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Acknowledgements
This project was funded in part by the Osberg
Foundation and the Human Interface Technology Laboratory at the
University of Washington. I would like to extend special thanks
to Mr. Allan Osberg for his generous and continued support. I
would also like to thank the Children's Institute for Learning
Differences for their assistance, especially Ms. Trina Westerlund,
Forest Ridge Academy for the use of their facilities, and my co-researchers
Ms. Judith Rabinovitch, Ms. Gloria Wagener, Ms. Marg Nusbaum,
and Mr. Bill Cody.
Abstract
Spatial processing skills are an important
component in cognitive development. It has been shown that there
are many students who, because of their perceptual differences
could use assistance in developing spatial concepts and relationships
through experience in multi-perceptual alternative learning environments.
Virtual reality has potential as a setting for multi-perceptual,
experiential learning. This study evaluates the effect of designing
and experiencing a virtual world as a spatial processing skill
enhancement method, and as an aid to cognitive development. A
group of ten 12-14 year-old, neurologically impaired children
took part in an intensive, week-long virtual reality class at
the end of their regular summer school program. These children
were selected because all had difficulty in spatial processing
that effected their academic performance as well as their day-to-day
lives. All were pre-tested for spatial processing ability using
the Inventory of Piaget's Developmental Tasks (IPDT). During
the class, 3-D design software was used to develop "puzzle
pieces", that were combined into a cohesive whole at the
end of the week. The resulting "Puzzle World" was experienced
by each of the children at the conclusion of the class, after
which eight of the ten were again tested on the IPDT. In addition
to the post-test, personal interviews were conducted. A two-tailed
t test indicates that the effect of the week-long course
was significant, t = 5.16, df = 7, p <
.001. Mean scores improved for the group, from a pre-test mean
of (M = 45.00), to a post-test mean of (M = 49.75).
These results were consistent with the hypothesis that an intensive
3-D processing class culminating in a virtual experience can enhance
spatial processing skills. The intensive training may have encouraged
these children to contemplate spatial issues in a manner not previously
experienced, and may have created deeper spatial understanding
through the opportunity to directly manipulate objects and navigate
through a 3-D environment. This deeper understanding might have
contributed to the higher test scores.
Introduction
Cognition is a complex process that is predicated
on the interaction of an individuals' sensory-motor and neurological
systems. Spatial cognition is an important building block to
general cognition, as it is the process by which a child perceives,
stores, recalls, creates, edits, and communicates about spatial
images. The process of spatial cognition allows a child to create
meaning by manipulating images of the world in which (s)he exists,
and those that originate in their own mind. If a child has difficulty
with spatial cognition, it is likely that (s)he will have difficulty
in the academic environment and possibly in daily life as well.
Therefore, it is important to understand how spatial cognition
can be habilitated and sustained.
Ability and performance in spatial cognition
is dependent upon the development of seven underlying levels of
neurological support, as presented in Figure 1.
LEVEL VIII. Visual/Spatial Integration
Auditory/Visual Integration
LEVEL VII. Binocularity
Auditory/Linguistic Integration
Auditory Sequencing
LEVEL VI. Laterality
LEVEL V. Ocular Motility
Visual/Motor Integration
LEVEL IV. Proprioception
LEVEL III. Kinesthesia
Muscle Tone
LEVEL II. Vestibular Functions
LEVEL I. Tactility
Olfaction
Gustation
Figure 1, Levels of Neurological Support
for Spatial Cognition (from I HANDLE,
Rabinovitch, 1992)
As can be seen from the chart, visual/spatial
integration and auditory/visual integration are the culmination
of perceptual development. In Piaget's model, these skills would
begin to appear during the concrete operations stage (ages 7-11),
and would continue to develop through the formal operations stage
(ages 12-16 and beyond).
In the classroom, a child needs to actively
attend both visually and aurally, both components of spatial cognition.
Visual and aural systems rely on a child's vestibular, proprioceptive,
and kinesthetic senses to be active and functioning, yet "running
in the background". It is also important that the child
be able to minimize attention devoted to tactile and olfactory
senses, so that one's focus can be maintained in the visual and
aural arenas. This is difficult for many children.
This exploratory study examined the effect
of intensive training in three-dimensional design culminating
in a visit to a virtual world as a habilitative process for enhancing
certain spatial processing skills of a group of neurologically
impaired children (ages 11-14), in the interest of enhancing both
their academic performance and their day-to-day lives. Specifically,
we were interested in the child's abilities in spatial relations,
sequencing, classification, transformation and rotation, whole-to-part
relationships, visualization, and creative problem-solving.
Spatial relations is defined as an understanding
about the relationship between objects in space, both in dynamic
and static environments. Sequencing has to do with the order
of both objects and events. It is conservation of order, even
when the orientation of an object or set of objects changes.
Classification is the ability to comprehend relationships between
objects and to develop meaningful groupings. It is a means of
developing mental order. Transformation is the ability to mentally
transmute an object from one state to another, without the need
for physical representation of the transformation. Rotation is
the ability to mentally rotate objects in space, and be able to
maintain orientation and attributes during that transition. Whole-to-part
relationships are needed to construct and deconstruct complex
objects, developing an understanding at both the micro and macro
level. Visualization is the ability to construct, manipulate
and interpret images in the mind. Creative problem solving is
the external manifestation of all of the above activities coupled
with reason.
Selecting a Design Goal
In designing an effective spatial processing
environment, our goal was to provide children with a means to
develop spatial problem solving skills that will contribute to
their spatial cognition, while providing an engaging and interactive
atmosphere in which to work both individually and as a group.
As this was a special population, we felt it best to take a very
systematic approach to determining exactly how best to accomplish
the goal of enhancing a child's spatial cognition.
Spatial Processing Skill Development
The stage theory of childhood development as
described by Piaget (1952) has a great deal of relevance when
one discusses mental maturity for certain types of reasoning,
specifically higher level thinking skills. Regardless of the
order or the age at which these skills appear, Piaget was able
to identify important components to spatial processing, such as
the ability to comprehend perspective, transformations, ordinal
relations, classification, kinetic imagery, reciprocity, transitivity,
probability, and conservation (Patterson & Milakofsky, 1980).
