You are on page 1of 18

93

American Association for


the Advancement of
Science Education Programs

Daryl E. Chubin and Shirley M. Malcom

T
he American Association for the Advancement of emerged Project 2061 and the Directorate for Education and
Science (AAAS) is the world’s largest general sci- Human Resources (EHR).
entific society and publisher of the journal Science, The OOS and the Committee on Opportunities in Science
with the largest paid circulation of any peer-reviewed gen- (COOS) were established in 1973 to address the need to
eral science journal in the world—an estimated total reader- increase the diversity of the science and engineering com-
ship of 1 million. Founded in 1848, AAAS includes some munities. In 1972, women received less than 30 percent of
262 affiliated societies and academies of science, serving bachelor’s degrees in science and engineering, and less than
10 million individuals. It has a storied history. But educa- 10 percent of doctorates in almost all fields of natural sci-
tion is often obscured by everything else that the associa- ences and engineering except biology. Annual PhD produc-
tion does. This chapter seeks to remedy the emphasis on tion of African Americans and Hispanics was in the single
science policy, international programs, and the reporting of digits in most fields. Although the initial target populations
science news by highlighting how the nonprofit AAAS were women and underrepresented minorities, persons with
fulfills its mission to “advance science and serve society” disabilities were added to the populations at risk in 1975.
through initiatives in science education and more. Even among underrepresented minorities, some such as
AAAS is composed of its membership, an elected board American Indian populations were recognized as more
of directors, a chief executive officer, and a staff of nearly disadvantaged than others. The Project on Native Americans
400. AAAS has a history of taking stands as well as taking in Science was created to focus special attention, to help
action. This is reflected in the resolutions issued by the Indian communities to define their needs, and to craft pos-
board and council. For example, the association committed sible programmatic strategies for change. One need was to
never to meet again in the segregated U.S. South after a temper a focus on so-called Western science through recog-
disastrous experience in 1955 where its members con- nition of the contributions of Native peoples, a condition
fronted “Jim Crow” laws and their effects on the free that was addressed in an AAAS Council resolution of 1975.
exchange of scientific ideas. AAAS did not meet again in The OOS undertook many efforts to document and
the Deep South until almost 40 years later. characterize the extent of the problem of underrepresen-
tation, as well as to identify specific initiatives that had
been employed successfully to “move the numbers.” The
Education at AAAS first effort placed OOS in a close working relationship
with the then Scientific Manpower Commission (now
Education programming at AAAS has evolved organization- the Commission on Professionals in Science and
ally: from the Office of Opportunities in Science (OOS) and Technology) and other data-gathering entities. OOS was
the Office of Science and Technology Education (OSTE) a major “consu­mer” of data. Its offspring, COOS and

815
816–•–VIII.  EDUCATION

EHR, have worked tirelessly to ensure that timely data in From increasing the numbers of community-based
their most disaggregated form remain available for organizations and youth-serving groups doing STEM-
analysis to measure progress and to guide action. related work, OOS moved to a “place-based” strategy. The
Understanding the nature of the problems and crafting idea was to aggregate and assess the community resources
efforts to address them led OOS to develop “inventories” of that might be available to work on these issues in a geo-
initiatives, first for minorities (Malcom, Hall, and Brown graphic region and to collect them around a single table to
1976) and later for women in what today is known as sci- imagine what they wanted for the children. The starting
ence, technology, engineering, and mathematics (STEM) point was a vision for the most underserved and disadvan-
disciplines. Although it was always understood that cross- taged. The incentive was the possibility of significant seed
program analysis of the interventions would provide the monies to begin implementing the vision. Science Linkages
greatest yield, the opportunity and funding to conduct such in the Community (SLIC) was initially supported by what
work did not appear until the National Science Board is now known as the Wallace Foundation. The idea was to
(NSB) Commission on Pre-College Education in Mathe­ build capacity in communities, to help them connect their
matics, Science and Technology undertook its work to area resources to serve local needs, and to pull the various
reestablish the place of K–12 in the mission of the National segments of the community together. Remnants of these
Science Foundation (NSF). The resulting analytical docu- programs remain in the pilot communities through institu-
ment, Equity and Excellence: Compatible Goals (Malcom tionalized initiatives (such as Micrecycle in Rochester,
1984), became a beacon for those attempting to understand New York), as well as through relationships across organi-
the direction for the next generation of interventions. As the zations and individuals that had not existed before the
evidence mounted, it became clear that underrepresentation SLIC efforts. And in the spirit of true capacity building,
was the result of failures in all parts of the system, that current participants have little idea of the roots of their
these system failures manifested themselves differently for work because it is now “owned” by the communities.
different groups, and that nothing less than a nuanced but What began as “intuitive programming” is now gaining
holistic approach would in the long term be effective in theoretical support in the “learning” research community.
changing the face of science and engineering. Learning in Informal and Formal Environments (LIFE), the
Highlighting issues in the formal education community NSF-supported center for the science of learning based at
was the focus of the OSTE and then, to a certain extent, the University of Washington, Stanford University and SRI
Project 2061. OOS sought to explore how the formal sys- International, carries this idea forward even in its title:
tem engaged with girls/women, minority populations, and Learning in Informal and Formal Environments. A focus on
persons with disabilities to ascertain how the informal informal learning began as a necessity because underrepre-
system was more effective at that time as a vehicle for sented populations did not have the resources or political
meeting the needs of these populations, and imagining clout to effect change of the formal system, but has led to
how more informal education—community and parental deeper understanding about what must be our goal for all
engagement—might contribute to better STEM education children: an emphasis on learning and not just on education.
for all. In other words, connecting the informal to the for- Most of the time available for learning is outside of the
mal education system, embedding schools and the class- school day and school year. Indeed, most of the learning that
room in the environment of it surrounding community adults do is in the informal setting. And much of the time for
became the AAAS modus operandi. exploration has been stripped away from the formal setting
with its focus on testing. So reuniting the “learning spaces”
A Community-Based Approach for children and adults has become a major effort of AAAS
along with developing quality products and programming to
The first idea was to take what was known and try to fill the learning opportunity spaces.
push it out to the larger community of advocates. The theo-
retical frame had been set in a report prepared for a National Leading by Example:
Research Council (NRC) committee (Cole and Griffin The Founding of Kinetic City
1987). AAAS applied to engage more people in work,
through such efforts as Science Linkages in the Community In many cases, AAAS efforts have been purely opportu-
(SLIC) and several collaborations with Black churches, that nistic. Kinetic City is a case in point. Information passed
demonstrated the relevance of science to their communities. through an informal social network and a chance meeting on
The effectiveness of this strategy is illustrated by the respo­nse a plane were crucial to the launching of this initiative. An
of one group, the National Urban League. When the interac- intern in OOS aware of AAAS interest in beginning chil-
tions began, there was little affinity for science in the Black dren’s radio in several markets across the United States
community, some likely related to long-standing mistrust. wondered if there might be space for a children’s radio
Fewer than 30 leagues were engaged in programming that drama. The Kinetic City Super Crew was born—imaginary
focused on some area of STEM. When the formal phase kids who solved mysteries using science. This radio drama
of Linkages ended, 103 of 107 leagues were engaged in a was a departure for AAAS. Although AAAS has done radio
science-focused activity, building capacity and awareness. programming since 1988—short science clips on commercial
93.   AAAS Education Programs–•–817

broadcasting known as Science Update—an effort of this for Project 2061’s ongoing efforts to reform curriculum,
magnitude was a different undertaking. AAAS had to build instruction, and assessment. With the Atlas of Science
a studio, hire production and creative talent (writers and Literacy and Designs for Science Literacy, Project 2061
directors), and find and manage child talent. With support continues to influence the direction of science education
from NSF, as well as AAAS’s own sensibilities about dem- reform, through translations in foreign countries as well as
onstrating how “science within story” could promote learn- in the United States.
ing, evaluation of the efforts was also carried out. As Project 2061 articulated what the learning goals
The series became a creative and educational success. It for science (in the context of STEM) should be, expecta-
did support learning, and its quality as a creative product tions were raised about what systems changes would be
was recognized with the receipt in 1996 of the George needed to realize these learning goals and what experi-
Foster Peabody Award. Kinetic City gained its own follow- ences over time lead to understanding of key concepts.
ing and secured a contract for a related series of books Project 2061 has developed products and constructed
extending from a chance meeting on a plane when the unit tools, and it has delivered trainings and conducted
head found herself seated next to an executive of a book research—all as part of the AAAS long-term commitment
publishing company. But despite its educational and cre- to transform science education.
ative success, the product was not sustainable because the
medium that it then relied on faded as “online” replaced The Education Division of Labor at AAAS
“radio” in serving children’s interest within their informal
learning spaces. Kinetic City had to reinvent itself, joining AAAS has thus maintained a division of labor in its
the online community. But solely as an online product, it education programming by having two separate units—
couldn’t compete with commercial products. Still, as an 2061 and EHR—pursue complementary agendas. Project
after-school learning opportunity that included online and 2061 has worked within the formal K–12 system focused
offline components, Kinetic City: Mission to Vearth dem- on science standards, frameworks, benchmarks, and student
onstrated exactly what its creators had imagined: the assessments and educational research, whereas EHR contin-
power of lore and teamwork to motivate and drive learning ues to work “from the outside in” focused on informal sci-
for elementary-age children. ence in the community collaborating with organizations
The evaluations of this program have consistently that offer science support—programs for underrepresented
shown significant science learning gains for participating groups, internships, fellowships, and “public engagement”
children. But in the age of No Child Left Behind, a federal (appreciation, understanding) on science issues of the day.
educational policy in which science was “demoted” to a These include the teaching of evolution and the threat of
second-tier subject in the formal setting, it became neces- creationism and intelligent design, opportunities to combat
sary to demonstrate that it could affect reading and writing dread diseases that may emerge from stem cell research, and
in schools (which, in many cases, had become providers of the relation of the federal research and development (R&D)
after-school programming). Then it would be seen as a budget or voting machine technology to citizen behavior in
legitimate intervention for the target age group. Evaluations a participatory democracy.
showed gains in reading and writing—and over relatively This “hit ’em high, hit ’em low” approach seeks to do
short periods and to quite high levels of achievement. more than connect science to formal (school-based) and
Despite these findings, less effective but better marketed informal (community-based) educational institutions. It is
products have been able to gain far more penetration in this intended to demonstrate how science and technology are
now highly competitive market. suffused throughout life in the twenty-first century, that
they can be instruments to serve the public good or sub-
Project 2061 verted to preserve ignorance in the name of religion or
anti-big government. Such simplistic dualities lack a com-
AAAS founded Project 2061 in 1985 to help all mitment to dialogue, epitomized by the AAAS Dialogue
Americans become literate in science, mathematics, and on Science, Ethics, and Religion (DOSER). Because con-
technology. With its landmark publication Science for All tentious issues tend to divide instead of unite, they also
Americans (AAAS 1989), Project 2061 set out recommen- perpetuate misconceptions of what science is and is not,
dations for what all students should know and be able to do as well as its proper place in a world now shrunk by a
in science, mathematics, and technology by the time they global economy.
graduate from high school. Science for All Americans laid As for its mission, EHR has sought in the last 20 years to
the groundwork for the nationwide science standards understand, support, and move the system as it currently
movement of the 1990s. Benchmarks for Science Literacy exists to one that can accommodate higher standards and
(AAAS 1993) translated the science literacy goals in achievement for all. EHR also developed partnerships to
Science for All Americans into learning goals or bench- build professional development programs and outreach
marks for grades K–12. Many of today’s state and national activities to address the needs of today’s schools, even as
standards documents have drawn their content from Project 2061 developed next-generation resources. The focus
Benchmarks. These AAAS publications are the foundation on present and future, on research-based implementation, has
818–•–VIII.  EDUCATION

