*Outstanding Paper Award* at the World Conference on Educational Media,
Hypermedia and Telecommunications (ED-MEDIA 99), June 19-24, 1999, Seattle,
WA, pp. 875-880.
Virtual Environments for Education at NDSU
Slator1, B.M.,
P. Juell1,
P.E. McClean2,
B. Saini-Eidukat3,
D.P. Schwert3,
A.R. White4,
C. Hill5
Departments of
Computer Science1,
Plant Science2,
Geosciences3,
Botany/Biology4,
North Dakota State University, Fargo, ND 58105
Mathematics and Computer Science5,
Valley City State University, Valley City, ND 58072
ABSTRACT
The NDSU WorldWide Web Instructional Committee (WWWIC) is
engaged in developing a range of Virtual Environments for
Education. These projects span a range of disciplines, from
Earth Science to Anthropology, and from Business to Biology.
However, all of these projects share a strategy, a set of
assumptions, an approach to assessment, and an emerging tool
set, which allows each to leverage from the insights and
advances of the others.
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Introduction
The NDSU World Wide Web Instructional Committee (WWWIC) is
currently engaged in several virtual/visual
development projects: three are NSF-supported,
the Geology Explorer (Saini-Eidukat, Schwert, and Slator, 1998; Slator et al., 1998),
the Virtual Cell (McClean, 1998)
the Visual Computer Program and
the ProgrammingLand MOO (Hill and Slator, 1998). These have shared and individual
goals. Shared goals include the mission to teach Science structure and
process: the Scientific Method, scientific problem solving, deduction,
hypothesis formation and testing, and experimental design. The
individual goals are to teach the content of individual scientific
disciplines: Geoscience, Cell Biology, Computer Science.
In addition, WWWIC is applying what has been learned in Science education to new domains: history, microeconomics, and anthropology. Further, WWWIC has active research projects in two highly related areas: subjective student assessment and tools for building virtual educational environments.
The WWWIC program for designing and developing educational
media implements a coherent strategy for all of its efforts. This
strategy is to deploy teaching systems that share critical assumptions
and technologies in order to leverage from each others efforts. In
particular, systems are designed to employ consistent elements
across disciplines and, as a consequence, foster the potential for
intersecting development plans and common tools for that
development.
Geology Explorer
Geology Explorer is a virtual world where learners assume the role of
a geologist on an expedition to explore the geology of a mythical planet.
Learners participate in field-oriented expedition planning, sample
collection, and "hands on" scientific problem solving. The Geology
Explorer world is simulated on an Object Oriented Multiuser Domain,
the Xerox PARC LambdaMOO (Curtis 1992). A text-based version of
Geology Explorer was tested in an introductory geology class during
the Summer 1998. Results of that test were used to prepare for a
larger test in the same geology class during Fall 1998. A graphical
user interface to the Geology Explorer is in the process of design.
To play the game, students are transported to the planet's surface
and acquire a standard set of field instruments. Students are issued
an "electronic log book" to record their findings and, most importantly,
are assigned a sequence of exploratory goals. These goals are intended to motivate
the students to view their surroundings with a critical eye, as a
geologist would. Goals are assigned from a principled set, in order
to leverage the role-based elements of the game. The students make
their field observations, conduct small experiments, take note of
the environment, and generally act like geologists as they work
towards their goal of, say, locating a kimberlite deposit, or
assessing soil mineral content for arability. A scoring system has
been developed, so students can compete with each other and with
themselves.
The Geology Explorer prototype can be visited at
http://www.cs.ndsu.nodak.edu/~slator/html/PLANET/
Virtual Cell
The Virtual Cell (VCell) is an interactive, 3-dimensional
visualization of a bio-environment. VCell has been prototyped using the
Virtual Reality Modeling Language (VRML), and is to be available
via the Internet. To the student, the
Virtual Cell looks like an enormous navigable space populated with
3D organelles. In this environment, experimental goals in the form
of question-based assignments promote deductive reasoning and problem-solving in an
authentic visualized context.
The initial point of entry for the Virtual Cell is a VRML-based
laboratory. Here the learner encounters a scientific mentor and
receives a specific assignment. In this laboratory, the student
performs simple experiments and learns the basic physical and chemical
features of the cell and its components. More notably, our laboratory
procedures are crafted such that they necessitate a voyage into
the Virtual Cell where experimental Science meets virtual reality.
