Iterative user and expert feedback in the design of an educational virtual reality biology gameThis study focuses on an educational game titled Cellverse, a two-player cross-platform VR project intended to teach high school biology students about cell structure and function. In Cellverse, players work in pairs to explore a human lung cell and diagnose and treat a dangerous genetic disorder. Cellverse is being designed by the Collaborative Learning Environments in Virtual Reality (CLEVR) team, an interdisciplinary team consisting of game designers, educational researchers, and graduate and undergraduate students. Using a design-based research approach, we have enlisted the help of both subject matter experts and user testers to iteratively design and improve Cellverse. The objective of this paper is to share how user and expert feedback can inform and enhance the development of learning games. We describe how we gather and synthesize information from in-game observations, semi-structured interviews, and video data to review and revise our game. We discuss the input of subject matter experts, present feedback from our user testers, and describe how input from both parties influenced the design of Cellverse. Our results suggest that including feedback from both experts and users has provided information that can clarify gameplay, instruction, subject portrayal, narrative, and in-game goals.
Cells are central to the study of biology, yet many learners have difficulties understanding the abstract yet fundamental foundation of life. Research suggests that students' conceptions of cells are reinforced by current biology learning materials, which represent cells as two dimensional, highly ordered, and mostly empty. These models also inaccurately represent the number, location, and size of organelles. We examine the effect of an inquiry-based three-dimensional virtual reality (VR) game on high school students' mental models of cells. Students reported that the game was more interactive and engaging than traditional ways of learning about cells and attributed an improved understanding of cells to their game experience. Students' post drawings of cells depicted more types of organelles, increased density of organelles, and additional complexity than their pretest drawings, indicating a movement towards more accurate mental models of cells. However, students' scores did not improve on their factual knowledge about cells between the pretest and the post-game biology assessments. We discuss the implications of incorporating game-based approaches and new technologies such as VR into biology education.
Decreasing cost and increasing technology access in schools places 3D immersive virtual reality (VR) within the reach of K-12 classrooms (Korbey, 2017 ). Educators have great interest in incorporating VR into classrooms because they are engaging and often novel experiences. However, long-term curriculum development must be positioned on how to best leverage the unique affordances of VR, be informed by theory and research, and integrate VR in meaningful ways that continue to motivate students even after experiences are no longer novel. We propose the theoretical framework of embodied learning and discuss how VR and reflect on current research findings to outline effective applications of VR and provide guidelines in developing educational materials using those tools. We discuss two particular examples: spatial awareness and collaboration. We share our perspectives on the benefits and challenges of applying these principles in a learning game about cellular biology.
Abstract:Teacher practice spaces are learning environments, inspired by games and simulations, that allow teachers to rehearse for and reflect upon important decisions in teaching. Practice-based teacher educators use a variety of approaches to simulation in methods courses and other professional learning opportunities, and existing simulations often attempt to holistically replicate authentic teaching conditions. We extend this work by developing new kinds of practice spaces that do not attempt to fully simulate teaching, but rather offer playful and creative opportunities for novice teachers to develop skills and dispositions valuable for teachers. We summarize six different practice spaces developed through design research, and then articulate a set of design considerations emerging from this work to expand the genre of pedagogies of enactment in teacher professional development.
Compared to other helping professions, teacher training typically lacks sufficient opportunities for novices to practice new skills. When teachers learn, they listen to people talk about teaching, or talk about teaching themselves, but they very rarely do the work of teaching. Games and simulations offer a promising framework to advance practice-based professional training for complex skills such as teaching. In this work, we built a role-playing simulation ELK to help teachers develop effective questioning strategies to elicit learner prior knowledge. We evaluate ELK with 76 pre-service teachers in two modes, one is more akin to the kind of human-human interaction that is germane to teaching but requires more human resources and one that can be done independently. We find that in both cases ELK raises awareness about student misconceptions and the importance of student thinking, and teachers demonstrate a modest increase in effective questioning strategies after three rounds of playing.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.