our data analysis is organized into first an analysis of...
TRANSCRIPT
![Page 1: Our data analysis is organized into first an analysis of ...immersion.gmu.edu/lao/fall2000/portfolios/mjoyce3/word… · Web viewThe project is part of the Steppingstones to Technology](https://reader036.vdocuments.mx/reader036/viewer/2022081714/5faf9cf403383b12b00da5ae/html5/thumbnails/1.jpg)
Zoning in on Physics:Virtual Reality & Learning Disabilities in Science Education
By:Margie JoyceJoe McCahillYuqing Peng
Kathryn Spence
EDRS 590Prof. KhalatbariApril 26, 2001
![Page 2: Our data analysis is organized into first an analysis of ...immersion.gmu.edu/lao/fall2000/portfolios/mjoyce3/word… · Web viewThe project is part of the Steppingstones to Technology](https://reader036.vdocuments.mx/reader036/viewer/2022081714/5faf9cf403383b12b00da5ae/html5/thumbnails/2.jpg)
Abstract:
In this preliminary research study, we investigate the potential benefits of a
Virtual Reality (VR) learning environment in teaching abstract science concepts to
learning disabled high school students. The focus of this paper centers on a George
Mason University instructional design and development project, Project DEVISE
(Designing Environments for Virtual Immersive Science Education) and its prototype,
“Zoning in on Physics.” The project is part of the Steppingstones to Technology Grant
Program sponsored by the U.S. Department of Education, Office of Special Education,
Technology and Media Services for Individuals with Disabilities.
Introduction:
Many scientific domains deal with abstract and multi-dimensional phenomena
that people have difficulty comprehending because the scientific models have no real-life
referents. Developing effective pedagogical strategies for teaching complex science
concepts, therefore, have proven challenging. (Dede, Salzman, Loftin, & Sprague, 1999)
Teachers need to rely on their students’ ability to make sense of these abstract concepts
from the resources available (e.g. textbooks and manipulatives). These challenges are
compounded in a LD (Learning Disability) classroom where many learners read science
text at only half the fluency of non-LD students. In fact, research has shown that what
distinguished the LD student from his/her peers is a struggle with verbal aptitude
including reading fluency, text comprehension and abstract reasoning from texts (Scruggs
& Mastropieri, 1994). Because of these characteristics, students with learning disabilities
are not likely to learn concepts best in textbook-oriented classrooms.
![Page 3: Our data analysis is organized into first an analysis of ...immersion.gmu.edu/lao/fall2000/portfolios/mjoyce3/word… · Web viewThe project is part of the Steppingstones to Technology](https://reader036.vdocuments.mx/reader036/viewer/2022081714/5faf9cf403383b12b00da5ae/html5/thumbnails/3.jpg)
Despite these findings, textbook-oriented learning is still the predominant
approach in science classrooms, particularly at the secondary level. Although research
shows that hands-on, activities-oriented materials, like manipulatives, are the most
effective strategies to teach LD students (Mastropieri & Scruggs, 1994) as they typically
place fewer demands on language and literacy abilities, there are not the panacea. When
students move into secondary level science, reliance upon manipulative activities to
enhance learning becomes more problematic for several reasons: Some phenomena that
are studied in secondary science classes (e.g. absence of gravity) cannot easily be
"manipulated" in traditional classroom activities. Since some phenomena can neither be
directly observed nor physically manipulated in classroom activities (e.g., lines of
electromagnetic force, a non-friction environment), students can only participate by
observing effects of these phenomena or observing models. Although in some cases
different models can be constructed, students observing these models still lack the sense
of active participation with the scientific phenomena that they may have achieved with
foundational hands-on science activities. Castellani, 1999)
Findings in LD and secondary science education noted above give much
credence to the development of instructional programs such as computer-based
simulation and multi-sensory virtual reality environments because they are able to
provide an interface that allows learners to immerse themselves in a synthetic
environment where they can participate first-hand in learning activities that seem real—
something that textbooks and hands-on activities have difficulty delivering. Imagine the
following scenarios, for example:
![Page 4: Our data analysis is organized into first an analysis of ...immersion.gmu.edu/lao/fall2000/portfolios/mjoyce3/word… · Web viewThe project is part of the Steppingstones to Technology](https://reader036.vdocuments.mx/reader036/viewer/2022081714/5faf9cf403383b12b00da5ae/html5/thumbnails/4.jpg)
Scenario 1: Michael begins doodling on his notebook while listening to his teacher explains Newton's Laws of Motion. "An object at rest stays at rest, an object in motion, stays in motion unless acted upon by an outside source…" As he looks at the illustrations in his textbook and the teacher attempts to explain the concept on the whiteboard, he starts daydreaming of hanging out with his friends. Noticing that Michael is distracted, the teacher asks: “Michael, tell me what is Newton's First Law.” Michael shrugs.
