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Steppingstones Grant Virtual Reality Project Project Needs Analysis Needs Analysis Background Information We are a Team of six full time graduate students immersed in the study of Instructional Technology at George Mason University. As a part of our ISD Project Practicum, we are charged with designing and building an immersive, multi-sensory virtual learning environment addressing Newton’s laws of physics for high school students with learning disabilities. We are working under the direction of Dr. Chris Dede, Professor, Graduate School of Education and School of Information Technology and Engineering, and Dr. Debra Sprague, Assistant Professor, Graduate School of Education. Project Parameters The Steppingstones Grant The U.S. Department of Education, Office of Special Education, Technology and Media Services for Individuals with Disabilities funds the Steppingstones to Technology Grant Program. According to the grant application, “The purpose of this program is to promote the development, demonstration, and utilization of technology and to support educational media activities designed to be of educational value to children with disabilities.” George Mason University’s Steppingstones Grant Proposal begins with a statement on the importance of teaching science to students with learning disabilities. It concludes, “Perhaps above all . . . science education can provide students with learning disabilities -who often receive very extensive basic skills instruction -- opportunities to study, reflect on, and learn about the universe and how it works.” The grant proposal then explains the problem with using science textbooks with students with learning disabilities and offer alternatives. The following two pages are a summary of the major points of the grant proposal. "In general, textbooks go too fast, use too much vocabulary, and require too much reading and writing for students with language and literacy difficulties to succeed" (Brownell & Thomas, 1998, p. 121). In fact, textbook-oriented learning is the predominant approach in science classrooms, particularly at the secondary level. Science textbooks have been found to be particularly difficult to read (Chiang-Soong & Yager, 1993), and can contain more new vocabulary that found in foreign language courses (Yager, 1983). The documented outcomes on science achievement for students with learning disabilities, compelled to try to learn from textbooks, have not been positive: Steppingstones VR Project Needs Analysis George Mason University Parmar, Deluca, and Janczak (1994) found that students with learning disabilities read science text at only about half the fluency rate as students without disabilities. Carlisle and Andrews (1993) reported that students with learning disabilities performed significantly lower than their peers on a science curriculum-based assessment. These students also rated themselves, and were rated by their teachers more negatively. In response to such problems, researchers have suggested that activities-oriented (or "hands-on") methods and materials were likely to interact more positively with the characteristics of learning disabilities (Mastropieri & Scruggs, 1994; Patton, 1993; 1995; Parmar, Deluca, & Janczak, 1994; Scruggs & Mastropieri, 1994a). Activities-oriented materials typically place fewer demands on language and literacy abilities and verbal memory, and provide relevant activities as learning experiences. Developing effective teaching strategies and simulation technologies for teaching complex scientific concepts presents a substantial challenge for educational researchers and instructional designers. Despite the utilization of new teaching approaches, tools, and technologies, students struggle with abstractions in science (Dede, 1998). Research suggests: Interactive 3-D immersion is motivating for learners and can significantly enhance conceptual learning beyond interactive, 2-D non-immersive representations (Salzman, Dede, & Loftin). Multi-sensory representations increase the saliency of crucial variables and enhance the quality of the learning and interaction experience (Dede, Salzman, Loftin, & Sprague, 1998). Individual learner characteristics that can significantly influence educational outcomes of virtual reality experiences include gender, domain experience, spatial ability, computer experience, motion sickness history, and immersive tendencies. The introduction of new representations and perspectives can help students gain insights for reediting misconceptions formed through traditional instruction (e.g., many representations used by science teachers are misleading for learners), as well as aiding learners in developing correct mental models. Qualitative representations (e.g., shadows showing kinetic energy in Newton World) can increase saliency for crucial features of phenomena. Learner motivation is high in virtual reality environments, even when novelty effects wear off. The inclusion of interactivity; constructivist pedagogy; and challenge, curiosity, fantasy, and beauty all seem to augment students' interest and involvement. In order to address these areas, it is proposed that virtual reality (VR) systems be developed that can effectively present secondary science content to students with learning disabilities in ways that address their specific learning needs. Using VR, students with February 21, 2000 Page 2 of 16 Steppingstones VR Project Needs Analysis George Mason University learning disabilities can directly experience the scientific concepts being studied, without the necessity of drawing abstractions from text they cannot read. Specifically, VR systems can address the special