We present concurrent theoretical work from HCI and Education that reveals a convergence of trends focused on the importance of three themes: embodiment, multimodality, and composition. We argue that there is great potential for truly transformative work that aligns HCI and Education research, and posit that there is an important opportunity to advance this effort through the full integration of the three themes into a theoretical and technological framework for learning. We present our own work in this regard, introducing the Situated Multimedia Arts Learning Lab (SMALLab). SMALLab is a mixed-reality environment where students collaborate and interact with sonic and visual media through full-body, 3D movements in an open physical space. SMALLab emphasizes human-to-human interaction within a multimodal, computational context. We present a recent case study that documents the development of a new SMALLab learning scenario, a collaborative student participation framework, a student-centered curriculum, and a three-day teaching experiment for seventy-two earth science students. Participating students demonstrated significant learning gains as a result of the treatment. We conclude that our theoretical and technological framework can be broadly applied in the realization of mixed reality, student-centered learning environments.
1. Introduction
Emerging research from Human Computer Interaction
(HCI) offers exciting new possibilities for the creation of transformative
approaches to learning. Current sensing,
modeling, and feedback paradigms can enrich collaborative learning, bridge the
physical/digital realms, and prepare all students for the dynamic world they
face. When grounded in contemporary
research from the learning sciences, HCI approaches have great promise to
redefine the future of learning and instruction through paradigms that
cultivate the students’ sense of ownership and play in the learning process.
A convergence of recent trends across the Education
and HCI research communities points to the promise of new learning environments
that can realize this vision. In particular,
many emerging technology-based learning systems are highly inquiry based,
with the most effective being learner centered, knowledge centered, and
assessment centered [1]. These systems are
broadly termed as student-centered
learning environments (SCLEs).
Looking to the future of learning, we envision a new breed of SCLE that
is rooted in contemporary Education and HCI research and is tightly coupled
with appropriate curriculum and instruction design. Our research is focused on three concepts in particular:
embodiment, multimodality, and composition which we define in
Section 2.
We begin with a discussion of these
key concepts and situate them in the context of both HCI and Education
research. We present prior theoretical work and examples of the application of these three concepts in a variety of learning contexts. We then present our own work in the design
and implementation of new platform for learning, the Situated Multimedia Arts Learning Lab (SMALLab). SMALLab
(Figure 1) is a mixed-reality
environment where students collaborate
and interact with sonic and visual media through vocalization and full-body, 3D
movements in an open, physical space. SMALLab emphasizes human-to-human
interaction within a computational multimodal feedback framework that is
situated within an open physical space.
In collaboration with a network of school and community partners, we
have deployed SMALLab in a variety of
informal and formal educational settings and community-based contexts,
impacting thousands of students, teachers, and community members, many from
underserved populations. We have developed
innovative curricula in collaboration with our partner institutions. We
summarize past deployments along with their supporting pilot studies and
present two recent examples as case studies of SMALLab learning. Finally,
we present conclusions and describe our ongoing work and
future plans.
Figure 1: SMALLab mixed-reality learning environment.
2. Prior Work
Recent research spanning Education and HCI has yielded three
themes that inform our work across learning and play: embodiment, multimodality,
and composition. Here, we define the scope of these terms in
our research and discuss their theoretical basis before
presenting examples of
prior related applications.
2.1. Embodiment
2.1.1. Learning Sciences
By embodiment we mean that SMALLab interactions engage students both in mind and in body, encouraging them to
physically explore concepts and systems by moving within and acting upon an
environment.
A growing body of evidence supports
the theory that cognition is “embodied”-grounded in the sensorimotor system
[2–5].
This research reveals that the way we think is a function of our body, its
physical and temporal location, and our interactions with the world around us.
In particular, the metaphors that shape our thinking arise from the body’s
experiences in our world and are hence embodied
[6].
A recent study of the development
of reading comprehension in young children
suggests
that when children explicitly “index” or
map words to the objects or activities that represent them, either physically
or imaginatively, their comprehension improves dramatically
[7]. This aligns well with the notion, advanced by
Fauconnier and Turner [4],
that words can be thought of as form-meaning pairs. For example, when a reader encounters the
lexical form, “train” in a sentence, he can readily supply the sound form (trn). If he then maps it to the image of a train (a
locomotive pulling cars situated on a track), we have a form-meaning pair that
activates the student’s mental model of trains, which he can then use to help
him understand and interpret the sentence in which the word
“train” appears [6].
SMALLab is a learning environment that supports and encourages students in this meaning-making
activity by enabling them to make explicit connections between sounds, images,
and movement. Abstract concepts can be
represented, shared, and collaboratively experienced via physical interaction
within a mixed-reality space.
2.1.2. HCI
Many emerging developments in HCI also emphasize the
connections between physical activity and cognition
[8–14], and the intimately
embedded relationship between people and other entities and objects in the
physical world
[15–17]. The embodied
cognition perspective
[10, 14] argues based on strong
empirical evidence from psychology and neurobiology
[7, 18] that perception, cognition, and action, rather than being
separate and sequential stages in human interaction with the physical world, in
fact occur simultaneously and are closely intertwined.
Dourish [8, 9] in particular emphasizes the importance of context in embodied interaction, which
emerges from the interaction rather than being fixed by the system. As such, traditional HCI frameworks such as
desktop computing (i.e., mouse/keyboard/screen) environments, which facilitate embodied interaction in
a limited sense or not at all, risk binding the user to the system context,
restricting many of his/her capacities for creative expression and free thought
which have proven so essential in effective learning contexts. From cognitive,
ecological, and design psychology, Shepard
[17],
Gibson [15],
Norman [16],
and Galperin [19]
further emphasize the importance of the embedded
relationship between people and things, and the role that manipulating physical
objects has in cognition. Papert, Resnick, and Harel
(see [20–23]) extend these approaches by explicitly stating their
importance in educational settings. Design-based learning methodologies such as Star Logo, Lego Mindstorms, and Scratch
[21, 24, 25] emphasize physical-digital
simulation and thinking. These have
proven quite popular and effective in fostering and orienting students' innate
creativity toward specific learning goals.
In order
for these tools to extend further into the physical world and to make use
of
the important connections provided by embodiment,
they must include physical elements that afford embodied interactions. Ishii has championed the field of tangible media
[26] and coined the term tangible user interfaces (TUIs versus
GUI: graphical user interfaces). His
Tangible Media group has developed an extensive array of applications that
pertain to enhancing not only productivity (e.g., Urban Simulation, SandScape)
but also artistic expression and playful engagement in the context of
learning (e.g., I/O Brush, Topobo, and
Curlybot) [27].
Some prior examples of HCI
systems that facilitate elements of embodiment and interaction with immersive
environments include the Cave Automated Visualization Environment (CAVE)
[28]. CAVEs typically present an immersive
environment through the use of 3D glasses or some other head-mounted display
(HMD) that enables a user to engage through a remote control joystick. A
related environment, described as a step toward the holodeck, was developed by
Johnson at USC to teach topics ranging from submarine operation to Arabic
language training [29]. In terms of extending physical activity
through nontraditional interfaces and applying them to collaboration and social
engagement, the
Nintendo Wii’s recent impact on entertainment is the most pronounced. The Wii
amply demonstrates the power of the body as a computing interface. Some
learning environments that have made strides in this area
include Musical Play Pen, KidsRoom, and RoBallet
[30–32].
These interfaces demonstrate that movement-based HCI can greatly impact
instructional design, play, and creativity.
2.1.3. Example
A particularly successful example
of a learning environment that leverages embodiment in the context of
instructional design is River City
[33–36]. River City
is a multiuser, online desktop virtual environment that
enables middle school children to learn about disease transmission. The virtual world in River City
embeds a river in various types of terrain which influence water runoff and
other environmental factors that in turn influence the transmission of disease
through water, air, and/or insect populations.