Scenario 2: Michael and Joe are sitting at the computer. Michael has control of the mouse and Joe is by his side giving Michael the directions to add more force to the shuttle on the screen in order to see what happens. The shuttle takes off and keeps going along a rough surface until it eventually come to a stop. “It stopped because of the friction of the road,” Joe notices. Now let’s see what happens in space, in a completely friction-free environment. Michael sets the force, then lets the shuttle go. With confidence, he states “ I bet this sucker goes on forever in a straight line, until it hits something. No friction, baby!”
The above scenarios, based on real life events, are meant to illustrate the power of
emerging technologies over traditional text-based and lecture approaches in reaching
students who ordinarily struggle with abstract science concepts. The comparative
advantage of the computer simulation over the text-based instruction is it actively
engaged the student in participating with something that seemed real. VR researchers
propose that the 3D representations of objects and phenomena in virtual reality
environments enhance the meaningfulness of the data allowing learners to interpret
information with all their senses—auditory, visual, haptic—which potentially deepens
learning and recall. Also virtual reality provides for student motivation and its delivery
can potentially be distributed in any classroom around the country. (Dede, Salzman,
Sprague) Research has shown that the potential of multi-sensory immersion for learning
scientific concepts can provide learners with “experiential metaphors and analogies that
aid in understanding complex phenomena remote to their everyday experience and help
displace ‘common sense’ misconceptions with alternative, more accurate mental
models.” (Dede et. al.) Allowing the students to make the abstract more concrete where
![Page 5: Our data analysis is organized into first an analysis of ...immersion.gmu.edu/lao/fall2000/portfolios/mjoyce3/word… · Web viewThe project is part of the Steppingstones to Technology](https://reader036.vdocuments.mx/reader036/viewer/2022081714/5faf9cf403383b12b00da5ae/html5/thumbnails/5.jpg)
they can isolate variables to see the results, uninhibited by the real world is a major
advantage over traditional science instruction.
Using a VR learning environment for instruction, teachers are able to control the
stimuli for
individual
needs and
learning
styles. They
are also able
to provide a
learning environment with multiple view points or “frames of reference” which has the
potential to make more salient information that learners might not notice in another frame
of reference. (See illustration 1.1 and 1.2) As a result, students are able to fill in gaps in
their knowledge and become more flexible in their thinking. (Dede, 1997)
All this said, there are some major caveats in implementing VR into the
classroom. First and foremost is the cost associated to developing and implementing a
virtual reality learning environment. Equipment such as high-end Silicon Graphic
computers, head-mounted displays or 3D glasses and surround sound are not found in
your average high school classroom, not to mention the advanced programming skills
needed to develop the virtual worlds. Even for the most rudimentary delivery of a VR
environment, computers need a very powerful CPU (central processing unit), a
significant amount of RAM (random access memory) and a sophisticated graphic card.
Illustration 1.1
Snapshot of Zoning in on Physics. The shuttle in a non friction, space environment, with a global, 3rd person perspective.
Illustration 1.2
Snapshot of Zoning in on Physics. The shuttle is in a high friction environment with a frontal view giving a 1st person perspective
![Page 6: Our data analysis is organized into first an analysis of ...immersion.gmu.edu/lao/fall2000/portfolios/mjoyce3/word… · Web viewThe project is part of the Steppingstones to Technology](https://reader036.vdocuments.mx/reader036/viewer/2022081714/5faf9cf403383b12b00da5ae/html5/thumbnails/6.jpg)
At this point, technology in the classroom has yet to catch up to the innovative ideas
being formulated about VR.
