NSTA Innovative Learning Technologies Strand
Thousands of science educators
interested in learning more about using technology in education attended the ISTE
Annual Conference and Exposition in Philadelphia, PA, June 26–29, 2011.
NSTA developed a panel session, a series of lectures, and a poster as part of the
Innovative Learning Technologies strand within the Digital Age Teaching & Learning
theme. The panel session and lectures took place on June 28, from 10:30 a.m. – 4:45
p.m.
Strand Sessions
Immersive Environments for Science Education: Hyper-learning or Over Hyped Learning
Dr. Al Byers, NSTA, Dr.
Lisa Dawley, Boise State University, Dr. Chris Dede,
Harvard University, and Dr. Greg Jones, University
of North Texas
10:30 a.m. – 11:30 a.m.
Abstract: Immersive virtual environments can simulate real world
phenomena, enabling students to investigate using authentic scientific practices.
Learn what experts say about these "worlds" for science.
Members of the panel discussed current issues, research, and projects related to
games, simulations, virtual environments, and visual interfaces for teaching and
learning in science education. Attendees had the opportunity to ask questions to
gain a better understanding on how games, simulations, virtual environments, and
virtual interfaces will impact them now and in the future.
Download:
Presentation
(PDF 693 KB)
Games and Virtual Environments: What are they and how can I integrate them in my
classroom.
Dr, Greg Jones, University of North Texas
12:15 p.m. – 1:15 p.m.
Abstract: Games, simulations, and virtual environments. What are
they? How do I integrate them in my classroom? Issues and concerns - overcoming
them today not tomorrow.
This presentation centered on what games and virtual environments are in the context
of educational technology. Our research in games, simulations, and virtual environments
has been focused on overcoming implementation issues in formal classroom settings.
The session started with an explanation of game play and virtual environments. Then
focused on issues and concerns of current use and then examined models that are
being used today to implement virtual environments in formal classroom settings.
Current examples were provided to highlight the topic content.
Download:
Presentation
(PDF 1.41 MB)
Quest-Based Inquiry Across Immersive Learning Environments: Access, Choice and Powerful
New Modes of Learning
Dr. Lisa Dawley, Boise State University
2:00 p.m. – 3:00 p.m.
Abstract: Quest-based, immersive environments can support powerful
new modes of scientific inquiry and learning, create learner access, and support
student choice and engagement.
Download:
QT Movie
(24.3 MB)
Presentation (allows for control of pace)
This presentation examined the power of immersive and game-based environments for
scientific inquiry, as well as how to support student choice and open access using
a quest-based learning management system. Implications for quest-based science curriculum
design, pedagogy, learning outcomes, and assessment were addressed.
Following principles of effective game and quest design, we are using a design-research
approach to develop and study a socially networked, quest-based learning management
system (3D GameLab) to support access and choice in K-12 scientific inquiry across
a variety of immersive and game-based learning environments. Quests are designed
by science educators in alignment to national science standards with curriculum
development emphasizing choice, inquiry, customized learning and demonstration of
performance competencies. Teacher/designers are encouraged to leverage existing
virtual world, simulation, and game content when considering learning activities.
As learners complete various quest pathways, their achievements are tracked and
visible in real time in the form of experience points (xp), rankings, and achievements/awards.
Early research with pre-service teachers shows high levels of engagement with quest
content, very high satisfaction ratings with options for competency demonstration,
and identification of initial variables impacting learner preferences in quest design
(such as time, type of inquiry or required outcome, narrative overlay, competitive/cooperative/solo).
Pedagogical impact was noted in learner time on task, learners working independently
or in small groups, and the instructor using live class time to host "raids" for
larger group cooperative activities. Upcoming implementation of the beta version
with a group of 500 in-service teachers will further explore:
- quest design variables impacting the choice and successful completion of quests
- use of integrated data and text mining to identify initial predictors of successful
learning pathways and outcomes
- use of social gaming structures (guilds, guild officers, raids, etc.), as pedagogical
strategies
- issues/strategies with science educator professional development and implementation
into the blended or online K-12 classroom
Immersive Virtual Ecosystems for Learning and Assessment
Dr. Chris Dede, Harvard University
3:45 p.m. – 4:45 p.m.
Abstract: Quest-based, immersive environments can support powerful
new modes of scientific inquiry and learning, create learner access, and support
student choice and engagement.
This presentation centered on the power of immersive virtual worlds for learning,
using two examples from the Institute for Education Science funded research.