The factors affecting disease transmission are complex and have many
causes, paralleling conditions in the physical world. Student participants are
virtually embodied in the world, enabling exploration through avatars that
interact with each other, with facilitators’ avatars, and with the auditory and
visual stimuli comprising the River City
world. Participants can make complex decisions within this world by, for
example, using virtual microscopes to examine water samples, and sharing and
discussing their proposed solutions. In
several pilot studies
[33, 34], the level of motivation, the diversity and originality of
participants’ solutions, and their overall content knowledge were found to
increase with River City as opposed
to a similar paper-based environment. Hence, the River City
experience provides at least one
successful example of how social embodiment through avatars in a multisensory
world can result in learning gains.
However,
a critical aspect of embodiment not addressed by River City
is the bodily-kinesthetic sense of the participant. Physically, participants
interact with River City using a
mouse and keyboard, and view 2D projections of the 3D world on a screen. The screen physically separates users’ bodies from the environment, which implies that perception and bodily action are not as
intimately connected as they are in the physical world, resulting in embodiment
in a lesser sense [10]. In SMALLab,
multiple participants interact with the system and with each other via
expressive, full-body movement. In SMALLab there is no physical barrier between the participant and the audiovisual
environment they manipulate. It has long
been hypothesized [37] that bodily kinesthetic modes of representation and
expression are an important dimension of learning and severely underutilized in
traditional education. Thus, it is
plausible that an environment that affords full-body interactions in the
physical world can result in even greater learning gains.
2.2. Multimodality
2.2.1. Learning Sciences
By multimodality we mean interactions and knowledge representations
that encompass students’ full sensory and expressive capabilities including
visual, sonic, haptic, and kinesthetic/proprioceptive. Multimodality includes both student
activities in SMALLab and the
knowledge representations it enables.
The research of Jackendoff in
cognitive linguistics suggests that information that an individual assimilates
is encoded either as spatial representations (images) or as conceptual
structures (symbols, words or equations)
[38]. Traditional didactic
approaches to teaching strongly favor the transmission of conceptual
structures, and there is evidence that many students struggle with the process
of translating these into spatial representations
[6]. By contrast, information gleaned from the SMALLab environment is both
propositional and imagistic as described above.
Working in SMALLab, students create multimodal artifacts such as sound recordings,
videos, and digital images. They
interact with computation using innovative multimodal interfaces such as 3D
physical movements, visual programming interfaces, and audio capture
technologies. These interfaces encourage the use of multiple modes of
representation, which facilitates learning in general,
[39, 40] and are robust to individual differences in
students’ optimal learning styles
[37, 41],
and can serve to motivate learning
[1].
2.2.2. HCI
Many recent developments in HCI
have emphasized the role of immersive, multisensory interaction through
multimodal (auditory, visual, and tactile) interface design. This work can be applied in the design of new
mixed-reality spaces. For example, in combining audio and video in perceptive spaces,
Wren et al. [42]
describe their work in the development of environments utilizing unencumbered
sensing technologies in situated environments.
The authors present a variety of applications of this technology that
span data visualization, interactive performance, and gaming. These technologies suggest powerful
opportunities for the design of learning scenarios, but they have not yet been
applied for this purpose.
Related work in arts and technology
has influenced our approach to the design of mediated learning scenarios. Our
work draws from extensive research in the creation of interactive sound
environments
[43–45]. While much of this work is focused on
applications in interactive computer music performance, the core innovations
for interactive sound can be directly applied in our work with students. In addition, we are drawing from the 3D
visualization community [46]
in considering how to best apply visual design elements (e.g., color, lighting,
spatial composition) to render content in SMALLab.
There are many examples where HCI
researchers are extending the multimodal tool set and applying it to novel
technologically mediated experiences for learning and play. Ishii’s Music
Bottles offer a multimodal experience through sound, physical interaction,
and light color changes as different bottles are uncorked by the user to
release sounds. The underlying sensor
mechanism is a resonant RF coil that is modulated by an element in the cork.
Edmonds has chronicled the significant contribution physiological sensors have
made to the interactive computational media arts
[47]. RoBallet uses laser beam-break sensors, such as those found in some elevators and garage
doors, along with video and sonic feedback to engage students in interactive
choreography and composition. Cavallo argues that this system would enable new
forms of teaching not only music but math and programming as well
[32].
The work described in this paper builds upon this prior work and is similarly extending the tools and domains for multimodal HCI interfaces as they apply to learning and play.
2.2.3. Example—the Mediate Environment
One example of an immersive,
multisensory learning environment which emphasizes multimodality is MEDIATE, an environment designed to
foster a sense of agency and a capacity for creative expression in people on
the autistic spectrum (PAS). Autism is a
variable neuron-developmental disorder in which PAS are overwhelmed by the
excessive stimuli, the noises and colors that characterize interaction in the
physical world
[48–50].
Perhaps as a result (although exact mechanisms and causes are unknown), PAS
withdraw into their own world. They
often find self-expression and even everyday social interaction difficult. MEDIATE, designed in collaboration with PAS, sets up an immersive 3D environment in
which stimuli are quite focused and simplified, yet at the same time dynamic
and engaging—capable of
affording a wide range of creative expression.
The MEDIATE infrastructure consists of a pair of
planar screens alternating with a pair of tactile interface walls and
completely surrounds the participant. On the screens are projected particle
grids, a dynamic visual field which responds to the participant’s visual
silhouette, his/her vocalizations and other sounds, and his/her tactile
interactions [49]. A specially designed
loudspeaker system provides immersive audio feedback that includes the subsonic
range, and interface walls provide vibrotactile feedback.
Multimodality in MEDIATE is achieved through the
integration of sonic, visual, and tactile interfaces in both sensing and
feedback. The environment is
particularly impressive in that it can potentially supplant the traditional
classroom space with one that is much more conducive to learning in the context
of PAS. However, MEDIATE remains specialized as a platform for PAS rehabilitation
and has not been generalized for use in everyday classroom instruction. By
contrast, SMALLab emphasizes
multimodality in the context of real-world classroom settings, where the
immersive media coexists in the realm of everyday social interactions. SMALLab enables students and teachers to
work together, physically interacting, face-to-face with one another and
digital media elements. Thus, it
facilitates the emergence of a natural zone of proximal development
[51] where, on an informal basis,
facilitators and student peer experts can interact with novices and increase
what they are able to accomplish in the interaction.
Although MEDIATE was designed in collaboration with PAS
[48], participants are not able to build in new
modes of interaction or further customize the interface. This idea of composition, which comes from building, extending, and
reconfiguring the interaction framework, is essential to engaging participants
in more complex and targeted learning situations and has been integral to the
design of SMALLab.
2.3. Composition
2.3.1. Learning Sciences
Composition refers to
reconfigurability, extensibility, and programmability of interaction tools and
experiences. Specifically, we mean composition in two senses. First, students compose
new interaction scenarios in service of learning. Second, educators and mentors can extend the
toolset to support new types of learning that is tailored to their students’
needs.
In our design of the SMALLab learning experience, we proceed
from the fundamentally constructivist view that knowledge must be actively
constructed by the learner rather than passively received from the environment,
and that the prior knowledge of the learner shapes the process of new
construction [52]. Drawing on the views of
social constructivists
(i.e., Vygotsky, Bruner, Bandura, Cobb, Roth) we view
the learning process as socially mediated, knowledge as socially and culturally
constructed, and reality as not discovered but rather socially “invented”
[40, 53, 54]. We
venture beyond constructivism in subscribing to the notion that teaching and
learning should be centered on the construction, validation, and application of
models—flexible,
reusable knowledge structures that scaffold thinking and reasoning
[3, 55]. This constructive activity of modeling lies
at the heart of student activity in SMALLab.
