The Impact of Three Dimensional Immersive Virtual Environments on Modern Pedagogy

Global Change, VR and Learning


A Report of Workshops Held in:

Seattle, Washington and at the University of Loughborough, England,

in May and June, 1997




Prepared for the National Science Foundation



by

Thomas A Furness III, PI,
Director, Human Interface Technology Laboratory

William Winn, Co-PI,

College of Education and Human Interface Technology Laboratory

Rose Yu, Manager of Special Projects,

Human Interface Technology Laboratory

at the University of Washington



January 30, 1998

EXECUTIVE SUMMARY

The National Science Foundation (NSF) funded the Human Interface Technology Laboratory (HITL) at the University of Washington to hold a three-day workshop on "The Impact of Three Dimensional Immersive Virtual Environments on Modern Pedagogy" in Seattle, Washington, and a three-hour mini-workshop at a Virtual Reality in Education and Training (VRET '97) Conference in Loughborough, England. These workshops were held in May and June, 1997, respectively.

The HITL invited people with backgrounds in educational technology, cognitive psychology, global change and K-12 education. Relevant industrial participants were also invited but only one was able to attend. The workshop brought together 35 people from across the US and it was held at Battelle Conference Center. This informal format provided opportunities to exchange ideas in and out of sessions. There was a mixture of general plenary discussions, individual and group presentations, and small group break out sessions.

Overall the feedback from the participants was positive. There was a sense that bringing together representatives from the four groups of people at the Seattle workshop was an effective way to get at the issues, though some problems did arise--namely the lack of time to draw more concrete conclusions among and between the groups. Introducing some of the concepts presented in the Seattle workshop to European counterparts at VRET '97 showed that there were more similarities than differences between the problems faced by researchers and developers working with VR on both sides of the Atlantic.

This final report primarily is our effort to synthesize, distill and summarize the discussions and comments made by participants in the Seattle workshop. Where relevant, comments from our European participants are also included and noted. No clear consensus was reached regarding the recommendations to NSF. Hence, the recommendations are not listed in any priority order and merely reflect the various points brought up during the discussions.

We would like to thank Janice DeCosmo at the University of Washington, who provided significant input on the global change content areas. Bev Lynds and Ron Kantor also provide helpful insights on prior drafts of the final report.

PART 1. OVERVIEW

I. Introduction

The National Science Foundation (NSF) funded the Human Interface Technology Laboratory (HITL) at the University of Washington to hold a three-day workshop on "The Impact of Three Dimensional Immersive Virtual Environments on Modern Pedagogy" in Seattle, Washington, and a three-hour mini-workshop at a Virtual Reality in Education and Training (VRET '97) Conference in Loughborough, England. These workshops were held in May and June, 1997, respectively. The Seattle workshop brought together 35 educational technologists, teachers, cognitive scientists and specialists in global change from across the United States. A list of those in attendance is p[rovided in the Appendix to this report. The VRET mini-workshop brought together approximately 50 people who's background were primarily in educational technology. This report is based on the discussions, comments and recommendations that arose at both workshops.

The purpose of the workshops was to identify the key questions surrounding the use of advanced immersive and desktop computer technologies to teach complex science material, exemplified by global change, in K-12 education. From these questions, the workshops were charged with developing an agenda for conducting research on the relative merits and effectiveness of these technologies.

To date, virtual reality technology has been used primarily in the military, training, and entertainment markets. Now, however, the means to produce immersive, interactive virtual environments have developed to the point where it is feasible to use virtual environments in schools to help students learn. However, there has been no careful and systematic study of the capability of virtual environments, relative to other often cheaper technologies and their attendant pedagogies, for helping students learn. Part of the challenge of research focusing upon the development and testing of such environments is finding ways to integrate them within existing school culture. The adequate testing of such technologies requires an approach that synthesizes VR technologies with new theories of learning.

There is a concern that children graduate from high school without an understanding of science that is sufficient for them to enter the workforce or to continue their education in college. This is largely because arriving at even a rudimentary understanding of the true complexity of natural science defies traditional teaching strategies that oversimplify natural phenomena to make them teachable and emphasizes decontextualized assessment and declarative knowledge.

Global change was chosen as the science content because there is a consensus that children need to understand the ramifications of continued misuse of the Earth's land, air and oceans. The complexity of the processes that affect the world through global change meet the criterion of complexity of the science content to study.

No single laboratory can be expected to have all the expertise in virtual reality, instructional technology and science content to be able to develop and execute a program of research into the characteristics of the most effective ways teach science. An interdisciplinary and collaborative approach is needed, especially at the planning stage, and a model of research and development, recently referred to as "design experiments", should be adopted that places researchers in vivo, inside classrooms on an ongoing basis.

II. Workshop Objectives

The objectives of the workshops were to:

III. Workshop Focus.

To give focus to the workshop, participants received two documents before arriving in Seattle. The first was a list of questions designed to draw attention to the key issues the workshop was expected to address. The second was a "White Paper", prepared by Bill Winn, that elaborated on the questions and provided more context for the workshop's deliberations. (This paper may be found at HITL's web site, http://www.hitl.washington.edu/publications/index.html as document R-97-15.)

The questions for discussion fell into five groups:

Attributes of virtual reality

1. What particular attributes of virtual environments, desktop multimedia programs and simulations and other strategies for teaching about global change are likely to be the most successful?

2. Is immersive VR sufficiently different from its precursors to permit entirely new learning experiences that might lead to large improvements in students' understanding of Global Change?

If VR is to make innovative and unique contributions to learning, it is critical to start by identifying what the technology is uniquely capable of offering to educators.

Global change as subject matter

3. What concepts and principles of Global Change are important for students to understand while at the same time serving as good learning tasks for research.

4. What common misconceptions do students have about Global Change? Which of these might the various technologies and strategies we discuss be best suited to correct?

5. What new misconceptions might VR, or other technologies, create in students' understanding of Global Change?

Although it is to be hoped that research will identify the usefulness and pitfalls of using VR for all subject areas, Global Change is a particularly useful domain to begin with. It is topical and helping students understand how it works is of critical importance to preserving our standard of living for suture generations. It is sufficiently complex to provide a rigorous test of the capabilities of VR for learning. It is a content area that lends itself well to students learning by exploration and by applying the scientific method.

Approaches to learning using technology

6. What teaching and learning strategies are best matched with which technology to be most successful in helping students understand Global Change?