George Mason University’s ProjectDEVISE attempts to bridge that gap by
using graduate student designers and programmers to design and develop a VR
environment that can be delivered over a computer that runs Windows 95/98 with the
most basic system requirements. In this research paper, we evaluate the implementation
of this Virtual Reality prototype, “Zoning in on Physics,”(ZIOP) formally known as
Motion Magic to ascertain if it indeed provides the kind of learning value and
motivational incentives postulated by VR researchers for our target audience.
Sample Population
The research was conducted in five different classrooms with a total of 79 high
school students. 56 students were enrolled in an Active Physics course at Centreville
High School, Fairfax County, Virginia and 23 high school students were enrolled in a
Basic Science course at Butte High School, Silverbow County, Montana. There was a
total of 52 male students and 27 female students who participated in the study. 48 of the
students were classified to have a Learning Disability. (Four ESL students were included
in this category due to a lack of verbal skills.) The remaining 31 students who
participated were non-LD students.
InstrumentThe survey consisted of four parts. The first part of the survey, Background
Questionnaire (see appendix), asked information on the student: including gender, age,
grade level, and if they had any particular conditions that might effect the virtual reality
![Page 7: Our data analysis is organized into first an analysis of ...immersion.gmu.edu/lao/fall2000/portfolios/mjoyce3/word… · Web viewThe project is part of the Steppingstones to Technology](https://reader036.vdocuments.mx/reader036/viewer/2022081714/5faf9cf403383b12b00da5ae/html5/thumbnails/7.jpg)
session (e.g. color blindness, uncorrected vision problems, and seizure disorders). The
Student Questionnaire (see appendix) consisted of 10 questions using a Lichert scale to
assess the students’ attitudes toward science and computers. The Follow-Up
Questionnaire (see appendix) included seven questions assessing the students’ perception
of “Zoning in on Physics.” We wanted to ascertain how difficult it was to navigate
through the program (ZIOP), if the students thought the program was useful in
understanding physics concepts, if they had fun, etc. The Follow-up Questionnaire also
included five qualitative questions asking what the students liked most and least about
ZIOP, and what types of changes they would make. The fourth part was also qualitative.
Each student was given a Scratch Sheet (see appendix), essentially a blank sheet of paper
in which they were instructed to ”jot down thoughts and ideas” about the prototype. The
students were encouraged to write any perceptions they had, albeit positive or negative.
Data CollectionThe first evaluation was held on February 27 and 28, 2001 at Centreville High
School. The teacher had already distributed parental permission forms. After class began
we explained the purpose of the study and what would be happening in the next 80
minutes. The teacher assigned each student a letter and a computer. Each student was to
write the number and letter on all of the paper work that day. This was done so that each
of the questionnaires could be correlated and privacy maintained. The experimenters
handed out the Background Questionnaire. The students were given 10 minutes to
complete and return them.
![Page 8: Our data analysis is organized into first an analysis of ...immersion.gmu.edu/lao/fall2000/portfolios/mjoyce3/word… · Web viewThe project is part of the Steppingstones to Technology](https://reader036.vdocuments.mx/reader036/viewer/2022081714/5faf9cf403383b12b00da5ae/html5/thumbnails/8.jpg)
The group was given the Student Questionnaire to assess attitudes towards school
and computers. These were then collected and each student was given a Scratch Sheet
and moved to their assigned computers. The experimenters handed the groups a work
sheet to go with the Zone of the virtual environment being tested. One person in each
group acted as a scribe, the other a navigator and the third the pilot. They then went
through each of the exercises for their Zone. While completing the Zone exercise the
experimenters assisted with technical difficulties and answered questions about the
purpose. They also took notes and observed reactions and comments made. When a
group completed a Zone they then went to another zone to see how it worked. Although
the ZIOP program is intended to be progressive, different groups started in different
zones. The data for each class was kept together in envelopes and then the experimenters
each took a packet to code and correlate the data. The teacher provided information on
each of the students classified as LD or non-LD and ESL. We had complete information
from all groups except the first class in which the Background Information could not be
correlated with the other questionnaires. Most of the groups completed two zones.
About 15 minutes before the class ended the students returned to their assigned seating
and completed the Follow-Up Questionnaire.
