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Lessons Learned about Virtual Worlds for Learning

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Title: Lessons Learned about Virtual Worlds for Learning


1
Lessons Learned about Virtual Worldsfor
Learning
  • Chris Dede
  • Harvard University
  • Chris_Dede_at_harvard.edu
  • http//www.gse.harvard.edu/dedech

2
Problems in Middle School -I
  • Start with a Problem, Not with a Technology
  • Higher order skills and deep content are driven
    out of the curriculum by broad, shallowstate
    curriculum standards and high-stakes tests
  • Many middle school science teachers are
    unprepared for their subject, their students,and
    for their pedagogy
  • Many middle school teachers are waryof
    technology and have low self-efficacyin using
    interactive media for active learning

3
Problems in Middle School - II
  • Middle school students are focused on peers and
    puberty
  • Many students have given up on themselvesas
    successful learners (low self-efficacy)
  • Particularly in SMET fields
  • Particularly girls, minorities, low SES,and ELL
    students
  • Many students think middle school is boringand
    perceive their education as meaninglessin its
    content and process
  • Many students have high rates of absenteeismand
    mobility

4
Opportunities in Middle School
  • Many middle school students are sophisticated in
    how they learn outside of school
  • Many middle school students are motivated by
    using information and communication technologies,
    particularly Web 2.0 tools/media
  • Most middle schools now have at leasta
    marginally adequate technology infrastructure
  • Most communities are intrigued by gaming, virtual
    worlds, and similar cool technologies

5
Fundamental Precepts in Technology-Based Design -
I
  • Technology aids learning through pedagogyand
    content a catalyst, not a cause
  • No single type of instruction is best forall
    students Sleeping -------- Eating --------
    Bonding
  • simple complex
  • Need a low floor and a high ceiling

6
Fundamental Precepts in Technology-Based Design -
II
  • Need instructional strategies that can scaleto
    relatively barren educational contexts
  • Engagement is central to learning, retention,and
    transfer
  • Games in education are not necessarilya good
    idea
  • Too many scoring systems now
  • Too many winners and losers now
  • Too much extrinsic motivation now

7
The Importance of Purposein Virtual Worlds
  • Watch video at http//www.youtube.com/watch?vv373
    r0to8Pk
  • Table 1 summarizes significant educational MUVEs
    active in the past few years, their learning
    goals, their functionality, and their
    corresponding URLs.
  • From Dieterle, E., Clarke, J. (in press).
    Multi-user virtual environments for teaching and
    learning. In M. Pagani (Ed.), Encyclopedia of
    multimedia technology and networking (2nd ed).
    Hershey, PA Idea Group, Inc.
  • Link to article http//muve.gse.harvard.edu/river
    cityproject/documents/MUVE-for-TandL-Dieterle-Clar
    ke.pdf

8
MUVE Developer Learning Goals and Objectives Functionality
AppEdTech Appalachian State University Distance education courses and services for graduate students AppEdTech is a graphical MUVE designed to support graduate students working over distance. Students control avatars that interact with other students, instructors, and artifacts.
AquaMOOSE 3D Georgia Institute of Technology Visualization of and experimentation on parametric equations AquaMOOSE 3D is a graphical MUVE designed for the construction and investigation of parametric equations.
9
Quest Atlantis (QA) Indiana University Promotion of social and moral development plus academic content and skills QA is a graphical MUVE originally designed for children ages 9-12 to complete activities with social and academic merit in both formal and informal learning settings.
Revolution MassachusettsInstitute of Technology History Revolution is a multiplayer role playing game where students experience history and the American Revolution by participating in a virtual community set in Williamsburg, VA on the eve of the American Revolution.
River City Harvard University Scientific inquiry and 21st century skills River City is designed for use in middle school science classrooms. As visitors to River City, students travel back in time, bringing their 21st century skills and technology to address 19th century problems.
10
Tapped IN SRI Online teacher professional development TI bundles synchronous and asynchronous discussion tools, a notes section, an interactive whiteboard, and file sharing space. After logging into the virtual space, users are teleported to the TI Reception Area and greeted by Helpdesk staff.
Whyville Numedeon, Inc Scientific literacy and socially responsible behavior Whyville is a graphical MUVE designed for children between middle childhood and adolescence. Users (a) communicate with old friends and familiar faces through synchronous chat and the Whyville-Times (b) learn math, science, and history through interactive activities, and (c) build online identities. As citizens participate in a variety of activities, they earn clams (the official monetary unit of Whyville), which they can use to enhance their avatars.
Second Life Numerous projects on a wide variety of themes
11
Next Generation Interfacesfor Distributed
Interaction
  • World to the DesktopAccessing distant experts
    and archives forknowledge creation, sharing, and
    mastery
  • Multi-User Virtual Environment (MUVE)Immersion
    in virtual contexts withdigital artifacts and
    avatar-based identities
  • Ubiquitous ComputingWearable wireless devices
    coupled tosmart objects for distributed
    cognition

12
21st Century Pedagogy in RC
  • Use of situated technologies to
    simulateauthentic contexts
  • Watch video at
  • http//louisville.edu/education/ciidl/summer08/Ded
    e-Video.wmv
  • Experimentation unfettered by laboratory
    constraints
  • Mediated collaboration in creating knowledge
  • Scientific Inquiry
  • Connecting personal understandingswith those of
    sound science
  • Designing experiments
  • Investigating phenomena
  • Constructing meaning from data and observations
  • Problem Finding