7. Are strategies based on constructivist theories of learning particular effective for teaching about Global Change using technology?

It is likely that new technologies will not attain their maximum potential in education if they are only used to implement current strategies for teaching and learning. It is reasonable to expect that VR is capable of supporting innovative pedagogy (as well as existing pedagogy). A starting point for pedagogical innovation is likely to be emerging theories of knowledge construction by students.

Student characteristics

8. Is it possible, or necessary, to match strategies and technologies that teach about Global Change to particular student characteristics?

9. How much knowledge of Global Change and basic skills in Math and Science must students have before working with virtual environments, simulations and other modes of instruction?

Past experience with computer-based education has shown that learning with technology is not the best road for all students to follow. It is likely that VR also will be more effective with some students than with others. It is also possible that that effectiveness of VR will vary according to how much knowledge of the subject students bring to their learning experiences in virtual environments.

The risks of advocacy

10. What research methodologies and designs should be used to provide rigorous and objective tests of the relative merits of the various technologies and strategies to teach about Global Change?

11. How much can we generalize from research findings about Global Change to other areas of science and other disciplines?

VR has caught the public's imagination and has raised expectations among some that it will solve a number of educational problems. Such advocacy has, in the case of past technologies, led to disappointment and to the dismissal by educators of even those technologies that can be effective. It is therefore important for us to use appropriate methods to study VR's effectiveness and to determine the subject areas to which it can make the most contribution.

IV. Workshop Assessment.

The most important products from the Seattle workshop were the deliberations and recommendations that are reported in Part 2 of this report. The quantity and quality of these attest to the overall success of the workshop. Formal and informal feedback showed that participants were generally positive towards the activities, although some felt that there had not been enough time to complete the work and one or two felt that they had not been able to integrate with their working groups. However, most judged the collaboration of scientists, cognitive scientists, teachers and educational technologists to have been a productive feature of the workshop.

The mini-workshop, conducted by Rose Yu and Bill Winn at the VRET Conference in Loughborough, was, likewise, well received and judged a success. The interaction among European and North American scholars working on educational applications of VR led to some insights that would not otherwise have arisen. While it is somewhat risky to generalize, the greater pragmatism of several European colleagues led to some interesting discussions during the group sessions.

PART 2. WORKSHOP DELIBERATIONS AND RECOMMENDATIONS

I. Organization of Part 2

This part of the report summarizes of the discussions and recommendations from both workshops. The information that follows is organized around three themes -- Learning, Global Change and Virtual Reality -- and, more importantly, around the intersections of these themes, shown in the following diagram.

Figure 1. The Three Themes

Learning, VR, Global Change

The report does not include discussion of the intersection of VR with Global Change. We consider this area to be of minor relevance to the study of VR in teaching and learning global change concepts.

II. Learning

To fully account for theories of how people learn is far beyond the scope of this report. For that reason, we present some general principles that apply to all learning and then some that apply specifically to learning complex science content that are most likely to be important when learning is supported by some advanced technology.

General principles:

Attention is a prerequisite for learning.

We must get students involved in their learning processes. It is obvious that if students are not paying attention to the material they are to learn they cannot begin to learn it. Our instruction must therefore gain and hold students' attention. Research has demonstrated that the newer technologies, including VR and multimedia, can get students' attention.

What is learned persists if it is practiced.

A quick visit to a scientific subject is not sufficient for learning. This is true of cognitive as well as of psychomotor learning. Computer-based technologies are ideal for allowing students to repeat activities, with or without variations, for as long as it takes for them to master concepts, principles and skills.

What is learned persists if it is learned in context.

A great deal of recent research has shown that much of what is now learned in schools is learned without a context that makes application of knowledge easy, effective and useful. Knowledge learned this way is "inert". Technology-based instructional environments, as indeed real environments, can provide the needed context.

People forget things they do not use.

Repeated visits to the subject are essential. One thing to consider when constructing contexts for learning is that, without the opportunity to apply new knowledge and skill immediately and to keep using it, new knowledge is quickly forgotten even if it contextualized. Technologies can provide such opportunities up to a point. However, we need to keep in mind the need to facilitate transfer from the classroom to the real world as we develop instructional environments for science.

Experiential Learning

Students learn best when they enjoy a rich, often multi-modal, experience of the educational material. Learning by looking at books or computer screens, or listening to a teacher, is only partly effective. Students need to experience the concepts and principles contained in the content as much and as directly as possible. Learning experiences can be improved by observing a number of principles listed in the following that involve ownership, engagement and social context:

Intrinsic motivation is increased if the learner has "ownership" of experience and control over or personal involvement in the experience. Often in class, students receive information that has been provided by others - the teacher, textbook writer, video producer. Students may learn this material and be rewarded by getting a good grade, but they do not feel that the knowledge they acquire from it is their own. On the other hand, students who can construct their own ideas directly from experience, without the mediation of a third party, are more interested and excited in what they learn. Motivation is now largely intrinsic, interest higher and retention longer.

Effective experiential learning requires complete mental and physical engagement, appropriate amounts of challenge and a cohesive narrative framework for the learning experience. All dimensions of the experience should be available to students. If the real-world experience is multi-sensory, then the learning environment must replicate all of these sensations. If the real-world experience is challenging, then the learning environment must reflect this challenge, not water it down simply to make it easier to learn. None of this will be effective unless the structure of the experience is clear to the student. If the experience extends over time, then the "story" it tells must be coherent, the focus of the activity clear and the end goal evident.

Learning experiences must be valid within a social context established by group interaction. All learning experiences involve more than just one person, directly or indirectly. This is true at the time of learning when students interact with at least one other person and increasingly with other students and, over the Internet, with people outside the immediately classroom community. It is also true at the time when the student uses what is learned. Therefore, the learning experiences and activities must make sense to the group within which the student learns. The final outcomes of learning must be valid within the broader community within which they will be applied. The judgment of the learning experience's validity, within both of these contexts, is determined socially.

Points of View of Knowledge

Knowledge construction involves the development and manipulation of different epistemological frameworks. The ways in which we know and come to know about the natural world vary very considerably. Traditional "book" learning and experiential learning, which we have just discussed, are two such variations. Constructivist approaches to learning science and the new highly interactive and usually multi-modal technologies that support learning environments make it possible to present many different epistemological frameworks. For example:

Students may easily compare and contrast different models of content.

