Presence and Middle School Students' Participation in a Virtual Game Environment to Assess Science Inquiry

Technology offers many opportunities for educators to support teaching, learning and assessment. This paper introduces a project to design and implement a virtual environment (SAVE Science) intended to assess (not teach) middle school students’ knowledge and use of scientific inquiry through two modules developed around curriculum taught in middle schools in Pennsylvania, U.S.A. We explore how the concept of ‘presence’ supports these efforts, as well as how Piaget’s theory of developmental stages can be used as a lens to understand whether these students achieved presence in the modules. Findings are presented from a study looking at 154 middle school students’ perceived sense of presence in a virtual world developed for the SAVE Science research project as demonstrated through a post module survey and a post module discussion with their teacher. Age and gender differences are explored. In addition we use content analysis, as described by Slater and Usoh (1993), of student talk in the post module discussion transcripts to identify levels of “presence.” In the end, participating seventh grade students demonstrated achieving some level of presence, while the sixth grade students did not.

[1]  Carrie Heater,et al.  Being There: The Subjective Experience of Presence , 1992, Presence: Teleoperators & Virtual Environments.

[2]  J. Wilder The Origins of Intelligence in Children , 1954 .

[3]  M. Peterson Computer Games and Learning , 2013 .

[4]  Geoffrey E. Mills,et al.  Educational Research: Competencies for Analysis and Application , 1995 .

[5]  Carrie Heeter,et al.  Being There: The Subjective Experience of Presence , 1992, Presence: Teleoperators & Virtual Environments.

[6]  H. Blumer,et al.  Symbolic Interactionism: Perspective and Method , 1988 .

[7]  Jonathan Steuer,et al.  Defining virtual reality: dimensions determining telepresence , 1992 .

[8]  Maria Virvou,et al.  On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE , 2008, Comput. Educ..

[9]  Thomas B. Sheridan,et al.  Musings on Telepresence and Virtual Presence , 1992, Presence: Teleoperators & Virtual Environments.

[10]  E. Goffman The Presentation of Self in Everyday Life , 1959 .

[11]  GeeJames Paul What video games have to teach us about learning and literacy , 2003 .

[12]  Barney Dalgarno,et al.  What are the learning affordances of 3-D virtual environments? , 2010, Br. J. Educ. Technol..

[13]  Anna Spagnolli,et al.  An ethnographic, action-based approach to human experience in virtual environments , 2003, Int. J. Hum. Comput. Stud..

[14]  Matthew Lombard,et al.  At the Heart of It All: The Concept of Presence , 2006 .

[15]  Robert F. Testa,et al.  Educational Research: Competencies for Analysis and Application , 1979 .

[16]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[17]  R. Daft,et al.  Information Richness. A New Approach to Managerial Behavior and Organization Design , 1983 .

[18]  Kurt Squire,et al.  Cultural Framing of Computer/Video Games , 2002, Game Stud..

[19]  Holger Regenbrecht,et al.  The Experience of Presence: Factor Analytic Insights , 2001, Presence: Teleoperators & Virtual Environments.

[20]  Mel Slater,et al.  Representations Systems, Perceptual Position, and Presence in Immersive Virtual Environments , 1993, Presence: Teleoperators & Virtual Environments.

[21]  J. Piaget,et al.  The Origins of Intelligence in Children , 1971 .

[22]  Tassos A. Mikropoulos,et al.  Presence: a unique characteristic in educational virtual environments , 2006, Virtual Reality.

[23]  Suzanne K. Damarin,et al.  The second self: Computers and the human spirit , 1985 .

[24]  Jennifer Lawrence,et al.  Communication in the Age of Virtual Reality. , 1997 .

[25]  F. Biocca,et al.  Communication in the age of virtual reality , 1995 .

[26]  Robert Liebendorfer Mind, self and society , 1960 .

[27]  Youngkyun Baek,et al.  Not just fun, but serious strategies: Using meta-cognitive strategies in game-based learning , 2009, Comput. Educ..

[28]  Paul Brna,et al.  Collaborative virtual learning environments for concept learning , 1999 .

[29]  Michael J. Singer,et al.  Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.

[30]  Marina Papastergiou,et al.  Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation , 2009, Comput. Educ..

[31]  Johannes Fromme,et al.  Computer Games as a Part of Children's Culture , 2003, Game Stud..

[32]  Alexandra Rankin Macgill,et al.  Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement. , 2008 .

[33]  J. Gibson The Ecological Approach to Visual Perception , 1979 .