95th ESA Annual Meeting (August 1 -- 6, 2010)

OOS 14-2 - Ecomuve - promoting ecosystems science learning via multi-user virtual environments

Tuesday, August 3, 2010: 8:20 AM
317-318, David L Lawrence Convention Center
Amy M. Kamarainen1, Shari Metcalf2, Chris Dede2 and Tina A. Grotzer3, (1)Graduate School of Education, Harvard University, Cambridge, MA, (2)Harvard Graduate School of Education, Cambridge, MA, (3)Harvard University, Cambridge, MA
Background/Question/Methods

An ability to extract meaning from complex causal patterns and relationships is a foundational skill for studying ecosystems. Even after instruction, however, students often hold inaccurate interpretations about ecosystems’ structural patterns and systemic causality. To address this problem, we are developing EcoMUVE, a Multi-User Virtual Environment (MUVE)-based ecosystems science curriculum for middle school classrooms. EcoMUVE presents complex causality in a real world context that allows students to discover, explore and interact with components of complex ecosystem patterns.

Using design-based research methodology, the EcoMUVE project (http://www.ecomuve.org) is developing and evaluating two one-week modules, representing pond and forest ecosystems. Middle school students explore these virtual environments and discover realistic organisms in their natural habitats. Working as a research team, students use simulated measurement tools to collect and analyze a variety of data in order to figure out the complex relationships involved in specific ecological phenomena. EcoMUVE tests the effectiveness of design features and specialized tools that facilitate student learning of concepts difficult to attain in the real world – zooming in to the microscopic level and out to a population view; traveling to different points in time; seeing ecological interactions and their emergent effects; graphing patterns to see relationships among variables; and visualizing causal patterns in action.  
Results/Conclusions

During early pilot testing, students found the realistic graphics and active learning environment particularly engaging. Students appreciated the opportunity to collect data and to "have a problem to solve." We are conducting further pilot evaluations in classrooms during spring, 2010. This presentation will describe the results on usability, implementation feasibility, preliminary learning outcomes, and student and teacher experiences. The talk will also delineate implications for the design of immersive simulations to foster ecosystems science learning.