Thanks to the improving power of computers to create accurate and pedagogically viable simulations of global change, students can experience a variety of different theories of how the environment is being altered by natural phenomena and by human activity. The student may, for example, experience simulations based on different models of El Ni“o and decide, on the basis of personal experience or other evidence, which is the most valid. In this way, the student may reconcile discrepancies between personal mental models of environmental change and scientific evidence. Misconceptions about the natural world develop in early childhood and often persist into adulthood.

Students may generate and test hypotheses concerning experienced learning environments and the representational models they contain.

Extending the ideas from the preceding point, students may now use simulations to test their own ideas about global phenomena. Here, students consider the world created in the learning environment as a scientist might the real world. What is more, the "student-scientists" can make manipulations within the learning environment that cannot be made in the real world. For instance, students can observe what would happen if the tropical rain forests were instantaneously restored to their 19th century state.

Students can use authentic tools for interacting with the learning environment.

The best but often least practical way to do this is to "apprentice" the student to an environmental scientist working in the real world. Students make observations about such things as the weather or the occurrence of animal and bird species and provide this information to the scientist researching those phenomena. However, much of the effectiveness of this approach can be achieved through working in computer-based learning environments. In VEs, for example, students may use virtual thermometers to measure air and ocean temperature. In desktop simulations, students may drag and drop instruments for measuring air pollution onto a map of the country to make observations in particular places. In all of this, actual navigation through the environment must be intuitive so as not to intrude.

Students have the time and opportunity to think about their experiences.

This reflection should include thinking about the information itself as well as about the social implications of what the simulation reveals. Reflecting on global change from this point of view completes the move from simply reflecting on the content itself, to reflecting on it like a scientist, to reflecting on it like a responsible scientist or citizen.

Symbol Systems

All information in learning environments is presented through symbols of one sort or another. Different symbol systems reflect different epistemological stances. Therefore the way in which information is presented to students needs careful consideration. Variation in symbols can have radical and sometimes unpredictable effects on understanding. This is because different symbol systems engage perceptual and cognitive processes in different ways.

Different symbol systems activate different mental models in memory.

The modality in which one acquires new knowledge has some impact on the mental models that arise from that knowledge, how that knowledge is stored in memory, how it is retrieved and how it is used. The main division between symbol systems falls between those that represent information pictorially and those that use language to do so. Pictorial, or "iconic", symbols resemble what they stand for. This means that they are easily interpreted and encoded as mental images. Linguistic, or "digital", symbols have an arbitrary relation to what they represent and therefore have to be learned before they can be interpreted.

The structure of representations increases the likelihood of certain interpretations and reduces the likelihood of others.

How information is arranged in a learning environment can have far-reaching consequences in how that information is understood, encoded and retrieved. Even at the most basic pre-attentive levels of perception, before meaning and context have been ascribed to messages, such factors as grouping of objects, symmetry, color coding and devices that influence eyeflow constrain the number of possible interpretations that students will subsequently make. The design and construction of the interface to the learning environment and the way in which the environment itself is constructed are therefore critical to learning.

Some, less "abstract", symbol systems allow more direct construction of conceptual and propositional knowledge.

At the heart of experiential learning is the importance of direct interaction with the environment. A student might take ocean temperature by clicking on a box containing the word "thermometer" and reading the temperature in a pop-up window. Or the student might grab a virtual thermometer, dip it into the virtual sea, and read the temperature off the thermometer's scale. More generally, the learning environment can be a realistic and convincing facsimile of the real world in which the student feels a high level of "presence". Or the environment can be a series of scales and dialog boxes on a desktop computer screen that sit on top of exactly the same simulation program and allow the same interactions with it that vary only in the manner of their execution. In most cases (but see the next point), the former, realistic representation will lead to more direct and more robust knowledge construction.

Skill in symbol systems varies among learners.

Some students do learn better from more abstract symbol systems. For example, some students learn about the environment just as well if not better from reading text than from running a simulation or visiting a VE. On the other hand, students who tend to do less well in a classroom that relies heavily on language-based symbol systems - texts and lectures - may learn more and retain more if they work in learning environments that faithfully simulate the real world and allow direct interaction with it. It is important not to assume that learning through desktop simulations or in VEs is best for all students.

III. Global Change

This section briefly summarizes of some of the important aspects of global change and earth system science. It is an attempt to introduce a context for the subject matter, and is neither exhaustive nor based on learning goals for any specific educational level.

The content related to global change may be broken down into 3 major categories as below. Any curriculum on global change will include some focus on these major categories. The depth of understanding built through the curriculum for the elements within these categories will depend on age-appropriate learning goals and applicable science standards. Some detail is included here; of course, most K-12 students will be able to explore only a limited subset of the basic concepts outlined below.

Natural processes relevant to global change

This category includes physical, biological, geophysical and chemical processes which together make up the earth system. Traditionally, these subjects have been taught independently of one another. The recent advent of "Earth System Science" as its own discipline has arisen out of the necessity of viewing the system as a whole to better analyze and predict global change. This category can again be subdivided.

"Building block" concepts

These are closest to what might be taught in "traditional" disciplines: the life cycle of plants and animals in biology; volcanism and the movement of tectonic plates in geology; global atmospheric and oceanic circulation and redistribution of energy; small scale atmospheric circulation patterns and weather; the atmospheric greenhouse effect on earth and other planets; chemical exchange between land, biosphere, ocean and atmosphere, etc.

Interdependence of processes - feedback mechanisms

This includes consideration of the effects of the processes listed above on one another, such as in complex processes of: desertification, El Nino, ice-albedo feedback, sea level change, etc.

Multi-dimensional, multi-scale processes

global change is manifested at local scales in a system described by multiple variables in multiple dimensions. Mechanisms driving global change may be global or local scale; interactions of the properties of the system at different spatial and time scales produce secondary (and beyond) feedback.

Dynamic equilibrium

The earth system will continuously evolve to achieve equilibrium with respect to dominant processes, such as energy exchange. Perturbation of parameters within the system may force a new equilibrium state. A new equilibrium state may not be achieved through slow gradual steps but may be approached discontinuously.

Human influence on global change

It is important to understand the complexity and variability inherent in the natural system. Human influence on the system, then, may be understood as a mechanism that may drive the system to a new equilibrium state.