led EHR to commit to a larger focus on learning (as opposed education had historically been to citizens of the United
to education) and to embrace a more “ecosystem” approach States—a democratizing force creating a path to upward
that looks across the entire pathway, from prekindergarten mobility, and the opportunity to convert aspirations into
to workforce. achievements through hard work. In Equity and Excellence
Today, AAAS offers a full suite of activities—programs, (Malcom 1984), AAAS asserted that this was no either-or
projects, services—that make it a “one-stop shop” for all proposition. One practiced both or neither in a participatory
who are interested in how science and engineering affect democracy, and those who argued otherwise were misread-
their lives, aspirations, and knowledge about the natural ing history and denying that the teaching and learning of
world. This is a profound responsibility, recognizing the science mattered. That scientists “are made and not born”
needs and formulating responses to various communities placed responsibility for the composition of the future sci-
that seek to interact with science in some way. For some, ence workforce on those in positions of authority and influ-
the AAAS role is informational and fulfilled by connecting ence. The adage “best and brightest” had become a mantra
to digital resources; for others, the role is more personal, of manifest destiny that would haunt the science community
hands-on, intensive, and sustained, such as training for if it could not expand its ranks by drawing from all segments
middle school mathematics teachers or assistance in of the population, excuses aside. We are still waiting today
applying national data and new evaluation techniques to a for action that affirms the community role as talent devel-
local project. AAAS has a history of working with all oper instead of purveyor of low expectations for students of
“comers”—at headquarters in Washington, D.C., and in the color and women who “need not apply.”
field, which today means anywhere in the world. For many,
however, AAAS is known mainly for and by its reports. The Volatile 1990s
The urgency of demographic change, starkly challeng-
Reports ing the science community through reports such as the
congressional Office of Technology Assessment’s 1988
AAAS has consistently been consulted for its “on the report, Educating Scientists and Engineers—Grade School
ground,” practice-oriented knowledge of education and to Grad School, began to register in the decade of the
human resources—from literacy to careers—in science. 1990s. AAAS was out front, shining a bright light on the
This has yielded a stream of requests from political actors implications—academic, economic, and social—of exclud-
(both sides of the aisle, all branches of government), which ing, or failing to attract, large segments of the student popu-
in turn result in reports that various stakeholders (public lation that were racially and ethnically diverse. Women,
and private) can use for their particular purposes (legisla- too, were still grossly underrepresented on faculties and in
tion, program design, convening specialists on a topic, the science workforce.
corporate initiatives, etc.). In the span of 10 years, AAAS issued five major,
research-based reports, each providing an angle on the
Landmarks unfolding crisis of under-participation that heralded the
warnings of the new millennium—a “perfect storm” of
Although Shirley M. Malcom came to AAAS in 1975 science and technology capability dogged by excessive
as a research assistant to work on the original “inventory” waste of talent and lack of opportunity for those trapped in
of programs in science, what soon emerged was the semi- inferior K–12 schools or unable to pay for a college educa-
nal document The Double Bind: The Price of Being a tion (Jackson 2004). Science and engineering were acutely
Minority Woman in Science (Malcom, Hall, and Brown affected by these inequities, or at least their impact was
1976). Dr. Janet Welsh Brown, head of OOS, attended a more clearly seen in the underrepresentation patterns.
meeting of project directors for the minority-focused proj- AAAS etched those patterns in a series of reports, typi-
ects supported by the NSF, including the inventory. All the cally built around a conference or workshop where the
other project directors were male. When she returned from ideas of many stakeholders could be heard and debated.
a project directors meeting for NSF projects focused on The titles, in chronological order were Investing in Human
women where all of the women were White, she raised Potential (Matyas and Malcom 1991), a collection of
with Malcom the issues of whether there were challenges analyses targeted to interventions in higher education and
to being both minority and female. This discussion, and the their return on investment; The Effect of the Changing
need to understand “the double bind,” led to the workshop Policy Climate on Science, Mathematics and Engineering
and subsequent publication discussed later. Diversity (Malcom, George, and Van Horne 1996), which
For too long, the goal of equity—equal opportunity to speculated on the institutional responses to the Adarand
participate—had been cast as an enemy of excellence, for decision requiring strict scrutiny of racial classifications in
example, a lowering of standards to be more inclusive. government programs; Science Education Reform for All
Some saw equity as a rhetorical assault on the merit basis of (George and Van Horne 1998), featuring views and actions
science. Yet here was a value synonymous with everything from the field directed to K–12 science education; Losing
93.   AAAS Education Programs–•–819

Ground: Science and Engineering Graduate Education of operating intervention programs on campus—the very
Black and Hispanic Americans (Malcom et al. 1998), programs under legal threat by the Office for Civil Rights at
which documented the impact of the policy ambiguity in the U.S. Department of Education.
the wake of the 1995 Adarand Constructors, Inc. v. Pena The problem addressed by SOG was the lack of guidance
U. S. Supreme Court decision on minority graduate enroll- on issues other than admissions, to which the Grutter
ments and degrees; and In Pursuit of a Diverse Science, and Gratz rulings by the Supreme Court had spoken. What
Technology, Engineering, and Mathematics Workforce in addition to race-neutral alternatives in precollege out-
(George et al. 2001), which offered a research agenda reach, financial aid for those already matriculated, and
stratified by education level for increasing minority par- ways to diversify the faculty was permissible? The STEM
ticipation in the STEM workforce. community was as uninformed as everyone else. SOG
Looking back on these reports, Changing Policy sought to clarify options, warning that documenting how
Climate (Malcom et al. 1996) correctly anticipated the targeted programs advanced the institutional mission and
shift in tone around affirmative action as well as changes demonstrated the educational value of diversity was vital.
in programming. The workshop and resulting report sug- A subsequent roundtable, cohosted by AAAS and
gested possible strategies that would begin to integrate the NACME in 2008, with leaders from all sectors, showcased
concerns of under-participation in STEM into the “core a panel of legal scholars who admitted they needed help in
business” of institutions. In the review of targeted fed- understanding how anti-affirmative action at federal and
eral programs after the 1995 Supreme Court decision in state levels would be devastating to STEM and the nation.
Adarand, a number of important initiatives were termi- Work began in collaboration with the Association of
nated, including the NSF Minority Graduate Fellows pro- American Universities (AAU) to intensify the dialogue
gram. Declining numbers of minorities in law schools and between counsels and the academic leadership (provosts
medical schools had already been documented, especially and vice provosts) to construct a handbook that would be
in states affected by the Hopwood decision (Texas, 1996) more comprehensive and more usable than SOG.
and in California, where a state ballot initiative had cut off Two law firms were contracted to work with the AAAS-
use of affirmative action in admission and hiring decisions. AAU team, spearheaded by Jamie Lewis Keith, general
Losing Ground (Malcom, Teich, et al. 2005) was the first counsel at the University of Florida and Daryl E. Chubin
attempt to look for enrollment and participation impact on and Shirley M. Malcom’s collaborator from the days of
STEM graduate education, documenting how institutions SOG (when she was counsel at Massachusetts Institute of
and affected groups responded to the uncertain policy sig- Technology [MIT]). Two workshops and many drafts later,
nals of that time. The declining numbers were not a sur- Navigating the Complex Landscape to Foster Greater
prise, but their extent among African Americans and Faculty and Student Diversity in Higher Education, was
Hispanics enrolling in STEM graduate education was sig- released in April 2010. Like all AAAS publications, it can
nificant. The Supreme Court rulings in the University of be downloaded for free and was rereleased in June 2010 at
Michigan admissions cases, not issued until June 2003 in the 50th Annual Meeting of National Association of
Grutter v. Bollinger and Gratz v. Bollinger, brought more College and University Attorneys (NACUA) in Washington,
clarity to the national questions of what, programmatically, D.C., as part of a panel featuring participants in the AAAS-
was allowed and what was forbidden in efforts to diversify AAU project, as the Handbook on Diversity and the Law
higher education, including STEM. (Burgoyne et al. 2010).
Nothing epitomizes the AAAS tag line “advancing
The New Millennium—Focus on the Law science, serving society” as much as the Handbook on
Diversity and the Law. Although oriented to science and
The first report issued under the aegis of the AAAS engineering, it addresses what must be done campuswide.
Center for Advancing Science and Engineering Capacity Diversifying institutions of higher education extend from
was a collaborative effort with the National Action Council the undergraduate student body through the faculty, staff,
for Minorities in Engineering (NACME), though the confer- and leadership. Demographic change and globalization
ence and work on the report predated the Center’s founding. render campuses hotbeds of multiculturalism. Ever a micro­
Standing Our Ground: A Guidebook for STEM Educators in cosm of societal inequalities, universities today define how
the Post-Michigan Era (Malcom, Chubin, and Jesse 2004), “difference” (gender, race, ethnicity, nationality, disability,
was issued in October 2004, and coauthor Jolene K. Jesse etc.) can become a strength or a divisive dynamic. Continuing
soon thereafter became the program director for NSF’s guidance will be needed. AAAS has codified some of it,
Gender in Science and Engineering Program. Distilling enlarging the field of vision for academic leaders to act
legal precedents applicable to institutions of higher educa- prudently, fairly, and decisively in the best interest of the
tion and offering a set of design principles derived from members of their campus community.
programs successfully operating on U.S. university cam- Finally, in 2005, AAAS published two other analyses of
puses circa 2003, Standing Our Ground (SOG) was intended note—one (funded by the GE Foundation) focused on
to foster conversations between general counsels and those urban K–12 school districts, A System of Solutions
820–•–VIII.  EDUCATION

