Archive for the “Software Reviews” Category
Posted by: Peter Rillero in Game Reviews, High School Science, Middle School Science, Simulations, Software Reviews, tags: biology, DNA, Evolution, games, Lamark, reviews, science education, science instruction, simulation, SPORE, Spore Controversy, Will Wright
Back on September 11, 2008, I wrote about the new Spore game and expr essed concerns about the way evolution is depicted. I also restated other reviewers’ comments that it is a boring game. After the incredible hype approaching the release, the media has been pretty silent.
PBS’ “Online NewsHour”, however, did post this article in October: “New ‘Fun Biology’ Video Game Lets Players Tinker with Evolution”. It seems like PBS put “fun” in quotes because they know it isn’t really fun. The author, Quinn Bowman, goes on to reference my blog entry:
Educational value
Educators are mixed over whether Spore belongs in the classroom.
Professor Peter Rillero of Arizona State University wrote on his blog, which focuses on using technology to teach science, that the mechanics of the creature creation in Spore did not accurately reflect how evolution works.
“The notion of evolution as making choices, as deciding to come out of the water to be a land creature and therefore deciding what appendages to gain, and the thought that the more DNA you eat the more evolved are so wrong that I wonder why Will Wright considers this to be science inspired?” Rillero wrote.
”
But then Bowman adds this quote:
“However, University of Florida associate professor of geology Joe Meert said games like Spore ‘are a natural place for students to gravitate to.’
’Even the things that (Spore) gets wrong, it could be a teachable moment. Here’s something the game gets wrong. Why is it wrong?’
Dr. Meert seems like a fascinating and good guy and he is someone who wants the public to understand evolution. So with some reluctance I say his comments remind me of College of Education field offices telling interns with crummy mentor teachers, “Well at least you will learn what not to do.” Spore tried to show itself as a great science education tool. We have to recognize first and foremost, that it is not. Teachers should have great mentors, our children should have great science education resources.
I don’t go around boring my friends and family talking about scientific inaccuracies in the media around me. I would not expect history educators to criticize Call of Duty’s portrayal of WWII history. Unless of course, the game made claims that it was a great way to learn history, and started touting all of the historians that had been consulted in developing the game. Spore, on the other hand, deserves to be criticized.
Not only was Spore incredibly hyped, it wanted to develop the idea that it would promote an understanding of evolution. This was evident in the September 9th TV Show: “Build a Better Being” produced and aired by the National Geographic Channel through a partnership with Spore. Getting famous evolutionary biologists to talk about their work, and then showing scenes from Spore, could have encouraged many to falsely believe that the evolutionary biologists were supporting it.
This is far from the case, and the journal Science reported complaints by scientists involved in the documentary. “I literally never heard about Spore until I saw myself on television in this infomercial about the game,” says Cliff Tabin, a geneticist at Harvard University. “It’s an outrage (as quoted by Bohannon, 2008).”
Other Voices of Concern
Fortunately, I am not the lone voice in criticizing Spore. Here are some other views that are critical of the “evolutionary science” in Spore.
T. Ryan Gregory and Niles Eldredge describe Spore in this way:
It is, in reality, a relatively standard real-time strategy game with the same basic unlocking of features, upgrading of levels, and choices about aesthetics and function as with vehicles or buildings in other similar games. The units happen to look like organisms, the features that can be added are mouths, eyes, and limbs, and the currency is called “DNA”, but really that does not make the game anything more than superficially biological.
John Bohannon wrote in “Flunking Spore”:
So over the past month, I’ve been playing Spore with a team of scientists, grading the game on each of its scientific themes. When it comes to biology, and particularly evolution, Spore failed miserably. According to the scientists, the problem isn’t just that Spore dumbs down the science or gets a few things wrong–it’s meant to be a game, after all–but rather, it gets most of biology badly, needlessly, and often bizarrely wrong.
Manure
How does the game’s creator Will Wright respond to the controversy? Well despite the scientific inaccuracies in Spore, he concludes: “It’s manure to seed future scientists” (as quoted by Highfield, 2008). Some quotes are so good they don’t need further commentary.