needs of students with learning disabilities in several ways: VR presentations can demonstrate complex concepts experientially, without reliance upon text and verbal lecture presentations. VR presentations employ not only the visual stimulation of models, but also auditory and haptic stimulation to allow the learner to truly experience the phenomena being studied (Salzman, Dede, & Loftin, 1996). VR presentations are interactive, allowing the learner to proceed at an optimal pace, focus on more difficult aspects, and repeat experiences as many times as necessary to complete understanding. While virtual reality is has been an exotic and expensive medium, new SGI/Windows NT computers costing as little as $4000 are putting this technology within reach of schools. Within 5 years they may be commonly available in classrooms. Within the next decade the entertainment industry will place devices of comparable power to today's graphic supercomputers "under the Christmas tree," offering intriguing opportunities to use this installed base of sophisticated computational equipment for learning (Dede, 1996). Videogames are ubiquitous in rich and poor homes, in urban and rural settings, offering a powerful installed base for inexpensively facilitating learning if we have something better to put in on-the-horizon "VR" videogame cartridges than SuperMario or Doom. The Technology that will be used: World Up® and CrystalEyes® According to its product web site: http://www.sense8.com/index.html World Up® is a complete software development and delivery environment for building 3D/VR applications. Building upon WorldToolKit®, the industry's most widely used visual simulation software development toolkit, World Up provides powerful real-time functionality in an interactive, object-oriented environment. World Up applies the concepts of real-time and interactivity from application concept to completion. Users see the effects of changing design parameters in real-time; the effects of modifying object behaviors or properties (such as movement or translation) can be seen while your simulation is running. This allows users to substantially reduce development costs and time-to-market. World Up provides a highly object-oriented environment designed to speed application development. An extendible object hierarchy contains predefined properties and methods that can be accessed via the development interface or through the Visual Basic-style scripting language. The World Up development environment also includes a script debugger and a performance profiler to optimize performance, as well as a complete suite of tools including an integrated modeler, content delivery mechanisms and Internet support. According to its product website, http://www.qualixdirect.com/html/ce-w.htm, StereoGraphics’ CrystalEyes Wired® is an entry-level stereoscopic eyewear system for February 21, 2000 Page 3 of 16 Steppingstones VR Project Needs Analysis George Mason University mechanical design, molecular modeling, computational chemistry and architectural CAD professionals working with complex 3D images. The product delivers high-definition, Stereo3D™ viewing on capability on Windows NT workstations in conjunction with compatible software and standard workstation displays. Stereo3D is the use of computer technology to recreate the way we naturally see depth — stereoscopically. Stereoscopic viewing describes how we use both eyes — each with a slightly different perspective — to perceive depth in a physical environment. Stereo3D delivers the most realistic visual representation possible of complex digital models, giving engineers, architects and scientists the best possible understanding of threedimensional information, and yielding levels of technical proficiency not available using a typical 3D view. CrystalEyes Wired was developed to take advantage of the new generation of OpenGL graphics cards using the VESA standard 3-pin mini-DIN connector. The user simply plugs the CrystalEyes Wired 3-pin connector into a compatible graphics card and the eyewear is automatically activated whenever a Stereo3D application is running. The Active Physics text-based curriculum that is new to Fairfax County, VA The philosophy espoused by IT’S ABOUT TIME, Inc., publishers of the Active Physics curriculum, is that knowledge of physics should be accessible to everyone. The curriculum is project-based and focuses on hands-on activities. The content is presented in self-contained units that can be taught in any order. Of the six texts, four teach Newton’s laws of motion: Sports, Transportation, Predictions, and Home. The series has been used in Fairfax County for about 5 years. One of our subject matter experts was one of the original field testers. Though the series was not specifically designed for students with learning disabilities, the classes we have observed are a mix of typical students and students with identified learning disabilities. The classes are team taught by a physics teacher and a LD resource teacher. The current VR project team is hoping to incorporate our design metaphor into the existing Active Physics curriculum. The series comes with a CD ROM supplement called InfoMall, which has many excellent text based resources. The CD describes projects and demonstrations but has no interactive simulations. We have been assessing the CD ROM for design ideas. Another series, Interactive Physics™, published by Addison-Wesley, does have 32 custom 2D simulations with guided practice worksheets that have also been of some help. Ultimately, we want a design that conveys good science while taking advantage of all that current 3D technology has to offer. Time Frame: To be completed by May, 2000 The current