EDU800 Week 14 Annotation

Dede, C. (2011). Developing a research agenda for educational games and simulations. Computer games and instruction, pp. 233-250. Charlotte, NC: Information Age Publishing.

In his article, Developing a Research Agenda for Educational Games and Simulations, Dede makes 5 fundamental assumptions about developing a research agenda for educational games and simulations. His first assumption is that the research agenda should involve generation of usable knowledge when studying learning within games and simulations, in which many stakeholders collaboratively develop and create knowledge in a community orientation. These stakeholders include those who do the research, practice the material being studied and establish policy. The stakeholders would also include specialized theorists such as constructivists, behaviorists and cognitivists. Since games and simulations which are examined in educational research are varied in complexity, design, and applicability, it is better that many eyeballs are looking at the same things and brainstorming to find the usefulness, usability, and usage which can be applied to generating new knowledge in the research study. He discusses that instead of the usual focused independent study based upon intellectual curiosity when examining existing games and simulations, as well as analyzing the independent findings from scholars, that first a problem needs to be defined in educational science. Then as the stakeholders study simulations and games in that problem context, they can better find solutions and create usable knowledge, from a practical standpoint, to apply to the subject being studied. His second assumption about studying games and simulations involves collective research, as contrasted with rogue studies which come to conclusions in a somewhat isolated manner. In order to find solutions that attack the problem from as many angles as possible, the researchers must deliberatively and continually collaborate and combine, creating portfolio knowledge that is distributed among many sub-contexts and perspectives on the larger problem. This gives the research study substance and depth because of the synergies and catalysts that come from collaborative focus. Thirdly, he assumes that game and simulation studies should focus on what works, when, for whom. Since there is no be-all and end-all solution for learning in educational games and simulations, each individual experiencing the game or simulation has potentially different sets of take-aways. So, by individualized the study and applying the usability and efficacy of an instance of a game/simulation to each learner, a deeper understanding of what works for each person, can be determined. If multiple games and/or simulations are included, each one may resonate differently with the people using them. He likens how the variant ways that people do such mundane things as sleep and eat, and more complex things such as bonding with others, can be applied to the ways that people perform other activities, especially when in an environment that tries to approximate the real world. The real-world affects the situated virtual world, so applying real-world knowledge is necessarily applicable to simulated worlds. To measure the learning efficacy of a given game or simulation, the researchers must personalize the experience and take into account the complexities and preferences of the learner. The fourth and fifth assumptions Dede states is the treatment effects considered when developing agendas for studying games and simulations. The treatment effects he is concerned about is how the different ways that studies are conducted will affect whether the knowledge generated can be applied in a general way to other research. Depending upon how the study is designed, implemented, and analyzed, it may not be as valuable and worthwhile as a different approach. So, by normalizing and standardizing the approach to study games and simulations, there is less room for going down the wrong path and wasting time and money. Some studies may just be superficial if designed the wrong way. He states the risks of studies simply being summative studies and not having the depth of a well-run research study. Small flaws in the study design and implementation could have large effects on the results. Lastly, Dede examines the scalability, demonstrating it through a five dimensional framework from River City multi-user virtual environment for middle school science. To scale a study, it must have depth of effectiveness, sustainability in design, spreadability in an economic way, shifting to be generalized and applied, and evolvability as new information is learned.

By making his five assumptions about forming agendas for studying the educational technology of games and simulation, Dede, in one fell swoop, both focuses on how to properly study this mode of learning, while expanding the understanding that simulations should be treated with a myriad of objectives in mind. Since learning from different technological enhanced media and modalities is not fully understood, a framework needs to be developed for each one. In the case of games and simulations, having the guidelines/assumptions which Dede proposes, gives researchers a sound and sane way to approach studying something that tries to replicate the real or exaggerated world through computer generated images, sounds and scenarios.

The paper which Dede integrates the five assumptions can be applied to researching any educational technology. By attacking one of the more complex types, games and simulations, he sets the standard for studying other types, that may simply involve components of simulations such as animation, hypertext, audio, video, etc. He gives a usable framework by focusing on the five assumptions and giving future researchers a manageable way to start studying simulations. Since computer simulations and games are emergent and complex learning tools, researchers need a way to tackle their complexity through a divide-and-conquer approach. Dede segregates the approach to study how learning science can benefit from games and simulations, treating them more as a problem to be managed before being solved.