Enjoyment
Of course there is also the issue of how enjoyable this game is. Here is a clip from the New York Times (Schiesel, December 2008):
BEST DISAPPOINTMENT: SPORE If Electronic Arts has learned anything from its experience with Spore, it ought to be that a software company should just let its games do the talking, rather than relentlessly hyping a game for years before its release only to deliver a one-note electronic toy in the end. Spore would not have fizzled so quickly if expectations had not been so ludicrously inflated to begin with. Perhaps more important, it showed that maybe even a game god like Will Wright, the game’s creator, can stand to be reminded of the basics once in a while. Spore was great at letting the player create something from nothing. But in the end it just wasn’t that interesting to play with. Making cool stuff is a great part of video games, but the play, more than in any other media, really is the thing.
Promoting Spore
Yet, many people are willing to promote Spore because it has science in it and is therefore thought to be educational. It is not difficult to find quotes like this: “With its educational subject matter, Spore is the kind of game any parent should be pleased to find their child absorbed in” (Alderman, 2008).
Conclusions
Since all of the pre-release and release hype, not much has been written about Spore. Pretending to be good science and actually promoting accurate science are different entities, and many in the media will take superficial views. There is a good chance that the media writers also hold serious science misconceptions, so they don’t even know when something is inaccurate. Therefore, it is up to scientists and science teachers to help the public understand which products are good educational tools for promoting science education.
References
Alderman, Naomi. (September 8, 2008). Spore: the game where only the fittest survive. The Guardian, Feature Pages, p. 3.
Bohannon, John (October 24, 2008). VIDEO GAMES:
’Spore’ Documentary Spawns Protest By Scientists Who Starred in It. Vol. 322. no. 5901, p. 517
DOI: 10.1126/science.322.5901.517a
Highfield, Roger. (September 9, 2008). How evolution inspired a computer game. The Daily Telegraph, Science, p. 27.
National Public Radio. Talk of the Nation, September 12, 2008. Spore’: Does Evolution Really Happen Like That?
Schiesel, Seth. (December 21, 2008). The Zombies Look Better Every Year. The New York Times. Arts and Leisure Desk; VIDEO GAMES; Pg. 24
Snider, M. (September 9, 2008.). Social networking goes gaming. USA Today, Retrieved December 24, 2008, from Academic Search Premier database.
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Posted by: Peter Rillero in Classroom Best Practices, Great Science Software, High School Science, Middle School Science, On-Line Learning, Science Activities, Simulations, Software Reviews, tags: confusing topics, displacement, distance, distant-time graphs, elearning software, elearning tools, flash activities, gradient slope, graphs, mathematics education, misconceptions, motion graphs, online activities, physics, s-t graphs, science education, science instruction, science teaching, virtual activities
Whether at the high school or middle school level, students studying graphs of motion are often confused. One area of confusion occurs in the difference between distance-time graphs and displacement-time graphs. Virtual activities can cause more confusion, unless the right ones are chosen.
Distance-time graphs are a part of many middle school math and science curricula. A Google search for “distance-time graphs” reveals about 10,500 websites with many Java-based and Flash-based online activities. The problem for physics learners and teachers is that in many cases, the developers call their graph a distance-time graph but in reality they are displacement-time graphs.
Here are some examples of (otherwise) good websites making this error:
Moving Man
Football (soccer) Distance Time Graph
GCSE Bitesize
There are a few good sites that accurately portray distance-time graphs.
“Crocodile-clips” is a simple, free site where students move a helicopter and create a real-time distance-time graph. It doesn’t matter if the helicopter is moved away from or closer to the starting point. The true distance traveled is displayed on the graph. It is simple but effective.
Commonwealth Curriculum Pack (CCP) is a more involved site. I used this with my mixed age physics class last week and it made the point and kept their interest.
This site uses the context of the 100-meter race to show different arrival speeds. Quickly, my students learned that the steeper the slope (gradient), the greater the speed of the runner. Then we viewed several nice animated sequences of interpolation, which they then interpreted.
PBS Teacher Line http://www.pbs.org/teacherline/resources/activities/race/readings/race.htm.