(Malcom, Abdallah, et al. 2005), the other (resulting from showcase their talents to prospective employers as they
an NSF project) on Preparing Women and Minorities for pursued STEM degrees. Today, the AAAS Project on
the IT Workforce (Malcom, Teich, et al. 2005). Each was Science, Technology, and Disability stands as the leading
distinguished by its data and policy advice. Both remain force for participation of persons with disabilities in science
relevant today as the issues they explore—transforming and engineering. Its chief corporate partners, IBM, Lockheed
K–12 systems and the adequacy of the domestic IT Martin, and Merck, along with its main federal sponsor,
workforce—remain unresolved. And to punctuate the pol- NASA, have made tremendous inroads in the lives of many
icy dimensions of education, since 2006 Chubin and Malcom students. Through internships and other support, hundreds
have annually coauthored the budget chapter in the AAAS have made the transition from college or graduate school
“budget book,” the latest Research and Development into the science and engineering workforce. Nevertheless,
FY2011 (Johnson, Chubin, and Malcom 2010) devoted to the number of participating colleges and universities is min-
interpreting the president’s proposed priorities across agen- iscule relative to those who could be served. Indeed, in
cies to strengthen education and human resources. 2009, AAAS convened a conference, “The Problem Solvers:
Education and Career Paths of Engineers with Disabilities,”
for engineers with disabilities to discuss their approaches to
Ongoing Projects overcoming physical, sensory, communication, and attitudi-
nal barriers in education and careers.
Still another category of AAAS activities consists of proj- Filling the “learning spaces with quality products”
ects and programs with long lives that serve population refers to the work of EHR in developing materials and
subsets of the science community. They are specialized resources and in identifying, reviewing, and referring qual-
and, in some ways, a lifeline for those who might other- ity materials produced by others. Science Books & Films
wise be left behind. (SB&F), the oldest such resource, has undergone the most
Technology creates possibilities—new ways of reaching recent makeover. In the post-Sputnik years, NSF supported
audiences. We all know that “one size does not fit all.” AAAS to configure and ship “traveling trunks” of quality
Therefore, experiments are in order. An appreciation for science books across the country as part of the national
what makes a population “different” is required. AAAS effort to inspire students to science and engineering. When
programs and projects can thus be seen as experiments that the funding of the initiative was discontinued, the associa-
create, review, validate, and disseminate materials for use tion developed the science book list in 1960 and, in 1964,
by many in an array of locations and situations. These started the journal Science Books and Films to provide
resources must be intelligible, advisory, and eminently critical reviews and referrals on quality materials. Now
usable with students of all ages in various educational and available as an online source, the journal has been aug-
home settings. mented by other related products: podcasts of Book Talks,
A known, but largely unseen, underrepresented group in conversations with authors, an editor’s blog, ideas for sci-
science is persons with disabilities. This results from a ence book clubs and, with support from Subaru, an awards
large population with nonapparent disabilities who choose program to recognize the best books each year in a number
not to disclose them. For every person who is visually of categories.
impaired or hearing impaired, or a wheelchair rider, there Besides offering an invaluable resource for cash-
is at least one with a learning disability, Asperger’s, or strapped libraries that cannot afford to make purchasing
some other condition. Able-bodiedness is not a prerequi- mistakes and for teachers seeking resources to augment
site for doing science. Indeed, assistive technology has texts or substitute for them, SB&F also gives the AAAS a
provided a range of tools that allow those with impair- “review infrastructure” for educational materials. This
ments to work creatively and productively—if accommo- review structure is used by other components of EHR,
dations are made. Under the Americans with Disabilities including in the production of “clear science/plain lan-
Act of 1990, employers are directed to make accommoda- guage” books as well as in the review of web resources so
tions. But this is typically done in response to the needs of critical to another AAAS project, Science NetLinks.
an employee rather than as an anticipated need that A relatively new science delivery mechanism is the
expands recruitment to all. For these reasons, it is esti- Science Inside, AAAS’s premiere education tool to improve
mated that one in five members of the U.S. workforce has public understanding of science. The award-winning series
a disability. Yet in science, such persons represent a far develops and broadly shares plain language electronic and
smaller fraction of workers. print materials focusing on scientific concepts that are impor-
This is a profound waste of talent. In 1996, AAAS devel- tant to the general public. Its goal is to give people a science-
oped the ENTRY POINT! and undertook management of based understanding of critical developmental and health
the National Aeronautics and Space Administration (NASA) issues, so they can make better-informed, and healthier
internship programs, called Achieving Competence in choices, about how they live and work. Topics have included
Computing, Engineering, and Space Science (ACCESS), to alcohol, skin, having healthy babies, diabetes, human immu-
provide opportunities for undergraduate and graduate stu- nodeficiency virus (HIV) and acquired immunodeficiency
dents with disabilities to gain workplace experience and to syndrome (AIDS), and learning.
93.   AAAS Education Programs–•–821

AAAS Value-Added members’ consciousness. The landmark Double Bind report


on the combined effects of gender, race, and ethnicity on
The nonprofit organization (or nongovernmental organiza- career development showed that what awaits minority
tion [NGO]) is all of the following: a bridge builder, change women who pursue a pathway in science is not pretty
agent, convener, disseminator, fundraiser, honest broker, (Malcom, Hall, and Brown 1976). As a reflection on the
mediator, mobilizer, partner, performer, political stalwart, science community, it was an indictment of how ascribed
and purveyor of the public good. AAAS has refined the art characteristics (color, gender) seemed to subvert opportu-
of rising above the fray to be a trusted voice of reason. nity and achievement for those who had earned credentials,
Consider the role more generally of professional societies but (in the prefatory words of then-AAAS Executive Officer
in the ecology of social institutions that impinge on citizens, William D. Carey) “are excluded from the mainstream.”
providing them support (e.g., through federal research and Fast-forward 35 years: the prospects are brighter but the
education grants) in exchange for accurate and timely knowl- picture remains one of incremental changes in women’s
edge that informs their decision making and uplifts their status relative to men in the hierarchy of scientific organi-
lives. More narrowly, professional societies play a unique zations, be they universities, medical schools, or Fortune
role that brightens the lives of scientists and engineers. As 500 companies. What should not be overlooked is that
NGOs, “scientific societies” augment, mediate, enhance, and professional societies are at the forefront of efforts to
reward behavior that flows from collegial relations and vali- probe for and warm up “chilly climates” and to inspire
dates professional contributions and status. Such validation scholars to explain why gender inequities persist (Davis
extends beyond what employing institutions can offer. et al. 1996; National Academy of Sciences 2006), espe-
Scientists, after all, work in communities that extend far cially as they intersect with race, ethnicity, and class
beyond the boundaries of their campuses, research facilities, (Leggon 2006). Professional societies issue rallying cries
labs, or businesses. Those communities tend to focus on for their members, and suggest pressure points for others to
separate aspects of the academic life: research, teaching, and exploit. They help shape “normative behavior” and change
service. Professional societies promote all three. They value the culture of the enterprise.
the feedback from various quarters of the community—be it
from sponsors, journals, collaborators, or competitors—and Centers and “Managed” Programs
remind their members that a world beyond one’s employing
institution seeks to consume the knowledge, skills, advice, Centers carry an intriguing organizational meaning:
and just plain presence of “citizen-scientists.” These con- they connote something institutionalized, and therefore
sumers include local schools, community organizations, enduring, more than a partnership, collaboration, or alli-
companies, and government agencies concerned about the ance that tend to be more transient or focused on a single
next generation of skilled workers educated and trained in project. Centers specialize in multiples, in parallel process-
science and engineering (Chubin 2008). ing, and in “connecting the dots.”
Scientific societies can be advocates and watchdogs, In the wake of the Supreme Court rulings of June 2003
too. Note the power of the policy statements issued by in the Michigan admissions cases, AAAS recognized a
their boards of directors (typically sage scientists and engi- need in the STEM community for university-focused tech-
neers recruited from the membership ranks). A statement nical assistance on accelerating human resources develop-
issued in 1974 by the AAAS Board on “Equal Opportunity ment. The AAAS Center for Advancing Science and
in the Sciences and Engineering” recognized “that com- Engineering Capacity was launched in August 2004, with
plex social, economic, and political forces have combined a three-year grant from the Alfred P. Sloan Foundation,
in the past to discourage women . . . from entering the and transitioned to self-sufficiency exactly three years
sciences and engineering, and to deny those who do enter later. The center’s mission is to examine programs intended
equal access to positions of respect and authority.” In to foster institutional capacity to recruit, enroll, and sup-
response, AAAS transformed its own governance to port STEM students; diversify the faculty; and change
achieve greater diversity among officers, board, and senior programs, structures, attitudes, and climate.
staff and sought to raise awareness of these issues at the Through the capacity center, AAAS gained experience
highest policy levels. Twenty years later, AAAS issued a with the constraints and opportunities that individual cam-
“Statement on Discrimination in the Workplace” and, in puses face, and helped them to craft strategies to defend
the wake of Larry Summers’ uninformed remarks at Harvard what was working and to revise what was not. At any one
about women’s “intrinsic aptitude” for science, reaffirmed time, the center is engaged in four to six projects, typically
(in 2005) its policies to promote the participation of of a year’s duration or less. The center sponsors and clients
women, minorities, and persons with disabilities, observ- include several programs of the NSF, Hewlett-Packard, the
ing that academe lags behind industry and government in Women in Engineering Programs Proactive Network
achieving a diverse workforce. (WEPAN), and universities such as Harvard and Louisiana
Some scientific societies serve a scholarly function as State. The center’s national, research-calibrated perspec-
well by sponsoring symposia and publishing as a way of tive adds a fee-for-service asset to the compendium of
keeping, for example, gender equity in the forefront of their AAAS resources and expertise.
822–•–VIII.  EDUCATION