13
Focus on A Particular Suite ofUnderstandings and
Performances
  • Collaborative Problem Resolution viaMediated
    Interaction and Situated Learning
  • Problem Finding Before Problem Solving
  • Comprehension by a Team, Not an Individual
  • Making Meaning Out of Complexity
  • Utilizing sophisticated tools and representations
  • Recognizing and matching patterns
  • Judging the value of alternative formations
  • Communicating to others with differing
    perspectives

14
Low Floor,High Ceiling
  • Travel Back in time to 1878-79
  • Bring 21st century skills and
  • technology to 19th century problems
  • Commissioned by the Mayor to help town understand
    and perhaps solve a piece of the problem of why
    are so many residentsbecoming ill?
  • Work as a research team
  • Keep track of clues that hint at causes of
    illnesses
  • Form and test hypotheses
  • Make recommendations based on experimental data

15
The Importance of Identity
  • MUVEs allow students to assume an identity as a
    scientific investigator
  • Students create their own avatar name
  • Students choose virtual identities in worldto
    represent them
  • Students experiment with identitiesother than
    academic loser
  • Students take on role of scientist
  • Students take on the role of hero

16
Intrinsic Motivation through History The
Powers Mansion
The Opportunity to be a Hero
17
Many Paths to Participationand Success
  • River City Resident conversations
  • Tacit Clues
  • Appearance of river, trees
  • Weather
  • Sounds mosquito buzzing, coughing, water flowing
  • Hospital Admission chart
  • Environmental Health meter
  • Clues associated with Pictures
  • Sampling stations
  • Water Purity
  • Mosquito nets

18
Teachers LeadingInterpretive Discussions
Teachers stay in the real world to provide
support to those in the virtual world, like Tank
Students travel between the real and virtual
worlds like Neo and Trinity
19
Richer Means of Assessment
  • Assessment data
  • Pre-post content
  • Pre-post affective
  • Embedded assessments (formative)
  • Performance assessment (summative)
  • Contextual Data
  • Attendance records
  • Demographic data
  • School data
  • Observations
  • Interviews
  • Active Data
  • Team chat
  • Notebook entries
  • Tracking of in-world activities
  • Data gathering strategies
  • Pathways
  • Inquiry processes

20
Event Logs as Observational Data
  • Watch video (Tour of River City) at
    http//muve.gse.harvard.edu/rivercityproject/view/
    rc_videos.html
  • Indicates with Timestamps
  • Where students went
  • With whom they communicatedand what they said
  • What artifacts they activated
  • What databases they viewed
  • What data they gatheredusing virtual scientific
    instruments
  • What screenshots and notations they placed in
    team-based virtual notebooks
  • unobtrusive observational data

21
Princess in River City
Session 1 your not supposed to ask some1 that who is in class your supposed to ask the ppl that with the around their names
Session 2 where should I go james i have found a lotu guys go to the wealthy homes me me there
Session 3 did u guys find something outI did
Session 4 There are a lot of people in the tenements really sick so I think it is the mosiqutos cause they can carry things from the dump
Session 5 I am at the library to see if I can get any information
Session 6 i dont think that it is the water it was just a hypopthesis saying if the pipe was made of of lead. she is just teaching her class?
22
Shortys (1169) Team, Session 2
Shortys Team, Session 3
23
Online Notebook
24
What is a Game?
  • Jesper Juul (Half-Real, 2005)
  • 1) Rules Games are rule-based
  • 2) Variable, quantifiable outcomesGames have
    variable, quantifiable outcomes
  • 3) Value assigned to possible outcomesThat the
    different potential outcomes of the game are
    assigned different values, some being positive,
    some being negative.
  • 4) Player effort That the player invests effort
    in order to influence the outcome. (i.e. games
    are challenging.)
  • 5) Player attached to outcome That the players
    are attached to the outcomes of the game in the
    sense that a player will be the winner and
    "happy" if a positive outcome happens, and loser
    and "unhappy" if a negative outcome happens.
  • 6) Negotiable consequences The same game set of
    rules can be played with or without real-life
    consequences.

25
Concerns aboutEducational Games
  • Salen Zimmerman (Rules of Play, 2003)
  • A game is a system in which players engagein an
    artificial conflict, defined by rules,that
    results in a quantifiable outcome.
  • The outcome is the primary goal
  • Numbers tell you how you are doing
  • 2nd place is the first loser
  • To win, figure out the rulesand optimize your
    behavior
  • Success in games is a precursorto success in
    life

26
Beyond Winners and Losers
  • The School Game
  • Teacher sets rules
  • One right answer via formulaic reasoning
  • Failure is fatal, via dumbing downand opting
    out
  • Assumption that winners and losers leads to
    engagement is true only for some students
  • Game-Like Immersive Collaborative Simulations
  • Multiple causal factors ensurevariety of paths
    to success Choice, not Control
  • Everyone can triumph No one dies
  • Hypotheses are not classifiable as winnersor
    losers Contributions to knowledge
  • No finish line Self-actualization

27
Life is not a Game
  • Distorting life into a game leads to disastrous
    outcomes
  • Wars that assume victory is possible
  • Political processes that optimizedashboards
    rather thandevelop wise policies

28
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