Students observe stick figures run 400-meter races. They can see the runners move at actual speeds or average speeds, so this serves as a good way to help students understand instantaneous speed versus average speed.
Motion graphs will probably always be confusing for some students. We can reduce confusion with distance-time and displacement-time graphs by using internet resources that accurately portray the difference.
Additional Resources
Adaptive Curriculum’s Activity Object: “Truck On: Position and Velocity-Time Graphs”
The Physics Classroom Tutorial: Distance and Displacement
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Posted by: Peter Rillero in All Grade Levels, Elementary School Science, Great Science Software, High School Science, Middle School Science, On-Line Learning, Science Activities, Software Reviews, tags: Add new tag, applets, Circuits, electricity, java applications, Learning Strategies, Multimedia Materials, physics, Science Activities, science education, science instruction, science vocabulary, Secondary School Science, software, Teaching Methods, terminology, vocabulary, word frequency
Wordle is a tool for displaying words as a graphic image that has implications for science education. The size of the words is a relative indicator of their frequency of use. At the Wordle website I entered the URL for this blog, and received a JAVA-produced image. This image is presented above.
Wordle was developed by Jonathan Feinberg who has produced other science education tools including physics applets and the Secret Lives of Numbers.
Software applications seem to be a creative playground for Feinberg in that he produces what he is interested in and let’s others play with them depending upon their interest. I think Wordle is the most promising classroom tool he has created. But of course, he leaves it to us science educators to explore how to use the tool.
I have just completed 11 days of electricity explorations with a middle school class. I put the text for all my lesson plans into Wordle’s create page and it produced an interesting word art graphic. Teachers will have to take a screen shot of the image to share it with students. (Macintosh: command-shift-4 produces cross-hairs to capture the image, which then appears on your desktop.)
It was interesting to see words such as day, one, and two appear prominently. In checking the word count (see image to left), I realized how often I used the term “one” (apparently it is found in terms such as “someone” as well as pure uses) as I had it over 40 times. These words are not related to electricity, so in MS Word, I deleted (through find and replace) these terms and redid the Wordle image. It is presented below. I will share the image with my students for their review and reaction. It does present an interesting way to view key vocabulary in science.
I am excited by the potential of Wordle as I stand along the shore. Teachers can make their own “Word Art” or borrow creations of others. There is an ocean of potential waiting to be explored by creative science educators.
Useful Resources for Electricity and Electricity Science Activities
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Posted by: Peter Rillero in All Grade Levels, Elementary School Science, Game Reviews, High School Science, Middle School Science, On-Line Learning, Science Activities, Simulations, Software Reviews, tags: Animals, biology, Computation, Conservation (Environment), Curriculum Development, ecology, Environmental Education; Parks;, Learning Strategies, Multimedia Materials, science instruction, Secondary School Science, Student Experience, Teaching Methods, wolf, wolves, Yellowstone National Park
To be sure the idea behind WolfQuest has merit, let children ages 10 to 15 become virtual wolves and learn about wolves and their habitat. But in production, the National Science Foundation (NSF) and privately supported free WolfQuest game is disappointing. I found it to be tedious and buggy (on my Macintosh). Just to be fair, I did induce my 11 year-old son to try out the game. By induce, I confess, that I paid him an hourly rate to try it out. He played for about three hours total. I will say that the game does have good 3-D graphics and when my 8 year-old son saw him playing the game, he was induced to be a wolf just for the fun of it–for about one hour. They seemed to spend most of their time hunting, which wasn’t all that much fun (lots of running, with some attacking). They never did get around to mating….
I do suppose that some children may become deeply immersed in this environment, creating their own online wolf packs and exploring aspects of wolf social behavior. And if a good percentage of tweenagers were motivated to do a couple of extra hours of science explorations, I suppose the NSF would be happy with the $508,253 grant they gave to the Minnesota Zoo for the project. (I don’t know the full budget but private organizations contributed quite a bit as well.)
