home research people publications search
projects:
overview papers up to group
  projects
  groups
 
 
PRISM

Virtual Classroom

Building Bridges for Place-Bound Students: A Virtual Classroom

Description of Research

Introduction and Rationale

The Office of the Superintendent of Public Instruction is mandated to educate all children, including the ones who are unable to attend school due to treatments for chronic illnesses. Children hospitalized for the treatment of chronic illnesses, such as cancer and hemophilia, are at risk for educational failure due to intermittent school attendance -- they may be out of school for as much as a year at a time. This absence from opportunities to learn and from interactions with other children typically leads to poor self-esteem and to adjustment problems when they return to school. Also, functional disabilities related to the illness or its treatment and the self-consciousness of sick children when interacting with peers make normal school activities difficult at best.

Children's Hospital in Seattle, a major pediatric health care facility, serves to minimize these risks by providing educational programs for hospitalized children through its Education Department. Staff serve on average 600 children per year. While these programs succeed in many ways, the current standard for providing hospital-based educational assistance as suggested by state guidelines limits educational opportunities to students with chronic illness and constrains optimal learning.

To overcome some of these limitations, we propose to build a "Virtual Classroom" in which children hospitalized for long periods use virtual reality (VR) technology to share learning experiences with children in a public school classroom. Through the use of helmets that present stereo graphics and sounds, VR technology allows "participants" to enter and interact with virtual environments (VEs) in which they are entirely immersed. Our prior research have shown that individual participants can learn through immersive VEs.

This proposal requests funding to provide proof of concept that a multiple participant Virtual Classroom is a feasible and useful way for place-bound children to continue their education with other children. In collaboration with Children's Hospital in Seattle and the College of Education, researchers at the Human Interface Technology Laboratory (HITL) will develop a small-scale demonstration of the Virtual Classroom and will use it to solicit funds for the development of a large-scale multiple-site project.

Review of Literature

Virtual reality technology allows the creation of virtual environments in which children learn by interacting with objects in ways that may not be possible in the real world. For example, they can assemble atoms by hand from subatomic particles (Byrne, Furness & Winn, 1995), directly manipulate the forces of nature in a virtual physics laboratory (Dede, Loftin et al., 1994) or learn Japanese prepositions by moving virtual boxes into different configurations as the computer speaks to them in Japanese (Rose & Billinghurst, 1995). Additionally, a VE may be visited by more than one student at a time. These "participants" may be in the same room using the same computer, in the same city, or anywhere in the world (Mandeville et al., 1995).

Over the last four years, HITL and the College of Education have collaborated to study ways that VEs can be successfully used in public school classrooms. Last year nearly 3,000 Washington state children in 70 schools experienced VEs, and 365 of them built their own immersive environments. Research results have been reported in a number of publications (Bricken & Byrne, 1994; Byrne, 1993; Osberg, 1993; Winn, 1995; Winn, Hoffman & Osberg, 1995). This research has shown that students are capable of learning curriculum content by interacting with objects in VEs and that they learn more in interactive environments than in non-interactive ones. Also, results indicate that learning in an immersive VE leads to better conceptual understanding of the subject (as compared to recall of facts) than learning in other ways (Byrne, 1996). Hence, we have concluded that VR offers new ways to learn that may help students who do not learn well in traditional ways.

Our research on VR's educational applications has been based on data from individuals working alone in VEs. Yet we know that students learn certain concepts best when they collaborate with others. For its Greenspace project, HITL developed software that allowed two participants in Seattle to share a VE with two participants in Tokyo (Mandeville et al., 1995). This approach has not been used to bring students in different locations into the same VE in order to learn together. We propose to apply our expertise in distributed VEs to develop a shared, virtual learning environment that allows place-bound students in Children's Hospital to work with children in a regular Seattle classroom. The proposed project leverages our existing experience and takes our research on VR's educational applications in a new and exciting direction.