In their seminal work describing
the situated nature of cognition, Brown et al.
[56]
observed that students in a classroom setting tend to acquire and use
information in ways that are quite different from “just plain folks”
(JPFs). They further revealed that the
reasoning of experts and JPFs was far closer to one another than that of experts
and students. They concluded that the
culture of schooling, with its passive role for students and rule-based
structure for social interactions, promotes decontextualization of information
that leads to narrow procedural thinking and the inability to transfer lessons
learned in one context to another. This
finding highlights the importance of learning that is situated, both culturally
and socially. SMALLab grounds students in a physical space that affords visual,
haptic, and sonic feedback. The abstraction
of conceptual information from this perceptual set is enabled through guided
reflective practice of students as they engage in the modeling process.
Student engagement in SMALLab experience is motivated both by
the novelty of a learning environment that affords them some measure of control
[57]
and by the opportunity to work collaboratively to achieve a specific goal,
where the pathway they take to this goal is
not predetermined by the teacher or the curriculum. Hence, SMALLab environment rewards originality and creativity with a unique digital-physical
learning experience that affords new ways of exploring
a problem space.
2.3.2. HCI
Compositional interfaces have a
rich history in HCI, as evidenced by Papert and Minsky’s Turtle Logo which
fosters creative exploration and play in the context of a functional, lisp-based
programming environment [24]. More recent examples of HCI
systems that incorporate compositional interfaces include novice level
programming tools such as Star Logo, Scratch, and Lego Mindstorms. Resnick extends these approaches through the Playful Invention and Exploration (PIE) Museum
Network and the Intel Computer Club
Houses [58], thus providing communities
with tools for creative composition in rich, informal sociocultural contexts.
Essentially, these interfaces create a “programming culture” at community
technology centers, classrooms, and museums. There has been extensive research on the development of programming languages for creative practitioners, including graphical programming environments for musicians and multimedia artists such as Max/MSP/Jitter, Reaktor, and PD. This research has made significant contributions toward improving the impact and viability of programming tools as compositional interfaces.
Embedding physical interactions
into objects for composition is a strategy for advancing embodied multimodal composition. Ryokai’s I/O Brush
[59]
is an example of a technology that encourages composition, learning, and
play. This system enables capture from
the physical world through a camera in the end of a paint brush that allows
individuals to capture colors and textures from the physical world and compose
with them in the digital world. It can
even take video sequences such as a blinking eye that can then become part of
the user’s digital painting. Composition
is a profoundly empowering experience and one that many learning environments
are also beginning to emphasize to a greater extent.
2.3.3. Example—Scratch
The Scratch programming environment
[60] emphasizes the power of
compositional paradigms for learning.
Scratch enables students to create games, interactive stories,
animations, music and art within a graphical programming environment. The interface extends the metaphor of LEGO
bricks where programming functions snap together in a manner that prohibits
programming errors and thus avoids the steep learning curve that can be a
barrier to many students in traditional programming environments. The authors frame the goal of Scratch as
providing “tinkerability” for learners that will allow them to experiment and
redesign their creations in a manner that is analogous to physical elements,
albeit with greater combinatorial sophistication.
Scratch has been deployed in a
number of educational settings
[25, 61]. In addition to focused research efforts to
evaluate its impact, a growing Scratch community website, where authors can
publish their work, provides mounting evidence that it is a powerful tool for
fostering meaningful participation for a broad and diverse population.
Scratch incorporates multimodality
through the integration of sound player modules within the primarily visual
environment. However, it provides only a
limited set of available tools for sound transformation (e.g., soundfile
playback, speech synthesis) and as a consequence, authors are not able to
achieve the multimodal sophistication that is possible within SMALLab.
Similarly, Scratch addresses the theme of embodiment in the sense that
authors and users can represent themselves as avatars within the digital
realm. However, Scratch exists within
the standard desktop computing paradigm and students cannot interact through
other more physically embodied mechanisms.
2.4. Defining Play
With
a focus on play in the context of games, Salen and Zimmerman
[62] summarize a multitude of definitions. First they consider the diverse meanings and
contexts of the very term “play.” They further articulate multiple scopes for
the term, proposing a hierarchy comprised of three broad types. The most open sense is “being playful,” such
as teasing or wordplay. Next is “ludic
activity,” such as playing with a ball, but without the formal structure of a
game. The most focused type is “game
play,” where players adhere to rigid rules that define a particular game space.
Play
and game play in particular have been shown to be an important motivational
tool [63], and as Salen and Zimmerman note, play can be
transformative as, “it can overflow and overwhelm the more rigid structure in
which it is taking place, generating emergent, unpredictable results.” Our work is informed by these broad
conceptions of play that are applied to the implementation of game-like
learning scenarios for K-12 content learning
[62].
Jenkins
offers an expansive definition of play as “the capacity to experiment with
one’s surroundings as a form of problem-solving”
[64]. Students
engaged in this type of play exhibit the same transformative effects as
described by Salen and Zimmerman. We
apply this definition of play as collaborative problem solving in our work with
students in formal learning contexts.
2.5. Toward a Theoretical and Technological Integration
As described above, there has been
extensive theoretical and practice-based research across Education and HCI that
is aimed at improving learning through the use of embodiment, multimodality,
and compositional frameworks. We have
described examples of prior projects, each of which strongly emphasizes one or
two of these concepts. This prior work
has yielded significant results that demonstrate the powerful impact of
educational research that is aligned with emerging HCI practices. However, while there are some prior examples
of interactive platforms that integrate these principles
[65], there are few prior efforts
to-date that do so while leveraging the powerful affordances of mixed reality
for content learning. As such there is
an important opportunity to improve upon prior work.
In addition, many technologically
driven efforts are limited by the use of leading edge technologies that are
prohibitively expensive and/or too fragile for most real-world learning
situations. As a consequence, many
promising initiatives do not make a broad impact on students and cannot be
properly evaluated owing to a failure to address the practical constraints of
today’s classrooms and informal learning contexts. Specifically, in order to
see large-scale deployment on a two- to five-year horizon, learning
environments must be inexpensive, mindful of typical site constraints (e.g.,
space, connectivity, infrastructure support), robust, and easily maintainable. It is essential to reach a balance between
reliance upon leading-edge technologies and consideration of the real-world
context in order to collect longitudinal data over a broad population of
learners that will demonstrate the efficacy of these approaches.
Our own efforts are focused on
advancing research at the intersection of HCI and Education. We next describe a new mixed-reality
environment for learning, a series of formative pilot studies, and two recent
in-school programs that illustrate the implementation and demonstrate the
impact of our work.
3. SMALLab: Integrated HCI for Learning
SMALLab represents a new breed of student-centered learning environment (SCLE) that
incorporates multimodal sensing, modeling, and feedback while addressing the
constraints of real-world classrooms.
Figure 2 diagrams the full system architecture, and here we detail
select hardware and software components.
Figure 2: SMALLab software architecture.
Physically, SMALLab consists of a portable,
freestanding media environment
[66]. A cube-shaped trussing structure frames an
open physical architecture and supports the following sensing and feedback
equipment: a six-element array of Point
Grey Dragonfly firewire cameras (three color, three infrared) for
vision-based tracking, a top-mounted video projector providing real time visual
feedback, four audio speakers for surround sound feedback, and an array of
tracked physical objects (glowballs). A networked computing cluster with custom
software drives the interactive system.