Howard Gardner (1993) is also a strong advocate
of "spatial intelligence", and its relationship to other
intelligences and cognition. In Gardner's view, spatial ability
and spatial cognition are the basic building blocks that a child
needs in order to develop higher level thinking skills, specifically
those that complement verbal processing skills. As we move closer
towards being an "intellectual" rather than an "enactive"
(Bruner, 1966) learning society, the opportunity and necessity
for practice in the spatial realm has been minimized. However,
fully half of the population, when tested, indicates a preference
for visual rather than verbal learning style. (Kirby et al,
1988) Learning style preference has been given little attention
with regard to curriculum or assessment development. Gardner's
answer is to re-integrate development of all of the intelligences
that he has identified back into the curriculum, in appreciation
of a holistic approach to both individuals and the education
process. One's learning style preference as a basis for spatial
cognition is discussed in greater detail with regard to future
research in the Discussion section.
Pelligrino et al (1984) has separated
"spatial ability" into two components; spatial relations
and spatial visualization. His study focused on psychometric
measurement of speed, power, and complexity of individuals' spatial
manipulations. Sternberg (1990) states that regardless to which
intelligence theory one accepts, it is generally agreed that the
ability to think quickly, and to manipulate complex mental models
are both signs of intelligence. Rabinovitch (1992) also points
out the importance of developing one's spatial cognitive abilities
in the interest of language acquisition, mathematical comprehension,
and as an important underpinning for learning. Similar results
have been cited by Witkin (1977), Cohen (1985), and Anllo-Vento
(1992).
The Visual Component
But spatial cognition is not simply a visual
process; it is a multifaceted, multi-perceptual sequence of events.
Wiley (1990), though focusing primarily on the visual component,
has developed a relatively broad model of spatial cognition.
He has developed a "Hierarchy of Visual Learning" model,
which provides a structural framework for how one learns through
the process of "visual cognition, visual production, and
visual resolve." These stages are dependent upon one and
other, and represent one's ability to mentally comprehend, store,
retrieve, create, edit, and communicate spatial information.
Figure 2 illustrates the primary stages of visual learning, and
Figure 3 the hierarchical stages of visual learning.
(Not Available)
Figure 2, Primary Stages of Visual Learning
within the Hierarchy of Visual Learning
(Not Available)
Figure 3, Hierarchical Stages of Visual
Learning within the Hierarchy of Visual Learning
In essence, what Wiley describes is one's ability
to comprehend and communicate about spatial properties. Our research
concentrates on the first three stages of Figure 2; visual perception,
visual memorization, and visualization. Particular emphasis is
placed on visualization as it is at this stage that a child must
mentally manipulate images. Performance (externalization, transmission,
reception and resolution) is a result of the child's ability to
successfully complete the first three processes.
Visualization and Imagery
Visualization has been described as the "inner
landscape of our perceptions." (Samuels & Samuels, 1975).
It is the personal process of internally perceiving the essence
of an object, person, concept, or process (Kosslyn, 1983). With
regard to cognition, establishing a base understanding (i.e. essential
knowledge) allows the individual a firm platform from which
to explore permutations of that knowledge.
Visualization is a more complex version of
simple imagery. Imagery consists of those mental images that
are produced by memory or imagination (Samuels & Samuels,
1975). Visualization takes these mental images and adds an affective,
almost visceral component, making the image stronger and potentially
more meaningful. In other words, the process of visualization
has the ability to generate physiological and emotional responses
similar to that which we experience during "real-time"
perceptions, i.e. those that are occurring and we are experiencing
at the same time, vs. those that we reconstruct in our minds.
For example, the fear that we feel while having a nightmare is
just as "real" as the fear we might experience if what
we were dreaming were actually happening to us.
Visualization is a directed process that an
individual can undertake towards the goal of greater understanding
or meaning-making. It opens the door to creating a dialogue with
our perceptual senses. In Gagne's Memory Model (Gagne', 1985),
sensory input is illustrated as a mono-directional flow. In contrast,
an expanded model would recognize that by using visualization,
we can actually create perceptual sensations that embody
experiences created entirely in our mind.
Since visualization is a directed activity,
does this mean that it is a conscious activity? Not necessarily;
some of our best problem-solving is done while dreaming, a state
under the domain of the unconscious (Samuels & Samuels, 1975).
There are also substantial questions about the hypnotic state;
is it conscious or unconscious? Can we visualize when in a hypnotic
state?
There is no doubt that visualization, as a
manifestation of the mind, is an intensely personal and highly
individual activity. I am interested in whether that activity
be guided by an outside source, such as a teacher, a software
program, or in an entirely constructed environment such as virtual
reality? How does it relate directly to education and learning?
Can it be channeled to effect cognition? Most of the literature
seems to indicate that, indeed, visualization and cognition relate
to one and other. The key, then, is to determine the relationship,
as well as other criterion that will facilitate use of visualization
as a cognitive aid.
Visualization & Cognition
Visualization can be used to enhance many aspects
of an individual's life; physically, spiritually, and mentally.
In an intellectual sense, it can be used to develop focus, establish
connections and relationships, and for creative problem solving,
concept enhancement, and memory enrichment. (Kosslyn, 1983).
The relationship between visualization and
cognition really rests on the concept of representation.
Gagne' describes at least three types of representative knowledge;
propositions, productions, and continuous knowledge (such as images
and sounds) (Gagne', 1985). Regardless of how these representations
are stored in long-term memory, they can be recalled in their
representative form to short-term memory for contemplation or
action. Visualization can use information from long-term memory,
as well as new information gleaned from the environment to create
new knowledge and understanding. Denis (1991) states:
"It will come as no surprise that in the
context of a discussion about imagery the definition of "thinking"
used here will hinge on the notion of representation. A convenient
distinction is often made between long-term and transient representation.
Long-term representations are the constituents of individuals'
permanent knowledge, and transient representations are built up
from new informational inputs. Representations are the locus
of application of processes, which manipulate and transform their
content in order to derive new pieces of information. Thinking
is that set of mental activities involved in the manipulation
of representations with the construction of new pieces of information
as outputs, which can enter into an individual's knowledge base."
