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<strong>Proceedings</strong> <strong>of</strong> <strong>the</strong> <strong>Fourth</strong> <strong>Annual</strong><br />

<strong>Teachers</strong> <strong>College</strong> <strong>Educational</strong> Technology Conference<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University<br />

New York, NY<br />

May 19 – 20, 2012<br />

Presented by <strong>the</strong> Communication, Computing, and Technology in Education<br />

Program and <strong>the</strong> Department <strong>of</strong> Ma<strong>the</strong>matics, Science, and Technology.<br />

blogs.tc.columbia.edu/tcetc


All works copyright 2012, individual authors


Table <strong>of</strong> Contents<br />

Math Strategies in Digital Storytelling: Effects <strong>of</strong> Multiple<br />

Pedagogical Agents on Learning Single-Digit Addition Strategies<br />

Kara Carpenter.……………………………...……………………………………………………………01<br />

Guidelines for an Online Networking Space for Design Learning<br />

Pinar Ceyhan………………………………………………………………………………..………….....04<br />

Investigating Potential Factors to Increase Levels <strong>of</strong> Participation in Class<br />

Discussion<br />

Apichai Chaiwinij....…………………………………………………………………………………........08<br />

Investigating <strong>the</strong> Effects <strong>of</strong> Choice and Feedback as Learning Mechanics in<br />

an <strong>Educational</strong> Game<br />

Pantiphar Chantes, Apichai Chaiwinij, Nilgun Gunbas, Tatyana Dvorkin, Daniel L. H<strong>of</strong>fman,<br />

Selen Turkay ……………………………………………………………………………………………...10<br />

Videogames in Institutional Practice: Towards A Taxonomic Model <strong>of</strong><br />

Negotiated Control Between Code and Context<br />

Laquana Cooke..………………………………………………………………………………………….12<br />

The Rhetoric <strong>of</strong> Learning in Games<br />

Laquana Cooke, Raymond Lutzky……..……………………………………………………………….13<br />

Youth in <strong>the</strong> Digital Age: Digital Media and Technologies for Supporting<br />

Civic Engagement<br />

Tenzin Doleck …………………………………………………………………..………………………...14<br />

Augmenting The Arrival: Students’ Mobile Device-Enabled Narratives<br />

Christian Ehret.………………………………………………………………...………………………….16<br />

Designing and Developing Apps for Learning and Instruction Research<br />

Cameron L. Fadjo, Benjamin Friedman………………………………………………………………...17<br />

Connected to Word Problems: Improving Ma<strong>the</strong>matical Problem Solving<br />

While Exergaming<br />

Benjamin Friedman……………………………………………………………………………………….18<br />

Computer-Mediated Communication and Deaf Students: Increasing Equity<br />

and Intersubjectivity<br />

Carrie Lou Garberoglio..………………………………………………………………………………….21<br />

MOOCs, Open Education, and Implications for Online Schooling for Middle<br />

School/High School Students<br />

Kristin Gorski ……………………………………………………………………………………………..22<br />

Augmenting The Arrival: Students’ Mobile Device-Enabled Narratives<br />

Ty Hollett ………………………………………………………………………………………………….23<br />

i


Promoting Healthy Eating Habits Through Monster Appetite<br />

Maria Hwang, Pantiphar Chantes, Grant Tedaldi, Ann Louie R. Lomboy…………………………..24<br />

Knowledge Creation: Museum-Based Aes<strong>the</strong>tics and Technology<br />

Sarah MK Ko ……………………………………………………………………………………………...27<br />

Digital Modeling Artifacts as Geometric Thinking & Learning: Top, Side and<br />

Perspective Views to Improve Spatial Abilities<br />

Sorachai Kornkasem ……………………………………………………………………………………..32<br />

Using Weblogs to Increase Language Arts Pr<strong>of</strong>iciency in ESL Students<br />

Maureen Kramanak ………………………………………………………………………………………34<br />

Media Literacy in Action: Using Teaching for Understanding and Universal<br />

Design for Learning to Develop a Media Literacy Lesson Series<br />

Jennifer Lavalle……………………………...…………………………………………………………….38<br />

Learning Science Systems with Graphic Computer Simulations<br />

Na Li, Mengzi Gao, Ha<strong>of</strong>ei Shen, Yuyang Guo, Daniel Lee………………………………………....40<br />

From Aristotle to Adobe: Examining Approaches to Integrating and<br />

Sustaining Multimodal Compositions in <strong>the</strong> Classroom<br />

Lisa Litterio…………………………………………………………………………………………………43<br />

Applying Physics to <strong>the</strong> Real World: Using Embodiment and LEGO<br />

Mindstorms in Physics Learning for Children<br />

Carol M. Lu, Seokmin Kang, Sorachai Kornkasem, Laura M. Lu……………………………………44<br />

Credibility <strong>of</strong> Culturally Situated Design Tools: Ma<strong>the</strong>matics and Black<br />

Identity<br />

Raymond Lutzky…………………………………………………………………………………………..46<br />

iPad for Autism: How can <strong>the</strong> iPad serve as a teaching tool for students on<br />

<strong>the</strong> Autism Spectrum?<br />

Sheena S. Mozaffar……………………………………………………………………………………….49<br />

Video Games and Vocabulary: Exploring New Possibilities for Vocabulary<br />

Acquisition and Instruction<br />

Mark Barba Pacheco…………………………………………………………..…………………………51<br />

Online Learning Environments in Higher Education: Connectivism vs.<br />

Dissociation<br />

Sasha Reese………………………………………………………………………...…………………….52<br />

Exploration <strong>of</strong> concepts to facilitate diverse knowledge practices and<br />

personal learning environments<br />

Sabine Reisas……………………………………………………………………………………………..54<br />

Exploring <strong>the</strong> Intersection <strong>of</strong> Formative Assessment, Multimedia Design,<br />

and Mobile Technologies<br />

Richards Reshan………………………………………………………………………………………….56<br />

ii


Harnessing <strong>the</strong> Power <strong>of</strong> Emotionally Cogent Stimuli for Optimal Learning<br />

Sydney M. Savion…………………………………………………………………………………………59<br />

#phdchat: a community <strong>of</strong> practice on twitter<br />

sava saheli singh………………………………………………………………………………………….62<br />

A Difficult Balance: Regulating Cyberbullying in <strong>the</strong> Age <strong>of</strong> Social Media<br />

Dino Sossi………………………………………………………………………………………………….64<br />

Giving Voice to Images: Visual Data as a Means <strong>of</strong> Promoting Youth<br />

Participation<br />

Dino Sossi………………………………………………………………………………………………….67<br />

Gone in an Instant: Using Visual Media to Improve Teacher Pr<strong>of</strong>essional<br />

Practice Participation<br />

Dino Sossi………………………………………………………………………………………………….69<br />

Meaningful clicks, significant bricks: Perceptions <strong>of</strong> creativity and agency<br />

in physical and virtual play<br />

Lillian Spina-Caza…………………………………………………………………………………………71<br />

Design <strong>of</strong> computer assisted tools for bridging <strong>the</strong> gap between receptive<br />

vocabulary and expressive vocabulary for ESL learners<br />

Woonhee Sung, Junghyun Ahn…………………………………………………………………………74<br />

User Experiences with Avatar Customization in Second Life and<br />

Lord <strong>of</strong> <strong>the</strong> Rings Online<br />

Selen Turkay………………………………………………………………………………………………78<br />

Design Patterns for Promoting Self-Reflection in Learning Games<br />

Ralph Vacca, Meagan K. Bromley………………………………………………………………………80<br />

Cooperative Inquiry in Designing Technology in Life-Relevant Learning for<br />

Science<br />

Jason C. Yip, Tamara Lynnette Clegg, Allison J. Druin, Mona Leigh Guha, Evan Golub, Elizabeth<br />

Bonsignore, Elizabeth Foss, and Greg Walsh…………………………………………………………82<br />

Designing Instruction for Affect: The Need for Feelings <strong>of</strong> Belonging in<br />

Distance Education<br />

Sara Behani Zaker………………………………………………………………………………………..85<br />

The Use <strong>of</strong> Dynamic Geometry S<strong>of</strong>tware for <strong>the</strong> development <strong>of</strong> Specialized<br />

Subject Matter Knowledge<br />

V. Serbay Zambak, Traci L. Carter……………………………………………………………...……...87<br />

iii


Math Strategies in Digital Storytelling: Effects <strong>of</strong> Multiple<br />

Pedagogical Agents on Learning Single-Digit Addition Strategies<br />

Kara Carpenter,<br />

<strong>Teachers</strong> <strong>College</strong>, 525 W 120 th NY, NY 10027,<br />

Email: kkc2123@tc.columbia.edu<br />

Abstract: The current study explores <strong>the</strong> effects <strong>of</strong> drawing on children’s understanding<br />

<strong>of</strong> narrative in developing multiple pedagogical agents to teach complex information.<br />

Specifically, <strong>the</strong> study investigates how multiple strategy characters (versus a single<br />

character) affect first graders’ ability to utilize different addition strategies as well as<br />

progress towards more efficient strategies. Lower performing students in <strong>the</strong> multiple<br />

character condition were less accurate, yet were more likely to use an advanced strategy.<br />

Given <strong>the</strong> use <strong>of</strong> an advanced strategy, <strong>the</strong>y were more likely to give a nearly accurate<br />

response (+ or – 1), indicating that <strong>the</strong>se students were taking more risks in trying out<br />

new strategies. These results suggest that improved performance on addition tasks<br />

should not be judged based on accuracy alone. A careful analysis <strong>of</strong> strategy use in<br />

conjunction with exact accurate and near accurate answers gives a more complete<br />

picture <strong>of</strong> children’s strategy development.<br />

Introduction<br />

Many educational computer games incorporate fantasy, but for too many <strong>the</strong> fantasy is only superficial,<br />

merely a setting or a mechanism for explanations. Complex ideas that may lend <strong>the</strong>mselves to a narrative<br />

with multiple characters are presented instead from a single perspective. I propose developing multiple<br />

pedagogical agents to improve teaching <strong>of</strong> complex information. Specifically, I investigate how multiple<br />

strategy characters affect young children’s ability to utilize different addition strategies as well as progress<br />

towards more efficient strategy usage.<br />

Learning games that incorporate a pedagogical agent can show both improved learning and interest,<br />

especially when <strong>the</strong> agent provides interactive explanations (Moreno, Mayer, Spires, & Lester, 2001).<br />

Several studies have begun to explore <strong>the</strong> effects <strong>of</strong> multiple pedagogical agents (Baylor & Ebbers, 2003;<br />

White, Shimoda, & Fredericksen, 2000), yet more research is needed.<br />

In solving addition facts, children use a variety <strong>of</strong> strategies: count all, count on, derived facts, and<br />

retrieval (Carpenter & Moser, 1984; Siegler, 1987). One s<strong>of</strong>tware activity developed at <strong>Teachers</strong> <strong>College</strong>,<br />

Think Facts, supports children’s use <strong>of</strong> more sophisticated addition strategies, promoting retrieval with<br />

timers and repeated practice, while also providing supportive tools to help students count on and<br />

demonstrate derived facts (see Figure 1).<br />

Figure 1: Think Facts Doubles Tool Demonstrating Derived Facts<br />

1


Think Facts introduces four characters: Count-all Carla, Count-on Connie, Friendly Facts Frieda, and<br />

Memory Max, with <strong>the</strong> more sophisticated strategies appearing older (see Figure 2). The hypo<strong>the</strong>sis is<br />

that learning from multiple agents will improve knowledge <strong>of</strong> addition facts and strategies.<br />

Methods<br />

Participants were 47 first-grade public school students, blocked into three groups by pretest score and<br />

randomly assigned to one <strong>of</strong> two conditions: multiple characters or single character. While using <strong>the</strong><br />

s<strong>of</strong>tware, <strong>the</strong> computer logged participants’ accuracy in <strong>the</strong> task, self-reported strategy, tool usage, and<br />

response time. Researchers coded observed strategies. The study consisted <strong>of</strong> pre/post-testing and six<br />

intervention sessions <strong>of</strong> 10 – 20 minutes, divided into three parts: an interactive instructional video, an<br />

untimed round, and a speed round.<br />

Results<br />

Participants did not differ in terms <strong>of</strong> age, gender, or pretest scores between treatment groups. Both<br />

groups improved from pretest to posttest with no significant differences between groups. Analyzing <strong>the</strong><br />

session data reveals that students in <strong>the</strong> multiple character condition were less accurate than those in <strong>the</strong><br />

single character condition, although splitting <strong>the</strong> data by block reveals that only those in <strong>the</strong> low block<br />

performed worse (see Table 1).<br />

Score<br />

Count-all Carla, Count-on Connie, Facts Frieda, Memory Max<br />

Figure 2: Think Facts Strategy Characters<br />

Total<br />

Low Block<br />

(n = 23)<br />

Med Block<br />

(n = 12)<br />

High Block<br />

(n = 12)<br />

Single Multiple Single Multiple Single Multiple Single Multiple<br />

0 331** 421** 166** 291** 139* 106* 26 24<br />

.5 66 88 32 50 21 26 13 12<br />

1 1727** 1611** 791** 714** 410* 453* 526 444<br />

Note. A score <strong>of</strong> 0 indicates inaccuracy on both attempts; .5 indicates a correct answer on <strong>the</strong> second<br />

attempt; 1 indicates a correct answer on <strong>the</strong> first attempt. Single and multiple indicate <strong>the</strong> condition.<br />

*significant at p < .05<br />

**significant at p < .001<br />

Table 1: Trial Accuracy by Block and Condition<br />

Strategy Single Multiple Strategy Single Multiple<br />

Count All 433** 366**<br />

Count ? 122** 42**<br />

Delay 258** 359**<br />

Count On (after tool) 6 13<br />

2<br />

Non-advanced 819** 780**<br />

Count On 81 110 Advanced 169** 275**


Derived Facts 0 1<br />

Quick 88** 164**<br />

Note. The strategies are listed in <strong>the</strong> order <strong>of</strong> typical development.<br />

**significant at p < .001<br />

Table 2: Strategy Use by Condition for Low Block (n = 23)<br />

Looking at <strong>the</strong> participants’ strategy use helps indicate why <strong>the</strong>y are less accurate. Participants in <strong>the</strong> lowblock<br />

multiple-character condition are more likely to be using an advanced strategy (see Table 2). Given<br />

that <strong>the</strong>y use an advanced strategy, <strong>the</strong>y are not more likely to be accurate, but <strong>the</strong>y are more likely to be<br />

near <strong>the</strong> answer on <strong>the</strong>ir first or second attempt (see Table 3).<br />

Score<br />

Exact Answer<br />

(on first attempt)<br />

Near Answer<br />

(+ or – 1 on first attempt)<br />

3<br />

Near on ei<strong>the</strong>r attempt<br />

Single Multiple Single Multiple Single Multiple<br />

0 841 877 830* 831* 815* 813*<br />

1 148 178 159* 224* 174* 242*<br />

Note. A score <strong>of</strong> 1 indicates both use <strong>of</strong> an advanced strategy and meeting <strong>the</strong> column<br />

criteria, whereas 0 indicates a non-advanced strategy and/or not meeting <strong>the</strong> column criteria.<br />

* significant at p < .05<br />

Table 3: Effective Use <strong>of</strong> Advanced Strategies by Condition for Low Block (n = 23)<br />

Discussion<br />

Improved performance on addition tasks should not be judged based on accuracy alone. A careful<br />

analysis <strong>of</strong> strategy use in conjunction with exact accurate and near accurate answers gives a more<br />

complete picture <strong>of</strong> children’s development. Looking at accuracy alone, <strong>the</strong> hypo<strong>the</strong>sis that multiple<br />

characters improve addition performance would be rejected, especially for lower performing students. Yet<br />

also analyzing strategy and near accuracy reveals that multiple characters may be helping <strong>the</strong>se lower<br />

performing students to take more risks and try out new, more advanced strategies. More research is<br />

needed to determine if taking risks in trying out new strategies helps students to become more accurate<br />

over time and to investigate why <strong>the</strong> multiple characters encourage <strong>the</strong>se risks.<br />

References<br />

Baylor, A. L., & Ebbers, S. (2003). The pedagogical agent split-persona effect: When two agents are<br />

better than one. ED-MEDIA (pp. 1-5). Honululu, Hawaii.<br />

Carpenter, T. P., & Moser, J. M. (1984). The acquisition <strong>of</strong> addition and subtraction concepts in grades<br />

one through three. Journal for Research in Ma<strong>the</strong>matics Education, 15(3), 179-202.<br />

Moreno, R., Mayer, R. E., Spires, H. A., & Lester, J. C. (2001). The case for social agency in computerbased<br />

teaching: Do students learn more deeply when <strong>the</strong>y interact with animated pedagogical<br />

agents? Cognition and Instruction, 19(2), 177-213.<br />

Piaget, J. (1929). Introduction: Problems and Methods. The Childʼs Conception <strong>of</strong> <strong>the</strong> World. London:<br />

Routledge and Kegan Paul.<br />

Siegler, R. S. (1987). The Perils <strong>of</strong> Averaging Data Over Strategies : An Example From Children's<br />

Addition. Journal <strong>of</strong> Experimental Psychology, 116(3).<br />

White, B. Y., Shimoda, T. A., & Fredericksen, J. R. (2000). Facilitating students inquiry learning and<br />

metacognitive development through modifiable s<strong>of</strong>tware advisers. In S. Lajoie (Ed.), Computers as<br />

cognitive tools vol 2: No more walls (pp. 97-132). Mahwah, NJ: Lawrence Earlbaum.


Guidelines for an Online Networking Space for Design Learning<br />

Pinar Ceyhan,<br />

Columbia University, 525 W. 120th St. New York,<br />

Email: pc2496@tc.columbia.edu<br />

Abstract: Tracing back to Ecole Des Beaux Arts design studio has always been central<br />

to design education. In design studio students learn from <strong>the</strong>ir peers, by <strong>the</strong> guidance <strong>of</strong><br />

a master teacher (Broadfoot & Bennett, 2003). Since design education is built upon<br />

learning by doing within <strong>the</strong> design community at school, an Online Social Networking<br />

Space designed specifically for designers, replicating and extending <strong>the</strong> community in<br />

studio, has potential to enrich this experience. Fur<strong>the</strong>rmore, by connecting students with<br />

<strong>the</strong>ir peers, teachers, o<strong>the</strong>r institutions and pr<strong>of</strong>essionals, within and outside <strong>of</strong> school<br />

regardless <strong>of</strong> <strong>the</strong>ir proximity to each o<strong>the</strong>r, it can also provide opportunities for an<br />

informal and lifelong learning. The goal <strong>of</strong> this research is to identify guidelines for a<br />

conceptual online networking space, enhancing design studio experience for explicit<br />

design learning to happen, while taking design pedagogy and <strong>the</strong> interaction <strong>of</strong>fered by<br />

current design networking sites into consideration.<br />

Habraken (2007) identifies “good judgement” as what makes <strong>the</strong> final form in design, and design studio<br />

as <strong>the</strong> ideal setting to learn <strong>the</strong> art <strong>of</strong> good judgment. On <strong>the</strong> o<strong>the</strong>r hand, he criticizes <strong>the</strong> studio setting as<br />

being limited to <strong>the</strong> teacher's preferences, resulting in predominantly implicit teaching and imitative<br />

learning (Habraken, 2007). As <strong>the</strong>y are developing <strong>the</strong>ir personal design vision at school, exposing<br />

students to different design perspectives can help avoiding imitative learning Habraken warns us about.<br />

Expanding Kamihira, Aoki & Nakano’s pedagogical model if students share <strong>the</strong>ir ideas and projects in a<br />

network <strong>of</strong> o<strong>the</strong>r students and designers, <strong>the</strong>y will have <strong>the</strong> chance to get feedback and learn from a<br />

broader design community (Figure 1). An online-networked space, with a broader user pr<strong>of</strong>ile from both<br />

academia and pr<strong>of</strong>essional design community can extend <strong>the</strong> social context <strong>of</strong>fered in <strong>the</strong> design studio,<br />

and introduce students to new ideas and points <strong>of</strong> view.<br />

Designing in remote collaboration has been explored as early as 1988 (Broadfoot & Bennett, 2003). The<br />

use <strong>of</strong> information and Communication Technologies enabled working on projects in Virtual Design<br />

Studios. Although successful collaborations were established, <strong>the</strong> medium posed challenges in<br />

establishing effective communication. Rapid developments in technology naturally rendered some <strong>of</strong> <strong>the</strong><br />

earlier communication and presentation issues irrelevant today. Subsequently we see more studies on<br />

reflective and collaborative design learning, where online social networking is utilized as a communication<br />

and file-sharing platform (Kamihira, Aoki & Nakano, 2011). The research evaluated some <strong>of</strong> <strong>the</strong> earlier<br />

and recent studies conducted in design schools on designing in remote collaboration, in order to come up<br />

with guidelines for a networking platform where <strong>the</strong> main focus would be supporting design learning.<br />

In order to identify which features <strong>of</strong> current networking sites can support design education, and what<br />

o<strong>the</strong>r features can be implemented to support design learning, four websites; DeviantArt, Etsy,<br />

Design:Related and Design21: Social Design Network were examined. All four <strong>of</strong> <strong>the</strong> sites enable<br />

networking, showcasing art and design work, and job search. In addition to <strong>the</strong>se, DeviantArt and Etsy<br />

also allow <strong>the</strong>ir members to sell <strong>the</strong>ir work online. Based on Maher, Paulini and Murty’s 2011 Analysis <strong>of</strong><br />

Successful Collective Intelligence Table, <strong>the</strong>se websites are assessed in representation <strong>of</strong> a Design<br />

problem and solution, communication and motivation (Table 1).<br />

The initial guidelines for an online social networking space for design learning are listed below:<br />

1- Networking platform for design education should support reflective writing<br />

2- Networking platform for design education should support archiving different kinds <strong>of</strong> file formats.<br />

3- Networking platform for design education should support creating linkage among blog posts and work<br />

created, and allow sorting to display various connections made by <strong>the</strong> student.<br />

4- Networking platform for design education should allow mobility.<br />

5- Networking platform for design education should enlist <strong>the</strong> collaboration <strong>of</strong> independent API<br />

developers and companies creating digital tools for design.<br />

4


6- Networking platform for design education should support collective and collaborative design,<br />

by allowing creation <strong>of</strong> project pages and invitation <strong>of</strong> collaborators to <strong>the</strong> page.<br />

Although <strong>the</strong> technology to build a platform with aforementioned features exists, none <strong>of</strong> <strong>the</strong><br />

current online networking sites have combined <strong>the</strong>m all in one. This is understandable since most<br />

<strong>of</strong> <strong>the</strong>se sites have different business models, targeting very specific needs in <strong>the</strong> art and design<br />

community. The interactions <strong>the</strong>y <strong>of</strong>fer mostly help self-promotion and meeting fellow designers.<br />

In order to fur<strong>the</strong>r articulate <strong>the</strong>se guidelines, different design activities requiring <strong>the</strong> use <strong>of</strong> social<br />

networking and mobile design tools is scheduled to be piloted among first year undergraduate<br />

graphic and industrial design students, in Fall 2012. The pilot study will make fur<strong>the</strong>r evaluation<br />

possible on <strong>the</strong> potentials and affordances <strong>of</strong> an online networking space for design education.<br />

Figures and Tables<br />

Type<br />

I = Image<br />

T = Text<br />

3D = 3DModel<br />

V = Video<br />

Content<br />

P = Problem<br />

Description<br />

S = Solution,<br />

Knowledge, World<br />

Model<br />

Figure 1: Expanding Kamihira, Aoki & Nakano’s 2011 pedagogical model).<br />

Deviant Art Etsy Design:Related Design21sdn<br />

Representation <strong>of</strong> a Design Problem/Solution<br />

I + T<br />

S<br />

I + T<br />

S<br />

5<br />

I + T<br />

P + S (in some<br />

cases solutions<br />

were displayed<br />

on a third party<br />

website which<br />

I + T<br />

P + S (in some<br />

cases solutions<br />

were displayed<br />

on a third party<br />

website which<br />

Network for<br />

Design Learning<br />

I + T + V + 3D<br />

P + S


Mode<br />

S = Synchronous<br />

A=Asynchronous<br />

Type<br />

D = Direct<br />

I = Indirect<br />

Content<br />

C = Comments<br />

E = Entries<br />

V = Votes<br />

B = Broad Range<br />

Structure<br />

0 = no structure<br />

S = scale free<br />

M = Multiple<br />

E = Emergent<br />

A<br />

D<br />

C + E + V<br />

S<br />

A<br />

D<br />

C + E + V<br />

S + M<br />

held <strong>the</strong><br />

competition)<br />

Communication<br />

Motivation<br />

6<br />

A<br />

D<br />

C + E + V<br />

S + M<br />

held <strong>the</strong><br />

competition)<br />

A<br />

D<br />

C + E + V<br />

S + M<br />

S + A<br />

D + I<br />

C + E + V + B<br />

S + M + E<br />

Ideology X X X<br />

Challenge X X X X X<br />

Career X X X X X<br />

Social X X X X X<br />

Fun X X X X X<br />

Reward X X X X<br />

Recognition X X X X X<br />

Duty X X X X<br />

Table 1: Based on Maher, Paulini and Murty, 2011 Analysis <strong>of</strong> Successful Collective<br />

Intelligence Table<br />

References<br />

Broadfoot, O. & Bennett, R. (2003). Design studios online?: Comparing traditional face-to-face design<br />

studio education with modern internet-based design studios, in Apple University Consortium<br />

(online). Retrieved November 22, 2011<br />

http://auc.uow.edu.au/conf/conf03/papers/AUC_DV2003_Broadfoot.pdf<br />

“Design21sdn,” 2008. Retrieved April 13, 2012 from http://www.design21sdn.com/<br />

“Design:Related,” 2011. Retrieved March 05, 2012, from http://designrelated.com/<br />

“DeviantArt,” 2012. Retrieved March 05, 2012, from http://welcome.deviantart.com/<br />

“Etsy,” 2012. Retrieved March 05, 2012, from http://welcome.deviantart.com/<br />

Habraken, N. J. (2007) To tend a garden: Thoughts on strengths and limits <strong>of</strong> studio pedagogy. In A.<br />

M. Salama & N. Wilkinson (Eds.), Design Studio Pedagogy: Horizons for <strong>the</strong> Future. Gateshead,<br />

UK: Urban International Press.


Kamihira, T., Aoki M. & Nakano, T. (2011) Building a shared cross-cultural learning Community for<br />

Visual Communication Design Education. Human Centered Design. Lecture Notes in Computer<br />

Science, 397-406.<br />

Maher M. L., Paulini M. and Murty P. (2011) Scaling up: from individual design to collaborative design<br />

to collective design. Design Computing and Cognition '10 (581). Springer.<br />

7


Investigating Potential Factors to Increase Levels <strong>of</strong> Participation in<br />

Class Discussion<br />

Apichai Chaiwinij,<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University, 549 W 123 Street, APT 12E, New York, NY 10027,<br />

Email: ac3344@tc.columbia.edu<br />

Abstract: While collaborative learning is globally employed, many studies point out that a<br />

majority <strong>of</strong> Asian students cannot adapt <strong>the</strong>mselves to collaborative learning<br />

environments and tend to be quiet in class discussion. This study aims to investigate<br />

three potential factors (online discussion, anonymity, and online role-play) that may<br />

contribute to a discussion environment and <strong>the</strong> level <strong>of</strong> students’ participation. In this<br />

study, <strong>the</strong>re were 32 subjects in total, consisting <strong>of</strong> four groups <strong>of</strong> eight subjects. They<br />

discussed six topics under six different discussion conditions, which were <strong>the</strong><br />

combination <strong>of</strong> three factors. The result confirmed that three factors can be employed to<br />

provide a discussion environment that promotes an increased level <strong>of</strong> participation<br />

among Asian students. In addition, type <strong>of</strong> roles like school leaders and country<br />

administrators did motivate <strong>the</strong> participants to seriously engage in role-playing and<br />

generate more critical and problem solving ideas.<br />

Teamwork and collaboration are among <strong>of</strong> <strong>the</strong> most important 21 st century learning skills (Schrier, 2006).<br />

Many educators have searched for ways to creatively integrate <strong>the</strong>se 21 st century skills into K-12<br />

pedagogy with innovative, effective, and appropriate activities (Schrier, 2006). One <strong>of</strong> <strong>the</strong> popular<br />

methods is to provide a collaborative learning environment in <strong>the</strong> school setting to instruct modern<br />

students. However, previous research states that a majority <strong>of</strong> Asian students cannot adapt quickly to<br />

collaborative learning environments (Wong, 2004). In order to assist Asian students, educators need to<br />

provide a suitable discussion environment to encourage <strong>the</strong>m to freely share <strong>the</strong>ir ideas with <strong>the</strong> group.<br />

Thus, <strong>the</strong> research attempted to investigate <strong>the</strong> potential factors that should be employed to develop a<br />

suitable discussion environment. Based on previous research, three potential factors are successfully<br />

used to increase levels <strong>of</strong> participation: (1) online discussion, (2) anonymity, and (3) online role-play.<br />

Online discussion and anonymity enables better performance in terms <strong>of</strong> quantity <strong>of</strong> work, generated<br />

(Chester, & Gwynne, 1998; Collins, & Berge, 1995; Hartman, Neuwirth, Kiesler, Cochran, Palmquist, &<br />

Zubrow, 1995; McComb, 1994; Rheingold, 1994; Ruberg, Moore, & Taylor, 1995). Fur<strong>the</strong>r, online roleplay<br />

improves students’ interpersonal and communication skills (Lloyd, 1998). Although past research has<br />

studied <strong>the</strong> effects <strong>of</strong> online discussion, anonymity, and online role-play on level <strong>of</strong> participation in group<br />

discussion, not many studies have looked at different factors along a continuum with Asian students.<br />

In this study, <strong>the</strong>re were 32 subjects in total, consisting <strong>of</strong> four groups <strong>of</strong> eight subjects. The subjects<br />

were asked to discuss six topics under six different conditions, which are <strong>the</strong> combination <strong>of</strong> three factors<br />

(online discussion, anonymity and online role-play). Skype IM was used to hold <strong>the</strong> online discussions.<br />

All chat histories were recorded. Each idea generated in <strong>the</strong> discussions was coded, compared, and <strong>the</strong>n<br />

analyzed to answer six hypo<strong>the</strong>ses. The interviews after <strong>the</strong> experiment were conducted in order to elicit<br />

<strong>the</strong> feedback towards <strong>the</strong> experiment.<br />

The research findings confirmed that three factors could be employed to provide a suitable discussion<br />

environment to increase levels <strong>of</strong> participation among Asian students. Online discussion causes<br />

participants to have more interpersonal activities and generate more new ideas in limited time (Bordia,<br />

1997; Ruberg, Moore, & Taylor, 1996). Anonymity unlocks students’ potentials in group discussion in<br />

which students participate in group discussion more when <strong>the</strong>ir identities are not revealed. Among two<br />

types <strong>of</strong> identity: age (seniority) and gender, age (seniority) is more crucial among Asian students as <strong>the</strong><br />

junior participants tend to be silent in front <strong>of</strong> <strong>the</strong> senior participants (Gao, Ting-Toomey, & Gudykunst,<br />

1996). Online role-play allows students to enthusiastically participate and share critical and problem<br />

solving ideas toward <strong>the</strong> discussion topics (Doerr-Stevens, 2007; Gee, 2004; Shaffer, 2006). Lastly,<br />

types <strong>of</strong> roles like school leaders and country administrators do motivate <strong>the</strong> participants to seriously<br />

engage in role-playing and generate more ideas.<br />

8


The researcher suggests four implications to help Asian students increase levels <strong>of</strong> participation in group<br />

discussion in a variety <strong>of</strong> scenarios. First, online discussion is an effective platform for Asian students to<br />

generate ideas in limited time. Second, educators can employ anonymity to unlock Asian students’<br />

potential. Asian students would find <strong>the</strong>ir own voices when <strong>the</strong>ir identities are not revealed. Third,<br />

educators should provide suitable environments for junior Asian participants to share <strong>the</strong>ir thoughts in<br />

front <strong>of</strong> <strong>the</strong>ir senior peers. Lastly, educators can employ online role-play to allow Asian students to share<br />

more critical and problem solving ideas and seriously engage with <strong>the</strong> discussion topics. While this study<br />

successfully confirms <strong>the</strong> effects <strong>of</strong> three factors (online discussion, anonymity, and online role-play), two<br />

limitations were observed: unequal speed <strong>of</strong> communication and too small sampling size for statistical<br />

analysis. In addition, <strong>the</strong> researcher suggests <strong>the</strong> future research to study both <strong>the</strong> quantity and quality <strong>of</strong><br />

ideas that students generate. Fur<strong>the</strong>r, researchers in this area may expand <strong>the</strong> size <strong>of</strong> group discussion<br />

to be <strong>the</strong> same size <strong>of</strong> a classroom setting in <strong>the</strong> real world (e.g., 20 students).<br />

References<br />

Bordia, P. (1997). Face-to-face versus computer-mediated communication: A syn<strong>the</strong>sis <strong>of</strong> <strong>the</strong><br />

experimental literature. The Journal <strong>of</strong> Business Communication, 34(1), 99-120.<br />

Chester, A., & Gwynne, G. (1998). Online teaching: Encouraging collaboration through anonymity.<br />

Journal <strong>of</strong> Computer-Mediated Communication, 4(8). Retrieved from<br />

http://jcmc.indiana.edu/vol4/issue2/chester.html<br />

Collins, M., & Berge, Z. (1995). Introduction: Computer-mediated communications and <strong>the</strong> online<br />

classroom in higher education. In Z. L.Berge & M. P.Collins, (Eds.), Computer Mediated<br />

Communication and <strong>the</strong> Online Classroom: Vol. 2. Higher Education. Cresskill, NJ, USA:<br />

Hampton Press.<br />

Doerr, C. (2007, November). Online role-play: A blurring <strong>of</strong> identities and ethical norms. Paper presented<br />

at <strong>the</strong> National Council <strong>of</strong> <strong>Teachers</strong> <strong>of</strong> English conference, New York City, NY USA.<br />

Gao, G., Ting-Toomey, S., & Gudykunst, W.B. (1996). Chinese communication processes. In M.H. Bond<br />

(Ed.), The handbook <strong>of</strong> Chinese psychology, (pp.280–293). Hong Kong: Oxford University Press.<br />

Gee, J.P. (2004). Situated language in learning: A critique <strong>of</strong> traditional schooling. New York, NY, USA:<br />

Routledge.<br />

Hartman, K., Neuwirth, C. M., Kiesler, S., Cochran, C., Palmquist, M., & Zubrow D. (1995). Patterns <strong>of</strong><br />

social interaction and learning to write: Some effects <strong>of</strong> network technologies. In Z. L.Berge & M.<br />

P.Collins, (Eds.), Computer mediated communication and <strong>the</strong> online classroom: Vol. 2. Higher<br />

education. Cresskill, NJ, USA: Hampton Press.<br />

Lloyd, C.V. (1998). Engaging students at <strong>the</strong> top (without leaving <strong>the</strong> rest behind). Journal <strong>of</strong> Adolescent<br />

& Adult Literacy, 42(3), 184-191.<br />

McComb, M. (1994). Benefits <strong>of</strong> computer-mediated communication in college courses. Communication<br />

Education, 43(2), 159–170.<br />

Rheingold, H. (1994). The virtual community: Finding connection in a computerized world. London, UK:<br />

Secker & Warburg.<br />

Ruberg, L., Moore, D., & Taylor, C. (1996). Student participation, interaction, and regulation in a<br />

computer-mediated communication environment: A qualitative study. Journal <strong>of</strong> <strong>Educational</strong><br />

Computing Research, 15(3), 243-268.<br />

Schrier, K. (2006). Using augmented reality games to teach 21st century skills. Paper presented at <strong>the</strong><br />

ACM SIGGRAPH 2006 Conference, Boston, MA, USA.<br />

Shaffer, D.W. (2006). How computer games help children learn. New York, NY, USA: Macmillan.<br />

Wong, J. K. (2004). Are <strong>the</strong> learning styles <strong>of</strong> Asian international students culturally or contextually<br />

based? International Education Journal, 4(4), 154-166.<br />

9


Investigating <strong>the</strong> Effects <strong>of</strong> Choice and Feedback as Learning<br />

Mechanics in an <strong>Educational</strong> Game<br />

Pantiphar Chantes, Apichai Chaiwinij, Nilgun Gunbas, Tatyana Dvorkin, Daniel L. H<strong>of</strong>fman,<br />

Selen Turkay, <strong>Teachers</strong> <strong>College</strong>, Columbia University, 525 W. 120 th Street, New York, NY<br />

