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Articles |
Center for Technology in Teaching and Learning, Rice University, Houston, TX 77005
Submitted September 7, 2005; Revised December 20, 2005; Accepted January 4, 2006
Monitoring Editor: Barbara Schulz
| ABSTRACT |
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| INTRODUCTION |
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A 2002 report by the U.S. Department of Commerce revealed that, of all demographic groups, teenagers and preteens are the most frequent users of computers and the Internet (U.S. Department of Commerce, 2002). The study found that in 2001, nearly two-thirds (65%) of 10- to-13-yr-olds used the Internet, either at home or at school. The proportion of technology use rises to three-quarters (75%) among 14- to 17-yr-olds. Although Hispanics and African Americans aged 1017 showed the lowest rates of use (48 and 52%, respectively), these groups also show the fastest rate of increase in use. Schools are increasingly providing technology access to students without home Internet access through after-school programs. In 2002, 73% of secondary schools offered students opportunity for computer time outside of traditional school hours (U.S. Department of Education, 2003). Additionally, the 2001 study found a sizable number of blacks (39.4%) and Hispanics (32%), ages 1017, take advantage of the Internet at libraries.
Along with the shift toward greater bandwidth and ubiquitous technology access, there has been a simultaneous shift in the learning paradigm. With the advent of constructivist theory, what it means to "know something" has been transformed from being able to recite facts to being able to learn the facts and apply them, often to solve a specific problem (Brooks and Brooks, 1993). The constructivist approach has many permutations, but might be characterized by the following: Knowledge is constructed by the learner and best retained when it is set in a context, involves active participation, and is scaffolded to build upon prior knowledge. Problem-based learning (PBL; Barrows and Tamblyn, 1980; Lambros, 2004) is one example of a pedagogical approach that uses constructivist theory. It encourages the learner to construct knowledge in the quest to solve a specific problem. It also provides a context through which prior knowledge can be associated with new knowledge. Marrying this PBL approach, which has gained broad acceptance in many professional schools, with multimedia technology provides a type of hybrid instructional plan that can be delivered to a middle school audience through an instructional format described as "Web adventures" (Miller et al., 2001, 2002)
A key feature of the Web adventure format is that it draws from the research of Laurilard et al. (2000) and Plowman (1997) regarding the value of narrative or storytelling as aids to the learning process. The narrative approach also reflects the anchored instruction research (Cognition and Technology Group at Vanderbilt, 1993) used to build multimedia environments that have significant learning outcomes. The task of blending best pedagogical practice with the multimedia formats is challenging yet very possible (Moreno and Mayer, 1999, 2000). The use of technology undergirded by cognitive theory is the basis for solid instructional design. Tools such as Macromedia's Flash (San Francisco, CA) offer an efficient and reliable way to incorporate games, virtual labs, and a wide array of interactive techniques that support learning (Miller et al., 2003).
The narrative storyline may serve as a form of PBL when appropriately framed. In The ReconstructorsTM series, the Web adventures pose a problem, invite players to solve a problem, and introduce a cast of characters that not only serve as "intelligent agents," but also serve as the literary device to move the storyline forward. The problems in The ReconstructorsTM Web adventures are crafted to capture students' interest and motivate them to pursue further inquiry. The storyline is presented episodically. Each episode is approximately 2030 min in length, with a "cliff-hanger" at the end of Episodes One and Two, intended to serve as motivation to continue.
The Science Content
An overarching purpose of The ReconstructorsTM Web adventure series was to introduce substance abuse from a neuroscience perspective (as opposed to a life skills approach). Teaching why a person should say "no" to drugs was the central focus. This approach provides students with the scientific basis for concerns about substance abuse and arms students with a critical filter through which to make not only their own personal health choices, but public policy in the future.
Conversations with science teachers and sciences supervisors led to the conclusion that the pressure to cover a wide variety of science content makes it unlikely that they would be able to devote much time to neuroscience or drugs of abuse. However, the Web adventure format overcame several concerns about time and correlation with other mandated curriculum content. The time it takes to use the Web adventure format is relatively short, thus allowing the adventure to serve as a "plug-in" to the regular curriculum or to be played at home (in instances where the students had access). Several teachers reported using the Web adventures in conjunction with units on the nervous system, thus incorporating a new element rather than totally revising their present curriculum.