Finally, we wish to note that this project differs from the recently-publicized work of the Starbright Foundation in two fundamental ways. First, we are focused on education; Starbright is focused on entertainment. Our expertise in helping children learn and instructional design for VEs is unique. Second, our project will construct an immersive VE, and use dedicated computers that will shares these VEs over the Internet. Starbright's work provides non-immersive experiences over the Internet.

Objectives

The objectives of this project are as follows:

  1. To determine whether students in Children's Hospital can learn the concepts and principles of complex subject matter, appropriate to their age, by working in a VE with children from a regular Seattle classroom. The topic will be global warming. Given the small population from which place-bound students will be selected, it is not possible at this time to conduct an experimental study that compares the effectiveness of VR with "traditional" teaching.

  1. To develop a software environment that allows real-time collaboration of students from two different sites in a VE supported by two Division Inc. Provision 100 computers. These are mid-power, mid-cost, portable machines that HITL has acquired and used in its educational projects to date.
  2. To assess the potential emotional and psychological benefits to the participants.

  1. To identify logistical and technical factors likely to affect the success of using the Virtual Classroom in other settings.

  1. To use the system and the data it provides as proof of concept in soliciting funding for a significantly more extensive project.

Procedure

This project requires three types of activity: Development, implementation and assessment.

Development

The project's greatest effort will go into interface design (especially for the place-bound children) and software development. We will need to develop a multi-participant VE for global warming that will operate satisfactorily over the target network.

  1. A VE that embodies concepts and principles from which students may learn about global warming is being built with funding for another project. However, this world is designed for participants at single sites. The global warming VE needs to be re-designed and rebuilt for use by multiple participants over a network. This requires additional design and software to insure that the environment will operate satisfactorily with multiple participants over the target network. An important feature of the world will be the use of "avatars" for the participants. These are virtual representations of the real participants which may, or may not, bear a resemblance to the participants themselves.
  2. HITL's version of multi-participant VR employs a copy of the shared VE and the operating environment running on a VE workstation at each site. All that is transmitted in real time is information about how the VE should be updated as a result of the actions of each participant locally. This approach reduces the need to transmit large amounts of data over the network. However, considerable experience and expertise is required in the design and implementation of these environments to create a useful and believable experience.

This requires the development of programs that reside on two VE workstations, one at Children's Hospital and another in a Seattle classroom, and the development of the network interaction protocols. We estimate that this software development effort will require 3.0 person-months over the year.

Also, if we can acquire a third machine from Division Inc., we plan to add a teacher as a third participant at the school site. Division is a member of HITL's Virtual Worlds Consortium and will be asked to loan us a machine for the duration of the project if it is approved. We will also be submitting a grant to the Seattle Foundation for an additional system. We estimate that this effort to incorporate the teacher and additional interaction protocols will require an additional 2.0 person-months over the year.

Implementation

Six patients from Children's Hospital will be selected by hospital personnel to take part in the project. Criteria for selection will be: Sufficient mobility and strength to wear a VR helmet and use an input device, such as a wand; Mastery of prerequisite science concepts and principles to learn about global warming from the VE; Parental permission to participate.

A classroom of between 20 and 30 students will be selected from one of the Seattle schools already participating in HITL's education research. A class will be selected that is studying global warming (or a related topic). Students will take turns working in the VE in collaboration with the students from Children's Hospital.

Each pair of students will engage in three activities:

  1. They will "visit" various places on earth at various times in the past and future to collaborate in making observations of factors related to global warming, such as temperature, sea level and quantities of greenhouse gases. From these observations, they will construct hypotheses about the causes and effects of global warming.
  2. They will revisit the VE and conduct experiments to test their hypotheses. For example, they might reduce the number of cars or factories burning fossil fuels, or start reforestation projects, and measure the results of their actions over time. (Note that instantaneous travel in time and space is possible in a VE). On the basis of this research they will design strategies for reducing global warming.
  3. On their third visit to the VE, they will implement their strategies and observe the results.