phase of this project is to be completed by early May 2000. The grant will continue at least one more year. Succeeding teams may choose to add to our design or may choose a completely different design metaphor. Programming Support for World Up Our team has a basic working knowledge of how to create and animate objects using World Up, but we also have another graduate student working as our project programmer on a part time basis. February 21, 2000 Page 4 of 16 Steppingstones VR Project Needs Analysis George Mason University Objectives of Needs Analysis The purpose of the needs analysis process is to identify, within the parameters already established, the precise nature of the learner needs and the degree to which these needs can be addressed by this project team. Our objective is to determine where the learners are today and where they need to be, so that we might isolate and address the corresponding "gap" via instruction. In beginning our analysis, we outlined the following objectives: • • • • • Collect information on our target audience, identifying general characteristics and special learning needs. Become aware of the special services offered to students with learning disabilities as well as the instructional accommodations afforded by the physics teacher. Gain an understanding of the makeup and structure of a mainstream physics class. Gain an understanding of the Active Physics curriculum and the overall instructional approach of the physics teacher with respect to Newton’s laws. Identify common misconceptions the students have related to Newtonian physics. How the research is being conducted Initially the team identified three arenas of investigation: 1) the current high school physics classroom environment, 2) the issues surrounding students with learning disabilities, and 3) the technology issues involved with building a multisensory virtual environment. For each arena a plan was outlined and implemented: I. Studying the Current Physics Classroom The plan for studying the current physics classroom environment included 1) onsite observations, 2) face to face interviews with physics teachers, 3) a review of the current physics curriculum and textbooks, 4) a review of the state of Virginia’s Standards of Learning (SOL) requirements, 5) a review of several physics web sites recommended by professors, teachers, and other experts, and 6) a review of key journal articles. Onsite Observations The project team is working in cooperation with several public high schools in Fairfax County, Virginia where the Active Physics curriculum has been implemented. Through onsite observation of actual classes in session, the design team sought a working knowledge of instructional strategies, activities and classroom designs being employed by teachers in the sample classrooms. This way, we were able to gain a basic understanding of student expectations about the structure and delivery of lessons. Face-to-Face Interviews February 21, 2000 Page 5 of 16 Steppingstones VR Project Needs Analysis George Mason University The chosen interview method for interviews was informal and included pointed as well as open-ended questions. The questions were prepared in advance, and there was room for the Immersion group to ask connecting questions as well as to note additional observations from interactions with the students. The design team decided that an informal approach to answering these questions was appropriate due to a number of factors. Chief among these is the busy nature of the teachers' schedules and the desire of the design team to establish a positive rapport with them. We reasoned that overburdening them at this stage would result in a decreased likelihood of future participation (e.g. during the formative evaluation phase). The initial questions for the instructors were as follows: Observation/Interview Questions 1. How do you individualize instruction to accommodate individual learning needs? 2. What kinds of visual tools and examples do you use to support the concepts? 3. How is technology integrated into the Active Physics program? And what are the obstacles to its implementation. 4. What is the computer literacy level of the students and the teachers? 5. What are the students reading level? 6. What concepts do the students with learning disabilities have the most difficulties with and what is used to support or reinforce those concepts? 7. What types of activities or cues do they have the most difficulties with? 8. What degree are the students able to do collaborative work? 9. What other technology do you use? (Computer programs, video, etc.) 10.How do the SOLs impact your curriculum and instruction? Review of the Active Physics Textbooks A review of the Active Physics texts was completed to identify examples of instruction on Newtonian mechanics. The design team sought to discover a) how much content in the texts is devoted to Newtonian mechanics b) the kinds of examples used to illustrate Newtonian mechanics c) the types of experimental activities used to teach Newtonian concepts to the learners. Virginia’s Standards of Learning (SOL) The Standards of Learning (SOLs) represent a sweeping reform initiative designed to improve the performance of students in Virginia schools. These controversial measures are centered on rigid objectivist strategies that include compulsory multiple choice testing for all students. The design team is investigating how implementation of the SOLs might impact the design of our instructional module. Physics Websites We also have visited visualization web sites that offer science-related 3-D demos, and have looked at school-based 2-D computer simulations of physics concepts for ideas that we may be able to