Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/1124772.1124875acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
Article

Embedded phenomena: supporting science learning with classroom-sized distributed simulations

Published: 22 April 2006 Publication History

Abstract

'Embedded phenomena' is a learning technology framework in which simulated scientific phenomena are mapped onto the physical space of classrooms. Students monitor and control the local state of the simulation through distributed media positioned around the room, gathering and aggregating evidence to solve problems or answer questions related to those phenomena. Embedded phenomena are persistent, running continuously over weeks and months, creating information channels that are temporally and physically interleaved with, but asynchronous with respect to, the regular flow of instruction. In this paper, we describe the motivations for the framework, describe classroom experiences with three embedded phenomena in the domains of seismology, insect ecology, and astronomy, and situate embedded phenomena within the context of human-computer interaction research in co-located group interfaces and learning technologies.

References

[1]
Abowd, G. Classroom 2000: An Experiment with the instrumentation of a living educational environment. IBM Systems Journal 38, 4 (1999), 508--530.]]
[2]
Applegate, L., Konsynski, B. and Nunamaker, J. A group decision support system for idea generation and issue analysis in organizational planning. Proc. CSCW 1986, ACM Press (1986), 16--34.]]
[3]
Barab, S., Hay, K., Squire, K., Barnett, M., Schmidt, R., Karrigan, K., Yamagata-Lynch, L., and Johnson, C. Virtual solar system project: Learning through a technology-rich, inquiry-based, participatory learning environment. Journal of Science Education and Technology 9, 1 (2000), 7--25.]]
[4]
Begeman, M., Cool, P., Ellis, C., Graf, M., Rein, G., and Smith, T. Project NICK: Meeting augmentation and analysis. Proc. CSCW 1986, ACM Press (1986), 1--5.]]
[5]
Bransford, J., Brown, A. and Cocking, R Eds. How People Learn. Washington, DC: National Academy Press (1999).]]
[6]
Colella, V. Participatory Simulations: Building collaborative understanding through immersive dynamic modeling. Journal of the Learning Sciences 9, 4 (2000), 471--500.]]
[7]
Collins, A., Brown, J., and Holum, A. Cognitive apprenticeship: Making thinking visible. American Educator 6, 11 (1991), 38--46.]]
[8]
Danesh, A., Inkpen, K., Lau, F., Shu, K., and Booth, K. Geney: Designing a collaborative activity for the Palm handheld computer. Proc. CHI 2002, ACM Press (2002), 388--395.]]
[9]
Dede, C., Salzman, M., Loftin, R. B., and Ash, K. Using virtual reality technology to convey abstract scientific concepts. In Jacobson, M. J., Kozma, R. B. (Ed.), Learning the Sciences of the 21 Century, Lawrence Erlbaum (1997).]]
[10]
Dewey, J. How we think (Rev. Ed.). Houghton Mifflin (1933/1998).]]
[11]
DiSessa, A. On learnable representations of knowledge: A meaning for the computational metaphor. MIT, AI Laboratory, LOGO Memo 47 (1997).]]
[12]
Donovan, J. and Radosevich, D. A meta-analytic review of the distribution of practice effect: Now you see it, now you don't. Journal of Applied Psychology 84, 5 (1999), 795--805.]]
[13]
Dourish, P. Where The Action Is: The Foundations of Embodied Interaction, MIT Press (2001).]]
[14]
Dufresne, R., Gerace, W., Leonard, W., Mestre, J. and Wenk, L. Classtalk: A classroom communication system for active learning. Journal of Computing in Higher Education 7, 2 (1996), 3--47.]]
[15]
Fass, A., Forlizzi, J., and Pausch, R. MessyDesk and MessyBoard: Two designs inspired by the goal of improving human memory. Proc. DIS 2002, ACM Press (2002), 303--311.]]
[16]
Fraser, B. Test of science related skills. The Australian Council for Educational Research Limited: Hawthorn, Victoria (1981).]]
[17]
Greenberg, S. and Rounding, M. The Notification Collage: Posting information to public and personal displays. Proc. CHI 2001, ACM Press (2001), 514--521.]]
[18]
Grudin, J. Partitioning digital worlds: focal and peripheral awareness in multiple monitor use. Proc. CHI 2001, ACM Press (2001), 458--465.]]
[19]
Huang, E. and Mynatt, E. Semi-public displays for small, co-located groups. Proc. CHI 2003, ACM Press (2003), 49--56.]]
[20]
Johanson, B., Fox, A., and Winograd, T. The Interactive Workspaces Project: Experiences with Ubiquitous Computing Rooms. IEEE Pervasive Computing 1, 2 (2002), 67--74.]]
[21]
Kam, M, Wang, J., Iles, A., Tse, E., Chiu, J., Glaser, D., Tarshish, O., and Canny, J. Livenotes: a system for cooperative and augmented note-taking in lectures. Proc. CHI 2005, ACM Press (2005), 531--540.]]