As the project progresses, students will revisit the laboratory to receive
more assignments. Periodically, the student will bring cellular samples
back to the virtual lab for experimentation.
The implementation of the Virtual Cell depends on coordinating
three technologies: 1) VRML visualization, 2) Java client
and simulation software, and 3) a text-based MOO server. Students
use a standard WWW browser to launch a Java applet. The applet
provides a connection to an object-oriented, multi-user domain
where cellular processes are simulated and
multi-user viewpoints are synchronized. The Java applet also
controls the agent-based implementation of organic constituents, and
launches an interface to the VRML representation of the Virtual
Cell, allowing the student to explore and experiment within
the 3D representation.
The Virtual Cell prototype can be visited at
http://www.ndsu.nodak.edu/instruct/mcclean/vc/
Visual Computer Program and ProgrammingLand Museum
The goal of the Visual Program project is to provide an
environment in which students can study and learn programming
techniques. We provide tools to support active learning using
visualizations of AI programs. These visualizations include
animation, fly-through models and more interactive information
models. The ProgrammingLand Museum implements an Exploratorium-style
museum metaphor to create a hyper-course in computer
programming principles aimed at structuring the curriculum as a
tour through a virtual museum. Student visitors are invited to
participate in a self-paced exploration of the exhibit space where
they are introduced to the concepts of computer programming, are
given demonstrations of these concepts in action, and are encouraged
to manipulate the interactive exhibits as a way of experiencing the
principles being taught.
ProgrammingLand is being developed on the
Valley City State University (VCSU) campus as a Virtual Lecture
adjunct to introductory
programming language classes. Students peruse the exhibits of the museum, reading
explanatory text that is displayed when they enter a room. A
topic may be covered in one or more connected rooms. In addition
to the displayed text there are a number of interactive
demonstration objects in the museum that clarify or demonstrate
the concepts. One such object is a code machine. It contains a
short portion of programming language code and can perform any
of the following functions: display the code; display the
code with a line by line explanation of the purpose or syntax of
each line; or display an execution of the code on a line by line
basis. The goal of ProgrammingLand is to facilitate programming
language courses, either locally or at a distance. At the
beginning of this course the MOO had four wings, each
incomplete. One of these was an introduction to using a MOO,
each of the other three dealt with the one of the following
programming languages: C++, Java and BASIC.
The ProgrammingLand Prototype can be visited at
http://www.cs.ndsu.nodak.edu/~slator/html/PLANET/wwwic-pland.html
Blackwood
WWWIC is in the process of designing a virtual environment to
simulate a 19th Century Western town. We will populate this town
with intelligent software agents to simulate an economic environment
representative of the times. This spatially oriented virtual environment,
will borrow freely from historical records and digital images from
archives at the NDSU Institute for Regional Studies.
The educational "game" will be one where players join the
simulation and accept a role in the virtual environment. Rather
than everyone vying for a portion of the same economic market,
roles will be variable and specific. For example, in this simulation
players will be purveyors of dry goods, food stuffs, blacksmithing
services, mortuary services, saloons and gambling establishments,
banks, barber shops, apothocaries, messenger services, news stands,
gunsmiths, implement dealers and so forth. Therefore, players will
only directly compete against other players with similar roles,
or with software agents in the same profession, but not be in
instant competition with every other player (Slator and Chaput, 1986).
In addition, the environment will support period-authentic
atmosphere in the form of entertainments. For example, the circus
might come to town, the weekly train will arrive from the east,
a cattle drive will appear on the scene, preachers and circuit
judges and medicine shows will pass through, and the occasional
crime will be reported.
Virtual Polynesia
WWWIC is in the process of designing an immersive, synthetic environment
where students, in their role as anthropologist or trader step ashore on
an island in western Polynesia, in the south Pacific,
near the turn of the 19th century. That island, and the culture
encountered, is modeled after the Samoan islands at a time a time
when Samoan culture was still unaltered by Western goods and ideas.
The environment will focus on a small valley and surrounding territory
which represent a microcosm of Samoan society. The anthropologist is
able to observe and explore the traditional society as it had developed
to that time. He/she is also able to witness the contact of cultures
as the trader enters the picture. While the environment will be
fictitious, it will be based on careful attention to actual Samoan
materials and cultural traditions.
