Thursday, March 26, 2015

Augmented Reality, Gaming, and Simulation in Education

Augmented Reality, Gaming, and Simulation in Education
By Michelle Arbogast
Gaming, simulation, and virtual reality were once terms only thought of in the aspect of personal entertainment.  Today, these experiences are fast becoming infused in all aspects of our everyday world, including the classroom and our overall educational experience.  To research this genre of educational tools, three articles were chosen for summary and evaluation.
First, the main points of each individual article will be reviewed, followed by a synthesis of the articles as a whole.  Finally, the synthesized information will be applied to Internet-based applications in education using augmented reality, gaming, and simulation tools. 
Article Summaries
Article One:  Augmented Reality Trends in Education:  A Systematic Review of Research and Applications
The first article reviewed is on the subject of Augmented Reality (AR) by Jorge Bacca, Silvia Baldiris, Ramon Fabregat, Sabine Graf, and Kinshuk.  The focus of the article is the current and future research of AR in the educational setting and its benefits and limitations.   AR is defined by the authors as follows: “an AR system allows for combining or ‘supplementing’ real world objects with virtual objects or superimposed information,” and “AR supplements reality, rather than completely replacing it” (Bacca, Baldiris, Fabergat, Graf, & Kinshuk, 2014, pp. 133-134).
Bacca, et al. (2014) evaluated current research of over 155 studies on AR and found that although AR overall was gaining momentum in research, very little was being conducted in the areas of education and teacher training.  In fact, most often AR technology was only present in the sciences due to AR’s particular benefits in laboratory settings, and also in the Humanities due to the applications in language training and cultural diversity. The consensus of the studies determined more information and research was needed to fully understand the impact AR can have on an educational setting.  One area in particular is the area of instructional design and how one incorporates IR into the classroom to take advantage of the benefits while minimizing the challenges.
The research noted several advantages to using AR including the fact AR is not limited to one sensory stimuli.  Hearing, smell, touch, as well as sight are all involved in the AR realm.  In addition, AR learning environments versus non-AR learning environments were found to show enhanced learning through increased content understanding, and long-term memory retention.  Incorporating AR into the classroom allowed the user a real-world experience enhancing collaboration, motivation, and also facilitated learning language associations and spatial structure.  Supported by contextual and vision-haptic visualization foundations, AR is supported by three main educational theories:  a) Multimedia learning theory; b) Experiential learning theory; c) Animate vision theory (Bacca, et al., 2014).
Not all of the studies of AR were positive.  In several studies, Bacca, et al. (2014) found AR to have unique challenges including: attention tunneling, usability difficulties and ineffective integration into the classroom.  Issues with maintaining the superimposed images and the technology overall were also noted as “limitations.”  Advancements in the AR technology are needed to create interactive 3D content in a user-friendly application.  The studies showed that AR currently resides more frequently in Bachelor’s degree training at the higher education level, and has some exposure to the primary and lower secondary education levels.
Although support and enthusiasm for AR has grown rapidly over the past few years, Bacca et al. (2014) propose more research is needed, especially longitudinal research, to explore the AR concept with regard to special needs, diversity, higher education applications, and the impact to student learning and motivation. With this research, AR has the potential to expand to all levels of education, and all subject levels.
Article Two:  Multi-User Virtual Environments Fostering Collaboration in Formal Education
The second article reviewed is authored by Nocoletta Di Blas and Paolo Paolini and centers on a large case study conducted from 2002 to 2009.  The case involved over 9,000 students (ages 12-18) from multiple countries collaborating on a program designed to test the impact on collaboration using Multi-User Virtual Environments (MUVEs) and the corresponding data developed (Di Blas & Paolini, 2014)
Participants in the study were asked to engage in online gaming programs in which the instructional design was such that success was determined by the level of collaboration and cooperation.  Benefits of the highly collaborative and interactive gaming situations elicited enhanced language and technical skills, along with changes in attitudes and cultural awareness.   The authors list three main reasons triggering cooperation:  “external compensation, building relationships, and sharing and enriching the activities the participants are involved in” (Di Blas & Paolini, 2014, p. 55).  In addition, computer-supported cooperative learning (CSCL) such as the program designed in the case study has roots in three major theories:  constructivism (peer related learning), sociocultural theory (learning by participation), and situated cognition theory (the teacher as tutor) (Di Blas & Paolini, 2014).
Article Three:  Dewey and Video Games:  From Education Through Occupations To Education Through Simulations