But where is the science? You would think there would be a “for educators” or “for parents” description of the science that might be learned. I couldn’t find any descriptions like this on their web site or the downloadable manual. The developers apparently don’t think this is important, but yet the WolfQuest merchandise link was very prominent. So what did my sons learn? They saw some variation in wolf types as they created their avatar. They also learned that wolves in Yellowstone National Park hunt elk and hares and perhaps that the life of a lone wolf is not that much fun.
It is not easy to criticize this project; it is much like in the movie Teachers (1984), where Alex says, “That’d be like $#*%ing on the Peace Corps!” It is far more PC to say, “Wow, this is nice, look at all the downloads they attracted!” or “Wouldn’t you rather have your kids play this?” I know I might come off as sounding “anti-wolf” or against conservation of natural habitats, but that is not at all my view. For instance, when I was co-author for the biology textbook, Biology: The Dynamics of Life (Glencoe/McGraw Hill), I introduced for the first time a chapter on Conservation Biology that was eventually copied by other textbook companies. I have also taught a Conservation Biology course in the National University when I was living in Costa Rica.
Besides the lack of fun, my problem with this game is with the lack of science education. Perhaps the goal isn’t science education. Oddly enough, the web page does describe one of the goals: “Gameplay will create a strong emotional connection between players and wolves, changing player’s attitudes toward wolves and habitat conservation in the real world.” First, I think this is a ridiculous statement. My children have “become” so many characters in video games, and I have not observed strong emotional connections form. Indeed if this was the case, in any Nintendo game I would insist my sons never become Wario and always become Mario! Second, I think this is a misguided goal; the idea of a good education is to develop an understanding of a situation to make informed choices. Our goal should be to help children understand species, ecology, and conservation and not to have their emotions guide their behavior.
Resources
Chandria, Pultkit (December, 2007). Wear the skins of wolves in WolfQuest
Linde, Aaron, (January 2008). Be a wolf, learn about nature in WolfQuest
WolfQuest: Amethyst Mountain Deluxe Review
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Posted by: Peter Rillero in Classroom Best Practices, Elementary School Science, Great Science Software, High School Science, Middle School Science, On-Line Learning, Science Activities, Science Experiments, Simulations, Software Reviews, tags: Ammeter, Battery, Circuits, computer assisted learning, Current, electricity, free activity, free resources, JAVA, learning objects, Light Bulbs, Ohm's Law, Parallel Circuit, PhET, physics, Physics Education Technology, quantitative, Resistance, Resistor, science experiments, science instruction, Science Teachers, Series Circuit, Simulations, University of Colorado at Boulder, virtual education software, Voltage, Voltmeter
The Circuit Construction Kit (CCK) is a great electricity resource for middle grade and high school students to conduct science investigations and learn about electricity. This FREE resource allows students to produce simple circuits using cells, light bulbs, resistors, and switches. Students can complete series and parallel circuits and they can observe the varying brightness of the light bulbs. CCK also allows students to move into the quantitative realm. Clicking on some additional buttons enables voltmeters and ammeters, and thus measurements of voltage and current can enhance investigations. 
Well equipped elementary and middle schools will have batteries, light bulbs, switches, and wires to give students real experiences in constructing circuits. CCK can compliment the physical activities with virtual activities to enhance understanding. Unfortunatley, many schools will not have these physical resources so CCK is a way to help students explore electricity. And, I have not yet come across elementary or middle schools that have class sets of ammeters or voltmeters, so this is a welcome component.
Putting CCK to use
With my middle grade students we are using CCK to discover how to make series and parallel circuits, how to use ammeters and voltmeters, how current and voltage vary in different types of circuits, what are short circuits, and to observe that the ratio voltage/current is equal to resistance (Ohm’s Law).
Of course, the possibilities of how to use CCK are vast. Teacher goals, creativity, and experience level will make this a great resource in some classrooms. Most high school physics teachers will be able to instantly employ this tool. I wish that there were more structured lesson plans for using this tool at the elementary and middle school level so that teachers who are not yet comfortable with electricity could help their students have meaningful experiences. Some lessons can be found at the teaching idea page but these are almost all high school and university lessons.
The diagram above is one of the circuits I asked my middle grade students to construct. Then using a non-contact ammeter, they measured the current through all the branches of the circuit. They later used the voltmeter to measure the voltage across each of the branches.