Download:
Presentation
(PDF 5.30 MB)
The EcoMUVE curriculum (http://www.ecomuve.org)
includes two virtual ecosystems: pond and forest. In the pond ecosystem, students
use their avatars to explore the environment, see realistic organisms in their natural
habitats, talk to the local "residents," and collect water, weather, and population
data. They visit the pond over a number of virtual days, eventually making the surprising
discovery that many fish have died. Students work in teams to collect and analyze
data, solving the mystery via learning about complex causality. EcoMUVE provides
new ways of accessing the causal structures inherent in ecosystem relationships
via immersive simulation. Moving through the immersive virtual world can help students
understand spatially distributed ecological phenomena. The EcoMUVE world models
the pond and its surroundings, including a nearby golf course and a housing development.
Students walk their avatars uphill to the housing development, and down along a
drainage ditch to see how water flows into the pond. Through exploration, students
discover that fertilizer runoff from the development is the distant cause of an
algae bloom at the local pond. EcoMUVE's submarine tool allows them to explore the
microscopic organisms, allowing the realization that organisms that they cannot
see, such as algae and bacteria, play critical roles in the pond ecosystem. Linked
visual representations reinforce student learning of abstract ecosystem concepts.
For example, students see the surface of the pond become greener during the algae
bloom. They measure pond turbidity and can link the measurements to their experiences
walking under the water of the pond seeing how murky it looks on different days.
Our results from pilot implementations show substantial levels of student engagement
and learning of ecosystems science, scientific inquiry, and complex causality.
Using the same type of immersive interface, we are also developing and studying
the feasibility of summative immersive virtual performance assessments to assess
scientific inquiry of middle school students (http://vpa.gse.harvard.edu). Our first assessment is based
on a real bay in Alaska. In this assessment, students individually investigate the
marine ecosystem and discover why the kelp forest is depleting. They take on the
identity of a scientist and use an avatar to explore the virtual world. The student's
avatar can interview and interact with non-player characters (computer agents);
can collect data using virtual tools of scientists; and can observe tacit clues.
The students must evaluate the credibility of data provided by various sources.
We have developed performance palettes as interactive methods for assessing student
performance and are capturing student's interactions and choices as they solve the
problem. These data streams are recorded and allow for real-time analysis of student
paths in the situation. To ensure the integrity and validity of the data we are
capturing, we have developed a back-end architecture and administration system so
these assessments can be readily used in schools. We have developed an online report
generation tool that facilitates real-time feedback or outcome reporting of collected
data for further analysis and modeling. Early results from our pilot implementations
are establishing the practicality and affordability of this alternative to paper-and-pencil
item-based testing.
As time permits, the session will also sketch the beginning of our work in designing
and studying immersive augmented realities for ecosystems using mobile broadband
devices and probeware.
Poster Session:
The NSTA Learning Center: Research-based e-Professional Development
Dr. Al Byers, and
Flavio Mendez, National Science Teachers Association
June 29, 11:00 a.m. – 1:00 p.m.
Abstract: NSTA's e-PD portal contains nearly 2,000 free resources
and tools to help teachers. Usage data available from over 74,000 teachers.
Download:
Poster panel 1
(PDF 236 KB)
Poster panel 2
(PDF 332 KB)
Providing on-demand electronic professional development tools to effectively diagnose
and select resources and opportunities to ameliorate gaps in content knowledge for
K-12 teachers is one viable solution commensurate with the magnitude of scale needed
to reach the millions of teachers of science at these grade levels. Research reports
that many K-8 teachers have little formal training in the science content they teach,
and national surveys confirm K-8 teachers’ lack of confidence in teaching science,
which unfortunately, results in teacher avoidance and low conceptual understanding
for both teachers and the students they teach. Similarly, many teachers at the middle
and high school levels find themselves teaching “in-field,” but out of field in
content areas they have little formal science education training in. The same holds
true for all special education teachers across all grade levels.
Providing on-demand electronic professional development tools to effectively diagnose
and select resources and opportunities to ameliorate gaps in content knowledge for
K-12 teachers is one viable solution commensurate with the magnitude of scale needed
to reach the millions of teachers of science at these grade levels. Research reports
that many K-8 teachers have little formal training in the science content they teach,
and national surveys confirm K-8 teachers’ lack of confidence in teaching science,
which unfortunately, results in teacher avoidance and low conceptual understanding
for both teachers and the students they teach. Similarly, many teachers at the middle
and high school levels find themselves teaching “in-field,” but out of field in
content areas they have little formal science education training in. The same holds
true for all special education teachers across all grade levels.
With content collaborators such as NASA, NOAA, NIH and FDA, and underwriters such
as the National Science Foundation, the GE Foundation, the Hewlett Foundation, and
the ExxonMobil Foundation, The NSTA Learning Center is providing one flexible and
extensible model that leverages face-to-face state and local systemic PD efforts.
The poster will discuss advantages and lessons learned via this e-PD model, examining
learner usage and preference data, and how this model is best achieved when integrated
as part of a coherent long-term blended PD solution at the state and district level.