Humans as part of the natural system

Through natural life processes, humans participate in the biochemical cycles that constitute elements of the earth system. Other human activities also produce profound effects on the earth system. In particular, industrialization, agricultural practices and human population growth have significantly affected the earth.

Atmospheric composition and human influence

Industrialization and agricultural practices have caused significant changes in the concentrations of trace gases in the atmosphere. Some of these gases are contributors to the atmospheric greenhouse effect, which is a natural process that keeps our planet within the "habitable zone" for life. However, as the concentrations of these gases increase through human influence, the energy balance of the system is significantly affected, and many feedback mechanisms are set in motion.

Other gases and particulates produced by human activity affect the suitability of the lower atmosphere for sustaining plant and animal life (acid rain, ozone and particulate concentrations). They also affect the upper atmosphere's ability to filter out solar ultraviolet radiation through depletion of stratospheric ozone and the energy balance of the earth system through increased reflection of solar radiation by microscopic particles.

Human impact on land cover

Human influence on land cover through clearing of forests, burning of agricultural debris, development of urban areas, re-routing of rivers, etc. has profoundly affected earth's energy balance and availability of resources.

Population growth and natural resource consumption

Humans require natural resources to thrive. Population growth strains natural resources such as energy and water. Continued growth, and unequal consumption of resources affects the earth system and our quality of life.

Assessment of change and predictions for the future

How do we assess global change? This is a complex issue involving analysis of the aggregate of change at local and intermediate spatial scales, averaged over suitable time periods. It necessitates an understanding of the natural variability of the system. To analyze such a complex system, computer models are created to reflect current understanding of the relevant processes and to keep track of the effects of feedback mechanisms.

Natural variability of the system

To understand when global change is occurring, we must characterize the level of natural variability inherent in the system. An unusually hot summer on a hemispheric scale may be a natural departure from "normal" - several of these (how many?) in a row, however, may constitute the hemispheric response to global change.

Use of global models to analyze and predict change

Global atmosphere-ocean-land models are run on supercomputers to analyze past climates and to predict global change. These models represent the most sophisticated tools we have, however, they are approximations of reality and are limited by the current state of knowledge and availability of data. Analysis of model-produced data is also complex, since many feedback responses resulting from model iterations may not be well-understood even by the creators of the model representations.

Scientific predictions and societal decision-making

Global models are used to make the best predictions we can about global change. These results inform policy-makers and citizens about action that may be taken to alleviate/moderate predicted effects. However, no model is a perfect replica of reality, and decision-makers must recognize the evolutionary nature of scientific knowledge. Decision-makers strive to balance probable outcomes with the effort required for implementation of action plans.

IV. Attributes of Virtual Reality

Autonomy, Presence, Interaction

According to Zeltzer, instructional technologies may vary in the extent to which they are autonomous, induce presence, and allow meaningful interaction between user and system. Autonomy refers to the extent to which the VE is capable of performing its own actions without intervention from or attention to the user. A VE that rates high on this dimension would be dynamic, following its own paths to goals. The user's intervention might or might not change the course of events. High-fidelity real-time simulators are examples of autonomous VEs. A simulated oil spill might move inexorably to a pollution disaster in spite of a student's attempts to prevent it. The key to creating autonomy in a VE lies in the goodness of the computational models that create system's actions and govern its behavior.

Presence is the experience the user has of being in a real place when visiting a virtual one. It depends on the effectiveness of the physical interface. For presence to be high, the interface must allow the user to interact with the VE in natural, intuitive ways. Any environment conveys to people who visit it ways of interacting with it that are intrinsic to it and therefore appear natural - its "affordances". Thus, a virtual thermometer in a VE should be as "graspable", manipulable and useful as a real one. And the ability to use the virtual thermometer should be intuitively evident to the user. This clearly requires a great deal of attention to and success in interface design. But when successful, presence is high and the sense that the user is interacting with a computer at all disappears. The interface itself vanishes.

The third dimension is interaction. While the physical interface and the presence it engenders may be improved by interactions involving the natural affordances of the VE, we are concerned here with the logical interface to the VE. This means the extent to which the VE responds correctly to the student's actions. For example, a VE that simulates smog in a large city must correctly simulate the causes that the student may manipulate and the effects the student may observe. When the student enacts policy that requires cars to be non-polluting, the smog level must be seen to decrease.

Variation in a simulation's autonomy, presence and interaction is likely to have a profound effect on both the information the VE conveys and what the student learns from it. Research into the effectiveness of VR and other learning environments for learning must pay careful attention to these three factors.

Dimensionality

The extent to which these three factors vary is determined in part by the degree of immersion that virtual environments afford. VR researchers generally distinguish between three levels of immersion which describe different degrees to which users are enabled to interact with data in two- or three-dimensional space. The first level is in fact two-dimensional. Here, users work with data displayed on a typical computer screen in ways with which anyone who has used a computer is familiar. The user may move the data up and down and left to right. This level is referred to as "2D". The next level still confines the user to a regular computer screen. However, the data are displayed in such a way that the user can appear to move around the screen in three dimensions. That is, the user may move "into the screen" along the "z" axis and see objects fly by on all sides as if moving through them. This creates an illusion of three-dimensions on a two-dimensional display. The term "two-and-a-half D -- 2.5D" reflects this compromise. Most arcade-like computer games and VRML "flythroughs" fall into this category. Finally, the user may don helmet and gloves and "enter" a fully three-dimensional VE. With head and hand tracking, the user is surrounded on all sides by objects representing data. This condition is referred to as "3D".

Egocentric and exocentric perspectives

Yet another factor that comes into play is the point of view of the user vis-‡-vis the display. If the data are displayed to reflect the user's point of view and to keep up as this changes, then the VE is said to be "egocentric". This puts the user firmly in the driver's seat as it were, allowing a first-person experience of the VE. It is also possible for a user to observe the VE more objectively, to watch someone else's activities in what is sometimes referred to as a "God's eye view". In this case, the VE is said to be "exocentric". Most films, for example, are exocentric. The viewer is an observer of other people's actions.

The combination of the dimensionality of the experience (2D, 2.5D or 3D) and point of view (egocentric or exocentric) yields six major ways in which VEs can vary.

Egocentric Exocentric
2D
2.5D
3D

We believe that studying the effects of varying these six factors on learning and performance in VEs, along with studying variations in autonomy, presence and interaction, is a useful way to structure a research agenda.