The open physical architecture
of the space is designed to encourage human-to-human interaction, collaboration,
and active learning within a computational framework. It can be housed in a large general-purpose
classroom without the need for additional specialized equipment or installation
procedures. The use of simple,
unencumbered sensing technologies ensures that there is a minimal learning
curve for interaction, yet it has been utilized in diverse educational contexts
including schools and museums.
With the exception of the glowballs, all SMALLab hardware (e.g., audio speakers, cameras, multimedia
computers, video projector, support structure) is readily available
off-the-shelf. This ensures that SMALLab can be easily maintained
throughout the life of a given installation as all components can be easily
replaced. Furthermore, the use of
readily available hardware contributes to the overall low cost of the system.
We have custom developed all SMALLab software which is made freely available to our partner educational
institutions.
SMALLab can be readily transported and installed in
classrooms or community centers. We have
previously disassembled, transported to a new site, reinstalled, and calibrated
a functioning SMALLab system within
one day’s time.
3.1. Multimodal Sensing
Groups of students and
educators interact in SMALLab together through the manipulation of up to five illuminated glowball objects and a set of standard
HID devices including wireless gamepads, Wii Remotes
[67, 68], and commercial wireless
pointer/clicker devices. The
vision-based tracking system senses the real-time 3D position of these glowballs at a rate of
50–60 frames per
second using robust multiview techniques
[69]. To address interference from visual projection, each object
is partially coated with a tape that reflects infrared light. Reflections from
this tape can be picked up by the infrared cameras, while the visual projection
cannot. Object position data is routed to custom software modules (described below)
that perform various real-time pattern analyses on this data, and in response,
generate real-time interactive sound and visual transformations in the space.
With this simple framework we have developed an extensible suite of interactive
learning scenarios and curricula that integrate the arts, sciences, and
engineering education.
3.2. Rich Media Database
SMALLab features an integrated and extensible rich media database
that maintains multimodal content provided by students, teachers, and
researchers. This is an important tool
in support of multimodal knowledge representation in SMALLab. It manages audio,
video, images, text, and 3D objects and enables users to annotate all media
content with user-specific metadata and typed links between elements. The SCREM interface (described below) tightly
integrates search and navigation tools so that scenario authors and students
can readily access this media content.
3.3. SCREM
We apply the notion of composition
at two levels. First, we have conceived
of SMALLab as a modular framework to
ensure that educators and administrators can continuously extend and improve it
through the design and implementation of new scenarios. In this regard, SMALLab is not a one-size-fits-all solution, but rather, it enables
an educator- and community-driven learning environment. Second, many SMALLab curricula emphasize learning through collaborative problem
solving and open-ended design challenges.
These approaches demand that students are able to readily design and
deploy new interactive scenarios through the manipulation of powerful, yet easy
to use interfaces—interfaces that provide both depth and
breadth.
To this end we have developed an
integrated authoring environment, the SMALLab
core for realizing experiential media (SCREM). SCREM is a high-level object oriented
framework that is at the center of interaction design and multimodal
feedback
in SMALLab. It provides a suite of graphical user
interfaces to either create new learning scenarios or modify existing
frameworks. It provides integrated tools
for adding, annotating, and linking content in the SMALLab Media Content database.
It facilitates rapid prototyping of learning scenarios, enables multiple
entry points for the creation of scenarios, and provides age and ability
appropriate authoring tools.
SCREM supports student and teacher
composition at three levels. First,
users can easily load and unload existing learning scenarios. These learning
scenarios are stored in an XML format that specifies interactive mappings,
visual and sonic rendering attributes, typed media objects, and metadata
including the scenario name and date.
Second, users can configure new scenarios through the reuse of software
elements that are instantiated, destroyed, and modified via a graphical user
interface. Third, developers can write
new software code modules through a plug-in type architecture that are then
made available through the high-level mechanisms described above. Depending on developer needs, low-level SMALLab code can be written in a number
of languages and media frameworks including Max/MSP/Jitter, Javascript, Java,
C++, Objective C, Open Scene Graph, and VR-Juggler.
3.4. SLink Web Portal
The SMALLab Link or, SLink,
web portal [66] provides an online interface
that enables teaching and learning to seamlessly span multiple SMALLab installations and to extend from
the physical learning environment and into students’ digital realms. It serves as three functions: (1) a
supportive technology, (2) a research tool, and (3) an interface to augment SMALLab learning.
As a supportive technology, SLink acts as a central server for all SMALLab media content and user
data. It provides functionality to sync
media content that is created at a given SMALLab site to all other sites while preserving unique metadata. Similarly, SLink maintains dynamic student and educator profiles that can be
accessed by teachers and researchers online or in SMALLab.
SLink is a research tool and an important component of the learning evaluation
infrastructure. Through a browser-based
interface, educational researchers can submit, search, view, and annotate video
documentation of SMALLab learning. Multiple annotations and
annotator metadata are
maintained for each documentation element.
SLink serves as a tool for students where they can access or contribute media content
from any location through the web interface.
These media
content and metadata will sync to all SMALLab installations. In ongoing work, we are
expanding the SLink web interface to
provide greater functionality for students.
Specifically, we are developing tools to search and render 3D SMALLab movement data through a
browser-based application. Student audio
interactions can be published as podcasts, and present visual interactions
presented as streaming movies. In these
ways, SLink extends into the web our
paradigms of multimodal interaction and learning
through composition.
3.5. Experiential Activity Archive
All glowball position data, path shape quality information, SCREM
interface actions, and projected media data are streamed in real time to a central archive
application. Incoming data is
timestamped and inserted into a MySQL database where it is made available in
three ways. First, archived data can be
replayed in real time such that it can be rerendered in SMALLab for the purpose of supporting reflection and discussion
among students regarding their interactions.
Second, archived data is made available to learners and researchers
through the SLink web interface. Third, archived data can be later mined for
the purposes of evaluation and assessment of SMALLab learning. We are
currently developing a greatly expanded version of the activity archive that
will include the archival of real-time video and audio streams, interfaces to
create semantic links among entries, and tools to access the
data from multiple
perspectives.
4. Case Study: Earth Science Learning in SMALLab
Having presented a theoretical
basis and described the development and integration of various HCI technologies
into a new mixed-reality environment, we now focus on the application and
evaluation of SMALLab for learning. This research is undertaken at multiple
levels including focused user studies to validate subcomponents of the system
[70, 71], and perception/action experiments
to better understand the nature of embodied interaction in mixed-reality
systems such as SMALLab
[72]. Over the past several years we have reached
over 25,000 students and educators through research and outreach in both formal
and informal contexts that span the arts, humanities, and sciences
[73–75].
This prior work serves as an empirical base that informs our theoretical
framework. Here we present a recent case
study to illustrate our methodology and results.
4.1. Research Context
In Summer 2007 we began a long-term
partnership with a large urban high school in the greater Phoenix, AZ
metropolitan area. We have permanently
installed SMALLab in a classroom and
are working closely with teachers and students across the campus to design and
deploy new learning scenarios. This site
is typical of public schools in our region. The student demographic is 50% white, 38% Hispanic, 6%
Native American, 4% African American, and 2% other. 50% of students are on free or reduced lunch programs, indicating that many students are of low socioeconomic status. 11% are English language learners and 89% of these students speak Spanish at home. In this study, we are working with 9th grade students and teachers from the school’s dedicated program for at-risk students. The program is a specialized “school within a school” with a dedicated faculty and administration. Students are identified
for the program because they are reading at least two levels below their grade
and have been recommended by their middle school teachers and counselors. After almost a year of classroom observation
by our research team, it is evident that students are tracked into this type of
program, not because they have low abilities, but because they are often
underserved by traditional instructional approaches and exhibit low motivation
for learning. Our work seeks to address
the needs of this population of students and teachers.