adapt for our instructional design. February 21, 2000 Page 6 of 16 Steppingstones VR Project Needs Analysis George Mason University Journal Articles In regard to the particular physics concepts that we are addressing, we have read journal articles about innovative teaching techniques, such as involving the students in hands-on activities which approximate scientific hypothesizing, modeling, and testing. II. Studying about Students with Learning Disabilities (LD) The design team is aware of, and has access to, literature, research and subject matter experts on learning disabilities. All members of the team participated in a review of learning disabilities, students with learning disabilities through multiple means. These included: 1) observations in both mainstream and self contained classrooms 2) interviews with physics and with special resource teachers, 3) meetings with Dr. Sprague who is serving as a subject matter expert, 4) review of a video series on children with learning disabilities 5) a review of current US law regarding students with learning disabilities, and 6) a review of articles on learning disabilities, instructional strategies and assessment methods for students with learning disabilities and 7) a review of relevant websites, and 8) group discussions led by team-members with personal experience teaching students with learning disabilities. The purpose of these exercises was to give all team members a general background on learning disabilities, and students with learning disabilities, which serves as a point of departure for assessing the needs of the target audience. Group members also have shared their observations, especially their contrasting findings, and brainstormed about visual metaphors for our learning audience’s needs Onsite Observations The Immersion group visited three Fairfax County high schools that are using the Active Physics curriculum in classes that include students with learning disabilities, ages 16-17. In this hands-on manner, we were able to interact with teachers and students about learning styles and instructional strategies. The target audience was observed in classes also including ESL students, students with behavioral/emotional problems, and students who have difficulty with science subjects in particular. The manner in which this classroom model impacts the direct instruction of our target audience will be a consideration in design. Interviews with Physics and Special Resource teachers Interviewing individual teachers informally about their experiences teaching students with learning disabilities and engaging them in discussions that include the following: What concepts do students with learning disabilities have the most difficulty with? What kinds of visual tools and examples do you use to support the concepts? How do you individualize instruction to accommodate individual learning needs? How is technology integrated into the Active Physics program? February 21, 2000 Page 7 of 16 Steppingstones VR Project Needs Analysis George Mason University Meetings with Dr. Debra Sprague Dr. Sprague has extensive experience teaching students with learning disabilities and is also well versed in the ISD process. Therefore she is a valuable resource for the design team in our efforts to understand both the characteristics of the target audience and the corresponding implications for our design. Each member of the team has provided Dr. Sprague with written and verbal questions, observations, hypotheses during group meetings. In this forum Dr. Sprague has provided feedback, discussed relevant issues in contexts larger than the scope of our project, and clarified points of confusions about our target audience characteristics. Videos of LD Instruction The group viewed a selection of documentary-style videotapes available through Dr. Sprague that illustrated the processing problems experienced by learning disabled students ages 5-10, and the instructional strategies that their teachers employ. This “virtual” observation enabled us to get a sense of the processing deficits that are experienced by the older students that we are targeting. Current US Law regarding LD Students The design team examined federal legislation currently in effect including The Individuals with Disabilities Education Act (IDEA) of 1997. IDEA was originally implemented in 1975 and new legislation was enacted in 1997. IDEA 97 proposed the following "Strategies for Success": Raising expectations for children with disabilities Increasing parental involvement in the education of their children Ensuring that regular education teachers are involved in planning and assessing children's progress Including children with disabilities in assessments, performance goals, and reports to the public Supporting quality professional development for all personnel who are involved in educating children with disabilities. (Source: http://www.ed.gov/offices/OSERS/IDEA/overview.html) Websites and Readings Reading journal articles about instructional strategies tested in research studies that seek to address the processing deficits generally experienced by students with learning disabilities Group Discussions These discussions have been a valuable method for synthesizing observation data, readings, and other resources such as web sites on modeling and visualization resources. The team members have engaged in expanded debates about individual conclusions and follow a discussion model that encourages open-ended inquiry. Therefore, the team regularly introduces counterexamples, forms and tests hypotheses, and considers alternative predictions to their original conclusions. This methodology enables the project February 21, 2000 Page 8 of 16 Steppingstones