[22]
Kay, A. Computers, networks and education. Scientific American 265, 3(1991), 138--148.]]
[23]
Klopfer, E., Squire, K., and Jenkins, H. Environmental Detectives: PDAs as a window into a virtual simulated world. Proc. WMTE'02 (2002), 95--98.]]
[24]
Kraemer, K. and King, J. Computer-based systems for cooperative work and group decision making. ACM Comput. Surv. 20, 2(1988), 115--146.]]
[25]
Lave, J. and Wenger, E. Situated Learning: Legitimate Peripheral Participation. Cambridge, UK: Cambridge University Press (1990).]]
[26]
Mankoff, J., Dey, A.K., Hsieh, G., Kientz, J., Ames, M., Lederer, S. Heuristic evaluation of ambient displays. Proc. CHI 2003, ACM Press (2003), 169--176.]]
[27]
Moher, T., Hussain, S., Halter, T., and Kilb, D. Roomquake: embedding dynamic phenomena within the physical space of an elementary school classroom. Ext. Abstracts CHI 2005, ACM Press (2005), 1665--1668.]]
[28]
Papert, S. Mindstorms: Children, computers, and powerful ideas. New York: Basic Books (1980).]]
[29]
Price, S. and Rogers, Y. Let's get physical: the learning benefits of interacting in digitally augmented physical spaces. Computers and Education 43, 1-2 (2003), 137--151.]]
[30]
Price, S., Rogers, Y., Scaife, M., Stanton, D., and Neale. H. Using 'Tangibles' to promote novel forms of playful learning. Interacting with Computers 15, 2 (2003), 169--185.]]
[31]
Randell, C., Ted Phelps, T. and Rogers, Y. Ambient Wood: Demonstration of a digitally enhanced field trip for schoolchildren. Adjunct Proc. IEEE UbiComp 2003, IEEE Press (2003), 100--104.]]
[32]
Ratto, M., Shapiro R.B., Truong, T. and Griswold, W. The ActiveClass project: Experiments in encouraging classroom participation. Proc. CSCL 2003, Kluwer (2003), 477--486.]]
[33]
Resnick, M. and Wilensky, U. Diving into Complexity: Developing Probabilistic decentralized thinking through role-playing activities. Journal of the Learning Sciences 7, 2 (1997), 153--172.]]
[34]
Rogers, Y. and Price, S. Extending and augmenting scientific enquiry through pervasive kearning environments. Children Youth and Environments 14, 2 (2004), 67--83.]]
[35]
Roschelle, J. and Pea, R. A walk on the WILD side: How wireless handhelds may change computer-supported collaborative learning. International Journal of Cognition and Technology 1, 1 (2002), 145--168.]]
[36]
Slater, M. and Wilbur, S. A Framework for Immersive Virtual Environments (FIVE): Speculations on the role of presence in virtual environments. Presence 6, 6 (1997), 603--616.]]
[37]
Soloway, E., Guzdial, M., and Hay, K. Learner-centered design: The challenge for HCI in the 21st century. Interactions 1, 2 (1994), 36--48.]]
[38]
Stefik, M., Foster, G., Bobrow, D., Kahn, K., Lanning, S., and Suchman, L. Beyond the chalkboard: Computer support for collaboration and problem solving in meetings. Commun. ACM 30, 1 (1987), 32--47.]]
[39]
Stewart, J., Bederson, B. and Druin, A. Single Display Groupware: A model for co-present collaboration. Proc. CHI 1999, ACM Press (1999), 286--293.]]
[40]
Streitz, N., Geißler, J., Holmer, T., Konomi, S., Müller-Tomfelde, C., Reischl, W., Rexroth, P., Seitz, P. and Steinmetz, R. i-LAND: An interactive landscape for creativity and innovation. Proc. CHI 1999, ACM Press (1999), 120--127.]]
[41]
Vahey, P., Tatar, D. and Roschelle, J. Leveraging Handhelds to Increase Student Learning: Engaging middle school students with the mathematics of change. Proc. ICLS 2004, Lawrence Erlbaum (2004), 553--560.]]
[42]
Vath, R., Lyons, L., Lee, J., Kawamura, M., Quintana, C., and Soloway, E. Addressing assessment challenges for a multi-user simulation with handheld integration (MUSHI) USA. Proc. IDC 2005, ACM Press (2005).]]
[43]
Vygotsky, L. Mind in society. Cambridge, MA: Harvard University Press (1978).]]
[44]
Wilensky, U. and Stroup, W. Learning through participatory simulations: Network-based design for systems learning in classrooms. Proc. CSCL 1999, (1999), 667--676.]]
[45]
Wilensky, U. and Stroup, W. Networked gridlock: Students enacting complex dynamic phenomena with the HubNet architecture. Proc. ICLS 2000, Lawrence Erlbaum Associates (2000), 282--289.]]
[46]
Wilson, M. Six views of embodied cognition. Psychonomic Bulletin and Review 9, 4 (2002), 625--636.]]
[47]
Wisneski, C., lshii, H., Dahley, A., Gorbet, M., Brave, S., Ullmer, B., and Yarin, P. Ambient displays: Turning architectural space into an interface between people and digital information. Proc. International Workshop on Cooperative Buildings (1998), 22--32.]]