Email: pdc2114@columbia.edu, ac3344@tc.columbia.edu, ng2248@columbia.edu,<br />

td2347@tc.columbia.edu, dlh2109@columbia.edu, st2282@columbia.edu<br />

Abstract: The current study set out to examine <strong>the</strong> impact <strong>of</strong> learning and assessment<br />

mechanics in various conditions on an existing educational game. The result was multiple<br />

versions <strong>of</strong> <strong>the</strong> game, built on identical game mechanics, but with different learning and<br />

assessment variables. The impact <strong>of</strong> <strong>the</strong>se variables was subsequently analyzed to<br />

determine <strong>the</strong>ir impact on three dependent variables: learning, motivation, and in-game<br />

performance. One hundred thirty-eight (N=138) sixth grade students were randomly<br />

assigned to play one <strong>of</strong> <strong>the</strong> four versions <strong>of</strong> <strong>the</strong> game. After only thirty minutes <strong>of</strong> play,<br />

results suggest that providing players with a choice <strong>of</strong> non-player character from whom to<br />

receive feedback results in significantly higher learning outcomes and desire to continue<br />

playing compared to a non-choice condition. Comparisons between informative and<br />

elaborative feedback; however, did not influence student learning, motivation, or in-game<br />

performance.<br />

Good educational video games possess <strong>the</strong> powerful features for engaging, learning, and sustaining<br />

interest, which involves doable challenges, clear goals, freedom <strong>of</strong> choices, and relevant feedback.<br />

However, many games intended to educate, currently lack coherent connections to <strong>the</strong>ories <strong>of</strong> learning or<br />

fundamental bodies <strong>of</strong> research (Shaffer, Squire, Halverson, & Gee, 2005). This gap between <strong>the</strong>ory and<br />

practice has resulted in video games that may be enjoyable, but do not support academic learning<br />

(Barab, Thomas, Dodge, Carteaux, & Tuzun, 2005). In order to reverse this phenomenon, <strong>the</strong> Games for<br />

Learning Institute (G4LI) has urged educational game designers to consider in <strong>the</strong>ir designs three<br />

categories <strong>of</strong> mechanics: game, learning, and assessment (Plass et al., in press; Plass, Homer, Kinzer,<br />

Frye, & Perlin, 2011a).<br />

Game mechanics is conceivably <strong>the</strong> most familiar concept to game designers and much has been written<br />

on <strong>the</strong> topic (see Bjork & Holopainen, 2005; Fullerton, Swain, & H<strong>of</strong>fman, 2008; Salen & Zimmerman,<br />

2004). Common game mechanics include leveling, movement, and turn taking. For <strong>the</strong> purposes <strong>of</strong> this<br />

study, game mechanics describe <strong>the</strong> essential game play activity and are distinct from learning<br />

mechanics and assessment mechanics. Learning mechanics are grounded in learning <strong>the</strong>ory and<br />

describe specialized activities that have learning as <strong>the</strong>ir primary objective, whereas assessment<br />

mechanics are grounded in test <strong>the</strong>ory and are specialized activities that have assessment as <strong>the</strong>ir<br />

primary objective.<br />

The current study set out to examine <strong>the</strong> impact <strong>of</strong> <strong>the</strong>se learning and assessment mechanics on three<br />

dependent variables: learning, motivation, and in-game performance. The overarching question was if<br />

and how <strong>the</strong> inclusion <strong>of</strong> each <strong>of</strong> <strong>the</strong>se <strong>the</strong>oretically based, non-game mechanics would alter <strong>the</strong>se<br />

important variables. The educational video game used for this study was Noobs vs. Leets: <strong>the</strong> Battle <strong>of</strong><br />

Angles and Lines. This game was developed by researchers at <strong>the</strong> G4LI and was previously shown to be<br />

an effective educational intervention (see Plass et al., 2001b). The game is designed to teach angle rules<br />

and has a simple story in which players help characters called “Noobs” save <strong>the</strong>ir friends trapped in<br />

various places on <strong>the</strong> screen by unlocking paths. The paths are unlocked by solving for unknown angles.<br />

The game has six chapters with each chapter introduces <strong>the</strong> player to a new concept about angles. As<br />

players progress through <strong>the</strong> game, <strong>the</strong> difficulty level increases.<br />

The learning mechanic targeted in this study was choice. Research has shown that providing students<br />

with choices can increase self-efficacy, motivation and learning. For this study, <strong>the</strong> variable <strong>of</strong> choice was<br />

operationalized by providing players with a choice as to <strong>the</strong> non-player character (NPC) that would act as<br />

10


<strong>the</strong>ir “guide” during <strong>the</strong> game. These NPC “guides” provided feedback to players in <strong>the</strong> case <strong>of</strong> incorrect<br />

answers. Players in <strong>the</strong> Choice condition could manually select a guide from six potential NPCs. Players<br />

in <strong>the</strong> Non-choice condition were assigned guides automatically in <strong>the</strong> same proportions as those players<br />

who selected <strong>the</strong>ir own<br />

The assessment mechanic varied in this study was feedback type. Feedback is one <strong>of</strong> <strong>the</strong> most studied<br />

areas <strong>of</strong> learning and instruction and has a rich history in instructional <strong>the</strong>ory. Research on feedback<br />

generally confirms that learners are more effective when <strong>the</strong>y attend to externally provided feedback<br />

(Butler & Winne, 1995, p. 246). To operationalize feedback as an assessment mechanic in <strong>the</strong> studied<br />

game, <strong>the</strong> researchers provided players with one <strong>of</strong> two types <strong>of</strong> feedback: informative or elaborative. The<br />

informative feedback was similar to what Kluger and DeNisi (1996) called “knowledge <strong>of</strong> results”, which<br />

from an assessment perspective, is <strong>of</strong> little value as it does not elaborate on why <strong>the</strong> answer was wrong.<br />

The second type <strong>of</strong> feedback was termed elaborative. The goal <strong>of</strong> <strong>the</strong> elaborative feedback was to<br />

provide players with more applicable information on what to do to correct an error when an incorrect<br />

answer was submitted.<br />

In <strong>the</strong> study, one hundred thirty-eight (N=138) sixth grade students were randomly assigned to play one<br />

<strong>of</strong> <strong>the</strong> four versions <strong>of</strong> <strong>the</strong> game. After only thirty minutes <strong>of</strong> play, results suggest that providing players<br />

with a choice <strong>of</strong> non-player character from whom to receive feedback results in significantly higher<br />

learning outcomes and desire to continue playing compared to a non-choice condition. Comparisons<br />

between informative and elaborative feedback did not influence student learning, motivation, or in-game<br />

performance.<br />

References<br />

Barab, S., Thomas, M., Dodge, T., Carteaux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis,<br />

a game without guns. <strong>Educational</strong> Technology Research and Development, 53(1), 86-107.<br />

Bjork, S., & Holopainen, J. (2005). Patterns in Game Design. Hingham, MA: Charles River Media, Inc.<br />

Butler, D. L., & Winne, P. H. (1995). Feedback and self-regulated learning: A <strong>the</strong>oretical syn<strong>the</strong>sis.<br />

Review <strong>of</strong> <strong>Educational</strong> Research, 65(3), 245.<br />

Fullerton, T., Swain, C., & H<strong>of</strong>fman, S. (2008). Game design workshop: a playcentric approach to creating<br />

innovative games: Elsevier Morgan Kaufmann.<br />

Kluger, A. N., & DeNisi, A. (1996). The effects <strong>of</strong> feedback interventions on performance: A historical<br />

review, a meta-analysis, and a preliminary feedback intervention <strong>the</strong>ory. Psychological Bulletin,<br />

119(2), 254.<br />

Plass, J. L., Homer, B. D., Chang, Y. K., Frye, J., Kaczetow, W., Kinzer, C. K., Perlin, K. (in press).<br />

Metrics to Assess Learning and Measure Learner Variables in Simulations and Games. In M.S.,<br />

El-Nasr, A. Canosa, & A. Drachen (Eds.), Game Telemetry and Metrics: Maximizing <strong>the</strong> Value <strong>of</strong><br />

your Data. New York: Springer.<br />

Plass, J. L., Homer, B. D., Kinzer, C. K., Frye, J., & Perlin, K. (2011a). Learning Mechanics and<br />

Assessment Mechanics for Games for Learning. G4LI White Paper # 01/2011. Version 0.1<br />

September 30, 2011. Available online at g4li.org.<br />

Plass, J. L., Homer, B.D., Hayward, E.O., Frye, J., Biles, M., Huang, T.T., & Tsai, T. (2011b). The<br />

effectiveness <strong>of</strong> different game mechanics on motivational and educational outcomes in a middle<br />

school geometry game. Submitted for Publication.<br />

Salen, K., & Zimmerman, E. (2004). The Rules <strong>of</strong> Play. Cambridge, MA: MIT Press.<br />

Shaffer, D. W., Squire, K. R., Halverson, R., Gee, J. P., & Co-Laboratory, A. A. D. L. (2005). Video games<br />

and <strong>the</strong> future <strong>of</strong> learning. Phi Delta Kappan, 87(2), 104.<br />

11


Videogames in Institutional Practice: Towards A Taxonomic Model <strong>of</strong><br />

Negotiated Control Between Code and Context<br />

Laquana Cooke,<br />

Rensselaer Polytechnic Institute, 110 8 th Street Troy, NY 12180,<br />

Email: Cookel3@rpi.edu<br />

Abstract: Today, more than ever, schools and o<strong>the</strong>r educational facilities are celebrating<br />

<strong>the</strong> possibilities <strong>of</strong> learning through game play. Unfortunately, video games are <strong>of</strong>ten<br />

over zealously regarded as prescriptive didactic means <strong>of</strong> resolving <strong>the</strong> epidemic <strong>of</strong><br />

disengaged youth, without in-depth critical reflections <strong>of</strong> <strong>the</strong> phenomena <strong>of</strong> in-context<br />

gaming. Commercial <strong>of</strong>f-<strong>the</strong>-shelf games like The Little Big Planet <strong>of</strong>fer tremendous<br />

affordances for immersive play by embedding STEM literacy within its rich situated<br />

learning environments. In a similar light, teachers and researchers adopt simulated<br />

historical games such as Civilization to engage youth in subject matter that is <strong>of</strong>ten<br />

deemed as “boring” and “irrelevant”. This paper does not seek to explore <strong>the</strong> efficacy <strong>of</strong><br />

such gaming, but ra<strong>the</strong>r look to critically examine <strong>the</strong> ramifications <strong>of</strong> content-specific<br />

gaming in classrooms. The rhetorical potential <strong>of</strong> video games in practice calls for<br />

<strong>the</strong>ories that investigate <strong>the</strong> structural code <strong>of</strong> <strong>the</strong> video game vis-à-vis <strong>the</strong> conventions<br />

<strong>of</strong> <strong>the</strong> contexts that <strong>the</strong>y are practiced. Reexamining preexistent literature and<br />

ethnographic work, this paper will critically evaluate this liminal space <strong>of</strong> negotiated<br />

control between algorithm and institution, and ultimately provide a potential taxonomic<br />

model for future research.<br />

12


The Rhetoric <strong>of</strong> Learning in Games<br />

Laquana Cooke, Raymond Lutzky,<br />

Rensselaer Polytechnic Institute, 110 8 th Street Troy, NY 12180,<br />

Email: Cookel3@rpi.edu, Lutzkr3@rpi.edu<br />

Abstract: Over <strong>the</strong> past decade, teachers, academics, and policy makers have<br />

enthusiastically articulated <strong>the</strong>ir excitement and optimism <strong>of</strong> <strong>the</strong> pedagogical potentials <strong>of</strong><br />

video games in classrooms. Such feverish acknowledgements <strong>of</strong> games places a<br />

responsibility on us as researchers to critically, and with keen understanding, investigate<br />

not only <strong>the</strong> games, but also <strong>the</strong>ir social environments. This paper looks to extend video<br />

game <strong>the</strong>ory and pedagogy by conducting a rhetorical analysis <strong>of</strong> commercial <strong>of</strong>f-<strong>the</strong>shelf<br />

educationally deemed games. Intersecting <strong>the</strong>ses <strong>of</strong> video games by Ian Bogost,<br />

Alexander Galloway, and James Paul Gee, we will examine <strong>the</strong> rhetorical significance <strong>of</strong><br />

such video games both procedurally and socially. While previous <strong>the</strong>orists’ examinations<br />

may privilege code and/or affinity groups, this paper investigates <strong>the</strong> rhetorical<br />

phenomena <strong>of</strong> video games where code and social spaces intersects. The synergism <strong>of</strong><br />

<strong>the</strong> technical affordances <strong>of</strong> <strong>the</strong> game and <strong>the</strong> social norms and practices within <strong>the</strong><br />

affinity spaces are inherently rhetorical, but also include aspects <strong>of</strong> human-computer<br />

interaction design as described by Barbara Warnick, Donald Norman, and o<strong>the</strong>rs.<br />

Additionally, future considerations for adaption <strong>of</strong> games into classrooms will be<br />

addressed.<br />

References<br />

Bogost, Ian. (2007). Persuasive games: <strong>the</strong> expressive power <strong>of</strong> videogames. Cambridge, MA: MIT<br />

Press.<br />

Galloway, Alexander R. (2006). Gaming: essays on algorithmic culture. Minneapolis: University <strong>of</strong><br />

Minnesota Press.<br />

Gee, James Paul. (2003). What Video Games Have to Teach Us About Learning and Literacy. New<br />

York: Palgrave Macmillan.<br />

Norman, D. A.(2004). Emotional design: why we love (or hate) everyday things. New York: Basic.<br />

Books<br />

Warnick, B. (2007). Rhetoric Online: Persuasion and Politics on <strong>the</strong> World Wide Web, Frontiers in<br />

Political Communication, Vol. 12, New York: Peter Lang Publishing.<br />

13


Youth in <strong>the</strong> Digital Age: Digital Media and Technologies for<br />

Supporting Civic Engagement<br />

Tenzin Doleck,<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University, 525 W. 120th Street, New York, NY<br />

Email: tcd2116@columbia.edu<br />

The proliferation <strong>of</strong> technology is undoubtedly having a pr<strong>of</strong>ound impact on our lives. This power <strong>of</strong> digital<br />

media, <strong>the</strong> Internet, and social networking was fully realized recently in <strong>the</strong> wake <strong>of</strong> <strong>the</strong> high-pr<strong>of</strong>ile<br />

uprisings in <strong>the</strong> Arab World as citizens used this digital space and tools as a catalyst for effecting reform.<br />

As technology permeates more aspects <strong>of</strong> our lives, <strong>the</strong> transformative consequences are being felt.<br />

There are key aspects/areas in democracy where <strong>the</strong> effects <strong>of</strong> technology are clearly visible: elections,<br />

campaigns, governance, civic participation, etc. The Internet and new digital media helps users to be<br />

informed and empowered by providing a voice for all users who normally would not take part in <strong>the</strong><br />

political process and also creates opportunities for all interests to be heard; thus, <strong>the</strong> platform and power<br />

that technology affords has <strong>the</strong> potential to serve as a catalyst and vehicle for civic engagement, a critical<br />

element <strong>of</strong> democratic process. Technology certainly has <strong>the</strong> potential, power, and affordances to<br />

ameliorate <strong>the</strong> ways and chances to participate and engage in civic activities.<br />

The vast majority <strong>of</strong> youth in America are online (Madden, 2006). The increased penetration <strong>of</strong> <strong>the</strong><br />

Internet along with <strong>the</strong> technology readiness <strong>of</strong> today’s youth has begetted increased online activities. A<br />

report published by <strong>the</strong> Kaiser Foundation highlights that <strong>the</strong> total media usage <strong>of</strong> children (8-18 year<br />

olds) has increased more than an hour in <strong>the</strong> past decade and mobile media ownership among 8-18 year<br />

olds has also gone up significantly in <strong>the</strong> past five years (Rideout, Foehr, & Roberts, 2010). Bennet<br />

(2008) acknowledges <strong>the</strong> vibrancy <strong>of</strong> youth civic engagement and <strong>the</strong> growing trend <strong>of</strong> young people<br />

employing creative uses <strong>of</strong> technology in civic issues, but points out that in cases where <strong>the</strong>y do display<br />

political involvement “it is <strong>of</strong>ten related to lifestyle concerns that seem outside <strong>the</strong> realm <strong>of</strong> government.”<br />

Attachment to <strong>the</strong> digital space has also resulted in detachment from <strong>the</strong> geographic space, “America’s<br />

youth appear to be disconnecting from public life, and doing so at a rate that is greater than for any o<strong>the</strong>r<br />

age group” (Carpini, 2000). In light <strong>of</strong> <strong>the</strong> rising trends <strong>of</strong> youth’s dissatisfaction and disenchantment with<br />

conventional politics, it becomes imperative to understand potential positive benefits <strong>of</strong> digital media and<br />

communication technologies in spurring youth civic engagement so that it can help reverse <strong>the</strong> long-term<br />

declines in civic and political participation among youth. As Greene (1985) writes, “surely it is an<br />

obligation <strong>of</strong> education in a democracy to empower <strong>the</strong> young to become members <strong>of</strong> <strong>the</strong> public, to<br />

participate, and play articulate roles in <strong>the</strong> public space."<br />

Youth are avid users <strong>of</strong> digital media and communication technologies, as such <strong>the</strong>re is a greater<br />

likelihood that <strong>the</strong>se technologies will be an important part <strong>of</strong> <strong>the</strong>ir civic lives; most real <strong>of</strong>fline activities<br />

already have or will have an online equivalent. Montgomery highlights that <strong>the</strong> “youth are in many ways<br />

<strong>the</strong> defining users <strong>of</strong> <strong>the</strong> new media”, that <strong>the</strong>re has been a rise in interest in youth’s use <strong>of</strong> digital media<br />

and how it can be used effectively in engaging youth in civic participation (Montgomery, 2008). Moreover,<br />

according to Xenos and Foot (2008) “<strong>the</strong> demand for political information on <strong>the</strong> Web among young<br />

people rivals or eclipses that <strong>of</strong> those in o<strong>the</strong>r age groups.” Youth today are using, creating, learning, and<br />

communicating in new ways. With <strong>the</strong> emergence <strong>of</strong> new technologies, youth can find meaningful ways to<br />

incorporate <strong>the</strong>se technologies into <strong>the</strong>ir civic lives. Thus, it is important to comprehend how <strong>the</strong><br />

innovative uses <strong>of</strong> technologies by <strong>the</strong> youth are expanding <strong>the</strong> boundaries <strong>of</strong> civic participation and<br />

engagement.<br />

This paper examines many <strong>of</strong> <strong>the</strong> digital media and communication technologies available, and <strong>the</strong><br />

positive affordances <strong>of</strong> and creative uses <strong>of</strong> such technologies by <strong>the</strong> youth in civic engagement. Fur<strong>the</strong>r<br />

we provide examples and examine how new technologies are being and can be used by youth for civic<br />

engagement and link <strong>the</strong>se to broader questions <strong>of</strong> youth civic engagement.<br />

14


References<br />

Bennett, W. L. (2008) Changing citizenship in <strong>the</strong> digital age. In Bennett, W.L. (Ed.), Civic Life Online:<br />

Learning How Digital Media Can Engage Youth (1-14). Cambridge, MA: MIT Press.<br />

Budin, H. (2005). Democratic Education and Self-Publishing on <strong>the</strong> Web. In Crocco, M. (Ed.), Social<br />

Studies and <strong>the</strong> Press: Keeping <strong>the</strong> Beast at Bay? Greenwich, CT: Information Age Publishing,<br />

Inc.<br />

Carpini, Michael X. Delli (2000) ‘Gen.com: Youth, Civic Engagement, and <strong>the</strong> New Information<br />

Environment’, Political Communication, 17:4, 341-349.<br />

Coleman, Stephen and Blumler, Jay G. (2009). The Internet and Democratic Citizenship: Theory, Practice<br />

and Policy. New York: Cambridge University Press.<br />

Collins, A. & Halverson, R. (2009). Rethinking Education in <strong>the</strong> Age <strong>of</strong> Technology: The Digital Revolution<br />

and Schooling in America. New York, NY: <strong>Teachers</strong> <strong>College</strong> Press.<br />

Dewey, J. 1916. Democracy and Education.<br />

Gee, J. (2005). Learning by Design: Good Video Games as Learning Machines, E-Learning.<br />

Greene, Maxine. (1988). The role <strong>of</strong> education in democracy. <strong>Educational</strong> Horizons.<br />

Ketter, S., Zukin, C., Andolina, M., and Jenkins, K. (2002) "The Civic and Political Health <strong>of</strong> a Nation: A<br />

Generational Portrait" CIRCLE and The Pew Charitable Trusts.<br />

Kushin, M.J. (2009, April). Exploring YouTube, civic engagement and perceptions about <strong>the</strong> role <strong>of</strong> <strong>the</strong><br />

Internet in civic engagement among college students. YouTube and <strong>the</strong> 2008 Election Cycle in<br />

<strong>the</strong> United States Conference, Amherst, MA.<br />

Madden, M. (2006). Internet penetration and impact. Washington, DC: Pew Internet and American Life<br />

Project.<br />

Montgomery, Kathryn C. “Youth and Digital Democracy: Intersections <strong>of</strong> Practice, Policy, and <strong>the</strong><br />

Marketplace." Civic Life Online: Learning How Digital Media Can Engage Youth. Edited by W.<br />

Lance Bennett. The John D. and Ca<strong>the</strong>rine T. MacArthur Foundation Series on Digital Media and<br />

Learning. Cambridge, MA: The MIT Press, 2008. 25–50.<br />

Pasek, Josh , More, Eian and Romer, Daniel (2009) 'Realizing <strong>the</strong> Social Internet? Online Social<br />

Networking Meets Offline Civic Engagement', Journal <strong>of</strong> Information Technology & Politics, 6:3.<br />

Putnam, Robert. 1993. Making Democracy Work: Civic Traditions in Modern Italy. Princeton: Princeton<br />

University Press.<br />

Raynes-Goldie, Kate, and Luke Walker. “Our Space: Online Civic Engagement Tools for Youth." Civic<br />

Life Online: Learning How Digital Media Can Engage Youth. Edited by W. Lance Bennett. The<br />

John D. and Ca<strong>the</strong>rine T. MacArthur Foundation Series on Digital Media and Learning.<br />

Cambridge, MA: The MIT Press, 2008. 161–188.<br />

Rideout, V., Foehr, U.G., Roberts, D.F. Generation M2: Media in <strong>the</strong> Lives <strong>of</strong> 8-18 years olds. The Henry<br />

J. Kaiser Family Foundation. January 2010.<br />

Xenos, Michael, and Kirsten Foot. “Not Your Fa<strong>the</strong>r’s Internet: The Generation Gap in Online Politics."<br />

Civic Life Online: Learning How Digital Media Can Engage Youth. Edited by W. Lance Bennett.<br />

The John D. and Ca<strong>the</strong>rine T. MacArthur Foundation Series on Digital Media and Learning.<br />

Cambridge, MA: The MIT Press, 2008. 51–70.<br />

15


Augmenting The Arrival: Students’ Mobile Device-Enabled Narratives<br />

Christian Ehret,<br />

Vanderbilt University, Peabody <strong>College</strong>230 Appleton Place, Nashville, TN, 37203<br />

Email: christian.m.ehret@vanderbilt.edu<br />

Abstract: Despite <strong>the</strong>ir prevalence, we know little about <strong>the</strong> literacy practices associated<br />

with mobile devices emerging in youths’ lives, and we know still less about <strong>the</strong> nexus <strong>of</strong><br />

<strong>the</strong>se practices and learning. In this presentation, I describe data collected as part <strong>of</strong> a<br />

larger study <strong>of</strong> a digital media enrichment class in an urban school in <strong>the</strong> sou<strong>the</strong>astern<br />

United States. In <strong>the</strong> class, two teacher-researchers guide five fifth-grade learners in<br />

using a mobile device—<strong>the</strong> iPod Touch 4G— to compose digital stories and o<strong>the</strong>r digital<br />

media. Data analyzed in this paper, focus on two students’ composing process during a<br />

fifty-minute learning segment in which <strong>the</strong>y used an augmented reality app—Flat<br />

Stanley—to produce a digital story. Implications from <strong>the</strong> analysis contribute to <strong>the</strong><br />

conference <strong>the</strong>me, exploring mobile devices in educational contexts: research and<br />

pedagogy should attend to how youths’ movement through and social production <strong>of</strong><br />

space affects how and whe<strong>the</strong>r <strong>the</strong>y employ <strong>the</strong> affordances <strong>of</strong> mobile devices as<br />

compositional tools to achieve <strong>the</strong>ir visions.<br />

16


Designing and Developing Apps for Learning and Instruction<br />

Research<br />

Cameron L. Fadjo, Benjamin Friedman,<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University, 525 West 120 th Street, New York, NY 10027<br />

Email: clf2110@columbia.edu, bpf2103@columbia.edu<br />

Abstract: What is <strong>the</strong> most effective way to design an ‘app’ for learning and instruction<br />

research? Do ‘Apps’ have <strong>the</strong> potential to revolutionize how mobile computing is<br />

implemented in <strong>the</strong> research or learning and instruction? With <strong>the</strong> recent interest in using<br />

mobile devices to augment learning, <strong>the</strong>re exists a paucity <strong>of</strong> research on effective design<br />

practices for developing educational apps. In this presentation we will discuss how apps<br />

can be designed to improve learning and instructional outcomes. Our presentation will<br />

focus on <strong>the</strong> iterative design and development process behind ‘The Farm,’ an iPad app<br />

used for improving literacy skills among emergent language learners. We will outline <strong>the</strong><br />

steps behind creating apps for learning and instruction research and present a<br />

comprehensive framework for creating effective educational experiences using mobile<br />

devices.<br />

17


Connected to Word Problems:<br />

Improving Ma<strong>the</strong>matical Problem Solving While Exergaming<br />

Benjamin Friedman,<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University, New York, NY,<br />

Email: bpf2103@tc.columbia.edu<br />

Abstract: How can we best prepare students for instruction and practice in solving<br />

ma<strong>the</strong>matical word problems? What instructional methods best promote understanding <strong>of</strong><br />

problem situations and sense making in students? These are important questions given<br />

<strong>the</strong> prominent place making sense <strong>of</strong> problems and working to solve <strong>the</strong>m has in <strong>the</strong><br />

Common Core State Standards for Ma<strong>the</strong>matical Practice (2010).<br />

This quasi-experimental study seeks to answer <strong>the</strong>se questions by comparing an<br />

instructionally embodied teaching method (Black, Segal, Vitale, & Fadjo, 2011) with a<br />

conceptual model based method (Xin, Wiles, & Lin, 2008; Xin & Zhang, 2009) as well as<br />

a mix between <strong>the</strong> two methods. Twelve second-grade students from a high-needs urban<br />

public school participated through an after-school program. All students participated in<br />

fitness game activities through <strong>the</strong> Xbox Kinect. Word problem situations were based <strong>of</strong>f<br />

those students experienced in <strong>the</strong> fitness game for instructionally embodied conditions<br />

but not for <strong>the</strong> conceptual model condition.<br />

Relevant Literature<br />

Word problems are <strong>the</strong> most common problem type encountered by students at all levels <strong>of</strong> education<br />

(Jonassen, 2003). Many students in <strong>the</strong> early grades have difficulty solving ma<strong>the</strong>matical word problems,<br />

especially English Language Learners (ELLs) and those with learning disabilities (Jitendra, 2008). In <strong>the</strong><br />

context <strong>of</strong> this study word problems are defined as problems taken from situations in <strong>the</strong> real-world that<br />

require <strong>the</strong> use <strong>of</strong> ma<strong>the</strong>matical concepts in order to obtain a solution (Verschaffel, Greer, & De Corte,<br />

2000). These types <strong>of</strong> problems provide an important connection between situations expressed through<br />

language and <strong>the</strong> abstract ma<strong>the</strong>matical language that is expressed in numbers and symbols. Solving<br />

ma<strong>the</strong>matical word problems involves both reading comprehension and ma<strong>the</strong>matical skills such as<br />

conceptual understanding <strong>of</strong> operations and computational ability (Kintsch & Greeno, 1985).<br />

One reason for a lack <strong>of</strong> student success in solving ma<strong>the</strong>matical word problems is <strong>the</strong> suspension <strong>of</strong><br />

sense making that occurs when students focus on obtaining an answer without first attempting to make<br />

sense <strong>of</strong> <strong>the</strong> problem. Consequently, students may ignore clues that explain what information needs to be<br />

used and what procedures are necessary to find <strong>the</strong> correct solution (Verschaffel, Greer, & De Corte<br />

2000). Sense making ability may improve through instruction that engages students in using problem<br />

solving skills and provides opportunities for <strong>the</strong>m to reason about <strong>the</strong> information contained in <strong>the</strong><br />

problem as well as <strong>the</strong> information that is missing.<br />

Types <strong>of</strong> Instruction<br />

This study attempted to engage students in sense making by comparing instructional methods, namely,<br />

an instructionally embodied approach (Black, Segal, Vitale, & Fadjo, 2011), a conceptual model based<br />

approach (Xin, Wiles, & Lin, 2008; Xin & Zhang, 2009), and a mix between <strong>the</strong> two methods. Twelve<br />

second-grade students from a high-needs urban public school participated in <strong>the</strong> study through an afterschool<br />

program in one <strong>of</strong> <strong>the</strong> three groups. All groups took part in exergame activities (described below)<br />

through <strong>the</strong> Xbox Kinect gaming system.<br />

For students in <strong>the</strong> instructionally embodied and mixed groups, <strong>the</strong>se exergame activities became <strong>the</strong><br />

basis for experimenter written problems used during instruction (see Table 1). This was meant to ground<br />

<strong>the</strong>ir internal representations <strong>of</strong> problem situations in physical and perceptual experiences (Barsalou,<br />

2010). Students were <strong>the</strong>n taught to visualize <strong>the</strong>ir exergame activities in order to mentally manipulate<br />

problem elements, resulting in improved ability to solve problems independently. Conceptual model<br />

based instruction consisted <strong>of</strong> teaching specific word problem story grammars that led students to identify<br />

ma<strong>the</strong>matical structural relations for specific problem types. This knowledge <strong>the</strong>n allowed <strong>the</strong>m to<br />

18


determine which quantities are unknown and <strong>the</strong> correct operation to be used in solving <strong>the</strong> problem (Xin<br />

& Zhang, 2009). Students used diagrams, prompts, and checklists as part <strong>of</strong> <strong>the</strong> method. Although<br />

students in this group participated in <strong>the</strong> exergame activities, <strong>the</strong> word problems <strong>the</strong>y received made no<br />

mention <strong>of</strong> <strong>the</strong> activities, instead focusing on common problem situations (Van de Walle, 2004). Students<br />

in all groups were assessed through experimenter made pre- and post-tests.<br />

Instructional Embodiment Conceptual Model Mixed Instructional Approach<br />

Frank juggled a soccer ball in <strong>the</strong><br />

air 17 times in a row. His friend<br />

Tom juggled <strong>the</strong> ball 22 times.<br />

How many times did <strong>the</strong>y juggle<br />

<strong>the</strong> ball in total?<br />

Frank had 17 toy cars in his<br />

collection. Tom had 22 toy cars<br />

in his collection. How many toys<br />

cars have <strong>the</strong>y collected in total?<br />

Table 1: Example problem for each group.<br />

19<br />

Frank juggled a soccer ball in <strong>the</strong><br />

air 17 times in a row. His friend<br />

Tom juggled <strong>the</strong> ball 22 times.<br />

How many times did <strong>the</strong>y juggle<br />

<strong>the</strong> ball in total?<br />

The Ubis<strong>of</strong>t Xbox Kinect exergame, Your Shape: Fitness Evolved 2012, is a fitness game that takes place<br />

in a data rich environment. The game records performance data on a variety <strong>of</strong> fitness exercises including<br />

calories burned, number <strong>of</strong> exercises completed, and points for correctly performed exercises. As a<br />

result, <strong>the</strong> game served as an excellent environment from which to develop word problems because it<br />

explicitly makes connections between numerical data and physical and perceptual experiences. As an<br />

added benefit, exergames such as Your Shape have been shown to enhance executive functioning in<br />

children, something that could have a very positive effect on learning (Best, 2011).<br />

Research Questions<br />

There are three questions this study attempted to explore. First, can an instructionally embodied<br />

approach to teaching ma<strong>the</strong>matical problem solving improve student performance? Second, how do <strong>the</strong><br />

results obtained through this approach compare with those found through <strong>the</strong> implementation <strong>of</strong> a<br />

Conceptual Model based instruction method? Last, are <strong>the</strong>se two methods <strong>of</strong> instruction compatible and<br />

thus produce <strong>the</strong> best student performance results?<br />

The Experiment<br />

Participants were twelve second-grade students from a high-needs urban public school after-school<br />

program. Each group contained four students but random assignment was not possible. The program<br />

was implemented over eight weeks with participants attending weekly one-hour sessions. During <strong>the</strong> first<br />

week, students learned how to play <strong>the</strong> exergame and took an experimenter made pre-test. From weeks<br />

two through seven, students participated in exergame activities for twenty minutes, received word<br />

problem instruction for thirty minutes, and <strong>the</strong>n took a ten minute mini-assessment to gauge progress<br />

over time. During week eight, students took part in exergame activities and <strong>the</strong>n completed an<br />

experimenter made summative post-test. All questions on both <strong>the</strong> pre- and post-test were designed<br />

according to second-grade ability levels as described in <strong>the</strong> Common Core State Standards for<br />

Ma<strong>the</strong>matical Practice (2010).<br />

Results<br />

Results indicated that all groups made significant improvement from pre- to post-test. While none <strong>of</strong> <strong>the</strong><br />

results comparing groups at post-test were statistically significant, students in <strong>the</strong> mixed group made <strong>the</strong><br />

most improvement from pre- to post-test. Small sample sizes likely contributed to <strong>the</strong> lack <strong>of</strong> statistical<br />

significance. This trend however possibly indicates that students in <strong>the</strong> mixed group benefited from <strong>the</strong><br />

grounded problem representations from <strong>the</strong> instructionally embodied approach as well as identifying<br />

important structural relations through <strong>the</strong> use <strong>of</strong> <strong>the</strong> diagrams and prompts <strong>of</strong> <strong>the</strong> conceptual-model


ased approach. Future research may provide evidence for this claim through an increased sample size<br />

and random assignment <strong>of</strong> students to groups.<br />

References<br />

Barsalou, L.W. (2010). Grounded cognition: Past, present, and future. Topics in Cognitive Science,<br />

2, 716-724.<br />

Best, J. R. (2011). Exergaming Immediately Enhances Children's Executive Function. Developmental<br />

Psychology. Advance online publication. doi: 10.1037/a002664<br />

Black, J.B., Segal, A., Vitale, J., and Fadjo, C. (2011). Embodied cognition and learning environment<br />

design. In D. Jonassen and S. Lamb (Eds.). Theoretical foundations <strong>of</strong> student-centered learning<br />

environments. New York: Routledge.<br />

Common Core State Standards Initiative. (2010). Common core state standards for ma<strong>the</strong>matics.<br />

Retrieved from<br />

http://www.corestandards.org/assets/CCSSI_Math%20Standards.pdf<br />

Glenberg, A., Willford, J., Gibson, B., Goldberg, A., & Zhu, X. (2011). Improving Reading to Improve<br />

Math, Scientific Studies <strong>of</strong> Reading, 0, 1-25.<br />

Jitendra, A. K. (2008). Using schema-based instruction to make appropriate sense <strong>of</strong> word<br />

problems. Perspectives on Language and Literacy, 20-24.<br />

Kintsch, W. & Greeno, J.G. (1985). Understanding and solving word arithmetic problems<br />

Psychological Review, 92(1), 109-129.<br />

Jonassen, D.H. (2003). Designing instruction for story problems. <strong>Educational</strong> Psychology Review, 15<br />

(3), 267-296.<br />

Van de Walle, J. A. (2004). Elementary and middle school ma<strong>the</strong>matics: Teaching<br />

developmentally (5th ed.). Boston: Allyn & Bacon.<br />

Verschaffel, L., Greer, B., & De Corte, E. (2000). Making sense <strong>of</strong> word problems. Lisse, <strong>the</strong><br />

Ne<strong>the</strong>rlands: Swets and Zeitlinger.<br />

Xin, Y.P., Wiles, B., Lin, Y.Y. (2008).Teaching Conceptual Model-Based Word Problem Story<br />

Grammar to Enhance Ma<strong>the</strong>matics Problem Solving. Journal <strong>of</strong> Special Education, 42(3),<br />

163-178.<br />

Xin, Y. P. & Zhang, D. (2009). Exploring a conceptual model-based approach to teaching situated<br />

word problems. The Journal <strong>of</strong> <strong>Educational</strong> Research, 102(6), 427-441.<br />