With regard to the fascination video games hold for children, author David Waddington pulls a quote from B.F. Skinner who wrote “what would teachers not give to see their students applying themselves with the same eagerness?” (Waddington, 2015, p. 1).  This simple quote represents the overall tone of the article that video games promote educational success by reinforcing the educational instruction programmed within.  The article focuses on the principles set forth by John Dewey, a renowned psychologist and educational reformer, who composed the principles of education through occupation.  The basis of the education through occupation program was to recapture the education and experiences lost due to the industrialization of America.  Where once many goods were completely made from scratch from home, now were purchased without the experience of the process put forth to make them.  Dewey’s educational principles, therefore, were to teach students about a process or system first using the very basic raw materials before progressing to the modernized system.  In this way, Dewey theorized, the lessons encompassed not only the learning of the process, but an appreciation of the social implications behind the systems and processes (Waddington, 2015).
The article provides insight into the changing nature of general attitudes towards video games in classrooms and sets out to demonstrate that many of the same goals and principles set forth by Dewey, such as being an informed and capable citizen, can be found in the use of video and simulation games.  Dewey’s principles also include self-discipline, cooperation, scientific inquiry, and understanding how social systems work.  Waddington takes the opportunity in the article to systematically address and debunk critics concerns regarding the positive aspects of video games in the classroom using a climate simulation game called Fate of the World in which students must analyze data and find solutions to global warming issues.
Waddington points out that using Fate of the World as a simulation for global warming could not be recreated by traditional classroom means. The video game provides an element of social reform and responsibility along with Dewey’s technological transparency and scientific inquiry.  While solving age-old problems of lethal mutation toward vocationalism, video and simulation games do pose new problems and issues to overcome, such as the deliverance quality of experience and the development of problematic patterns of thinking.  Critics argue that the use of simulation games can “induce callousness,” lead to “an inflexible or mechanical response pattern,” “promote a slack or careless attitude”, and “promote scatterbrained habits” (Waddington, 2015, p. 14)
            Waddington addresses, debunks, and at times agrees with some of the negative aspects of video and simulation game use, but comes to the overall conclusion that video and simulation game play allow students of all ages, education and skill levels, to enter a complex societal and technical world impossible to recreate in a traditional classroom lecture-type setting.  Advances in technology make it possible to design programs that overcome the main obstacles to education through occupation, and with purposeful focus, can ensure the concerns of the critics are also addressed.
Summary and Implementation of Synthesis of Articles’ Ideas
            The principles outlined in each of the three articles are as follows:
1.      Gaming, simulation, and VR (and/or AR) have aspects of fun and enjoyment that appeal to students of all ages, providing motivation for enhanced educational experiences.
2.      All systems provide unique and complex situations difficult to recreate in the classroom, or with the ability to deliver more effectively and efficiently.
3.      All systems come with a series of advantages and disadvantages to their implementation and use.  However, all of the authors addressed the concerns and concluded these educational experiences are valuable enough to overcome, or outweigh, any disadvantages as technology continues to progress.
4.      Each article stressed the need for more research in the gaming, simulation, and augmented reality genres with respect to educational applications and integration into the classroom.
Applications to Internet-Based Instruction
            The implications of the findings of these three articles is that Internet-Based instruction is here to stay and systems such as gaming, simulation, and VR (and AR) have, and continue to become fixtures in the classroom of today.  Through the use of gaming, simulation, and VR, teachers can provide students with lessons or units using multisensory educational experiences to enhance social skills, problem solving and scientific inquiry.  Subjects once taught in only book and lecture formats, such as history, and sociology, can now be augmented and come alive through virtual environments requiring students to question and explore solutions to problems in a safe, structured-yet-flexible system.  Perhaps walking through a simulated disaster area can teach students in public health societal lessons along with health-related analysis.  There are many free or affordable online, Internet-based resources available to teachers and students to incorporate gaming, simulations, and even VR into a student-based educational curriculum.  Heading to caution however, these resources should always be used in an intentional, directed manner by the instructor to avoid the potential pitfalls, such as complacency, and robotic or mechanical learning.  Through additional research into the systems applications into educational environments, tools and resources can be employed to solve major obstacles and fully understand the impact of these tools in an educational environment and fully enhance the well-rounded learning experience.




