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Educational Psychology Review [jepr] pp504-edpr-374336 June 13, 2002 8:28 Style file version June 4th, 2002
INTRODUCTION
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C 2002 Plenum Publishing Corporation
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332 Winn
where most schools can afford them. The Internet has pervaded many activi-
ties and most places, including schools and colleges. Computers and com-
munication technologies are found in more homes every year; children are
growing up with technology. And research into the educational effectiveness
of technology is finally showing that, under the right circumstances, it can
benefit students of all ages, studying all manner of subjects.
The purpose of this paper is to look at a selection of this research in order
to get a sense of what work is being done. However, to set today’s research
in context, it begins with a review of what research in educational technol-
ogy has already accomplished. The body of the article focuses on current
research and the results it is producing. It concludes with some implications
for practice and with suggestions for where research should go next.
The educational technology field found its feet when researchers and
practitioners discovered that instruction was something that could be
planned, designed, evaluated, and revised before it was ever used with stu-
dents. Moreover, researchers found that instruction designed in this way
brought two major benefits. First, it was usually effective at helping students
learn. Second, within limits, it enabled students to study on their own, at
their own pace, even away from school or on the job. The seminal work of
Gagné et al. (1988) is typical of this age. Gangé et al. assumed that different
types of learning, such as learning facts or concepts or procedures, required
different instructional strategies, which were primarily distinguished by how
content was organized and presented to students. Task analysis, whether be-
havioral or cognitive (Greeno, 1980; Resnick, 1976), became the preeminent
tool for determining content organization. The products of task analysis, for
example learning hierarchies or sequences, led directly to the specification of
instructional objectives, thus prescribing the backbone of instruction. Gagné
et al.’s “events of instruction” (Gangé et al., 1988) completed the picture.
They pointed to which instructional strategies to use, in order for learning to
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occur most efficiently and most effectively, once content had been organized,
the type of learning identified, and objectives written.
The main goal of educational technology at this time was relatively mod-
est, namely to make stand-alone instruction as good as instruction delivered
by a teacher. Much of the early instructional computer software attempted
to teach what teachers teach and, in many cases, to teach it in the same way.
Gagné et al.’s events of instruction, after all, describe what a good teacher
should always do. So the standard for comparison in much of the research
on computer-assisted instruction, examined, for example, in Kulik’s meta-
analyses from the eighties, was teacher-led instruction (Kulik, 1983, 1985).
If studies showed that technology-based instruction had done as well as a
good teacher, researchers concluded that technology had done its job.
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and Levie’s important book (Fleming and Levie, 1978, 1993) shows that, not
only has our ability to deliver instruction in different formats changed dra-
matically, but also that the underpinning theory of message design has kept
up with (is indeed well grounded in) developments in more basic research
on learning and instruction.
(Duffy and Jonassen, 1992). Applied with care, and with special attention
to “scaffolding” students’ learning as they interact with simulations (Linn,
1995), constructivist approaches to teaching and learning can be motivating
and effective (see relevant sections of Brown et al., 1999).
336 Winn
work with manageably, like the solar system (Barab et al., 2000). At other
times, the phenomena have no physical form. Typical are dynamic natural
processes, like evaporation or nitrogen fixation (Osberg, 1997). At yet other
times, the phenomena are simply inaccessible, like events that take place
beneath the surface of the ocean (Windschitl and Winn, 2000). Reification
therefore allows students to experience in computer-created virtual learning
environments what they cannot experience in the real world, which is the
most important contribution they make to learning.
Reification relies to a large extent on metaphor. If something to learn
about has no perceptible form, the designer has to create a metaphor for
it that can be rendered, visually or audibly, by the computer. A strength
of metaphors in this context arises from the way computers build virtual
learning environments. Everything that the computer creates is built from
data. Real objects, like chairs and kangaroos, are modeled by designers and
stored in a database, from which the computer draws when the time comes
for the virtual form of the object to appear. Similarly, reified objects, like the
sphere that represents a neutron (Byrne, 1996) or the arrows that represent
the speed and direction of ocean currents (Winn et al., 2001), are drawn by the
designer and stored in a database, and recalled when needed. The computer
cannot distinguish between virtual objects that stand for real objects, or
those that stand for reified abstractions. This means that both real and reified
objects have equal status in virtual environments, allowing students to view
and interact with reifications in exactly the same way that they do with
representations of real objects.