Virtual Polynesia is another experiment in creating virtual
worlds where more than one role is available to students.
In this scenario, he most obvious roles
are trader and anthropologist. The trader will visit the culture
looking to exchange western goods for items in Samoan culture that
would have value in the west. The anthropologist will look to the
discovery of cultural artifacts that in some way illuminate our
understanding of Samoan society.
The WWWIC Research Strategy
The WWWIC projects are designed to capitalize on the affordances
provided by virtual environments. For example, to
- control virtual time and collapse virtual distance,
- create shared spaces that are physical or practical
impossibilities,
- support shared experiences for participants in different physical
locations,
- implement shared agents and artifacts according to specific
pedagogical goals,
- support multi-user collaborations and competitive play.
Specifically, the WWWIC projects each design with the
following over-arching principles.
Role-based: Simulated environments enable learners to
assume roles in particular contexts and have meaningful, authentic
experiences. In the popular culture, this approach is captured in the
John Houseman adage, "learning not the law, but learning to think
like a lawyer". More formally, WWWIC promotes a learning strategy
based on ancient apprenticeship where, in modern terms,
the student progresses by "modeling the expertise" of the master.
Role-based learning is learning-by-doing, but not the mere goal
oriented "doing" of a task. Rather, it is learning-by-doing
within the structure of playing a role in context. Instead of simply
teaching goal-based behavior and tactical task-oriented skills and
methods, the role-based approach communicates a general, strategic,
manner of practice (McLuhan, 1964).
Goal-oriented: Goals are important, but within the context of
roles. It is through goals that obstacles leading to problem solving are
encountered. It is within the local goal framework that techniques
and methods are learned and rehearsed. Practice and repetition in
problem-solving is how apprentices learn the master's craft. Goals
provide problems to solve.
Learn by Doing: Roger Schank says "There is really only one
way to learn how to do something and that is to do it." (Schank
1994). This tautology is operationalized in WWWIC projects by
developing virtual environments for exploration and problem
solving. This is achieved by crafting simulations that support the
setting and achieving of goals within role-based frameworks. When
these experiences are structured and arranged such that playing a
role in the environment illustrates the important concepts and
procedures of the simulated domain, students are able to "learn by
doing" (Dewey, 1900). Experiences are the best teachers.
Spatially oriented: WWWIC simulations are spatially-oriented
to leverage off the natural human propensity to towards physically
plausible context. In this way, simulations promote the "willing
suspension of disbelief" which in turn reinforces the role-based
elements of the environments.
Immersive: The combination of role-based scenarios and
spatially oriented simulations is conducive to an immersive
atmosphere. The concept of immersion has long been shown valuable
in foreign language learning (where, it is anecdotally understood, the
key moment arrives when the learner succeeds in reaching the point
where they are "thinking in X", where X is French, German, Farsi, or
whatever). Immersion, then, is elemental to the concept of role-
based learning where it is the strategic thinking of the master the
apprentice eventually learns to model
Exploratory: Exploratory simulation means enabling students
to pursue their own interests. This approach, usually
referred to as User-centered design, promotes a pedagogical
environment where learners are self-directed and given the freedom
to structure, construct, and internalize their own experience (Duffy,
Lowyck, and Jonassen, 1983; Duffy and Jonassen, 1992).
Game-like: The value of play in learning can hardly be over-stressed. Students quickly tire of rigid tutorial systems designed to
teach at any cost and at some predetermined pace (Schank, 1991).
However, since simulations can be adaptive and responsive, playing a
role in a simulation can be fun. Players will throw themselves
terrier-like into an environment if it feels like a game. Insofar as
possible, educational software should be engaging, entertaining,
attractive, interactive, and flexible: in short, game-like (Slator and
Chaput, 1986).
Highly Interactive: One major challenge for science
educators is to develop educational tools and methods that
deliver the principles but also teach important content material
in a meaningful way. At the same time, the need for computer-
based education and distance learning systems has become
increasingly obvious, while the value of "active" versus "passive"
learning has become increasingly clear (Reid, 1994).