As explained on the website of the AAAS Center for Engineering Fellows, as well as programs supported by
Careers in Science and Technology, “Shaping a career in others. A category of managed programs is that overseen
science has never been a solitary experience. Extending by AAAS with support from the Directorate for Education
one’s hand to help others experience the thrill of discovery and Human Resources of the National Science Foundation.
and to forge a successful scientific career is one way AAAS These include Graduate STEM Fellows in K–12 Education
advances science and serves society. AAAS career develop- (GK–12), for which AAAS manages the program web site
ment initiatives provide information, training, and opportu- as well as organizes and hosts its annual conference and
nities for collaboration among educators, scientists, policy special-focus meetings; Alliances for Graduate Education
makers, professional organizations, non-profits, govern- and the Professoriate (AGEP), where AAAS serves a
ment, and industries regardless of geographic origin” research and technical assistance function; Historically
(http://php.aaas.org/programs/centers/careers/index.php). Black Colleges and Universities Undergraduate Program
The Center for Careers is a collaboration of AAAS (HBCU-UP), for which AAAS organizes and hosts the
departments and its affiliated organizations, offering a wide HBCU-UP annual conference; and BioSci Education
range of programs and services for AAAS members and the Network (BEN) Collaborative, for which AAAS is the
larger science community. It is intended as a “one-stop secretariat for a large number of biological sciences asso-
shop” for resources that inform one about careers in science ciations and organizations committed to providing quality
and engineering—all settings and all stages of career devel- resources in support of educators. The management of
opment. Featured programs include the Science and Human these programs shares a core conviction that building com-
Rights Coalition and MySciNet: An Inclusive Community. munity, in these cases composed of projects funded by an
As a trusted organization, AAAS also has a history of NSF program, provides a forum for learning through shar-
managing programs, some operated under its own impri- ing and builds capacity back home to adapt, monitor, scale,
matur, others funded by public and private philanthropic and recognize successful interventions.
organizations that carry the sponsor’s name. This role is Finally, AAAS’s notable private relationships to man-
not one of mere administration, but an application of qual- age programs include the David and Lucille Packard
ity control and the integration of what is known about HBCU Graduate Scholars, the Canon National Parks
community-building—how students and faculty learn Science Scholars, and the L’Oreal USA Fellowships for
from one another—to create a richer, more enduring expe- Women in Science. Each targets a population that is under-
rience for program participants. This function sets AAAS served, providing opportunities for professional growth
apart from other research-based NGOs, not only advising, from graduate study into the workforce.
but acting on the advice it solicits and generates.
AAAS initiated a postdoc network under the banner of
its programs for young scientists, Science’s Next Wave, now Conclusion
ScienceCareers. Eventually, with support from the Alfred P.
Sloan Foundation, the community of postdoctoral scientists AAAS belongs to a storied cluster of nonprofit organi-
sought to establish a separate organization that could advo- zations, but it also—in its longevity, its history, and its
cate for its members on campuses around the country as leadership—stands alone. EHR has been a partner and a
well as in the policy arena. AAAS served as the recipient of resource, both to other AAAS units and to the panoply of
the grant as the “incubator” for the National Postdoctoral organizations that support the science community in all its
Association (NPA) until it gained its own tax-exempt status diversity of goals and practitioners. Just as science is about
in 2009. NPA, now independent, retains its home with the future, so too is it about the past. To help educate and
AAAS and maintains close programmatic ties. enrich this community, as this chapter has tried to display,
AAAS manages an array of education programs of AAAS will continue to render service to the nation and
its own creation, such as the Mass Media Science and the world.

References and Further Readings ———. 2005. AAAS Board Statement on Women in Science and
Engineering (http://www.aaas.org/news/releases/2005/
American Association for the Advancement of Science (AAAS). 0208board.shtml).
1959. AAAS Resolution: AAAS Annual Meetings and Burgoyne, Robert, Theodore M. Shaw, Ralph C. Dawson,
Freedom from Racial Segregation (http://archives.aaas.org/ Rena Scheinkman, Arthur L. Coleman, Steven Y.
docs/resolutions.php?doc_id=249). Winnick, Jennifer Rippner, Scott R. Palmer, and Jamie
———. 1989. Science for All Americans. Washington, DC: Lewis Keith. 2010. Handbook on Diversity and the Law:
American Association for the Advancement of Science. Navigating the Complex Landscape to Foster Greater
———. 1993. Benchmarks for Science Literacy. Washington, Faculty and Student Diversity in Higher Education.
DC: American Association for the Advancement of Washington, DC: American Association for the
Science. Advancement of Science.
93.   AAAS Education Programs–•–823

Chubin, Daryl E. 2008. “Professional Societies.” Pp. 263–72 in School, Every Student. Washington, DC: American
Women, Science, and Myth: Gender Beliefs from Antiquity Association for the Advancement of Science.
to the Present, edited by S. Rosser. Santa Barbara, CA: Malcom, Shirley M., Daryl E. Chubin, and Jolene K. Jesse.
ABC-CLIO. 2004. Standing Our Ground: A Guidebook for STEM
Cole, Michael and Peg Griffin, 1987. Contextual Factors in Educators in the Post-Michigan Era. Washington, DC:
Education: Improving Science and Mathematics Education American Association for the Advancement of Science and
for Minorities and Women. Madison, WI: Wisconsin the National Action Council for Minorities in Engineering.
Center for Education Research. Malcom, Shirley Mahaley, John Cownie, and Janet Welsh
Davis, Cinda-Sue, Angela B. Ginorio, Carol S. Hollenshead, Brown. 1976. Programs in Science for Minority Students,
Barbara B. Lazarus, and Paula M. Rayman, eds. 1996. The 1960–1975. Washington, DC: American Association for the
Equity Equation: Fostering the Advancement of Women in Advancement of Science.
the Sciences, Mathematics, and Engineering. San Malcom, Shirley M., Yolanda S. George, and Virginia V. Van
Francisco, CA: Jossey-Bass. Horne. 1996. The Effect of the Changing Policy Climate on
George, Yolanda S., David S. Neale, Virginia Van Horne, and Science, Mathematics and Engineering Diversity.
Shirley M. Malcom, 2001. In Pursuit of a Diverse Science, Washington, DC: American Association for the
Technology, Engineering, and Mathematics Workforce: Advancement of Science.
Recommended Research Priorities to Enhance Malcom, Shirley Mahaley, Paula Quick Hall, and Janet Welsh
Participation by Underrepresented Minorities. Washington, Brown. 1976. The Double Bind: The Price of Being a
DC: American Association for the Advancement of Minority Woman in Science. Washington, DC: American
Science. Association for the Advancement of Science.
George, Yolanda S. and Virginia V. Van Horne, eds. 1998. Malcom, Shirley M., Albert H. Teich, Jolene K. Jesse,
Science Education Reform for All (SERA): Sustaining the L. A. Campbell, Eleanor L. Babco, and Nathan E. Bell.
Science, Mathematics and Technology Reform. 2005. Preparing Women and Minorities for the IT
Washington, DC: American Association for the Workforce: The Role of Nontraditional Educational
Advancement of Science. Pathways Washington, DC: American Association for the
Jackson, Shirley Ann, 2004. “The Perfect Storm: A Weather Advancement of Science.
Forecast,” Presidential Address to the American Malcom, Shirley M., Virginia V. Van Horne, Catherine D.
Association to the Advancement of Science. February 14, Gaddy, and Yolanda S. George. 1998. Losing Ground:
Seattle, WA (http://www.rpi.edu/president/speeches/ Science and Engineering Graduate Education of Black and
ps021404-perfectstorm.html). Hispanic Americans. Washington, DC: American
Johnson, Roosevelt Y., Daryl E. Chubin, and Shirley M. Association for the Advancement of Science.
Malcom. 2010. “Education and Human Resources in the Matyas, Marsha Lakes and Shirley M. Malcom, ed. 1991.
FY2011 Budget: A Higher Profile for STEM?” Pp. 33–40 Investing in Human Potential: Science and Engineering at
in Research & Development FY2011 (AAAS Report the Crossroads. Washington, DC: American Association
XXXV). Washington, DC: Intersociety Working Group. for the Advancement of Science.
Leggon, Cheryl. 2006. “Women in Science: Racial and Ethnic National Academy of Sciences. 2006. Beyond Bias and
Differences and the Differences They Make.” Journal of Barriers: Fulfilling the Potential of Women in Academic
Technology Transfer 31:325–33. Science and Engineering. Washington, DC: National
Malcom, Shirley M. 1984. Equity and Excellence: Compatible Academies Press.
Goals. Washington, DC: American Association for the U.S. Congress, Office of Technology Assessment. 1988.
Advancement of Science. Educating Scientists and Engineers—Grade School to
Malcom, Shirley M., Joan Abdallah, Daryl E. Chubin, and Grad School. Washington, DC: U.S. Government Printing
Kathryn Grogan. 2005. A System of Solutions: Every Office.
94
Educational Games and
Virtual Reality