20


Computer-Mediated Communication and Deaf Students:<br />

Increasing Equity and Intersubjectivity<br />

Carrie Lou Garberoglio,<br />

University <strong>of</strong> Texas at Austin,<br />

Email: carrielou@utexas.edu<br />

Abstract: This case study takes a socioconstructivist lens in examining <strong>the</strong><br />

potential affordances inherent in online chat technologies that <strong>the</strong>n have<br />

potentials <strong>of</strong> creating multimodal dialogical spaces for deaf students, who <strong>of</strong>ten<br />

experience language marginalization in <strong>the</strong> classroom. This setting uses a<br />

combination <strong>of</strong> synchronous computer-mediated communication and face-to-face<br />

discussion in a college class <strong>of</strong> deaf and hearing college students. In this study,<br />

preliminary findings show that <strong>the</strong> deaf students appeared to gain greater<br />

au<strong>the</strong>ntic participation, engagement, and involvement in this discourse<br />

community through <strong>the</strong> overlap <strong>of</strong> discussion modalities, particularly those that<br />

allowed for greater direct communication. These findings can support <strong>the</strong><br />

rationale behind increasing multimodal opportunities for deaf learners in a variety<br />

<strong>of</strong> settings.<br />

21


MOOCs, Open Education, and Implications for Online Schooling for<br />

Middle School/High School Students<br />

Kristin Gorski,<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University, New York, NY,<br />

Email: kg2366@tc.columbia.edu<br />

Abstract: Massive Open Online Courses (known as MOOCs) are open educational<br />

environments which present learning opportunities and challenges. Through leveraging<br />

information and communication technologies (ICTs), social media, and media creation<br />

tools, MOOC participants create connections across networks as <strong>the</strong>y pursue au<strong>the</strong>ntic<br />

learning goals. The unstructured, abundant information can overwhelm, so developing<br />

skills to filter and make sense <strong>of</strong> what participants find is crucial. MOOCs are ideal places<br />

in which to practice necessary digital literacy skills. In April 2011, I participated in a<br />

MOOC on mobile technologies and learning. In pilot research, I surveyed 21 fellow<br />

participants on what <strong>the</strong>y were learning from MOOCs, recommendations for<br />

educators/participants, and <strong>the</strong>ir thoughts on this format for middle and high school<br />

students. The results point to skills needed for MOOC success, how MOOC structure and<br />

design impact learning, and how to develop mini-MOOCs for adolescent learners eager<br />

to pursue <strong>the</strong>ir interests online with a cohort.<br />

22


Augmenting The Arrival: Students’ Mobile Device-Enabled Narratives<br />

Ty Hollett,<br />

Vanderbilt University, Peabody <strong>College</strong>, 230 Appleton Place, Nashville, TN, 37203<br />

Email: Tyler.S.Hollett@vanderbilt.edu<br />

Abstract: In this presentation, I question: how might mobile-devices augment learners’<br />

reading <strong>of</strong> a graphic novel? This presentation describes a pilot study investigating <strong>the</strong> use<br />

<strong>of</strong> iPod touches by five students in a digital media/reading immersion course. As part <strong>of</strong> a<br />

larger unit, students read <strong>the</strong> image-only graphic novel, The Arrival. While doing so, <strong>the</strong>y<br />

recorded <strong>the</strong>ir inferences, thoughts, and connections using <strong>the</strong>ir iPod’s Audioboo app.<br />

Preliminary findings suggest that when using Audioboo to record <strong>the</strong>ir responses to <strong>the</strong><br />

book, learners focused on individual images ra<strong>the</strong>r than <strong>the</strong> page as a whole. By doing<br />

so, learners did not generate a coherent narrative but ra<strong>the</strong>r generated descriptions <strong>of</strong><br />

individual pictures. Future research should investigate how learners make sense <strong>of</strong> visual<br />

texts, particularly graphic novels as well as <strong>the</strong> role <strong>of</strong> mobile technology and its support<br />

<strong>of</strong> literacy learning.<br />

23


Promoting Healthy Eating Habits Through Monster Appetite<br />

Maria Hwang, Pantiphar Chantes, Grant Tedaldi, Ann Louie R. Lomboy,<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University, 525 W. 120 th street, New York, NY<br />

Email: mlh2169@columbia.edu, pdc2114@columbia.edu, grt2106@columbia.edu,<br />

all2110@columbia.edu<br />

Abstract: The obesity epidemic is one <strong>of</strong> America’s largest public health challenges, one<br />

that creates disparities among race, ethnicity, region and income (Communities Putting<br />

Prevention to Work; Fund for Public Health in NY). Currently <strong>the</strong>re are over 12 million<br />

obese American children and adolescents (Trust for America’s Health, 2010). Intrigued<br />

by <strong>the</strong> increase in childhood obesity, Monster Appetite is a game that potentially<br />

remediates some aspects <strong>of</strong> <strong>the</strong> concern by promoting awareness <strong>of</strong> <strong>the</strong> content <strong>of</strong> food<br />

consumed by children. Through play, children learn about caloric amount in various food<br />

items that a child may select and intake daily. Through constant decision making and<br />

competitive game play, <strong>the</strong> hope is that children will start thinking more about <strong>the</strong>ir food<br />

choices and be able to make better decisions. By improving this knowledge through<br />

applied practice, children may become more cognizant about <strong>the</strong>ir food choices and<br />

capable <strong>of</strong> building healthier eating and exercise habits.<br />

Monster Appetite’s goal in promoting awareness is unique in such that players actually have to select<br />

meals <strong>the</strong>y feel contain <strong>the</strong> most calories so that <strong>the</strong>ir monster avatar can grow to <strong>the</strong> next level through<br />

<strong>the</strong> highest caloric intake. Unlike most games that promote nutritional awareness by focusing on what is<br />

best based on nutritional values, Monster Appetite employs reverse psychology and humor, where<br />

players can eventually learn about food calories but by selecting what <strong>the</strong>y feel is <strong>the</strong> highest caloric<br />

meal. By playing <strong>the</strong> game multiple times, players will eventually have a greater knowledge <strong>of</strong> which food<br />

items contain <strong>the</strong> least to <strong>the</strong> most calories as it becomes advantageous for <strong>the</strong>ir game play.<br />

In designing Monster Appetite (see Figure 1), <strong>the</strong> most critical aspect considered was <strong>the</strong> player’s overall<br />

game experience and how <strong>the</strong> rules and mechanical aspects <strong>of</strong> <strong>the</strong> game affected it. Designing a game<br />

that lessened cognitive overload during game play was an important factor that was taken into<br />

consideration. In order to expose players to as many different foods as possible, <strong>the</strong> game involves<br />

players selecting three meals a day in a span <strong>of</strong> seven days per round. The food items have been<br />

selected based on what school aged children are most likely to select to eat, where multiple grocery<br />

choices can have large variation on calories and have <strong>the</strong> high risk <strong>of</strong> causing obesity (Zinczenko &<br />

Goulding, 2008). The mechanic <strong>of</strong> selecting a meal is a fast action activity where each player rapidly<br />

selects <strong>the</strong> meal card based on seeing a picture <strong>of</strong> an item. The learning <strong>of</strong> <strong>the</strong> food items’ calories, end<br />

<strong>of</strong> day caloric calculations and execution <strong>of</strong> <strong>the</strong> actions from <strong>the</strong> game tokens are done at <strong>the</strong> end <strong>of</strong> each<br />

day as opposed to in between meals. Game tokens can impact <strong>the</strong> player negatively or positively: for<br />

example, doing yoga causes a player to lose calories, but a bonus meal card gives a player additional<br />

calories for <strong>the</strong> total daily intake, which will help <strong>the</strong> player’s monster grow more rapidly. These effects <strong>of</strong><br />

<strong>the</strong> tokens are based <strong>of</strong>f real research <strong>of</strong> exercise and behavioral habits (Costikyan, 2006).<br />

By implementing rules, supported by <strong>the</strong> use <strong>of</strong> simple game pieces such as <strong>the</strong> tokens, dice, calculators<br />

and game actions involving fast hand and eye coordination movements, Monster Appetite creates a fun<br />

way <strong>of</strong> learning nutritional awareness. The design creates an environment for players where <strong>the</strong> game<br />

play does not produce cognitive overload, but allows players to have fun through fast-pace, easy-to-follow<br />

rules and means <strong>of</strong> learning about foods <strong>the</strong>y recognize, and are likely to consume.<br />

Figures and Tables<br />

24


Creators <strong>of</strong> this game conducted three rounds <strong>of</strong> initial testing with students from elementary up to high<br />

school (see Table 1). The first round <strong>of</strong> testing (see Figure 2) did not include a pre and post-questionnaire<br />

but <strong>the</strong> second and third round <strong>of</strong> testing included both pre and post-questionnaires.<br />

First testing Second testing Third testing<br />

Number <strong>of</strong> students 6 2 12<br />

Age range 9-12 8-9 13-17<br />

Pre-Questionnaire No Yes Yes<br />

Post-Questionnaire No Yes Yes<br />

Table 1: Three rounds <strong>of</strong> testing <strong>the</strong> game with students.<br />

Figure 1: The Monster Appetite game.<br />

25


Figure 2: Monster Appetite in action.<br />

The results from <strong>the</strong> questionnaires were positive with criticism mostly focusing on technical improvement<br />

regarding <strong>the</strong> game mechanics such as having clearer instructions for <strong>the</strong> chance tokens, including<br />

different kinds <strong>of</strong> food items, incorporating o<strong>the</strong>r nutritional facts besides calories, creating different<br />

versions <strong>of</strong> <strong>the</strong> game with different levels, etc. All <strong>of</strong> <strong>the</strong> feedback and suggestions are currently being<br />

reviewed by <strong>the</strong> creators as <strong>the</strong>y consider creating a more complete digital version <strong>of</strong> <strong>the</strong> game.<br />

Currently, only a single-player Flash-based digital game is available besides <strong>the</strong> original board game.<br />

References<br />

Costikyan, G. (2006). I have no words & I must design. In K. S. Zimmerman (Ed.), The Game Design<br />

Reader (pp. 192-211). Cambridge, MA: The MIT Press.<br />

School Lunch | Fooducate - 40% <strong>of</strong> Kids’ Calories are from junk food. (2010, October 21). Retrieved<br />

December 6, 2010 from http://www.fooducate.com/blog/tag/school-lunch/<br />

Trust for America’s Health. (2010, June). F as in Fat: How Obesity Threatens America’s Future 2010.<br />

Retrieved December 6, 2010 from http://healthyamericans.org/reports/obesity2010/<br />

Trust for America’s Health. (2010, June). Obesity Information. Retrieved December 6, 2010 from<br />

http://healthyamericans.org/obesity/<br />

Zinczenko, D., & Goulding, M. (2008). Eat this, not that! Supermarket survival guide: The no-diet weight<br />

loss solution. Emmaus, PA: Rodale Press.<br />

26


Knowledge Creation: Museum-Based Aes<strong>the</strong>tics and Technology<br />

Sarah MK Ko,<br />

McGill University, 845 Sherbrook Street West Montreal, QC,<br />

Email: sarah@iheartteaching.org<br />

Abstract: The study deconstructs <strong>the</strong> flourishing moments <strong>of</strong> aes<strong>the</strong>tic encounter by applying<br />

<strong>the</strong> designed learning activities. Within a museum and separately at a virtual exhibit (via digital<br />

video), two cohorts <strong>of</strong> participants benefited from student-centered exercises, which o<strong>the</strong>rwise<br />

would remain as object-centered learning. How do technologically-enhanced interventions<br />

present new opportunities and challenges to aes<strong>the</strong>tics education? New metrics and a design<br />

for visualizing information data are developed to better convey <strong>the</strong> experience <strong>of</strong> live meaningmaking<br />

actions. This partial solution to <strong>the</strong> much-needed development in aes<strong>the</strong>tics, vis-à-vis<br />

cognitive, emotional (affective) and social (collaborative) abilities, follows through with<br />

transferable qualities <strong>of</strong> content, knowing and awareness. Growth in such aspects complement<br />

<strong>the</strong> cross-curricular standards in elementary and secondary schools, and transition well with <strong>the</strong><br />

advent <strong>of</strong> digitally-mediated instruction (ie., paperless textbooks), virtual tours and electronic<br />

collections. Responses to surveys <strong>of</strong> <strong>the</strong> participants demonstrate <strong>the</strong> co-construction <strong>of</strong><br />

knowledge akin to aisthanesthai-driven engagement and <strong>the</strong> effectiveness <strong>of</strong> <strong>the</strong> learning<br />

design.<br />

Introduction<br />

Following <strong>the</strong> tenets <strong>of</strong> constructivist and experiential learning, <strong>the</strong> study builds on museum-based interactions<br />

towards digitally-mediated meaning-making. The focus is on experience, namely interpretive and<br />

phenomenological, as <strong>the</strong> study compares <strong>the</strong> individual conversations from both on-site exhibits and its<br />

experimental virtual settings. That stated, participants pursue activities derived from White (2011) with<br />

technological enhancements, culminating in a new direction for graphing and sharing <strong>the</strong> aes<strong>the</strong>tics in motion<br />

(Ko, 2012). The findings support ways to demonstrate aes<strong>the</strong>tic encounters with a versatile design to present<br />

<strong>the</strong>m, whe<strong>the</strong>r towards <strong>the</strong> school curriculum and its specific standards (ie., science and technology; language<br />

arts) and personal cognitive development and aes<strong>the</strong>tic growth.<br />

Background<br />

As perceptions are drawn from <strong>the</strong> origins <strong>of</strong> aisthanesthai (c.f., Baumgarten; Siegesmund, 1999) and <strong>the</strong> likes<br />

<strong>of</strong> Dewey, Beardsley and Housen, a practical idea-mapping framework for doing aes<strong>the</strong>tics with a progressive<br />

outlook (Parsons, 1987) had been developed by White (2011). The recorded thoughts at a viewing can be traced<br />

to a menu <strong>of</strong> categories for convenience, and toge<strong>the</strong>r, <strong>the</strong> moments <strong>of</strong> <strong>the</strong> encounter can be consolidated into a<br />

concept map. The techniques administered in <strong>the</strong> exercises germinated into a fuller analysis for <strong>the</strong> learner's<br />

connection with <strong>the</strong> object. Ho et al (2011) add a virtual museum activity for secondary school students in<br />

language arts; <strong>the</strong> technology and gain in language acquisition promote <strong>the</strong> meaning-making design for learning.<br />

Similarly in 2010, two teachers and I collaborated with Montréal Museum <strong>of</strong> Fine Arts. Our grade five and six<br />

class <strong>of</strong> students participated in a glass-<strong>the</strong>med workshop. While I supervised students to produce works with<br />

<strong>the</strong>ir hands for a concurrent display with <strong>the</strong> <strong>of</strong>ficial exhibit, <strong>the</strong> lead teacher <strong>of</strong> <strong>the</strong> English school board<br />

equipped <strong>the</strong> students with <strong>the</strong> necessary vocabulary, technical terms and social background pertaining to <strong>the</strong><br />

craft and period. The gain in diction for <strong>the</strong>se students allowed <strong>the</strong>m to articulate this very essence in multiple<br />

ways.<br />

Approach<br />

Transfer <strong>of</strong> content is an ideal variable to investigate because it conveys <strong>the</strong> importance <strong>of</strong> aes<strong>the</strong>tics education<br />

with positive spillover effects to o<strong>the</strong>r subjects (Housen, 2002). Benefits are associated with articulating and<br />

organizing thoughts. As such, <strong>the</strong> motivation for addressing museum-based learning processes will support<br />

(cross-)curricular standards, particularly as investment into STEM.<br />

27


This year, <strong>the</strong> first participant group was engaged in a viewing exercise akin to White's framework comprised <strong>of</strong><br />

recording, conversing and categorizing at a museum. Ano<strong>the</strong>r group viewed a sculpture through digital video<br />

played in a loop (see Figure 1), while providing feedback <strong>of</strong> <strong>the</strong> aes<strong>the</strong>tic encounter. Individual moments are<br />

graphed and shared. Next, surveys ga<strong>the</strong>red demographics, art background, reasoning skills, perceptions, as<br />

well as <strong>the</strong>ir orientation towards museum-based exhibits and technology.<br />

Five cues guided <strong>the</strong> participants during <strong>the</strong>ir viewings:<br />

• What is <strong>the</strong> significance <strong>of</strong> <strong>the</strong> artwork?<br />

• How am I able to relate to <strong>the</strong> object?<br />

• How can o<strong>the</strong>rs relate to <strong>the</strong> object?<br />

• What is <strong>the</strong> art expressing?<br />

• What is <strong>the</strong> artist's message?<br />

Results<br />

The participants provided robust details about <strong>the</strong>ir aes<strong>the</strong>tic encounter as <strong>the</strong>y shared thoughts and feelings<br />

formed in <strong>the</strong> digitally-mediated environment. The participants were able to number and classify <strong>the</strong> sequence <strong>of</strong><br />

moments with ease. Information was arranged onto a graphical chart.<br />

This analytical display, coined <strong>the</strong> aes<strong>the</strong>tigraph (Ko, 2012), was pivotal for <strong>the</strong>m to visualize and discern <strong>the</strong>ir<br />

own progress towards understanding and learning. Coupled by a survey, <strong>the</strong>y elaborated as much as verified<br />

<strong>the</strong> plausible transfer <strong>of</strong> content mentioned via encounters. The meaning-making process in <strong>the</strong> learning design<br />

was instrumental for promoting critical thinking. For example, in <strong>the</strong> illustrated sequence (see Figure 2), <strong>the</strong> 9 th ,<br />

16 th and 21 st moments for <strong>the</strong> participant convey references to “group behavior,” “cancerous cells” and “sociopolitical<br />

movement,” respectively. Knowledge that develops from <strong>the</strong> context <strong>of</strong> social settings at <strong>the</strong> museum to<br />

<strong>the</strong> one presented by <strong>the</strong> computer (social network) instantiates <strong>the</strong> possibilities that aes<strong>the</strong>tically doing so can<br />

enable learners to tap into sociology, biology and politics.<br />

Significance<br />

The aes<strong>the</strong>tic exercises, survey responses and graphs validate that museum-based learning facilitates<br />

knowledge creation. The technologically-induced experience has opened up possibilities, conducive to fur<strong>the</strong>r<br />

support multimodal learning and curricular standards, such as civic and cultural education, language arts, IT and<br />

STEM. Repeated moments <strong>of</strong> encounter with <strong>the</strong> sculpture were worthwhile for <strong>the</strong>m to articulate <strong>the</strong> “ineffable.”<br />

In <strong>the</strong> process, <strong>the</strong>y were engaged in critical thinking within <strong>the</strong> context <strong>of</strong> <strong>the</strong>ir exposure, and sought resolves to<br />

social, scientific and technological problems. They applied knowledge through dialogical explorations à la<br />

STEM-related principles.<br />

28


Figures<br />

Figure 1: Digitally-mediated art viewing on computer or tablet PC<br />

29


Figure 2: The Aes<strong>the</strong>tigraph represents aes<strong>the</strong>tic encounter<br />

30


References<br />

Dewey, J. (1910/1997). How We Think. New York: Dover Publications, Inc.<br />

Dewey, J. (1934). Art as Experience. New York: Capricorn Books.<br />

Eisner, E. (1998). Does Experience in <strong>the</strong> Arts Boost Academic Achievement? Art Education, 51(1), 7-15.<br />

Doering, A., Beach, R., & O’Brien, D. (2007). Infusing multi-modal tools and literacies into an English education<br />

program. English Education, 40(1), 41–60.<br />

Falk J. & Dierking, L. (2000). Learning from museums: Visitor experiences and <strong>the</strong> making <strong>of</strong> meaning.<br />

California: Alta Mira.<br />

Ho, C., Nelson, M., Mueller-Witting, W. (2011). Design and implementation <strong>of</strong> a student-generated virtual<br />

museum in a language curriculum to enhance collaborative multimodal meaning-making. Computers &<br />

Education, 57(1), 1083-1097.<br />

Housen, A. (2002). Aes<strong>the</strong>tic thought, critical thinking, and transfer. Arts and Learning Research Journal, 18(1),<br />

100-114.<br />

Johnson, M. (1981). Aes<strong>the</strong>tic socialization during social tours in an art museum. Studies in Art Education, 23(1),<br />

55-62.<br />

Ko, S. (2012). Aes<strong>the</strong>tics in motion: Graphing moments <strong>of</strong> encounter. Unpublished. IheartTeaching: Canada.<br />

Lachapelle, R., Murray D., & Neim, S. (2003). Aes<strong>the</strong>tic understanding as informed experience: The role <strong>of</strong><br />

knowledge in our art viewing experiences. Journal <strong>of</strong> Aes<strong>the</strong>tic Education. 37(3), 80.<br />

Parsons, M. (1987). Talking about a painting: A cognitive developmental analysis. Journal <strong>of</strong><br />

Aes<strong>the</strong>tic Education, 21(1), 37-55.<br />

Siegesmund, R. (1999). Reasoned perception: Aes<strong>the</strong>tic knowing in pedagogy and learning. Arts and Learning<br />

Research, 15(1), 35-51.<br />

White, B. (2011). Private perceptions, public reflections: Aes<strong>the</strong>tic encounters as vehicles for shared meaning<br />

making. International Journal <strong>of</strong> Education & <strong>the</strong> Arts, 12(LAI 2).<br />

31


Digital Modeling Artifacts as Geometric Thinking & Learning: Top,<br />

Side and Perspective Views to Improve Spatial Abilities<br />

Sorachai Kornkasem,<br />

Columbia University, 220 West 24 th Street #1-O New York, NY 10011,<br />

Email: sk451@columbia.edu<br />

In recent years, <strong>the</strong>re has been considerable research and meta-analysis supporting <strong>the</strong> notion that<br />

having good spatial abilities could predict achievement and successful attainment in Science,<br />

Technology, Engineering and Ma<strong>the</strong>matics (STEM) related careers (Uttal et al., 2011; Wai, Lubinski &<br />

Benbow, 2009). Researchers fur<strong>the</strong>r support <strong>the</strong> importance <strong>of</strong> improving spatial skills for both <strong>the</strong>oretical<br />

and practical frameworks. It is suggested that spatial skills are malleable and can be developed through<br />

training (Uttal et al., 2011). Different types <strong>of</strong> training have been evaluated. However, in a practical school<br />

setting, which method or intervention would be <strong>the</strong> most beneficial to young students, who are interested<br />

in pursuing STEM fields and want to improve <strong>the</strong>ir spatial skills?<br />

In <strong>the</strong> present study, I propose to investigate <strong>the</strong> use <strong>of</strong> a digital modeling tool such as a 2D or 3D<br />

application, for learning geometric concepts in a ma<strong>the</strong>matics class (at a middle or high school level). It is<br />

hypo<strong>the</strong>sized that using a 2D or 3D tool intervention would help students engage with and better<br />

understand geometric knowledge and consequently gain spatial cognition skills (Wang, Chang, & Li,<br />

2006). Geometry learning is proposed because it is <strong>the</strong> study <strong>of</strong> spatial relationships, and it connects<br />

every element in <strong>the</strong> ma<strong>the</strong>matics curriculum with a multitude <strong>of</strong> real life situations (NYS ED, 2005).<br />

Additionally, a 2D-3D modeling tool (e.g. Google’s SketchUp) is also proposed as a tool to work on <strong>the</strong>se<br />

geometry lessons.<br />

What is Google’s SketchUp (or o<strong>the</strong>r similar application)? For example, SketchUp is a free and userfriendly<br />

Computer Aided Design (CAD) and modeling application, provided for public use on both PC and<br />

Mac operating systems. This unique application is also widely used and accepted by many pr<strong>of</strong>essional<br />

architects, engineers and college students. Even though it can be used in a more advanced presentation<br />

<strong>of</strong> geometry ideas in academic, pr<strong>of</strong>essional and real life construction settings, it also can be used for<br />

simply sketching or 2D manipulation by elementary and middle school children.<br />

In addition to <strong>the</strong> two- and three-dimensional qualities <strong>of</strong> <strong>the</strong> SketchUp modeling application, <strong>the</strong> use <strong>of</strong><br />

this mechanism may provide learners with embodied aspects that are required and taught in K-12<br />

geometry classes, from visual recognition <strong>of</strong> shapes to analysis and description to informal and formal<br />

deduction, as well as abstract geometric systems and <strong>the</strong>ir transformations (NYS ED, 2005 & NJ Math<br />

Framework). These geometric aspects are essentially <strong>the</strong> foundation <strong>of</strong> spatial thinking skills. Additionally,<br />

using a geometric modeling tool would help learners engage simultaneously through spatial visualization<br />

and understanding <strong>of</strong> geometric concepts (WYSIWYG).<br />

The intervention program will focus on late middle school and high school learners. In <strong>the</strong>se levels <strong>of</strong><br />

geometric learning, <strong>the</strong> learners are expected to acquire <strong>the</strong> analytical skills necessary to solve problems,<br />

make conjectures, and observe for patterns and generalizations (NYS ED, 2005 & NJ Math Framework).<br />

According to <strong>the</strong>se ma<strong>the</strong>matical curriculum guidelines, gradually learners should develop <strong>the</strong> ability to<br />

make inferences and logical deductions based on geometric relationships and to use spatial intuition to<br />

develop more standard ma<strong>the</strong>matical problem-solving abilities (NYS ED, 2005 & NJ Math Framework).<br />

Fur<strong>the</strong>rmore, <strong>the</strong> study <strong>of</strong> geometry lessons helps expand <strong>the</strong> understanding <strong>of</strong> coordination, vector, and<br />

viewpoint transformations (top view, side views and perspective angles), which are useful spatial skills to<br />

acquire.<br />

In <strong>the</strong> end, this combination <strong>of</strong> geometry and digital modeling training is aimed to lead <strong>the</strong> novice learners<br />

to both near and far transfer in <strong>the</strong>ir visuospatial cognition. As a result, <strong>the</strong> learners are expected to<br />

comfortably engage <strong>the</strong>mselves in spatially enriched educational fields, such as ma<strong>the</strong>matics, science,<br />

engineering, and architecture. The different varieties <strong>of</strong> training sessions and tools are also discussed.<br />

32


References (selected)<br />

Shavalier, M. (2004). The effects <strong>of</strong> CAD-like s<strong>of</strong>tware on <strong>the</strong> spatial ability <strong>of</strong> middle school<br />

students. Journal <strong>of</strong> <strong>Educational</strong> Computing Research, 31, 37-49. doi:10.2190/X8BU-<br />

WJGY-DVRU-WE2L<br />

Uttal, D. H., Meadow, N. G., Tipton, E., Hand, L. L., Alden, A. R., Warren, C., and Newcombe, N. S.<br />

(2011). The malleability <strong>of</strong> spatial skills: A meta-analysis <strong>of</strong> training studies. (In Press,<br />

Psychological Bulletin)<br />

Wai, J., Lubinski, D., & Benbow, C. P. (2009). Spatial ability for STEM domains: Aligning over fifty years<br />

<strong>of</strong> cumulative psychological knowledge solidifies its importance. Journal <strong>of</strong> <strong>Educational</strong> Psychology,<br />

101(4), 817-835. doi:10.1037/a0016127<br />

Wang, C.-H., Chang, C.-Y., & Li, T.-Y. (2006). The comparative efficacy <strong>of</strong> 2D-versus 3D- based media<br />

design for influencing spatial visual skills. Computers in Human Behavior, 23(4), 1943-1957.<br />

doi:10.1016/j.chb.2006.02.004<br />

Geometry & Ma<strong>the</strong>matic Guidelines:<br />

New York State Education Department. (2005). Curriculum and Instruction: Geometry. Retrieved:<br />

http://www.p12.nysed.gov/ciai/mst/math/standards/geometry.html and New Jersey Ma<strong>the</strong>matics<br />

Curriculum Framework: Geometry and Spatial Sense.<br />

33


Using Weblogs to Increase Language Arts Pr<strong>of</strong>iciency in ESL<br />

Students<br />

Maureen Kramanak,<br />

Emerson Elementary, Kansas City, Kansas Public Schools, 1429 S. 29 th Street, Email: Kansas City,<br />

Kansas, 66106, makrama@kckps.org<br />

Abstract: This project involves a twelve-year-old, Hispanic male student at a Title I elementary<br />

school in <strong>the</strong> Kansas City, Kansas School District. He is <strong>of</strong>ficially classified as an ELL student,<br />

with <strong>the</strong> home language identified as Spanish. The student's general education (Tier 1) reading<br />

instruction takes place for 90 minutes each day, five days a week. Although <strong>the</strong>re is no “formal”<br />

reading “program” in place, students participate in a Guided Reading format, in which <strong>the</strong> class<br />

is split into smaller reading groups, which meet with <strong>the</strong> teacher daily for approximately 20-30<br />

minutes. In addition, students meet with an ESL teacher/para for 20-30 minutes daily. Students<br />

follow a prescribed curriculum (Guaranteed Viable Curriculum, or GVC), which assesses<br />

mastery through a series <strong>of</strong> computer-based “Checkpoints” given every 4.5 weeks. Results are<br />

available immediately, which gives teachers <strong>the</strong> opportunity to discover which individual students<br />

master standards assessed during each instructional window, and which standards may need to<br />

be revisited, reviewed, or retaught. O<strong>the</strong>r assessments given on a regular basis include <strong>the</strong> MAP<br />

(Measures <strong>of</strong> Academic Progress), given in <strong>the</strong> Fall, Winter, and Spring, which this year (2011-<br />

12) replaces <strong>the</strong> Kansas State Assessment (KSA) as <strong>the</strong> “high stakes” assessment in <strong>the</strong><br />

KCKPS, Fountas & Pinnell (F&P) which measures reading levels, and <strong>the</strong> KELPA (Kansas<br />

English Language Pr<strong>of</strong>iciency), which assesses K-12 English Language Learners (ELLs)/Limited<br />

English Pr<strong>of</strong>icient (LEP) students for <strong>the</strong>ir pr<strong>of</strong>iciency levels in <strong>the</strong> domains <strong>of</strong> speaking,<br />

listening, reading, and writing English. It is based on <strong>the</strong> indicators in <strong>the</strong> Kansas English for<br />

Speakers <strong>of</strong> O<strong>the</strong>r Languages (ESOL) Standards. Teacher created formative assessments<br />

round out this “Checking for Understanding” (CFU) program. The school administered <strong>the</strong> KSA<br />

General Reading Assessment in March <strong>of</strong> 2011. On this, <strong>the</strong> student achieved a raw score <strong>of</strong> 91,<br />

placing him in <strong>the</strong> “Exemplary” category, which is <strong>the</strong> highest category on that test. The MAP<br />

reading test administered in April 2011 yielded a RIT score <strong>of</strong> 220, placing him in <strong>the</strong> “At/Above<br />

Pr<strong>of</strong>icient” designation, and <strong>the</strong> Fall 2011 reading MAP again placed him in <strong>the</strong> “At/Above<br />

Pr<strong>of</strong>icient” category, with a RIT score <strong>of</strong> 214. In all “Checkpoint” assessments, he scored in <strong>the</strong><br />

“Pr<strong>of</strong>icient” category, with raw scores ranging from 79-92%, with <strong>the</strong> exception <strong>of</strong> <strong>the</strong> first<br />

checkpoint in February 2011, soon after he arrived at <strong>the</strong> school, on which he scored a 58%,<br />

placing him in <strong>the</strong> “Not Pr<strong>of</strong>icient” category. Regarding <strong>the</strong> KELPA, he scored 3 out <strong>of</strong> 4 possible<br />

points, placing him in <strong>the</strong> “Advanced” category regarding language acquisition in all areas <strong>of</strong><br />

listening, speaking, and writing. In addressing behavior, <strong>the</strong> school uses a district-wide discipline<br />

form to ga<strong>the</strong>r school-wide behavior data. No behavior concerns were noted for this student. The<br />

apparent disconnect here occurs because although <strong>the</strong> student consistently scores in <strong>the</strong><br />

highest categories academically and cognitively, he appears to be “stuck” at a KELPA level 3,<br />

corresponding to a Level 3 (Early/Fluent – Transitional) according to <strong>the</strong> “Leveling Correlation<br />

Chart” (Cappelini, 2005, p. 163). The long - term goal, <strong>the</strong>refore, <strong>of</strong> this case study is to move<br />

<strong>the</strong> student from a Level 3 to a Level 4 (Fluent) category upon completion <strong>of</strong> <strong>the</strong> KELPA<br />

administered in Spring, 2012. As <strong>the</strong> project developed, I first examined <strong>the</strong> year-end pr<strong>of</strong>iciency<br />

scores <strong>of</strong> ELL students in reading and math. I chose this particular fifth grade class because <strong>the</strong><br />

teacher was new to <strong>the</strong> district, although not new to teaching. With this in mind, I spoke to <strong>the</strong><br />

teacher regarding <strong>the</strong> project, and she was eager for any classroom support that would be<br />

available. Ano<strong>the</strong>r reason I chose fifth grade in particular was because I taught communication<br />

arts in a middle school for eight years. This presented valuable insights into <strong>the</strong> vertical<br />

curriculum that students would be expected to master. As students advance in grade level, <strong>the</strong><br />

correlation between successful school performance and success in later life, whe<strong>the</strong>r it be<br />

college or a trade, becomes more positive. Therefore, I deemed it essential that any student<br />

evidencing a learning gap should be given <strong>the</strong> opportunity to close it before reaching <strong>the</strong><br />

secondary level. Although teachers at all levels are concerned with student achievement, it is<br />

<strong>of</strong>ten more propitious to defuse any potential difficulties while still in elementary school, where<br />

34


an <strong>of</strong>ten decided advantage is that <strong>the</strong> classroom teacher usually interacts with <strong>the</strong> student all<br />

day, not to mention increasing pressures on students, such as peer interactions, that <strong>of</strong>ten<br />

surface, and can interfere with learning, at <strong>the</strong> middle school level. For this particular project, I<br />

chose a high achieving (pr<strong>of</strong>icient) student, who evidenced a learning gap between his NCLB<br />

test performance and language pr<strong>of</strong>iciency. We chose blogging as a way to remedy this<br />

situation, since <strong>the</strong> district was presently involved in a “year <strong>of</strong> study” regarding writing in <strong>the</strong><br />

curriculum as aligned with <strong>the</strong> common core. A weblog (or 'blog') can be thought <strong>of</strong> as an online<br />

journal that an individual can continuously update with his or her own words, ideas, and thoughts<br />

as in an “online diary.” Ano<strong>the</strong>r feature <strong>of</strong> blogging is that similar to an open journal, <strong>the</strong><br />

accumulation <strong>of</strong> writings and o<strong>the</strong>r content creates both a record <strong>of</strong> learning and a resource for<br />

o<strong>the</strong>rs. In addition, a weblog is interactive, in <strong>the</strong> sense that readers can respond to any given<br />

entry with a comment and even threaded discussions can take place depending on <strong>the</strong><br />

characteristics <strong>of</strong> <strong>the</strong> blog. We chose “Kidblog” (www.kidblog.org) as our platform, due to its<br />

simplicity and ease <strong>of</strong> use for digital “natives” and “immigrants” alike. We chose a hybrid <strong>of</strong> <strong>the</strong><br />

“Tutor,” “Learner,” and “Class” blogs, as described by Campbell (2000).<br />

The Project<br />

Oscar T. is a twelve-year-old, Hispanic male student at Emerson Elementary School in <strong>the</strong> Kansas City,<br />

Kansas School District. He is <strong>of</strong>ficially classified as an ELL student, with <strong>the</strong> home language identified as<br />

Spanish. Oscar has attended Emerson for two years, beginning in <strong>the</strong> fourth grade. He has no identified<br />

disabilities, his attendance is good, and he presents no behavioral issues that would interfere with his<br />

learning. Oscar is in a fifth grade general education class comprised <strong>of</strong> fourteen students, and has never<br />

been retained<br />

The school administered <strong>the</strong> KSA General Reading Assessment in March <strong>of</strong> 2011. On this, Oscar<br />

achieved a raw score <strong>of</strong> 91, placing him in <strong>the</strong> “Exemplary” category, which is <strong>the</strong> highest category on<br />

that test. The MAP reading test administered in April 2011 yielded a RIT score <strong>of</strong> 220, placing Oscar in<br />

<strong>the</strong> “At/Above Pr<strong>of</strong>icient” designation, and <strong>the</strong> Fall 2011 reading MAP again placed him in <strong>the</strong> “At/Above<br />

Pr<strong>of</strong>icient” category, with a RIT score <strong>of</strong> 214. Regarding <strong>the</strong> KELPA, Oscar scored 3 out <strong>of</strong> 4 possible<br />

points, placing him in <strong>the</strong> “Advanced” category regarding language acquisition in all areas <strong>of</strong> listening,<br />

speaking, and writing. In addressing behavior, <strong>the</strong> school uses a district-wide discipline form to ga<strong>the</strong>r<br />

school-wide behavior data. No behavior concerns were noted for Oscar. The apparent disconnect here<br />

occurs because although Oscar consistently scores in <strong>the</strong> highest categories academically and<br />

cognitively, he appears to be “stuck” at a KELPA level 3, corresponding to a Level 3 (Early/Fluent –<br />

Transitional) according to <strong>the</strong> “Leveling Correlation Chart” (Cappelini, 2005, p. 163). The long - term goal,<br />

<strong>the</strong>refore, <strong>of</strong> this case study is to move Oscar from a Level 3 to a Level 4 (Fluent) category upon<br />

completion <strong>of</strong> <strong>the</strong> KELPA administered in Spring, 2012.<br />