Multi-user/player: One challenge is to craft role-based, goal-
oriented environments that promote collaboration as well as the
more easily conceived competition. The answer lies in designing
systems where student/players have multiple roles to choose from, and to carefully construct the simulation so that these roles are inherently complementary.
WWWIC educational systems are uniformly multi-user,
and hosted on the MOO architecture.
Software Agents: Software agents are implemented to exhibit
authentic behavior(s) of the following types:
- atmosphere agents: an agent that simply lends to the local
color. For example, in an urban simulation there might be a street
magician, a street vendor,
a beat cop, a street sweeper, and so forth;
in a museum simulation there might be visitors wandering the
exhibits or vendors selling popcorn; on a planet perhaps animals
roaming the desert.
- infrastructure agents: an agent who contributes in some
way to the gameplay: in an urban simulation perhaps a banker, an employee, an
advertising consultant, and so forth; in a museum, one might expect a
guide; on a planet, another kind of guide.
- tutoring agents: an agent that monitors player moves, and
visits players to give them advice in the form of expert stories and
cases, or in some other way assists players in learning to play. These
will represent expertise or past experiences of other players.
Unintrusive Tutoring: A key feature of educational media is
the ability to tutor students. In WWWIC environments, tutoring is
done through unintrusive but proactive software agents. Agents
monitor student actions and "visit" a student when the need arises.
Tutors give advice, but they do not mandate or insist on student
actions, nor do they block or prevent student actions.
Intelligent Software Tutoring Agents: we implement
three different approaches to intelligent tutoring, based on the
knowledge available to the tutoring agent.
- Deductive Tutors provide assistance to players in the
course of their deductive reasoning within the scientific problem
solving required for the accomplishment of their goals.
Example: intelligent tutoring agents in the NDSU Geology
Explorer, which work from knowledge of the rocks and minerals,
and knowledge of the "experiments" needed to confirm or deny the
identity of a rock or mineral. Three opportunities for deductive tutoring present themselves:
- an equipment tutor detects when a student has failed to
acquire equipment necessary to achieving their goals
- an exploration tutor detects when a student has overlooked
a goal in their travels
- a science tutor detects when a student makes a wrong
identification and why (i.e. what evidence they are lacking); or when a
student makes a correct identification, but with insufficient evidence (i.e. a lucky
guess)
- Case-based Tutors provide assistance to players by
presenting them with examples of relevant experience. This is
accomplished by
- creating a library of prototypical cases of success and
failure,
- treating the student's experience as though it were a case
- matching the student's case with the library and retrieving
the most similar, relevant case for remediation
- Rule Based Tutors provide assistance by
- encoding a set of rules about the domain
- monitoring student action looking for
one of these rules to be "broken"
- "visiting" the student to present an expert dialog, or a
tutorial.
Shared Courseware Tools: Creating virtual/visual worlds is an intensive process
in terms of pedagogical design, knowledge engineering, and software development.
Having gained experience in the hand-crafting of these systems, WWWIC is now in the
process of designing and developing an integrated library of software tools to substantially
streamline the development of future worlds. These tools primarily support simulation and
agent building, and are of the following types:
- Virtual Abstraction Tool: Jia (1998) implements a first version of a graphical
tool for building abstraction hierarchies in LambdaMOO. This tool enables the creation,
deletion, renaming, and recategorizing of objects. Tools of this sort enable content experts
to visualize the structure of the knowledgebase and assist with creating the taxonomic
structures for representing conceptual knowledge.
- Virtual Entity Tool: We are implementing a tool to employ an entity
template system with a form-filling interface to enable creation of multiple instances of a
category. For example, we will define a template for minerals that specifies the properties
indigenous to minerals, and ranges of values associated with each property. Then, a
content specialist will create new minerals, quartz, tourmaline, talc, etc., with a graphical
form-filling interface where values such as color, texture, and hardness can be quickly and
easily selected from menus. This tool is general in that any category of entity (animal,
mineral, or vegetable) can be constructed with it.
- Spatial Environment Tool: We are implementing a spatial environment tool
(i.e. a virtual map building tool) to allow environment designers to graphically create and
manipulate spaces in a virtual world. By using a map-like interface, content specialists will
decide on the specification of locations, such as geological formations and placement of
these in relation to each other.