Arlene de Strulle and Joseph Psotka

M
any computer visionaries have foretold the development—this cost them their preeminence. Similar
coming transformation of education by comput- strategies may be delaying adoption of technology in
ing (e.g., Seidel and Rubin 1977; Papert 1980), education.
yet in retrospect, these prognostications sound alarmingly Around 1980, it was both easy to incorporate computers
redundant year after year. It is unclear, however, whether in education and easy to ignore the technology. Today’s
there is negligible, slow, or incremental change, or the touch-sensitive, easy-to-use, direct manipulation interfaces
building of a potentially massive disruptive revolution in on cell phones, with voice commands for many common
school-based education? An early, respected pioneer, tasks, were unthinkable for those early machines. With 64K
Seymour Papert, whose Massachusetts Institute of Tech­ (not megabytes, not gigabytes, just kilobytes) of memory,
nology (MIT) Logo lab spawned many innovations, was the early computers did little more than turn pages of text,
known to believe that computer technology would not provide simple drill and practice mathematical problems, or
have much of an impact until education changed funda- provide text-based quizzes. At the time, these affordances fit
mentally. What we are witnessing, however, is not that well with teachers’ competences and were relatively easy to
education is looking to change, but, conversely, that tech- integrate into classroom activities and remediation. These
nology is pushing fundamental change in education, and simple educational activities were not sufficiently important
education, writ large, is not totally embracing and adopting then to justify the purchase of expensive machines, so often,
it. How education leadership and emerging education poli- one or two machines sat frequently unused in the corner of
cies address this significant and emerging reorganization classrooms or in special computer rooms with locked access.
of where, when, and how children can now learn through Yet, commercial applications such as word processing and
technology will determine the extent to which education spreadsheets forced schools to recognize them. New pro-
will experience a fundamental transformation. cesses demanded new workforce skills; therefore, a market
developed around teaching these targeted skills, but educa-
tors safely ignored the main issues by relegating computers
Historical and Conceptual Background to teaching tasks such as keyboarding.
In 1978, the National Science Foundation (NSF) and the
When mainframe computer manufacturers ignored the Department of Education (DoED) funded a groundbreaking
encroachment of personal computers, these manufactur- effort to build computer technology for education. Out of
ers held back the development and innovation surround- this enterprise came some very successful research and
ing PC use, and by doing so, the mainframe manufacturers development, including the highly successful and domi-
ensured their own demise. Instead of seeing the enor- nant games Rocky’s Boots, Carmen Sandiego, and Oregon
mous popular advances that PCs held, mainframe manu- Trail. The use of these games became popular in mathemat-
facturers adamantly refused to use their skill and expertise ics, English, and history classes, and their use was under-
to promote and accelerate this marvelous new technology girded, theoretically and practically, by new insights into

824
94.   Educational Games and Virtual Reality–•–825

motivation and emotion in learning. It was obvious that success when students engage in creative or complex tasks
computer games were serious fun and subsequently (Utman 1997); however, this is not to state that extrinsic
launched a new media industry and culture. motivation has no role in effective game design—intrinsic
From these early efforts, theoretical frameworks emerged and extrinsic objectives are often entwined. Immersive
that focused on learning with levels of challenge, or social experiences in a VR environment can be pleasurable as well
interaction, or intrinsic motivation (Malone 1981b), and as disturbing or frightening so acute is the experience (de
toward a theory of intrinsically motivating instruction Strulle 2009). Immersion, or presence, is a state of con-
(Malone 1981a). Early games of the 1940s were based on sciousness where awareness of one’s physical self and sur-
missile defense systems and then adapted in the 1950s into roundings is diminished or nonexistent, and one’s experience
low-level games. During the 1950s and 1960s, mainframe in the virtual world becomes acutely heightened and seem-
computers were used to increase the complexity of games ingly physiologically embodied (Psotka 1996). Being
and gaming platforms. The first viable commercial game, immersed in a virtual environment provides a very specific
sold in coin-operated settings that laid the foundation for set of affordances both internal and external to the environ-
the entertainment industry, was the 1971 game Computer ment itself. In “Why Virtual Worlds Can Matter,” Douglas
Space. The gaming industry experienced commercial ups Thomas and John Seely Brown (2009:38) argue that some
and downs until ultimately console gaming crashed in 1977. of the things that occur in and around virtual worlds “may
Rising again in the 1980s with low publishing costs, game in fact point us in the direction of new forms of knowing and
development expanded with different genres, such as adven- acting in virtual spaces and give us insight into what new,
ture, beat ’em up, fighting, and interactive movie games; technologically mediated worlds may look like in the com-
maze, platform, platform-adventure, racing, and role- ing decades.” This chapter is devoted to this future world, to
playing games; rhythm, scrolling, stealth, survival, and hor- the evolving interplay of humans and machines, and the
ror games; and vehicle simulations. Video games became emergent learning processes found in subtle and self-evident
widespread and deeply established in the 1990s when they corners of invented realities and environments.
became mainstream entertainment and consolidated with
publishers. Increasing computer power and lower costs
afforded the integrated use of three-dimensional (3-D) Can Education Cope With
graphics, multimedia capabilities, and the production of the New Technologies?
newer genres, such as multi-user dungeons (MUDs); multi-
The slow adoption in education of games and VR envi-
player, real-time virtual worlds; first-person shooter games; ronments for learning may remain as is for reasons that
and the massively multiplayer online role-playing games have little to do with their effectiveness (Meltzoff et al.
(MMORPGs) or persistent worlds (PWs). 2009). The problem at the core is that technology cannot
Although the gaming industry spawned dozens of multi- be effective until the curriculum is fundamentally changed
billion-dollar companies, most current commercial games to allow specific technologies to be integrated in meaning-
and their predecessors have had little explicit education con- ful ways. If, however, the curriculum will not be changed
tent, such as chemistry, mathematics, or physics, nor have until each technology is proven effective, this is a standoff
they been designed with embedded pedagogical strategies and counterproductive to progress.
that would make them appealing to teachers or parents Scaffolding is a widely used educational practice in
(Kafai, Peppler, and Chiu 2007). Commercial games, how- which directed instruction gradually decreases as a stu-
ever, have been shown to develop physical and cognitive dent’s competence increases, and this graduated weaning
skills in learners (Lee et al. 2010). Many teachers and admin- from assistance results in increased independence in the
istrators waited for definitive proof that games and virtual learning process. Through merging real and virtual objects,
reality (VR) environments are more effective than traditional John Quarles and colleagues (2009) address the issue of
text-based ways of instruction, although we already know the augmented emergence of abstract from concrete
from innumerable studies that students are not learning well knowledge. Results of their study with a large sample of
using traditional and text-based instructional methods. students suggest that the merging of real and virtual spaces
can offer “a unique level of educational scaffolding,” as
well as “an improved learning-transfer from abstract to
Virtual Reality Environments, concrete domains” (Quarles et al. 2009:34). Embedded, or
Games, and Learning augmented, reality may not be just effective; it may place
a new premium on informal learning outside of school.
Most games and VR environments emphasize intrinsic This may do to the education environment what the Internet
motivation strategies, focusing on participants’ internal has done to bricks and mortar stores.
motivation to perform a task, which is derived from the Distinguishing the good from the bad has not been
participation itself (Malone 1981a; Malone and Lepper easy, especially when past evaluation studies have gener-
1987). Research on intrinsic motivation has found greater ally found mixed effectiveness results. Although it is more
826–•–VIII.  EDUCATION

difficult to demonstrate learning gains from higher-level and the insights are as new and strange to teachers as they
tasks than from tutorials that focus on drill and practice, are to their students. Examples of success include River
the benefits to be derived from real-world tasks that City, an NSF-funded virtual world for middle school sci-
require the student to explore, analyze, interpret, solve, ence classrooms containing content developed from
and communicate are acknowledged widely (Kearsley national education technology standards. The River City
and Schneiderman 1998; Bangert-Drowns and Pyke 2001; world allows students to conduct scientific investigations
Kozma 2003; Yang 2003). Although technology can be around an illness spreading through a virtual city and
made subservient to traditional teaching practices of drill based on realistic historical, sociological, and geographical
and practice and page turning, and numbingly passive conditions. The authenticity of the world allows learners to
delivery of knowledge, this robs the student and the effec- engage in scientific practices, such as forming hypotheses,
tiveness of the technology. VR simulations and games running controlled experiments, and interpreting data to
bring motivation and challenge back to students with a inform courses of action.
powerful force. Research summarized in Taking Science The most popular social networks, such as Facebook,
to School (National Research Council 2007) reveals that the virtual world Second Life, and massively multiplayer
children entering kindergarten have surprisingly sophisti- online games, such as World of Warcraft, have inspired the
cated ways of thinking about the natural world based on public’s imagination and users’ motivation to learn. World
direct experiences with the physical environment, such as of Warcraft and Second Life have reported participation of
watching objects fall or collide and observing animals and 8.5 and 6.5 million users, respectively (Squire and
plants. Many of these early experiences can be simulated Steinkuehler 2006; Bainbridge 2007). With such expan-
in VR environments. sive participation in social media, informal learning has
been “virtually” transformed by these emergent settings.
Bringing Motivation and Challenge to Learning The public’s enthusiastic adoption of new technologies
has evolved a resounding need for informal education insti-
The most long-standing and direct benefit of VR and tutions to design increasingly sophisticated exhibits that
games for education has been their power to motivate incorporate immersive VR, augmented reality, game-based
learning. At first, it was thought to be a novelty effect, but technologies, visualizations, and other emerging media.
it has sustained its power over the years (O’Neil, Wainess, Advances in simulations for training pilots and astronauts;
and Baker 2005). VR and games continue to expand and ubiquitous robots and nanotechnology; satellite imagery;
transform themselves to also provide continuing novelty and emerging, sophisticated visualized data have provided
effects, but this is now clearly subsidiary to the main new opportunities for engaging the public in modern sci-
effects of challenge, social interaction, peer feedback, and ence. Findings from a study of a VR science exhibit
the instantiation of local goals that are intrinsically moti- revealed that some learners were frightened by specific
vating. In part, the motivational effects transpire from the types of nonrealistic virtual environments and positively
power of immersion and the feeling of presence in creative affected by realistic images (de Strulle 2009). Nonrealistic
and dramatic environments. This aspect of VR and educa- images decreased feelings of immersion, and some visual
tional games is the easiest to adapt to current pedagogical images moved or changed too frequently to produce any
goals and environments because motivation is an essential sense of immersion. Avatars were intended to personalize
part of pedagogy under any system of instruction. the VR experience; however, data reveal that avatars did
Virtual reality and games have the potential of embody- not personalize the experience. Conversely, avatars were
ing abstract concepts in concrete experiences. Perpetual found to detract from learning. Options for interaction were
motion machines can be built to demonstrate the force of confusing within the virtual environments, leading to cog-
gravity without the drag of air or any other friction. nitive load issues and frustration in participants, and the
Complex interacting systems can be seen from the sim- mix of audio, text, colors, movement, and navigation tools
plest perspective, and complex abstractions, such as the were together found to distract from learning.
meaning of words and the links between concepts, shown As far back as 1996, Courtney Cazden argued that it was
tangibly in a complex three-dimensional space. Imagine a critical for exhibits to model effective learning strategies
star field of related concepts that can be explored by walk- based upon research on learning and be assessed for their
ing among the concepts, touching the invisible links that pedagogical value (Cazden and Beck 2003). This remains
connect them, experiencing the distance among them, true. Synchronizing exhibits to the learning strengths
vibrating one to discover all the others that resonate to of multiage students can provide unique options for self-
similar meanings, activating the concept to see it in movies directed learning. Differences emerged in understanding of
and textual explanations: all this is possible to create con- exhibit content learning styles of multicultural audiences:
crete meaning out of ambiguous abstractions. For teachers, differences in gender-based learning, consideration of
however, this is a monumental challenge. How to use the age differences among learners, and a new way of under-
obvious insights in the real world and the semantic world standing how people learn within immersive environments
of mental life remains unexplored to modern pedagogy, (de Strulle 2009).
94.   Educational Games and Virtual Reality–•–827