Other attributes

So far, we have considered very general attributes of VR. More particular attributes of VR are also likely to influence learning. We believe that the study of variation in these is also likely to be profitable for researchers. Their relevance is, naturally, to more specific applications of VEs in education.

V. Learning and Global Change

The topic of global change presents significant challenges to teaching. Students approach the subject matter with pre-(mis-)conceptions related to many of the "building block" concepts as well as the more complex subject matter of the interdependence of earth processes that produce global change. Interdependence of processes and the concepts of different spatial and time scales are difficult to grasp. Media coverage of this topic is extensive and problematic. Many of the popular media presentations related to global change include inappropriate use of model predictions, inaccurate representations of physical processes, false associations of unrelated phenomena, and use of emotion-laden language. Techniques need to be developed to enable students to confront these preconceived ideas as they construct their understanding of the topic.

A sampling of these challenges (undoubtedly just the tip of the iceberg) to learning about global change is presented here.

Conceptualizing relevant processes: Making Visible the Invisible

The challenges of teaching some of the basic science content related to global change are numerous. Many processes - those involving atmospheric gases, for example - cannot be directly sensed by humans. The study of fluids - atmosphere and ocean - is filled with difficulties of visualization, counter-intuitive effects and complex scale interactions. Transformation and redistribution of energy also requires students to form abstract concepts and to appreciate the global scale along with the more accessible local effects. Tools which enable students to better visualize or to gain direct experience with these phenomena would increase their ability to understand the system.

Importance of scales

Global change is often represented by one number, the change in global average surface temperature. This is misleading, as this number may not be representative of any single place on earth, nor may it be the most significant parameter to characterize specific local effects. Change is manifested on the local scale; local change is evaluated for the globe and over time. Forcing is also scale-dependent. Students can benefit from exploration of the connection between local and global scale, from evaluating the interactions between processes at different spatial and temporal scales, and by examining model predictions at various scales.

Natural variability, human impact and global change

The earth system is dynamic and has experienced dramatic change over time. In the absence of human impact, the climate has both warmed and cooled, species have appeared and become extinct and land cover has changed. Human activity currently has a significant impact on the earth system. How does it compare with known natural variability? In the past, and in the future? (Paleontologist Peter Ward says that the disappearance of the greatest number of species from earth has resulted from two types of catastrophic events: comet bombardment and the dawn of man).

Understanding the natural variability of the system, both on the long and short time scales, leads to greater understanding of the effects of human activity on the earth. Assessment of long-term global trends is not a simple extrapolation of short-term changes. Students will benefit from exploration of the statistical relationships between long- and short-term trends, natural variability, and effects of human impact on that variability. These phenomena can be introduced simply in the K-12 curriculum.

Predicting global change

Numerical models are used to explore the earth system, examine interdependent processes and scale-dependencies within the system, and make predictions about future states of the system. These computer models, from the simple to the complex, are useful in enabling students to build successful mental models of the earth system and its component processes. Students who have access to model-building tools learn about the earth system while acquiring experience with the advantages and limitations of using computer-based (or VR) models to represent real world processes. Model building enables understanding of the dominant processes in the system, and the ways in which those processes interact to affect the outcome. Using a ready-made model can also help to build understanding of system response to various levels of forcing.

It is important that students learn about model limitations - that computer models reflect at best the "state of the art" knowledge of the phenomena represented in the model; that the accuracy of model predictions is limited by the level of sophistication of the model processes and by the data used to initialize it; that continuous variables are represented by values at discrete points; etc.

Common misconceptions

Selective absorption of radiation by gases in the atmosphere, or the greenhouse effect, is a major concept that involves several common misconceptions. Complex interdependence of oceanic and atmospheric circulations, and land cover feedback onto earth's radiation budget are also fundamental concepts that students typically struggle to grasp. (We need to be aware that a new visualization or immersion tool - VR - may also introduce new misconceptions).

Since many students will enter the classroom with ideas gained from popular media or discussions with parents and others who have been exposed to these information sources, it is important to address some of the major misconceptions prevalent in this domain. One of the most widespread problems is the false association of unrelated phenomena - the confounding of the ozone hole and the greenhouse effect, for example. Another problem is the assignment of values to physical phenomena: the greenhouse effect and radiation are "bad"; ozone is "good" (and this is doubly complicated because of the various roles that ozone plays in the atmosphere).

Media presentations are often based on simple answers or analyses of processes that are by nature complex. It is best to confront students with this in a straightforward way, and provide tools that allow them to explore the complexities of the system and assess the probability of the existence of simple answers.

Global vs. local/personal perspectives

Global change curricula must address at some level the issue of personal responsibility and action. Students who are engaged in earnest reflection on this issue may become truly distressed by it. They will need to focus on solutions that they can relate to. A model building tool that can be used to predict the success of remedial action would be a powerful way for students to visualize the potential effects of their impact projected onto global scale phenomena.

VI. Learning and VR

General Principle

In this section, we report what is known and speculate about what might be the case when VR is used to help students learn. From the previous sections on learning and on the attributes of VR, we may derive a general principle that VR improves learning, when it does, by providing learners with new, direct experiences of phenomena they could not have experienced before either in direct interaction with the real world or using other technologies. It is when these affordances of VR are most likely to help students that we expect VR to provide the greatest "added value" over traditional learning systems.

Other Principles

Beyond this general principle, we propose the following additional principles which are either axiomatic or for which their is either reasonable theoretical or empirical reasons for believing:

Learners can easily and without effort visit places and view objects from different points of view.

This is pretty much the same idea that has persisted ever since media have been used by educators. Film, audio and pictures can provide students with vicarious experiences of places they would not other wise be able to visit. Granted, these experiences are constrained by the technology used to provide them. Yet VR, it is believed, will allow a greater variety and eventually more realistic experiences of this kind. Also, given the attributes of VR that concern its great flexibility to vary scale, interaction, points of view, movement through virtual space and so on, VR can promote learning by letting students examine properties and behaviors of VEs in many different ways, from outside or within, at large or small scales, from an egocentric or exocentric point of view and under varying degrees of student control. This power and flexibility is something new for learning that VR brings.

VR is ideal for letting students explore things, and therefore potentially very effective for student-directed knowledge construction.

