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January 2012 Volume 15 Number 1 - Educational Technology ...

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Schifter, C. C., Ketelhut, D. J., & Nelson, B. C. (<strong>2012</strong>). Presence and Middle School Students' Participation in a Virtual Game<br />

Environment to Assess Science Inquiry. <strong>Educational</strong> <strong>Technology</strong> & Society, <strong>15</strong> (1), 53–63.<br />

Presence and Middle School Students’ Participation in a Virtual Game<br />

Environment to Assess Science Inquiry<br />

Catherine C. Schifter, Diane Jass Ketelhut and Brian C. Nelson 1<br />

454 Ritter Hall, Temple University, 1301 Cecil B.Moore Ave., Philadelphia, PA. USA // 1 P.O. Box 878809, Arizona<br />

State University, Tempe, Arizona 85287-8809 USA // Catherine.Schifter@temple.edu //<br />

Diane.Jass.Ketelhut@temple.edu // Brian.Nelson@asu.edu<br />

ABSTRACT<br />

<strong>Technology</strong> offers many opportunities for educators to support teaching, learning and assessment. This paper<br />

introduces a project to design and implement a virtual environment (SAVE Science) intended to assess (not<br />

teach) middle school students’ knowledge and use of scientific inquiry through two modules developed around<br />

curriculum taught in middle schools in Pennsylvania, U.S.A. We explore how the concept of ‘presence’ supports<br />

these efforts, as well as how Piaget’s theory of developmental stages can be used as a lens to understand whether<br />

these students achieved presence in the modules. Findings are presented from a study looking at <strong>15</strong>4 middle<br />

school students’ perceived sense of presence in a virtual world developed for the SAVE Science research project<br />

as demonstrated through a post module survey and a post module discussion with their teacher. Age and gender<br />

differences are explored. In addition we use content analysis, as described by Slater and Usoh (1993), of student<br />

talk in the post module discussion transcripts to identify levels of “presence.” In the end, participating seventh<br />

grade students demonstrated achieving some level of presence, while the sixth grade students did not.<br />

Keywords<br />

Presence, Middle school, Immersive virtual environments, Piaget<br />

Introduction<br />

As we move further into the twenty-first century, technology opportunities allow researchers to consider many ways<br />

in which technology can be exploited to support teaching, learning, and assessment of learning. (Gee, 2003) Most<br />

research on educational uses of technologies focuses on how they are used to teach, rather than on how they are used<br />

to assess knowledge or application of knowledge. The Situated Assessment using Virtual Environments for Science<br />

Inquiry and Content (SAVE Science) research project is one that is focused on assessment rather than learning. The<br />

SAVE Science project is designing and implementing a series of virtual environment-based assessments of middle<br />

school science content. Students engage individually with a contexualized problem and use knowledge learned in the<br />

classroom to solve it. However, in order for students to fully engage in the tasks presented in the SAVE Science<br />

modules, we hypothesize that the more they perceive themselves as part of the story, the more likely they will<br />

actively engage in the activities. Thus, the students need to perceive they are “present” in the story/module.<br />

The concept of ‘presence’ has been the subject of research and discussion for over 30 years. For many scholars,<br />

presence has its roots in symbolic interactionism, or how we make meaning of new experiences based on prior<br />

experiences with similar events/items/ideas (Mead & Morris, 1934, Blumer, 1969), and in social psychology theories<br />

of interpersonal communication, as in Goffman’s concept of copresence, or how we acknowledge the presence of<br />

others nearby (1959). But others credit the writings of J.J. Gibson (1979) on perceptual learning theory, which<br />

suggests close connections between observation and action, and that information is what we sense and how it is<br />

interpreted.<br />

The definition of ‘presence’ ranges from a sense of participation and involvement (Sheridan, 1992, p. 121), to “the<br />

sense of being in an environment” (Steuer, 1993, p. 75), to “the perceptual illusion of non-mediation” (Lombard &<br />

Ditton, 1997, p. 4) to a subjective sense of being in a place (Slater, 2003/2004). It is unclear from the definitions<br />

whether the technology being discussed is the same across references, or if the populations included in the samples<br />

are comparable. Research on the concept of presence has included all types of media, including letters, television,<br />

telephones, teleconferencing systems, immersive VE, and virtual games (Daft & Lengel, 1984, Lombard & Ditton,<br />

1997). Steuer (1993) suggests the relationship between vividness and interactivity on a graph (interactivity on the xaxis<br />

and vividness on the y-axis) with the book being low on both scales, Star Trek’s Holodeck as being high on both<br />

scales, and a range of other technologies located in the scatter plot in between (p. 90). With the advent of commercial<br />

Multi-User Virtual Environments such as World of Warcraft and Second Life, Delgarno and Lee (2010) suggest that<br />

presence be defined as “being there together.” But what is ‘presence’?<br />

ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of <strong>Educational</strong> <strong>Technology</strong> & Society (IFETS). The authors and the forum jointly retain the<br />

copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies<br />

are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by<br />

others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior<br />

specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.<br />

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