(Denis, 1991, p. 103)
He follows this section on thinking with an
erudite view of the relationship between imagery and cognition:
"My argument is that imagery is a set
of processes which have their own properties, and can be brought
into play at various levels of cognitive activity. Thus, imagery
is not the core of thought processes, but rather a potential
medium for them. Thinking makes use of representations,
some of which are produced by imagery processes, and some by more
abstract representational systems. Images, then, are models
for thinking. It is recognized that although models are situation-specific,
they can nevertheless be used to generate valid conclusions or
decisions much beyond their specific content. In addition, models
relying on imagery are more than static cognitive entities, but
should rather be viewed as representations which enter into dynamic
simulations and manipulations." (Denis, 1991, p. 104)
Dynamic mental "simulations and manipulations"
have been used to solve intensely complex problems by creative
individuals throughout history. By shifting perspective, and
by determining whole-to-part relationships, critical questions
have been answered. For example, the mathematician Poincare'
and the physicist Feigenbaum used such a technique when developing
their respective descriptions of geometric space and universality.
In art, the same relationship holds. Tufte quoted the artist
Paul Klee as saying:
"It is not easy to arrive at a conception
of a whole which is constructed from parts belonging to different
dimensions. And not only nature, but also art, her transformed
image, is such a whole. It is difficult enough, oneself, to survey
this whole, whether nature of art, but still more difficult to
help another to such a comprehensive view. This is due to the
consecutive (linear) nature of the only methods available to us
for conveying a clear three-dimensional concept of an image in
space, and results from deficiencies of a temporal nature in the
spoken word." (Tufte, 1990, p. 15)
The discussion surrounds one's ability to envision
both the detail, and the whole; to recognize the patterns and
relationships that exist in nature, as well as in our minds.
We the need to ascertain what details are needed to understand
the essence of a thing. To complete this thought, we turn
to Feigenbaum:
"In a way, art is a theory about the way
the world looks to human beings. It's abundantly obvious that
one doesn't know the world around us in detail. What artists
have accomplished is realizing that there's only a small amount
of stuff that's important, and seeing what it is. So they can
do some of my research for me...I really do want to know how to
describe clouds. But to say there's a piece over there with this
much density, and next to it a piece with this much density --
to accumulate that much detailed information, I think is wrong.
it's certainly not how a human being perceives those things,
and it's not how an artist perceives them. Somewhere the business
of writing down partial differential equations is not to have
done the work on the problem...Somehow the wondrous promise of
the earth is that there are things beautiful in it, things wondrous
and alluring, and by virtue of your trade, you want to understand
them." (Gleick, 1987, p. 186-87)
From these testimonials, it seems clear that
visualization can be used to enhance one's cognitive processes,
by removing the "shroud of mystery" surrounding whatever
it is that the individual would like to understand more fully.
Specific literature regarding visualization and cognition per
se is spotty; and literature regarding guided visualization and
cognition is almost non-existent. What is presented below is
the culmination of numerous library searches, and yet seems only
to scratch the surface potential of combining one's "inner
sightedness" and mental machinations for cognitive gain.
Visualization & Cognition Research
Externally Directed Guided Visualization
Research
Regarding guided visualization and cognition,
Gaylean (1982-83) has performed some of the only research combining
the two topics. In her study, teacher-presented guided imagery
was used as a learning aid in both elementary and secondary schools.
The visualization exercises were designed to help students learn
more effectively, to become more self-aware, to become more aware
of others, and the perspective of others. Imagery activities
took place as a preparation to learning, and also within the "lesson
itself."
The study showed that visualization had a number
of benefits, including less disruptive classrooms, increased cognitive
achievement, and a greater feeling of warmth and cohesion between
the students, and between students and teachers. They also found
that everyone felt successful, because they "saw" things
in their own personal fashion; there was no right or wrong way
to image. Creativity increased, as did the "expression of
unique ideas." Increased depth was also cited as a benefit.
That same year, Sadowsky (1983) studied 48
5th graders and their ability to generate creative endings to
a story. All subjects were tested for verbal mental ability,
and interviewed as to their naturally occurring mental images.
A story was presented to both an experimental and a control group,
where the experimental group was encouraged to visualize potential
endings to the story.
The results indicated that those who imagined
different endings had had to pay more attention to the details
of the story as it went along, and were able to generate meaningful,
elaborate, and feasible endings. The researcher concluded that
deeper semantic processing was occurring with those that were
visualizing.
The study also pointed out that traditional
testing for reading comprehension may be incomplete, in that tests
often are looking for verbal mental responses, when in fact mental
images created during story reading may be valid measures of comprehension
as well.
In a study by Saarnio & Bjorklund (1984)
on guided visualization and recall, kindergarten, 2nd grade and
5th grade children were tested for their ability to remember objects
in a story by creating their own mental images. The researchers
found that recall improved as organization strategies were used
as guides. However, further investigation revealed that it was
not organization within the scene that enhanced recall. Rather,
it was the children's ability to mentally generate interrelating
connections between the objects themselves that yielded the
best results.
Internally Directed Visualization Research
There are also several studies that describe
children's attempts to visualize without any external guidance,
i.e. using their own imaginations as their guides. A selection
of those studies is presented below.
In a study regarding the relationship between
spatial performance and ability conducted by McClurg & Chaille'
(1987), computer games were used to test whether the spatial nature
of the games would enhance the spatial abilities of 5th, 7th,
and 9th graders, as measured by the Shepard & Metzler (1971)
Mental Rotations Test (i.e. whether performance would effect ability.)
Two computer games were used. Both could be played at a variety
of difficulty levels. One game was a factory that made punched
items that varied in complexity. Students had to design a manufacturing
environment that would create a pre-specified object. The other
game was a space warfare game, which included a universe in which
the game is played, and a plethora of entities; some good, some
bad, and some that could even transform themselves into other
entities.
Spatial effects present in the games included
visual perception and discrimination, differentiation of opposite
obliques, visualization of transformations in series, the use
of referent systems, and the development and updating of cognitive
maps.
Results indicated that all of the students
benefitted from playing the games, regardless of grade or sex.
The authors note that developing computer games that motivate
little girls to play as much as little boys would "level
the spatial playground."
