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

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playing the game. This would mean Piaget’s theory of stages of development, as defined above, fit these students’<br />

responses.<br />

What we can say from this study is that students in sixth and seventh grades are capable of completing an online<br />

survey and having a post-module discussion with their teacher about their experiences within an immersive VE<br />

module. From these two sets of data (surveys and post-module discussion talk), different impressions of the students’<br />

level of perceived presence were found, which may relate to their level of development as defined by Piaget. From<br />

the surveys, the students demonstrated no difference between grades and genders for indicating level of presence in<br />

the game achieved. From the post-module discussion, all students who talked appear to have achieved some level of<br />

presence given the language they used to express their experiences within the game. They were more likely to use<br />

first and second person language to describe their interactions with the characters in the modules than impersonal<br />

third person language. The difference in these findings may be due to impersonal nature of the survey where<br />

responses were not acknowledged versus the personal discussion with their teacher who responded to their<br />

conversation in turn.<br />

Limitations and future research<br />

It is important to point out some limitations to this research. First of all, there was no control group. All students<br />

participated by playing one of the games developed through the SAVE Science project. Hence, there is no way to<br />

demonstrate that this group of students was different or unique as sixth and seventh grade students. Secondly, they<br />

all were from non-urban setting schools. While the demographics of these students is not fully known, the teachers<br />

reported verbally that the majority of their students (e.g., >90%) were Caucasian, native English speakers who were<br />

not identified as Special Education students. These reported demographics indicate the findings are not generalizable<br />

beyond this group of students.<br />

In addition, we did not administer any instrument to determine the exact level of Piaget’s child development for these<br />

students. We are surmising that students who are in sixth grade will more likely be in the Concrete Operations stage,<br />

and those in seventh grade will be moving into the Formal Operations stage, both based on age. However, it is<br />

important to note that without formal assessment, we do not know exactly in which stage of development these<br />

children fall.<br />

Acknowledgement<br />

We acknowledge the post-doctoral project manager, Uma Natarajan, along with graduate research assistants—<br />

Angela Shelton, Amanda Kirchgessner, Chris Teufel, Tera Kane and Kamala Kandi—for their help in both<br />

transcribing these recordings as well as helping to analyze the data. In addition, we thank Dr. Joseph Ducette for his<br />

assistance with statistics. Further we thank the teachers who so enthusiastically engaged in implementing SAVE<br />

Science assessments with their students, and continue to do so. This material is based upon work supported by the<br />

National Science Foundation under Grant No. 0822308.<br />

References<br />

Blumer, H. (1969). Symbolic interactionism: Perspective and method. Prentice-Hall, Englewood Cliffs, NJ, USA.<br />

Brna, P. (1999). Collaborative virtual learning environments for concept learning. International Journal of Continuing Education<br />

and lifelong Learning, 9 (3-4), 3<strong>15</strong>-327.<br />

Daft, R. L. & Lengel, R. H. (1984). Information richness: a new approach to managerial behavior and organizational design. In:<br />

Cummings, L.L. and Shaw, B.M. (Eds.), Research in organizational behavior 6, (191–233). Homewood, IL: JAI Press.<br />

Dalgarno, B. & Lee, M. J. W. (2010). What are the learning affordances of 3-D virtual environments. British Journal of<br />

<strong>Educational</strong> <strong>Technology</strong>, 41 (1), 10-32.<br />

Facer, K. (2003). Computer games and learning. Accessed August 18, 2009 from<br />

http://www.futurelab.org.uk/resources/documents/discussion_papers/Computer_Games_and_Learning_discpaper.pdf<br />

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