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

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help a farmer find evidence to support a scientific hypothesis for why his new flock of sheep is not doing as well as<br />

his original flock. As an additional motivation, students are told that if they fail to find scientific evidence for the<br />

problem, the town’s executioner will execute the new sheep to prevent their “bad magic” from spreading to other<br />

farms. This module requires students to apply their understanding of beginning speciation and aspects of scientific<br />

inquiry to help the farmer with this problem. They can collect evidence from two characters, multiple sheep and<br />

environmental clues using various tools (see Figure 2).<br />

The second module, “Weather Trouble,” assesses understanding of weather fronts and different aspects of scientific<br />

inquiry. Similar to Sheep Trouble, students are met by a farmer when they enter Scientopolis and asked to help him<br />

save his town where a long-lasting drought is sending townspeople away due to fear that the drought is never going<br />

to end. Students are asked to investigate the causes of the drought, and to predict if the drought will end soon.<br />

Students have a different array of tools to access and a different part of Scientopolis to explore (see Figure 3).<br />

Figure 3. Weather Trouble overview<br />

Students are given a class period to explore, interact with other computer agents, virtual tools, and objects in the<br />

world in order to form a hypothesis of the cause of the problem. Once they have solved the problem, they report back<br />

to Farmer Brown.<br />

Problem definition, Research questions, and contribution<br />

SAVE Science is a virtual environment designed to assess middle school students’ knowledge and application of<br />

science inquiry to a problem set in context. While not designed specifically with “presence” in mind, we<br />

hypothesized that the more students perceive themselves as part of the story, the more likely they will actively<br />

engage in the activities. This project adds to the literature on virtual games by addressing games for assessment, and<br />

by looking at how middle grade students experience and report presence in these environments. Through the<br />

implementation of SAVE Science assessment modules in sixth and seventh grade classrooms, we asked the<br />

following questions:<br />

How do middle grade students respond to an online survey about their experience with a SAVE Science module<br />

compared to a group discussion of that experience with their teacher?<br />

Is there a difference between boys and girls in their responses based on prior experience with console or<br />

computer games?<br />

Is there a difference in perceived presence based on age or grade level as demonstrated through an online survey<br />

and/or discussion with their teacher, using Piaget’s theory as an interpretive lens?<br />

Methods<br />

Protocol<br />

This study was a pre-experimental design, as no “experiment” was conducted (Gay, Mills, & Airasian, 2009).<br />

Participating students were from two different schools and teachers. Prior to participating in SAVE Science, parents<br />

and students submitted signed consent forms to participate in the project, and to be audio and video recorded.<br />

57

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