The following tables represent Oscar’s NCLB test scores this year:<br />

NWEA MAP Winter 2012 - Jan 17, 2012 (Grade 05)<br />

Reading 221<br />

At/Above Pr<strong>of</strong>icient<br />

NWEA MAP Fall 2011 - Sep 22, 2011 (Grade 05)<br />

Reading 214<br />

At/Above Pr<strong>of</strong>icient<br />

KELPA Apr 01, 2011 (Grade 04)<br />

35


Total 3 Advanced Performance Level<br />

Total 81 Percent Correct<br />

Listening 3 Advanced Performance Level<br />

Listening 88 Percent Correct<br />

Reading 3 Advanced Performance Level<br />

Reading 72 Percent Correct<br />

Speaking 3 Advanced Performance Level<br />

Speaking 83 Percent Correct<br />

Writing 3 Advanced Performance Level<br />

Writing 85 Percent Correct<br />

KSA General 2010-2011 - Mar 01, 2011 (Grade 04)<br />

Math 89 Exemplary Raw<br />

Reading 91 Exemplary Raw<br />

Science 75 Exceeds Standard Raw<br />

Upon examining Oscar’s test results and grades, an obvious discrepancy appeared. Since Oscar scored<br />

consistently high on <strong>the</strong> language arts portions <strong>of</strong> <strong>the</strong> KSA (Kansas Student Assessment), in fact<br />

“Exemplary” with a 91 raw score, as well as <strong>the</strong> MAP why did he score at a Level 3 on <strong>the</strong> KELPA?<br />

As <strong>the</strong> project developed, I first examined <strong>the</strong> year-end pr<strong>of</strong>iciency scores <strong>of</strong> ELL students in reading and<br />

math. I chose this particular fifth grade class because <strong>the</strong> teacher was new to <strong>the</strong> district, although not<br />

new to teaching. With this in mind, I spoke to <strong>the</strong> teacher regarding <strong>the</strong> project, and she was eager for<br />

any classroom support that would be available. Ano<strong>the</strong>r reason I chose fifth grade in particular was<br />

because I taught communication arts in a middle school for eight years. This presented valuable insights<br />

into <strong>the</strong> vertical curriculum that students would be expected to master. As students advance in grade<br />

level, <strong>the</strong> correlation between successful school performance and success in later life, whe<strong>the</strong>r it be<br />

college or a trade, becomes more positive. Therefore, I deemed it essential that any student evidencing a<br />

learning gap should be given <strong>the</strong> opportunity to close it before reaching <strong>the</strong> secondary level. Although<br />

teachers at all levels are concerned with student achievement, it is <strong>of</strong>ten more propitious to defuse any<br />

potential difficulties while still in elementary school, where an <strong>of</strong>ten decided advantage is that <strong>the</strong><br />

classroom teacher usually interacts with <strong>the</strong> student all day, not to mention increasing pressures on<br />

students, such as peer interactions, that <strong>of</strong>ten surface, and can interfere with learning, at <strong>the</strong> middle<br />

school level. For this particular project, I chose a high achieving (pr<strong>of</strong>icient) student, who evidenced a<br />

learning gap between his NCLB test performance and language pr<strong>of</strong>iciency.<br />

We chose blogging as a way to remedy this situation, since <strong>the</strong> district was presently involved in a “year<br />

<strong>of</strong> study” regarding writing in <strong>the</strong> curriculum as aligned with <strong>the</strong> common core. A weblog (or 'blog') can be<br />

thought <strong>of</strong> as an online journal that an individual can continuously update with his or her own words,<br />

ideas, and thoughts as in an “online diary.” Ano<strong>the</strong>r feature <strong>of</strong> blogging is that similar to an open journal,<br />

<strong>the</strong> accumulation <strong>of</strong> writings and o<strong>the</strong>r content creates both a record <strong>of</strong> learning and a resource for<br />

o<strong>the</strong>rs. In addition, a weblog is interactive, in <strong>the</strong> sense that readers can respond to any given entry with a<br />

comment and even threaded discussions can take place depending on <strong>the</strong> characteristics <strong>of</strong> <strong>the</strong> blog.<br />

We chose “Kidblog” (www.kidblog.org) as our platform, due to its simplicity and ease <strong>of</strong> use for digital<br />

“natives” and “immigrants” alike. We chose a hybrid <strong>of</strong> <strong>the</strong> “Tutor,” “Learner,” and “Class” blogs, as<br />

described by Campbell (2000).<br />

The “Tutor” blog is a type <strong>of</strong> weblog that is run by <strong>the</strong> tutor (teacher) for <strong>the</strong> learners. It serves <strong>the</strong><br />

following purposes:<br />

• It gives daily reading practice to <strong>the</strong> learners. Sometimes students find assigned reading<br />

material too boring, difficult, or hard to relate with. This is because it is <strong>of</strong>ten written with ano<strong>the</strong>r<br />

purpose in mind. Entries are kept short, geared towards <strong>the</strong> learner interest, and linked to related<br />

online sources for fur<strong>the</strong>r reading if desired. Vocabulary used in class can be recycled this way.<br />

New vocabulary words can be linked to definitions on o<strong>the</strong>r sites found with a search engine.<br />

36


Fur<strong>the</strong>rmore, to develop learner familiarity with native language patterns <strong>the</strong> tutor can use a<br />

casual, natural writing style.<br />

• It promotes exploration <strong>of</strong> English websites. Any entry made by <strong>the</strong> tutor can and ought to<br />

encourage fur<strong>the</strong>r exploration <strong>of</strong> <strong>the</strong> Internet in English by linking to related articles, and content<br />

based websites. For those learners reluctant to step outside <strong>the</strong> comfort <strong>of</strong> exploring <strong>the</strong> Web in<br />

<strong>the</strong>ir native language, being led to interesting English language sites will increase <strong>the</strong>ir<br />

confidence and help to overcome <strong>the</strong>ir aversion<br />

• It encourages online verbal exchange by use <strong>of</strong> comment buttons. At <strong>the</strong> bottom <strong>of</strong> each<br />

entry, any blog reader can make a comment that can be read and fur<strong>the</strong>r commented on by all<br />

who access <strong>the</strong> site. Ask your students questions, give <strong>the</strong>m riddles, challenge <strong>the</strong>ir views;<br />

whatever it takes to encourage <strong>the</strong>m to comment.<br />

“Learner” blogs are blogs that are ei<strong>the</strong>r run by individual learners <strong>the</strong>mselves or by small<br />

collaborative groups <strong>of</strong> learners. In ESL, learner blogs may be best suited for reading and writing<br />

classes. We followed <strong>the</strong> district GVC in writing in which a common reading assignment would be<br />

followed by blog postings on <strong>the</strong> thoughts <strong>of</strong> each learner or group <strong>of</strong> learners. In addition, <strong>the</strong> act <strong>of</strong><br />

constructing <strong>the</strong> blog may encourage <strong>the</strong> use <strong>of</strong> search engines and net surfing in English to find <strong>the</strong><br />

appropriate sites to which links can be made. This will empower <strong>the</strong> learner to direct <strong>the</strong> reader to<br />

sites <strong>of</strong> choice for fur<strong>the</strong>r reading. Individually, blogs can be used as journals for writing practice, or<br />

as free-form templates for personal expression. The idea here is that students can get writing<br />

practice, develop a sense <strong>of</strong> ownership, and get experience with <strong>the</strong> practical, legal, and ethical<br />

issues <strong>of</strong> creating a document. They also had to learn that whatever <strong>the</strong>y write can instantly be read<br />

by anyone else and, due to <strong>the</strong> comment features <strong>of</strong> <strong>the</strong> s<strong>of</strong>tware, fur<strong>the</strong>r exchange <strong>of</strong> ideas is<br />

promoted.<br />

Finally, <strong>the</strong> “Class” blog is <strong>the</strong> result <strong>of</strong> <strong>the</strong> collaborative effort <strong>of</strong> an entire class. For this, we added four<br />

o<strong>the</strong>r students to <strong>the</strong> group, and participated in <strong>the</strong> “Blogging Challenge,” (www.edublogs.org). The<br />

students worked on <strong>the</strong>ir blogs weekly, consistent with <strong>the</strong> Edublog challenges. Since <strong>the</strong> “assignments”<br />

came out on Mondays, <strong>the</strong> students had until Wednesday to compose <strong>the</strong>ir blog entries. Also, in keeping<br />

with <strong>the</strong> district’s “Year <strong>of</strong> Study” in writing, students were encouraged to follow <strong>the</strong> format <strong>of</strong> “first draft,<br />

peer edit, second draft, and publish” for <strong>the</strong>ir work. For <strong>the</strong> rest <strong>of</strong> <strong>the</strong> week and through <strong>the</strong> weekend,<br />

students were encouraged to comments on each o<strong>the</strong>r’s’ blogs, as well as those in <strong>the</strong> Edublog network.<br />

Receiving comments, especially from “far away” peers, proved to be <strong>the</strong> “bright spot” <strong>of</strong> <strong>the</strong> assignment!<br />

Each writing session lasted 30 minutes. Students met twice a week with me, and <strong>the</strong> rest <strong>of</strong> <strong>the</strong> time <strong>the</strong>y<br />

were encouraged to check <strong>the</strong> blogs on <strong>the</strong>ir own, or as part <strong>of</strong> homework assignments.<br />

As <strong>of</strong> this writing, <strong>the</strong> final scores are not yet in for <strong>the</strong> Spring MAP and KELPA, however, all indications<br />

point to Oscar scoring “Fluent” as he heads <strong>of</strong>f to middle school. We plan on continuing our blog next<br />

year, with <strong>the</strong> goal <strong>of</strong> increasing student participation, and we hope that Osacr and his classmates<br />

continue to visit us through <strong>the</strong> blogging world as well.<br />

References<br />

Blood, Rebecca (2000). Weblogs: a history and perspective.<br />

(www.rebeccablood.net/essays/weblog_history.html)<br />

Campbell, Aaron (2000). Weblogs for use with ESL classes. The Internet TSL Journal.<br />

Capellini, Mary (2005). Balancing reading & language learning. Stenhouse Publishers.<br />

Lindsey, Delores (2007). Culturally Pr<strong>of</strong>icient Coaching. Corwin Press.<br />

Marzano, Robert (2001). Classroom instruction that works. ASCD.<br />

Winer, D. (2002). The history <strong>of</strong> weblogs. (http://newhome.weblogs.com/historyOfWeblogs)<br />

37


“Media Literacy in Action: Using Teaching for Understanding and<br />

Universal Design for Learning to Develop a Media Literacy Lesson<br />

Series”<br />

Jennifer Lavalle,<br />

Harvard Graduate School <strong>of</strong> Education, 1 Appian Way, Cambridge, MA 02138,<br />

Email: JLL610@mail.harvard.edu<br />

Abstract: This project integrates a blended learning environment into a media literacy<br />

lesson series designed for a sixth grade health classroom. Using Teaching for<br />

Understanding and Universal Design for Learning as guiding models, this project<br />

emphasizes <strong>the</strong> need for media literacy in school curricula and uses <strong>the</strong>se learning<br />

frameworks to structure <strong>the</strong> implementation <strong>of</strong> such activities. This presentation will<br />

comment on <strong>the</strong> <strong>the</strong>oretical foundations <strong>of</strong> this project and will explain <strong>the</strong> activities <strong>of</strong> <strong>the</strong><br />

lesson series. Though this project is designed specifically for a middle school audience,<br />

<strong>the</strong> process <strong>of</strong> integrating 21 st century learning skills into a traditional classroom using<br />

frameworks for educational design is applicable for all ages and grade levels.<br />

Introduction<br />

Today’s children are growing up in increasingly interconnected and ubiquitous media environments.<br />

These children engage with media technologies in unforeseen ways and with unprecedented frequency.<br />

According to authors Douglas Thomas and John Seely Brown (2011), we are experiencing a dramatic<br />

shift to a new culture <strong>of</strong> learning based on three principles: “(1) The old ways <strong>of</strong> learning are unable to<br />

keep up with our rapidly changing world. (2) New media forms are making peer-to-peer learning easier<br />

and more natural. (3) Peer-to-peer learning is amplified by emerging technologies that shape <strong>the</strong><br />

collective nature <strong>of</strong> participation with those new media” (p. 50).<br />

In this new culture <strong>of</strong> learning, behaviors and practices are evolving. As such, educators must rethink<br />

teaching methodology with a keen focus on <strong>the</strong>se new learners. If <strong>the</strong> majority <strong>of</strong> child’s time is spent in<br />

an out <strong>of</strong> school environment, what are children learning in this Out-<strong>of</strong>-School-Time (OST)? In fact,<br />

approximately 85% <strong>of</strong> a child’s day is spent in OST (Bransford et al, 1999, p.148). Since we know that<br />

children are engaged in learning activities during this time, <strong>the</strong> question for educators thus becomes: what<br />

are <strong>the</strong>y learning and how can we harness <strong>the</strong> power <strong>of</strong> this learning to fur<strong>the</strong>r academic knowledge? In<br />

o<strong>the</strong>r words, how do we scaffold a student’s navigation through new digital playgrounds?<br />

This question is at <strong>the</strong> forefront <strong>of</strong> many minds and several initiatives have been developed around <strong>the</strong><br />

idea what it means to be a 21 st century learner. With national initiatives like <strong>the</strong> Common Core State<br />

Standards providing <strong>the</strong> overarching goals for educators, it is necessary for researchers and curriculum<br />

designers to provide <strong>the</strong> means for such instruction. This project syn<strong>the</strong>sizes and applies modern<br />

learning <strong>the</strong>ories in order to produce a lesson series fit for classroom implementation. Teaching for<br />

Understanding and Universal Design for Learning are <strong>the</strong> principal frameworks that underlie and support<br />

this learning series.<br />

Curriculum Frameworks<br />

Teach for Understanding (Wiske, 1997) is a curriculum framework that proposes four principle areas for<br />

lesson design: generative topics, understanding goals, performances <strong>of</strong> understanding, and ongoing<br />

assessments. This framework is <strong>the</strong> guiding model for this lesson series, making it accessible and<br />

comprehensive for all teachers. Secondly, Universal Design for Learning (Meyer & Rose, 2005) is used<br />

as an overarching <strong>the</strong>me in this lesson series to ensure multiple points <strong>of</strong> entry for all students with a<br />

variety <strong>of</strong> needs, preferences, and abilities.<br />

Media Literacy Education<br />

Though <strong>the</strong>se learning frameworks may be familiar to many educators, <strong>the</strong> topic <strong>of</strong> media literacy is <strong>of</strong>ten<br />

new. In many classrooms across <strong>the</strong> United States, media literacy is treated as an afterthought to <strong>the</strong><br />

38


main topic <strong>of</strong> inquiry. However, research and developments in <strong>the</strong> field teach us that this subject has<br />

much more to <strong>of</strong>fer in helping to answer this grand and challenging question. Media literacy is most<br />

commonly defined as <strong>the</strong> ability to access, analyze, evaluate, and produce communication in a variety <strong>of</strong><br />

forms (NAMLE, 2007, Media Literacy Defined). The National Association for Media Literacy Education<br />

developed <strong>the</strong> following core principles <strong>of</strong> media literacy education (2007, Core Principles).<br />

Media Literacy Education (MLE):<br />

• requires active inquiry and critical thinking about <strong>the</strong> messages we receive and create.<br />

• expands <strong>the</strong> concept <strong>of</strong> literacy (i.e., reading and writing) to include all forms <strong>of</strong> media.<br />

• builds and reinforces skills for learners <strong>of</strong> all ages. Like print literacy, those skills necessitate<br />

integrated, interactive, and repeated practice.<br />

• develops informed, reflective and engaged participants essential for a democratic society.<br />

• recognizes that media are a part <strong>of</strong> culture and function as agents <strong>of</strong> socialization.<br />

• affirms that people use <strong>the</strong>ir individual skills, beliefs and experiences to construct <strong>the</strong>ir own<br />

meanings from media messages.<br />

Conclusion<br />

Ultimately, Teach for Understanding, UDL, and media literacy are united in this lesson series to provide a<br />

new way to think about how to prepare 21 st century students for <strong>the</strong> digital playgrounds <strong>of</strong> <strong>the</strong>ir future.<br />

We have a lot more to learn and by applying contemporary <strong>the</strong>ories and innovative media technologies,<br />

we become one step closer to meeting <strong>the</strong> challenge.<br />

References<br />

Bransford, J.D., Brown, A.L. & Cocking, R.R., Eds. (1999) The Design <strong>of</strong> Learning Environments. In How<br />

People Learn. (p. 119-142). Washington DC: National Academy Press. Retrieved from<br />

http://www.nap.edu/penbook.php?record_id=9853&page=131.<br />

National Association for Media Literacy Education. (2007, November). Core principles <strong>of</strong> media literacy<br />

education in <strong>the</strong> United States. Retrieved from http://namle.net/wpcontent/uploads/2009/09/NAMLE-CPMLE-w-questions2.pdf.<br />

National Association for Media Literacy Education. (2007). Media Literacy Defined. Retrieved from<br />

http://namle.net/publications/media-literacy-definitions/ .<br />

Thomas, D., & Brown, J. S. (2011). A New Culture <strong>of</strong> Learning: Cultivating <strong>the</strong> Imagination for a World <strong>of</strong><br />

Constant Change. © Thomas & Brown.<br />

Meyer, A. & Rose, D. (2005). The Future is in <strong>the</strong> Margins: <strong>the</strong> role <strong>of</strong> technology and disability in<br />

educational reform. In D.H. Rose, A. Meyer & C. Hitchcock (Eds.), The Universally Designed<br />

Classroom: Accessible Curriculum and Digital Technologies (p. 13-35). Cambridge, MA: Harvard<br />

Education Press.<br />

Wiske, M.S. (1997) What is Teaching for Understanding? In Teaching for Understanding: Linking<br />

Research with Practice. (p. 61-86). San Francisco, CA: Jossey-Bass.<br />

39


Learning Science Systems with Graphic Computer Simulations<br />

Na Li, Mengzi Gao, Ha<strong>of</strong>ei Shen, Yuyang Guo, Daniel Lee,<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University, 525 W. 120 th street, New York, 10027<br />

Email: nl2284@tc.columbia.edu, mg3220@tc.columbia.edu, hs2670@tc.columbia.edu,<br />

yg2282@tc.columbia.edu, dyl2119@tc.columbia.edu<br />

Abstract: Graphic computer simulations have great advantages in teaching abstract<br />

system concepts. Instructional scaffolding is very essential for learners to benefit from<br />

<strong>the</strong>se simulation-based learning environments. In this project, multiple simulation models<br />

at different abstract levels are designed as learning materials teaching three ideal gas<br />

laws (a chemical system). 36 adult learners without strong background in science<br />

participated in a pilot study; 10 middle school students from a public school in NYC<br />

participated in <strong>the</strong> usability testing study; and 58 middle school students from a public<br />

school in NYC participated in our current study. Data from preliminary research show that<br />

a top-down function-centered scaffolding strategy could produce better learning<br />

performance than a bottom-up structure-centered scaffolding strategy; and learning tasks<br />

encouraging learners to model system causality can be very effective under <strong>the</strong> functioncentered<br />

scaffolding condition, but not under <strong>the</strong> structure-centered scaffolding condition.<br />

Research Background<br />

Studies have demonstrated that systems learning goes through several sequential stages before learners<br />

are able to grasp a network <strong>of</strong> mechanics-function relations (e.g.,Assaraf & Orion, 2005). Explaining<br />

mechanism and causality is usually difficult for learners especially when <strong>the</strong> systems have hierarchical<br />

levels (Duncan & Reiser, 2007). Computational modeling and visualizing technology makes it possible to<br />

show <strong>the</strong> invisible lower-level mechanism <strong>of</strong> systems, and allows inquiry-based instructional design<br />

(Wilensky& Resnick, 1999). One important pedagogical implication from <strong>the</strong>se studies is to provide<br />

hierarchical instructional scaffolding in <strong>the</strong> learning process and help learners iteratively modify <strong>the</strong>ir<br />

conceptual representations <strong>of</strong> a system (Liu & Hmelo, 2009).<br />

Instrument<br />

A computer simulation environment with three simulation models has been designed for this research<br />

project. The first simulation model is realistic visualizations <strong>of</strong> three ideal gas law phenomena. The<br />

second simulation is a gas molecular activity model which is more abstract, with which learners are able<br />

to conduct virtual experiments to test hypo<strong>the</strong>ses (one example, see Figure 1). The third simulation is an<br />

abstract flowchart model which <strong>the</strong> learners use to model causality and explain <strong>the</strong> mechanism <strong>of</strong> <strong>the</strong><br />

system (see Figure 2). These three simulations demonstrate <strong>the</strong> system function and mechanism at<br />

different abstract levels. Some techniques are used to reduce cognitive load and scaffold information<br />

integration a). Simulations can set to be displayed on separate pages or on <strong>the</strong> same page in any<br />

combination. If two simulations are displayed on <strong>the</strong> same page, <strong>the</strong>y are dynamically linked which<br />

means as <strong>the</strong> learner interact with one simulation, <strong>the</strong> o<strong>the</strong>r changes accordingly. b). The realistic<br />

simulation and <strong>the</strong> gas molecular activity simulation are functionally and structurally mapped, so it’s very<br />

easy for <strong>the</strong> learners to compare two models for cross-level reasoning.<br />

Figure 1: A concrete representation <strong>of</strong> ideal gas law phenomena & a more abstract molecular<br />

activity model.<br />

40


Figure 2: A flowchart simulation for causality modeling<br />

Hypo<strong>the</strong>ses<br />

Based on <strong>the</strong> pedagogical research on teaching and learning systems, two instructional scaffolding<br />

strategies are hypo<strong>the</strong>sized to be effective: 1. Top-down function-centered scaffolding 2. Forwardbackward<br />

modeling for causality. Hypo<strong>the</strong>sis 1: Top-down function-centered scaffolding leads to better<br />

learning performance compared to bottom-up structure-centered instructional scaffolding. Hypo<strong>the</strong>sis 2:<br />

Forward-backward modeling for causality after sufficient perceptual grounding leads to better learning<br />

performance. Hypo<strong>the</strong>sis 3: Under <strong>the</strong> function-centered instructional scaffolding condition, <strong>the</strong> modeling<br />

for causality task has greater effect on learning performance, compared to under <strong>the</strong> structure-centered<br />

scaffolding condition.<br />

Operationalization<br />

In <strong>the</strong> top-down function-centered scaffolding condition, participants experience <strong>the</strong> general system<br />

function with concrete representations (e.g. as you drag <strong>the</strong> fire icon to <strong>the</strong> aerosol can, <strong>the</strong> can explodes),<br />

<strong>the</strong>n analyze <strong>the</strong> system mechanism at a lower level with “how” and “why” questions. In <strong>the</strong> bottom-up<br />

structure-centered scaffolding condition, participants learn all <strong>the</strong> lower-level mechanics information and<br />

<strong>the</strong>n learn <strong>the</strong> system function. Modeling for causality tasks refers to tasks that require learners to<br />

mentally visualize <strong>the</strong> causal sequence <strong>of</strong> a system and also verbally explain <strong>the</strong> causality.<br />

Preliminary Research<br />

The purpose <strong>of</strong> <strong>the</strong> first pilot study was to primarily validate <strong>the</strong> two variables (function-centered<br />

scaffolding and modeling for causality). 36 Adult learners from <strong>Teachers</strong> <strong>College</strong> participated in that<br />

study, and learned three ideal gas law concepts with an early version <strong>of</strong> <strong>the</strong> simulations. The learning<br />

time was very short (within 20 minutes) since <strong>the</strong> topic was not very challenging for this population. The<br />

results indicate <strong>the</strong> effectiveness <strong>of</strong> function-centered scaffolding and <strong>the</strong> significant interaction <strong>of</strong> <strong>the</strong> two<br />

variables.<br />

The purpose <strong>of</strong> <strong>the</strong> second pilot study was for usability testing <strong>of</strong> <strong>the</strong> new simulation environment. 10<br />

middle school students from a public school in NYC (all <strong>of</strong> <strong>the</strong>m from Hispanic or Black ethnic groups and<br />

families with relatively low SES) participated in that study. This group <strong>of</strong> students were <strong>the</strong> top students in<br />

that school. The 6 session curriculum was conducted in <strong>the</strong> afterschool enrichment program over 3 weeks<br />

(2 sessions per week). The learning progress was smooth for this group <strong>of</strong> students.<br />

The current study employs a 2X2 factorial design testing <strong>the</strong> two instructional scaffolding strategies with<br />

<strong>the</strong> same simulation-based learning environment. 58 7th and 8th graders from a public school in NYC<br />

(Most <strong>of</strong> <strong>the</strong>m from Hispanic and Black ethnic groups and families with relatively low SES.) participate in<br />

this study. This is a 7 session curriculum (50 min per session) over 7 weeks. Participants in each class<br />

are randomly assigned to a condition. The study is still going on, and partial data to <strong>the</strong> date support our<br />

three hypo<strong>the</strong>ses.<br />

References<br />

Assaraf, O. B., & Orion, N. (2005). Development <strong>of</strong> system thinking skills in <strong>the</strong> context <strong>of</strong> earth system<br />

education. Journal <strong>of</strong> Research in Science Teaching, 42(5), 518-560.<br />

Duncan, R. G., & Reiser, B. J. (2007). Reasoning across ntologically distinct levels: Students'<br />

understandings <strong>of</strong> molecular genetics. Journal <strong>of</strong> Research in Science Teaching, 44(7), 938-959.<br />

41


Liu, L., & Hmelo-Silver, C. E. (2009). Promoting complex systems learning through <strong>the</strong> use <strong>of</strong> conceputal<br />

representations in hypermedia. Journal <strong>of</strong> Research in Science Teaching, 46(9), 1023-1040.<br />

Wilensky, U., & Resnick, M. (1999). Thinking in levels: A dynamic systems perspective to making sense<br />

<strong>of</strong> <strong>the</strong> world. Journal <strong>of</strong> Science Education and Technology, 8(1), 3-19.<br />

42


From Aristotle to Adobe: Examining Approaches to Integrating<br />

and Sustaining Multimodal Compositions in <strong>the</strong> Classroom<br />

Lisa Litterio,<br />

Rensselaer Polytechnic Institute, 110 8 th Street, Troy, NY 12180,<br />

Email: lisalitterio@gmail.com<br />

Abstract: In recent years, many scholars have advocated for <strong>the</strong> development <strong>of</strong><br />

sound pedagogy, practices, and assessment strategies for implementing<br />

multimodal compositions in <strong>the</strong> classroom. Based on this need to address<br />

different and more current forms <strong>of</strong> composing, this presentation will focus on<br />

pedagogical approaches in two courses where multimodal compositions are<br />

practiced: a traditional writing class and a scientific inquiry class. The speaker will<br />

begin by providing <strong>the</strong> audience with definitions <strong>of</strong> multimodal composing using<br />

Selfe’s (2007) and Wysocki’s (2004) <strong>the</strong>ories as well as <strong>the</strong> rationale for<br />

integrating <strong>the</strong>se compositions in both high school and college classrooms. Next,<br />

<strong>the</strong> speaker will show and discuss several examples <strong>of</strong> successful student<br />

multimodal compositions. At <strong>the</strong> end <strong>of</strong> <strong>the</strong> presentation, <strong>the</strong> speaker will<br />

encourage <strong>the</strong> audience to pose questions, share <strong>the</strong>ir own experiences, and<br />

discuss future practices for sustaining multimodal compositions.<br />

43


Applying Physics to <strong>the</strong> Real World: Using Embodiment and LEGO<br />

Mindstorms in Physics Learning for Children<br />

Carol M. Lu, Seokmin Kang, Sorachai Kornkasem, Laura M. Lu,<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University, 525 W. 120 th St., New York, NY 10027<br />

Email: cml2133@columbia.edu, sk2587@tc.columbia.edu, sk451@columbia.edu,<br />

lml2152@columbia.edu<br />

Abstract: This study examined elementary students’ ability to apply physics concepts in<br />

real world situations through <strong>the</strong> use <strong>of</strong> embodiment and LEGO Mindstroms. Participants<br />

in this study included fifth graders from an inner-city public elementary school where <strong>the</strong>y<br />

were randomly assigned to ei<strong>the</strong>r LEGO robotics instruction with embodiment or LEGO<br />

robotics instruction without embodiment. Both groups were asked to complete a set <strong>of</strong><br />

prescribed tasks pertaining to physical science. In addition, students in <strong>the</strong> embodiment<br />

group were asked to act like robots and moved <strong>the</strong>ir own bodies based on <strong>the</strong><br />

instructions given for <strong>the</strong> tasks. Students in both groups were asked to take a pretest<br />

and <strong>the</strong>n a posttest and short interview to assess <strong>the</strong> learning outcomes at <strong>the</strong> end <strong>of</strong> our<br />

study. The results revealed that students with embodied experiences were able to apply<br />

physics concepts in o<strong>the</strong>r contexts better than those without embodiment.<br />

Many cognitive scientists have developed an increased interest in exploring how mind and body<br />

collaborate to develop better understanding through embodied cognition in different contexts and settings.<br />

Recent literature suggests that we generate multimodal representations that are grounded on <strong>the</strong> physical<br />

experiences we gain through different sensory modalities as well as emotional conditions when we<br />

interact with <strong>the</strong> world (Barsalou, 2008). Meanwhile, robots provide “students opportunities to represent<br />

<strong>the</strong>ir ideas in different ways and utilize 3D artifacts (robots) to contextualize <strong>the</strong>ir learning and help <strong>the</strong>m<br />

communicate <strong>the</strong>ir ideas and understandings (Church et al., 2010, p. 47). Papert (1980) claims that<br />

learning with robotics transforms <strong>the</strong> way students learn. That is, robotics helps students associate <strong>the</strong><br />

knowledge <strong>the</strong>y learn in <strong>the</strong>ir minds and <strong>the</strong> knowledge <strong>the</strong>y build with <strong>the</strong>ir hands, using robots. This<br />

knowledge children acquire is valuable, as <strong>the</strong>y will be using and creating new meaning based on that<br />

understanding.<br />

This study examined elementary students’ ability to apply physics concepts in real world situations such<br />

as sports through <strong>the</strong> use <strong>of</strong> embodiment and LEGO Mindstroms. We designed an after-school program<br />

integrating embodied cognition with LEGO robotics to assess whe<strong>the</strong>r students’ ability to apply physics<br />

concepts increase when <strong>the</strong>y physically move <strong>the</strong>ir own bodies in activities related to science and sports.<br />

Participants in this study included fifth graders from an inner-city public elementary school where <strong>the</strong>y<br />

were randomly assigned to ei<strong>the</strong>r LEGO robotics instruction with embodiment or LEGO robotics<br />

instruction without embodiment. Both groups were asked to complete a set <strong>of</strong> prescribed tasks pertaining<br />

to physical science. In addition, students in <strong>the</strong> embodiment group were asked to act like robots and<br />

moved <strong>the</strong>ir own bodies based on <strong>the</strong> instructions given for <strong>the</strong> tasks. Students in both groups were<br />

asked to take a pretest and <strong>the</strong>n a posttest and short interview to assess <strong>the</strong> learning outcomes at <strong>the</strong><br />

end <strong>of</strong> our study.<br />

Although our curriculum had an overall effect on both control and experimental group in terms <strong>of</strong> science<br />

application and understanding, <strong>the</strong> results <strong>of</strong> our study revealed that students with embodied experiences<br />

were able to apply physics concepts in o<strong>the</strong>r contexts better than those without embodiment. Previous<br />

studies have indicated that children typically find science concepts abstract and very hard to grasp<br />

(Johnstone, 1991; Millar, 1991). The findings <strong>of</strong> our study suggest that integrating embodiment with<br />

LEGO robotics can improve students’ ability to transfer <strong>the</strong>ir understanding <strong>of</strong> physics concepts in ano<strong>the</strong>r<br />

context. Additional research should be done to identify <strong>the</strong> generalizability <strong>of</strong> <strong>the</strong>se findings to o<strong>the</strong>r<br />

populations and learning content.<br />

44


References<br />

Barsalou, L.W. (2008). Grounded cognition. <strong>Annual</strong> Review <strong>of</strong> Psychology, 59, 617 – 645.<br />

Church, W., Ford, T., Perova, N., & Rogers, C. (2010). Physics with robotics. Using LEGO Mindstorms in<br />

high school education. Association for <strong>the</strong> Advancement <strong>of</strong> Artificial Intelligence Spring<br />

Symposium Series.<br />

Johnstone, A.H. (1991). Why is science difficult to learn? Things are seldom what <strong>the</strong>y seem. Journal <strong>of</strong><br />

Computer Assisted Learning, 7(2), 75-83.<br />

Millar, R. (1991). Why is science hard to learn? Journal <strong>of</strong> Computer Assisted Learning, 7(2), 66-74.<br />

Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. New York: Basic Books, Inc.<br />

45


Credibility <strong>of</strong> Culturally Situated Design Tools:<br />

Ma<strong>the</strong>matics and Black Identity<br />

Raymond Lutzky,<br />

Rensselaer Polytechnic Institute, 110 Eighth Street, Troy, NY<br />

Email: lutzkr3@rpi.edu<br />

Abstract: Social identities and stereotypes <strong>of</strong> Black culture significantly impact education<br />

and student learning in American schools (Ogbu and Simons, 1998; Steele et al., 2002),<br />

Strategies to combat <strong>the</strong>se social paradigms, such as “peer pro<strong>of</strong>ing” <strong>of</strong> students, may<br />

only serve to exacerbate <strong>the</strong> racial divide between black and white and fur<strong>the</strong>r alienate<br />

African-American students from <strong>the</strong>ir own social identities (Fordham, 1991). This has led<br />

to a variety <strong>of</strong> observable phenomena that negatively impact African-Americans’ selfidentity,<br />

self-confidence, and academic ability. Some have described <strong>the</strong> cultural<br />

implications <strong>of</strong> a student being accused <strong>of</strong> “acting white,” and <strong>the</strong> consequences within<br />

American educational settings (Fryer and Torelli, 2005; Bucholtz, 2001). Unique teaching<br />

strategies, such as <strong>the</strong> use <strong>of</strong> culturally situated design tools (CSDT Web site, 2012),<br />

may hold <strong>the</strong> key in providing African-American students with a way to achieve academic<br />

success without alienating <strong>the</strong>mselves from <strong>the</strong>ir Black peers and cultural identification<br />

(Eglash, 2005). This paper seeks to evaluate culturally situated design tools associated<br />

with Black identity to determine <strong>the</strong> means by which <strong>the</strong>y achieve credibility with <strong>the</strong>ir<br />

audiences and improve student learning.<br />

Black Identity and Education<br />

Social psychological processes play a significant role in <strong>the</strong> academic underperformance <strong>of</strong> stigmatized<br />

minority groups (Steele et al., 2002). This is <strong>the</strong> essence <strong>of</strong> “stereotype threat,” as manifest in Steele’s<br />

research using standardized test scores across different racial groups:<br />

When a negative stereotype about a group that one is part <strong>of</strong> becomes personally<br />

relevant, usually as an interpretation <strong>of</strong> one’s behavior or an experience one is having,<br />

stereotype threat is <strong>the</strong> resulting sense that one can <strong>the</strong>n be judged or treated in terms <strong>of</strong><br />

<strong>the</strong> stereotype or that one might do something that would inadvertently confirm it. (Steele<br />

et al., 2002, p. 389)<br />

Particularly among African Americans, stereotype threat is a very real phenomenon. For example, it has<br />

been demonstrated that stereotype threat influences <strong>the</strong> thought processes and academic performance <strong>of</strong><br />

students – in instances where African-American students believe <strong>the</strong>y are being compared to a White<br />

group, <strong>the</strong>y provided more stereotypical and self-doubting answers than a control group <strong>of</strong> <strong>the</strong> same race.<br />

“Simply expecting to take an ability-diagnostic test was enough to activate racial stereotypes about ability<br />

in <strong>the</strong> minds <strong>of</strong> Black participants,” (Steele et al., 2002). An analysis <strong>of</strong> Black identity and its relationship<br />

to education is required for a deeper understanding <strong>of</strong> this phenomenon, and <strong>the</strong> strategies <strong>of</strong> American<br />

schools to combat it.<br />

The Black identity <strong>of</strong> African-American students is a complex and evolving psychological paradigm. One<br />

relevant <strong>the</strong>ory is that <strong>of</strong> fictive kinship, which Fordham addresses in her ethnography <strong>of</strong> Black<br />

adolescents in American schools. “Fictive kinship indicates a kinshiplike relationship between persons not<br />

related by blood or marriage, who also have some reciprocal social or economic relationship,” (Fordham,<br />

