciences_1.pdf
• The video: http://youtu.be/BKoNiVcgeKY
5. Knowledge Building & In the serious game “in the shoes of a scientist”, the students are very autonomous, if they whish they can use a
Critical Thinking worksheet that guides them, but this is not obligatory. Then within the framework of a scientific investigation
reasoning, they are completely free to use all the documents to realize one or several experiments , or even get
help or not to find the answer. The softwares correct the students answers, tell the students whether their
experience had an interest or not and all the mistakes during experiments are recorded.
Al the end of the game, the student has an overview of his work with the number of mistakes. In these serious
game, students might make mistakes, might not immediately find the answer … At the end they can redo the game
to have the pleasure to do it without any mistakes..
Extended Learning In the field of Environmental Education some of my softwares like "sewage" or " Measurement of concentration of
Beyond the Classroom oxygen in water” can be used after a school outing near a river or a visit of a water-processing plant..
Websites and short film realised a few years ago can be used when using some of my softwares,
Websites named : oil slick, waste, pollution, ...:
• http://www.mareenoire.com
• http://44.dechets.free.fr/
• …
Short film on waste sorting: http://www.youtube.com/watch?v=WHoxf39Dc40
6. Collaboration II also created a blog for my students from 10 to 12 old so they can work with other students around the
world :http://collegien.blogspot.fr/
Map of schools collaborating to the blog :
https://maps.google.fr/maps/ms?msid=207111681902069196892.00043a946230be155a3c3&msa=0&ll=
53.748711,68.90625&spn=86.599652,270.527344
Cutting Edge Use of Nothing can be as good as real experiments done in the classroom when it is possible, but my virtual
Technology for Learning experiments make it possible for the students who haven’t had enough time to finish in class or the ones
that have missed the lesson to redo it at home.
Virtual experiments are of great interest when it is not possible to perform them in the science lab with
the students for example because of legal reasons (avian flu, …), lack of time, being to expensive, lack of
equipement or not enough equipment for all the students, handling toxics, results too random, too
difficult to implement, but also, unfortunately, too many students in the classes.
Virtual experiments are more stimulating and interesting for the students than experiments described or
photographed (beginning/end of the experiment) in a book.
7. Educator as Innovator ICT has really changed the way students will acquire knowledge.
and Change Agent Thanks to the online course, students will be able to redo at home or in school all the activities done in
the classroom, (using softwares, photos, videos, …), they can also check that the knowledge they have to
acquire is correct and they can also do additional activities for those who want to,
Virtual experiments allow students to perform experiments that can’t be done in the classroom for
various reasons (lack of equipment, time, price, …) and the students get really interested and motived and
at the end they acquire more knowledge.
ICT almost changed everything. My entire lessons are since 7 years online for my students, this means the
knowledge but also all the activities, softwares, videos, photos, all the virtual experiments and links to
other interesting resources. ICT also gave me the opportunity to share my work and create a network of
colleagues around the world. ICT allows to perform experiments that cannot or no more be performed
for various reasons and above all they motivate students to get interested in science, something that
tends to get lost in recent years.
A few productions realized in 30 years, for my students:
1982 : Virtual experiments in basic.
1992 : Modeling greenhouse effect with a computer and several captors.
1995 : Slideshow showing toxic waste in the college:
http://environnement.44.free.fr/environnement/bahutpropre/bahut97/sld001.htm
1996 : Web magazine on food consumption and environment:
http://environnement.44.free.fr/environnement/journal/page1.html
1998 : Web pages on pollution: http://environnement.44.free.fr/environnement/region/toxique.htm
2000 : Websites named : oil slick, waste, pollution, ...: http://www.mareenoire.com , …
2002 : Virtual experiments : woodlouse, plants, ...: http://www,e-svt.fr
2003 : Short film on waste sorting: http://www.youtube.com/watch?v=WHoxf39Dc40
2007 : Software in 2 languages : arabic,english, ... : http://44.svt.free.fr/jpg/logiciels_svt_traduits.htm
2011 : Serious games : "In the shoes of a scientist", ...: http://44.svt.free.fr/jpg/experience_fabre.htm
2012 : Adaptation of my softwares for touchpads.
I share my work on SVT 44 that has been visited more than 1 million times in one year.