VR Project Needs Analysis George Mason University team to introduce and explore a wide range of design possibilities that might address learner needs. III. Studying the Technology In addition to the resources used in the study of learning disabilities described above, the design team is engaging in a study of modeling and visualization (MV) as a learning tool. Current research suggests that approaches utilizing MV (such as virtual reality) are effective in teaching about abstract concepts, such as physics. To facilitate this, the design team is participating in a national course, led in part by Dr. Chris Dede, called Modeling and Visualization in Learning. The team is actively integrating information learned in this course into discussions about the design a physics instructional module for our target population. Furthermore, the group is seeking other opportunities for exploration of relevant content and technology study represented in outside seminars, scheduling immersive experiences in ScienceSpace's Newton World, and a meeting with Dr. Bowen Loftin to discuss physics and education. In addition the team has participated in demonstrations of the World Up development environment as well as the VR environments of Newton World and Maxwell World. The purpose of these exercises is not only to give the design team a broad introduction to theoretical foundations and actual examples of VR technology, but also to help the team members understand both their strengths and limits as learning tools. Method of Data Analysis We gathered data primarily through classroom observation, informal interviews with classroom teachers, a review of actual assignments completed by students, and a variety of reading materials and discussions. For this reason, it was deemed appropriate to employ a qualitative approach to data analysis. It was also expedient given the time constraints and the relatively small accessible samples available to us from the target audience. The results of these data gathering exercises are being used to discuss design ideas in the context of an authentic instructional setting. This allows us to predict how our design considerations will impact an actual class who is using our instructional tool Key elements of research data The design team is incorporating the following key elements into our decision-making process to make judgments about learner needs that will impact design. 1. Basic assumptions about students with learning disabilities 2. Qualitative data collected from interviews and observations of actual classroom environments 3. Information gained from literature reviews (on learning disabilities, educational strategies for students with learning disabilities, and the use of modeling and visualization in science education) 4. Characteristics of the Active Physics curriculum currently in use in the target schools. February 21, 2000 Page 9 of 16 Steppingstones VR Project Needs Analysis George Mason University Key questions to be answered The design team sought reliable conclusions about learner needs by posing three critical questions throughout the research process. These questions were answered through multiple observation sessions, dialogues with subject matter experts about the sessions, and continuing group discussions. The conclusions, along with additional data from learner analysis results, will provide a solid foundation for the design phase of the project. 1. How can Newtonian Physics best be demonstrated in a Virtual Reality Learning Environment for students with special needs? 2. How are students with special needs currently learning and understanding Newtonian Physics? 3. What aspects of Newton’s Laws do LD students have the most difficulty with and why? Additional value derived from analysis The data analysis provided an opportunity for each team member to contribute specific first hand observations and compare findings with others. This had the added benefit of: 1. Reinforcing the basic assumptions of our research on learning disabilities 2. Reviewing "live" examples of the characteristics we understand about students with learning disabilities, alongside theoretical discussions 3. Beginning to make connections between learner characteristics and the specific challenges of physics instruction. 4. Eliciting feedback on some preliminary design ideas. Findings Regarding Physics Classrooms A Mainstream Physics Class In addition to learning about the special needs and characteristics of our target audience, we also became aware of the current services that learners with disabilities receive in the public schools. Obviously, special education programs are not offered to students who have yet to be identified, or to pupils who simply fall short of the criteria for special services. However, for those students who do qualify, services are provided according to their needs and can exist in the form of a pull-out program. Ultimately, more and more students with disabilities are currently retained in the general education program, but receive special services outside of the classroom. This is very different and becoming more common than traditional special education programs where students with disabilities are placed in self-contained classes. The term “mainstreaming” therefore refers to students with special needs who have been included in general education classrooms. Naturally, there are both advantages and disadvantages of mainstreaming students with learning disabilities. In general, the advantages of mainstreaming are that they become better prepared for the “real-world” environment as interaction among peers and adults increases. Moreover, studies have shown that mainstreaming can boost the student’s