Throughout the year, we
collaborated with a cohort of high school teachers to design new SMALLab learning scenarios and curricula
for language arts and science content learning.
Embodiment, multimodality, and composition served as pillars to frame
the formulation of new SMALLab learning scenarios, associated curricula, and the instructional design. In this context, we present one such teaching
experiment. This case study illustrates
the use of SMALLab for teaching and
learning in a conventional K-12 classroom.
It demonstrates the implementation of our theoretical framework around
the integration of embodiment, multimodality, and composition in a single
learning experience. Finally, we present
empirical evidence of student learning gains as a result of
the intervention.
4.2. Design and Teaching Experiment
The
evolution of the earth’s surface is a complex geologic process that is impacted
by numerous interdependent processes.
Geologic evolution is an important area of study for high school
students because it provides a context for the exploration of systems thinking
[76] that touches upon a wide array of earth
science topics. Despite the nature of
this complex, dynamic process, geologic evolution is typically studied in a
very static manner in the classroom. In
a typical learning activity, students are provided with an image of the
cross-section of the earth’s crust. Due
to the layered structure of the rock formations, this is sometimes termed a
geologic layer cake. Students are asked
to annotate the image by labeling the rock layer names, ordering the layers
according to which were deposited first, and identifying evidence of uplift and
erosion [77]. Our partner teacher has numerous years of
experiences with conventional teaching approaches in his classroom. Through
preliminary design discussions with him, we identified a deficiency of this
traditional instructional approach: when
students do not actively engage geologic evolution as a time-based, generative
process, they often fail to conceptualize the artifacts (i.e., cross-sections
of the earth’s surface) as the products of a complex, dynamic process. As a consequence, they struggle to develop
robust conceptual models during the learning process.
For
six weeks we collaborated with the classroom teacher, using the SMALLab authoring tools, to realize a
new mixed-reality learning scenario to aid learning about geologic evolution in
a new way. Our three-part theoretical
framework guided this work: embodiment, multimodality, and composition. At the end of this process, the teacher led a
three-day teaching experiment with seventy-two of his ninth-grade earth science
students from the CORE program. The
goals for the teaching experiment were twofold.
First, we wanted to advance participating students’ understanding of
earth science concepts relating to geologic evolution. Second, we wanted to evaluate our theoretical
framework and validate SMALLab as a
platform for mixed-reality learning in a formal classroom-learning environment.
We
identified four content learning goals for students: (1) understanding of the principle of superposition—that older
structures typically exist below younger structures on the surface of the Earth;
(2) understanding geologic evolution as a complex process with interdependent
relationships between surface conditions, fault events, and erosion forces; (3) understanding that geologic evolution is
a time-based process that unfolds over multiple scales; (4) understanding how
the fossil record can provide clues regarding the age of geologic
structures. These topics are central to
high school earth science learning and are components of the state of Arizona earth
and space science standards [78]. We
further stipulate that from the theoretical perspective of modeling instruction
[79, 80] students should be able to apply a
conceptual model of geologic evolution that integrates both descriptive and
explanatory elements of these principles.
Our collaborative design process yielded
three parts: (1) a new mixed-reality learning scenario, (2) a student
participation framework, and (3) an associated curriculum. We now describe each of these parts,
discussing how each tenet of our theoretical framework is expressed. We follow this with a discussion of the
outcomes with respect to our goals.
4.2.1. Interactive Scenario: Layer-Cake Builders
Figure 3 shows the visual scene that is projected onto the floor of SMALLab.
Within the scene, the center portion is the layer-cake construction area
where students deposit sediment layers and fossils. Along the edges, students see three sets of
images. At the bottom they see
depictions of depositional environments.
At the top are images that represent sedimentary layers. To the right they see an array of plant and
animal images that represent the fossil record.
Each image is an interactive element that can be selected by students
and inserted into the layer-cake structure.
The images are iconic forms that students encounter in their
studies
outside of SMALLab. A standard wireless game pad controller is
used to select the current depositional environments from the five options. When one student makes a selection, other students will see the image of the environment and hear a corresponding ambient sound file. One SMALLab glowball is used to grab a sediment layer—by hovering above
it—from five options
and drop it onto the layer-cake structure in the center of the space. This action will insert the layer into the
layer-cake structure at the level that corresponds with the current time
period. A second glowball is used to
grab a fossil from ten options and drop it onto the structure. This action embeds the fossil in the current
sediment layer. On the east side of the
display, students see an interactive clock with geologic time advancing to
increment each new period. Three buttons
on a wireless pointer device are used to pause, play, and reset geologic
time. A bar graph displays the current
fault tension value in real time. Students use a Wii remote game controller
[67, 68], with embedded accelerometers, to generate
fault events. The more vigorously that a
user shakes the device, the more the fault tension will increase. Holding the device still will decrease the
fault tension. When a tension threshold
is exceeded, a fault event (i.e., earthquake) will occur, resulting in uplift
in the layer-cake structure. Fault
events can be generated at any time during the building process. Subsequently
erosion occurs on the uplifted portion of the structure.
Figure 3: Screen capture of projected layer-cake builder scene.
Figure 4 illustrates that in addition to the visual feedback present in the scene,
students hear sound feedback with each action they take. A variety of organic sound events including
short clicks and ticks accompany the selection and deposit of sediment layers and
fossils. These events were created from
field recordings of natural materials such as stones. This feedback contributes
to an overarching soundscape that is designed to enrich students’ sense of
immersion in the earth science model. In
addition, key earth science concepts and compositional actions are communicated
to the larger group through sound. For
example, the selection of a depositional environment is represented visually
through an image, and sonically through looping playback of a corresponding
sound file. If a student selects the
depositional environment of a fast moving stream, all students will see an
image of the stream, and hear the sound of fast moving water. The multimodal display first alerts all
students to be aware of important events in the compositional process. In addition, the dynamic nature of the fast
moving water sound communicates important features of the environment itself
that are not necessarily conveyed through image alone. Specifically, a fast moving stream is associated
with the deposition of a conglomerate sediment layer that contains a mixture of
large and small particles. The power of
water to move large rocks and even boulders is conveyed to students through
sound.
Figure 4: Layer-cake builder interaction architecture schematic.
While
students are engaged in the compositional process, sound is an important
component of how they parse the activity and cue their own actions. Here we present a transcript from a typical
layer-cake build episode, demonstrating how sound helps students to orient
themselves in the process. In the transcription T is the teacher and FS indicates a member of the fossil
selection team:
(The student holding the controller from the
depositional environment group selects an environment and the sound of ocean
waves can be heard. Responding to the sound cue without even looking up at the
image of the depositional environment highlighted, the student controlling the
glowball for sediment layer team moves to select limestone.)FS1: Shallow ocean.FS2:Wait, wait, wait. (As the student holding the fossil glowball
moves to make his selection. A fossil
team member tells the boy with the glowball to wait because he could not see
what sediment layer had been selected. After the sediment group and the fossil
group made their selections, someone from the depositional environment team
changes their selection. When the sound of a new environment is heard, the
fossil team selector student (FS1) looks at the new environment and sees that
the fossil he deposited is no longer appropriate for this environment. He picks
up an image of a swimming reptile but then pauses uncertainly before depositing
it.)FS2: Just change it.T: Just change it to the swimming reptile.(The clock chimes the completion of one
cycle at this point. The depositional environment team shifts their choice to
desert and a whistling wind sound can be heard. Again, without even looking at
the depositional environment image, the fossil group selector, FS2, quickly
grabs a fossil and deposits it while the sediment layer girl runs back and
forth above her 5 choices trying to decide which one to choose. She finally
settles on one, picks and deposits it and then hands off the glowball and sits
down. The next two selector students stand at the edge of the mat waiting for
the clock to complete another cycle. The
assessment team is diligently taking notes on what has been deposited. Another
cycle proceeds as the sound of ocean waves can be heard. Students controlling the glowballs move
quickly to make their selections without referring to the highlighted
depositional environment.)
