Title: Multiple%20ways%20of%20Learning%20about%20Antarctica%20with%20Cybercartography
1Multiple ways of Learning about Antarctica with
Cybercartography
Sebastien Caquard, Peter Pulsifer and D.R. Fraser
Taylor
2Overview of the presentation
What is cybercartography?
The cybercartographic atlas of Antarctica
Alternative ways of learning with cybercartography
3What is cybercartography?
4What is cybercartography?
- A large research project Cybercartography the
New Economy - Directed by Prof. D.R.F. Taylor
- 2.6 M funded by Social Sciences and Humanities
Research Council of Canada (SSRHC) - 4 years (started 01/2003)
- About 50 people from different disciplines
5What is cybercartography?
- Cybercartography is multiple
- - Multidisciplinary (Geo / Psycho / Sciences cog
/ Literature) - - Multi partners (e.g. Atlas of Canada, Industry
Canada, SCAR) - - Multimedia
- Multisensory
- Multi users (general public, policy makers,
scientists) - - Multi topic (beyond geographical topics)
6What is cybercartography?
- Outcomes expected
- 2 Cybercartographic Atlases (Antarctica Trade)
- Research (proofs of concept)
- (e.g. Internet Cartography / Open Standards
Cartography / Interoperability / Formal
Ontologies / Multimedia Cartography / Archiving
digital data / Understanding the User (UNA) /
Usability / Multisensory / Sound maps / Art and
Cybermaps / Technologies for the Blind /
Situational Awareness in Virtual Spaces /
Navigation in Informational Spaces / Cognitive
Theories / Learning Theories / Multidisciplinary
/ Gaming and engagement / Hypertext and live
hypernarrative)
gt Combination production/research for education
7Multiple ways of learning The Cybercartographic
Atlas of Antarctica
8The Cybercartographic Atlas of Antarctica
- A comprehensive atlas of Antarctica
- Designed for High school students
- To communicate scientific information
- In an engaging manner
- Using elements of cybercartographic
- As well as to develop critical perspectives
9The Cybercartographic Atlas of Antarctica
- A multidisciplinary approach
- Human factor psychology User Interface design
- Geography ( sciences) Content development
- Computer science Computer model development
- English literature / Art Critical perspective
- Cognitive sciences / Psychology Evaluation
10The Cybercartographic Atlas of Antarctica
Analyze the needs (Education and Psychology)
- Designed based on the UNA
- The user/student is central
- Iterative process analysis, development,
evaluation
11The Cybercartographic Atlas of Antarctica
Develop the content (Geography / Scientists)
- - Following UNA and curriculum
- Compiling scientific information (modules e.g.
exploration) - Using some elements of cybercartography (e.g.
multimedia) - Multi-authors
12The Cybercartographic Atlas of Antarctica
Develop the technology (Computer sciences /
Geomatics)
- - Interoperability
- Module interconnected
- Open source technology
- Follow the UNA
- Highly interactive - Easily usable - Easy to
update
gt Developing an atlas framework
13The Cybercartographic Atlas of Antarctica
A first prototype
14The Cybercartographic Atlas of Antarctica
Evaluation usability testing
- Assess navigation, terminology, features and
functionality - 7 undergraduate students
- Rapid learning curve
- Problem with Key UI (e.g. terminology,
association map/text, web page model) - Not very engaging
gt Overall recommendations to improve the
EFFECTIVENESS
15Alternative ways of learning with cybercartography
16Alternative ways of learning
Improving the engagement Developing a mod game
- Modification and repurpose of an existing game
- Teach about (1) Antarctica environment (2)
global warming (3) scientific process - Different perspectives
- Engaging manner
Game developed by J-P Fiset - GCRC - 2004
17Alternative ways of learning
Live hypernarrative
- Narrative Hypertext Live elements
- Content and structure determined by live
information - Standard Java Server Pages
- Engaging story to learn about Antarctica
18Alternative ways of learning
Prototype developed by R. Biddle - HOTlab - 2004
19Alternative ways of learning
20Alternative ways of learning
21Alternative ways of learning
22Alternative ways of learning
23Alternative ways of learning
24Alternative ways of learning
25Alternative ways of learning
26Alternative ways of learning
27Alternative ways of learning
Mod game / Live hypernarrative
- - Engaging way to access information
- High level of interaction
- Providing changing/multiple perspectives
- Different ways of learning (Affective/Incidental
)
gt Complementary to the effectiveness of the atlas
28Conclusion
29Conclusion
- Multiplicity of cybercartography
- Different ways to present info beyond
traditional cartography - Different ways to access info (e.g. maps, game)
- Different ways of learning (Effective /
Affective / Incidental) - Better adapted to the diversity of the students
(MI theory) - Better adapted to the Internet environment
- Better adapted to develop critical thinking
30Conclusion
- Remaining challenges
- Integrate proofs of concept in the atlas design
(e.g. live hypernarrative as the introduction of
the atlas) - Evaluation How do we evaluate affective
learning? - Reconsider the way of teaching with cybermaps
how can we capture users attention in the
Internet environment?