Brodsky, Esquerre & Jackson (1990-91) have
studied individuals who are able to undertake a state of being
called "lucid dreaming". In essence, this is a dream
state that is consciously directed from within the individual.
The individual can draw on memories, but can also engage creative
thinking skills and the freedom of thought inherent in the unconscious
to solve problems, solutions to which are remembered upon waking.
It should be noted that attitude also played a role here; those
individuals who thought their dreams were important prior to the
study were more attuned to what occurred during the experiment.
This may indicate that not everyone (at least those who do not
feel their dreams are important) could engage in lucid dreaming.
Dwyer (1988), makes an important point regarding
the use of visualization as a potential learning tool. Though
he feels that visualization "represents only a mild rehearsal
strategy which will not always optimize student achievement of
the more complex levels of learning", he also feels that
if "visualization is used in the encoding process, then it
ought to be used in the retrieval phase of the teaching/learning
process." This point speaks directly to the design of assessment
mechanisms that are related to how the material was learned, rather
than for the convenience of testing and scoring. It could be
at the heart of why so many visual processors do poorly on written
(verbal) assessments.
There is also a body of research regarding
what it is that the blind see with their minds eye. Kennedy (1983)
conducted a study in which congenitally blind individuals were
asked to visualize particular objects in their mind's eye, then
draw them on paper. The results indicated that these individuals
used a universally recognizable outline form to convey the images
that they saw in their mind, and that the drawn images were reasonable,
accurate, and understandable. This might mean that guided visualization
could be used even with children with disabilities (such as blindness)
as an aid to cognition.
In another study on congenitally blind individuals
and their ability to visualize, Zimler & Keenan (1983) compared
congenitally blind vs. sighted individuals who were asked to perform
three different tests, all of which involved visualization of
objects.
In all cases, the blind individuals did better
than sighted individuals recalling concepts that were auditory
in nature. However, when comparing visual, haptic, and auditory
concept recall, blind subjects remembered more visual concepts
than concepts in any other category.
This led the researchers to believe that blind
people do in fact visualize, at least in a fashion that works
for them. The conclusions are that visualization is highly individualized,
and that meaning can be developed regardless of the sense modality
used to encode the information to begin with. Furthermore, visualization
is a naturally occurring event, even in individuals blind from
birth.
The Computer-Based Learning Environment
It is important that the environment in which
a child is expected to learn be conducive and supportive of the
learner. With regard to computer-based learning environments,
Siegler (1978) has presented examples of child-computer interactions,
and has addressed problems related to children's perception of
computer controls. In his work, he has identified aspects of
children's object-based reasoning and decision-making processes,
providing support for the importance of problem solving/object
manipulation skills as a basis for other forms of cognition.
Lawler (1985) has also done work in this area, on children's perceptions
of computer tasks.
The work of McClurg (1992) is based on the
use of computer-based spatial cognition training. In her study,
third and fourth-grade students were given the opportunity to
work with spatial processing software programs as an enhancement
to their spatial processing ability. Spatial visualization skills
were measured using the Black & Black Figural Classification
Test (1984), and the Shepard & Metzler Mental Rotations Test
(1971). Results indicated that the skill level of all children
who worked with the software had been enhanced beyond the levels
achieved by children who did not work with the problem-solving
software.
Though both standard and multi-media computer
environments have a more firmly established base (and a greater
amount of research that has been done regarding their effectiveness),
we are very interested in using the virtual environment for a
number of compelling reasons. First, as stated by Winn &
Bricken (1992), "the programmability of VR allows a curriculum
designer to embed pedagological strategies into the behavior of
virtual objects." (p. 12). Furthermore, the work of Regian
et al (1992) indicates that virtual reality is indeed a
superior environment for spatial skills enhancement, specifically
because "the interface preserves (a) visio-spatial characteristics
of the simulated world, and (b) the linkage between motor actions
of the student and resulting effects in the simulated world."
(p. 136) Their research also indicates that, when presented with
similar spatial processing tasks in both a two-dimensional "god's-eye
view" world, and a three-dimensional virtual world, performance
is qualitatively and quantitatively better in the virtual environment.
Middleton (1992) also seems to feel that the
attributes of virtual reality make it an ideal learning
environment. She describes these attributes as:
_ Great flexibility in the creation of virtual
or artificial worlds;
_ The ability to support a felling of presence;
_ The ability it gives the user to control and interact with objects
and people within the virtual world; and
_ The physical feedback from objects and people within the world.
(Middleton, 1992, p. 254)
In her work at the Stanford Research Institute,
she is actively pursuing a deeper understanding of how these attributes
can contribute to the learning process. And Jaron Lanier (1992)
has worked directly with fourth and fifth graders to develop learning
environments that change the "situation" to foster greater
retention and recall.
Our goal is to get the child to "suspend
belief" long enough to learn spatial problem solving skills
in a simulated environment. In the words of Brenda Laurel, this
level of engagement is best described through the analogy of theatre:
"Coleridge believed that any idiot could
see that a play on stage was not real life. (Plato would have
disagreed with him, as do those in whom fear is induced by an
new representational medium, but that is another story.) Coleridge
noticed that, in order to enjoy a play, we must temporarily suspend
(or attenuate) our knowledge that it is "pretend."
We do this willingly, in order to experience other emotional responses
as a result of viewing the action... The phenomenon that Coleridge
describes can be seen to occur almost identically in computer
games, where we feel for and with the characters (including ourselves
as characters) in very similar ways." (Laurel, 1991, p. 113)
Virtual reality can potentially provide such
an environment. In discussing the dimensions of telepresence,
Steuer (1992) says that vividness and interactivity are both positively
related to a sense of "being there." However, these
components can be overdone, resulting in sensory overload for
the participant. There is a careful balance to be maintained.
Bricken (1991) describes the potential of virtual
worlds as learning environments, in relationship to educational
theory and pedagogical practice. The work of Bricken (1992),
Bricken & Byrne (1992, 1993), Byrne (1993) and Osberg (1992,
in press) illustrate that children not only can effectively manipulate
objects and events in three-dimensional space, they enjoy it immensely
as well.
