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Alan R. White Phillip E. McClean Brian M. Slator North Dakota State University An Interactive, Virtual Environment for Cell Biology
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NDSU WWWIC World Wide Web Instructional Committee Paul Juell Donald Schwert Phillip McClean Brian Slator Bernhardt Saini-Eidukat Alan White WWWIC’s Virtual Worlds research supported by NSF grants DUE 97-52548, EAR-9809761, and EPSCoR 99-77788 WWWIC faculty supported by large teams of undergraduate and graduate students.
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Educational Role-playing Games “Learning-by-doing” Experiences l MultiUser l Exploration l Spatially-oriented virtual worlds l Practical planning and decision making
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Educational Role-playing Games “Learning-by-doing” Experiences l Problem solving l Scientific method l Real-world content l Mature thinking
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Advantages of Virtual Worlds l Collapse virtual time and distance l Allow physical or practical impossibilities l Participate from anywhere l Interact with other users, virtual artifacts, and software agents l Multi-user collaborations and competitive play
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Technical Approaches l Networked, internet-based, client-server l MultiPlayer l Simulation-based l Implemented in Java applets
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Technical Approaches l MUD = Multi User Domain l MOO = Object Oriented MUD M ulti-user database for implementing objects and methods to represent rooms, containers and agents
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Technical Approaches l MUDs and MOOs are typically task-oriented with keyboard interactions l Ours are also graphically- oriented, point & click interfaces
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The Virtual Cell Rendered in VRML (Virtual Reality Modeling Language)
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Users can “fly around” inside the cell.
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Users are assigned specific goals For example: Identify 5 different organelles
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A Virtual Laboratory is attached
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The Laboratory is populated with instruments, tools and chemicals needed to perform experiments.
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Centrifuges, PCR machines, DNA Sequencers, pH meters, etc.
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The Cell User movements are tracked by MOO software.
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The Virtual Cell User Interface
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Users set up experiments in the Cell to accomplish their assigned goals.
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Or... take samples from the Cell back to the Laboratory to use instruments, inhibitors, and mutations.
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Outcomes: Cell Biology ContentLearning-by-Doing Problem SolvingHypothesis Formation Deductive ReasoningMature Thinking
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Tutors are Needed In Virtual Environments: l Students can join from any remote location l They can log in at any time of day or night l Human tutors cannot be available at all times to help l Students can foul things up and not know why
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l Information is readily available l The simulation can track actions l The simulation can generate warnings and explanations l Tutor “visits” are triggered by user action Tutors are Needed In Virtual Environments:
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l Student interact with the intelligent tutoring agent l Students can ignore advise and carry on at their own risk
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Assessment l Not “multiple choice” recall l Content specific: Cell Biology l Problem solving, Hypothesis formation, Deductive reasoning
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Assessment by Scenarios l Assess computer literacy l PreTest: Present scenario, students propose course of action or solution l Engage in learning experience Control vs Virtual l PostTest: Present similar scenario, student response l Analysis of assessment data
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The Geology Explorer: Assessment Protocol, Fall, 1998 Pre-course Assessment: 400+ students Computer Literacy Assessment: (244 volunteers) Divide by Computer Literacy and Geology Lab Experience Geomagnetic (Alternative) Group: (122 students) Geology Explorer Geology Explorer Treatment Group: (122 students) Non-Participant Control Non-Participant ControlGroup: (150 students, approx.) Completed Completed (78 students) Non- completed Non- completed (44 students) Completed Completed (95 students) Non- completed Non- completed (27 students) Post-course Assessment: 368 students
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The Virtual Cell: Assessment
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To visit the Virtual Cell: www.ndsu.nodak.edu/wwwic Select: > Projects > Projects > Virtual Cell > Virtual Cell > Play the Game > Play the Game To view VRML files, you will need a Web Browser Plug-in: CosmoPlayer
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