As
shown in Figure 5, during the learning activities, all students are copresent
in the space, and the scenario takes advantage of the embodied nature of SMALLab. For example, the concept of
fault tension is embodied in the physical act of vigorously shaking the Wii
Remote game controller. In addition this
gesture clearly communicates the user’s intent to the entire group. Similarly, the deliberate gesture of physically
stooping to select a fossil and carrying it across the space before depositing
it in the layer-cake structure allows all students to observe, consider and act
upon this decision as it is unfolding.
Students might intervene verbally to challenge or encourage such a
decision. Or they might coach a student
who is struggling to take action. Having
described the components of the system, we now narrate and discuss the
framework that enables a class of over twenty students to participate in the
scenario.
Figure 5: Students collaborating to compose a layer-cake structure in SMALLab.
4.2.2. Participation Framework
The
process of constructing a layer cake involves four lead roles for
students: (1) the depositional
environment selector, (2) the sediment layer selector, (3) the fossil record
selector, and (4) the fault event generator.
In Figure 4, we diagram the relationship between each of these
participant roles (top layer) and the physical interaction device (next layer
down). The teacher typically assumes the
role of geologic time controller.
In
the classroom, approximately twenty to twenty-five students are divided into
four teams of five or six students each.
Three teams are in active rotation during the build process, such that
they take turns serving as the action lead with each cycle of the geologic
clock. These teams are the (1) depositional environment team and fault event
team, (2) the sediment layer team, and (3) the fossil team. The remaining students constitute the
evaluation team. These “evaluator”
students are tasked to monitor the build process, record the activities of
action leads, and to steer the discussion during the reflection process. Students
are encouraged to verbally coach their teammates during the process.
There are at least two ways in which the
build process can be structured. On the
one hand, the process can be purely open ended, with the depositional
environment student leading the process, experimenting with the outcomes, but
without a specific constraint. This is
an exploratory compositional process.
Alternatively, the students can reference an existing layer-cake
structure as a script such as the one pictured in
Figure 6. This second
scenario is a goal directed
framing where only two students have access to the original script, but all
participants must work together to reconstruct the original. At the end of the
build cycle, students compare
their structure against the original. In
this discussion we narrate the goal-directed build process.
Figure 6: Layer-cake structure created in SMALLab.
At
the beginning of each geologic period, the lead
“depositional environment”
student examines the attributes of the source structure
(e.g., Figure 6)
and selects the appropriate depositional environment or surface condition on
the earth. All students see an image and
hear a sonic representation of the depositional environment. Based on that selected condition, another
student grabs the appropriate sedimentary rock, and drops it onto the
structure. While considering the current
evolutionary time period and the current depositional environment, another
student grabs a fossilized animal and lays it into the sedimentary layer. To address any potential student
misconceptions, the teacher initially leads a discussion to clarify that fossilization
is yet another example of a geologic process that students should be aware of,
despite the fact that it is not a focus of this
particular activity. If a student changes their mind, sediment and fossil layers can be replaced by another element within a given geologic time period. As the geologic clock finishes a cycle, the
next period begins. The action lead
passes their interaction device to the next teammate, and these students
collaborate to construct the next layer.
The rotation continues in like fashion until the layer cake is complete.
In this manner, the layer-cake build process unfolds as a semistructured
choreography of thought and action that is distributed across the four action
leads and their teammates. The teams rotate their roles each time a new layer
cake is to be constructed. The fossil
students become evaluators, while the evaluators become the sediment layer team
and so forth.
From
a compositional perspective, this process is open ended and improvisational. By open ended we mean that any combination of
depositional environments, sediment layers, fossils, and fault events can occur
without constraint from the technology itself.
By improvisational we mean that it unfolds in real time, and each
participant acts with a clearly defined role, yet independently of the other
students. The participation framework is
analogous to a group of improvising jazz musicians. Students have individual agency to think and
act freely. Yet they are bound by a
constrained environment and driven by the shared goal of producing a highly
structured outcome. Composition is
distributed across multiple students where each has a clearly defined role to
play and a distinct contribution to be made toward the collective goal. Collective success or failure depends on all
participants. This process unfolds in
real time with the expectation that there will be continuous face-to-face
communication between participants.
This
interaction model affords rich opportunities for whole group action and
discussion about the relationship between in-the-moment events and the
consequence of these decisions in the final outcome.
For example, “fault event” students are free
to generate earthquake after earthquake and explore the outcomes of this
activity pattern including its impact on students who are depositing sediment
layers and fossils. Through this
experimentation, students come to understand that in the real world, just as in
the model, periods of numerous fault events are often interspersed with periods
of little activity. This is a
system-level understanding of geologic evolution that must be negotiated by
teams of students over the course of numerous cycles.
The
learning activity is a form of structured play in two senses. Following Salen and Zimmerman’s model, the
layer-cake build process unfolds in a structured manner as defined by the
interaction framework. However, the play
activity can take different forms according to the metarules set by the
teacher. For example, during the
open-ended compositional process, play is akin to
“ludic activity” where a
clear game space is articulated in SMALLab,
but there are not clearly defined start and end conditions. When the activity is structured with a
reference layer-cake image and students are given the explicit goal to recreate
that structure, the activity takes the form of goal oriented
“game play.” Jenkins’ notion of play also frames the
learning activity as he defines play to be
“the
capacity to experiment with one’s surroundings as a
form of problem-solving.” Again, in both the open-ended and structured
forms, the layer-cake build process is posed as a complex problem-solving
activity that unfolds in real time.
Importantly, individual participants must cooperatively integrate their
thoughts and actions to achieve a shared success.
4.2.3. Curriculum
We
collaborated with our partner teacher to design a curriculum that he
implemented during a total of three, forty-five minute class periods across
three consecutive days. The curriculum
is informed by our overarching theoretical framework and is designed to foster
student-centered learning. Student activity is structured around a repeating
cycle of compositionreflection. From a modeling instruction perspective
[79, 80], this activity cycle supports students’
underlying cognitive process that we term as knowledge constructionconsolidation. During the first phase of the cycle, (i.e.,
activity = composition and cognitive process = knowledge construction), students construct a simple conceptual
model of the evolution of the earth’s crust. Teams of students work together in
real time to create a layer-cake representation of this model. By engaging in this hands-on, compositional
activity, they continuously form, test, and revise their model. This phase is immediately followed by a
second stage (i.e., activity = reflection and cognitive process = knowledge consolidation) in which students discuss
their activities, analyze any flaws in decision making, make sense of the various
aspects of the layer-cake structure, and challenge one another to justify their
choices. This reflective activity leads
to a consolidation of the conceptual model that was interactively explored
during the first phase. With each
iteration of this cycle, new elements are introduced and new knowledge is
tested and consolidated, ultimately leading to a robust and coherent conceptual
model of the process of geologic evolution.