WolfQuest is a highly successful NSF-funded science while learning in the game-based environment and in the
game, downloadable from www.wolfquest.org free of traditional school environment, it was found that students
charge. Developed by the Minnesota Zoo and Educational demonstrated statistically significant higher intrinsic moti-
Web Adventures, the game is coordinated with a national vations and statistically significant lower extrinsic motiva-
network of informal science education institutions, wolf tions from learning in the game-based environment. In
researchers, and conservation organizations. WolfQuest’s addition, students had decreased their focus on getting
virtual environment is scientifically accurate, developed grades and were more independent while participating in
under the supervision of wolf conservation scientists and the game-based activities. These positive effects on learn-
wolf habitat ecologists, and as a science game, WolfQuest ing and motivation, and the positive attitudes of students
has brought the same compelling, game-playing quality of and teachers suggest that computer games can be used as a
commercial video games to online informal science learn- tool in formal learning environments to support effective
ing. In a summative analysis of the game by the Institute for geography learning.
Learning Innovation, several issues were identified as being
notable: about 4,000 users downloaded the game in the first
few hours after launch and more than 350,000 people have The Military’s Leadership
downloaded the game in the 21 months post launch. On in Game-Based Learning
average, players have engaged in more than 100,000 multi-
player game sessions per month. The game’s online com- In the U.S. military, there has been little opposition to
munity forum has more than 80,000 registered members innovation in education and training. None surpasses the
who have made more than 850,000 posts to the forum, with military’s leadership in education and technology; there-
a current average of 1,400 posts daily. The game also suc- fore, it is imperative that we understand the difference
cessfully reached its target audience of 9- to 15-year-olds between the military’s approach to leadership in education
with nearly 70 percent of players in that age range. and training, and the U.S. school system’s rather lethargic
Findings from a web survey, in-depth phone interviews approach to modernization. Why is one massive enterprise
of learners, and content analysis of the conversation nimble enough to react to the changing dynamics of
forums reveal that interest in, connection to, and knowl- national interest, and one system entrenched in antiquated
edge of wolves, wolf behaviors, and wolf habitats increased ideas, outdated textbooks, poor teacher preparation, and a
significantly. This is significant because the game’s sci- serious lack of attention to the rise of technology?
ence content was woven throughout the game and rarely Military officers often have an engineering background.
made explicit. In self-reported knowledge, a definite cog- Computers and technology are not unfamiliar, but this is not
nitive gain is found with respondents naming either gen- the basis of the military’s success. The military is driven
eral or specific facts related to habitats, hunting behaviors, by pragmatic urgency to improve its odds against very
territories and threats to wolf survival, social behaviors, clever foes in high-stakes environments. As a result, com-
and other facts related to the anatomy and species of puter games and simulations were explored thoroughly at
wolves. More than three quarters of the survey participants the beginning of the digital revolution and found to merit
either have, or intended to expand their interest in further- vast investment in research and development because these
ing their learning about wolves. More than half of the environments provided a unique learning edge. The military
individuals correlate playing WolfQuest with their desire to already used simulations of simultaneous linear equations to
visit zoos, nature centers, and state parks and to participate model weapons effects, called constructive simul­ations, and
in outdoor activities. This demonstrates that science-rich so there was an incremental change to qualitative digital
games can be a significant factor in encouraging interest in simulations. Initially, the machinery of war, tanks, planes,
grade-appropriate subject matter and advance visits to and ships were simulated with mockups, and then embedded
zoos and wildlife centers and as form of enhancement to in computers to create virtual environments where soldiers
traditional subject matter instruction. could learn their profession as realistically as possible. The
Hakan Tüzün et al. (2009) studied the effects of com- army created a vast desert stronghold to verify the success
puter games on primary school students’ achievement and of these simulators in live training that is unparalleled in the
motivation in geography learning. Researchers designed world. These large-scale experiments confirmed the success
and developed a three-dimensional educational computer of simulators and games, which was attested to by com-
game for 24 fourth- and fifth-grade students in a private manders in actual combat in Desert Storm and Operation
school in Ankara, Turkey, to learn about world continents Freedom, and they created an extensive modeling and simu-
and countries for three weeks. The effects of the game lation bureaucracy to guide the research and development of
environment on students’ achievement and motivation and more formidable systems.
related implementation issues were examined through The U.S. Army has successfully emphasized “training
quantitative and qualitative methods. An analysis of pre- and as you fight” to instill the best possible fighting effective-
post-achievement tests showed that students made signifi- ness in its soldiers. During the last two decades, this phi-
cant learning gains. In comparing student motivations losophy has heavily emphasized simulators and simulations
828–•–VIII.  EDUCATION

that range from virtual environments of networked armor for everyday group use, so a new technology for testing has
simulators with veridical motion and scenery to live train- been developed: situation judgment tests (SJT).
ing ranges with laser detectors pioneered at the National For ELECT BiLAT, an SJT was developed and used to
Training Center. In 2002, the U.S. Army created America’s assess how well learners made appropriate decisions. The
Army, a game to provide entertainment while creating SJT included nine scenario descriptions with multiple
implicit skills and tacit knowledge about the variety of alternative actions presented as possible answers for each
occupations in the military. The game was based on a com- scenario. The learners rated each possible action (a total of
mercially successful gaming platform and engine and was 31 actions per scenario) on a Likert scale (0 = very poor
a huge success with millions of downloads and online and 10 = very good). The learner responses were standard-
players. Its effectiveness at creating army skills and an ized (i.e., a Z-score based on their own mean rating and the
improved understanding of the army environment had standard deviation of their own ratings). Learners’ stan-
been widely acknowledged as self-evident. America’s dardized ratings were then compared with those of a sub-
Army has been going strong for more than eight years with ject matter expert (SME) based rating key, using a
millions of downloads and players throughout the world. correlation. The higher the correlation between the learner
The success of this training has propelled the widespread and the SME ratings, the better the agreement on the rela-
development of less detailed simulators, such as DARWARS tive goodness or badness of various actions in the highly
Ambush! (Foltz et al. 2008) for training convoy skills; complex situation of bilateral negotiations.
videos in communities of practice (COPs) environments One of the benefits of using the SJT to evaluate prog-
(Cianciolo et al. 2007); and even professional discussion in ress was that there were no clear right or wrong answers
text-based environments (Dixon et al. 2005). The range of for the ratings, and the scoring was based on a correlation
training domains has been fairly broad, including interper- to SME ratings. By taking the SJT without any feedback,
sonal interactions (Barba et al. 2006; Hill et al. 2006), a learner would not be able to improvise a personal scoring
convoy operations (Roberts, Diller, and Schmitt 2006), key leading to improve scores based solely on repeatedly
squad/platoon leadership (Beal 2005), tactical operations taking the test. Therefore, a pretraining assessment could
(Beal 2005), and language and culture (Johnson and Beal be given before the training session, followed by the train-
2005), among others. ing, and then the post-training assessment could be con-
To avoid the high monetary costs and time require- ducted. Then by comparing the pre- and post-training
ments for developing scenarios in these high-fidelity correlation scores, it was possible to see how much a per-
environments, assessment of individuals was conducted in son learned from the training. Apparently, no one at any
a low-fidelity environment. The use of a low-fidelity envi­ level of the civilian education system has yet adopted this
ronment also provides a near-transfer demonstration of new SJT technology, just as there is little use of educa-
the skills and abilities developed through training with tional games across the education enterprise.
high-fidelity environments. With a low-fidelity environ- Not all military training via games and game technol-
ment, the training domain knowledge and decisions can ogy is combat-oriented. When deployed outside the United
be parsed from the skill in using the training tool, so the States, for example, soldiers often are in different cultures
assessment can target the intended cognitive components and unable to speak the language. Various companies and
of the training material. university research programs are working to solve these
ELECT BiLAT is a prototype game-based simulation for problems. In 2004, researchers at the Information Sciences
soldiers to practice conducting bilateral engagements in a Institute at the University of Southern California were
notional Operation Iraqi Freedom environment (Hill et al. working on Tactical Iraqi, a game-based effort to teach
2006). The prototype provides students with the experi- Arabic to U.S. soldiers. These types of games involve
ence of preparing for a meeting, including familiarization work with speech recognition technology because speak-
with the cultural context, gathering intelligence, conduct- ing a language is vitally important to learning it. A human
ing a meeting, negotiating a successful resolution, and facilitator monitors and corrects trainees because the tech-
following up the meeting agreements, as appropriate. The nology is still relatively new.
ELECT BiLAT architecture is based on a commercial game Most military personnel are not involved in frontline
engine that is integrated with research technologies to combat. The actual warfighters are supported by a host of
enable the use of virtual human characters, scenario cus- analysts, drivers, cooks, and so on who are doing tradi-
tomization, as well as coaching, feedback, and tutoring. tional jobs under extremely adverse conditions. Military
leaders are aware that they need training for noncombat
Military’s Assessment Methods personnel. During the fighting in Iraq, noncombat troops
suffered more casualties than combat troops did. Games
To assess the effectiveness of military games for learn- have been used to train these personnel as well.
ing, simple facts are not enough. Improved decision making In 1999, the U.S. Army in conjunction with the University
based on experience is the goal, so multiple-choice tests and of Southern California created the Institute for Creative
even essays are not appropriate. Although essay answers Technologies (ICT), bringing together educators, video
may bring out the desired skills, they are too time-intensive game developers, and other entertainment companies to
94.   Educational Games and Virtual Reality–•–829