The Experiment
Recall that the primary question we are asking
is can thinking intensively about spatial concepts enhance spatial
cognition? The bulk of the research described above indicates
that other studies have shown a positive relationship between
spatial exercises and spatial skill enhancement. We wanted our
intervention to have just as positive an effect, especially for
the type of children with which we were working. These children
were selected because of their spatial processing problems, and
therefore had the most to gain from such an intervention.
Puzzle World: A Game with a Goal
Our initial task analysis resulted in a clear
need to develop a process that was engaging, interactive and effective.
We chose to teach the children how to create puzzle pieces that
would fit together, both on an individual and on a group level.
The goal was to develop enough continuity from child to child
that each time someone would experience the completed world, they
could configure it in a manner of their choosing. By providing
such a simplistic goal as a starting point, we were able to develop
buy-in with the children right away. All of them had worked with
puzzles before, and understood that the pieces needed to fit together
to form a cohesive whole. Most of them found it exciting to develop
a puzzle that wasn't just a flat picture.
Furthermore, creating puzzle pieces as a group
provided the children with an opportunity to communicate about
what they were making, and how they were going about their creation
process. We were hopeful that this mix of "declarative"
and "procedural" information would encourage the children
"to take existing knowledge, and those cognitive processes
that operate on it, and changing its representation." (Lopez,
1992, p. 181)
Though the body of literature on experience
in VR, and especially children's experiences, is limited, there
are some excellent resources on which to base our design. Children's
behavior in the game can be predicted through some of the research
performed by Hirose et al (1992). Object manipulation,
physical constraints, mapping to the physical world, and perceptual
input/response are discussed. Merickel (1992) has recently completed
one of the few empirical studies on children's perceptions in
the virtual world. In it, he describes how training in visualization
and mental manipulation can enhance spatially related problem-solving
skills, both in two and three dimensions. There has even been
some research regarding the metaphors used to develop a relationship
between the virtual environment and the user (Brill, 1993).
Of course, there are those who downplay the
entire notion that such learning can be had, either in a multi-media
environment, or in the virtual world. Trotter (1991) has little
good to say about even such widely known and respected problem
solving programs as "Where in the World is Carmen Sandiego?"
Even Lanier & Biocca (1992), voice some concern over the
role of present-day interactive video game technology and virtual
reality in a child's life.
However, the research indicates that the technology
has some unique aspects to offer with regard to spatial cognition.
Indeed, some of the finest minds in history have used visualization
as a process to expand their perspective, to focus in on details,
and to expand their understanding of the world.
Therefore, I hypothesize that by teaching children
how to think in three dimensions, using visualization techniques
and a lot of practice, we can enhance their spatial cognitive
abilities, and have a positive effect in other areas of their
lives as well.
Method
Subjects
The subjects for this study were 10 11-14 year-old
students, 9 males and 1 female. These children were associated
either with the Children's Institute for Learning Differences,
(CHILD), a private non-profit educational institute located in
Bellevue, WA, or in treatment with Ms. Judith Rabinovitch, a neuro-development
therapist. Approximately 60 children ages 3-14 attend CHILD during
the regular school year. The children selected for the study
were those with moderate to severe spatial cognition problems.
Most had attended the summer program at CHILD, at the conclusion
of which was the Puzzle World development class. There were two
instances of subject attrition during the course of the study;
these two children refused to complete the post-test, and so were
dropped from consideration with regard to the results. This age
group was selected because it represents a group of subjects at
the crux of adolescence, the age corresponding to the ability
to undertake abstract or symbolic thinking, which requires spatial
cognition (Piaget, 1952), (Bruner, 1966).
CHILD was selected because of the special population
that they serve. Students attending CHILD are all in need of
some type of therapeutic intervention to assist them academically,
and often behaviorally as well. Furthermore, I had an established
relationship with the Director of the school, facilitating both
our mutual understanding about the goals of the project, and our
ongoing communication before, during, and after the project.
Choosing puzzles as the subject of interest
was predicated upon our desire to select a subject that would
be engaging, encourage interactivity both at the personal and
at the group level, and would require spatial processing skills.
Our assumption was that these subjects would have had experience
with both 2-D puzzles (such as tangrams or the standard create-a-picture
version) and 3-D building blocks such as legos, both of which
were true in all cases. This pre-existing knowledge would assist
the subject in better understanding the process necessary for
designing and building a virtual world.
No incentives were offered to either the teachers,
the teaching assistants, the camera man, or the subjects. All
of the subjects received the same intervention. No control group
was available, due to subject availability and time constraints.
Instrumentation
All students were pretested for visual ability,
sensory-motor skills, and spatial cognition. In addition to tests
performed on or by the individual, a parent checklist was submitted,
detailing both current and early childhood behaviors. An example
of the parent checklist has been included as Appendix A.
The parent checklist, vision screening, and
sensory-motor skills assessment were done to give us a better
"profile" of each subject. Because each of these children
has such an interesting (and varied) background, we felt it was
best to gather as much information up front as we could, in the
interest of making better statements at the conclusion of the
research. The only assessment instrument that was used as a measurement
device was the Inventory of Piaget's Developmental Tasks (IPDT)
(Furth, 1970).
The vision test was performed by a licensed
developmental ophthalmologist. Subjects were tested for visual
acuity, hyperopia, and stereopsis. Of particular interest with
regard to spatial cognition was the individuals' binocular disparity
and accommodative abilities. The screening was performed in a
small room that could be darkened at CHILD. An example of the
vision skills tested is included as Appendix B.
Sensory-motor skills were tested using excerpts
from Rabinovitch's Intervention in the Holistic Approach to Neuro-Development
and Learning Efficiency (I HANDLE). (Rabinovitch, 1992). What
we were trying to ascertain was where each subject stood with
regard to their attentional priorities, ability to differentiate,
and degree of lateralization and integration. Each subject was
tested individually, with the assistance of an administrator.
All of the subjects were video-taped for later confirmation of
results. An example of the modified I HANDLE is included as Appendix
C.