EDU800 Week 12 Annotation

Salmon, G., M. & Nie, P., (2010). Developing a five-stage model of learning in Second Life. Educational Research, 52(2): 169-182.

The Salmon article discusses the study performed examine teaching and learning utilizing a 5-stage model, in the online interactions of users in the areas of Archaeology, Digital Photography and Media and Communications within the online multi-user virtual environment system Second Life, which focused on collaborative activities implemented over computer networks involving asynchronous communication for use within blended learning environments. The subjects, all from the UK, ranged from undergraduate to postgraduate students involved in higher and professional education. Data was collected in a variety of ways, including text based interviews collected within Second Life chats, and was analyzed. They used a conferencing software called FirstClass and studied learning tasks performed in what they called MOOSE (MOdelling Of Second life Environment, gathering information primarily via asynchronous discussion forums. The five stages included looking at (1) how students prepare to access and take part in online learning in Second Life, including how to navigate and use the system, learning on their own, (2) beyond the individual involvement, group work and establishment of the students unique identities formed in the simulated world and how they interact and socialize with others, as well as adjust to the world and cooperate with others to build value, (3) how the participants created, consumed and shared information and performed various tasks, and tested the parameters and extents of the virtual environment, (4) how well the students succeeded in knowledge creation through the activities building upon the previous stages as they performed and collaborated on various tasks and implemented processes involving higher-level thinking, and finally (5) how the students reflected on meeting their goals and how effectively they constructed knowledge from their experience of working together in the virtual 3D world, which led to growth both personally and for the group. Each of these stages can be used for scaffolding purposes in the context of each of the three case studies. There were unique opportunities in each of the cases to examine how people learn in the SL (Second Life) environment. For example, Digital Photography involves developing artifacts, which can be used in interactions to stimulate the learning experiences. The participants naturally developed enhancements to their world utilizing the artifacts that they developed. These become assets and gave the subjects opportunities to create alternate worlds such as a Kalashi village, which they were able to navigate through and interact.

Second Life is a unique simulation because it involves 3D world that mimics the real world and has enhancements that each user has the freedom to develop, both to their avatars and to the world which they exist. There is a great social and cultural engagement in the system, which can be very powerful in teaching and learning experiments and activities. It allows the students to experience both exotic visual environments, as well as hyperbolic social interactions with others, and enables them to live out fantasies that they would not be able to access in the real world. For example, being able to teleport to different parts of the world, and confronting others with renditions of themselves which were exaggerated. This may have the effect of freeing the students to push the envelope of what they would be willing to interact and discuss, thus contributing to a rich learning environment.

This article and studies it outlines, gives an account of how systems like Second Life can be a powerful tool for researchers, utilizing a virtualized social environment to study for learning. The created worlds that SL provides, gives the researcher ways to experiment in a very economical way. The simulations can be created and destroyed, backed up and tested repeatedly. They can test different pathways that occur depending upon the sequences that they implement. They can easily drop-in and out different subjects to test new theories and hypotheses. By using a multi-stage model, the researchers can modularize the study to examine the outcomes, tweaking the variables in one of the stages to see how it affects the overall results. The 3D nature of Second Life also provides enhanced dimensionality, beyond just the physical “look” of the environments. It evokes cognition in a versatile way which otherwise would require a complex physical experimentation, requiring buildings, rooms, people, and many other resources to accomplish. The value of the scaffolding using a multi-stage model is that examining the state of the learning at any stage and looking at how it effects the next stage will can produce a deep understanding of how people learn and how it can contribute to learning science. The results gathered in a study like this can be applied outside of a virtual world, and utilized to build learning environments. However, building more rich learning environments, which involve physical avatars or robots to interact and learn from may be the next step in the evolution of a simulated world like Second Life. In it’s current state, it may seem like a novelty or a primitive environment when we look at it a few years from now.