As this was the first experience in SMALLab for most students, day one began
with a brief introduction to the basic technology and an overview of the
teacher’s expectations. The teacher then
introduced the technological components of the learning scenario itself and
students were divided into teams to begin creating layer-cake structures in an
open-ended, exploratory fashion. During this first day, the teacher structured
the interactions, frequently pausing the scenario and prompting students to
articulate their thinking before continuing the interaction. For example, he first started the geologic
clock and asked the depositional environment team to select an environment,
leading a discussion of the images and sounds, and what they represent. Once an environment was selected he would
stop the geologic clock and ask the sediment layer team to discuss the sediment
icons and why a particular selection would be appropriate or not. Restarting geologic time, the team selected
their choice for the best sediment layer, placed it in the layer-cake
structure. Similar discussions and
actions unfolded for the selection of an appropriate fossil. Over the course of the class period, the teacher intervened less and less as the students improved in their ability to coordinate their activities and reason through the construction process on their own.
Figure 6 shows an example of the outcome of a
layer-cake build cycle. During each
reflection stage, we captured screenshot of the layer-cake structure and
uploaded and annotated it in the SLink database for later reference.
During
day two, the teacher introduced the fault event interface and teams assumed
this role in a similar manner as the exploration of day one. Discussions regarding the selection of the
fossil record grew more detailed as students were challenged to consider both
the environmental conditions and the sequence of geologic time in their
selection process. For example, students
reasoned through an understanding of why mammalian fossils should not appear
early in the fossil record due to their understanding of the biological
evolution of species. Midway through the
class, the teacher moved students to the structured build process. He provided the
“depositional environment”
team with source images that show geologic cross-sections of the earth’s crust
such as the one pictured in Figure 6.
These students had to interpret the sequence of sediment layers and uplift/erosion
evidence to properly initiate the environments and fault events that would
cause the actions that followed to reproduce the source image. Only the few students on the “depositional environment” team had access to this source image. Thus all
others’ actions were dependent on their decision making. For example, the
“sediment” selection team could potentially add a rock layer that did not align
with the source image for a particular geologic period. While this could stem from a misunderstanding
by their action lead, this deviation might be due to the improper selection of
a depositional environment. Or both the depositional environment and the
sediment could be selected incorrectly, causing a chain of deviations that
would have to be unraveled at the end of the build. Students continued iterating through the compositionreflection process, rotating roles with
each cycle, structuring their successive interactions, and measuring their
progress with the explicit goal of replicating the reference layer cake. The teacher at times guided this reflective
process, but the student “evaluation” team members increasingly led these
discussions.
On
day three, the teacher led a summative assessment activity. Prior to the session, he worked in SMALLab to create a set of four layer-cake
structures. He captured screenshots and
printed images of these four structures.
During class the students worked to recreate each of the structures in a
similar manner as in day two. At the end
of each build process, the “evaluation” team reported any deviations from the
reference structure, and the build teams were given the opportunity to justify
and defend their actions. The teacher
assigned a grade to each student at the end of the class period.
These grades were a measure of their mastery of the build
process as indicated by their ability to effectively contribute to the
replication of the source structure and/or justify any deviations. Similar to days one and two, team action
leads rotated with each new geologic period, and teams rotated through the
different roles each time a new script was introduced. During this class session the teacher made
very few interventions as students were allowed to reason through the building
and evaluation process on their own.
4.3. Outcomes
During
the final in-class assessment activity on day three, all teams demonstrated an
impressive ability to accurately reproduce the source structure. Collectively, the students composed fifteen
layer cakes during day three. Eleven of
the results were either a perfect match or within tolerable limits (e.g., only
a slight deviation in the intensity of a fault event or no more than one
incorrect sediment layer) of the source structure. Deviations typically stemmed from students’
selection of alternate fossils in circumstances where there was room for
interpretation or minor deviations in the magnitude of fault events within a
given geologic period. Students also exhibited improvement in their ability to justify their actions, developing arguments by the final day which suggest that they quickly developed robust conceptual models of the underlying content.
For
example, below is a transcript of the teacher and students in a typical cycle
of composition reflection from day one of the treatment. The
teacher is controlling geologic time during this episode. When the transcription begins, the students
are in the middle of a layer-cake build process and they have just completed
discussion about creating one layer in the process. After his first comment, he starts the geologic
clock again, and the students commence constructing the next layer. In the transcriptions T is the teacher and students are identified by a first initial or S if the exact voice could not be
identified.
T:Alright, let’s go one more time. (Sound
of rushing water. The students with the
glowballs pick a sediment layer (sandstone) and a fossil (fish) and lay them
into the scenario. This takes lass than 10 seconds. When they are done the teacher pauses the
geologic clock to engage them in reflection.)T:
Alright, depositional environment—what are we
looking at?Ss:
A river.T:
A river.
Sandstone. Is that a reasonable
choice for a type of rock that forms in a river? (Shrugs) Could beis there any
other types of rock over there that form in a river. Chuck. What’s another rock
over there that might form in a river?C:In a river? I can’t find oneT:In a river. (there is a pause of several
seconds)S: Conglomerate.T:
Alright. Conglomerate is also an acceptable answer. Sandstone’s not a bad
answer. Conglomerate is pretty goodbig chunks of rock that wash down in the
river. So, what kind of fossil did you put in?S: A fish.T:
A fish, okay. A fish in a stream makes good sense. Let’s think about the fossils that we have in
here. First we have a trilobite and then
we had a jellyfish, then we had a fern and then we had a fish, alright? Is
there anything wrong with the order of these animals so far?S:They’re aging.T:What do you mean, “they’re aging”?S:
Evolution?T:It’s evolution so which ones should be the older fossils? (pause of several
seconds)S:Trilobite?T:
Trilobite in this casewhy the trilobite in this case? How do we know the
trilobite’s the oldest?S:
Because it’s dead.T:
Just look at the picture. How do we know
that the trilobite is oldest?S:
Because it’s on the bottom?T:
We know that the oldest rocks are foundS:On the bottom.T:on the bottom. So that’s another thing
that we want to make sure that we’re keeping in checkwe don’t want to end up
putting a whale on the bottom and a trilobite on top of a whalebecause what
kind of animal is a whale? (Pause) It’s a mammal, alright? Mammals are
relatively recently evolved. So let’s pass off the spheres, guys. This next
cycle I’m going to do a little different. I’m going to let two cycles go
through without stopping you. Let’s see how well we can do with the two cycles.
Now
we present a brief transcription of a typical episode from day 3. Here, students have just finished building a
complete layer cake. One student team controlled the depositional environment
and faulting events, another team controlled sediment layers, a third team,
controlled fossils, and a fourth team acted as evaluators, determining the
plausibility of various elements used in the construction.
T:Alright, JR, What’s the first rock supposed to be?JR:They got them all right.T:All the rocks are correct?JR:
Yeah.T:Ok. How about depositional environments, and Walt you’re going to have to help
her with thisdo all the depositional environments match up with the rocks
that were chosen?W:Yeah.T:
All the rocks match upwhat about the fossils, A (student)?A:
They actually had some differencesT:
It doesn’t have to exactly as it is on here.
This is just a suggested order, right? What you need to do is figure out
whether or not the ones they chose fit their environment.W:
Yeah. Well except forS1:Except for the fern in thereW:
Yeah, number 9 was supposed to be a fish, but it was a fern.T:Ok, well, like I said, it doesn’t necessarily have to be the fish that’s
thereis a fern possible as a formation of a fossil in a conglomerate, which
is what type of depositional environment?S1:WaterS2:
StreamS3:RiverT:
A streamis it possible for a fern to form a fossil in stream environment?