1991). This notion conveys <strong>the</strong> “peoplehood” <strong>of</strong> Black social identity, and she goes on to describe <strong>the</strong><br />

challenges for this identity in modern American schools. However, traditional American institutions <strong>of</strong><br />

education have approached instruction through racially-motivated instances <strong>of</strong> “peer-pro<strong>of</strong>ing,” negatively<br />

affecting students’ identity as Black people. This is evidenced (and exacerbated) by a tendency to<br />

remove high-achieving Black students and place <strong>the</strong>m away from <strong>the</strong>ir Black peers into nearly all-White<br />

environments. Fordham notes that this separation in <strong>of</strong> itself suggests that “<strong>the</strong>y are, in some important<br />

intellectual and nonintellectual ways, different from o<strong>the</strong>r Black people and, with <strong>the</strong> possible exception <strong>of</strong><br />

phenotypical (or racial) features, clones <strong>of</strong> <strong>the</strong>ir White peers,” (Fordham 1991). This is reinforced by<br />

46


esearch suggesting that many high-achieving Black students are accused <strong>of</strong> “acting White,” (Fryer and<br />

Torelli, 2005; Bucholtz 2001).<br />

As a result <strong>of</strong> this environment, most schools present an inversion <strong>of</strong> Black students’ fictive social identity<br />

(Fordham, 1991) relating to boundary maintaining factors in social interactions with white students. This<br />

mechanism allows Black students to identify “real” versus “spurious” members <strong>of</strong> <strong>the</strong>ir social group.<br />

According to Bishop, incorporating cultural history and minimizing <strong>the</strong> perception that students must<br />

“choose” between <strong>the</strong>ir Black identity and a desire for academic success are keys to avoiding dysfunction<br />

and raising credibility in education (Fordham, 1991). Eglash’s culturally situated design tools (CSDTs)<br />

rely on <strong>the</strong>se two concepts, and <strong>the</strong> design <strong>of</strong> <strong>the</strong> technology works towards <strong>the</strong> cultural and historical<br />

education <strong>of</strong> students while allowing <strong>the</strong>m to maintain <strong>the</strong> identities (Eglash et al., 2009). His research<br />

shows that this approach produces fur<strong>the</strong>r benefits beyond enhancing student interest, such as<br />

combating stereotypes, reinforcing student identity, and by combating notions <strong>of</strong> “primitivism” and raciallybased<br />

<strong>the</strong>ories <strong>of</strong> “natural ability.” He states that “African fractals in <strong>the</strong> classroom might help guard<br />

against an overemphasis on biological determinism, which has been found adversely to affect<br />

ma<strong>the</strong>matics learning,” (Eglash, 2005). Clearly, <strong>the</strong> integration <strong>of</strong> credible multicultural material with<br />

traditional American ma<strong>the</strong>matics education produces many benefits to learning, student interest, and<br />

social identity, and succeeds in capturing <strong>the</strong> attention <strong>of</strong> students and improving academic interest.<br />

Eglash and his team and his team at Rensselaer Polytechnic Institute have created a suite <strong>of</strong> culturally<br />

situated design tools, or CSDTs, designed to generate enthusiasm and improve student learning in<br />

ma<strong>the</strong>matics within cultural and historical simulations.<br />

These design tools draw considerable power from <strong>the</strong>ir credibility in <strong>the</strong> classroom. “CSDTs provide a<br />

potent space for students to reconfigure <strong>the</strong>ir relations between culture, ma<strong>the</strong>matics, and technology,<br />

and for anthropologists to carry out research in <strong>the</strong>se same domains,” (Eglash et al., 2009). These tools<br />

explore <strong>the</strong> relationship between youth identity and culture through interactive s<strong>of</strong>tware simulations <strong>of</strong><br />

cultural arts with underlying ma<strong>the</strong>matical designs, coupled with historical context. They also have <strong>the</strong><br />

added benefit <strong>of</strong> helping students better relate to math concepts through <strong>the</strong> use <strong>of</strong> culturally-specific<br />

imagery, and support key aspects <strong>of</strong> multicultural identity.<br />

Credibility <strong>of</strong> Culturally Situated Design Tools<br />

The credibility <strong>of</strong> CSDTs begins with context. According to Warnick, source credentials and reputation<br />

have become less important in <strong>the</strong> credibility <strong>of</strong> online information. She argues that it is advisable “to<br />

rethink <strong>the</strong> modernist conception <strong>of</strong> credibility as reliance on <strong>the</strong> message source and to a shift to a<br />

framework for judging credibility <strong>of</strong> messages that arise in <strong>the</strong> context <strong>of</strong> a distributed field <strong>of</strong> production<br />

oriented to specific purposes, functions, and values,” (Warnick, 2007). Therefore, part <strong>of</strong> <strong>the</strong> credibility <strong>of</strong><br />

CSDTs is <strong>the</strong>ir contextual notions <strong>of</strong> cultural heritage, visual design, and authoritative authorship (<strong>the</strong><br />

endorsement <strong>of</strong> <strong>the</strong> National Science Foundation is prominent on <strong>the</strong> CSDT main web site). In relation to<br />

this, Fogg discusses how Web sites will have more credibility if <strong>the</strong>y highlight <strong>the</strong> people or organization<br />

behind <strong>the</strong> content and services provided. He also shows that credibility perceptions will be enhanced if a<br />

Web site makes it easy for users to check outside sources to verify <strong>the</strong> accuracy <strong>of</strong> site content (Fogg,<br />

2003). The CSDT web site accomplishes both <strong>of</strong> <strong>the</strong>se tasks through references and by highlighting<br />

authors and partner organizations. Fogg identifies this as reputed, or “third party” credibility. While most<br />

users approach computing technology with “a preconceived notion about credibility, based on general<br />

assumptions about what is and is not believable” (Fogg, 2003), <strong>the</strong>y will re-evaluate <strong>the</strong>ir beliefs about <strong>the</strong><br />

credibility <strong>of</strong> a system after initial use and firsthand inspection.<br />

Fogg contends that technology that is viewed as trustworthy will have increased powers <strong>of</strong> persuasion,<br />

and that “sources that argue against <strong>the</strong>ir own interest are perceived as being credible,” (Fogg 123). The<br />

user must also have a perception that <strong>the</strong> information <strong>the</strong>y are receiving is fair and unbiased. This is<br />

perhaps one <strong>of</strong> <strong>the</strong> most relevant and powerful sources <strong>of</strong> credibility for CSDTs: <strong>the</strong>ir incongruity with<br />

traditional American education and relation to cultural identity. It is entirely possible for a student to<br />

perceive that <strong>the</strong> approach <strong>of</strong> CSDTs, <strong>of</strong>fering reinforcement to Black fictive kinship or o<strong>the</strong>r cultural<br />

identifiers, is directly counter to <strong>the</strong> approach <strong>of</strong> <strong>the</strong>ir previous schooling. This also speaks to Fogg’s<br />

47


notion that similarity with <strong>the</strong> user also plays into fostering trustworthiness in technology (similarity in<br />

opinions, language, and background). He notes that “computing technology that is viewed as<br />

incorporating expertise (knowledge, experience, and competence) will have increased powers <strong>of</strong><br />

persuasion” (Fogg, 2003). This expertise is manifest as cultural and historical knowledge in CSDTs,<br />

presented as vignettes before <strong>the</strong> start <strong>of</strong> each s<strong>of</strong>tware experience. These vignettes inform <strong>the</strong> user and<br />

allow <strong>the</strong>m to identify with <strong>the</strong> cultural and visual elements described by <strong>the</strong> s<strong>of</strong>tware by presenting<br />

pictures, sounds, and history lessons relevant to a specific cultural identity. The vignettes are examples<br />

<strong>of</strong> Warnick’s field dependent factors that may fur<strong>the</strong>r influence <strong>the</strong> s<strong>of</strong>tware’s credibility by relating directly<br />

to <strong>the</strong> culture and values <strong>of</strong> <strong>the</strong> user (Warnick, 2007).<br />

Discussion<br />

Combating stereotype threat and negative influences from peer-pro<strong>of</strong>ing is a daunting task that is<br />

essential to <strong>the</strong> advancement <strong>of</strong> American education. Eglash’s CSDTs attempt to do this by giving<br />

African American students <strong>the</strong> ability to remain within <strong>the</strong>ir Black social identity while embracing academic<br />

achievement in a unique, interactive setting. The CSDTs achieve credibility through <strong>the</strong> structure <strong>of</strong> <strong>the</strong><br />

main web site, through <strong>the</strong>ir unique “counter-institutional” nature as educational tools, through <strong>the</strong>ir<br />

referencing and source authority, and through <strong>the</strong>ir ability to allow users to personalize <strong>the</strong>ir experiences.<br />

However, <strong>the</strong>y also achieve considerable credibility from <strong>the</strong>ir ability to help students retain <strong>the</strong>ir<br />

multicultural identities, fictive or o<strong>the</strong>rwise. As Fordham notes, when students attempt to reinforce <strong>the</strong>ir<br />

own cultural identities (in her case, Black identity) in predominantly culturally White schools, “<strong>the</strong>y<br />

unwittingly ensure <strong>the</strong>ir own academic ‘failure,’ primarily because most aspects <strong>of</strong> <strong>the</strong> culture <strong>of</strong> Black<br />

Americans are stigmatized and assigned a negative valence in both <strong>the</strong> school context and <strong>the</strong> larger<br />

American society,” (Fordham, 1991).<br />

References<br />

Bucholtz, M. (2001). “The whiteness <strong>of</strong> nerds.” Journal <strong>of</strong> Linguistic Anthropology 11(1):84–100.<br />

CSDT Web Site. (Accessed April 2012). http://csdt.rpi.edu/<br />

Eglash, R. (2005). African Fractals: Modern Computing and Indigenous Design. New Brunswick, NJ:<br />

Rutgers University Press.<br />

Eglash, R., Bennett, A., O’Donnell, C., Jannings, S., and Cintorino, M. (2009). “Culturally situated design<br />

tools: ethnocomputing from field site to classroom.” American Anthropologist, 108(2), 347-62.<br />

Fordham, S. (1991). “Peer-Pro<strong>of</strong>ing Academic Competition among Black Adolescents: “Acting White”<br />

Black American Style.” In Sleeter, Christine ed., Empowerment through Multicultural Education.<br />

Albany: State University <strong>of</strong> New York Press, 69–94.<br />

Fogg, B.J. (2003). Persuasive Technology: Using Computers to Change What We Think and Do. San<br />

Francisco: Morgan Kaufmann Publishers.<br />

Warnick, B. (2007). Rhetoric Online: Persuasion and Politics on <strong>the</strong> World Wide Web. New York: Peter<br />

Lang.<br />

Fryer, R. and Torelli, P. (2005). An Empirical Analysis <strong>of</strong> ‘Acting White.’ Electronic document,<br />

http://economics.harvard.edu/faculty/fryer/files/Empiriccal%2Banalysis%2B<strong>of</strong>%2B%2527acting%<br />

2Bwhite%2527_final%2Bmanuscript.pdf.<br />

Ogbu, J., and Simons, H. (1998). “Voluntary and Involuntary Minorities: A Cultural-Ecological Theory <strong>of</strong><br />

School Performance with Some Implications for Education.” Anthropology and Education<br />

Quarterly 29(2):155–188.<br />

Steele, C. M., Spencer, S., & Aronson, J. (2002). “Contending with group image: The psychology <strong>of</strong><br />

stereotype and social identity threat.” In M. Zanna (Ed.), Advances in Experimental Social<br />

Psychology Vol. 34. Academic Press.<br />

48


iPad for Autism: How can <strong>the</strong> iPad serve as a teaching tool for<br />

students on <strong>the</strong> Autism Spectrum?<br />

Sheena S. Mozaffar,<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University, 105, Christopher Street Apt. 2A, New York, NY 10014,<br />

Email: ssm2173@tc.columbia.edu<br />

Abstract: The purpose <strong>of</strong> this research was to explore <strong>the</strong> use <strong>of</strong> iPad technology in a 1 st<br />

grade self-contained classroom with students suspected to be on <strong>the</strong> Autism Spectrum.<br />

According to a 2012 estimate <strong>the</strong> Center for Disease Control and Prevention, 1 out <strong>of</strong><br />

every 88 children in <strong>the</strong> US is diagnosed with an Autism Spectrum Disorder and <strong>the</strong> rate<br />

has increased by 23% since 2009. Hence, <strong>the</strong>re will be a rise in <strong>the</strong> number <strong>of</strong> students<br />

on <strong>the</strong> spectrum within tomorrow’s classrooms. It is necessary to identify how technology<br />

can support <strong>the</strong> teacher <strong>of</strong> tomorrow to accomplish learning objectives. This research<br />

was aimed towards identifying <strong>the</strong> impact <strong>of</strong> touch-screen technology, like <strong>the</strong> iPad, on<br />

students displaying autistic tendencies. The process began with isolating a focus group <strong>of</strong><br />

four students on <strong>the</strong> spectrum. I videotaped classroom observations on individual student<br />

interactions with <strong>the</strong> iPad to observe engagement, manipulation and functionality with <strong>the</strong><br />

hardware and s<strong>of</strong>tware. Then I recorded student interactions, in groups <strong>of</strong> 2 and 4,<br />

sharing <strong>the</strong> iPad to examine social interaction and communication. This was followed by<br />

conducting a Math activity using concrete materials and replicating <strong>the</strong> activity with an<br />

iPad App to study <strong>the</strong> difference in engagement, interaction and instruction. Students<br />

were introduced to a new App to analyze change in level <strong>of</strong> engagement compared to<br />

working with Apps <strong>the</strong>y knew well from experience. The research also draws upon<br />

interviews I conducted with teachers, speech and occupational <strong>the</strong>rapists, and assistive<br />

technology specialists to expand upon <strong>the</strong> iPad’s capability as both a teaching tool and<br />

assistive device. As a result <strong>of</strong> this research I learnt that <strong>the</strong> iPad cannot be utilized with<br />

every child on <strong>the</strong> Autism Spectrum. <strong>Teachers</strong> have to adapt <strong>the</strong>ir lesson and use <strong>of</strong> <strong>the</strong><br />

iPad, through physical device manipulation or App usage, to support student needs in<br />

terms <strong>of</strong> comfort with abstract learning and unstructured/structured activity engagement.<br />

iPad usage with students must be supervised to ensure educational exposure and device<br />

safety. The iPad can be used as an incentive, for self-reinforcement <strong>of</strong> subject matter,<br />

student assessment and lesson differentiation by using specific Apps. The iPad was able<br />

to aid students on <strong>the</strong> spectrum to self-regulate, perform turn-taking, peer mentoring and<br />

communicate physically as well as verbally with each o<strong>the</strong>r. The iPad’s accessibility<br />

features, mobility and media integration made it easier for <strong>the</strong> teacher and students to<br />

access multiple forms <strong>of</strong> media to support lessons.<br />

References<br />

Autism Speaks Inc., (2012). What is Autism? What is Autism Spectrum Disorder? Retrieved from:<br />

http://www.autismspeaks.org/what-autism<br />

Barnes, E. B., O’Flynn, J., Saile, L., (2008). Families, Infants and Young Children at Risk:<br />

Pathways to Best Practice. Baltimore, MD: Paul H Brookes Pub Co.<br />

Brandon, J., (2011, Mar 9). Is <strong>the</strong> iPad a ‘Miracle Device’ for Autism? Retrieved from:<br />

http://www.foxnews.com/scitech/2011/03/09/can-apple-ipad-cure-autism/<br />

Center for Disease Control and Prevention, (2012). New Data on Autism Spectrum Disorders.<br />

Retrieved from: http://www.cdc.gov/Features/CountingAutism/<br />

CBC News, (2011, Oct 25). iPad helps Toronto special needs kids learn. Retrieved from:<br />

http://www.cbc.ca/news/health/story/2011/10/25/ipad-autism.html<br />

Dana, N. F., Yendel-Hoppey, D., (2009). The Reflective Educator’s Guide to Classroom Research:<br />

Learning to Teach and Teaching to Learn through Practitioner Inquiry. Thousand Oaks, CA:<br />

Corwin Press<br />

Darragh, J., (2007). Universal Design for Early Childhood Education: Ensuring Access and Equity<br />

for All. Early Childhood Education Journal, 35(2), 167-171<br />

49


Duncan, H., Tan, J. (2012). A Visual Task Manager Application for Individuals with Autism. The Journal<br />

<strong>of</strong> Computing Sciences in <strong>College</strong>s, 27(6), 49-57<br />

Gasparini, A. A., Culen, L. A., (2012). <strong>Proceedings</strong> from ACHI ’12: The Fifth International Conference on<br />

Advances in Computer-Human Interactions. Valencia, Spain: IARIA<br />

Hager, H. B., (2010, Oct 29). iPad Opens World to a Disabled Boy. The NY Times. Retrieved from:<br />

http://www.nytimes.com/2010/10/31/nyregion/31owen.html?_r=1<br />

Isaacson, W., (2011). Steve Jobs. New York, NY: Simon & Schuster<br />

Joshi, P., (2011, Nov 29). Finding Good Apps for Children with Autism. The NY Times. Retrieved from:<br />

http://gadgetwise.blogs.nytimes.com/2011/11/29/finding-good-apps-for- children-with- autism/<br />

O’Conell, T., Freed, G., Ro<strong>the</strong>burg, M., (2010). Using Apple Technology to Support Learning for<br />

Students with Sensory and Learning Disabilities. In Apple in Education: <strong>Teachers</strong> and<br />

Administrators. Retrieved from: http://images.apple.com/education/docs/L419373A-<br />

US_L419373A_AppleTechDisabilities.pdf<br />

Odom, L. S., (2009). Augmentative and Alternative Communication. In Odom, L. S., Horner, H. R.,<br />

Snell, M. E. & Blacher, J. (Eds.), handbook <strong>of</strong> Developmental Disabilities (330-348). New York,<br />

NY: The Guilford Press<br />

Overtime Staff, (2011, Oct 21). Temple Grandin: Understanding autism. Podcast retrieved from<br />

http://www.cbsnews.com/8301-504803_162-20123944-10391709/temple-grandinunderstanding-autism/<br />

Pierce, M (2011, May 12). 8 Top Apps for Autistic Learners. Retrieved from:<br />

http://<strong>the</strong>journal.com/articles/2011/12/05/apps-for-autistic-learners.aspx<br />

Roxby, P., (2012, Jan 15). Are apps <strong>the</strong> key to revolutionizing autism learning? Retrieved from:<br />

http://www.bbc.co.uk/news/health-16534678<br />

Sanchez, J., Roca de Togores, J. S., A. L., (2012). <strong>Proceedings</strong> from ACHI ’12: The Fifth International<br />

Conference on Advances in Computer-Human Interactions. Valencia, Spain: IARIA<br />

Shah, N., (2011). Applicable Teaching Tools. Education Week Teacher PD Sourcebook, 5 (1).<br />

Retrieved from: http://www.edweek.org/tsb/articles/2011/10/13/01tablets.h05.html<br />

Sooin, L., (2012). Project Injini: Developing Cognitive Training Games for Children with Special Needs.<br />

Games For Health Journal: Research, Development, and Clinical Applications, 1(1), 69-73<br />

Sughrue, K., (2011, Oct 23). Apps for Autism: Communicating on <strong>the</strong> iPad. 60 minutes. Podcast<br />

retrieved from http://www.cbsnews.com/video/watch/?id=7385686n<br />

50


Video Games and Vocabulary: Exploring New Possibilities for<br />

Vocabulary Acquisition and Instruction<br />

Mark Barba Pacheco,<br />

Peabody <strong>College</strong>, Vanderbilt University, #329 Appleton Place, Nashville, TN 37203,<br />

Email: mark.b.pacheco@vanderbilt.edu<br />

Abstract: This paper explores <strong>the</strong> possibilities within four video games for middle<br />

school and high school student vocabulary acquisition. While vocabulary<br />

knowledge is one <strong>of</strong> <strong>the</strong> strongest predictors <strong>of</strong> reading comprehension, effective<br />

vocabulary instruction and acquisition continue to challenge educators and<br />

students. Through creating virtual identities, interacting with player and nonplayer<br />

characters, and manipulating and exploring virtual environments in Vocab<br />

Challenge, Plague World: A Modern Prome<strong>the</strong>us, Civilization V, and Limbo,<br />

adolescent gamers can build word consciousness, develop metalinguistic<br />

strategies for word problem solving, and streng<strong>the</strong>n understandings <strong>of</strong> academic<br />

vocabulary. This paper examines <strong>the</strong> affordances and constraints <strong>of</strong> each game<br />

in providing a rich and varied language experience, situating academic<br />

vocabulary within au<strong>the</strong>ntic contexts, and leveraging students’ identities.<br />

51


Online Learning Environments in Higher Education:<br />

Connectivism vs. Dissociation<br />

Sasha Reese,<br />

Indiana University <strong>of</strong> Pennsylvania, 571 Greendale Ave. Pittsburgh, PA 15218,<br />

Email: sashaconnors@yahoo.com<br />

Abstract: Over <strong>the</strong> last decade online education has emerged as ways for<br />

students and faculty to collaborate more freely, attain greater flexibility, and<br />

utilize new media to learn. The burning debate lies in whe<strong>the</strong>r online educational<br />

options are harmful to traditional education or <strong>of</strong>fer endless benefits necessary to<br />

accommodate a 21 st century learner. Supporters <strong>of</strong> virtual learning environments<br />

suggest that 21 st century learners require <strong>the</strong> construction and creation<br />

capabilities <strong>of</strong>fered through Web 2.0 to succeed while critics suggest that<br />

asynchronous interactions are not engaging and rigorous enough for higher<br />

education. A balanced online environment should provide a blend <strong>of</strong> both<br />

asynchronous and synchronous opportunities, which promote communication<br />

and collaboration among classmates and instructors.<br />

Virtual Learning in Higher Education<br />

In an effort to modernize education, many institutes <strong>of</strong> higher education have adopted online<br />

courses in fully virtual and blended formats. Fully virtual courses allow students to interact with<br />

peers and instructors solely through <strong>the</strong> use <strong>of</strong> technology, whereas blended courses use online<br />

learning as a supplement to face-to-face interactions. The current educational trend toward <strong>the</strong><br />

development <strong>of</strong> 21st century skills has made online learning attractive to both basic and tertiary<br />

education. Twenty-first century skills include, but are not limited to cultural and global awareness,<br />

self-direction, risk-taking and creativity, communication, reflection, and real world applications <strong>of</strong><br />

knowledge (Green, 2010).<br />

Controversy rests in whe<strong>the</strong>r this educational option is viable for both instructors and students.<br />

Research that supports <strong>the</strong> growth <strong>of</strong> online learning suggests that today’s learners need<br />

collaboration, freedom to create knowledge, and an au<strong>the</strong>ntic audience in order to increase<br />

engagement, participation, and activity (Rheingold, 2010). This suggests that instructors in online<br />

environments should provide students with an experience, which promotes both autonomy and<br />

community.<br />

Conversely, researchers who critic online education mention <strong>the</strong> dissociative process that can<br />

accompany virtual learning environments, and acknowledge a disconnect in <strong>the</strong> instructor and<br />

student relationship, as well as in <strong>the</strong> ability to build a learning community. Supporters <strong>of</strong> this<br />

perspective exhort that online learning must evolve from a delivery system <strong>of</strong> knowledge into a<br />

constructivist activity where learners engage in building knowledge (Hamilton, 2004, p. 843). This<br />

shift could help critics to view online schooling as a viable option.<br />

Preparing for <strong>the</strong> Future Through Connectivism<br />

Online education has emerged at universities across <strong>the</strong> country because <strong>of</strong> its ability to connect<br />

students to instructors, peers, and course content through flexible and asynchronous<br />

environments. Online learning creates a recipe <strong>of</strong> circumstances that can accommodate learners<br />

<strong>of</strong> <strong>the</strong> 21st century and <strong>the</strong>ir need for collaboration, creation, and construction (Green, 2010).<br />

According to Barbara Hoskin (2011), pr<strong>of</strong>essor at Clemson University, adult and continuing<br />

educators are leading <strong>the</strong> way from traditional education to Web 2.0 enabled education, which<br />

promotes engagement and collaboration (p. 57). A need for a pedagogical shift is evident in <strong>the</strong><br />

claim that 21st century learners also need to develop skills and competencies that will allow <strong>the</strong>m<br />

to decipher and utilize information quickly and efficiently (Siemens, 2004). Current and future<br />

university students must learn how social media literacy applies to <strong>the</strong> real world, and instructors<br />

need to begin teaching students how to use this knowledge advantageously.<br />

52


Although it has been hinted at throughout different eras, under <strong>the</strong> guise <strong>of</strong> Activity Theory and<br />

Social Learning Theory, Connectivism was coined as “<strong>the</strong> learning <strong>the</strong>ory for <strong>the</strong> digital age” by<br />

George Siemens and Stephen Downes (2004). Siemens and Downes have developed distinct<br />

principles, which imply connectivisms’ relevance to modern students. Connectivism is founded on<br />

individual ideas and opinions, valuing diversity in <strong>the</strong> perspectives <strong>of</strong> o<strong>the</strong>rs, lifelong learning,<br />

building relationships, interdisciplinary connections, current information, and risk taking (Siemens,<br />

2004). These same principles can be found in many current technologies that students use daily<br />

such as Facebook, Diigo, Wikis, YouTube, etc. In order for online learning to be successful and<br />

meaningful it must provide students with more than <strong>the</strong> transmission <strong>of</strong> data. New online<br />

environments must <strong>of</strong>fer students <strong>the</strong> opportunity to become a participant and creator much like<br />

<strong>the</strong>y are used to doing in everyday life.<br />

Online Learning as a Dissociative Process<br />

Central to <strong>the</strong> debate is <strong>the</strong> concept that “educational technology participates in <strong>the</strong> cultural<br />

context and is as much a part <strong>of</strong> <strong>the</strong> learning problem to be identified as it is <strong>of</strong> <strong>the</strong> solutions<br />

implemented” (Belisle, 2001, p. 25). Saugstad (2002), when examining <strong>the</strong> work <strong>of</strong> Aristotle,<br />

suggested that knowledge is primarily seen as a product ra<strong>the</strong>r than a competence which<br />

suggests human activity (p. 378). This suggestion contributes to a critical view <strong>of</strong> <strong>the</strong> relevance <strong>of</strong><br />

current online educational systems. Separating <strong>the</strong> person from <strong>the</strong> product does not contribute<br />

to learning. It also suggests that online learning in higher education, in its current state, does not<br />

sufficiently provide students with engaging and rigorous material in preparation for pr<strong>of</strong>essional<br />

careers. Belisle (2001) suggests that this perspective <strong>of</strong> learning is flat and focused on learning<br />

as opposed to teaching (p. 15). Hamilton (2004) refers to <strong>the</strong> delivery <strong>of</strong> knowledge style systems<br />

as fast knowledge or ‘McKnowledge’ (p. 844).<br />

Critics <strong>of</strong> online education argue that virtual environments are not able to provide students with<br />

<strong>the</strong> same quality and caliber <strong>of</strong> education that traditional, face-to-face courses can. They also<br />

suggested that online environments expect too much from students in terms <strong>of</strong> self-discipline and<br />

this expectation can lead new students and students unfamiliar with online education to failure<br />

(Bejenaro, 2008, p.412). It is easy for students to become isolated and completely independent in<br />

online course without <strong>the</strong> facilitation <strong>of</strong> <strong>the</strong> instructor/ Instructors should provide students with<br />

“corrective feedback, encouragement, and motivation” to ensure success in learning (Young,<br />

2006, p. 73).<br />

References<br />

Bejerano, A. R. (2008). The Genesis and Evolution <strong>of</strong> Online Degree Programs: Who are <strong>the</strong>y for<br />

and what have we lost along <strong>the</strong> way?. Communication Education, 57(3), 408-414.<br />

Belisle, C., Rawlings, A. & Van Seventer, C. (2001) The educational multimedia taskforce<br />

1995-2001: Integrated research effort on multimedia education and training.<br />

Luxembourg: European Commission. Retrieved from: http://www.cordis.lu/ist/ka3/<br />

eat/training_publ.htm.<br />

Green, N. C., Edwards, H., Wolodko, B., Stewart, C., Brooks, M., & Littledyke, R. (2010).<br />

Reconceptualising higher education pedagogy in online learning. Distance Education,<br />

31(3), 257-273.<br />

Hamilton, D., Dahigren, E., Hult, A., Roos, B., & Söderström, T. (2004). When performance is <strong>the</strong><br />

product: problems in <strong>the</strong> analysis <strong>of</strong> online distance education. British <strong>Educational</strong><br />

Research Journal, 30(6), 842-855.<br />

Hoskins, B. (2011). Demand, growth, and evolution. Journal <strong>of</strong> Continuing Higher Education,<br />

59(1), 57-60.<br />

Rheingold, H. (2010, September/October). Attention and o<strong>the</strong>r 21st century social media<br />

literacies. Educause Review, 45(5), 14-24.<br />

Siemens, G. (2004). Connectivism: A learning <strong>the</strong>ory for <strong>the</strong> digital age. International Journal<br />

<strong>of</strong> Instructional Technology and Distance Learning. Retrieved from<br />

http://www.elearnspace.org/Articles/connectivism.htm<br />

Young, S. (2006). Student views <strong>of</strong> effective online teaching in higher education. American<br />

Journal <strong>of</strong> Distance Education, 20(2), 65-77.<br />

53


Exploration <strong>of</strong> concepts to facilitate diverse knowledge practices and<br />

personal learning environments<br />

Sabine Reisas,<br />

University Kiel, Faculty <strong>of</strong> Arts and Humanities, Institute <strong>of</strong> <strong>Educational</strong> Sciences,<br />

Department <strong>of</strong> Media Pedagogy/<strong>Educational</strong> Computer Sciences,<br />

Olshausenstr. 75, D-24098 Kiel, Germany,<br />

Email: sreisas@av-studio.uni-kiel.de<br />

Abstract: Developing new course concepts in higher education, which facilitate students<br />

to analyze and reflect <strong>the</strong>ir existing knowledge practices, will be necessary to solve illstructured<br />

tasks in knowledge intensive areas (e.g. collaborative scenarios or developing<br />

interventions in educational settings). Therefore students are challenged to gain a wide<br />

repertoire <strong>of</strong> diverse knowledge practices to operate flexible and self-determined and to<br />

make <strong>the</strong>ir expedient contribution to <strong>the</strong> knowledge-based society. By considering <strong>the</strong><br />

needs and <strong>the</strong> existing personal learning environments <strong>of</strong> each student as a foundation,<br />

<strong>the</strong> author aims to develop a concept which will encourage students to assume<br />

responsibility for co-producing and negotiating new practices and refine <strong>the</strong>ir personal<br />

learning environments. The paper describes in which settings <strong>the</strong> research takes place<br />

and outlines a mixed-method approach to gain a deeper understanding <strong>of</strong> <strong>the</strong> implicit and<br />

explicit context conditions.<br />

In recent decades, due to technological changes, new trajectories are developing in knowledge intensive<br />

areas such as higher education. It is assumed that existing practices <strong>of</strong> knowledge workers are<br />

inadequate, so that <strong>the</strong>re is a need for addressing <strong>the</strong> emerging requirements such as working in<br />

interdisciplinary teams, continuous learning, flexibility, autonomy and responsibility for one`s own<br />

productivity (Drucker, 1999). This demands modifications <strong>of</strong> course concepts in higher education to allow<br />

students to develop a wide repertoire <strong>of</strong> diverse knowledge practices, which enable <strong>the</strong>m to act selfdetermined<br />

and adequately to increase <strong>the</strong> productivity in knowledge intensive areas. This is also<br />

Wenger`s (2008) intention who understands socially negotiated practices as a fundamental goal <strong>of</strong><br />

learning to foster students to make a contribution to knowledge society. Propositions from an earlier study<br />

(Reisas, Schaller, Allert, Richter & Lehmhaus, 2011) will be taken into account to investigate perceived<br />

discrepancies and <strong>the</strong>ir influence on common knowledge practices and Personal Learning Environments<br />

(PLEs) <strong>of</strong> students.<br />

The author understands PLEs as an approach to address <strong>the</strong> aforementioned requirements and to<br />

facilitate students to develop diverse knowledge practices. There are two different foci on PLEs: (a) a<br />

more technology-oriented view and a more pedagogical-focussed perspective (Buchem, Attwell & Torres,<br />

2011). This work conceives both perspectives as interwoven and understands PLEs as complex and<br />

dynamic activity systems (Yamagata-Lynch, 2010), which are intertwined in a social, cultural and material<br />

environment. It is assumed that a PLE and its interrelated components can be analyzed by <strong>the</strong> sociohistorical<br />

activity <strong>the</strong>ory framework by Engeström (Buchem, Attwell & Torres, 2011; Engeström, 2007).<br />

Hakkarainen (2009) stated that assemblages <strong>of</strong> human activity are knowledge practices, which have a<br />

social and an individual component. Based on Orlikowski (2007) “<strong>the</strong> social and <strong>the</strong> material are<br />

constitutively entangled”. Which means that materiality and social practices are mutually dependent and<br />

not only a cognitive aspect. The author understands that knowledge practices can`t be seen as separated<br />

from PLEs, because <strong>the</strong>re is an underlying element in consequence <strong>of</strong> socio-materiality and <strong>the</strong>refore<br />

PLEs are practice-oriented.<br />

We observed that <strong>the</strong> existing knowledge practices in seminar settings are <strong>of</strong> no advantages to students<br />

in order to dissolve ill-structured problems. They have nei<strong>the</strong>r a wide range <strong>of</strong> practices nor are <strong>the</strong>y able<br />

to challenge <strong>the</strong>ir common practices, especially in stressful situations students rely on existing repertoire<br />

<strong>of</strong> practices. For developing new concepts it is important to note that teaching and learning are based on<br />

intentions and expectations, which have an impact on existing knowledge practices and PLEs, because in<br />

each situation, practices are negotiated and socially constructed (Wenger, 2008). That’s why pedagogy<br />

54


can create interventions to encourage reflection but practices and <strong>the</strong>refore PLEs cannot be simply taken<br />

over.<br />

This research is interested in developing environments and interventions, which foster students not only<br />

to adopt but ra<strong>the</strong>r to co-produce and refine diverse knowledge practices. The aim is to allow critical<br />

reviewing <strong>of</strong> negotiated practices as well as encouraging students to take over responsibility in such<br />

processes. Accordingly, this research aims to enable students to transform <strong>the</strong>ir own PLE.<br />

The underlying assumptions can be stated as follows:<br />

• Actual teaching and learning situations (in higher education) are affected significantly by personal<br />

learning environments and incorporated knowledge practices.<br />

• PLEs as activity systems are helpful for students to articulate knowledge practices.<br />

The study takes place in two seminar settings in higher education: The intention <strong>of</strong> <strong>the</strong> first seminar is to<br />

facilitate divergent thinking and to encourage students to generate questions. The second seminar aims<br />

to establish <strong>the</strong> inquiry-based concept development. The teacher assumes that students have to<br />

transform <strong>the</strong>ir existing practices and adapt <strong>the</strong>ir PLEs to dissolve <strong>the</strong> given assignments. The<br />

development <strong>of</strong> PLEs is not an explicit learning goal but it ra<strong>the</strong>r serves as a vehicle/instrument to<br />

explicate <strong>the</strong> knowledge practices.<br />

A mixed-method approach <strong>of</strong> qualitative methods (Cultural Probes, activity systems analysis,<br />

conversation analysis, interviews, artifact analysis) will be used to gain a deeper understanding <strong>of</strong> <strong>the</strong>se<br />

negotiations to identify implicit and explicit incorporated practices <strong>of</strong> students, and how responsibility is<br />

developed in <strong>the</strong>se processes. Students will also contribute as co-researchers by working on exploration<br />

tasks to collect contextual information.<br />

In summery <strong>the</strong> aim <strong>of</strong> <strong>the</strong> dissertation is to develop interventions which engages students to develop<br />

diverse knowledge practices and with it an emergent PLE.<br />

References<br />

Buchem, I., Attwell, G., & Torres, R. (2011). Understanding Personal Learning Environments: Literature<br />

review and syn<strong>the</strong>sis through <strong>the</strong> Activity Theory lens. In <strong>Proceedings</strong> <strong>of</strong> <strong>the</strong> The PLE Conference<br />

2011 (pp. 1–33). Retrieved from http://journal.webscience.org/658/1/<br />

PLE_SOU_Paper_Buchem_Attwell_Torress.doc<br />

Drucker, P. F. (1999). Knowledge-Worker Productivity: The Biggest Challenge. California Management<br />

Review, 41(2), p 79-94. Retrieved from http://www.jstor.org/stable/41165987<br />

Engeström, Y. (2007). Activity <strong>the</strong>ory and individual and social transformation. In Y. Engeström, R.<br />

Miettinen, & R.-L. Punamäki (Eds.), Perspectives on activity <strong>the</strong>ory (pp. 19–38). Cambridge:<br />

Cambridge University Press.<br />

Hakkarainen, K. (2009). A knowledge-practice perspective on technology-mediated learning. International<br />

Journal <strong>of</strong> Computer-Supported Collaborative Learning, 4(2), 213–231. doi:10.1007/s11412-009-<br />

9064-x<br />

Orlikowski, W. J. (2007). Sociomaterial Practices: Exploring Technology at Work. Organization Studies,<br />