Spatial cognition skills were tested using
the Catholic University Center for Research in Thinking and Language
version of "An Inventory of Piaget's Developmental Tasks"
(Furth, 1970). This is a 72-item, paper-and-pencil inventory,
dealing with 5 specific spatial problem areas; conservation, images,
relations, classification, and laws. It was originally designed
to test Navajo children for task comprehension while minimizing
the potential problem of language as a barrier. The test is divided
into 18 different subtests, each of which are designed to address
one of the five problem areas. They are presented in order of
increasing difficulty within the inventory. Though most children
should be able to accurately complete each subtest by the age
of our subjects, research by Neo-Piagetians such as Case (1984,
1985, 1987) and Siegler (1986, 1987) indicated that age is less
important than understanding content within structure, or having
had the opportunity to work with and solve similar problems.
A subtest summary is listed in Table 1.
In a reliability and validity assessment of
the IPDT, Patterson and Milakofsky (1980) were able to show that
the inventory does indeed tend to track children's progressive
assimilation of the spatial tasks tested over time. They used
the inventory to assess the performance of 250 third, sixth, and
ninth graders, 210 college freshman and sophomores, and 22 "educably
retarded" individuals.
Reliability assessments were computed by using
several different forms of the test given in a group setting,
in combination with a "modified" version of the test
given on an individual basis. Subjects were rotated through 3
different testing scenarios over the space of one month. By comparing
the results of these tests, Patterson and Milakofsky were able
to conclude the Inventory had "reasonable reliability over
a short period for a wide range of age groups, that does not seem
to be affected by situational testing variables." (p. 348)
Concurrent validity was tested by comparing Group versus individual
scores. No significant difference was found between the two scores,
indicating that scores were valid across the group tested.
Approximate
Subtest Subtest Problem Concept Mastery
No. Name Area Assessed Age
1 Quantity Conservation Conservation 7-8
of Quantity
2 Levels Images Transformation 9-10
of Images
3 Sequence Relations Ordinal Relations 7-8
4 Weight Conservation Conservation 9-10
of Weight
5 Matrix Classification Classification 7
6 Symbols Classification Combinativity 7-8
7 Perspective Images Perspective 9-10
8 Movement Images Kinetic Imagery 8
9 Volume Conservation Conservation 11-12
of Volume
10 Seriation Relations Ordinal Relations 7-8
11 Rotation Laws Kinetic Imagery 8-9
12 Angles Laws Reciprocal 12
Implication
13 Shadows Images Perspective 9-10
14 Classes Classification Classification 12-13
15 Distance Conservation Conservation 10
of Length
16 Inclusion Classification Verbal Class 11-12
Inclusion
17 Inference Relations Verbal Transitivity
11-12
18 Probability Laws Probability 10-11
Construct validity was tested by looking at
the mean scores for each group, as well as the disparity from
group to group in terms of "mastery." Using 75% correct
(3 out of 4) as an indication of mastery for a particular subtest,
15 out of 18 concepts (83%) were mastered by college students,
12 out of 18 (67%) by ninth graders, 5 out of 18 (28%) by sixth
graders, and none by the third graders. Mastery clearly increases
with age, with large incremental leaps present between grades
3, 5, 9, and at the beginning of college (Patterson & Milakofsky,
1980).
With regard to the "educably retarded"
children and adults, "it would appear... that the IPDT could
be of use in identifying particular strengths for mildly or moderately
retarded children and adults."
Based on this assessment, especially since
the test had included individuals with learning problems, we felt
that it would fulfill our need for spatial cognition assessment
tool.
Materials
Each subject received a workbook containing
schedule information, visualization exercises, a reference card
for the software used to build the 3-D objects, a set of 3-D design
exercises, drawing paper, and writing paper for making journal
entries. Included at the back of the workbook was a tab for each
subjects three-dimensional design print-outs. The notebook was
theirs to keep at the conclusion of the class.
These workbooks were used to keep the subjects
aware of the schedule, to develop an awareness of how the design
software worked, as a mini-manual for the software, and to provide
them a place to draw or write throughout the class. The Examples
section of the binder was the most valuable in that it was used
to "jump start" the children, allowing them to create
meaningful objects from physical examples in the software package,
within a very short (less than an hour) period of time. These
examples are included in Appendix E. All of the subjects illustrations,
notes, and designs were either copied or transcribed, with their
permission.
Virtual puzzle pieces were created with the
assistance of Swivel 3-D (version 1.5.80), a three-dimensional
software program specifically written as a front-end design tool
for virtual reality. The base world was also created in the same
package. Swivel 3-D runs on the MacIntosh platform, and requires
a computer with at least 5 megabytes of RAM. Proprietary conversion
and rendering software were provided by the Human Interface Technology
Laboratory and Division, Inc.
Procedures
Pre-tests were conducted at CHILD approximately
2 weeks before the Puzzle World class started. All available
subjects were rotated through all three (vision screening, sensory-motor
skills, and the IPDT) stations on a round-robin basis. Subjects
not available at the time were tested on an individual basis prior
to the start of the class. Parent checklists were sent out and
returned to us before the start of the class.
Due to the great interest in this study by
professionals both at CHILD and within Ms. Rabinovitch's practice,
we were able to provide 3 educational professionals in addition
to the researcher as teachers in the class. These four professionals
chose to team-teach the class as much as possible. All four were
involved in the administration of the pre-tests for sensory-motor
development, and the IPDT. In addition to the four educational
professionals, we were also assisted by an intern from the Human
Interface Technology Laboratory at the University of Washington.
Video footage was taken by a film writer and producer who was
visiting from Los Angeles for the summer.
Class met each day from 9 a.m. to 3:00 p.m.
in the Computer Lab at the Forest Ridge Academy in Bellevue, WA.
Each day was subdivided into "activity" and "thinking"
periods. At the beginning of each day, the children had a chance
to write in their journals. Frequent breaks were taken so that
children could "reorient" themselves in the physical
world. Lunchtime was spent outside, so that the children most
in need of some room to run could do so.
A daily schedule is included in Appendix D,
but a brief overview of the training process is presented here.