The most effective way to use VEs for learning is to let students explore them rather than telling them exactly what to do. Students should be given goals to attain, such as, "Find out what happens over the next two centuries if automobile emissions are cut one percent annually for the next twenty years." However, for the unique attributes of VEs, described earlier, to be used to their best advantage, how students actually do this should not be specified beyond telling them what tools they have at their disposal. In this way, VEs can support all of the well-documented advantages of constructivist approaches to learning.

Any data, however abstract their referents, can serve to create surrogate objects and places with which learners may interact directly in authentic and quasi-authentic ways.

Since VEs are created entirely from data, anything that can be described as data and placed in a database in a computer can be used to create a VE. It is difficult to imagine any object or phenomenon that cannot be described in this way. This means that a VE can contain objects that represent anything in the known universe and can exhibit any imaginable behavior. These objects can be manipulated and observed in exactly the same ways as objects that represent concrete and more familiar things from the real world. The trick, of course, is to represent abstract concepts and principles using metaphors that afford natural properties and means of action.

In time, it is likely that some of these affordances will become conventional. But for now they are not. We need to study and develop a repertoire of metaphors for building VEs that represent the hitherto unrepresented. The same is true of the ways in which students are to interact with VEs. Just how does one "pick up" a neutron and place it in an atom? How does one directly manipulate the amount of CO2 in the atmosphere? While our goal is to enable students to understand and experience what environmental scientists do, the new powers that VR provides to learners requires that new modes of interaction be developed that nonetheless conform to what it is reasonable to assume scientists would do if they had the tools that VEs provide.

Exposure to VEs will enable the development of mental skills needed to learn from them. There is evidence, particularly from research on the impact of television, that exposure to a medium develops within the student the mental skills needed to understand and act on the messages the medium communicates. The symbol systems of the technology become internalized and can then serve as cognitive and perceptual tools for thinking about the information the medium brings. It is reasonable to expect that experience in VEs will likewise enable students to develop the perceptual and cognitive skills required for learning within them. Because VEs are multimodal, skills required for learning in any modality supported by the VE can develop. These will certainly include visual and auditory spatial skills. But they will also doubtless include particular skills for working in VEs which have not yet been identified. Navigation skills and particularly situation awareness are likely to be inmportant. Other entirely new abilities may develop in users of VEs.

Interfaces are becoming increasingly intuitive.

There are two sides to this issue. One is a matter of design and has nothing directly to do with learning. As our knowledge of VR improves and our technologies get better, we become capable of building better interfaces to VEs that allow input using natural behaviors. Pressing buttons on wands and making arcane hand gestures when wearing gloves can be replaced by spoken commands and more natural gestures. On the learning side, we are seeing a complementary development. With some practice users can learn how to use awkward interfaces. For example children who have used our VE interfaces find using wands and glove gestures to be intuitive.

The learner can experiment by manipulating variables that cannot be manipulated in the real world, like gravity, and observe the results as if they were the consequences of that manipulation in the real world.

The general principle stated at the beginning of this section is especially important for learning complex concepts and principles of science. In a well-designed VE, students may directly manipulate objects and, through appropriate metaphors, processes in the natural world. Their observation of the results which may lead to the construction and testing of hypotheses and let students conduct significant experiments that they could not conduct in the real world. In this way, they are also learning to think inductively and to act like scientists.

VEs can teach complex topics with less need to simplify them.

One clear advantage of VEs is that the simulations that lie behind them can be as complex as possible. But, because the student never sees into the simulation itself but only works with a virtual interface to it, that complexity need never confuse students. There is a tendency among teachers and instructional designers to simplify content in order to make it easier to teach. This leads to the development of a number of the misconceptions about the environment mentioned in the previous section. The key to understanding global change is that it is indeed complex and somewhat unpredictable. To simplify it is therefore to seriously misrepresent its basic assumptions and principles. In a VE, students can interact with and observe the causes and effects of global change in all their complexity.

VR is engaging and seductive.

As we saw in a previous section, one attribute of VEs is that they gain and hold students' attention. This assists their learning in two ways. First, it motivates them to learn. Students enjoy working in VEs and will continue to do so if they are given the opportunity. Second, the nature of VEs is to keep attention focused on the matter at hand. You cannot look away. Therefore students' attention cannot wander to other distractions at times when they are engaged in learning.

VR will succeed only as far as the feedback (reaction to learner actions) it provides succeeds in guiding students' knowledge construction.

This principle is a direct consequence of the requirement that VEs react logically to user input. The consequences of a student action must make sense within the conceptual model that drives the simulation and within the mental model that the student in constructing. When students make mistakes as the result of misconceptions in a faulty mental model, the feedback from the VE may vary just as it does in any other learning situation. The VE may in fact ignore errors, in which case a "bug" now exists in the student's mental model that will be revealed later. The student then has to backtrack to find and correct the earlier mistake. The VE may say the student has committed an error without saying what the error was. Or the VE may correct the error for the student. In each case, the feedback from the VE provides an opportunity for the student to learn.

VEs will succeed only as far as representations and interactions are effectively designed and fit together.

Nice-looking worlds or highly interactive ones will not work on their own. An effective VE therefore must have high levels of both presence and interaction (and autonomy when simulations are time-critical).

VII. Learning, VR and Global Change

There are three parts to this section. In the first, we identify what students need to achieve cognitively in order to learn about global change. In the second, we summarize those attributes of VR that support learning. In the third section, we revisit the five "challenges" for learning about global change, outlined above, in order to illustrate how VR might be used to teach about complex science material.

Summary: Cognitive Requirements for Learning about Global Change

In order to learn complex content, as exemplified by global change, students need to achieve the following skills and abilities:

Fluency with symbol systems

Students need to learn to recognize objects that represent concrete objects in the real world. (This is not always as easy as it seems in VEs given the current low level resolution of most HMDs.) They must learn the metaphors used to represent abstract concepts and principles regardless of the medium through which they are learning. They must internalize the symbol system so that its interpretation and use are automatic and do not intrude on learning content.

Discrimination ability

Students must learn the fine discriminations of color, size and shape that characterize changes in the perceptible environment as the result of changes in global warming.

Concept recognition

Students must learn to correctly classify the phenomena they observe.

Application of principles

Students must learn, through guided induction, the processes that operate in the environment that reflect global change.

Accurate mental models

As a consequence, students should develop valid mental models that contain the concepts and principles of global change. These models may be idiosyncratic provided they remain within the bounds of "correct science".