Many voices: yeahno, nonoyeah
T:
Alright. Bill says there is. Let’s hear
what you have to say Bill.B:
I just said that it can be.T:
Okay. How. How would that happen?D:Cuz he thinks he knows everything.T:
David. Talk to Bill. I think you have a potential valid argument here but I
want to hear it so we can make ourso we can judge.D:That’s cool.B:
Welllike, ferns grow everywhere, and if it lives near a river it could fall
inT:
Do ferns grow everywhere?S4:
No, not deserts.T:Where do they typically grow? What do they need to grow?Ss:
Water.T:
Water. Would a fern growing next to a river make sense?Ss:Yeah.T:
Do you think over the course of millions of years that one fern could end up
preserved in a river environment?B:
Yeah. Fern plants could.T:
So since you guys over here are judging the fossils, Andy, do you accept his
answer for why there’s a fern there?A:Yeah.T:I would agree. I think that’s an acceptable answer. It doesn’t always have to
be the way it pans out on the image here.
Any other thing that you see? What about Allen, did they put the
earthquake at the right point.A:
No. They’re a little off.T:
How were they a little bit off?A:They
went, like, really long.T:
Could you be more specific. How did they
go a little long?A:
She got excited. (Referring to the fact that she shook the Wii Remote hard for
almost 10 seconds causing multiple faulting events.)S1:I told you to stop.S2:
It’s hard to do it right.S1:
Have an aneurism why don’t you.T:
Okay. Allow me to just work it out. I’m mediating. I’m backing you guys up
okay? So Allen, the important thing is, did it come at t he right time?A:Yeah. It was just too long.T:Okay. That’s more important. Maybe when you use the Wii controller sometimes
it’s hard to know when to stop.S:Yeah.T:
Do you think that this is acceptable the way that they did it.S:Yeah.T:
I would agree with you as well. So were there any points taken off for any
decisions that were made in creating this geologic cross section?S:No. Not really. It was all good.T:
It was all goodalrightawesome
These
two transcripts demonstrate two important trends. First, there is a marked difference in the
nature of the reflective discussion between the two days. The discussion in day 1 is exclusively led by
the teacher as he prompts students to respond to direct questions. By day 3, while the teacher serves to
moderate the discussion, he is able to steer the more free-flowing conversation
in away that encourages students to directly engage one another. Second, owing to the open-ended nature of the
build process, students are by day 3 considering alternative solutions and deviations
in the outcomes. They discuss the
viability of different solutions and consider allowable tolerances. This shows that they are thinking of the
process of evolution as a complex process that can have multiple
“acceptable” outcomes so long as those outcomes align with their underlying conceptual
models.
To
assess individual students’ content learning gains, we collaborated with the
classroom teacher, to create a ten-item pencil and paper test to assess
students’ knowledge of earth science topics relating to geologic
evolution. Each test item included a
multiple-choice concept question followed by an open-format question asking
students to articulate an explanation for their answer. The content for this test was drawn from
topics covered during a typical geologic evolution curriculum and aligning with
state and federal science standards. All
test concepts were covered in the teacher’s classroom using traditional
instructional methods in the weeks leading up to the experiment. As such, at the time of the pretest, students
had studied (and learned) all of the test material to the full extent that would
be typically expected. To be clear, the
three-day teaching experiment did not introduce any new concepts but rather
only reinforced and reviewed previously studied topics. This concept test was administered one day
before and then one day after the SMALLab treatment. Every student in our partner
teacher’s earth science classes participated in the teaching experiment and
thus we were not able to administer the test to a
control group.
Table 1 shows the pre- and posttest scores for the seventy-two participating
students. The summary is divided into
two categories for the multiple-choice items and corresponding open-answer
explanation items. Open-answer questions
were rated on a 0–2 scale where a
score of 0 indicates a blank response or nonsense response. A score of 1 indicates a meaningful
explanation that is incorrect or only partially accurate. A score of 2 indicates a well-formed and
accurate explanation. We computed a percentage increase and the Hake gain for
each category. A Hake gain is the actual
percent gain divided by the maximum possible gain
[81].
Participating students achieved a 22.6% overall percent increase in
their multiple-choice question scores, a 48% Hake gain . They achieved a 40.4% overall percent
increase in their explanation scores, a 23.5% Hake gain . These results reveal that nearly all students
made significant conceptual gains as measured by their ability to accurately
respond to standardized-type test items and articulate their reasoning.
Table 1: Summary of pre- and posttreatment
geologic evolution concept test results.
We also observed that the
student-centered, play-based nature of the learning experience had a positive
impact on students. All participants
were part of the school’s CORE program for at-risk students. While many of these students are placed in
the program due to low academic performance, after one year of observation, we
see that this is often not due to a lack of ability, but rather to a lack of
motivation to participate in the traditional culture of schooling. During our three-day treatment we observed
high motivation from students. Many
students who might otherwise disengage from or even disrupt the learning
process emerged as vocal leaders in this context. These students appeared intrinsically motivated
to participate in the learning activity and displayed a sense of ownership for
the learning process that grew with each day of the treatment. As evidence of the motivating impact of play,
we informally observed a group of students from outside the teacher’s regular
classes. These students previously spoke
with their peers about their in-class experience and subsequently visited SMALLab during their lunch hour to
“play” in the environment. For nearly a
full class period these students composed layer-cake structures, working
together, unsupervised by any teacher.
5. Conclusions
We have
presented theoretical research from HCI and Education that reveals a
convergence of trends focused on embodiment, multimodality, and composition. While we have presented several examples of
prior research that demonstrates the efficacy of learning in environments that
align work in HCI and Education, there are few examples of large-scale projects
that synthesize all three of these elements.
We have presented our own efforts in this regard, using the integration
of these three themes as a theoretical and technological framework that is
informed by broad definitions of play.
Our work includes the development of a new mixed-reality platform for
learning that has been pilot tested and evaluated through diverse pedagogical
programs, focused user studies, and perception/action experiments. We presented a recent high school earth
science program that illustrates the application of our three-part theoretical
framework in our mixed-reality environment.
This study was undertaken with two primary goals: (1) to advance
students’ knowledge of earth science content relating to geologic evolution,
and (2) to evaluate our theoretical framework and validate SMALLab as a platform for mixed-reality learning in a formal
classroom learning environment. Participating
students demonstrated significant learning gains after only a three-day
treatment and exhibited strong motivation for learning as a result of the
integration of play in the scenario.
This success demonstrates the feasibility of mixed-reality learning
design and implementation in a mainstream formal school-based learning
environment. Our preliminary conclusions suggest that there is great promise
for the convergent themes of applied HCI and Educational research that are
manifest in the SMALLab learning
platform and our three-part theoretical base.
6. Future Work
We are currently working to increase the scope and scale of
the SMALLab platform and learning
programs. With regarding to the technological
infrastructure, we are actively pursuing augmented sensing and feedback
mechanisms to extend the system. This
research includes an integrated framework for robotics, outfitting the tracked
glowballs with sensors and wireless transmission capabilities, and integrating
an active RFID system that will allow us to track participant locations in the
space. We are extending the current
multimodal archive to include real-time audio and video data that is
interleaved with control data generated by the existing sensing and feedback
structures.
With regard to learning programs, we continue our
collaboration with faculty and students at a regional high school. We are currently collecting data that will
allow us to evaluate the long-term impact of
SMALLab learning that is correlated across multiple content areas,
grades, and instructional paradigms.
Concurrently we are developing a set of computationally based evaluation
tools that will identify gains in terms successful SMALLab learning strategies and the attainment of specific
performance objectives. These tools will
be applied to inform the design of SMALLab programs, support student-centered reflection, and communicate to the larger
HCI and Education communities our successes and failures
in this research.
Acknowledgments
The authors gratefully acknowledge that this document is supported by the National Science Foundation CISE Infrastructure grant under Grant no. 0403428 and IGERT Grant no. 0504647. They
extend their gratitude to the students, teachers, and staff of the Herberger College for Kids, Herrera Elementary School, Whittier Elementary School, Metropolitan Arts High School, Coronado High School, and ASU Art Museum
for their commitment to exploration and learning.