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Project
Proposal:
Integrating
Reflection and Immersive Learning in
Science Education
Participants:
UCB, UCLA, UCSC, UCSB
Principal
Investigators:
Barry Sinervo (UCSC)
Overview
of the Request
We request funds
for a feasibility grant to support
the integration of two science-education
technologies: WISE (Web-based Inquiry
Science Environment), which is coordinated
by Dr. James Slotta at UC Berkeley,
and BioGames (role-play and simulation
games for science education), which
was developed by Dr. Barry Sinervo
at UC Santa Cruz and Jean Vogelzang
of BioGames. Development of both projects
was supported through grants from
the Education Directorate at the National
Science Foundation. The target population
for both projects has historically
been K-12. However, WISE and BioGames
can be adapted to undergraduate instruction.
For example, a BioGames project called
THE HIVE (see below) has been used
for the past 4 years in a biology
class with 80-140 undergraduates.
By integrating WISE and BioGames projects,
immersive and interactive content
would be delivered and assessed over
the Internet, thereby augmenting regular
class instruction. In this proposal
we outline short- and long-term goals,
introduce the collaborators, describe
each project, and finally, discuss
strategies for how integration might
be achieved.
Short-term goals
for this feasibility grant proposal
(November) include:
Testing feasibility of
software to determine whether we can
integrate WISE and BioGames
Coordinating the instructional
objectives of WISE and BioGames and
determining how to best measure the
instructional objectives in an online
environment
Developing the beginning stages
of a process by which other UC faculty
can build interactive educational
content through resources available
on their campuses, such as Digital
Art and New Media programs
Long-term goals
for the full-implementation grant
(April) include:
Developing rich multimedia
content that achieves the intended
instructional objectives
Developing online assessment
tools in the context of immersive
simulation environments
Testing content in other courses,
across the range of target audience,
and across educational disciplines
Developing a full-scale process
by which other UC faculty can begin
to build rich interactive educational
content and gain access to the resources
available on their campuses.
Principal Collaborators
and Synergistic Activities Addressing
Project Goals
Dr. Jim Slotta will
coordinate planning of the WISE group.
Jean Vogelzang, an instructional designer
who worked on prototypes of the BioGames
project, will coordinate instructional
objectives of WISE and BioGames with
Dr. Slotta. Dr. Jim Bierman of the
Theater Arts Department at UCSC will
coordinate planning associated with
the Digital Art and New Media program
(DANM). DANM will train graduate students
at UCSC in Digital Media. In our long-range
plans we will identify mechanisms
by which students in DANM might develop
projects that provide educational
content that instructors could post
in WISE-BioGames simulations on the
Internet. In addition to coordinating
planning of the DANM program, Bierman
and Sinervo will explore the suitability
of two authoring environments, Macromedia
Director, and Revolution. Sinervo
developed the software for BioGames
projects using Lingo and Macromedia
Director. Sinervo, Bierman, and Vogelzang
will outline a process for developing
multimedia in integrated WISE-BioGames
projects.
The
WISE science curriculum and BioGames
natural history simulators
WISE uses simulations,
visualizations, and Internet materials
to promote inquiry about science.
WISE projects are capstone activities
that science teachers can incorporate
into their current curriculum. WISE
projects are designed to support students
as they explore current science controversies
and design solutions to scientific
problems. Students learn about and
respond to contemporary scientific
controversies through designing, debating,
and critiquing solutions -- all on
the World Wide Web. Interaction is
key to using WISE successfully. Students
work on WISE projects in pairs; close
collaboration encourages them to share
their ideas and support each other.
WISE also offers
a project authoring environment in
which teachers can customize projects
to their own needs, or even create
their own projects. Once teachers
register they can use any of these
projects with their own students for
free. WISE is built on a theory of
learning as knowledge integration:
making connections between new knowledge
and students' previous experiences.
The WISE learning
environment is built on research that
explores (a) how to design science
curriculum that helps students achieve
a deep understanding of the dynamic
nature of science, and (b) how computer
technology can scaffold students as
they perform such activities. The
WISE learning environment also promotes
autonomy with reflection, critique,
argument, comparison, and design activities.
To do this, WISE presents students
with accessible, independent activities
that require sustained reasoning.