28(9), 1435–1448. doi:10.1177/0170840607081138<br />

Reisas, S., Schaller, R., Allert, H., Richter, C., & Lehmhaus, F. W. (2011). Exploration der Lernsituation<br />

von Studierenden mit Cultural Probes. Zeitschrift für Hochschulentwicklung, 6(2), 78–92.<br />

Retrieved from http://www.zfhe.at/index.php/zfhe/article/view/230<br />

Wenger, E. (2008). Communities <strong>of</strong> practice: Learning, meaning, and identity (16th ed.). Learning in<br />

doing. Cambridge: Cambridge Univ. Press.<br />

Yamagata-Lynch, L. C. (2010). Activity systems analysis methods: Understanding complex learning<br />

environments. New York ;, London: Springer.<br />

55


Exploring <strong>the</strong> Intersection <strong>of</strong> Formative Assessment, Multimedia<br />

Design, and Mobile Technologies<br />

Richards Reshan,<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University, 525 West 120 th Street, New York, NY, 10027<br />

This paper describes <strong>the</strong> intention <strong>of</strong> dissertation research which explores how, if at all,<br />

teachers with constructivist-oriented learning beliefs to put those beliefs into practice when using<br />

mobile screencasting as a technology for qualitative formative assessment <strong>of</strong> student<br />

understanding. I assert that this exploration is needed in order to better understand how to<br />

leverage emerging technologies and combine <strong>the</strong>m with pedagogical approaches to create<br />

effective learning environments. The intent <strong>of</strong> this design-based participatory case study research<br />

is not to prove if mobile screencasting helps students learn. Ra<strong>the</strong>r, <strong>the</strong> intent is to uncover<br />

<strong>the</strong>mes and patterns in <strong>the</strong> ways that some teachers implement an emerging technology into <strong>the</strong>ir<br />

teaching practices by using an approach that emphasizes and values <strong>the</strong> data that is ga<strong>the</strong>red as<br />

much as it does <strong>the</strong> research design. This pilot study tests some <strong>of</strong> <strong>the</strong> methods and instruments<br />

for collecting data and documents <strong>the</strong> implementation and revision process that is part <strong>of</strong> designbased<br />

research (Collins, 1990; Hawkins & Collins, 1992; Brown, 1992; Barab & Squire, 2004;<br />

Bradley & Reinking, 2011).<br />

Research Problem<br />

Broad-brush research on <strong>the</strong> effectiveness <strong>of</strong> a tool <strong>of</strong>ten fails to identify <strong>the</strong> contexts that<br />

contribute to <strong>the</strong> success or failure <strong>of</strong> that tool (see HMH Fuse for recent example). This <strong>the</strong>n<br />

leads to uninformed opinions about a tool without consideration <strong>of</strong> <strong>the</strong> beliefs and practices <strong>of</strong><br />

whoever was in charge <strong>of</strong> implementing that tool. Cuban (2001) identified three goals for <strong>the</strong> use<br />

<strong>of</strong> technology in schools: to make schools more efficient, to transform learning and teaching into a<br />

process connected to real life, and to prepare young people for <strong>the</strong> future workplace. The term<br />

‘technology’ by itself can be too broad for identifying and clarifying <strong>the</strong> aspects <strong>of</strong> hardware,<br />

s<strong>of</strong>tware, infrastructure, and approaches that help achieve <strong>the</strong>se and similar goals. In this<br />

research, I use <strong>the</strong> term ‘emerging technology’ to encompass technology s<strong>of</strong>tware, hardware,<br />

infrastructure, and approaches that have become available to school settings within <strong>the</strong> last 10-15<br />

years.<br />

The rate at which new technologies emerge and <strong>the</strong> need to evaluate both <strong>the</strong>ir appropriateness<br />

and effectiveness make it extremely important for varied approaches <strong>of</strong> research on educational<br />

technologies to take place (Haertel & Means, 2003). Skinner (1986) stated that we should be<br />

preparing students to be creators and discoverers. Being a discoverer <strong>of</strong> knowledge does not<br />

necessarily mean simply coming across information that has been prepared for <strong>the</strong> purpose <strong>of</strong><br />

being accessed (Pink, 2006). In recent months, <strong>the</strong>re has been a lot <strong>of</strong> attention given to<br />

screencasting technology in <strong>the</strong> context <strong>of</strong> flipped teaching (see also inverted classroom or<br />

flipped classroom). The premise <strong>of</strong> this approach is that instead <strong>of</strong> having <strong>the</strong> instruction (content<br />

delivery) take place during <strong>the</strong> regular school day, teachers create screencast video lectures and<br />

tutorials for students to watch at home. They <strong>the</strong>n do <strong>the</strong>ir homework activities (e.g. problem sets<br />

or group discussions) during <strong>the</strong> class period with <strong>the</strong> teacher.<br />

The most important piece that is missing is how understanding is demonstrated and learning is<br />

assessed in flipped classrooms. I highlight <strong>the</strong> example <strong>of</strong> flipped teaching not because this<br />

research is intended to challenge <strong>the</strong> validity <strong>of</strong> such an instructional approach. Instead, I use it<br />

as an example <strong>of</strong> <strong>the</strong> lack <strong>of</strong> consideration for how <strong>the</strong> contexts, especially <strong>the</strong> teachers who are<br />

using such approaches, contribute to <strong>the</strong> success or failure <strong>of</strong> a learning intervention.<br />

Screencasting on its own is not a transformative technology. It is <strong>the</strong> way that is used that can<br />

allow educators to transform <strong>the</strong>ir practice.<br />

Research Purpose and Questions<br />

56


The overall purpose <strong>of</strong> <strong>the</strong> dissertation research is to help identify how, if at all, constructivistoriented<br />

teachers’ beliefs on qualitative formative assessment are put into practice when using an<br />

instructional design that features student screencast production on mobile devices. This study will<br />

not reveal generalizable <strong>the</strong>ories, but ra<strong>the</strong>r will generate patterns and <strong>the</strong>mes that can be<br />

considered as more people and institutions look to mobile screencasting and its place in<br />

education. It also explores a methodological framework for examining emerging technologies and<br />

teaching practices (Collins 1990; Brown, 1992). Finally, <strong>the</strong> research helps fill a gap in existing<br />

qualitative and quantitative literature on screencasting, mobile technology, and qualitative<br />

formative assessment. The following research question guides this research: How are selfidentified<br />

constructivist teachers' beliefs on formative assessment put into practice in <strong>the</strong>ir<br />

instruction when integrating mobile screencasting technology in <strong>the</strong>ir teaching?<br />

Study Design<br />

The research is framed ontologically in relativism and social constructivism (Dewey, 2001;<br />

Goodman, 1984; Guba & Lincoln, 1994; Creswell, 2007). The reality <strong>of</strong> what I explore and<br />

uncover is only real within <strong>the</strong> context in which <strong>the</strong> research takes place. Epistemologically, <strong>the</strong><br />

knowledge that is explored and uncovered is tied directly to my own ontological perspective.<br />

Thus, it is extremely important to paint as complete a picture as possible in this research in order<br />

to address <strong>the</strong> questions. The adults with whom I will work must have some inherent beliefs <strong>of</strong><br />

constructivist learning. It will be impossible for me to address my questions if <strong>the</strong> people whom I<br />

reach out to for this study do not value qualitative formative assessment and <strong>the</strong> process <strong>of</strong><br />

learning, but ra<strong>the</strong>r only focus on what has been learned.<br />

I describe <strong>the</strong> methodology as design-based participatory case study research. I have chosen<br />

design-based methodology because it is an approach that originated in educational research and<br />

because it recognizes <strong>the</strong> importance and influence <strong>of</strong> context, including elements <strong>of</strong> <strong>the</strong> research<br />

design, on <strong>the</strong> data that is ga<strong>the</strong>red (Collins, 1990; Brown, 1992; Barab & Squire, 2004). There<br />

will be three independent cases observed with several weeks, if not months, between cases.<br />

During each case, interviews, observations, and archival data will be collected. At <strong>the</strong> conclusion<br />

<strong>of</strong> each case, revisions to not only <strong>the</strong> instruments but also <strong>the</strong> research questions will take place.<br />

Figure 1. Research design.<br />

References<br />

Anthis, K. (2011). Is It <strong>the</strong> Clicker, or Is It <strong>the</strong> Question? Untangling <strong>the</strong> Effects <strong>of</strong><br />

Student Response System Use. Teaching <strong>of</strong> Psychology, 38(3), 189-193.<br />

57


Barab, S. & Squire, K. (2004). Design-Based Research: Putting a Stake in <strong>the</strong><br />

Ground. The Journal <strong>of</strong> <strong>the</strong> Learning Sciences, 13(1), 1-14.<br />

Bradley, B.A., & Reinking, D. (2011): Enhancing research and practicein early<br />

childhood through formative and design experiments, Early Child Development and Care,<br />

181:3, 305-319<br />

Budin, H. (1999). The Computer Enters <strong>the</strong> Classroom: Essay Review. <strong>Teachers</strong><br />

<strong>College</strong> Record, 100(3), 656-670<br />

Christopherson, K.M. (2011). Hardware or Wetware: What Are <strong>the</strong> Possible<br />

Interactions <strong>of</strong> Pedagogy and Technology in <strong>the</strong> Classroom? Teaching <strong>of</strong> Psychology,<br />

38(4). 288-292.<br />

Collins, A. (1990). Toward a design science <strong>of</strong> education. Technical Report No.<br />

1. New York: Center for Technology in Education.<br />

Creswell, J. W. (2007). Qualitative inquiry and research design, 2nd edition.<br />

Sage Publications.<br />

Cuban, L. (2001). Oversold & Underused: Computers in <strong>the</strong> Classroom.<br />

Cambridge, MA: Harvard University Press.<br />

Dewey, J. (2001). The School and Society & The Child and <strong>the</strong> Curriculum.<br />

Mineola, NY: Dover.<br />

Dyson, A.H. & Genishi, C. (2005). On <strong>the</strong> Case: Approaches to Language and<br />

Literacy Research. New York: <strong>Teachers</strong> <strong>College</strong> Press.<br />

Goodman, N. (1984) Of mind and o<strong>the</strong>r matters. Cambridge, MA: Harvard<br />

University Press.<br />

Guba, E. G., & Lincoln, Y. S. (1994). Competing paradigms in qualitative<br />

research. In N. K. Denzin & Y. S. Lincoln (Eds.), Handbook <strong>of</strong> qualitative research, (pp.<br />

105-117). London: Sage.<br />

Haertel, G.D., & Means, B. (2003). Evaluating <strong>Educational</strong> Technology: Effective<br />

Research Designs for Improving Learning. New York: <strong>Teachers</strong> <strong>College</strong> Press.<br />

Hawkins, J. & Collins, A. (1992). Design-Experiments for Infusing Technology<br />

into Learning. <strong>Educational</strong> Technology, 32(9), 63-67<br />

HMH Fuse. (2011). Results <strong>of</strong> a yearlong Algebra pilot in Riverside, CA.<br />

Houghton Mifflin Harcourt. Retrieved March 21, 2012 from<br />

http://www.hmheducation.com/fuse/pilot-1.php<br />

McMillan, J. (2008). <strong>Educational</strong> Research: Fundamentals for <strong>the</strong> Consumer.<br />

New York, Pearson.<br />

Pink, D.H. (2006). A Whole New Mind: Why Right-Brainers will Rule <strong>the</strong> Future.<br />

New York: Riverhead Books.<br />

Rao, L. (2011). The O’Sullivan Foundation Grants $5M To Online Learning<br />

Platform Khan Academy. Tech Crunch. Retrieved March 21, 2012 from<br />

http://techcrunch.com/2011/11/04/<strong>the</strong>-osullivan-foundation-grants-5m-to-online-learningplatform-khan-academy/<br />

Schoonmaker, F. (2002). Growing up teaching: from personal knowledge to<br />

pr<strong>of</strong>essional practice. New York: <strong>Teachers</strong> <strong>College</strong> Press.<br />

Skinner, B. F. (1986, October). Programmed instruction revisited. Phi Delta<br />

Kappan, 68, 103–110.<br />

Yin, R. K. (2002). Case Study Research. Sage Publications, 3rd edition.<br />

Yorks, L. (2005). Action research methods. In R.A. Swanson & E. Holton, (Eds.),<br />

Research in organizations: Foundational principles, processes, and methods <strong>of</strong> inquiry,<br />

(pp. 375-398). San Francisco, CA: Berrett-Koehler.<br />

58


Harnessing <strong>the</strong> Power <strong>of</strong> Emotionally Cogent Stimuli for Optimal<br />

Learning<br />

Sydney M. Savion,<br />

George Washington University, 805 21st Street Northwest Washington, DC<br />

Email: ssavion@wmail.gwu.edu<br />

Daniel J. Glisczinski,<br />

University <strong>of</strong> Minnesota Duluth, 1049 University Drive Duluth, MN<br />

Email: dglisczi@d.umn.edu<br />

Abstract: The U.S. market for self-paced e-learning is expected to balloon to $24.2<br />

billion by 2015 (Adkins, 2011). Coupled with <strong>the</strong> torrent <strong>of</strong> mobile devices, which now<br />

outnumber human beings, academia and corporate America stand at a unique<br />

intersection <strong>of</strong> opportunity to engage in best practice instructional design for optimal elearning.<br />

As <strong>the</strong> 21st century market place finds itself in <strong>the</strong> midst <strong>of</strong> a nexus <strong>of</strong> <strong>the</strong> most<br />

connected populace ever, <strong>the</strong> opportunity and perhaps responsibility belongs to <strong>the</strong><br />

learning pr<strong>of</strong>essionals to design neuroscientifically guided, emotionally cogent e-learning<br />

programs, so that <strong>the</strong> most connected populace ever will feel itself moved to cross <strong>the</strong><br />

threshold <strong>of</strong> ubiquitous communication to ubiquitous optimal learning. This paper<br />

proposes when adult learners feel so moved to text, message, and access courses<br />

because <strong>of</strong> <strong>the</strong>ir powerfully moving nature, e-learning will cross <strong>the</strong> threshold <strong>of</strong> program<br />

relevance, and in doing so, mobilize learning through emotionally cogent stimuli.<br />

Corporate America expends an estimated $110 billion annually on employee learning and development<br />

(Rivera & Paradise, 2006). According to a recent report by Ambient Insight market research firm, <strong>the</strong> U.S.<br />

market for self-paced e-learning is expected to balloon to $24.2 billion by 2015 (Adkins, 2011). This taken<br />

toge<strong>the</strong>r with <strong>the</strong> torrent mobile devices in which mobile devices now outnumber human beings, twentyfirst<br />

century corporate education stands at a unique intersection <strong>of</strong> opportunity to engage in best practice<br />

instructional design for optimal e-learning.<br />

Now a days, digital natives (those born into <strong>the</strong> digital age) and digital immigrants (those assimilated to<br />

<strong>the</strong> digital age) alike can be readily observed making use <strong>of</strong> <strong>the</strong>ir mobile devices in <strong>the</strong> bookstore, in <strong>the</strong><br />

fitness center, at <strong>the</strong> cafe, and even in <strong>the</strong> lavatory. While it has become evident that much <strong>of</strong> today’s<br />

experience is bursting with digital interactions. What is less evident, however, is whe<strong>the</strong>r higher education<br />

or corporate America understands enough about cognition to cross over <strong>the</strong> traditional pedagogy<br />

threshold <strong>of</strong> influencing learning to more emotionally cogent stimulating methods that powerfully promote<br />

optimal learning and performance, especially through <strong>the</strong> use <strong>of</strong> mobile devices.<br />

The high degree <strong>of</strong> expenditure on learning and development is not surprising, given its vital role in<br />

maintaining high performance and an effective organization. Interestingly, a substantial amount <strong>of</strong><br />

education and training is designed on <strong>the</strong> premise <strong>of</strong> behaviorism <strong>the</strong>ory, suggesting that learning is<br />

external to <strong>the</strong> individual and that <strong>the</strong> individual is passive in <strong>the</strong> learning process. The <strong>the</strong>ory <strong>of</strong><br />

behaviorism ignores <strong>the</strong> internal aspects <strong>of</strong> learning and fails to genuinely engage <strong>the</strong> learner. This is<br />

significant, given <strong>the</strong> increased distance placed between <strong>the</strong> learner and instructor as a result <strong>of</strong> a<br />

mounting reliance on e-learning pedagogy. And also evidence that only 51% <strong>of</strong> daily adult learning<br />

episodes occur at home or in <strong>the</strong> learner’s natural environment (Vavoula, 2005).<br />

Even as far back as <strong>the</strong> 1900s it was found <strong>the</strong> <strong>the</strong>ory <strong>of</strong> behaviorism had inherent limitations, hence <strong>the</strong><br />

emergence <strong>of</strong> cognitivism. Since <strong>the</strong> seminal works <strong>of</strong> Jean Piaget, cognitive <strong>the</strong>orists have believed that<br />

learning encompasses gradually acquiring and constructing knowledge in which a learner processes and<br />

stores information. Moreover, cognitive psychologists maintain that learning involves <strong>the</strong> use <strong>of</strong> memory,<br />

stimulus and thinking. Now, as we take into account learning in transition via mobile devices,<br />

constructivism emerges as <strong>the</strong> best fit learning <strong>the</strong>ory. Cooper (1993) asserts that learners interpret <strong>the</strong><br />

59


information and <strong>the</strong> world according to <strong>the</strong>ir personal reality; <strong>the</strong>y learn by observation, processing and<br />

interpretation, and <strong>the</strong>n personalize <strong>the</strong> information into personal knowledge.<br />

Learners learn best when <strong>the</strong>y can contextualize what <strong>the</strong>y learn, both for immediate application<br />

and to acquire personal meaning. Mobile learning facilitates personalized learning because<br />

learning (and collaboration) from any place and at any time allows <strong>the</strong> learning to be<br />

contextualized (Attewell & Savill-Smith, 2004, p.6).<br />

With a mobile learning opportunity in mind, as best practice is being informed and perhaps even defined<br />

by emergent research findings in educational neuroscience, corporate e-learning may be wise to invest in<br />

adult learning strategies that harness <strong>the</strong> power <strong>of</strong> what neuroscience is calling "Emotionally Cogent<br />

Stimuli--or ECS". The Black C<strong>of</strong>fee Brand Expressionists define Emotionally Cogent Stimuli (ECS) as an<br />

object, sensation, situation or o<strong>the</strong>r stimulus that triggers an emotional response. Anecdotally, as<br />

advertised, <strong>the</strong>y help companies design meaningful brand experiences by helping organizations improve<br />

how <strong>the</strong>y deliver value. Likewise, as practitioners and scholars <strong>of</strong> learning it is our social responsibility to<br />

design instruction that harnesses <strong>the</strong> power <strong>of</strong> emotionally cogent stimuli for <strong>the</strong> learners optimal learning<br />

experience.<br />

Neuroscience has recently identified that what moves our learners to mobilize communication in <strong>the</strong> book<br />

store, fitness center, cafe, and even lavatory are called emotionally competent stimuli (ECS) which have<br />

been described as <strong>the</strong> most powerfully processed external stimuli ever measured (Immordino-Yang &<br />

Faeth, 2010; Medina, 2008; Zull, 2011).Specifically, emotionally competent stimuli appear to excite<br />

learning by engage <strong>the</strong> brain’s reticular activating system, a network <strong>of</strong> nerve pathways connecting lower<br />

and higher brain regions. These powerful stimuli, when circularly relevant construct and reinforce<br />

neuronal pathways between sensory and analytical regions in <strong>the</strong> brain (Immordino-Yang & Faeth, 2010;<br />

Medina, 2008; Willis, 2010). Research also suggests that <strong>the</strong> brain’s cerebral cortex is responsible for<br />

conscious and non-conscious thought processes which direct volition and action (Feinstein, 2006). In this<br />

way, ECS in higher education and corporate e-learning programs can work tacitly or overtly to help<br />

learners feel that <strong>the</strong>y have to access <strong>the</strong>ir mobile devices to learn more in <strong>the</strong> presence <strong>of</strong> a community<br />

<strong>of</strong> practice. Such program designs will indeed signal a departure from <strong>the</strong> longstanding, behavioristic<br />

premises upon which much instruction has been practiced. And still brain research is suggesting that<br />

behaviorism alone is insufficient for activating <strong>the</strong> reticular activating system’s green light that signals<br />

emotionally competent stimuli to be encoded by positive neurotransmitters and <strong>the</strong>n wired into <strong>the</strong><br />

prefrontal, analytical cortex. This is a different kind <strong>of</strong> mobile learning pedagogy in a prevailing digital era.<br />

It <strong>of</strong>fers neuroscientific insights into <strong>the</strong> physiology <strong>of</strong> learning.<br />

So as <strong>the</strong> 21st century higher education and corporate America market place finds itself in <strong>the</strong> midst <strong>of</strong> a<br />

nexus <strong>of</strong> <strong>the</strong> most connected populace ever, <strong>the</strong> opportunity—and perhaps responsibility—belongs to <strong>the</strong><br />

staff in academia and corporate America to design neuroscientifically guided, emotionally cogent elearning<br />

programs, so that <strong>the</strong> most connected populace ever will feel itself moved to cross <strong>the</strong> threshold<br />

<strong>of</strong> ubiquitous communication to ubiquitous optimal learning. So to what extent are our e-learning<br />

programs rich and moving? So moving that <strong>the</strong>y must be acted upon even across <strong>the</strong> formerly sacred<br />

thresholds <strong>of</strong> <strong>the</strong> lunchroom and <strong>the</strong> lavatory, where few electronic academic exchanges are observed.<br />

This paper’s proposition is that when adult learners feel so moved to text, message, and access courses<br />

because <strong>of</strong> <strong>the</strong>ir powerfully moving nature from <strong>the</strong>se telltale spaces, higher education and corporate elearning<br />

will cross <strong>the</strong> threshold <strong>of</strong> program relevance, and in doing so, mobilize 21 st century learning<br />

through emotionally cogent stimuli.<br />

60


References<br />

Ambient Insight. (2011, January). The US Market for Self-paced eLearning Products and Services: 2010-<br />

2015 Forecast and Analysis Market Analysis. Monroe, WA: Adkins, S.<br />

Attewell, J & Savill-Smith, C. (2004). Learning with mobile devices. Research and Development. London:<br />

Learning & Skills Development Agency.<br />

Immordino-Yang, M. H. & Faeth, M. (2010). The role <strong>of</strong> emotion and skilled intuition in learning. In D.<br />

Sousa (Ed.) Mind, brain, and education: Neuroscience implications for <strong>the</strong> classroom.<br />

Bloomington: Solution Tree/Leading Edge.<br />

Medina, J. (2008). Brain rules: 12 principles for surviving and thriving at work, home, and school. Seattle:<br />

Pear.<br />

Rivera, R. & Paradise, A. (2006). State <strong>of</strong> <strong>the</strong> industry leading enterprises: ASTD’s annual review <strong>of</strong><br />

trends in workplace learning and performance. Alexandria, VA: American Society for Training and<br />

Development.<br />

The Praeger Handbook <strong>of</strong> Learning and <strong>the</strong> Brain (Sheryl Feinstein, ed., 2006). Wesport: Praeger.<br />

Vavoula, G. N. (2005). D4.4: A Study <strong>of</strong> Mobile Learning Practices: Internal report <strong>of</strong> MOBIlearn project.<br />

Willis, J. (2010). The current impact <strong>of</strong> neuroscience on teaching and learning. In D. Sousa (Ed.) Mind,<br />

brain, and education: Neuroscience implications for <strong>the</strong> classroom. Bloomington: Solution<br />

Tree/Leading Edge.<br />

Zull, J.E. (2011). From brain to mind: Using neuroscience to guide change in education. Sterling, VA:<br />

Stylus.<br />

61


#phdchat: a community <strong>of</strong> practice on twitter<br />

sava saheli singh,<br />

NYU, 82 Washington Square East, 6th Floor, New York, NY 10003,<br />

Email: sava@nyu.edu<br />

Abstract: Twitter is <strong>of</strong>ten considered a place for frivolous conversations and people<br />

talking about what <strong>the</strong>y’re eating. Not a lot <strong>of</strong> people see it as <strong>the</strong> setting for building<br />

robust and engaging Communities <strong>of</strong> Practice (CoP). #phdchat is one such community <strong>of</strong><br />

PhD students who find solace in each o<strong>the</strong>rs’ company and support – something <strong>the</strong>y<br />

don’t always get in <strong>the</strong>ir physical settings. Ga<strong>the</strong>ring around <strong>the</strong> hashtag, this community<br />

“meets” online on Twitter every week for discussions about <strong>the</strong> practicalities <strong>of</strong> being an<br />

academic, challenges with emotional and mental well-being, and also to share useful<br />

resources. This presentation provides a comparison and contrast <strong>of</strong> #phdchat as a CoP,<br />

with a discussion on a methodology for examining such a community.<br />

“On <strong>the</strong> web” has increasingly become where people go to hang out, learn, consume, and connect. Digital<br />

and social media tools have changed <strong>the</strong> way we interact with <strong>the</strong> world, allowing communities to find<br />

each o<strong>the</strong>r through shared interests and a need to connect.<br />

Online communities have existed since <strong>the</strong> internet has and have taken many forms – from usenet<br />

groups, forums, email newsgroups, and IRC to today’s social network sites like Facebook, Tumblr, and<br />

Twitter. These are examples <strong>of</strong> what Howard Rheingold (1993) calls “virtual communities”, which exist<br />

beyond location and time.<br />

Communities that ga<strong>the</strong>r around a shared interest or practice, form Communities <strong>of</strong> Practice (CoPs)<br />

(Lave & Wenger, 1991). The web provides new ways for <strong>the</strong>se communities to come toge<strong>the</strong>r through<br />

online mediated environments, beyond geographical and physical constraints.<br />

Even though Twitter is sometimes dismissed as a tool that encourages frivolous conversations ra<strong>the</strong>r<br />

than meaningful interaction, <strong>the</strong>re are robust communities who use it on a daily basis to connect,<br />

collaborate, and commiserate. Twitter is used for everything from a marketing tool and a news outlet to an<br />

educational tool used in classrooms and to connect educational communities beyond <strong>the</strong> classroom.<br />

In many advanced degree programs, students live in a vacuum. They have <strong>the</strong>ir smaller communities<br />

consisting <strong>of</strong> advisors and cohort members, but <strong>the</strong>re is <strong>of</strong>ten a lack <strong>of</strong> extended input from <strong>the</strong>ir larger<br />

pr<strong>of</strong>essional community. PhD students have a unique academic journey and <strong>of</strong>ten find <strong>the</strong>mselves<br />

isolated from friends and family, with little in <strong>the</strong> way <strong>of</strong> support and encouragement. This isolation can<br />

also give rise to more serious issues like lack <strong>of</strong> motivation, self-doubt, impostor syndrome, and<br />

depression. Surprisingly, despite constraints, Twitter affords a way for PhD students to find a community<br />

that understands and relates to <strong>the</strong>ir experiences.<br />

Communities on twitter <strong>of</strong>ten identify <strong>the</strong>mselves or ga<strong>the</strong>r around “hashtags” – a user-created way in<br />

which to tag or contextualize tweets in order to follow, archive, or provide commentary. This paper<br />

focuses on a particular CoP: PhD students, who ga<strong>the</strong>r around <strong>the</strong> hashtag #phdchat.<br />

The #phdchat community conducts a weekly “online meeting” on Twitter around <strong>the</strong> hashtag #phdchat<br />

during which <strong>the</strong>y discuss a pre-decided topic that <strong>the</strong> community voted on. They share experiences, tips,<br />

advice – <strong>the</strong> kind <strong>of</strong> knowledge-sharing rarely possible within <strong>the</strong> small cohorts <strong>of</strong> PhD programs. And <strong>the</strong><br />

community extends beyond just this time frame – using <strong>the</strong> #phdchat hashtag allows members to notice<br />

and respond because <strong>the</strong> hashtag identifies you as part <strong>of</strong> that community.<br />

62


This presentation will provide on a framework for examining <strong>the</strong> #phdchat community as a CoP, including<br />

<strong>the</strong> similarities and shortcomings <strong>of</strong> this comparison. I will also suggest a methodology for studying this<br />

online community, which includes discourse analysis and auto-ethnography.<br />

Examining how <strong>the</strong>se CoPs form and endure online is important because it helps us understand how to<br />

support and design for communities on <strong>the</strong> web, especially in education. In today’s educational climate,<br />

constraints are more than just 140 characters. Creating and supporting sustainable community-driven<br />

online learning environments can help students be confident and successful in <strong>the</strong>ir academic careers.<br />

References<br />

Anderson, L. (2006). Analytic autoethnography. Journal <strong>of</strong> Contemporary Ethnography, 35(4), 373-395.<br />

doi:10.1177/0891241605280449.<br />

Baym, N. K., & Markham, A. N. (2009). Introduction: Making smart choices on shifting ground. In A. N.<br />

Markham, & N. K. Baym (Eds.), Internet inquiry: Conversations about method (pp. vii-xix).<br />

Thousand Oaks, CA: Sage.<br />

Gee, J. P. (1999). An introduction to discourse analysis: Theory and method. New York: Routledge.<br />

Goldman, R. (2004). Video perspectivity meets wild and crazy teens: a design ethnography. Cambridge<br />

Journal <strong>of</strong> Education, 34(2), 157-178<br />

Hine, C. (2008). Virtual ethnography: Modes, varieties, affordances. In N. Fieldingm R. M. Lee, & G.<br />

Blank (Eds.), The sage handbook <strong>of</strong> online research methods (pp. 257-270). London: Sage.<br />

Hine, C. (2009). How can qualitative internet researchers define <strong>the</strong> boundaries <strong>of</strong> <strong>the</strong>ir projects? In A. N.<br />

Markham, & N. K. Baym (Eds.), Internet inquiry: Conversations about method (pp. 1-20).<br />

Thousand Oaks, CA: Sage.<br />

Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. London: Cambridge<br />

University Press.<br />

Markham, A. N., & Baym, N. K. (Eds.). (2009). Internet inquiry: Conversations about method. Thousand<br />

Oaks, CA: Sage<br />

Papert, S. (1991). Situating constructionism. In S. Papert & I. Harel (Eds.), Constructionism (pp.1–11).<br />

Norwood, NJ: Ablex.<br />

Perkins, D. N. (1993). Person-plus: A distributed view <strong>of</strong> thinking and learning. In G. Salomon<br />

(Ed.),Distributed Cognitions: Psychological and educational considerations (pp.88-110).<br />

Cambridge, England: Cambridge University Press.<br />

Pea, R. D. (1993). Practices <strong>of</strong> distributed intelligence and designs for education. In G. Salomon<br />

(Ed.), Distributed cognitions: Psychological and educational considerations (pp. 47-87).<br />

Cambridge, England: Cambridge University Press.<br />

Rheingold, H. (1993) The Virtual Community: Homesteading on <strong>the</strong> Electronic Frontier. Reading, MA:<br />

Addison-Wesley.<br />

Salomon, G., Perkins, D. N., & Globerson, T. (1991). Partners in cognition: Extending human intelligence<br />

with intelligent technologies. <strong>Educational</strong> Researcher, 20(3), 2-9.<br />

Schuler, D. (1996) New Community Networks: Wired for Change. Reading, MA: Addison-Wesley.<br />

Stahl, G. (2002). Contributions to a <strong>the</strong>oretical framework for CSCL. In G. Stahl (Ed.), <strong>Proceedings</strong> <strong>of</strong><br />

CSCL 2002 (pp. 62–71). USA: Boulder.<br />

Vygotsky, L.S. (1978). Mind in society: The development <strong>of</strong> <strong>the</strong> higher psychological processes.<br />

Cambridge, MA: The Harvard University Press. (Originally published 1930, New York: Oxford<br />

University Press.)<br />

Vygotsky, L.S. (1986) Thought and language. Cambridge, MA: MIT Press<br />

63


A Difficult Balance: Regulating Cyberbullying in <strong>the</strong> Age <strong>of</strong> Social<br />

Media<br />

Dino Sossi,<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University, 525 West 120 th Street, New York, NY, 10027,<br />

Email: dds2130@columbia.edu<br />

Abstract: Online environments have promoted interconnectivity in ways that were once<br />

unimaginable. Unfortunately, hate speech, intimidation and harassment have made <strong>the</strong><br />

dreamlike promise <strong>of</strong> online worlds devolve into an ongoing nightmare for some students<br />

who feel <strong>the</strong>y cannot escape. Even <strong>the</strong> presumably safe environment <strong>of</strong> <strong>the</strong> home can<br />

become tainted by hostile words mediated online. This paper examines different attempts<br />

to regulate cyberbullying within educational environments. It focuses on <strong>the</strong> jurisdictions<br />

<strong>of</strong> New York State and New York City. To contextualize this issue, <strong>the</strong> paper also reviews<br />

common law precedent as a guide to possible future legal developments. Finally, related<br />

non-legal issues such as policies created at <strong>the</strong> local level as well as difficulties youth<br />

have distinguishing between real and virtual environments are considered. The paper<br />

concludes that cyberbullying laws/policies are diverse in <strong>the</strong>ir protection and textured in<br />

<strong>the</strong>ir balancing <strong>of</strong> <strong>the</strong> competing interests <strong>of</strong> <strong>the</strong> aggrieved and alleged perpetrators.<br />

Introduction<br />

Cyberbullying laws/policies are generally well-crafted in <strong>the</strong>ir conception <strong>of</strong> what constitutes this problem,<br />

diverse in protection and textured in balancing competing interests <strong>of</strong> <strong>the</strong> aggrieved and alleged<br />

perpetrators. Given <strong>the</strong> harm caused by cyberbullying and <strong>the</strong> responsibility <strong>of</strong> governments and schools<br />

to provide safe environments, <strong>the</strong>se measures favoring <strong>the</strong> rights <strong>of</strong> alleged victims appears just given <strong>the</strong><br />

breadth <strong>of</strong> <strong>the</strong> problem and <strong>the</strong> tremendous mental/social/emotional toll it exacts.<br />

Regulation<br />

New York City (NYC)<br />

The NYC Department <strong>of</strong> Education Disciplinary Code (2010) appears to be a good faith attempt to<br />

balance <strong>the</strong> interests <strong>of</strong> <strong>the</strong> aggrieved and <strong>the</strong> alleged perpetrator. With respect to “bullying,” <strong>the</strong> Code<br />

states “When a student or group <strong>of</strong> students engages in bias-based bullying, intimidation or harassment<br />

<strong>of</strong> ano<strong>the</strong>r student or group <strong>of</strong> students, both <strong>the</strong> victim and <strong>the</strong> student who engages in this behavior<br />

should be referred to separate appropriate counseling, support and education services provided by<br />

school staff or a community-based agency. Nei<strong>the</strong>r mediation nor conflict resolution are, under any<br />

circumstances, appropriate interventions for bias-based bullying, intimidation or harassment” (2010, p. 5).<br />

It appears both parties are dealt with constructively and separately.<br />

Regardless <strong>of</strong> <strong>the</strong> intensity <strong>of</strong> <strong>the</strong> bullying, both parties are separated and “[n]ei<strong>the</strong>r mediation nor conflict<br />

resolution” are engaged in (Code, 2010, p. 5). Although in <strong>the</strong> short-term this appears prudent, what<br />

about disruption caused by <strong>the</strong> absence <strong>of</strong> mediation or conflict resolution. Assuming both parties remain<br />

at <strong>the</strong> same school, without adult-supervised communication, will <strong>the</strong>re be a resolution <strong>of</strong> <strong>the</strong> underlying<br />

problem that motivated <strong>the</strong> abuse?<br />

Specific protection from “cyberbullying” appears later in <strong>the</strong> Code - “Engaging in intimidating and bullying<br />

behavior through electronic communication, such as texting, e-mail, instant messaging, etc.” (2010, p.<br />

15). Section A37 protects K-5th Grade students (2010, p. 15), B40 protects Grades 6-12 (2010, p. 22)<br />

with identical language - “Engaging in intimidating and bullying behavior, including cyber-bullying —<br />

threatening, stalking or seeking to coerce or compel a student or staff member to do something; engaging<br />

in verbal or physical conduct that threatens ano<strong>the</strong>r with harm; taunting and/or intimidation including<br />

through <strong>the</strong> use <strong>of</strong> epi<strong>the</strong>ts or slurs involving actual or perceived race, ethnicity, color, national origin,<br />

citizenship/immigration status, religion, religious practices, gender, gender identity, gender expression,<br />

sexual orientation or disability” (2010, p. 15 and 22). Students or staff subjected to <strong>the</strong>se enumerated<br />

types <strong>of</strong> discrimination through electronic means would be afforded similar protections against this type <strong>of</strong><br />

64


“dangerous or violent behavior.” It is measured on a scale <strong>of</strong> Level 4 out <strong>of</strong> 5 levels <strong>of</strong> infractions, higher<br />

levels denoting worse behavior. This language “[e]ngaging in intimidating and bullying behavior, including<br />

cyber-bullying” appears to equate actual/physical bullying with virtual/cyberbullying. Students spend more<br />

time online, equivalency appears prudent. Protecting staff is also important given <strong>the</strong> ease with which<br />

questionable virtual behavior can become public and have real-world lasting effects.<br />