Transfer

Students' mental models should be contextualized so that they can be applied in settings other than the VE in which they were acquired. These settings may include the purely academic, when, for example, students are required to take exams or write essays about global change. They may also include the real world, where students find themselves having to explain to others about global change, to the purely practical, where the behavior of students vis-á-vis the environment is appropriate and thoughtful, and where their criticism and direction of others' behavior is likewise reflective of what they have learned.

Motivation

Students need to be motivated to learn about global change and motivated to apply what they have learned.

Retention

Students must remember what they have learned.

Problem solving skill

Students must develop the ability to define the problems they need to solve, to gather data about global change from whatever environment they are working within, to interpret those data and to draw inferences that lead them to testable hypotheses, to test those hypotheses and determine their tenability.

Summary: Relevant attributes of VR

The attributes of VEs that are likely to foster the above cognitive requirements may be summarized as follows:

Data representation

VEs can represent data about any imaginable phenomenon in any imaginable format.

Social learning and collaboration

VEs are becoming multi-participant making it possible for discussion and interaction to take place inside the VE.

Immediacy of feedback

The consequences of student actions are immediately apparent.

Appropriateness of feedback

The feedback the student receives (none, knowledge of results, correction of errors) can be adapted to fit the students' learning styles and current mastery of content.

User control over VE itself

Students may interactively modify the nature and behavior of VEs. They can even build their own VEs to embody their own understanding of particular phenomena.

Nature of interactions

Interactions between the user and the VE may vary. They can be direct, as when a student action directly impacts on some aspect of the VE. They can be mediated by other users, as when one student is delegated by a group to perform certain tasks within the VE. They can be mediated by language, where a student communicates indirectly with the VE. Or they can be mediated by an agent within the VE who acts on behalf of the student.

Multisensory experience

VEs provide visual, auditory and to some extent haptic and tactile experiences.

Constraints

There are of course constraints that need to be borne in mind when making decisions about using VEs. A trade-off between these and the added value of VEs is an important action to take. These constraints include: Cost, difficulty of running immersive VEs on currently available equipment, difficulty of maintaining hardware and software, lack of curricular materials, and the high cost of developing materials.

Using VR to Learn about Global Change

Five "challenges" to learning about global change were presented in an earlier section on learning about global change. These were a sample of the kinds of issues that face students and teachers of this material. We return to these now and suggest how VR might be used to help students meet each challenge. Again, these suggestions are a small sample of potential ideas.

Conceptualization of relevant processes

Many of the processes at work within the phenomenon of global change cannot be sensed by humans. Teachers face significant problems about how to visualize these processes. Many of the cause-effect relationships are counter-intuitive.

VEs, whether immersive or not, are particularly effective at visualizing abstract processes. Once these processes are accessible to students' senses, the necessary discriminations can be made, the concepts assigned to their appropriate categories and the principles that link them understood. The counter-intuitiveness of processes as observed without understanding can be mastered by iterative observation, hypothesis-building and testing hypotheses in a VE. All of the potential of immersive VEs for developing this scientific problem-solving skill and for applying it once developed come into play.

Importance of Scale

Global change operates locally, globally and at scales in between. Many students have difficulty understanding how global change's local manifestations, like declines in salmon stock, may have global causes and impact far beyond the student's local environment.

Simulations that allow easy transition from local to global points of view can make it easier for them to understand the relationships among local and global phenomena. The ability of VEs to allow students to instantaneously change points of view may be useful here.

Natural Variability, Human Impact and Global Change

Global climate has changed over the earth's history before humans had any impact on the environment. Today, there is evidence of human impact. Students need to understand the extent to which global change is a natural phenomenon and the extent to which it is affected by human activity.

In a VE, students can make observations and measurements related to global change at any point in history. They can travel forward in time to see what the future holds with or without changing the amount of pollution humans put into the atmosphere. With a reasonably accurate database, they can also travel back in time to observe and measure climatic fluctuations throughout earth's history. They will observe radical changes in climate during the ice ages and shifts in composition of the earth's atmosphere during the planet's early evolution and at subsequent periods. From these observations made in the future and in the past, they will be able at least to reason about the relative contributions of natural cycles and human impact to global change without necessarily "coming up with the right answers".

Predicting Global Change

We have previously talked about students making predictions about where global change will lead us and testing those predictions in VEs. We now emphasize the difficulties environmental scientists themselves have in making these predictions. The difficulty arises from the complexity and incompleteness of the numerical models scientists use for this purpose and the difficulty that non-specialists have understanding them.

The issue of prediction from models is an important part of the environmental education curriculum. Having students use modeling software to build their own models from theory and data, to build simulations that run the models and make predications, and to build their own VEs that allow easier interaction with and observation of the models' effects will help students develop an appreciation of the difficulty of predicting global change.

Common Misconceptions

Students come to science classes with preconceptions about global change. These are often misconceptions derived from at best oversimplified and at worst incorrect accounts of the phenomena in the popular media. Provided misconceptions make intuitive sense - they mostly do --, then students' mental models for global change will be robust and resistance to change even in the face of compelling evidence.

Working in VEs allows students to develop ownership of what they study. The evidence they derive from observation and problem-solving in the VE is theirs, not evidence provided by a teacher, a textbook or an expert. It is therefore more likely to be believed. The ability to manipulate VEs in radical ways also allows students to gather information in "what if" scenarios that are beyond the power of scientists to explore in the real world. As we saw above, VEs can still be understandable and useable even when they do not oversimplify the content. It is therefore likely that misconceptions about global change can be replaced by accurate understanding by learning in VEs.

Personal Points of View

Finally, science education aims at students taking personal responsibility for their actions on the environment. Students who understand the critical problems facing our planet are sincerely distressed by them. Using simulations so that students may see the future consequences of their actions or of their inaction can help them become more responsible citizens. Doing so within a compelling virtual environment will likely heighten their motivation to act responsibly.

VIII. Recommendations for Research

In this section, we provide a list of research questions, hypotheses and related issues that arose from the two workshops. Since the preceding sections of the report provide a framework and rationale for these, and since they are a distillation from a significant amount of debate, we present them without discussion.

We assumed that a basic goal of science education is to develop students' appreciation of science in all its complexity and to increase students' ability to use the scientific method. The following research questions address this goal.