References
Bacca, J., Baldiris, S., Fabergat, R., Graf, S., & Kinshuk. (2014, October). Augmented reality trends in educaton: A systematic review of research and applications. Retrieved from Journal of Educational Technology & Society: http://encore.cl.utoledo.edu:61080/ebsco-w-b/ehost/pdfviewer/pdfviewer?sid=e56f0a72-4946-4d90-88b5-2c066384a30a%40sessionmgr113&vid=1&hid=109
Di Blas, N., & Paolini, P. (2014). Multi-user virtual environments fostering collaboration in formal education. Retrieved from Journal of Educational Technology & Society: http://encore.cl.utoledo.edu:61080/ebsco-w-a/ehost/pdfviewer/pdfviewer?sid=f3b6be86-3575-4944-be3e-b5549dfe4c5f%40sessionmgr4005&vid=1&hid=4109
Waddington, D. I. (2015, February). Dewey and video games: From educaiton through occupations to education through simulations. Retrieved from Educational Theory: http://encore.cl.utoledo.edu:61080/ebsco-w-a/ehost/pdfviewer/pdfviewer?sid=ac454577-6288-4551-b4bd-4c24269cdbda%40sessionmgr4001&vid=1&hid=4109





Thursday, March 19, 2015

Gardner's Theory of Multiple Intelligence


Howard Gardner’s Theory of Multiple Intelligence

by Michelle Arbogast

Many theories exist in the area of educational development and learning and many of those same theories were developed prior to the monumental leap in educational technology.  The overarching question lies in the validity of these theories within the new digital learning environment.  For the purpose of this paper, the theory selected to review within this technological era is the Theory of Multiple Intelligences by Howard Gardner.  This paper will outline the basic principles and concepts of multiple intelligence theory, as well as describe how this theory applies to Internet-based applications.
Illustration 1.0

To understand the theory, one must understand what constitutes intelligence.  “An intelligence is the ability to solve problems or to create products, that are valued within one or more cultural settings” describes the foundations of the Multiple Intelligence Theory as quoted by Howard Gardner, the composer of the theory (Thirteen Ed Online, 2004).  Developed by Gardner in 1982, the theory proposes each individual carries varying degrees of intelligence in seven primary forms.  The forms outlined and depicted in illustration 1.0 are linguistic, musical, logical-mathematical, spatial, body-kinesthetic, intrapersonal.  The theory eventually was expanded to include two additional intelligence:  naturalist, and existential.  Table 1 provides an overview of each of the nine intelligence forms (Instructional Design, 2013).


The theory emphasizes varying degrees of information processing through each intelligence form for each individual.  Because each individual has a unique learning style, it is also proposed the educational system should address teaching and learning techniques beyond the usual forms of logical-mathematical, and spatial forms and expand to include the other intelligence forms.  In addition, Gardner proposes that culture influences intelligence development, and in some cases may heavily favor or respect one intelligence form over other forms (Instructional Design, 2013).