The second evaluation was held on March 26 and 27, 2001 at Butte Public High
School in Butte, Montana. The two-day evaluation was conducted as described above;
however extended over a two 50 minute class periods with only one evaluator. Students
worked in pairs and completed 2 of the 3 Zones. Students in this evaluation did not have
time to complete the qualitative section of the Follow-Up Questionnaire.
![Page 9: Our data analysis is organized into first an analysis of ...immersion.gmu.edu/lao/fall2000/portfolios/mjoyce3/word… · Web viewThe project is part of the Steppingstones to Technology](https://reader036.vdocuments.mx/reader036/viewer/2022081714/5faf9cf403383b12b00da5ae/html5/thumbnails/9.jpg)
Trends: Full sample population
The first thing we wanted to learn from our student testers was their opinions
about the program in general. The Student Questionnaire was designed to gauge how
much they like or don’t like several related subject matter areas including: school, science
education, computers, etc. In particular, one of the questions asked was if students ‘liked
coming to school’. Not surprisingly, this question registered the lowest mean response of
any of the questions asked. The second lowest mean response was in response to the
question ‘I like learning about physics’ and the third lowest response was to the question
‘Science is one of my favorite subjects.’ A trend does arise here in the data and it
becomes clear the students do not have favorable attitudes towards school, science or
physics education. It seems that we are working with a somewhat hostile audience. They
don’t like school and they don’t like physics.
When looking at which questions students identified with most strongly, another
trend appears. The highest mean response, indicating the strongest association of the
students with the statement presented was in response to the statement, ‘I like learning
new things’. That might indicate that the audience is eager to learn new things and that
maybe the medium, or the traditional scholastic environment is partially responsible for
the disinterest in of students for the lessons presented to them. The second strongest
response registered was in response to the question, ‘I like computer games’. This is
supported by the third and fourth strongest sentiment registered which is ‘I like working
with a computer’ and ‘I like when we use a computer in school’. So, this might be telling
us that developing a computer-based education program is the right way to try to get kids
more interested in learning.
![Page 10: Our data analysis is organized into first an analysis of ...immersion.gmu.edu/lao/fall2000/portfolios/mjoyce3/word… · Web viewThe project is part of the Steppingstones to Technology](https://reader036.vdocuments.mx/reader036/viewer/2022081714/5faf9cf403383b12b00da5ae/html5/thumbnails/10.jpg)
The second half of the survey analysis focused on the attitudes the students had
regarding their experiences with the ‘Zoning in on Physics’ prototype. The general
sentiment expressed by the students was twofold. First, they definitely liked the concept
of the Zoning in on Physics program as an alternative to traditional physics education.
Secondly, the students seemed to feel the program could have done a better job in the
‘wow’ factor of the program; students were not strongly engaged by the program. These
characteristics are indicated by the fact that the strongest sentiments registered have to do
with their eagerness or interest in using the computer to learn physics. For example, the
first and second highest mean answers were given to the statements, ‘I had fun using
Zoning in on Physics’ and ‘Zoning in on Physics would help me learn physics’,
respectively. This disparity between student interest in the prototype and their
subsequent evaluation of the prototype can be seen when comparing these scores to the
lowest scores registered. The lowest scores registered were for those questions asking
students to give their opinions on the functionality or usability of the prototype. Two of
the three lowest scores were for the questions ‘I liked the graphics of Zoning in on
Physics’ and ‘Zoning in on Physics kept my attention during the activity’
Trends: Male/Female comparative analysis:
After looking at trends that existed in the sample population at large, we broke the
dataset into smaller cohort groups for cross-comparisons. The first of two cuts of the data
compared the responses of males against females. Some of the trends found in the data
were as expected. For example, males had the strongest response to the question, ‘I like
computer games’ while females had the lowest mean response among all sub-groups
![Page 11: Our data analysis is organized into first an analysis of ...immersion.gmu.edu/lao/fall2000/portfolios/mjoyce3/word… · Web viewThe project is part of the Steppingstones to Technology](https://reader036.vdocuments.mx/reader036/viewer/2022081714/5faf9cf403383b12b00da5ae/html5/thumbnails/11.jpg)
considered, to the same question. Maybe more interesting was the fact that when the
question ‘I like using computers in school’ was asked, female responses averaged
significantly lower than males. Female scores were also much lower then the average for
all students. This might suggest that the computer as a medium has a much stronger
appeal for males than females in general. A design consideration relevant to this
tendency is for the designers to increase essentially the femininity or feminine presence
in the program. Which is not to say make it pink or put flowers in the interface, but it is
to say that further research could be performed to determine what styles of interface and
program architecture are most pleasing and effective for female audiences. It seems that
we have the room to move here and design disproportionately with the preferences of the
female audience in mind without losing the already strong interests of the male
demographic. A related note is the fact that female responses registered much higher
than males when asked if they ‘liked working with a computer’ and they also scored
higher when asked if they ‘use a computer at home often’. This might indicate several
sociological phenomena occurring here and indicates a place for further analysis.