Research questions

A question whose answer must preempt the answers to all of the following questions is: "What is wrong with the way students learn about global change and science generally using the methods and technologies we currently have?" If it turns out that in answering this question we discover that we are doing perfectly well now, then it will be difficult to justify investment in VR.

On the assumption that there is still room for improving science education, we suggest the following research questions.

Can We Increase Motivation?

Does VR help increase students' motivation to learn in the short and long term? Why or why not? Is VR measurably better than current technologies and strategies for increasing motivation?

What is the relationship of engagement to motivation? How do VR effects and the technical means to achieve them relate to engagement? What is the combined effect? Does VR create a better level of engagement than other methods? How do these apply to different topics?

Can We Help Students Make Sense of Real World?

What aspects of the "real world" do we want students to comprehend? Does VR facilitate the acquisition of knowledge (facts, concepts, principles, etc.) better than current methods?

What is the measurable benefit of making the invisible visible, the impossible possible and the abstract concrete?

Does VR address phenomena that are inherently 3D better than current methods?

How closely do the models have to resemble reality and behave according to students' expectations in order for learning to take place?

Does VR help students to build trust in their observations and reasoning and to overcome misconceptions better than current methods?

Does VR Help Students Build Mental Models?

How does VR facilitate the building of mental models? Is VR more intuitive for developing understanding than other methods?

Does VR help integrate the sciences with other disciplines and encourage collaboration better than current methods?

Does VR increase metacognitive ability?

Can VR Develop Ability to Synthesize, Abstract, Predict and Transfer?

Does VR help students improve the use of their mental models to synthesize their existing knowledge, abstract to similar situations, predict outcomes and hence transfer their skills and knowledge to a similar situation or domain?

Can VR Increase Retention Rate

Does VR help students retain skills and knowledge better than current methods? Does VR provide improved methods for feedback?

More General Questions

What have we learned or can we learn from where VR has been successfully used elsewhere (e.g. in training for pilots, surgeons, in battlefield simulations; in providing entertainment; in doing 3D design)?

Given that the interface devices are still not very intuitive and sometimes even get in the way, how do we design a research program whose findings about learning are not likely to be confounded with interface issues?

What are the key problems in K-12 science education? How does VR help address those issues?

What is the best instructional role for augmented reality? What is the role of augmented reality in science education?

What content areas (or types of learning outcome) are best learned with VR?

Can we introduce relatively complex science topics earlier into the curriculum (at lower grade levels) if students learn about them in VR?

What are the misconceptions that VR is best used for correcting?

What are new misconceptions that VR is likely to create? How do we avoid creating them?

How does the level of immersion in a VE affect learning outcomes?

Do VEs best support part-to-whole or whole-to-part models of teaching?

What is the value of role-playing in VEs?

Will the affordance of anonymity and the use of character templates in VEs make it possible for students to overcome stereotypes?

Can VR be used to embed educational content in an enticing form within a narrative context?

When should VEs present concrete experiences and when abstractions?

Sample Testable Hypotheses (How we might answer the research questions.)

VR leads to greater improvement on divided attention tasks than single, forced attention tasks.

Students retain what they discover in VEs longer and better than they do discoveries made in other ways.

Exposure to VR improves students' spatial reasoning and spatial orientation abilities.

Students constructing and inhabiting 3D immersive VEs representing global change acquire and retain greater understanding of the system parameters and are able to synthesize and predict future outcomes better than students who use the best non-immersive methods for world building and viewing.

A learner who experiences multiple levels of immersion will learn more.

A learner who experiences multiple levels of immersion will learn more about global-local interactions.

A learner will trust experiences in VEs sufficiently to modify misconceptions.

Interacting with other students in a VE will improve learning.

Student assessment of and performance in VR is positively related to complexity, fantasy and degree of realism.

Manipulating the system is more effective for learning than not manipulating the system.

Having a student participate actively in the behavior of a VE will lead to greater understanding of certain concepts and principles than having them observe the VE from within, which will in turn be more effective than having them observe from without.

Students who learn science in VEs will have a more positive attitude towards science and technology.

Independent Variables to Manipulate Across Technologies and Treatments

Population type (based on age, gender, ethnicity, mental and physical disabilities, etc.).

Levels of immersion and concomitant ability to manipulate space, time, scale, frames of reference (ego- vs. exocentric).

Extent of use of spatialized sound, force feedback, etc.

Extent of the ability to communicate, role-play.

Cohesiveness and obviousness of story-line.

Relative emphasis on entertainment value.

Sense of ownership operationally defined as building vs. visiting worlds.

Science expertise of the teacher.

Other issues affecting research and implementation of technology in schools

Time to learn and use technology effectively in classroom, to integrate curriculum to meet goals.

Cost to acquire, maintain, network and update systems.

Flexibility to meet different needs of teachers in various disciplines and ability levels.

Obsolescence.

Appendix.

Workshop Attendees.

Dan Barstow

TERC

Janice DeCosmo

University of Washington, WA Sea Grant

Chris Dede

National Science Foundation

Daniel Edelson

Northwestern University

Richard Edgerton

Seattle School District

Tom Furness

University of Washington, HITL

Ken Galluppi

Educator

Bob Gotwals

Shodor Educational Foundation

Bill Hastie

Washington State University, Olympia

Kathleen Heidenreich

Local Science Educator

Jeff Hendricks

Stanwood Middle School

Hunter Hoffman

University of Washington, HITL

Earl Hunt

University of Washington, Psychology

Ronald Kantor

University of Houston, Clear Lake

Walter Keenan

NOAA

Bob Kozma

Stanford Research Institute

Lynn Liben

Penn State University

Chien Liang "Jonathan" Liu

Washington State University

Bowen Loftin

University of Houston

Miles Logsdon

University of Washington, Oceanography

Beverly Lynds

UCAR

Patricia Morse

National Science Foundation

Michael Moshell

University of Central Florida

Joan Piper

Museum of Flight

Howard Rose

Firsthand LLC

Nora Sabelli

National Science Foundation

Perry Samson

University of Michigan

Tim Schmidt

Stanwood Middle School

Jim Slotta

UC Berkeley

John Smith

University of Washington, Education

Mike Spranger

University of Washington, WA Sea Grant

Mark Stoermer

University of Washington, APL

Trav Stratton

Pacific Northwest National Labs

Bill Winn

University of Washington

Raul Zaritsky

National Center for Supercomputing Applications, U. of Illinois