create the next generation of military training tools and amounts of data and the vast global networks now used for
simulations. The army’s Joint Fires and Effects Trainer global information and communications. To what extent,
System, or JFETS, is one of the projects to come out of the we ask, do the industries tethered to the education system,
ICT. In JFETS, the location of the mission, with simulated such as textbook and publishing companies, student exam
personnel and defenses, is presented to the player-trainee. preparation companies, college boards, and an array of
Most missions are team missions, so the training becomes a resource providers with contracts to schools constrain the
multiplayer game experience. Superiors can monitor the use of technologies and software applications because
performance of individuals, as well as the entire team, and their businesses are not yet technology-based? Although
can provide feedback, both positive and negative, in debrief- few groups adopt the Luddite strategy of destroying tech-
ings after the mission is completed. If the design of the simu- nological innovation, other strategies may be equally
lation is engaging enough, it’s not impossible to assume that destructive, preventing the level of creativity, innovation,
soldiers would be willing to play the games in their off hours, and progress our civilization needs. Change demands radi-
combining unsupervised entertainment with training. cal new skills and practices.
Live training operations, deploying hundreds or even
thousands of military personnel into the field, have been a Future Learning Progressions
staple of military training for centuries. The cost of such
operations, in both people and equipment, makes them less The inferential processes of children in their genetic
than ideal. With massively multiplayer online games tech- epistemology of knowledge remain largely a mystery to our
nology, bringing together troops from around the world, understanding, although some generalizations about the
operations can be done less expensively and with much progression from sensory experience to concrete manipula-
more secrecy. In addition, the military is contemplating tion and formal knowledge (Piaget 1926) are superficially
VR trainers. understood. It is clear that the implicit creation of concepts
Training for the military has advanced significantly in and knowledge structures is most significant during the first
the past decades, and games for training have played a few years of life when every new experience seems to add
large part. Though many in command and training posi- measurably to a child’s progress. The meanings of words
tions still distrust games as teaching tools, there is evi- grow in parallel with each other incrementally so that
dence of its success and the use of games will become even within five years (1,825 days) more than 5,000 unique con-
more important in the years to come. For the military’s ceptual meanings are learned while only one or two new
games, after-action review (AAR) is particularly impor- words are encountered each day (Landauer and Dumais
tant. The process reviews what was supposed to happen, 1997). With the exception of some parental assistance, no
establishes what actually happened, and then determines teacher was involved in these learning achievements.
what went right—essential to assessing both the game and Exposing children at early ages and grade levels to com-
a soldier’s performance. Past studies always have mixed plex ideas could turn around children’s natural learning
effectiveness results. progressions. For example, a game has the potential to pro-
vide young children with experiences that convey the
impact of human behavior on an ecosystem, giving them
Challenges and Opportunities immediate insight into the concept traditionally taught in
high school. Although we do not know how the mind can
Outside classrooms, students and adults are highly engaged extrapolate from VR experiences at such early ages, we do
in using a range of complex technologies and have gener- know that simulated environments, as previously men-
ally surpassed the expertise of their teachers. Technologies tioned, can create immersive states of consciousness that are
of many kinds, from online universities to interactive “as if’ the student is there. In addition to basic gains, VR
learning environments and distance education are nibbling could be tested as an intervention. As an example, exposure
at the edge of school systems (Collins and Halverson to novel learning experiences outside of school has been
2009). The failure to recognize technology and its affor- linked to higher academic performance in elementary
dances for improving teaching and learning is thwarting school. Affluent children typically spend summers hours
our ability to develop a technologically skilled workforce traveling or in learning activities compared with economi-
and thereby inhibiting our ability to compete in the global cally challenged children who have little enrichment outside
marketplace. Students in less affluent public schools are of school. Academic gains made by affluent students during
unable to obtain a modern and competitive education, and the summer are compounded yearly resulting in a perpetu-
our system of education is not consonant with the goals of ally widening academic gap between affluent and economi-
other high-performing Western countries. cally challenged students during the formative school years.
Technological innovation is creating rampant discord in Because VR and games can provide simulations with
well-established industries that have been entrenched at all experiences of real environments, including augmented
levels of the education enterprise. Textbook, magazine, reality, these environments can expose students to “realis-
and newspaper publishers are in a quandary about how to tic” and “authentic” enrichment activities potentially clos-
deal with current digitization of information and massive ing the learning gap in the early years. Our minds are
830–•–VIII.  EDUCATION

attuned to implicit inferential learning from experiences imaginative and compelling as seeing and doing through
provided by our perceptual systems; yet, education largely immersive technologies.
fails to stimulate and leverage these powerful learning
systems. Imagine allowing children to experience and Exploiting the Power of Disruptive Technology
explore the conceptual universe of atomic and chemical
structures, an unspoiled ecosystem, historical reenact- Reviewing these strengths of VR and educational
ments, and the plays of Shakespeare, just as concretely as games, the pattern of their disruptive powers becomes obvi-
they now explore their playrooms and backyards. Imagine ous. Instead of providing facts and abstractions, VR and
not just two-dimensional graphs of forces and relations, as educational games offer an embodiment of selected, refined
in SimCalc (Kaput, Hegedus, and Lesh 2007), but embod- experiences distilled from real life. An example of leading-
ied forces moving and changing dynamically in complex edge work with experiential simulation is ScienceSpace, an
relationships that students can be engaged with using all evolving suite of virtual worlds designed to aid students in
their perceptual and intellectual systems. Games, VR, and mastering difficult science concepts (Salzman, Dede, and
other emerging technologies are strategies for learning that Loftin 1995). Whether to counter misconceptions, provide
embrace complexity and rely upon the amazing capabili- access to normally unperceivable phenomena of Earth’s
ties of the neural networks of the brain to create organized systems and processes and inaccessible environments, or
knowledge and understanding. The formation and ingrained immerse students in exciting, motivating adventures with
acceptance of many misconceptions is prevalent in K–12. incidental but important meaning, games and VR technolo-
Ideas such as the geocentric solar system, medieval theo- gies offer unprecedented educational opportunities. These
ries of circular motion, or overly simplistic views of preda- opportunities may never fit into the existing framework of
tor and prey relations can easily be eliminated through VR education unless current approaches to the use of educa-
and games in early elementary school, allowing for com- tional technologies change. VR and games can stretch and
plex and accurate conceptions of the world to form at early shape students’ minds in ways that have not yet been
ages and freeing up valuable academic time for more explored by educators in large-scale implementations. This
meaningful and detailed exploration. At this point of is disruptive technology at its core.
unprecedented opportunity for learning, we should be Students live in this world of immediate sharing, with
exploring a plethora of possibilities. cell phones, instant messages, online social networking
sites, and games, in a continuing evolution of technology
Scientific Misconceptions that dominates their lives. The education system used to be
the access point for new information and knowledge, now
Misconceptions about the world abound in students— the Internet and social networking technologies offer
from the obvious flat Earth and geocentric solar system to resources of unparalleled magnitude making information
the much less obvious impetus theories of motion for and knowledge gained in classrooms appear outdated.
objects swung in circles and let go, or objects dropped New technologies offer fresh and highly effective new
from moving vehicles (Minstrell 1982; Hamza and approaches to creativity in the context of education, such
Wickman 2008). Misconceptions in science and mathe- as ways to adjust pedagogical structures in favor of a more
matics have an important role in creating graduated and individual approach to learning that creates opportunities
more complex understanding of the world. For example, for teachers to engage students individually and provide
the Bohr atom is a crude approximation of more detailed feedback. Technology provides opportunities for individu-
atomic structure. However, some misconceptions are the alized, automatic feedback, and promotes collaboration
direct by-product of our perceptual system. Even after and peer interaction in new powerful ways. Online games
seeing the Earth rise from the moon’s surface, it is still in particular demand teamwork and sharing expertise.
difficult to conceive perceptually that the sun is not orbit- Humans are endowed with magnificent sensory systems
ing the Earth in the sky. Despite this perceptual conflict, to investigate and explore the world. Children use these
VR can provide the direct experience to understand more systems to make powerful, far-reaching generalizations
directly and convincingly that a heliocentric view of the about complex everyday events and structures that are so
solar system is a more scientifically congruent concep- amazingly accurate that they survive to reach school age and
tion. Similarly, it can provide a point of view of objects beyond. It does not take much imagination to see that the
being dropped from moving vehicles that takes either the structures and function of the brain are intimately in har-
perspective of the moving vehicle or the stationary mony with these perceptual systems. Yet once in school,
ground, and the accurate flight of objects can be made these powerful systems and exploratory urges are harnessed,
clearly visible. In this way, VR provides pedagogic reined in, and often constrained only to focus narrowly on
agency of novel and unrivaled power. To use this power, text-based learning and images in books. The advanced new
teachers must understand these misconceptions, must technologies of VR and games make these persistent restric-
understand the role of misconceptions in the cognitive tions unnecessary, but the education system must be radi-
growth of their students, and must be able to integrate cally changed to position itself to take advantage of these
these things into their curriculum and nothing seems as new teaching and learning opportunities.
94.   Educational Games and Virtual Reality–•–831

The Future Workforce through analysis of emerging data, and design new forms
of innovation for a technological world.
Workplace employment demands increasingly more VR can present science content through sophisticated
knowledge adeptness with online interaction and collabo- simulations allowing users to interactively experiment, col-
ration essential to job functions. Education has moved lect, and interpret data, pose questions, explore new hypoth-
much too slowly in taking an active lead in promoting eses, and analyze results of their own virtual experiments.
these skills and focusing on higher order thinking skills Conducting scientific inquiry within a VR environment
that leverage these technological breakthroughs. Many allows learners to progress to more difficult and sophisti-
technologies are inherently educational in ways that could cated science investigation experiences at their own pace of
easily be exploited by schools; yet, it appears that the inquiry. Such experiences promote improvement in learners’
zeitgeist is predominantly one of shutting these technolo- critical thinking and problem-solving skills through manipu-
gies out of school-based learning, preventing cell phone lation of scientific data, data analysis, and speculation of
use in classes because of their potential disruption of results. For teachers with students who have varied academic
teachers’ lectures and control. The true disruption, how- backgrounds, propensities, and abilities, VR can integrate a
ever, is not inside classrooms, it’s outside the classroom, range of personalized strategies. Students who may have dif-
in out-of-school learning where information and commu- ficulty performing in class could potentially have time away
nications technologies, games, and virtual worlds are from teachers and peers to engage in virtual problem-solving
dominating the attention of youth and perpetuating and strategies synchronized to a learner’s individual pace.
evolving with such sophistication that it will ultimately
cause the educational system to change, but when, and at
what cost to our nation’s leadership? Conclusion
It is up to leaders, principals, administrators, school
boards, and local officials to begin to design the necessary Researchers have created innumerable prototypes and dis-
educational technology framework for how schools might seminated them to educators, researchers, and schools only
undergo a transformation and oversee it through to a suc- to continue to flounder alone. Such a piecemeal research
cessful end. A demand for new curricula with a culture of agenda and implementation strategy will not effect any
embracing technologies for learning must evolve. Schools change in education in radical ways. The education enter-
of education must teach preservice teachers how to teach prise must systematically draw from the body of evidence
and collaborate through technology, foster student research but also, and most importantly, from the real-world
using technology, and engage students in the use of current exchange of ideas in the world marketplace to absorb
technologies so they gain necessary competitive expertise visionary new ideas and recommendations. Leadership is
in using technology for a range of interdisciplinary career needed in government and industry to forge a bold new
opportunities, evolve essential abilities to solve problems plan to let children learn.