Cited By

View all
  • (2023)Constructionist approaches to critical data literacy: A reviewProceedings of the 22nd Annual ACM Interaction Design and Children Conference10.1145/3585088.3589367(112-123)Online publication date: 19-Jun-2023
  • (2023)Common “place” observations about embodiment and CSCLInternational Journal of Computer-Supported Collaborative Learning10.1007/s11412-023-09402-318:2(153-162)Online publication date: 23-Jun-2023
  • (2022)A Meta-Analysis of Tangible Learning Studies from the TEI ConferenceProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501313(1-17)Online publication date: 13-Feb-2022
  • Show More Cited By

Index Terms

  1. Embedded phenomena: supporting science learning with classroom-sized distributed simulations

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    CHI '06: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
    April 2006
    1353 pages
    ISBN:1595933727
    DOI:10.1145/1124772
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 22 April 2006

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. classroom learning
    2. embedded phenomena
    3. science inquiry

    Qualifiers

    • Article

    Conference

    CHI06
    Sponsor:
    CHI06: CHI 2006 Conference on Human Factors in Computing Systems
    April 22 - 27, 2006
    Québec, Montréal, Canada

    Acceptance Rates

    Overall Acceptance Rate 6,199 of 26,314 submissions, 24%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)19
    • Downloads (Last 6 weeks)1
    Reflects downloads up to 10 Sep 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2023)Constructionist approaches to critical data literacy: A reviewProceedings of the 22nd Annual ACM Interaction Design and Children Conference10.1145/3585088.3589367(112-123)Online publication date: 19-Jun-2023
    • (2023)Common “place” observations about embodiment and CSCLInternational Journal of Computer-Supported Collaborative Learning10.1007/s11412-023-09402-318:2(153-162)Online publication date: 23-Jun-2023
    • (2022)A Meta-Analysis of Tangible Learning Studies from the TEI ConferenceProceedings of the Sixteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3490149.3501313(1-17)Online publication date: 13-Feb-2022
    • (2021)LumiphysProceedings of the Twelfth ACM International Conference on Future Energy Systems10.1145/3447555.3466596(362-366)Online publication date: 22-Jun-2021
    • (2020)ViewPoint: Student Experiences with Technology Supporting Role-Based Educational SimulationsExtended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3334480.3383086(1-7)Online publication date: 25-Apr-2020
    • (2019)Knowledge PlacesProceedings of the 18th ACM International Conference on Interaction Design and Children10.1145/3311927.3325326(598-603)Online publication date: 12-Jun-2019
    • (2018)Designing for Student InteractionsProceedings of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3173574.3174027(1-12)Online publication date: 21-Apr-2018
    • (2018)Tangible Interaction and Cultural Forms: Supporting Learning in Informal EnvironmentsJournal of the Learning Sciences10.1080/10508406.2018.146825927:4(632-665)Online publication date: 30-May-2018
    • (2018)Supporting communities of learners in the elementary classroom: the common knowledge learning environmentInstructional Science10.1007/s11251-018-9463-346:4(533-561)Online publication date: 2-Jul-2018
    • (2017)Research in the WildSynthesis Lectures on Human-Centered Informatics10.2200/S00764ED1V01Y201703HCI03710:3(i-97)Online publication date: 4-Apr-2017
    • Show More Cited By

    View Options

    Get Access

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media