On the first day of class, we spent a great deal of time talking
and thinking about the software that we were using, and how we
could make three-dimensional objects that appear on a two-dimensional
screen. After a brief overview of the functions available in
Swivel, the children dove right into the computer program, developing
their first 3-D objects. Later that morning, we went through
the example objects one by one, those illustrated in Appendix
E. For all of the objects in the Examples section, I had a physical
example to show to the children. We looked at the example and
described how each "face" (top, front, and side views)
were different, and how when combined they formed a composite
whole. The examples became increasingly more complex, and required
the children to use different tools in the software to create
them. By the time they could create a fish, they had a fair idea
of what the tools could do for them, and how different "faces"
can combine to create a whole. In other words, the point was
to allow the children the opportunity to consider deconstruction
and construction of objects, using these conceptions to create
the objects using whole-to-part reasoning.
There was plenty of time for the children
to work with the software; in fact there was too much time. When
they got tired of designing Swivel objects, many of the children
played SimCity, a well-known computer game that happened to be
resident on the computers in the lab.
At the close of the day, children once again
had the opportunity to write in their journals about their experience.
Though I had hoped for a rich, textural account of the days activities,
I was sadly disappointed. Most of the children wrote one line,
and though all of the comments were very positive, I still wished
for more depth.
On the second day, the children convened as
a group, to discuss the type of puzzle world they would like to
build. We got a lot of interesting suggestions, but the discussion
indicated that it was difficult for these children to think holistically,
in concert with all 9 other individuals with whom they were working.
One of the adults suggested that the children create animal "pieces"
that could be combined to form new non-biological terrors. The
children were not impressed. What became clear over time is that
each child had their own idea about what they wanted to create.
Instead of insisting on group-level consensus, we decided that
the value of the process was primarily for personal spatial cognition
enhancement, so agreement on the "big picture" became
less important. We let their individual selections stand.
The next two days were spent in intense, feverish
development of several individual "worlds." I had directed
them to start small, to make just a few objects. When they felt
more comfortable, they could begin to combine objects together,
forming a "world."
Midway through the fourth day, the combined
Puzzle World was created from all of the disparate pieces. The
morning had been spend selecting the "world" that each
child wanted to contribute, naming all of the objects in that
world, printing it, labeling it, and turning it in to me on disk.
The procedure of building the base world, and combining the objects
in an aesthteically pleasing manner would normally have been a
job for one or two of the children. However, there was considerably
less interest in others' objects with this group of children than
with other groups with which I have worked. This is consistent
with their original insistence on completing objects individually
rather than as a group. I have no explanation for the difference.
Because of some of the difficulties that these
children faced, following simple instructions was a real trial.
Creating the finished product that contained everyone's contribution
is a task that is highly procedural, and requires a lot of administrative
overhead on the part of the children. Though I had to repeat
myself (up to 6 times with one child) we finally got it done.
The children went on a field trip; I went to the HIT Lab.
Swivel allows the user to output the 3-D graphic
file into a text file containing all of the instructions for the
graphics renderer to re-create the images in the virtual world.
Using the children's disk, I (with the infallible assistance
of Marc Cygnus) converted the file to the format needed by the
Division system, to run on a stand-alone virtual reality rendering
engine called the ProVision 100. The system is an excellent platform
in which to work with children, primarily because it is bombproof.
High-tech gear that can break easily is just too risky to use
with young children, particularly adolescent boys. We were fortunate
to have access to the Division system.
After some final rearrangement of the objects,
Puzzle World was ready. On the last day, the children experienced
their constructed Puzzle World through helmet and wand, in virtual
reality.
At the conclusion of the class, eight of the
ten children were post-tested using the IPDT. The other two children
refused to finish the test. Therefore, the data set includes
eight individuals, all male. Personal interviews, however, were
conducted with all ten children. We were able to gather anecdotal
information about their experience, what they had learned, what
they had liked, etc. Their responses were no different from any
of the other 60 children with whom I have spoken about virtual
reality in general-- almost all of them think it is a truly wonderful
experience.
Results
Results from the IPDT pre- and post-tests are
illustrated below. The results are presented by subgroup.
Subtest Problem Pretest Posttest
No. Name Area Mean Mean
1 Quantity Conservation 2.875 (.641) 2.875
(.835)
2 Levels Images 3.250 (1.389) 3.625 (1.061)
3 Sequence Relations 2.625 (1.302) 2.750 (1.389)
4 Weight Conservation 2.875 (1.642) 3.375
(1.408)
5 Matrix Classification 3.000 (1.414) 3.250
(1.1650
6 Symbols Classification 2.125 (1.356) 2.875
(1.356)
7 Perspective Images 2.875 (1.246) 2.750 (1.753)
8 Movement Images 2.750 (1.581) 2.750 (1.581)
9 Volume Conservation 2.250 (1.488) 2.000
(1.414)
10 Seriation Relations 3.250 (1.035) 3.250
(.886)
11 Rotation Laws 1.375 (1.061) 2.125 (1.458)
12 Angles Laws 2.500 (1.414) 2.750 (1.165)
13 Shadows Images 2.250 (1.282) 2.500 (1.512)
14 Classes Classification 1.500 (1.414) 1.875
(1.246)
15 Distance Conservation 1.875 (.641) 2.375
(.916)
16 Inclusion Classification 2.750 (1.282)
3.625 (.518)
17 Inference Relations 1.195 (1.195) 2.750
(1.282)
18 Probability Laws 2.000 (1.069) 2.250 (1.035)
Total Scores 45.000 (16.178) 49.75 (15.012)
Note. Standard
deviations in parentheses.
Though the mean scores in each subtest do not
vary significantly, a two-tailed t test comparing total
mean scores indicates significance, t = 5.16, df
= 7, p < .001.
Though we were interested in spatial cognition
in a general sense, we were also interested in a set of specific
spatial processing skills; spatial relations, sequencing, classification,
transformation and rotation, whole-to-part relationships, mental
imagery, and creative problem-solving.
Spatial relations were defined as an understanding
about the relationship between objects in space, both in dynamic
and static environments. This is one of the primary components
of spatial cognition, and is dependant upon most if not all of
the skills described in the subtests above. I feel that the total
scores for the IPDT are indicative of the children's improvement
in understanding spatial relations as a whole.
Sequencing was defined as understanding the
order of both objects and events. The sequencing subtests (3
and 10) indicated only slight improvement in the children's ability
to sequence.