Another key element in promoting the Web adventures' use is their alignment with the following National Science Content Standards (National Research Council [NRC], 1996) that are specifically targeted for grades 58:
In response to the question, "What do we want middle school students to know about club drugs?" teachers and scientists on the Advisory Panel provided guidance in defining specific learning objectives. These objectives were then chunked by episode to make a reasonable and scaffolded sequence.
| EPISODE ONE |
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| EPISODE TWO |
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| EPISODE THREE |
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Using this content, The ReconstructorsTM scenario shown in Box 1 provided the context and problem to be solved. Placed within the framework of the futuristic society of Neuropolis, The ReconstructorsTM Web site presents an engaging problem to solve using scientific inquiry methods and research.
| Box 1. The problem developed for the player to solve sets up the scientific investigation through a storyline It is the year 2253, eleven years after the Great Plague that ran through the Earth's population, killing millions and causing the collapse of civilization. You are a member of The Reconstructors, an elite team charged with safeguarding public health in this dark time. The Reconstructors have a new medicinal mystery on their hands. There has been a dramatic increase in the number of young persons admitted to the Emergency Room in Neuropolis.
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During the adventure, students receive help via the on-screen characters who assist in conducting both field and laboratory exercises as captured in Figures 1
3.
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Episode One
In the role of a Reconstructor, the student is challenged with uncovering why there has been a dramatic increase in the number of teens admitted to the hospital emergency room in Neuropolis. A teen patient is interviewed to learn his symptoms. The preliminary facts suggest that a drug with both stimulant and hallucinogenic properties is the cause of the problem. Through an examination of Reconstructor files, the student learns about brain areas affected by stimulants and their behavioral effects.
Episode Two
The student follows two lines of inquiry in an effort to learn more about the mystery drug. In the lab, he/she analyzes the substance using mass spectrometry and determines that it is the drug 3,4-methylenedioxymethamphetamine, known on the street as ecstasy. At police headquarters, the student reviews recent cases involving the club drugs such as ecstasy, alcohol, methamphetamine, and
-hydroxybutyrate. In a segment called "Street-Wise," the player has an opportunity to role play how he/she would handle different social situations involving these substances.
Episode Three
After news of police closing the dance club reaches the media, a music talk show host is inundated with inquiries about the use of ecstasy. The Reconstructors team is asked to appear on the talk show to explain. The player must learn more about the effect of ecstasy. Specifically, the player 1) plays a game titled Synaptic Salvo that simulates ecstasy's actions on serotonin neurotransmission; 2) learns that animal studies indicate long-term ecstasy use may damage serotonin neurons; 3) examines functional magnetic resonance images showing differences in brain activity between ecstasy users and nonusers; and 4) reviews memory tests and mood studies that reveal how repeated use of ecstasy can lead to deficits in these capacities.
| METHODS |
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The actual Web site use occurred in the school's computer lab with approximately 25 students using the adventure independently on separate workstations. Only students who returned a signed parental consent form took part in the evaluation, but this number was typically more than 95% of the students in each class. The evaluation instrument consisted of a 35-item pretest and a 35-item post-test, with the same questions randomized in a different order.
Participants
At national or regional science meetings, volunteer teachers were recruited who could meet the following criteria: 1) principals at each school endorsed participation in the study and 2) the necessary computer access was guaranteed. The final sample of five schools was selected to provide for regional variation and included two urban schools, two suburban schools, and one rural school. School 1 is in an urban community in Washington state and is predominantly white, with over one-third of the students qualifying for free and reduced lunch. School 2, in a Texas suburban area, is ethnically diverse, with a high percentage of minority enrollment. School 3 is a Nevada rural school, with a lower minority enrollment than the other schools in the study. Data were not available for free or reduced lunch status because this school did not have a lunch program because of its small size. School 4 is a Texas urban math/science/arts magnet school, with a population distributed almost evenly between black and Hispanic students. School 5 is a Colorado suburban school, with a predominantly white enrollment (Table 1).