Reflections in teaching
Working with middle school students, I found that they had few problems in using CCK. We started off constructing real circuits and then reproducing them in CCK where they used the ammeter to measure current at different places in the circuit. Although I know the importance of “free exploration” and wrote about it before in this blog, my regret is that I didn’t allow for free exploration with this virtual tool. Students really wanted to explore lots of things on their own, without me specifying what circuits to create. So, I should have allowed time for this before directing their explorations.
The Circuit Construction Kit is a simple but powerful tool that has a lot of utility in the upper elementary, middle school, and high school classrooms. It is a rich environment for free exploration and it presents many possibilities for guided-inquiry investigations.
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Posted by: Peter Rillero in Game Reviews, High School Science, Middle School Science, Science Activities, Simulations, Software Reviews, tags: biology, DNA, Evolution, games, Lamark, reviews, science education, science instruction, SPORE
The reviews are coming in about the new game SPORE, and they are less than inspiring. Along with its restrictive DRM policy and the weak reviews, I am not going to purchase this software for me or my sons. While I did use and write about Creator Creator, my writing about SPORE is not based upon first-hand use.
The review are in….
Chad Sapieha of The Globe and Mail writes: “…dull and repetitive play makes evolving your own species more frustrating than fun.”
Lou Keston of the AP press writes: “No single element of ‘Spore’ is revolutionary in and of itself. Each of the levels feels like a simplified version of a game you’ve played before.”
Matt Peckham, in his blog for PC World, describes it this way: “…the game’s still a few chromosomes short of a genome.”
Seth Schiesel of the New York Times, writes, “Beneath all the eye candy, most of the basic core play dynamics in Spore are unfortunately rather thin.”
Chris Kohler of Wired wrote about the top ten things he learned from playing SPORE. Number one on his list, “Spore is kind of boring.”
And speaking of learning, is this a tool for science education?
While science was theoretically the driving force for SPORE creator Will Wright, the descriptions of SPORE do not indicate this will help people learn science. When the science is discussed it sounds more like misconceptions, rather than accurate understandings, are being fostered.
For example, notice how the science is described in these two reviews:
Thierry Nguyen of 1up.com states, “If you really need a quick one-line summary of what Spore is, I guess I’d describe it as ‘intelligent design via minigames.’”
Matt Peckham describes early parts of SPORE this way: “Consuming bits of matter builds up your DNA, which you can then spend on new parts available inside a simple design tool that pops up whenever you choose to mate.”
The notion of evolution as making choices, as deciding to come out of the water to be a land creature and therefore deciding what appendages to gain, and the thought that the more DNA you eat the more evolved are so wrong that I wonder why Will Wright considers this to be science inspired? Hopefully, the travel in outer space and the ecosystem building are more accurate. But for me, I am in no hurry to find out.
Image Notes
1. I was in New York City last week, and decided to visit the neighborhood where I was born (lower East Side). I took this picture of the giant SPORE ad then. The text reads “Mitosis Happens.”
2. The image below is from the Activity Object “Natural Selection” from Adaptive Curriculum.
Resources
Evolution Facts and Misconceptions, Adaptive Curriculum.
Evolution Resources, Kevin Miller

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Posted by: Peter Rillero in All Grade Levels, Classroom Best Practices, Elementary School Science, Great Science Software, High School Science, Middle School Science, On-Line Learning, Research Findings, Science Activities, Software Reviews, tags: computer assisted learning, Quizlet, reading, science education, science instruction, Science Software for Kids, Technology and Science Education, terminology, vocabulary
Ever since, and probably before, Robert Yager’s (1983) study that suggested the amount of new vocabulary in science textbooks exceeded the number of vocabulary words for learning a foreign language, many educators have been concerned with the number of terms introduced in science classes and methods to help students learn vocabulary.
Recent reforms of state standards, starting with Project 2061, have hopefully reduced the amount of superficial knowledge we ask students to learn. Nevertheless, the new vocabulary can be daunting. The NCLB focus on math and English, with the consequential neglect of science in the elementary grades has resulted in many students entering the middle grades with deficits in their science vocabulary (Cunningham & Allington, 2007).
