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

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Teachers underwent eight hours of professional development that covered the science topics underlying the modules,<br />

the motivation for SAVE Science, plus the logistics and details of implementation. Students were asked to complete<br />

a pre-survey that asked them about prior experience with computer and console games, and then completed an<br />

introductory module to help them become familiar with the game interface. Following that, teachers implemented<br />

one of the two assessment modules, Sheep Trouble (seventh grade class) or Weather Trouble (sixth grade class), with<br />

their students. A post-module survey that specifically asked students about their experiences/perceptions of<br />

“presence” while completing the module (items were based on Lombard & Ditton, 1997) completed the<br />

implementation. Students were asked to participate in a post-module discussion with the teacher that was based on<br />

four questions:<br />

What was the problem you were asked to solve?<br />

How did you go about solving the problem?<br />

How was this like being a scientist?<br />

How was this like or different from taking a test?<br />

These questions were important because the first two indicate what the student thought they were doing in the<br />

module, the third indicates what the students believe scientists do, and the fourth indicates how the students<br />

interpreted the module as a test or not. In this paper we concentrate on responses to the first two questions. All<br />

conversations were recorded and transcribed for accuracy. Content analysis of the transcripts was completed looking<br />

for evidence of “being there” language, including the use of the first-person ‘I,’ ‘me,’ or ‘we,’ along with other<br />

language that demonstrated the students were engaged, immersed, and interactive in the VE (e.g., ‘he said’ or ‘she<br />

said’).<br />

Site and Sample<br />

In spring 2010, the SAVE Science project was implemented in seven schools, three in a large urban school district,<br />

and four suburban/rural schools outside the urban school district, all in the United States. Middle school science<br />

teachers were invited to participate, and ultimately, seven teachers implemented at least one module with their<br />

students. Since this was an assessment, teachers implemented each module on unique timeframes depending on when<br />

they taught the topics assessed in the modules. The four teachers in the suburban/rural schools were asked to audio<br />

record their post-module discussion. Among these four, only two completed the assignment on time and are the focus<br />

of this paper.<br />

From these two teachers, a total of <strong>15</strong>4 students participated (66 male, 88 female). One teacher included five classes<br />

of students in her seventh grade science classroom (46 male, 56 female) after they completed the first module (Sheep<br />

Trouble), and the other teacher included two sixth grade classes (20 males, 32 females) after they completed the<br />

second module (Weather).<br />

Results<br />

Findings from the pre and post module surveys<br />

We asked students about their prior experience with either computer or console games to give a sense of their prior<br />

gaming experience in case this factor impacts their sense of presence in a game as suggested by Lombard and Ditton<br />

(1997). From the questions on gaming habits in the pre-module survey, students reported varying levels of prior<br />

experience with either computer or console games. Table 2 presents the results related to use of computer games.<br />

The results are presented in terms of the numbers and percentage of males or females, by grade level, responding to<br />

the question.<br />

The data in Table 2 were analyzed by a two-way ANOVA (gender by grade). This produced a significant main effect<br />

for grade (F(1,148) = 10.48, p = .001, hp 2 = .020), a non-significant main effect for gender (F(1,148) = 10.48, p = .097),<br />

and a marginally significant interaction (F(1,148) = 4.02, p = .047, hp 2 = .026). As shown in Table 2, the seventh grade<br />

students demonstrate a greater prior use of computer games compared to the sixth graders. Follow-up analyses for<br />

the interaction indicated that female students had a significantly higher mean when compared to the male students at<br />

the sixth grade (t = 2.28, p = .029), but that the two groups did not differ in the seventh grade.<br />

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