Assessment

We propose to assess the project's success in a number of ways: Learning outcomes, motivation, collaboration, "presence", and technical.

  1. Learning. The extent to which the students learn about global warming will be assessed by observing their success at constructing hypotheses from data and selecting and implementing strategies. Given the limited number of students involved, we propose to develop a number of cases in which we describe the behavior and achievement of individuals and groups of students in written narrative. We will also give written objective pre- and posttests of students' knowledge about global warming.

  1. Motivation. We will assess the extent to which the students were motivated to learn and the extent of their enjoyment using questionnaires developed and validated for other projects.

  1. Collaboration. An innovative feature of this project is the requirement that students collaborate in a VE. We will describe the extent of that collaboration from protocols developed for the study of group learning (Cortes, 1993) and will assess the effectiveness of that collaboration from interviews with selected students.

  1. Presence. Presence is the sensation that one is in a real place when in fact one is in a VE. We will assess the degree of presence students experience while studying global warming using self-report instruments developed at HITL by Hoffman, Hullfish and Houston (1994).

  1. Technical. We will document all software, technical development and support activities, and use this information to recommend whether to continue the project and to develop specifications for future work.

To support these activities, we require a research assistant for the winter and spring quarters of 1997.

Timeline

The project will run from July 1, 1996 to June 30, 1997, and will proceed as follows:

July - August: Plan project and software design, design assessment tools.

September - December: Implement and debug distributed, shared global warming VE; select collaborating class and teacher.

January - March: Run technical trials and refine VE; identify students at Children's Hospital; conduct project; gather data.

March - June: Analyze data; package software for further demonstrations; write proposals; write final report.

References

Bricken, M., & Byrne, C.M. (1993). Summer students in virtual reality: A pilot study on educational applications of virtual reality technology. In A. Wexelblat (Ed.), Virtual reality applications and explorations. Cambridge, MA: Academic Press Professional.

Byrne, C.M. (1993) Virtual Reality in Education. Seattle, WA: Human Interface Technology Laboratory Technical Report, R-93-6).

Byrne, C.M. (1996). Water on tap: Using Virtual Reality to teach atomic structure. Ph.D. Dissertation, College of Engineering, University of Washington. HTML Document
.

Byrne, C.M. , Furness, T., & Winn, W.D. (1995, April).The use of virtual reality for teaching atomic/molecular structure. Presented at the Annual Meeting of the American Educational Research Association, San Francisco.

Dede, C., & Loftin, B. (1994)The design of artificial realities to improve learning Newtonian Mechanics. (Online document, World Wide Web page),
URL = http://www.jsc.nasa.gov/cssb/vr/ScienceSpace/ScienceSpace.html.

Hoffman, H.G., Hullfish, K.C., & Houston, S. J. (1994). Virtual-reality monitoring. Paper presented at 35th Annual Meeting of the Psychonomics Society, St. Louis, Missouri.

Mandeville, J.R., Furness, T., Kawahata, M., et al. (1995). Greenspace: Creating a distributed virtual environment for global applications. Proceedings of IEEE Networked Virtual Reality Workshop.

Osberg, K.M. (1993). Virtual Reality and Education: A look at both sides of the sword. Seattle, WA: HITL Technical Report.

Rose, H., & Billinghurst, M. (1995). "Zengo Sayu": An immersive educational environment for learning Japanese. Seattle, WA: HITL Technical Report.

Winn, W.D. (1995). Virtual Reality in the classroom: The Virtual Reality Roving Vehicle project. Technological Horizons of Education, December.

Winn, W.D., Hoffman, H., & Osberg, K. (1995, April). Semiotics and the design of objects, actions and interactions in virtual environments. Presented at the Annual Meeting of the American Educational Research Association, San Francisco.


Contacts:

Bill Winn billwinn@hitl.washington.edu

contact us      home | people | publications | search

Last Modified: Tuesday, 25-Aug-1998 17:27:37 PDT