Recent research has shown that, overall, visiting artificial learning en-
vironments that have the characteristics just described, helps students un-
derstand concepts and processes that the environments represent. This is
true for astronomy (Barab et al., 2000), meteorology (Hay, 1999), physical
oceanography (Winn and Windschitl, 2001), maintenance of nuclear reactors
(Kashiwa et al., 1995), subatomic chemistry (Byrne, 1996), global warming
(Jackson, 2000), and other content areas. However, reifying phenomena with
metaphors is not without danger. Two examples follow. In Jackson’s simu-
lation of global warming (Jackson, 2000), students can vary the amount of
greenhouse gases coming from vehicles and from factories. They can also
manipulate the amount of green plant matter available to absorb carbon
dioxide. Jackson’s metaphor for this second manipulation is adding or remov-
ing trees from the environment. (His motivation for choosing this metaphor
was to connect global warming to the destruction of the rain forests.) As
students add trees to the environment, global warming becomes less of a
problem. As they remove trees, it gets worse. Several upper-elementary and
middle-school students concluded that global warming is not a problem after
all: If it gets bad, all we have to do is plant more trees! The tree metaphor
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338 Winn
oversimplified the complex interactions that affect climate change and in-
duced a misconception.
The second example comes from our simulation of physical oceanog-
raphy (Windschitl and Winn, 2000). Current speed and direction are reified
using arrows whose length represents current speed and whose orientation
shows current direction. Because the arrows are longest when the current is
fastest, narrow passages look “clogged” when the current through them is
fast. This has led some students to conclude that water slows down when it
moves through narrow passages, instead of speeding up in accordance with
principles of fluid dynamics. We are now working with a particle advection
metaphor to get around this problem.
Of course, the actual tools scientists use, and the symbol systems they
use to represent their data, are sometimes difficult (and unnecessary) for
students to master. For this reason, the CoVIS team has developed a tool
for students to use, “Weather Watcher,” as they go through problem-solving
exercises, to help them understand global warming, for example. This tool
provides a simpler interface than meteorologists use, a less technical symbol
system, and a number of ways for students to complete their tasks. The stu-
dents are connected with an entire community of learners over the Internet
that includes professional meteorologists, who advise the students, when in-
vited, on their projects. Data from the project demonstrate the effectiveness
of Weather Watcher for learning.
Other research that combines the use of inscriptions for studying natu-
ral phenomena, as well as the creation of inscriptions by students as part of
the learning process, involves work with virtual environments. Barab et al.
(2000) have studied astronomy students’ construction of virtual worlds as
a means to building an understanding of aspects of the Solar System. Us-
ing commercially available software for creating and showing virtual worlds,
undergraduates have built computer-based animated visualizations that il-
lustrate, for example, how eclipses occur. Data from Barab’s research show
that the actions of designing and building their own materials, the discussion
involved in those actions, and the discussion when other students use these
materials to study eclipses, all contribute to helping students understand the
often counterintuitive mechanisms that cause eclipses.
Our own work has arrived at similar conclusions (Osberg, 1997; Winn
et al., 1999). Our study of students building their own inscriptions—virtual
worlds—has been less formal than Barab et al.’s research. Nonetheless, we
have found that the act of designing and creating environments that embody
concepts and principles governing phenomena as diverse as wetlands ecology
and medieval castles helps students master these topics with depth and clarity
(Winn et al., 1999). What is more, having students build their own virtual
worlds works best with students who tend not to do well in school. One
problem has been that world-building, for younger students who have not
yet learned to reason abstractly, tends to limit their ability to transfer what
they have learned to other domains. Students think of the content almost
exclusively in terms of how they chose to represent it in their virtual world.
However, knowing this, we can now use additional strategies deliberately
aimed at helping students achieve transfer.
340 Winn
also important to continue to look at what they learn, using methods other
than discourse analysis. This comment is not a direct criticism of any of the
work I have just described. In all cases, this research does not fall into this
trap. However, the potential for problems remains.
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344 Winn
research laboratory. The research team then takes it into the field where it
is used with students. The data that come from the study of what and how
students learn using the tool serve two purposes. They serve, obviously, to
guide revisions to the tool itself. The data also serve to help researchers un-
derstand the learning process and how it is affected by the tool. In effect,
research and development occur simultaneously. This stands in contrast to
traditional instructional design and development, where the design and im-
plementation phases are kept separate on the assumption that the design
procedures are sufficiently reliable to allow the development of effective
instruction before that instruction is used in the classroom (Winn, 1993b).
It is clear that design experiments address the perpetual problem in ed-
ucational research of connecting research and theory to practice. Research
on the same question takes place both in the laboratory and in the field,
with the outcomes of one informing the activities of the other in a recipro-
cal manner. Design experiments also address the issue of the complexity of
learning in technology-based learning environments. In a traditional experi-
ment, designed to test the effectiveness of a learning tool, as many variables
as possible that are not of interest to the research are controlled. This gives
a distorted view of what might happen when the tool or strategy is used in
a setting, like a classroom, where these variables cannot be controlled. The
design experiment can get around this by examining, eventually, all factors
expected to affect learning. Data gathering is not the end of the matter,
rather the beginning of the next go-round, during which other factors can
be observed, measured, and evaluated. Experimental control is less, if at all,
necessary in the case of design experiments. Over time, the impact of a whole
host of factors on learning can be assessed.
IMPLICATIONS
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348 Winn
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