The teaching of vocabulary is the job of all teachers (Blachowicz & Fisher, 2002). The understanding of content vocabulary is, after all, an excellent predictor of success in the subject area (Wilcox 2006). While inquiry skills, concept development, and understanding are more important goals, students knowing and using key vocabulary are important outcomes of science education.
I recently discovered a tool to assist in vocabulary acquisition. Andrew Sutherland created Quizlet in 2005 when he was a 15 year-old student studying French vocabulary. From what I can tell, it has become a phenomenal success, with over 200,000 registered users. More than flashcards, Quizlet has activities in the following sections: (a) Familiarize, (b) Learn, (c) Test, (d) Play Scatter, and (e) Play Space Race. The great thing about Quizlet is it is all internet based, so there is no need to download and install software, which can be annoying in some situations and impossible in many schools.
Students can type in their own words and definitions and then learn them through a variety of activities. I also like, however, having access to the great repository of already prepared quizlets. For instance, I just taught a unit on magnetism in my son’s middle school classroom. If I would have discovered Quizlet sooner I might have assigned the quizlet on magnets to review for the test. As a parent, my other son (in third grade) had some vocabulary words to learn from his language arts book in the section “Pepita Talks Twice.” A few different quizlets for these words were already established. My son and I reviewed a few words on my iPhone on the way back from soccer practice.
While we need to be mindful of reducing the “tyranny of terminology” that sometimes describes science courses, we must also help our students learn the key words. Quizlet is a free tool that can help students learn and use scientific vocabulary.
Resources
Adaptive Curriculum, Magnetic Field of Magnet. http://www.adaptivecurriculum.com/us/details/USSXP080401
Cunningham, P. M. & Allington, R. L. (2007). Classrooms that work: They can all read and write. 4th ed. Boston: Allyn and Bacon.
Wilcox, J. (2006). Chicago teachers learn to build academic vocabulary. ASCD Education Update 48 (6): 1–2.
Blachowicz, C., and P. Fisher. 2002. Teaching vocabulary in all classrooms. 2nd ed. Upper Saddle River, NJ: Merrill Prentice- Hall.
Quizlet. http://quizlet.com/
Thelen, J. N. (1984). Improving reading in science.2nd ed. Newark, DE: International Reading Association.
Yager, R. E. (1983). The Importance of Terminology in Teaching K-12 Science. Journal of Research in Science Teaching, 20(6), 577-88.

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Posted by: Peter Rillero in All Grade Levels, Classroom Best Practices, Elementary School Science, Great Science Software, High School Science, Instructional Leadership, Middle School Science, On-Line Learning, Science Activities, Simulations, Software Reviews, tags: Activity Object, activity objects, biology, education, FLASH Animation, FLASH programming, Human Anatomy, learning, learning objects, science education, science instruction, teaching, virtual experiences
Adaptive Curriculum, describes its core learning segments as “Activity Objects.” This is, as far as I know, a new term that has evolved from other terms including “Learning Objects.” In case you are not familiar with the term Learning Object, I will describe this, touching briefly on its origins, and then explain why I think Activity Objects is a well-chosen term.
What is a Learning Object?
The term Learning Object grew from computer object-oriented programming, a paradigm of creating reusable and cooperating “objects.” As with programming objects, the generally accepted criteria for Learning Objects are that they are digital, cooperating, and reusable. Unfortunately, as so often happens in education, terms are used in so many different ways, they start being less useful.
From a broad perspective, a Learning Object is any instructional resource that can be combined with other resources. This is formally presented as “independent pieces of instruction that may be reused in multiple learning contexts” (Fernandez-Manjon & Sancho, 2002). To many of us, that is too wide a definition as almost anything can be considered a learning object.
Wiley’s (2000) definition—more useful because it is narrower—is as follows: “Any digital resource that can be reused to facilitate learning.” According to Wiley, “Learning objects are generally understood to be digital entities deliverable over the Internet, meaning that any number of people can access and use them simultaneously (as opposed to traditional instructional media, such as an overhead or video tape, which can only exist in one place at a time). Moreover, those who incorporate learning objects can collaborate on and benefit immediately from new versions.”