EDU800 Week 11 Annotation

Ertmer, P. A., Richardson, J. C., Belland, B., Camin, D., Connolly, P., Coulthard, G., Mong, C. (2007). Using Peer Feedback to Enhance the Quality of Student Online Postings: An Exploratory Study. Journal of Computer-Mediated Communication, 12(2), 412-433. doi:10.1111/j.1083-6101.2007.00331.x

The Ertmer article studies how using peer feedback as an instructional strategy may increase quality postings. Feedback in threaded discussions of online courses is essential for enabling students to self-regulate their performance, confirm prior knowledge and improve cognitive engagement. Feedback, to be effective, should not be absent, must be of high quality and timely and since students in online courses do not experience the physical interaction in onsite classes, they may struggle to feel social connections to classmates in the virtual environments. Students can both give and receive peer feedback which goes a long way to personalize interactions since students must use critical thinking to analyze other works, then absorb and process criticism from the other students. By prescribing an expected response, whereas the latter opens up common experience dialogical interaction. The student-to-student interaction is more socially oriented and involved co-construction of knowledge. This provides more of a group oriented factor to threaded discussions, which are decidedly asynchronous communicative instruments. However, by adding a peer-collaborative factor, it adds another valuable dimension to the activity and may help with cognitive processing of the content. Peer feedback can have drawbacks in that students may become anxious about giving and receiving feedback, concerned about the reliability of the feedback. In addition, students may not be prepared or be comfortable to take on the role of an evaluator.

Discussion postings form an important basis for communication in online courses and can be judged on both quantity and quality. To be most valuable, they must be interactive, rather than just having all students respond to the question with an “answer.” Peer interaction in online courses serves to provide an important interpersonal and gives the students motivation to check and recheck their work since their peers are watching and assessing, and also builds a sense of community and trust. The real learning is adjusting one’s perspective to view how others respond to the question, then responding to the response. This discourse leads to deep learning since it drills down to new territory of the topic. Peer feedback also has the effect of offloading some of the workload from the instructor, by transferring the task of reviewing content to students. The article emphasized how providing feedback is one of the most time-consuming elements of teaching online, so sharing the responsibility with students has a twofold benefit: 1) reduction of workload for teachers, and more importantly, 2) giving students opportunities to synthesize information at a high level, emulating the teacher role. When a student gives peer assessments, it opens up dialogue, the recipient is given insight into their own learning. Online courses rely on quality design and interaction to be rich and valuable, but it cannot all be planned, so the discussion thread provides a dynamic aspect to the course. Therefore, feedback in all forms is essential to make the course compelling, keep students engaged, accelerating and amplifying learning. Students are used to getting feedback from instructors, but when getting it from peers, then it layers the learning by having a non-expert examine responses, allows sharing of ideas, diverse perspectives, and leads to a more collaborative learning environment rather than a patriarchal model.

Researchers can use the feedback loop and process to analyze the effectiveness of the communal nature of meaningful student interaction. The feedback process gives value not only to the recipient, but also to the provider. By emulating and modeling a teacher behavior, the provider takes on the role of teacher and receives a distinct learning opportunity, and hence, gains greater insight into the course objectives while providing feedback. The article utilized a sound researching approach to peer feedback, and provided a great deal of results data to help judge the effectiveness of the feedback, however, it acknowledged that there are logistical problems with providing feedback and collecting information to assess its effectiveness. For example, comments included “My impressions are that it is very beneficial to learning. Peers are more often on the same level and may be able to explain things in a manner that makes more sense than the instructor.” The qualitative analysis of responses to a teacher versus a student is different can provide valuable insight for the researcher. In this study, the students were asked several research questions, which addressed postings in online courses, quality of interaction, and perceptions from both students and faculty on the value of giving peer feedback. The study applied Bloom’s Taxonomy to ensure the quality of the data collection. The study also used multiple techniques such as multiple interviewers, and standardized interview protocol in order to reduce bias. They also incorporated some of their own techniques in order to ensure high quality of the data. They concluded that quality peer feedback has many benefits, but was not as important as instructor feedback. The students got to know each other better, share opinions, but may have been concerned that the actual instructor was not providing feedback.