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Instruments
Paper and pencil pretests and post-tests normally took students between 15 and 30 min to complete. The pretest included 35 multiple choice science content questions (10 from Episode One, 12 from Episode Two, 13 from Episode Three). All 35 items were randomized so that questions from the same mission were not grouped together. The post-test included the same 35 multiple-choice content questions, but they were randomized in an order different from the pretest. Examples of the questions are presented in Box 2.
Box 2. Sample questions from tests
Neurons communicate across a tiny space called:
A chemical that sends signals from one neuron to another is called:
Animal studies show that Ecstasy can damage neurons and cause them to produce:
One area of the brain affected by stimulants which is important for learning and memory is the:
Ecstasy interferes with serotonin reuptake by:
Cocaine, nicotine, and ephedra are examples of:
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| RESULTS |
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Findings from the Episode Two analyses also indicated a significant overall gain of 17%. Overall scores moved from 34 to 51% correct; moreover, the same pattern of a variation in pre-existing neuroscience content knowledge and the final outcome scores among schools continued, with Schools 5 and 2 setting the range (Table 2). The pretest knowledge ranged from an average percent correct of 46% in School 5 to the average pretest score of 22% correct in School 2. These scores all increased significantly on the post-test to a total percent correct at the respective schools of 44 and 61%. In this episode, the student is introduced to using mass spectrometry as a means of analyzing an unknown drug and the social and health consequences of club drugs. An item analysis revealed that students were most familiar with the question asking about the effects of ecstasy (56%), the effects of date rape drugs (60%), and the effects of alcohol (80%). These three questions increased to 72, 72, and 86%, respectively, on the post-test. The greatest gains in item scores were realized on the questions dealing with the purposes of a mass spectrometer (a 31% increase in percent correct) and on the question about which drug has the properties of both a stimulant and a hallucinogen (ecstasy). This question had a 39% increase.
In the final, and perhaps most complex episode, which covers the acute and long-term effects associated with taking ecstasy, the role of serotonin in regulating mood, memory, and other body functions, and the actual blocking of serotonin receptors by ecstasy, there were significant gains. The overall percent correct changed from 33 to 61%. The item analysis revealed the item dealing with a fairly sophisticated concept (i.e., ecstasy interferes with serotonin reuptake by blocking the transporters) received the greatest gains from 26 to 75% correct for a gain of 49%.
| DISCUSSION |
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Despite these limitations and the need for further study, there is an overall sense that the middle-school-age audience can approach some relatively complex neuroscience concepts successfully through this format. For example, the concept of ecstasy blocking serotonin reuptake is conveyed through a game entitled Synaptic Salvo. In this game, the player has to move balls through a specific entry point. Once this game is played, an analogy to the neurotransmission that occurs as ecstasy blocks the serotonin transporters is given. The game is replayed with the appropriate labeling of the process. It is doubtful whether such a high percentage of students (76%) would have recalled this effect of ecstasy 3 d after classroom instruction without an engaging instructional delivery method.
Yet another advantage of the Web adventure format is the ability to craft an interactive segment that best suits the learning objective and to present the same concept through more than one technique. For example, interactive segments can employ drag-and-drop features, multiple-choice items, virtual labs, or adaptations of well-known computer games. Instructional designers can exercise creativity as well as follow sound learning principles when conveying neuroscience content.
In summary, The ReconstructorsTM uses the context of substance abuse to engage adolescents in problem solving and to introduce fundamental knowledge about related aspects of neuroscience. The power of Web adventures to engage students sets a robust context for the construction of neuroscience knowledge. Whether the learning gains reported here would be obtained for other methods and different audiences remains to be tested; however, the opportunity to "reconstruct" neuroscience is limited only by the creativity and instructional design strategies of the science community.
| ACKNOWLEDGMENTS |
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| FOOTNOTES |
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| REFERENCES |
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