Table 1

Summary of Descriptions and Internet-based Techniques for Multiple Intelligence Forms

Intelligence Form
Description
Internet-based Technique
Verbal-Linguistic Intelligence
Known as being “word smart” with well-developed verbal skills, sensitivity to the sounds, and meanings of words.
Reading or writing creative type writings, word games, listening to famous speeches
Logical-Mathematical Intelligence
Known as being “logic smart” with conceptual and abstract thinking capacity, along with the ability to discern logical or numerical patterns.
Strategic and problem-solving type games and puzzles
Musical Intelligence
Known as being “music smart” and musical aptitude towards music, rhythm, pitch and timber appreciation.
Online activities including songs or rhythms, musical type games, reading lyrics
Visual-Spatial Intelligence
Known as being “picture smart” or the ability to think in pictures, to visualize accurately and abstractly.
Online map reading, chart or image preparation
Bodily-Kinesthetic Intelligence
Known as being “body smart” with the ability to control one's body movements and handle objects skillfully.
Role-playing, simulation, or animated-type activities
Interpersonal Intelligence
Known as being “people smart” with the ability to interact well with others.
Social media such as email, chat rooms, discussion boards
Intrapersonal Intelligence
Known as being “self smart” or in tune with one’s inner feelings, values, beliefs and thinking processes.
Reading or writing meditative or reflective text such as blogs, autobiographies, philosophical journals
Naturalist Intelligence
Known as being “nature smart” or having the ability to recognize and categorize plants, animals and other objects in nature.
Online geographical exploration, adventure-based reading and activities
Existential Intelligence
Known as being “deep question smart” with ability to tackle deep questions about human existence, such as the meaning of life and death.
Exploring philosophical or biblical/religious websites; online discussions, blogs, or rhetorical type activities

Note:  This table summarizes descriptions of the nine intelligence forms of the Multiple Intelligence Theory from the article Concept to Classroom (Thirteen Ed Online, 2004), and the technological examples from the article Internet-Based Approach to Multiple Intelligences:  Multiple Provisions for Multiple Learners (Sengupta)

Multiple Intelligence Theory and Internet-Based Instruction

            If the theory of multiple intelligence is accepted, then Internet-based instruction is tailor made for the implementation and execution of teaching and learning to all combinations of intelligence forms individuals may possess.  The Internet itself is multi-dimensional with limitless opportunities to design learning experiences in such a way as to be completely customizable to one’s intelligence strengths and weaknesses.  Unlike traditional classroom, lecture-style teaching, Internet-based instruction can deliver one-on-one instruction in a variety of exercises and information delivery systems to fit one or a combination of the nine intelligence forms outlined in Gardner’s theories.  In addition, the emphasis moves from the teacher trying to address varying degree of learner ability in one setting, to the learner who finds the style best suited to the student’s own learning style.

            In an article for the Journal of Technology for ELT, Professor Amlanjyoti Sengupta provides examples of Internet-based learning techniques for each of the nine intelligence forms.  These ideas are summarized in Table 1, and illustrate the wide variety of activities and ideas of online, Internet-based experiences available for use in focused, or multi-intelligence educational settings.  The fact that new games, videos, readings, music, blogs, and other Internet-based media are added to the Internet each day allows for up-to-date and relevant information for students in a setting that is comfortable, all inclusive, and highly interactive.

Conclusion

            Gardner’s Theory of Multiple Intelligence is an intriguing guide to tapping into each individual’s intellectual learning style strength(s) or weakness(es) within the nine intelligence forms outlined.  By employing a multi-dimensional, interactive, and highly dynamic resource such as the Internet, educators and students can benefit from a highly individualized learning experience.  The Multiple Intelligence Theory proposes this individualized learning system leads to enhanced individual capacity to learn in a more efficient and effective environment.






References


Gardner, H., & Hatch, T. (2013). Educational implications of the theory of multiple intelligences. Retrieved from Educational Researcher: http://edr.sagepub.com/content/18/8/4.short

Instructional Design. (2013). Multiple intelligences. Retrieved March 17, 2015, from Instructional Design: http://www.instructionaldesign.org/theories/multiple-intelligences.html

Sengupta, A. (n.d.). Internet-based approach to multiple intelligences: Multiple provisions for multiple learners. Retrieved March 17, 2015, from Journal of Technology for ELT: https://sites.google.com/site/journaloftechnologyforelt/archive/october---december-2012/1-internet-based-approach-to-multiple-intelligences-multiple-provisions-for-multiple-learners

Thirteen Ed Online. (2004). Tapping into multiple intelligences. Retrieved March 17, 2015, from Concept to Classroom: http://www.thirteen.org/edonline/concept2class/mi/


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