Friesen (2003) describes problems with terminology involving Learning Objects and makes a call for clarity: “Using a term that make sense only in abstruse technical discussions, and that is opaque and confusing to practitioners does not make its potential benefits clear to teachers…. It is simply that innovations must be presented in terms that are meaningful for teaching practice.”
I think teachers need to be able to easily differentiate between online resources that are relatively passive (such as text based web pages) and those that have strong elements of student interactions. I believe that the term Activity Object is a term that will make sense to practitioners and will help differentiate online resources with strong elements of interactivity. There is a big difference between some current science articles versus cool science experiments online.
What is an Activity Object?
An Activity Object, as the name describes, is a learning module that puts the emphasis on active learning rather than just passively reading text or viewing images or movies. It is designed to compliment other instructional approaches.
I propose the following definition of an Activity Object: An Activity Object is an online digital learning module featuring high-quality student interactions that help to achieve narrow learner outcomes.
To be sure, the Activity Objects of Adaptive Curriculum feature engagements, animations, closures, activity sheets, and assessments, but these are supportive of the high-quality interactions. Of course, some may take the definition I propose and say that many online materials are Activity Objects. To me the question resides in whether or not it is a high-quality interaction. If students mainly read text or watch movies, even if they are answering some questions as they go, this just doesn’t rise to the level of being a high-quality interaction and should not be considered an Activity Object. I propose that we use the term Learning Object for those online materials that support learning but that don’t have high-quality interactions, and that the term Activity Object be judiciously used for learning experiences with high-quality interactions. Therefore, the resource with current events in Earth science can be considered to be a Learning Object but the science project, science activity, and interactions would be considered Activity Objects.
References
Fernandez-Manjon, B. and Sancho, P. (2002) Creating Cost-effective Adaptative Educational Hypermedia Based on Markup Technologies and E-Learning Standards. Interactive Educational Multimedia, No. 4, April, 1-11
Friesen, N. (2003). Three objections to Learning Objects and E-learning Standards
Wiley, D.(2000). The Instructional Use of Learning Objects. Agency for Instructional Technology and the Association for Educational Communications and Technology. Available at Reusability.
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Posted by: Peter Rillero in Classroom Best Practices, Game Reviews, High School Science, Instructional Leadership, Middle School Science, Simulations, Software Reviews, tags: Army of Two, co-op play, competition, Cooperative learning, partnering, xbox
I recently played An Army of Two (Playstation 3) with my son. This game is in the war genre with other games such as Call of Duty. One big difference is that it is best played by two players who cooperate with each other; without another real-life person as your partner, it simply isn’t that fun. Each player views one-half of the split screen.
Similar to the movie cliché, “cover me, I’m going in,” the partners work together by one drawing all the enemy fire and attention, leaving the other player able to approach the enemy from the side or rear to get the “bad guy.” The “attention” (called aggro because of enhanced firepower) alternates from player to player (you are outlined in red when you are aggro), so both players get to experience both roles. You can even give kudos to your partner, letting him or her know, they did good work. The game has great graphics but unfortunately it is rated Mature.
The cooperation is what interests me. There are sports games where players can be on the same team but usually you can play as well or better by yourself. Online multiplayer games offer the ability to compete or to form teams and cooperate. Tom Snyder did a few science education, cooperative learning, software and booklet activities about a decade ago (including Rainforest Researcher and The Great Solar System Rescue). But the educational emphasis today seems to be on one young person interacting with the computer. In programs where there is more than one player, it is usually a competitive situation.
So as the gaming world ventures forth into more cooperation, it is interesting to ponder how this will play out in the world of science education. Perhaps we can advance past the primitive world of two students at a keyboard, where one does the manipulating and the other does the watching, with very little conversation. Imagine students truly cooperating to build a Rube Goldberg device, such as in Adaptive Curriculum’s activity object The Transformation of Energy. Co-op play will certainly make the gaming experience better, and I look forward to seeing titles that young children can play. Let’s hope it goes aggro for the educational developers as well.
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