- Integrated Virtual World Building Tool: We are implementing a master tool
that coordinates and manages the process of building virtual worlds. This tool supports the
implementation of virtual worlds from the ground up, by giving access to the construction
tools, and a "surface" view of the world as it develops. For example, content specialists
building, say, virtual space for paleontology, will use the Virtual Abstraction
Tool to create the hierarchy of concepts related to fossils. Then the Virtual Entity
Tool will be used to create an inventory of fossils in different categories. Meanwhile,
the Spatial Environment Tool will be used to create canyons and mountains
where the fossils will reside. The integrated tools set, which we are calling GUMI Suite
(Graphical User-friendly MOO Interface) will support the developer's exploration of the
virtual world as they develop it. At the same time, the integrated tool will support the
Deductive Tutoring Agent Tool (described next), since they operate on the same
objects.
- Deductive Tutoring Agent Tool: We are implementing a tool to
- provide a menu of virtual testing equipment and the range of values each produces --
from this a subject matter expert can choose the appropriate instrument-value pairs;
- provide a menu of substances in the same category, to serve as a template; and
- check other substances to insure a unique set of plausibly sufficient criteria for each.
These three functions will insure that tutoring is supported on all identification tasks and
will have the further benefit of checking for consistency of artifacts in the synthetic world.
This tool will be integrated into GUMI-Suite, described above.
The ultimate aim in developing software tools is to support the construction of
synthetic environments and move development into the hands of content specialists,
teachers, and curriculum developers, rather than computer programmers.
Subjective Assessment: Developing methods for the assessment of student
learning are a central element of this research (Slator et al., 1998). Briefly, the assessment
goal is to determine the benefit to students derived from their "learn by doing" experiences.
Our assessment strategy rejects the notion of standardized multiple choice tests as an
adequate instrument in this pedagogical context. While there are, indeed, facts and concepts
acquired in the course of exploration, which are neatly packageable and testable with
objective instruments, the effect on student learning in that arena will not be significant, nor
would we expect it to be.
Therefore, our assessment protocol is a subjective one that seeks to measure how
student thinking has improved. To do this, players are given a pre-game narrative-based
survey where they are told short problem solving stories and asked to record their
impressions and any questions that occur to them. These surveys are analyzed for the
presence of what could be considered "important" domain or problem-solving concepts or
procedures.
Summary
The WWWIC program for designing and developing educational
media implements a coherent strategy for all of its efforts. This
strategy is to deploy teaching systems that share critical assumptions
and technologies in order to leverage from each others efforts. In
particular, systems are designed to employ consistent elements
across disciplines and, as a consequence, foster the potential for
intersecting development plans and common tools for that
development.
References
- Curtis, Pavel (1992). Mudding: Social Phenomena in
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- Dewey, J. (1900). The School and Society. Chicago, IL: The
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environments for constructive Learning. New York: Springer-Verlag
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implications for instructional technology. In Duffy and Jonassen
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Lawrence Erlbaum.
- Hill, Curt and Brian M. Slator (1998) Virtual Lecture,
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- Jia, Yongxin (1998). An Abstraction Tool for Virtual
Reality. MS Thesis. North Dakota State University.
- McClean, P (1998). WWWIC Virtual Cell Development Site.
http://www.ndsu.nodak.edu/instruct/mcclean/vc/
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McGraw-Hill Book Co.
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in Educational Software Design, ILS Technical Report #7,
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http://www.ils.nwu.edu/~e_for_e/
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by Learning Roles: a virtual role-playing environment for
tutoring. Proceedings of the Third International Conference on
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Springer-Verlag, June 12-14, pp. 668-676. (Lecture Notes in
Computer Science, edited by C. Frasson, G. Gauthier,
A. Lesgold).
- Slator, Brian M., D. Schwert, B. Saini-Eidukat, P. McClean,
J. Abel, J. Bauer, B. Gietzen, N. Green, T. Kavli, L. Koehntop,
B. Marthi, V. Nagareddy, A. Olson, Y. Jia, K. Peravali,
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Environment and Educational Role-playing Game to Teach the
Geosciences. In the Proceedings of the Small College Computing
Symposium (SCCS98). Fargo-Moorhead, April. pp. 378-392.
For further information on our virtual worlds software
development , visit the NDSU
WWWIC
web site, or read the
WWWIC Biographies.
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