Classification was defined as the ability to
comprehend relationships between objects and to develop meaningful
groupings, as a means of developing mental order. In each of
the classification subtests (5, 6, 14, 16) There was improvement;
probably the strongest improvement that we saw in any one group
of subtests. This may be due to the nature of the type of world
we developed; puzzle pieces need to fit together; to be of the
same "class" of objects. It would be interesting to
study how development of different types of worlds would affect
the results.
Transformation and rotation is the ability
to mentally transmute an object from one state to another, without
the need for physical representation of the transformation. Transformation
and rotation subtests (2, 8, 11, 12, 17, and 18) indicated improvement
in every subtest but 8, in which the results remain the same.
Visualization was defined as the ability to
construct, manipulate and interpret images in the mind. As is
true with spatial relations, we felt that the IPDT as a whole
represents gains in the area of visualization.
Creative problem solving was defined as the
external manifestation of all of the above activities coupled
with reason. There was a great deal of creative problem solving
going on in the classroom - much of it captured on video tape.
The children would often verbalize their accomplishments to their
seat-mates, or to one of the instructors. In most cases, we were
able to get the child to describe how they had found solutions
to the design or technical problems. What these children lacked
in spatial ability prior to the class, many of them made up for
it in sheer determination to design what they wanted to design.
We had wanted to select a design goal that
would provide the children with a sense of engagement, interactivity,
and that would provide an opportunity for problem solving. Given
the results, I would say that we were successful with regard to
the engagement factor, and that problem-solving was a big part
of what transpired that week. I am less convinced regarding interactivity.
Thought the children were fully engaged in their own projects,
it was difficult to develop a sense of group interaction. These
children all have different issues, and seemed to naturally fall
into 4 subgroups as a matter of course. Conversations were frequent
within subgroup, but discussion across subgroups was almost nonexistent.
The most telling comparison that I have made
is to compare the mean scores of this group with the mean scores
of the sixth and ninth graders tested by Patterson and Milakofsky,
as presented in Table 3. The average age of the eight remaining
children in the post-test group was 13.33 years.
Study P & M Study P & M
Pretest Grade 6 Posttest Grade 9
Mean (13.3) Mean (11-12) Mean (13.3) Mean (14-15)
Volume 2.250 1.98 2.000 2.65
Rotation 1.375 1.70 2.125
Classes 1.500 1.73 1.875 1.95
Distance 1.875 2.18 2.375
Probability 2.000 1.91 2.250 2.80
Note. Ages
in parentheses.
For the five most difficult subtests, our study
group pre-tested below 6th grade average on three of the tests,
and slightly above average on the other two. Post-test scores
indicate that in all five domains, the group has improved beyond
the 6th grade level, yet is still below the 9th grade level of
achievement. It could be inferred that in fact, after having
worked diligently to design and manipulate three-dimensional objects
and environments, these children now have been able to achieve
age-appropriate spatial cognitive skills.
Discussion
Though these data support the hypothesis that
intensive training in three-dimensional thinking can help a child
gain skills necessary for spatial cognition, it does not answer
which particular component of the week-long program did the most
good. Was it working in Swivel? Was it the workbook approach?
Was the experiential nature of virtual reality?
Further research needs to be conducted, to
establish the cause-and-effect relationships inherent in this
type of experiment. In the interest of habilitating these students,
we wanted to give them the "full meal deal", just as
has been done for a number of other children through the Pacific
Science Center Creative Technologies camps (Bricken (1992), Bricken
& Byrne (1992, 1993), (Byrne, 1993), (Osberg, 1992, in press).
It is more important to identify the key elements responsible
for fostering their spatial understanding, especially since these
children are having a tough time making it in the academic world.
Although no significant differences in subtest scores were observed.
the most promising area for future study appears to be identification
of the key elements that generated the significant improvement
for the group as a whole. It will be interesting to note their
progress over the course of the school year, as I am still closely
involved with both CHILD, and Ms. Rabinovitch.
Furthermore, we do not know if these effects
transfer to the general population. Results from Merickel (1992)
others indicate that there has been positive effect in their research,
but again, it comes down to identifying the critical factors involved.
The IPDT assessment tool appears to have value
as a "readiness assessment" mechanism, which may help
teachers better understand exactly where their students stand
with regard to spatial and general cognition. In Grauer's work
on creating conditions for learning in the classroom, he says
that teachers need to become more environmentally and perceptually
aware of the "learning state" of their pupils. He speaks
to the subliminal nature of non-verbal cues, voice resonance and
tonality, environmental cues (such as wall color and background
sound), and even a learner's dietary needs. Regarding gauging
learner readiness for thought, he states:
"Defining the conditions for learning
or, more specifically, defining the level of perception, has become
a far more scientific endeavor over the past few years."
(Grauer, 1985, p. 10)
To his way of thinking, a teacher has a great
deal of latitude in assisting the student not only to learn, but
to open the doorway to be ready to perceive. Since one
must be open to perceptions to learn, Grauer's approach seems
much more appropriate with finding the actual rhythms at which
a learner will attend and immerse him/herself in the educational
material. This is an example of how the teacher affects the student,
who in turn affects the teacher, and so on. Master teachers already
co-exist with their students in such a fluid environment, but
I submit that there is still much to be gained from actively reintegrating
a visual component to learning back into the classroom, as can
be seen from the results of this study.
In addition to research on appropriate methods
of enhancing spatial cognition, I feel it is important to integrate
learning style preference into the research as well. My hope
would be to identify not only how one's learning preferences are
established, but whether those preferences are "interchangeable"
with regard to content, environment, temporal factors, and the
like. In an optimum world, a learner would indeed be an adaptable
being; ready to shift gears at a moments notice, and shift them
based on their own ability to assess a situation and choose a
direction. We become too locked in that which we know, and that
with which we are comfortable. Our school systems often foster
this mentality by drawing a very clear line around the expectations
held by the teacher and results required from the student to be
"successful." Perhaps if we begin to encourage children
to think about how they think, and to actively contemplate subjects,
events and feelings more deeply, a wonderful thing may occur.
We may actually begin to feel free enough, and daring enough,
to do the same.
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Appendix A - Parent Checklist
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Appendix B - Vision Screening Test
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Appendix C - Sensory-Motor Test
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Appendix D - Daily Schedule
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Appendix E - Swivel Examples