home | profile | degrees | publications | expertise | past courses | 3D OLE | Computer Games Inventory | Games and Simulations
Jones, J.G., Overall, T. (2004, February). Changing logo from a single student system to a 3D on-line student collaboratory/participatory shared learning experience. Proceedings of the Texas Computer Eeucation Association Conference. Austin, Texas: TCEA.
Theresa Overall
University of North Texas
theresa@unt.edu
Abstract: The concept of Logo to support constructive learning has been in existence since the 1960's. Logo as implemented in computer software in the 1970's has focused on either single student to single computer or a group of students sharing a single computer. Later versions of Logo have supported multi-user networking, but have not truly provided a shared learning environment where students using single systems at distant locations can work together and view each other's work. This paper will discuss the potential of combining Logo concepts with on-line 3D environments to create engaged participatory learning environments/experiences for students. This approach could expand Logo so that it can allow classrooms connected by the Internet to simultaneously engage in K-12 projects about mathematics, language, music, robotics, telecommunications, and/or science. This paper and the presentation at the TCEA conference will demonstrate what an on-line 3D participatory system looks like and show the initial software modules developed for classroom use.
Figure 1 - "turtle" (A Logo Primer, 2003)
Today, several companies support Logo-based applications that are used in the classroom. One popular application used is Microworlds developed by Logo Computer Systems, Inc. (LCSI Microworlds, 2003). Figure 2 shows a screenshot of Microworlds. These new applications have moved beyond a single turtle moving around on the screen into the realm of authoring tool.
Figure 2 - Microworlds (LCSI Microworlds, 2003)
There have been attempts to provide on-line 3D environments over the past ten years, but the primary barrier to success has been the cost and availability of personal computers equipped with 3D graphics adapters. Since then, more entertainment titles have been developed. These software titles reflect the number of personal computers capable of supporting or being upgraded to support these advanced 3D graphic interfaces. In 2001, over 70% of PCs with Windows OS shipped supported a 3D video graphics adapter (Jon Peddie Associates, 2001). Internet connectivity and computers equipped with 3D graphics are no longer a barrier to access.
Created Realities Group (CRG) has created an educational distributed learning system for delivering interactive course materials. The created realities concept is to take current off-the-shelf commercial approaches that provide contextually accurate software-derived 3D environments and then overlay collaborative groupware, unified communications, and other instructional tools to create a single distance/distributed educational delivery interface. The use of state-of-the-art real-time rendering on consumer PC platforms allows students and instructors to have a 'lean-forward' (engaged) seamless peer-to-peer educational experience. (CRG, 2002) Figure 3 shows a screen shot of the college/university environment being used by the Department of Technology and Cognition at the University of North Texas.
Figure 3 - Example of a University/College 3D environment setting.
In the traditional Logo realm, the background was a blank slate. The drawings that students made using the turtle were the focus. When multimedia capabilities became available, wallpaper patterns, colorful graphics, and even text made backgrounds more interesting. But they were still backgrounds and the learning focus is on the programming and turtle geometry. In 3D online systems, the background has an opportunity to be its own learning environment. Students can still use geometric and algebraic skills to program their avatars to move around the environment, but there are more choices for background environments. Because of the ability to create the environment the avatar interacts with, a student can be virtually exploring the surface of Mars or the details of the Earth's ocean floor under the polar ice cap. Figure 4 shows a screen shot of the summit of Olympus Mons displayed by the CRG system.
Figure 4 - Example of the Mars 3D environment generated in real-time based on NASA MOLA data. Panorama Shot of Olympus Mons, Top Cone (MARS_19.0_227.0).
In some versions of traditional Logo, there was a capacity to set the velocity of a turtle. Using commands such as setXvelocity or setYvelocity, users explored vectors and many powerful physics ideas. Often, in traditional physics classes, students have to read about physics concepts and use their imagination to figure out what is being described or they have labs where they can experiment with physics notions, but have to always take into account friction and gravity. Vectors can be complex enough without adding additional forces of friction and gravity. To be able to explore velocity visually and through experimentation with individual vectors (for example, set the velocity in an X direction and then add a vector of velocity in the Y direction) is an exciting way to understand the world of physics. In a 3D environment, the potential is added to set the velocity in a Z direction. Another feature of Logo3D is the ability to change the location of the observer. Are you standing on the Z plane looking at X-Y in front of you? Or would you rather be "above" the action and see the X-Z plane while "standing" on the Y plane? This has great potential to impact the learning of physics as well as perspective geometry and other fields in math and science that have traditionally been considered "too abstract" for younger learners or novice scientists and mathematicians.
Figure 5 shows a screen capture of the initial prototype Logo3D development. What was the most intriguing outcome of this prototype was the feedback we got from people interacting with the presentation of the information. The balls and lines represent solar systems connected by different types of faster than light travel (sci-fi gaming concept). We had people, who were interested in the mock game concept, log into the 3D environment and then were asked questions about distribution of lines (jump gate technology) to balls (solar systems) through the audio and text chat features. As we asked questions and the participants gave feedback, we would change variables in the script and then redisplay the model. People were very engaged with the model, because they could interact with it by moving around and through the model while it was being generated and at the same time discuss the topic with audio or text with other participants. It would have been that much more powerful is the participants could have been able to share control of the script as a group. The prototype has given us good feedback and is driving aspects of the current design.
Figure 5 - Screen Capture from the Logo3D prototype.
A Logo Primer. (n.d.) Retrieved May 10, 2003, from http://el.media.mit.edu/logo-foundation/logo/turtle.html.
Created Realities Group (2002). Overview of the Created Realities Group VXInteractive Distributed Learning System. Retrieved September 14, 2002, from http://www.created-realities.com.
Jon Peddie Associates. (2001). Software tools and applications series: 3D visualization and simulation market study. Retrieved August 15, 2001, from http://www.jpa.com/studies/vizsim/index.html.
LCSI Microworlds. (n.d.). MicroWorlds 2.0 for Macintosh and Windows 95/98/NT/Me/2000/XP Users. Retrieved May 10, 2003, from http://www.microworlds.com/solutions/mw.html.
Minsky, M. (2003). MIT Bio. Retrieved May 10, 2003, from http://web.media.mit.edu/~minsky/minskybiog.html.
Page, D. (1999, February). Seymour Papert: Computers, Kids & Powerful Ideas. Converge Magazine. Retrieved February 2, 2004 from http://www.convergemag.com/Publications/CNVGFeb99/inclose/inclose.shtm.
Papert, S. (1980). Mindstorms: Children, computers, and powerful ideas. New York: Basic Books.
Sony Online Entrainment: About Everquest. (n.d.) Retrieved September 9, 2002, from http://everquest.station.sony.com/about.jsp
What is Logo. (n.d.) Retrieved May 10, 2003, from http://el.media.mit.edu/logo-foundation/index.html.
|
|
|
Contact Information:Department of Learning Technologies |
|
Email:For questions about content in this web site, contact the Webmaster. |
|
System: |
|
Disclaimer | AA/EOE/ADA | Privacy Statement | Web Accessibility Policy | State of Texas Online |