BioGames develops
role-play simulation games that allow
students to assume the role of an
animal in an ecosystem. Through exploration
of a simulation environment students
gain an understanding of behavior,
and the scientific method that scientists
use in collecting data. For example,
in order to complete successive levels
of role-play simulation The Hive,
the learner must forage as a bumble
bee and communicate with other members
of The Hive (e.g., scouts communicate
locations of flowers via the waggle
dance). Learners must also avoid predators
such as lizards, dragonflies, wasps,
and spiders.
Target age groups
for BioGames projects range from K-12
to Undergraduate. The Hive has been
extensively tested in an undergraduate
UCSC course on Behavioral Ecology
(80-140 students). High school students
in COSMOS, a summer camp for science
and mathematics instruction, have
also tested The Hive. The Hive develops
the scientific method by having students
collect data on the character that
they are role-playing, the foraging
bumble bee.
Integrated
WISE and BioGames Projects
WISE has excellent
tools that facilitate reflection,
critique and collaboration. BioGames
has developed a complete simulation
environment that facilitates a high-level
of interactivity, comparable to commercial
video games. Immersive simulation
environments can play a crucial role
in understanding fields of study such
as Biology, Geology, Astronomy, Psychology,
and Sociology. However, BioGames simulators
do not yet have built-in tools that
facilitate collaboration and reflection
without interrupting game-play. Tools
such as the structured logbook of
WISE, which is saved on an online
server, not only allow for student
reflection, but also allow educators
to access student work and determine
whether students have assimilated
the material. Online posting of results
allow instructional designers to readily
assess whether instructional objectives
have been achieved. We will synthesize
WISE and BioGames projects in a full-scale
implementation grant. This feasibility
grant will allow us to develop some
multimedia, purchase software, and
enlist the help of an instructional
designer (Vogelzang) who is familiar
with Web-based instruction and immersive
technologies, as well as the BioGames
project.
The
integration of WISE and BioGames is
a natural collaboration.
* WISE and BioGames
share similar pedagogical philosophies.
Both projects place importance on
making science accessible to all types
of learners; viewing and analyzing
data in a visual format; connecting
current learning to the learner's
prior knowledge; providing students
with opportunities to collaborate,
reflect, and think critically; and
providing real-world projects that
are relevant to students.
* A long-term goal
is to make a networked version of
BioGames projects. WISE has existing
tools for collaboration (tools for
discussion, chat, and note-taking),
and already has successful projects
that facilitate groups of students
working together to solve scientific
problems. BioGames has non-standard
ways of communicating such as through
animal behaviors, which can be integrated
with WISE tools.
* WISE identifies
a clear process for defining instructional
objectives. BioGames and WISE can
work together to clarify learning
objectives in the context of immersive
media technology.
* BioGames is skilled
in developing rich educational multimedia.
Undergraduate testing provides ideas
for WISE regarding the content that
motivates learners. BioGames will
do the testing and summarize results.
* WISE provides
powerful tools for student assessment
and teacher support that will allow
us to evaluate the effectiveness of
our new designs.
Budget
Justification
Funds from the planning
grant will be used to explore the
emerging technologies and plan for
a full-scale implementation grant.
One of the key pieces of technology
involves an integration of the authoring
environments, which are used to develop
multimedia, with web-based browser
technologies, which allow us to connect
with the WISE web-based software.
We will test Macromedia Director,
which was used to author the Hive
and Revolution, which is a new authoring
environment that has specific tools
for developing web-browser technology.
Finally, support is requested for
Vogelzang, the Instructional Design
consultant, who has collaborated on
all BioGames development.
Summary
We fully expect
to apply for a Full-scale Implementation
Grant in one year or less. Our project
will reach beyond the single biology
course in which it is currently used
in four distinct ways: a) Technology
will provide a "shell" enabling
other professors at UC campuses to
design their own "learning objects."
b) There will be a clear and systematic
process by which learning objectives
will be determined. c) Assessment
of learning goals will by systematized
for all of the projects. d) "Tools"
for the creation of rich, interactive
learning material will allow professors
in any discipline to create learning
material for the Internet. Collaboration
between our projects will bring together
the pedagogical framework and technology
scaffolding of WISE with the rich
science context and multimedia innovations
of BioGames.
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