Disciplinary responses are wide: parent conference, in-school disciplinary actions, removal from <strong>the</strong><br />

classroom by teacher, suspensions by principals and superintendents as well as expulsion (Discipline<br />

Code, 2010, p. 22). This diverse list implicitly acknowledges <strong>the</strong> variety <strong>of</strong> cyberbullying, allowing tailoring<br />

<strong>of</strong> punishment.<br />

New York State<br />

The Dignity for All Students Act (2009) is a similarly well-balanced piece <strong>of</strong> legislation, protecting multiple<br />

stakeholders. Section 12, subsection 1 states “[n]o student shall be subjected to harassment by<br />

employees or students on school property or at a school function; nor shall any student be subjected to<br />

discrimination based on a person’s actual or perceived race, color, weight, national origin, ethnic group,<br />

religion, religious practice, disability, sexual orientation, gender, or sex by school employees or students<br />

on school property or at a school function” (Dignity for All Students Act, 2009). Due to this general<br />

definition <strong>of</strong> “bullying,” “cyberbullying,” a specific subset <strong>of</strong> bullying behavior is presumably covered. Any<br />

student subjected to <strong>the</strong>se enumerated types <strong>of</strong> discrimination through electronic means would be<br />

afforded similar protection.<br />

Unfortunately, <strong>the</strong> term “cyberbullying” is not included in this Act. This could prove problematic in litigation<br />

since <strong>the</strong> aggrieved would presumably have to prove cyberbullying is a form <strong>of</strong> bullying and benefit from<br />

its protection.<br />

Common Law<br />

Common law has been inconsistent in its application <strong>of</strong> <strong>the</strong> First Amendment to <strong>of</strong>f-campus speech<br />

regarding social networking sites, at least at <strong>the</strong> Federal Court <strong>of</strong> Appeals. Conflicting decisions in<br />

Layshock (2011) and Blue Mountain (2011) led <strong>the</strong> Third Circuit to vacate <strong>the</strong>se differing opinions. Upon<br />

reconsideration <strong>the</strong>y held that <strong>the</strong> Fraser (1978) standard only applied to on-campus speech and that <strong>the</strong><br />

Tinker (1969) standard applied to <strong>of</strong>f-campus speech (Sneed et al., 2011) - regulating <strong>of</strong>f-campus speech<br />

can only occur if <strong>the</strong>re is a reasonable likelihood that <strong>the</strong> speech in question will have a material and<br />

substantial disruption at <strong>the</strong> school in question (Sneed et al., 2011). Cases outside <strong>the</strong> Third Circuit will<br />

clarify <strong>the</strong> disruption necessary to limit <strong>of</strong>f-campus speech.<br />

Non-Legal Considerations<br />

Limit <strong>of</strong> Locally-Created Acceptable Use Policies<br />

Given my previous experiences as a teacher in Canada and <strong>the</strong> United Kingdom as well as a researcher<br />

in New York schools, I appreciate educator demands in <strong>the</strong> public system. Given <strong>the</strong> time and care<br />

necessary to draft legally-sound Acceptable Use Policies (AUP), I believe that writing <strong>the</strong>se on anything<br />

smaller than a school-district scale by licensed lawyers invites <strong>the</strong> potential for needless litigation in terms<br />

<strong>of</strong> <strong>the</strong> AUP being ei<strong>the</strong>r too stifling in prohibiting or loose in allowing behavior. However, a town hall-type<br />

discussion <strong>of</strong> <strong>the</strong> language <strong>of</strong> <strong>the</strong> AUP, <strong>the</strong> legal-political-social-educational-technological context that<br />

necessitated its creation, and <strong>the</strong> need for administrators, teachers, parents and students to be vigilant in<br />

its application, is prudent.<br />

The Virtual v. The Real<br />

Social media plays an increasing role in communications. Educators must help students appreciate <strong>the</strong><br />

costs <strong>of</strong> using networked communication insensitively. Cognitive development involves an understanding<br />

<strong>of</strong> <strong>the</strong> differentiation between <strong>the</strong> physical/real versus <strong>the</strong> abstract/virtual. Too many students have<br />

insufficient understanding <strong>of</strong> <strong>the</strong>se differences, especially in terms <strong>of</strong> <strong>the</strong> real-world costs <strong>of</strong> imprudent<br />

virtual behavior. Educators must be involved in this important, but sensitive, area.<br />

65


References<br />

Be<strong>the</strong>l School District v. Fraser, 478 U.S. 675 (1986).<br />

New York City Department <strong>of</strong> Education. (2010, September). Citywide Standards <strong>of</strong><br />

Intervention and Discipline Measures (The Discipline Code and Bill <strong>of</strong> Student Rights and<br />

Responsibilities, K-12). Effective September 2010. Joel I. Klein, Chancellor. Retrieved from<br />

http://docs.nycenet.edu/docushare/dsweb/Get/Document-<br />

101/Discipline%20Code%20(English).pdf<br />

J.S. v. Blue Mountain School District, No. 08-4138 (3 rd Cir. June 13, 2011).<br />

Layshock v. Hermitage School District, No. 07-4465 (3 rd Cir. June 13, 2011).<br />

Sneed, M., Borkowski, J.W. & Lott, C. (2011, July 1). Federal Court <strong>of</strong> Appeals issues ruling<br />

clarifying <strong>the</strong> application <strong>of</strong> <strong>the</strong> First Amendment to <strong>of</strong>f-campus speech on social networking sites.<br />

Memorandum to School District Clients and Friends.<br />

State <strong>of</strong> New York. (2009, February 10). Dignity for All Students Act. Senate Bill - S 1987B.<br />

Introduced by Sens. Duane, Adams, Breslin, Dilan, Foley, Hassell-Thompson, C. Johnson,<br />

Krueger, Little, Montgomery, Oppenheimer, Perkins, Savino, Schneiderman, Serrano, Squadron,<br />

Thompson and Valesky. Retrieved from http://www.bullypolice.org/ny_law.html<br />

Tinker v. Des Moines Independent Community School District, 393 U.S. 503 (1969).<br />

66


Giving Voice to Images: Visual Data as a Means <strong>of</strong> Promoting Youth<br />

Participation<br />

Dino Sossi,<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University, 525 West 120 th Street, New York, NY, 10027,<br />

Email: dds2130@columbia.edu<br />

Abstract: This exploratory work-in-progress focuses on photo elicitation (PE) as a<br />

methodology to facilitate intellectual and affective student responses with respect to<br />

immigration, national identity, and related issues. In <strong>the</strong> role <strong>of</strong> researcher/classroom<br />

instructor and with <strong>the</strong> assistance <strong>of</strong> <strong>the</strong> regular classroom teacher, we screened a<br />

variety <strong>of</strong> personally produced visual media regarding my family’s immigration experience<br />

with <strong>the</strong> purposes <strong>of</strong> eliciting deeper, thicker responses than normal curricular materials.<br />

Objectives/purposes<br />

This work-in-progress focuses on photo elicitation as a methodology to facilitate student interview<br />

responses with respect to national identity. The researcher utilized a personal photo gallery to elicit<br />

intellectual and affective responses to <strong>the</strong>se images in terms <strong>of</strong> student conceptions <strong>of</strong> <strong>the</strong>ir own national<br />

identities.<br />

Perspective(s) or <strong>the</strong>oretical framework<br />

Identifying Key Issues from Existing Sources<br />

Photo elicitation has been defined as “a method <strong>of</strong> using photographs to guide interviews and ask<br />

questions about social, cultural, and behavioral realities” (Suchar, 1997, p. 34). Photo elicitation is “based<br />

on <strong>the</strong> simple idea <strong>of</strong> inserting a photograph into a research interview” (Harper, 2002, p. 13) and makes a<br />

case for its utility, specifically in <strong>the</strong> fields <strong>of</strong> anthropology and sociology. Cameras have been utilized<br />

tools to conduct research from as far back as <strong>the</strong> 1940’s (Mead and Bateson, 1942). Photo elicitation as a<br />

specific methodological technique started in <strong>the</strong> work <strong>of</strong> John Collier. Collier believed that photography<br />

afforded <strong>the</strong> researcher <strong>the</strong> ability to more efficiently analyze social settings such as <strong>the</strong> workplace and<br />

dwellings that surpassed discussions with subjects that were focused solely on written or verbal<br />

interviews (1967). Collier initially used photo elicitation to understand how families were able to adapt<br />

when it came living in residence among ethnically diverse groups as well as new forms <strong>of</strong> work in urban<br />

factories (Harper, 2002, p. 14). It also spoke <strong>of</strong> <strong>the</strong> modest beginnings <strong>of</strong> photo elicitation in <strong>the</strong> field <strong>of</strong><br />

anthropology and greater reception in visual sociology (Harper, 2002, p. 15).<br />

Since its inception, photo elicitation has been implemented in fields as diverse as social class/social<br />

organization/family (Harper, 2002, p. 16), community and historical ethnography (Harper, 2002, pp. 16-<br />

18), identity/biography/autobiography (Harper, 2002, pp. 18-19), and culture/cultural studies (Harper,<br />

2002, pp. 19-20).<br />

Photo elicitation consists mainly <strong>of</strong> two types. Photos can originate from ei<strong>the</strong>r <strong>the</strong> researcher or<br />

interviewee (Clark-Ibánez, 2004, p. 1509). The second type, photos taken by interviewees is called photoelicitation<br />

“autodriven” interviews (Clark-Ibánez, 2004, p. 1509). For example, researchers can use<br />

photographs to expand on questions. At <strong>the</strong> same time, participants can use photographs to share<br />

different parts <strong>of</strong> <strong>the</strong>ir lives (Clark-Ibánez, 2004).<br />

Positives and Negatives <strong>of</strong> Photo Elicitation<br />

A number <strong>of</strong> studies apply photo elicitation techniques in many settings which helps bring <strong>the</strong> positive and<br />

negatives <strong>of</strong> using this technique into sharp relief.<br />

Positives<br />

Clark-Ibánez (2004), in <strong>the</strong> context <strong>of</strong> school ethnographies and inner-city childhood studies, found that<br />

conducting group interviews using photo elicitation was useful for at least two reasons. First, it revealed<br />

67


that children’s photographs were polysemic – “capable <strong>of</strong> generating multiple meanings in <strong>the</strong> viewing<br />

process” (p. 1515). Second, <strong>the</strong>y presented tensions and contrasts between viewers (p. 1516).<br />

Negatives<br />

There were also challenges in using photo elicitation interviews. There was tension between collecting<br />

data and showing compassion towards <strong>the</strong> interviewee (Clark-Ibánez, 2004, p. 1517). Confidentiality <strong>of</strong><br />

<strong>the</strong> interviewee and <strong>the</strong> associated ethical dilemmas are also important (Clark-Ibánez, 2004, p. 1517).<br />

Keeping possession <strong>of</strong> <strong>the</strong> camera and learning skills to shoot photographs properly is something that<br />

does not occur in regular interview situations that do not involve photographs (Clark-Ibánez, 2004, p.<br />

1517).<br />

Methods, techniques, or modes <strong>of</strong> inquiry<br />

The study consists <strong>of</strong> qualitative methods, specifically oral interviews conducted by <strong>the</strong> principal<br />

researcher <strong>of</strong> a 5th grade urban public school class. The method used is a personal photo gallery to elicit<br />

intellectual and affective responses to <strong>the</strong>se images in terms <strong>of</strong> student conceptions <strong>of</strong> <strong>the</strong>ir own national<br />

identities.<br />

Data sources, evidence, objects or materials<br />

In terms <strong>of</strong> data sources, evidence, objects or materials, <strong>the</strong> researcher will utilize a personal photo<br />

gallery to elicit intellectual and affective responses to <strong>the</strong>se images in terms <strong>of</strong> student conceptions <strong>of</strong><br />

<strong>the</strong>ir own national identities. I would like to expand this research into media<br />

production/collection/elicitation where students create <strong>the</strong>ir own photography, videos or utilize found<br />

objects, etc. to help <strong>the</strong>m explore <strong>the</strong>ir national identity.<br />

Results and/or substantiated conclusions or warrants for arguments/point <strong>of</strong> view<br />

Although <strong>the</strong>re was no clear distinction between <strong>the</strong> intellectual and affective domains, it is clear from<br />

student responses that photo elicitation interviews hold promise in assisting educational researchers in<br />

eliciting results that may not normally be provided students from who are younger in age, second<br />

language learners or immigrants from o<strong>the</strong>r nations.<br />

Scientific or scholarly significance <strong>of</strong> <strong>the</strong> study or work<br />

The scholarly significance <strong>of</strong> this work is that studying photo elicitation interview techniques begins to<br />

explore a potentially highly useful way to elicit interview information from students and young people who<br />

may be less capable than older people in terms <strong>of</strong> providing affective and intellectual answers in<br />

interview-type settings. Fur<strong>the</strong>r, with <strong>the</strong> advent <strong>of</strong> low-cost media production techniques, photo elicitation<br />

may be <strong>the</strong> first in <strong>the</strong> digital production field in terms <strong>of</strong> being used within research settings (e.g.<br />

analogous techniques could be employed in video production, audio production, video game<br />

development, online social networking, mobile phone technology, etc.). As a result, <strong>the</strong> lessons learned<br />

from this methodology could provide <strong>the</strong> lingua franca for digital media production elicitation techniques.<br />

References<br />

Clark-Ibánez, M. (2004). Framing <strong>the</strong> social world with photo-elicitation interviews.<br />

American Behavioral Scientist, 47, 1507-1527. DOI: 10.1177/0002764204266236.<br />

http://abs.sagepub.com/cgi/content/abstract/47/12/1507<br />

Collier, Jr., J. (1967). Interviewing with photographs, Chapter 6 in Visual Anthropology:<br />

Photography as a Research Method. New York: Holt, Rinehart.<br />

Harper, D. (2002). Talking about pictures: A case for photo elicitation. Visual Studies, 17(1),<br />

13-26.<br />

Mead, M. & Bateson, G. (1942). Balinese characters. New York: New York Academy <strong>of</strong><br />

Sciences.<br />

Meo, A.I. (2010). Picturing students’ habitus: The advantages and limitations <strong>of</strong> photo-<br />

elicitation interviewing in a qualitative study in <strong>the</strong> city <strong>of</strong> Buenos Aires. International Journal <strong>of</strong><br />

Qualitative Methods, 9(2). 149-171.<br />

Suchar, C.S. (1997). Grounding visual sociology in shooting scripts. Qualitative Sociology,<br />

20(1), 33-55.<br />

68


Gone in an Instant: Using Visual Media to Improve Teacher<br />

Pr<strong>of</strong>essional Practice Participation<br />

Dino Sossi,<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University, 525 West 120 th Street, New York, NY, 10027,<br />

Email: dds2130@columbia.edu<br />

Abstract: The unrelenting demands <strong>of</strong> <strong>the</strong> typical public school environment conspire<br />

against <strong>the</strong> educator who aspires to be reflective in her practice. It is simply difficult to<br />

have <strong>the</strong> time as well as <strong>the</strong> ability to revisit ei<strong>the</strong>r <strong>the</strong> content or <strong>the</strong> pedagogy that are<br />

<strong>the</strong> constituent elements <strong>of</strong> instructional practice. Fortunately, technology can play a<br />

positive role in assisting <strong>the</strong> conscientious, but overburdened, educator. Low-cost,<br />

consumer digital video equipment allows an increasingly diverse group <strong>of</strong> people to<br />

record <strong>the</strong>mselves regardless <strong>of</strong> situations. Within an educational environment,<br />

unobtrusive, economical video cameras allow teachers to document <strong>the</strong>ir own practice.<br />

Educators can record aspects <strong>of</strong> school-life without <strong>the</strong> distraction inherent to large-scale<br />

video production. This exploratory work-in-progress focuses on a pair <strong>of</strong> 2nd Grade<br />

Collaborative Team Teaching (CTT) educators who recorded instruction within <strong>the</strong>ir<br />

classroom to promote in-service self-reflection.<br />

Introduction<br />

The onset <strong>of</strong> low-cost, easy-to-use digital video production equipment has allowed an increasingly diverse<br />

group <strong>of</strong> people to record <strong>the</strong>mselves in an even wider array <strong>of</strong> situations. Cheaply-priced, compact-sized<br />

video cameras allow teachers to become <strong>the</strong>ir own video documentarians. As a result, educators can<br />

record various aspects <strong>of</strong> school-life without <strong>the</strong> distraction <strong>of</strong> video production crews or large, weighty<br />

and highly intrusive recording equipment. This research project focuses on teacher-recorded instruction<br />

within a 2nd Grade Collaborative Team Teaching (CTT) Science classroom to promote teacher selfreflection.<br />

This research is set within <strong>the</strong> context <strong>of</strong> a Science, Technology, Engineering and Ma<strong>the</strong>matics<br />

(STEM) education program situated in a poor urban elementary school.<br />

Methods<br />

There were a variety <strong>of</strong> research methods implemented within this study. The main method utilized<br />

included <strong>the</strong> Collaborative Team <strong>Teachers</strong> (CTT) who instruct <strong>the</strong>ir class using video cameras to<br />

document <strong>the</strong> progress <strong>of</strong> <strong>the</strong>ir lessons. They teach a 2nd Grade class including Science. After <strong>the</strong>y<br />

finished shooting <strong>the</strong> footage, <strong>the</strong> classroom teachers were provided with a series <strong>of</strong> guiding questions to<br />

help frame <strong>the</strong>ir analysis <strong>of</strong> <strong>the</strong> video that was captured. The areas <strong>of</strong> research interest included thoughts<br />

about <strong>the</strong> lessons <strong>the</strong>y gave as a whole, <strong>the</strong> strengths <strong>of</strong> <strong>the</strong>ir instruction, <strong>the</strong> modes <strong>of</strong> assessment used<br />

within class, <strong>the</strong> changing levels <strong>of</strong> student engagement during class, as well as possible avenues <strong>the</strong>y<br />

could explore in terms <strong>of</strong> pedagogy. Also, teachers were directly asked if <strong>the</strong> process <strong>of</strong> video recording<br />

had any effect on teacher self-reflection as well as pr<strong>of</strong>essional development and, if so, what was it. Due<br />

to <strong>the</strong> first-person nature <strong>of</strong> <strong>the</strong> shooting, <strong>the</strong> video largely covered student-student interaction and<br />

teacher-student interaction when children were prompted as well as improvised student utterances.<br />

In terms <strong>of</strong> <strong>the</strong> demographics <strong>of</strong> this particular class, <strong>the</strong> study was situated within a 2nd Grade Science<br />

program mandated by an urban public school board where it operated. The word “urban” is used as a<br />

means to describe <strong>the</strong> demographics, physical location and socioeconomic status <strong>of</strong> <strong>the</strong> school’s<br />

clientele. This elementary school receives Title 1 funding with 89% designated as being eligible. The<br />

school is a Pre-Kindergarten through 5th Grade elementary school was located in a large metropolitan<br />

city. In order <strong>of</strong> decreasing percentage <strong>of</strong> representation, students were 79% Hispanic, 18% Black, 2%<br />

White and 0.2% Asian students. Student participants were enrolled in <strong>the</strong> 2nd grade. The subject matter<br />

involved Science.<br />

Evidence<br />

69


A variety <strong>of</strong> data sources were collected to act as evidence within this research study. To provide<br />

context, <strong>the</strong> researchers had worked previously in a pr<strong>of</strong>essional development setting over <strong>the</strong> past<br />

calendar year.<br />

After successfully working toge<strong>the</strong>r on an initial research project, <strong>the</strong> participating teachers suggested<br />

that <strong>the</strong>y wanted to build on previous research where <strong>the</strong> researchers had previously video recorded <strong>the</strong>ir<br />

lessons while visiting <strong>the</strong> classroom to recording <strong>the</strong>ir own instruction <strong>the</strong>mselves. The CTT teachers<br />

video recorded <strong>the</strong>ir instruction in a documentary-style manner where <strong>the</strong>y included <strong>the</strong>ir instruction as<br />

well as any interactions that occurred within <strong>the</strong> classroom. The footage was screened with <strong>the</strong> video<br />

being examined in terms <strong>of</strong> analyzing and reflecting on <strong>the</strong> quality <strong>of</strong> <strong>the</strong> classroom instruction. The<br />

teachers <strong>the</strong>n commented on <strong>the</strong> video in a written form using guiding questions suggested by <strong>the</strong><br />

researchers that would narrow <strong>the</strong> analysis to a more manageable frame.<br />

To ensure that <strong>the</strong> data collected was accurate, valid and reliable, <strong>the</strong> researchers visited <strong>the</strong> classroom<br />

and assisted students to become a more seamless part <strong>of</strong> <strong>the</strong> classroom culture not only within Science,<br />

but across subject matter. This helped <strong>the</strong> researchers develop thick and rich descriptions <strong>of</strong> this<br />

particular classroom culture. To help corroborate <strong>the</strong>se findings, <strong>the</strong> classroom teachers revisited <strong>the</strong><br />

substance <strong>of</strong> <strong>the</strong> classroom lessons by watching video from instruction. In this instance, by having<br />

teachers re-examine personally shot footage, it helps <strong>the</strong>m to develop <strong>the</strong>ir own ideas about <strong>the</strong>ir<br />

classroom practice.<br />

The subject matter <strong>of</strong> <strong>the</strong> lessons focused on school board-created curriculum standards in 2nd Grade<br />

Science. In addition to <strong>the</strong> video recording, additional student-generated data included notebooks,<br />

drawings and personal testimonials to <strong>the</strong> camera that were inspired by teacher questioning as well as<br />

<strong>the</strong>ir own improvised oral utterances. The notebooks and drawings were requested by <strong>the</strong> classroom<br />

teachers to corroborate <strong>the</strong> students’ in-class observations.<br />

Scholarly significance <strong>of</strong> <strong>the</strong> study<br />

There are simply too few science teachers across <strong>the</strong> US (Ingersoll, 1999). In an increasingly globalized<br />

economy that puts a premium on information processing, we need to fully teach <strong>the</strong> knowledge-base and<br />

skills inherent to science education through our Science curriculum. By utilizing existing technology tools<br />

that allow educators to more effectively use <strong>the</strong> communicative and social aspects <strong>of</strong> digital media<br />

production, we have a better chance <strong>of</strong> improving in-service teacher pr<strong>of</strong>essional development in both<br />

scientific subjects as well as student Science learning. By implementing and investigating teacher-video<br />

recorded action research regarding <strong>the</strong>ir classroom teaching within <strong>the</strong> practical surroundings <strong>of</strong> a 2nd<br />

grade Science class, we have <strong>the</strong> potential to improve teacher pr<strong>of</strong>essional development in Science<br />

education and <strong>the</strong> learning experience <strong>of</strong> students. There are many affordances with respect to video<br />

recording technologies, such as asynchronous screening <strong>of</strong> classroom instruction, which actively<br />

incorporate visual and aural elements <strong>of</strong> in-class instruction. These hold promise for improved Science<br />

education as well as its impact on students.<br />

References<br />

Ingersoll, R.M. (1999). Turnover and shortages among science and ma<strong>the</strong>matics teachers in <strong>the</strong><br />

United States. Science Teacher Retention: Mentoring and Renewal. Issues in Science Education,<br />

SE 066 056.<br />

70


Meaningful clicks, significant bricks:<br />

Perceptions <strong>of</strong> creativity and agency in physical and virtual play<br />

Lillian Spina-Caza,<br />

Rensselaer Polytechnic Institute, 110 8th Street, Troy, NY 12180,<br />

Email: spinal@rpi.edu<br />

Abstract: Two important questions define this research: First, does how an activity is<br />

performed – physically or virtually – impact on young people’s perceptions <strong>of</strong> creativity<br />

and agency? And second, is <strong>the</strong>re a connection between mode, self-perceptions, and<br />

gender? An experimental field study conducted at a lower SES, rural elementary school<br />

comparing similar physical and virtual activity found <strong>the</strong> answer to both <strong>of</strong> <strong>the</strong>se<br />

questions is yes. The research presented here makes significant associations between<br />

virtual activity, gender, and young people’s sense <strong>of</strong> <strong>the</strong>ir own creative abilities emerging<br />

through <strong>the</strong> performance <strong>of</strong> play at a popular, commercial children’s Internet<br />

environment.<br />

Interactive Virtual Technology and Children’s Self-perceptions<br />

One <strong>of</strong> <strong>the</strong> “red” threads appearing throughout much <strong>of</strong> <strong>the</strong> literature on children and interactive virtual<br />

technology (IVT) use is a call for young people to be creators and not just consumers <strong>of</strong> computer culture,<br />

producers <strong>of</strong> and not just participants in <strong>the</strong> virtual worlds <strong>the</strong>y inhabit. Frequently, <strong>the</strong> main reasons<br />

cited for encouraging IVT use include <strong>the</strong> development <strong>of</strong> information technology (IT) pr<strong>of</strong>iciency, media<br />

literacy skills, scientific reasoning and spatial skills, and o<strong>the</strong>r informal educational opportunities (Gee,<br />

2007; Hayes, 2008; Kafai, 2006; Loveless, 2007; Livingstone, 2003). Equally compelling reasons for<br />

exploring <strong>the</strong> effects <strong>of</strong> IVT use on young people, however, include a deeper understanding <strong>of</strong> how virtual<br />

environments alter creativity and/or agency perceptions considered essential for a developing child<br />

(Bronfenbrenner, 2005; Craft, 2000; Hart, 1979; Healy, 1998).<br />

Activity Theory (AT) provides a solid basis for this research, as it acknowledges <strong>the</strong> role <strong>of</strong> both individual<br />

creativity and agency in human computer interaction (HCI) (Kaptelinin & Nardi, 2006). AT alone,<br />

however, does not tell <strong>the</strong> entire story. A child’s subjective experiences in virtual play can also provide<br />

critical insights into what types <strong>of</strong> IVT are most supportive <strong>of</strong> contributive play and, consequently, more<br />

supportive <strong>of</strong> learning and development. As Bronfenbrenner (1979) suggests, <strong>the</strong>re is an active and<br />

creative aspect to children’s play, and a young person’s belief in <strong>the</strong>ir ability to reshape or contribute<br />

something to his or her environment, to “discover, sustain, or alter its properties,” is a hallmark <strong>of</strong><br />

development (p. 10). Rog<strong>of</strong>f (1993), too, suggests, though individuals are bound to environment, a<br />

person may be transformed as <strong>the</strong>y “…make a process <strong>the</strong>ir own through <strong>the</strong>ir (necessarily creative)<br />

efforts to understand and contribute to social activity” (p. 141).<br />

AT is enriched by embracing both an Ecological Systems Theory (EST), which views human development<br />

as a process <strong>of</strong> a person’s interactions with his or her environment, and also a Creativity Theory <strong>of</strong><br />

Development (CTD) (Kozbelt, Beghetto & Runco, 2010), which suggests individual and environmental<br />

attributes support or constrain creative activity. The Creative Agency Model (CAM) introduced in this<br />

study brings toge<strong>the</strong>r elements <strong>of</strong> all three to operationalize creativity and agency in <strong>the</strong> context <strong>of</strong> IVT<br />

use. In this model, creativity and agency are considered processes or functions <strong>of</strong> activity-environments<br />

and performance-perceptions. Since <strong>the</strong>re is a dearth <strong>of</strong> empirical research measuring children’s<br />

confidence in <strong>the</strong>ir own creative abilities within <strong>the</strong> context <strong>of</strong> real or virtual activity, CAM <strong>of</strong>fers a robust<br />

way to explore <strong>the</strong> impact <strong>of</strong> moving activity from physical to virtual spaces.<br />

Breaking New Ground in Virtual Studies<br />

An experimental field study was conducted with 42 fourth and fifth graders at a rural, lower SES,<br />

elementary school in upstate New York, to compare <strong>the</strong> effects <strong>of</strong> similar physical and virtual play activity,<br />

isolating for gender. Significant effects were found for both creativity and agency perceptions in response<br />

to virtual play activity. Positive effects were gendered, with girls showing increases in several creativity<br />

dimensions, and boys showing an increase in one <strong>of</strong> four agency dimensions. For boys, feelings <strong>of</strong><br />

71


control and mastery increased in virtual play, confirming existing findings in videogames research (Colley,<br />

2003; Jenkins, 2006). Unrelated to gender, both girls and boys showed a decrease in o<strong>the</strong>r dimensions<br />

associated with agency, including feelings <strong>of</strong> self-confidence, self-evaluation, and self-assertion.<br />

The research presented here breaks new ground on several levels. First, it compares similar physical<br />

and virtual activity in an experimental study to determine <strong>the</strong> effects <strong>of</strong> mode on creativity and agency<br />

perceptions. No o<strong>the</strong>r known study has made such a comparison. Second, it brings children’s selfperceptions<br />

to <strong>the</strong> study <strong>of</strong> virtual play activity so that we might better understand <strong>the</strong> implications <strong>of</strong><br />

transferring different types <strong>of</strong> activities from physical to virtual spaces on concepts <strong>of</strong> self, important to<br />

overall development and knowledge construction. Third, it addresses surprising gender differences found<br />

for both creativity and agency perceptions. Finally, it introduces <strong>the</strong> CAM model as a framework for how<br />

we might approach <strong>the</strong> study and design <strong>of</strong> interactive virtual technology going forward.<br />

References<br />

Bronfenbrenner, U. (2005). Making human beings human: Bioecologial perspectives on human<br />

development. Thousand Oaks, CA: Sage Publications, Inc.<br />

Bronfenbrenner, U. (1979). The ecology <strong>of</strong> human development: Experiments by nature and design.<br />

Cambridge, Massachusetts: Harvard University Press.<br />

Colley, A. (2003). Gender differences in adolescents’ perceptions <strong>of</strong> <strong>the</strong> best and worst aspects <strong>of</strong><br />

computing at school. Computers in Human Behavior 19(6), pp. 673-682.<br />

http://dx.doi.org.libproxy.rpi.edu/10.1016/S0747-5632(03)00022-0<br />

Craft, A. (2000). Creativity across <strong>the</strong> primary curriculum: Framing and developing practice. London, UK:<br />

Routledge.<br />

Gee, J. (2007). Good video games + good learning: Collected essays on video games, learning and<br />

72


literacy. New York, NY: Peter Lang.<br />

Hayes, E. (2008). Game content creation and it pr<strong>of</strong>iciency: An exploratory study. Computers and<br />

education, 51(1), pp. 97-108. Retrieved August 22, 2011, from<br />

http://www.sciencedirect.com.libproxy.rpi.edu/science/article/pii/S0360131507000292<br />

Hart, R. (1979). Children’s experience <strong>of</strong> place. NY: Irvington Publishers, Inc.<br />

Healy, J. (1998). Failure to connect: How computers affect our children's minds--for better and worse.<br />

New York: Simon & Schuster.<br />

Jenkins, H. (2006). Complete freedom <strong>of</strong> movement: Video games as gendered play spaces. In K. Salen<br />

& E. Zimmerman (Eds.), The game design reader: A rules <strong>of</strong> play anthology (pp. 330-363).<br />

Cambridge, MA: The MIT Press.<br />

Kafai, Y. (2006). Playing and making games for learning: Instructionist and constructionist perspectives<br />

for game studies. Games and Culture 1(1), 36-40. Retrieved September 30, 2009, from<br />

http://www.gseis.ucla.edu/faculty/kafai/print/pdfs/playing.pdf<br />

Kaptelinin, V. & Nardi, B. A. (2006). Acting with technology. Cambridge, MA: The MIT Press.<br />

Kozbelt, A., Beghetto, R. & Runco, M. (2010). Theories <strong>of</strong> creativity. In J. Kaufman & R. Sternberg (Eds.),<br />

The Cambridge handbook <strong>of</strong> creativity, pp. 20-47. New York, NY: Cambridge University Press.<br />

Livingstone, S. (2003). Children’s use <strong>of</strong> <strong>the</strong> internet: Reflections on <strong>the</strong> emerging research agenda. New<br />

media & society 5(2), pp. 147-166. [1461–4448(200306)5:2,147–166;032712].<br />

Loveless, A. (2007). Report 4: Literature review in creativity, new technologies and learning. Retrieved<br />

December 4, 2008, from http://www.futurelab.org.uk/resources/documents/lit_<br />

reviews/Creativity_Review.pdf<br />

Rog<strong>of</strong>f, B. (1993). Children's guided participation and participatory appropriation <strong>of</strong> sociocultural activity.<br />

In R. Wozniak & K. Fischer (Eds.), Development in context: Acting and thinking in specific<br />

environments (pp. 121-153). Hillsdale, NJ: Lawrence Erlbaum Associates.<br />

73


Design <strong>of</strong> computer assisted tools for bridging <strong>the</strong> gap between<br />

receptive vocabulary and expressive vocabulary for ESL learners<br />

Woonhee Sung, Junghyun Ahn<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University, 525 W. 120th street, New York, NY<br />

Email: ws2345@tc.columbia.edu, ja2178@tc.columbia.edu<br />

Abstract: For English as a Second Language (ESL) students, vocabulary learning<br />

is at <strong>the</strong> core <strong>of</strong> language learning and use. This implies that lexical errors and<br />

insufficient vocabulary size among L2 learners prevent effective communication<br />

(Gass & Selinker, 2008). Currently, <strong>the</strong> scarcity <strong>of</strong> systematic, intentional<br />

vocabulary teaching in ESL classroom, in particular, unpromising outcomes from<br />

widely spread pedagogy, usage <strong>of</strong> written context or extensive reading, call for<br />

new L2 vocabulary teaching methods. This highlights major pedagogical issues<br />

such as how ‘receptive vocabulary’ is transferred to ‘expressive vocabulary’ for<br />

writing and speaking. The tools designed here, Visual Vocabulary Map (VVM),<br />

supports ESL learners’ strategy development for learning, using, and producing <strong>the</strong><br />

words. This concept mapping based visual representation tool (VVM) would<br />

possibly bring <strong>the</strong> benefits <strong>of</strong> organizing information through visual aids showing<br />

<strong>the</strong> relationships among words, this paper argues how <strong>the</strong> tools can promote<br />

learning and increasing vocabulary size.<br />

Introduction<br />

One <strong>of</strong> <strong>the</strong> most common ways <strong>of</strong> teaching vocabulary is using written context or extensive reading to<br />

learn word definitions (Feldman & Kinsella, 2005) in ESL classrooms. However, a number <strong>of</strong> research<br />

studies indicate that <strong>the</strong> implicit approach is held up as problematic for L2 learning due to several<br />

reasons. First, it requires significant amounts <strong>of</strong> contextual guessing which unfortunately results in low<br />

rate <strong>of</strong> vocabulary acquisition (Beck et al. 2002; Nagy, Herman, & Anderson, 1985). Second, incidental<br />

vocabulary learning through reading leads to only a superficial understanding <strong>of</strong> many vocabulary words<br />

(Paribakht & Wesche, 1997). Third, due to sparse exposure over modest periods <strong>of</strong> time, implicitly<br />

acquired vocabulary is <strong>of</strong>ten available to <strong>the</strong> learner only via receptive channels (Wesche & Paribakht,<br />

2000).<br />

Therefore, this paper proposes <strong>the</strong> specific design <strong>of</strong> computer assisted concept mapping tool that would<br />

work as conduits <strong>of</strong> amplifying <strong>the</strong> process <strong>of</strong> transferring receptive vocabulary into expressive vocabulary<br />

based on <strong>the</strong> cognitive <strong>the</strong>ory <strong>of</strong> multimedia learning (Mayer, 2005), mental model <strong>the</strong>ory (Schwartz &<br />

Black, 1996) and situated cognition (Brown, Collins & Duguid, 1989).<br />

Visual Vocabulary Map (VVM) is an interactive word concept map for L2 vocabulary learning in which a<br />

user creates vocabulary maps that blossom with meanings and branch to related words. Its innovative<br />

visual display promotes each student’s independent word learning process in and out <strong>of</strong> <strong>the</strong> classroom<br />

environment. Findings from incidental vocabulary learning which leads to a superficial understanding <strong>of</strong><br />

vocabulary words, VVM was developed to address <strong>the</strong> urgent needs <strong>of</strong> targeted instruction for vocabulary<br />

learning (Paribakht & Wesche, 1997).<br />

Designing Theory<br />

Concept mapping is a strategy that helps learners organize information through visual aids by showing<br />

<strong>the</strong> relationships among concepts. In designing VVM, cognitive <strong>the</strong>ory <strong>of</strong> multimedia learning (Mayer,<br />

2005), mental model <strong>the</strong>ory (Schwartz & Black, 1996) and situated cognition (Brown, Collins & Duguid,<br />

1989) are conceptually framed to enhance vocabulary learning and retention. When a learner is<br />

processing information through a concept map, it stimulates learners’ meta-cognitive awareness, assists<br />

appropriate monitoring strategy and increases <strong>the</strong> use <strong>of</strong> retrieving and memorizing knowledge (Liu, Chen<br />