References and Further Readings Cianciolo, Anna T., Michael Prevou, Dominic Cianciolo, and
Rick Morris. 2007. “Using Digital Storytelling to
Bainbridge, William Sims. 2007. “The Scientific Research Stimulate Discussion in Army Professional Forums.”
Potential of Virtual Worlds.” Science 317:472–76. In Proceedings of the Interservice/Industry Training,
Bangert-Drowns, Robert L. and Curtis Pyke. 2001. “Student Simulation and Education Conference (I/ITSEC).
Engagement with Educational Software: An Exploration of Arlington, VA: National Training and Simulation
Literate Thinking with Electronic Literature.” Journal of Association.
Educational Computing Research 24(3):213–34. Collins, Allan and Richard Halverson. 2009. Rethinking
Barba, Charles, John E. Deaton, Tom Santarelli, Bruce Knerr, Education in the Age of Technology. New York: Teachers
Michael Singer, and Jim Belanich. 2006. “Virtual College Press.
Environment Composable Training for Operational de Strulle, Arlene. 2009. “Effects of Virtual Reality on Learning
Readiness (VECTOR).” Proceedings of the 25th Army at a Science Exhibit.” Pp. 87–118 in Identity, Learning and
Science Conference. Arlington, VA: Assistant Secretary of Support in Virtual Environments, edited by S. Tettegah and
the Army for Acquisition, Logistics, and Technology. C. Calongne. Rotterdam, Netherlands: Sense.
Beal, Scott A. 2005. “Using Games for Training Dismounted Dixon, Nancy M., Nate Allen, Tony Burgess, Pete Kilner, and
Light Infantry Leaders: Emergent Questions and Lessons Steve Schweitzer. 2005. “Company Command: Unleashing
Learned.” Research Report 1841. Arlington, VA: U.S. Army the Power of the Army Profession.” West Point, NY:
Research Institute for the Behavioral and Social Sciences. Center for the Advancement of Leader Development and
Cazden, Courtney B. and Sarah W. Beck. 2003. “Classroom Organizational Learning.
Discourse.” Pp. 165–97 in Handbook of Discourse Foltz, Peter, Noelle LaVoie, Rob Oberbreckling, Ralph
Processes, edited by A. Graesser, M. Gernsbacher, and Chatham, and Joseph Psotka. 2008. “DARCAAT: DARPA
S. Goldman. New York: Routledge. Competence Assessment and Alarms for Teams.”
832–•–VIII.  EDUCATION

Proceedings of the Interservice/Industry, Simulation and Minstrell, Jim. 1982. “Explaining the ‘at Rest’ Condition of an
Education Conference (I/ITSEC). Arlington, VA: National Object.” The Physics Teacher 20:10–14.
Training and Simulation Association. National Research Council. 2007. Taking Science to School:
Hamza, Karim M. and Per-Olof Wickman. 2008. “Describing Learning and Teaching Science in Grades K–8.
and Analyzing Learning in Action: An Empirical Study of Washington, DC: National Academies Press.
the Importance of Misconceptions in Learning Science.” O’Neil, Harold F., Richard Wainess, and Eva L. Baker. 2005.
Science Education 92:141–64. “Classification of Learning Outcomes: Evidence from the
Hill, Randall W., James Belanich, H. Chad Lane, Mark Core, Computer Games Literature.” The Curriculum Journal
Melissa Dixon, Eric Forbell, Julia Kim, and John Hart. 16(4):455–74.
2006. “Pedagogically Structured Game-based Training: Papert, Seymour. 1980. Mindstorms: Children, Computers, and
Development of the ELECT BiLAT Simulation.” In Powerful Ideas. New York: Basic Books.
Proceedings of the 25th Army Science Conference. Piaget, Jean. 1926. The Language and Thought of the Child.
Arlington, VA: Assistant Secretary of the Army for London, UK: Routledge and Kegan Paul.
Acquisition, Logistics, and Technology. Psotka, Joseph. 1996. “Immersive Training Systems: Virtual
Johnson, W. Lewis and Carole Beal. 2005. “Iterative Evaluation Reality and Education and Training.” Instructional Science
of a Large-scale, Intelligent Game for Language Learning.” 23(5–6):405–23.
Pp. 290–97 in Artificial Intelligence in Education: Quarles, John, Samsun Lampotang, Ira Fischler, Paul Fishwick,
Supporting Learning through Intelligent and Socially and Benjamin Lok. 2009. “Scaffolded Learning with
Informed Technology, edited by C. K. Looi, G. McCalla, Mixed Reality.” Computers and Graphics 33:34–46.
B. Bredeweg, and J. Breuker. Amsterdam, Netherlands: Roberts, Bruce, David Diller, and David Schmitt. 2006.
IOS Press. “Factors Affecting the Adoption of a Training Game.” In
Kafai, Yasmin B., Kylie A. Peppler, and Grace M. Chiu. G. 2007. Proceedings of the 2006 Interservice/Industry Training,
“High Tech Programmers in Low-Income Communities: Simulation and Education Conference. Arlington, VA:
Creating a Computer Culture in a Community Technology National Training and Simulation Association.
Center.” Pp. 545–62 in Proceedings of the Third Salzman, Marilyn C., Chris Dede, and R. Bowen Loftin. 1995.
International Conference on Communities and Technology, “Learner-Centered Design of Sensorily Immersive
edited by C. Steinfeld, B. Pentland, M. Ackermann, and Microworlds Using a Virtual Reality Interface.” Pp. 554–64
N. Contractor. New York: Springer. in Proceeding of the 7th International Conference on
Kaput, James J., Stephen Hegedus, Richard A. Lesh. 2007. Artificial Intelligence and Education, edited by J. Greer.
“Technology Becoming Infrastructural in Mathematics Charlottesville, VA: Association for the Advancement of
Education.” Pp. 173–92 in Foundations for the Future in Computers in Education.
Mathematics Education, edited by R. Lesh, E. Hamilton, Seidel, Robert J. and Martin Rubin. 1977. Computers and
and J. Kaput. New York: Routledge. Communications: Implications for Education. New York:
Kearsley, Greg and Ben Schneiderman. 1998. “Engagement Academic Press.
Theory.” Educational Technology 38(5):20–23. Shneiderman, Ben and Greg Kearsley. 1989. Hypertext
Kozma, Robert, ed. 2003. Technology, Innovation, and Hands-on! An Introduction to a New Way of Organizing
Educational Change: A Global Perspective. Eugene, OR: and Accessing Information. Reading, MA:
International Society for Technology in Education. Addison-Wesley.
Landauer, Thomas K. and Susan T. Dumais. 1997. “A Solution Squire, Kurt D. and Constance A. Steinkuehler. 2006.
to Plato’s Problem: The Latent Semantic Analysis Theory “Generating Cyberculture/s: The Case of Star Wars
of Acquisition, Induction, and Representation of Galaxies.” Pp. 177–98 in Cyberlines 2.0 Languages and
Knowledge.” Psychological Review 104:211–40. Cultures of the Internet, edited by D. Gibbs and
Lee, Hee-Sun, Marcia C. Linn, Keisha Varma, and Ou Lydia K-L. Krause. Albert Park, Australia: James Nicholas
Liu. 2010. “How Do Technology-Enhanced Inquiry Publishers.
Science Units Impact Classroom Learning?” Journal of Thomas, Douglas and John Seely Brown. 2009. “Why Virtual
Research in Science Teaching 47:71–90. Worlds Can Matter.” International Journal of Media and
Malone, Thomas W. 1981a. “Toward a Theory of Intrinsically Learning 1(1):37–49.
Motivating Instruction.” Cognitive Science 4:333–69. Tüzün, Hakan, Meryem Yilmaz-Soylu, Türkan Karakuş, Yavuz
———. 1981b. “What Makes Computer Games Fun?” BYTE İnal, and Gonca Kızılkaya. 2009. “The Effects of
6:258–77. Computer Games on Primary School Students’
Malone, Thomas W. and Mark R. Lepper. 1987. “Making Achievement and Motivation in Geography Learning.”
Learning Fun: Taxonomy of Intrinsic Motivations for Computers and Education 52:68–77.
Learning. Pp. 223–53 in Aptitude, Learning and Instruction: Utman, Christopher H. 1997. “Performance Effects of
Vol. 3. Cognitive and Affective Process Analysis, edited by Motivational State: A Meta-Analysis.” Personality and
R. E. Snow and M. J. Farr. Hillsdale, NJ: Erlbaum. Social Psychology Review 1:170–82.
Meltzoff, Andrew, Patricia K. Kuhl, Javier Movellan, and Yang, Rui. 2003. “Globalisation and Higher Education
Terrence J. Sejnowski. 2009. “Foundations for a New Development: A Critical Analysis.” International Review of
Science of Learning.” Science 325:284–88. Education 49(3–4):269–91.

You might also like