When aggregating responses by gender, new trends appeared when analyzing the
responses to the student Zoning in on Physics prototype Student Questionnaire. When
students were asked if they thought Zoning in on Physics would help them learn physics,
males were much more likely than females to feel this to be true. This seems to back up
what we already know; that given a chance to learn physics with or without a computer
boys, who tend to have a stronger affinity for gadgetry and technology in general, are
more likely to feel learning with the computer would be helpful. Interestingly though
was the fact that when asked if they ‘had fun’ using the prototype or whether the ‘like the
![Page 12: Our data analysis is organized into first an analysis of ...immersion.gmu.edu/lao/fall2000/portfolios/mjoyce3/word… · Web viewThe project is part of the Steppingstones to Technology](https://reader036.vdocuments.mx/reader036/viewer/2022081714/5faf9cf403383b12b00da5ae/html5/thumbnails/12.jpg)
graphics’ in the prototype, female responses indicated stronger agreement with those
sentiments than did the responses of the males. So, this appears very encouraging,
indicating that the females do have an interest in something like Zoning in on Physics and
they had fun using it. This also indicates that females appreciate or are more aware of the
aesthetic or graphic design of the user interface. With further analysis this knowledge
may have great strength as a way to make the user experience for the female student more
fun and more effective.
Trends: LD/Non-LD comparative analysis:
The second sub-group comparison considered the differences in attitudes held by
students classified learning disabled (LD) and the rest of the sample population. It was
found that students with learning disabilities show more apprehensiveness towards
computer aided science education but also greater eagerness to give the technology a try.
For example, students not classified LD were more likely to say they ‘liked computer
games’ and that they were ‘good at computer games’ than were students with learning
disabilities. The students without learning disabilities were also more likely to say they
‘use a computer at home’ and/or that they ‘use a computer to help with their homework.’
This indicates that students with learning disabilities may be less interested in using
technology and also less confident or familiar with using technology. A design
consideration might be that educational programs targeted at students with LD need to
address their specialized needs in design and layout.
On a very encouraging note, the differences in attitudes LD and non-LD students
shrink or disappear, even juxtapose themselves when the students were asked to rate the
![Page 13: Our data analysis is organized into first an analysis of ...immersion.gmu.edu/lao/fall2000/portfolios/mjoyce3/word… · Web viewThe project is part of the Steppingstones to Technology](https://reader036.vdocuments.mx/reader036/viewer/2022081714/5faf9cf403383b12b00da5ae/html5/thumbnails/13.jpg)
Zoning in on Physics game. For example, when students were asked if ‘Zoning in on
Physics made these physics concepts easier to understand’, the difference in mean
responses is statistically insignificant between the LD/Non-LD cohorts. Furthermore,
students with learning disabilities were actually more likely than non-LD students to feel
that ‘Zoning in on Physics would help me learn physics’. Similar to the trends found in
the comparative analysis by gender, the disparity in confidence or skills LD students have
when compared to non-LD students is somewhat counter-balanced by an increase in
eagerness or interest LD students have about learning with this medium. For example,
LD students were much more likely then non-LD students to say they ‘had fun using
Zoning in on Physics’. They were also more likely to feel Zoning in on Physics ‘kept
their attention’ during the exercise. They also were also much more likely to say that they
‘liked the graphics’ in the Zoning in on Physics prototype.
Data Analysis Conclusions
The data analysis showed some very promising trends. It appears that the
prototype is addressing student needs. Students want and need multimedia as part of their
educational diet. They have positive feelings about working on computers in general.