74


& Chang, 2010; Novak, Gowin & Johansen, 1983). At <strong>the</strong> same time, it accelerates meta-cognitive<br />

strategy by allowing learners to evaluate and monitor <strong>the</strong>ir own learning process.<br />

How it works<br />

Combined with a visualization tool and user interface based on <strong>the</strong>ories from cognitive science, VVM<br />

allows a learner to organize words visually, link words and labeling word chunks, personalize a learner’s<br />

experience, create own uses <strong>of</strong> a word, master word usage, and access VVM everywhere. When reading<br />

a passage, a L2 learner continuously interacts with VVM by importing unknown, ambiguous or important<br />

words and freely move, link, and connect words by creating a learner’s own references. The open-ended<br />

platform (see Figure 1) promotes flexible yet constructive environment to effectively use and adapt new<br />

words. Built in interactive functions allow fur<strong>the</strong>r exploration into word definition, usage and examples in a<br />

more engaging way.<br />

Figure 1: Interface design <strong>of</strong> <strong>the</strong> Visual Vocabulary Map.<br />

75


Figure 2: Interactive functions <strong>of</strong> <strong>the</strong> Visual Vocabulary Map.<br />

References<br />

Brown, J. S., Collins, A., & Duguid, P. (1989). Situated cognition and <strong>the</strong> culture <strong>of</strong> learning.<br />

<strong>Educational</strong> Researcher, 18 (1), 32-41.<br />

Beck, I.L., McKeown, M.G., & Kucan, L. (2002). Bringing words to life: Robust vocabulary<br />

instruction. New York: Guilford Press.<br />

Feldman, K. & Kinsella, K. (2005). Narrowing <strong>the</strong> language gap: The case for explicit vocabulary<br />

instruction. Research Monograph. Scholastic, Inc.<br />

Gass, S. & Selinker, L. (2008). Second Language Acquisition: An Introductory Course (3rd Edition).<br />

New York: Routledge/Taylor Francis. Pp. 593 + xviii. ISBN 978-0-203-93284-1.<br />

Liu, P., Chen, C., & Chang, Y. (2010). Effects <strong>of</strong> computer assisted concept mapping learning strategy<br />

on EFL <strong>College</strong> students’ English learning comprehension. Computers and Education, 54 (2),<br />

436-445.<br />

Mayer, R. E. (2005). Cognitive <strong>the</strong>ory <strong>of</strong> multimedia learning. In R. E. Mayer (Ed.), The Cambridge<br />

handbook <strong>of</strong> multimedia learning (pp. 31–48). New York: Cambridge University Press.<br />

Novak, J.D., Gowin, D.B., & Johansen, G.T. (1983). The use <strong>of</strong> concept mapping and knowledge<br />

mapping with junior high school science students. Science Education, 67(5), 625-645.<br />

Nagy,W.E., Herman, P.A., & Anderson, R.C. (1985). Learning words from context. Reading<br />

Research Quarterly, 20, 233–253.<br />

Paribakht, T.S., & Wesche,M. (1997). Vocabulary enhancement activities and reading for meaning in<br />

second language vocabulary acquisition. In J. Coady, T. Huckin, M.H. Long, & J.C. Richards<br />

(Eds.), Second language vocabulary acquisition: A rationale for pedagogy (pp.174–199). New<br />

York: Cambridge University Press.<br />

Schwartz, D. L. & Black, J. B. (1996) Shuttling between depictive models and abstract rules:<br />

Induction and fallback. Cognitive Science. 20. 457--497.<br />

76


Scarcella, R.C. (1996). Secondary education and second language research: ESL students in <strong>the</strong><br />

1990’s. The CATESOL Journal, 9, 129–152.<br />

77


User Experiences with Avatar Customization in<br />

Second Life and Lord <strong>of</strong> <strong>the</strong> Rings Online<br />

Selen Turkay,<br />

<strong>Teachers</strong> <strong>College</strong>, Columbia University, 525W 120 th St, New York, NY, 10027<br />

Email: st2282@columbia.edu<br />

Abstract: This paper will present an exploratory study on users’ experiences with avatar<br />

customization tools in two different virtual worlds: a social virtual world, Second Life and a<br />

massively multiplayer online role playing game (MMORPG), Lord <strong>of</strong> <strong>the</strong> Rings Online<br />

(LotRO). Preliminary findings highlight fundamental differences in participants’<br />

engagement in avatar creation and experience with <strong>the</strong> tools.<br />

Introduction<br />

The word “avatar” has become very common in daily life thanks to an increasing number <strong>of</strong> virtual worlds<br />

(Kzero, 2011), and various consumer media, including James Cameron’s film Avatar. In virtual worlds, an<br />

avatar is <strong>the</strong> graphical representation <strong>of</strong> <strong>the</strong> user. Avatars’ visual and behavioral characteristics depend<br />

on <strong>the</strong> <strong>the</strong>me and technical aspects <strong>of</strong> a virtual world. For example, Linden Lab chose “Your World. Your<br />

Imagination” motto for Second Life (SL) allowing its users to customize <strong>the</strong>ir avatars to a great extent. SL<br />

provides over 150 unique sliders for users to customize <strong>the</strong>ir avatar appearance (Linden Lab, 2008).<br />

Creating avatars can be considered a form <strong>of</strong> art in SL but it may be challenging to design a desired<br />

avatar for a novice user with <strong>the</strong>se sliders. This is similar to <strong>the</strong> experience in <strong>the</strong> Metaverse, which <strong>the</strong><br />

idea <strong>of</strong> SL is based on, as described in Snow Crash (Stephenson, 1992). O<strong>the</strong>r virtual worlds provide<br />

users with different choices. For example, <strong>the</strong> Lord <strong>of</strong> <strong>the</strong> Rings Online is Tolkein’s Lord <strong>of</strong> <strong>the</strong> Rings<br />

books. In this game, players can choose among four races (humans, elf, hobbit and dwarf) and nine<br />

classes. Each race and class has different characteristics both in appearance and as abilities. When<br />

users customize <strong>the</strong>ir avatar appearance, <strong>the</strong>y scroll through preset options for head shape, eye shape,<br />

hair style, mouth, nose and so on and have a wide range <strong>of</strong> choice for colors (such as eye color, skin<br />

color and hair color). They can also adjust weight and build.<br />

Study<br />

Previous studies showed that customizing avatars can effect users’ enjoyment, and using customized<br />

avatars may increase learning and engagement in a virtual world (Bailey, Wise & Bolls, 2009; Turkay,<br />

2011). However, if we are to study <strong>the</strong> relation between <strong>the</strong> extent <strong>of</strong> avatar customization and user<br />

relations with <strong>the</strong>ir avatars, we have to take available technology and tools into consideration. For this<br />

purpose, we designed a study with two different virtual worlds: a social virtual world, SL, and a massively<br />

multiplayer online roleplaying game (MMORPG), Lord <strong>of</strong> <strong>the</strong> Rings Online (LotRO). Thirty-two participants<br />

(female=17, male=15) were asked to create a SL avatar as part <strong>of</strong> <strong>the</strong>ir assignment in a graduate level<br />

class. Forty participants (female=21, male=19) were asked to create an avatar by using LotRO avatar<br />

creation tools. In both conditions, participants were aware that <strong>the</strong>y would be represented in <strong>the</strong> virtual<br />

world by <strong>the</strong> avatar over multiple play sessions. After avatar customization, participants were asked to fill<br />

out a 5-point Likert scale survey about <strong>the</strong>ir avatar customization experience (O’Brian & Toms, 2009).<br />

Open-ended questions asked why participants customized <strong>the</strong>ir avatars <strong>the</strong> way <strong>the</strong>y did, and <strong>the</strong><br />

reasons for <strong>the</strong>ir naming choice.<br />

Results<br />

Preliminary results show that <strong>the</strong>re are significant differences between users’ engagement in customizing<br />

<strong>the</strong>ir avatars in LotRO and SL. In general, LotRO players were engaged in <strong>the</strong>ir avatar customization<br />

process significantly more than SL users were (p


We also asked how important it was to customize specific parts <strong>of</strong> avatars, and how similar to <strong>the</strong>ir real<br />

life appearance <strong>the</strong>ir avatars were. In general, participants in <strong>the</strong> SL condition (M=39) created avatars<br />

more similar to <strong>the</strong>ir real life appearance than LotRO participants did (M=33.13) (p


Design Patterns for Promoting<br />

Self-Reflection in Learning Games<br />

Ralph Vacca, Meagan K. Bromley,<br />

New York University, 70 Washington Square South, New York, NY<br />

Email: ralph.vacca@nyu.edu, meagan.bromley@nyu.edu<br />

Introduction<br />

Self-reflection is an essential part <strong>of</strong> designing meaningful learning experiences. In formal educational<br />

settings one can see <strong>the</strong> prominent role <strong>of</strong> reflective practices in efforts to improve self-regulation skills<br />

such as goal setting and planning, strategic thinking, and monitoring. In <strong>the</strong>rapeutic and counseling fields,<br />

self-reflection is instrumental to cultivating self-awareness and <strong>the</strong> overall process <strong>of</strong> long-term behavioral<br />

change. Given self-reflection is so deeply embedded in such a wide variety <strong>of</strong> learning interventions,<br />

<strong>the</strong>re are multitudes <strong>of</strong> existing methods to promote self-reflection which range from expressive writing in<br />

journals, guided discussions, portfolio building, and <strong>the</strong> review <strong>of</strong> personal performances on video.<br />

However with <strong>the</strong> emerging use <strong>of</strong> games and research focusing on benefits to personal aspects <strong>of</strong><br />

learning – such as motivation and engagement – <strong>the</strong> process <strong>of</strong> designing games to explicitly promote<br />

self-reflection to facilitate learning is still fairly nascent.<br />

Yet games, despite <strong>of</strong>ten not explicitly designed to promote self-reflection, are particularly well-suited to<br />

promoting self-reflection given <strong>the</strong>ir inherent characteristics - rules, choice, feedback, and monitoring -<br />

which mirror fundamental components to reflective thinking and practice. Choices in game spaces prompt<br />

constrained decision-making within defined contexts that can be used by game systems to help players<br />

meaningfully reflect on decisions in a variety <strong>of</strong> ways.<br />

Our goal in this paper is to identify potential game design patterns to promote self-reflection in learning<br />

games. We begin with an overview <strong>of</strong> what scholars have discovered about self-reflection, focusing on<br />

research in education and psychology. This is followed by an examination <strong>of</strong> scholarship on games, with<br />

a focus on designing games for learning. The design patterns for self-reflection can be thought <strong>of</strong> as<br />

descriptions <strong>of</strong> common objectives paired with descriptions <strong>of</strong> solutions that can be applied, not<br />

prescriptively, but as design guides that interrelate user interactions in ways that can promote selfreflection.<br />

In determining what patterns could be derived from existing games, we identified various<br />

components <strong>of</strong> self-reflection, and aligned those components with questions for game designers and<br />

researchers. These questions are: 1) Can we reflect on modes <strong>of</strong> self-representation to promote<br />

motivation? 2) Can we reflect on our own beliefs and assumptions to promote personal perspective<br />

changes? 3) Can we reflect on our emotions to promote self-monitoring? 4) Can we reflect on our own<br />

patterns <strong>of</strong> behavior to promote self-awareness?<br />

Results<br />

Our method <strong>of</strong> research was to survey existing commercial games and conduct an in-depth analysis <strong>of</strong><br />

mechanics. As a result, we identified four design patterns that can be retr<strong>of</strong>itted to address <strong>the</strong> questions<br />

on promoting self-reflection. In <strong>the</strong> “Ideal Me” pattern, we examine self-representation in <strong>the</strong> form <strong>of</strong><br />

avatars within game play to prompt reflections on self-concept. With <strong>the</strong> “I Believe it’s Butter” pattern we<br />

examine how <strong>the</strong> role <strong>of</strong> framing choices can prompt reflection on personal beliefs and assumptions. In<br />

<strong>the</strong> “Can I Borrow a Feeling” pattern we question how emotionally regulating features in games like<br />

character experiences and meaningful narratives can be utilized to develop emotional monitoring and<br />

understanding within <strong>the</strong> self. Lastly, <strong>the</strong> “Did I Do That” pattern we examine how reflections on<br />

behavioral patterns can be used ex post facto to promote self-understanding.<br />

Conclusion<br />

The patterns we identify are intended to have direct and practical applications to <strong>the</strong> design <strong>of</strong> games to<br />

promote self-reflection. A future direction <strong>of</strong> this survey <strong>of</strong> existing games will be to incorporate our design<br />

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patterns into games for learning spaces, and determine potential impact on promoting self-reflection in<br />

games.<br />

References<br />

Baird, J. R., Fensham, P. J., Gunstone, R. F., & White, R. T. (1991). The importance <strong>of</strong> reflection in<br />

improving science teaching and learning. Journal <strong>of</strong> Research in Science Teaching, 28(2), 163–<br />

182.<br />

Berk, L. E., Mann, T. D., & Ogan, A. T. (2006). Make-believe play: Wellspring for development <strong>of</strong> selfregulation.<br />

In D. Singer, R. Golink<strong>of</strong>f, & K. Hirsh-Pasek (Eds.)<br />

Blizzard Entertainment. (1998). StarCraft: Brood War [PC game]. Irvine, CA: Activision Blizzard.<br />

Bogost, I. (2007). The rhetoric <strong>of</strong> video games. The John D. and Ca<strong>the</strong>rine T. MacArthur Foundation<br />

Series on Digital Media and Learning, 117–139.<br />

Bura, S. (2008) Emotion Engineering: A Scientific Approach For Understanding Game Appeal.<br />

Gamasutra. Retrieved March 2, 2012 from:<br />

http://www.gamasutra.com/view/feature/3738/emotion_engineering_a_scientific_.php<br />

Core Design (1998). Tomb Raider III [PC Game]. Wimbledon, London: Eidos Interactive.<br />

Fullerton, T., Swain, C., & H<strong>of</strong>fman, S. (2008). Game design workshop: a playcentric approach to creating<br />

innovative games. Morgan Kaufmann.<br />

Isbister, K. (2006). Better Game Characters by Design: A Psychological Approach. Morgan Kaufmann.<br />

Järvinen, A. (2008). Games without Frontiers: Theories and Methods for Game Studies and Design.<br />

Tampere: Tampere University Press.<br />

Lim, S., & Reeves, B. (2006). Being in <strong>the</strong> Game: Effects <strong>of</strong> Avatar Choice and Point <strong>of</strong> View on Arousal<br />

Responses During Play. Paper presented at <strong>the</strong> International Communication Association,<br />

Dresden, Germany.<br />

Jenkins, H. (2004). Game Design as Narrative Architecture. Retrieved from:<br />

http://web.mit.edu/cms/People/henry3/games&narrative.html<br />

Juul, J. (2010) A casual revolution reinventing video games and <strong>the</strong>ir players. Cambridge, MA: MIT Press.<br />

Lionhead Studios (2001). Black & White [PC game]. Redwood City, CA: Electronic Arts.<br />

Mezirow, J., & o<strong>the</strong>rs. (1990). How critical reflection triggers transformative learning. Fostering critical<br />

reflection in adulthood, 1–20.<br />

Moreno, R., & Mayer, R. E. (2005). Role <strong>of</strong> Guidance, Reflection, and Interactivity in an Agent-Based<br />

Multimedia Game. Journal <strong>of</strong> <strong>Educational</strong> Psychology, 97(1), 117–128.<br />

Rieber, L.R. (2005). Multimedia Learning in Games, Simulations, and Microworlds.<br />

Gee, J. P. (2007). Good video games + good learning: collected essays on video games, learning, and<br />

literacy. Peter Lang.<br />

Salen, K., & Zimmerman, E. (2004). Rules <strong>of</strong> play: Game design fundamentals. The MIT Press.<br />

Shute, V. J., Ventura, M., Bauer, M., & Zapata-Rivera, D. (2009). Melding <strong>the</strong> power <strong>of</strong> serious games<br />

and embedded assessment to monitor and foster learning. Serious games: Mechanisms and<br />

effects, 295–321.<br />

Square Enix (1997). Final Fantasy VII [Playstation]. Tokyo, Japan: Sony Computer Entertainment.<br />

THQ. (2010). The Biggest Loser Challenge [Wii game]. Agoura Hills, CA: THQ Inc.<br />

Von Wright, J. (1992). Reflections on reflection. Learning and Instruction, 2(1), 59–68.<br />

Yee, N., Bailenson, J., & Ducheneaut, N. (2009). The proteus effect: Implications <strong>of</strong> transformed digital<br />

self-representation on online and <strong>of</strong>fline behavior. Communication Research, 36, 285-312.<br />

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Cooperative Inquiry in Designing Technology in Life-Relevant<br />

Learning for Science<br />

Jason C. Yip, Tamara Lynnette Clegg, Allison J. Druin, Mona Leigh Guha, Evan Golub, Elizabeth<br />

Bonsignore, Elizabeth Foss, and Greg Walsh<br />

University <strong>of</strong> Maryland – <strong>College</strong> Park, Human-Computer Interaction Lab<br />

2117 Hornbake Bldg, South Wing, <strong>College</strong> Park, MD 20742<br />

Email: jasonyip@umd.edu, tclegg@umd.edu, allisond@umd.edu, mona@umd.edu, egolub@umd.edu,<br />

ebonsign@umd.edu, efoss@umd.edu, gwalsh@umd.edu<br />

Abstract: In this presentation, we <strong>of</strong>fer an approach to designing supporting technologies<br />

for science learning in everyday informal contexts. We advocate for Cooperative Inquiry<br />

as a means <strong>of</strong> engaging learners in <strong>the</strong> development and design <strong>of</strong> <strong>the</strong>ir learning<br />

activities and supporting tools. Our participatory design approach focuses on actively<br />

engaging researchers and children in setting design goals, planning prototypes, and<br />

making decisions, ensuring <strong>the</strong> final design meets <strong>the</strong> needs <strong>of</strong> <strong>the</strong> end users. We outline<br />

<strong>the</strong> results from two case studies <strong>of</strong> design sessions with members from a design team<br />

(Kidsteam) and participants <strong>of</strong> a summer science program (Kitchen Chemistry). We<br />

present <strong>the</strong> methodological steps we adopted to co-designing early prototypes, what<br />

features learners find important in <strong>the</strong> technology for <strong>the</strong>ir personal interests, and what<br />

implications can be made for designing technology for everyday learning.<br />

Introduction<br />

National goals emphasize “science for all” (e.g., AAAS, 1990). However, science can <strong>of</strong>ten be presented<br />

as abstract facts that are disconnected from learners’ daily lives. Subsequently, studies indicate that<br />

many learners can be turned <strong>of</strong>f from this form <strong>of</strong> science learning (e.g., Atwater, 1996). One approach to<br />

addressing this challenge is to help learners engage in scientific practice in <strong>the</strong> context <strong>of</strong> <strong>the</strong>ir own<br />

personal interests. Therefore, we aim to design learning environments called life-relevant learning (LRL).<br />

We define LRL as engaging learners in science through <strong>the</strong> pursuit <strong>of</strong> <strong>the</strong>ir own meaningful goals. Our<br />

LRL environment, Kitchen Chemistry (KC), is an out-<strong>of</strong>-school program where participants engage in<br />

scientific practice in <strong>the</strong> everyday context <strong>of</strong> cooking. In this LRL environment, we have found that<br />

learners engage scientifically in new ways (Chinn & Malhotra, 2002) that promote <strong>the</strong>ir scientific identity<br />

development (e.g., Clegg, Gardner, & Kolodner, 2010) and informed decision-making practices (Yip et al.,<br />

2012).<br />

While technology can help address <strong>the</strong> challenges learners face in LRL environments, <strong>the</strong>se tools also<br />

need to support science learning in <strong>the</strong> context <strong>of</strong> learners’ own personal interests. We contend that in<br />

order to design LRL technologies that promote scientifically meaningful experiences in everyday contexts,<br />

we need to capitalize on learners’ personal goals. Therefore, we advocate for Cooperative Inquiry (CI) as<br />

a means <strong>of</strong> engaging learners in <strong>the</strong> development <strong>of</strong> <strong>the</strong> supporting tools (e.g., Druin et al., 2001). CI is a<br />

participatory design approach created for designing technology for children with children. Our CI<br />

approach focuses on actively engaging researchers and children in setting design goals, planning<br />

prototypes, and making decisions to ensure <strong>the</strong> final design meets <strong>the</strong> needs <strong>of</strong> <strong>the</strong> end users. While CI<br />

provides a way for developing user-centered technology, few studies have focused on co-designing with<br />

children to develop technological tools to help make science learning more personal. For this study, we<br />

aim to better understand two questions: (1) how can technology be better designed to meet participants’<br />

learning and practical needs in LRL experiences? and (2) how can we structure <strong>the</strong> CI process for<br />

designing technology for LRL experiences?<br />

Methods<br />

To answer <strong>the</strong>se questions, we worked with two different groups <strong>of</strong> children and adults. The first group<br />

was composed <strong>of</strong> <strong>the</strong> eight children (four boys, four girls, ages 7–11) and researchers <strong>of</strong> Kidsteam, an<br />

out-<strong>of</strong>-school program at <strong>the</strong> University <strong>of</strong> Maryland’s Human-Computer Interaction Lab. Throughout <strong>the</strong><br />

year, <strong>the</strong> team develops, evaluates, and co-designs new technologies for children. We chose <strong>the</strong><br />

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Kidsteam members because <strong>the</strong>y have more CI design experience. The second group was composed <strong>of</strong><br />

seven children (three boys, four girls, ages 9–13) and adults that participated in <strong>the</strong> KC program. In 2011,<br />

KC was enacted as an all day, one-week summer program. At <strong>the</strong> end <strong>of</strong> KC, we asked <strong>the</strong> participants<br />

to engage in CI to develop new technologies for future versions KC. In comparison to Kidsteam, <strong>the</strong> KC<br />

designers did not have as much CI design experience. However, <strong>the</strong> KC participants had more<br />

experience completing <strong>the</strong> LRL activities.<br />

In <strong>the</strong>se sessions, we employed a low-tech prototyping technique called “Bags <strong>of</strong> Stuff” (Druin et al.,<br />

2001) (Figure 1). In this technique, <strong>the</strong> children and adults were split into different groups, with each<br />

group having one to two child partners and at least one adult. Each group was asked to create models <strong>of</strong><br />

new technologies using pre-determined art supplies found in large bags. During <strong>the</strong> design time, we took<br />

field notes, photos and recorded <strong>the</strong> session on video. Once <strong>the</strong>se models were created, <strong>the</strong> child-adult<br />

groups came toge<strong>the</strong>r again in a whole discussion group to present <strong>the</strong>ir designs. As <strong>the</strong> groups<br />

presented to <strong>the</strong> full team, we wrote on a large whiteboard “<strong>the</strong> big ideas” that were present, recording <strong>the</strong><br />

ideas that were <strong>the</strong> most repeated among <strong>the</strong> groups and received <strong>the</strong> most attention from <strong>the</strong> whole<br />

group. From <strong>the</strong>se low-tech prototypes and presentations, we used a constant comparative analysis<br />

(Strauss & Corbin, 2007) and observed emergent patterns that we interpreted as important in designing<br />

technology for LRL environments.<br />

Figure 1. Low-tech prototyping. Children and adult partners work toge<strong>the</strong>r using a technique<br />

called “Bags <strong>of</strong> Stuff” to develop ideas for future technologies.<br />

Findings<br />

From <strong>the</strong> Kidsteam session, we found five main <strong>the</strong>mes within <strong>the</strong> artifacts. First, our Kidsteam partners<br />

focused on familiar interfaces, such as iPads and iPhones. Similar to <strong>the</strong>se commercial devices, <strong>the</strong><br />

Kidsteam partners wanted capture <strong>the</strong>ir experiences in photos and videos to share and reflect. Second,<br />

Kidsteam emphasized mobility. They wanted tools that could easily interact within <strong>the</strong> context <strong>of</strong> any<br />

cooking science investigation. Third, <strong>the</strong> Kidsteam partners emphasized that displays that showed<br />

processes over time in cooking. <strong>Fourth</strong>, we found was that learners asked for devices that helped scaffold<br />

<strong>the</strong> cooking investigations. Fifth, <strong>the</strong> technology needs to have sensors that help learners detect different<br />

properties about <strong>the</strong>ir foods.<br />

In <strong>the</strong> KC design session, all <strong>of</strong> <strong>the</strong> same five <strong>the</strong>mes from Kidsteam manifested in <strong>the</strong> prototype designs.<br />

Interestingly, <strong>the</strong> prototypes <strong>of</strong> <strong>the</strong> KC partners also reflected four more <strong>the</strong>mes. First, KC learners<br />

wanted to retrieve information in situ about <strong>the</strong> foods <strong>the</strong>y were working with. Second, online social<br />

communities were a priority. Learners wanted to communicate with o<strong>the</strong>r Kitchen Chemists and friends.<br />

Third, KC designers put in games and earning points into <strong>the</strong>ir prototypes. <strong>Fourth</strong>, KC designers wanted<br />

an unobtrusive way for <strong>the</strong> technology to help <strong>the</strong>m conduct <strong>the</strong>ir investigations. We observed that many<br />

times learners would spill food and drop <strong>the</strong> iPads used in KC.<br />

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Implications<br />

Our work with CI extends <strong>the</strong> argument that built-in science scaffolds, such as prompts and visualizations,<br />

may need to be integrated more seamlessly within multiple contexts. For example, how can technology<br />

support learners to ask informed questions on <strong>the</strong>ir everyday observations? We argue from our data that<br />

flexibility is needed. These sessions allowed us conceptualize how to think about social community,<br />

mobility, usability, and narratives as ways that are already familiar. We call for <strong>the</strong> development <strong>of</strong><br />

technology that not only enables learners to access, share, and extend <strong>the</strong>ir life-relevant scientific<br />

experiences across <strong>the</strong> contexts <strong>of</strong> <strong>the</strong>ir lives, but also for technology that integrates to how learners<br />

already naturally interact, perceive, and interpret everyday phenomena (Clegg et al., 2012).<br />

References<br />

American Association for <strong>the</strong> Advancement <strong>of</strong> Science, F. J., Ru<strong>the</strong>rford, F., & Ahlgren, A. (1990).<br />

Science for all Americans. Oxford University Press.<br />

Atwater, M. M. (1996). Social constructivism: Infusion into <strong>the</strong> multicultural science education<br />

research agenda. Journal <strong>of</strong> Research in Science Teaching. 33(8), 821-837.<br />

Chinn, C. A., & Malhotra, B. A. (2002). Epistemologically au<strong>the</strong>ntic inquiry in schools: A <strong>the</strong>oretical<br />

framework for evaluating inquiry tasks. Science Education, 86, 175–219.<br />

Clegg, T.L., Bonsignore, E., Yip, J.C., Gelderblom, H., Kuhn, A., Valenstein, T. & Druin, A. (2012).<br />

Technology for promoting scientific practice and personal meaning in life- relevant learning. In<br />

<strong>Proceedings</strong> <strong>of</strong> <strong>the</strong> 11th International Conference on Interaction Design and Children (IDC). Bremen,<br />

Germany.<br />

Clegg, T., Gardner, C. & Kolodner, J. (2010). Playing with food: Turning play into scientifically<br />

meaningful experiences. In <strong>Proceedings</strong> <strong>of</strong> <strong>the</strong> Ninth International Conference <strong>of</strong> <strong>the</strong> Learning<br />

Sciences (ICLS) (Vol. 1, pp. 1135-1142). Mahwah, NJ: Erlbaum<br />

Druin, A., Bederson, B., Hourcade, J. P., Sherman, L., Revelle, G., Platner, M. & Weng, S. (2001).<br />

Designing a digital library for young children: An intergenerational partnership. In Joint Conference on<br />

Digital Libraries (JCDL 2001), 398-405.<br />

Strauss, A. L., & Corbin, J. (2007). Basics <strong>of</strong> qualitative research: Techniques and procedures for<br />

developing grounded <strong>the</strong>ory, 3rd ed. SAGE Publications.<br />

Yip, J.C., Clegg, T.L., Bonsignore, E., Gelderblom, H., Lewites, B., Guha, M.L., & Druin, A.<br />

(2012). Kitchen Chemistry: Supporting learners’ decisions in science. In <strong>Proceedings</strong> <strong>of</strong> <strong>the</strong><br />

Tenth International Conference <strong>of</strong> <strong>the</strong> Learning Sciences (ICLS). Sydney, Australia.<br />

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Designing Instruction for Affect: The Need for Feelings <strong>of</strong> Belonging<br />

in Distance Education<br />

Sara Behani Zaker,<br />

University <strong>of</strong> Sou<strong>the</strong>rn California, University <strong>of</strong> Sou<strong>the</strong>rn California, Los Angels, CA<br />

Email: sbzaker@gmail.com<br />

The widespread implementation <strong>of</strong> distance education (DE) programs has changed <strong>the</strong> face <strong>of</strong> k-12 and<br />

higher education. The number <strong>of</strong> students enrolled in DE programs has increased an average <strong>of</strong> 35%<br />

annually since 2002 (Allen & Seaman, 2006). However, overall student attrition in distance education is<br />

also reported to be higher than in traditional face-to-face programs (Kreijns, Kirschner & Jochems, 2003).<br />

A lack <strong>of</strong> motivation to persist in online programs has become a significant concern for administrators<br />

(Clark, 2003). Unfortunately, <strong>the</strong>re is a pr<strong>of</strong>ound lack <strong>of</strong> research focusing on motivation in distance and<br />

web-based programs (Chen & Jang, 2010; Jones & Issr<strong>of</strong>f, 2005). According to Chen and Jang (2010),<br />

this may be a result <strong>of</strong> <strong>the</strong> cognitive and instruction-based past <strong>of</strong> distance education. In <strong>the</strong>ir review,<br />

Miltiadou and Savenye (2003) discuss <strong>the</strong> importance <strong>of</strong> studying motivation with online education<br />

programs in order to better ensure achievement and persistence. Attending to <strong>the</strong> affective and sociocultural<br />

aspects <strong>of</strong> DE allows for a holistic view <strong>of</strong> <strong>the</strong> field. Fur<strong>the</strong>rmore, examining <strong>the</strong> socio-emotional<br />

factors that influence academic success may shed light on <strong>the</strong> concerns in <strong>the</strong> field such as high student<br />

attrition rates (Chen & Jang, 2010).<br />

The construct <strong>of</strong> belonging is a highly relevant socio-affective factor with regard to motivation. Within<br />

academic contexts, feelings <strong>of</strong> belonging and a sense <strong>of</strong> community are associated with positive<br />

emotions such as happiness, satisfaction, and tranquility (Osterman, 2000). For many students a sense<br />

<strong>of</strong> belonging to <strong>the</strong> campus community is essential for academic success (Osterman, 2000). Students<br />

that lack feelings <strong>of</strong> school belonging may develop problems with motivation, social interactions, and<br />

achievement. According to Tinto (1993), in <strong>the</strong> context <strong>of</strong> higher education, <strong>the</strong>re is a positive correlation<br />

between students’ degree completion and <strong>the</strong>ir feeling <strong>of</strong> involvement in higher education. Conversely,<br />

feelings <strong>of</strong> incongruence or isolation within an academic setting increase <strong>the</strong> likelihood <strong>of</strong> student attrition.<br />

Study Design & Results<br />

The purpose <strong>of</strong> this study is to determine whe<strong>the</strong>r <strong>the</strong>re is a difference in <strong>the</strong> affect <strong>of</strong> belonging across<br />

methods <strong>of</strong> instructional delivery. This study specifically examines an online and an oncampus Masters<br />

<strong>of</strong> Social Work program at a top tier research university in a large urban city. This study sought to answer<br />

<strong>the</strong> following research questions: 1) Is <strong>the</strong>re a difference in student sense <strong>of</strong> belonging between<br />

oncampus and online program delivery contexts?; 2) Does involvement in out-<strong>of</strong>-class networking<br />

activities predict student feelings <strong>of</strong> belonging?<br />

Participants in this study were asked to complete a self-report to determine feelings <strong>of</strong> belonging to <strong>the</strong><br />

campus community and program in which <strong>the</strong>y are enrolled. In order to determine whe<strong>the</strong>r <strong>the</strong>re is a<br />

difference in feelings <strong>of</strong> belonging to <strong>the</strong> campus community across program delivery methods an<br />

Oneway ANOVA was conducted. The independent variable <strong>of</strong> program delivery method was compared<br />

across three groups: students enrolled at <strong>the</strong> university’s main campus (n=129), a satellite campus<br />

(n=66), and <strong>the</strong> online version <strong>of</strong> <strong>the</strong> program (n=292). Due to unequal sample sizes across groups, a<br />

Scheffe post-hoc was performed. Significant pair-wise differences were found between groups in face-t<strong>of</strong>ace<br />

and online program delivery methods. A linear regression was performed to determine whe<strong>the</strong>r<br />

student involvement in <strong>the</strong> oncampus program predicts students’ feelings <strong>of</strong> belonging. Student<br />

involvement in <strong>the</strong> oncampus program is defined as frequency <strong>of</strong> out-<strong>of</strong>-class peer interactions. Results<br />

were found to be significant with a 9.5% rate <strong>of</strong> prediction.<br />

Implications <strong>of</strong> <strong>the</strong>se results are great for <strong>the</strong> field <strong>of</strong> educational technology. Currently, instructional<br />

methodologies used in online courses mirror those applied in face-to-face contexts. This approach may<br />

be detrimental to students enrolled in online programs, as affective needs are <strong>of</strong>ten not considered in <strong>the</strong><br />

development <strong>of</strong> course design. As educational methodology and program delivery evolves so must<br />

relevant instructional design processes.<br />

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References<br />

Allen, E., & Seaman, J. (2006). Making <strong>the</strong> grade: Online education in <strong>the</strong> United States.<br />

Available from: http://www.sloan-c.org/publications/survey/making_ <strong>the</strong>_grade_sou<strong>the</strong>rn06.<br />

Chen, K.C. & Jang, S.J. (2010). Motivation in online learning: Testing a model <strong>of</strong><br />

self-determination <strong>the</strong>ory. Computers in Human Behavior, 26, 741–752.<br />

Clark, R. E. (2003) Fostering <strong>the</strong> work motivation <strong>of</strong> individuals and teams.<br />

Performance Improvement, 42(3), 21-29.<br />

Jones, A., & Issr<strong>of</strong>f, K. (2005). Learning technologies: Affective and social issues in<br />

computer-supported collaborative learning. Computers & Education, 44(4), 395–408.<br />

Kreijns, K., Kirschner, P. A., & Jochems, W. (2003). Identifying <strong>the</strong> pitfalls for social<br />

interaction in computer-supported collaborative learning environments: A review <strong>of</strong> <strong>the</strong> research.<br />

Computers in Human Behavior, 19(3), 335–353.<br />

Osterman, K. (2000). Students’ need for belonging in <strong>the</strong> school community.<br />

Review <strong>of</strong> <strong>Educational</strong> Research, 70(3), 323–367.<br />

Tinto, V. (1993). Leaving <strong>College</strong>: Rethinking <strong>the</strong> causes and cures <strong>of</strong> student<br />

attrition. Chicago: The University <strong>of</strong> Chicago Press.<br />

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The Use <strong>of</strong> Dynamic Geometry S<strong>of</strong>tware for <strong>the</strong> development <strong>of</strong><br />

Specialized Subject Matter Knowledge<br />

V. Serbay Zambak, Traci L. Carter,<br />

Clemson University, Tillman Hall, 109 Daniel Drive Clemson, SC<br />

Email: vzambak@clemson.edu, tracic@clemson.edu<br />

Abstracts: After <strong>the</strong> concept <strong>of</strong> pedagogical content knowledge (PCK) was introduced by<br />

Shulman, scholars formed <strong>the</strong>oretical frameworks to clarify this construct and make it<br />

constructible through teacher education programs. Ball’s framework divided ma<strong>the</strong>matical<br />

knowledge into subject matter knowledge and PCK, becoming <strong>the</strong> most influential<br />

framework for ma<strong>the</strong>matics education. Consequently, methods courses <strong>of</strong>fered by<br />

schools <strong>of</strong> education changed <strong>the</strong>ir course structure to support <strong>the</strong> development <strong>of</strong> preservice<br />

ma<strong>the</strong>matics teachers’ PCK. However, <strong>the</strong>re have not been sufficient changes in<br />

pre-service education programs for <strong>the</strong> development <strong>of</strong> specialized subject matter<br />

knowledge (SSMK). Considering this need, one teaching module <strong>of</strong> an instructional<br />

technology course emphasizing <strong>the</strong> use <strong>of</strong> Dynamic Geometry S<strong>of</strong>tware (DGS) was<br />

developed. Four lesson activities requiring teachers to use DGS were formed. Following<br />

<strong>the</strong> implementation <strong>of</strong> this course in Fall/2012 in a sou<strong>the</strong>ast research university, a study<br />

was proposed to investigate <strong>the</strong> influence <strong>of</strong> DGS on pre-service secondary ma<strong>the</strong>matics<br />

teachers’ development <strong>of</strong> SSMK.<br />

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