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Learning
and Pedagogy
Environmental Detectives is a unique gaming experience that draws on several
pedagogical traditions and approaches. In some respects, the "mystery"
portion of the exercise, trying to solve the problem of what is causing
this contamination owes much to problem-based learning, where students
are presented with a problem, a set of tools, and a set of resources to
solve the problem, and then are set lose. Several pedagogical models have
been developed for problem-based learning, including Barrows, et al. 1999,
Savery & Duffy, 1995, Jonassen, 1999, and Nelson, 1999. Problem-based
learning has been gaining increased support in both K-12 and higher education
for its ability to help learners become more skillful at solving real
world problems. There also have been encouraging results showing that
students in problem-based learning environments develop more robust understandings
of concepts and have better retention than students in traditional learning
environments.
Learning
through Role-Playing.
Environmental detectives also shares much in common with traditional role
playing game exercises. Role playing games have been used across all disciplines,
but are most often used in social studies. Researchers in gaming and simulations
have also found that the cooperative learning and reflection activities
around games are a better predictor of success than the gameplay itself.
In other words, how the game is situated within the curriculum, and how
teachers find ways of supporting students play through debriefing,
reflection, discussion, and just-in-time lectures are as integral to the
gaming experience as the game itself. The little comparative research
that has been done on games in these settings reflects this difficulty,
as researchers find great variability in what players learn from educational
gaming. One particular problem has been that many students learn to play
the game very well, but fail to make adequate connections back to the
real-world experiences that are being represented or modeled through the
game. Better games map the game mechanics on to real world phenomena fairly
closely, so thinking in the context of gameplay maps closely to disciplinary
thinking. Good games also use information and interfaces that students
might encounter later, so that students develop skills using tools, managing
and accessing resources, and thinking with the kinds of information that
we would like them to use outside of the gaming context.
Simulations
and Models.
Research in simulations and modeling offers another lens for using environmental
detectives to support learning. Models and simulations are frequently
used in education to allow students to gain more holistic perspectives
of how systems interact. Research in simulations and modeling has shown
that there are several ways of reinforcing students interactions
with models to lead to more robust learning exercises. Students can form
hypotheses, and use models to test hypotheses. They can change parameters
of a model to test their understandings of how systems behave. With Environmental
Detectives, we are hope that students will form ideas and debate different
interpretations of the simulation game through the challenges of gameplay.
Assessment.
Teachers will be able to assess students learning through the final
product that they produce the case that they can make for having
identified the cause of the contaminant, make a case for what caused it,
and their ability to prevent its further spread. Students will have opportunities
for self-assessment, as they develop ideas try them out, and get feedback
from peers. The handheld device will also be able to log all of the students
activities in the environment, which can then be presented as data for
the teachers and students to analyze. Imagine a team getting a graphic
report of how much time they spent interviewing people versus collecting
chemical data, and then comparing this data against other groups. Or,
the class might map where different groups went searching for contaminants
and devise better strategies for collecting and analyzing data. We believe
that one of the most powerful uses of this handheld technology may be
to capture students actions, location, and interactions, in the
world, and then to present graphical visualizations of how students
performance.

Copyright 2002, MIT.
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