Even when considering educational content on computers, they remain interested. This is
great news for ProjectDEVISE. Probably the most enlightening part of the analysis was
the story told about those users not represented by the demographic majority. In
particular, learning disabled students showed a disproportionate eagerness and interest in
using computers to teach complex science concepts. Even though a T-Test proved LD
students were statistically less likely to express confidence in their skills working with
![Page 14: Our data analysis is organized into first an analysis of ...immersion.gmu.edu/lao/fall2000/portfolios/mjoyce3/word… · Web viewThe project is part of the Steppingstones to Technology](https://reader036.vdocuments.mx/reader036/viewer/2022081714/5faf9cf403383b12b00da5ae/html5/thumbnails/14.jpg)
technology at alpha=.005, another T-Test proved they were statistically more likely to say
that they had fun working with the prototype, at alpha=.005. This is very encouraging
when considering the objectives of Project DEVISE. Moreover, our research is showing
that our prototype, designed for the LD-student, is a hit with the non-LD student as well.
Data Analysis Recommendations:
Because this study was only conducted once, our first recommendation is to
repeat this test using the same instrument to gain a clearer and more statistically grounded
understanding of the interpretations of the target audience. A second or even third
iteration of this formative evaluation session would strengthen the foundation on which
these assumptions and recommendations are founded. A second recommendation is to
increase the specialization of the design to address particular likes and dislikes of the
learning disabled student-user. A clear message of ‘design for the periphery’ is seen in
the trends presented by the data analysis. Overall, this study suggests that not only do LD
students have the desire for more VR-based educational programs, they also get a greater
sense of accomplishment or satisfaction out of the programs they use.
Due to the limitations of the prototype at this point in development, however, we
were not able to test for learning outcomes. Further research will be needed to ascertain if
learning is enhanced for student using “Zoning in on Physics” versus those learning
science through the traditional text-based environment. A pre-test and post-test with a
control group would be needed. Nonetheless, the results of this evaluation has shown
motivational factors associated to the VR experiences are positive and as we all know,
that is half the battle.
![Page 15: Our data analysis is organized into first an analysis of ...immersion.gmu.edu/lao/fall2000/portfolios/mjoyce3/word… · Web viewThe project is part of the Steppingstones to Technology](https://reader036.vdocuments.mx/reader036/viewer/2022081714/5faf9cf403383b12b00da5ae/html5/thumbnails/15.jpg)
References
Behrmann, M., Sprague, Debra. (2001). “Zoning in On Physics: Creating Virtual Reality Environments to Aide Students with Learning Disabilities.” In Press.
Castellani, J. (1999) ProjectDEVISE, George Mason University Steppingstones Grant Proposal, http://www.virtual.gmu.edu/EDIT792/proposal.html
Dede C., Salzman, M. Loftin, B. and Sprague, D. (1999). Multisensory Immersion as a Modeling Environment for Learning Complex Scientific Concepts, Published in Roberts, N., Fuerzeig, W. and Hunter B. (Eds.) Computer Modeling and Simulation in Science Education.
Dede, C., Salzman, M., and Loftin, B. (1996) ScienceSpace: Virtual realities for learning complex and abstract scientific concepts. In Proceedings of IEEE Virtual Reality Annual International Symposium, (pp. 246-253). New York: IEEE Press.
Dede C., Salzman, M., Loftin, B., and Ash, K. (1997). Using virtual reality technology to convey abstract scientific concepts. In M.J. Jacobson & R.B. Kozma (Eds.), Learning the Sciences of the 21st Century: Research, Design, and Implementing Advanced Technology Learning Environments. Hillsdale, NJ: Lawrence Erlbaum.
Scruggs, T., Mastropieri, M., & Boon. R. (1998). "Science Education for Students with Disabilities: A Review of Recent Research." Studies in Science Education 32, 21-44.Gordin, D. N., & Pea, R. D. (1995). Prospects for scientific visualization as an educational technology. Journal of the Learning Sciences, 4 (3), 249-279.
Scruggs, T.and Mastropieri, M (1994). Text-based vs. activities-oriented science curriculum: Implications for students with disabilities. Remedial and Special Education, 15, 72-85.