self- February 21, 2000 Page 10 of 16 Steppingstones VR Project Needs Analysis George Mason University esteem and reduce problems associated with identification or “labeling” of a student with special circumstances. One disadvantage of mainstreaming students is that a lack of training in special education leads some mainstream educators to fail in their efforts to accommodate the students’ individual learning needs. Moreover, studies have shown that many general educators do not have the collaboration skills, or the appropriate attitude to make mainstreaming successful. Meeting special needs in a mainstream class In our observations and interviews, we collected data on various interventions the physics teachers were employing to accommodate those students with special needs. We found that most of them had lower expectations of those students with deficits and also higher expectations for those students who were considered gifted and talented. As a result, the teachers adapted their standards and the assignments accordingly by allowing students to choose from multiple assignments as well as to create a finished product to illustrate their learning. Other modifications and strategies the teachers used included co-teaching, modeling, hands-on learning, and peer collaboration. Teachers also tried to provide multiple representations of the physics concepts through visuals and technology. Nevertheless, despite the varied instructional accommodations of the physics teachers and given the size and diversity of the mainstream classroom, we learned that there continues to be a grave demand for a more individualized program to further accommodate students with special needs. Overall, the findings of the reports indicate that there are not many differences within the classrooms for students with special needs. The technology in some classrooms may not be readily embraced, while in others it is and the students have an active role in their discoveries. The design team collected samples of student work that supported this conclusion. Student collaboration is a prevalent instructional strategy for the target audience. Teacher support of the student’s learning is also a key factor, but this support is not always evident in the classrooms sampled. Our observations suggest that accommodation of individual learning needs is a daunting task for these teachers. Technology in the classroom We found that the use of technology in the classroom was largely dictated by the individual teacher's preference for its use. In classrooms where technology use was more prevalent (e.g., use of desktop PCs), the students were fairly adept at using these tools. As suspected, interviews with the teachers indicated that the target audience struggles with reading and written exercises. February 21, 2000 Page 11 of 16 Steppingstones VR Project Needs Analysis George Mason University Findings Regarding Students with Learning Disabilities A Variety of Special Needs From our observations and interviews, we learned that a mainstream physics classroom is made up of approximately 20 students who differ radically in culture, language, and cognitive ability. Ultimately, we found that our target audience co-exists in integrated classrooms including non-native English speakers, gifted and talented students, as well as pupils with varying disabilities that both have and have not been identified. The range of disabilities include: • • • • • Sensory impairments Emotional/behavioral disorders Physical and/or health disabilities Communication disorders Varying learning disabilities including autism, dyslexia, and mild mental retardation With respect to those students with varying learning disabilities, we discovered that many can experience difficulties in writing, reading comprehension, oral communication, listening, mathematical calculation and reasoning, problem-solving, and comprehension of abstract concepts. Moreover, we learned that these particular students oftentimes lack motivation to learn, have difficulties paying attention in class, experience difficulties in social situations such as in cooperative learning activities, and can also undergo academic failure altogether. For instance, while viewing the younger students shown in the videotapes we observed repetitious classroom behaviors by the individuals with learning disabilities. These included: 1) becoming easily distracted, 2) copying the actions of their classmates to complete a task and, 3) becoming irresolute when they could not keep up with the pace of instruction. We observed similar behaviors among the older students in the Fairfax County classrooms that we visited, which indicated that the learning responses of students with learning disabilities do not significantly change from the early grades to the higher grades. Findings Regarding Technology Conclusions The design team has reached the following conclusions about learner needs to be considered during the design phase of the project: The learners are best engaged by activity-based instruction rather than formal lecture Optimal instruction time prior to activity is brief (0-10 minutes) February 21, 2000 Page 12 of 16 Steppingstones VR Project Needs Analysis George Mason University Directions should be delivered in small chunks, with the ability to be repeated as needed Continual scaffolding is necessary for learners to make meaningful connections to activity content. (Scaffolding is being provided by teachers in varying degrees) Multi-sensory delivery enhances instructional effectiveness Positive verbal reinforcement and messages increase learner confidence Learners need ability to progress at their own pace Learners need ability to manipulate variables in activity in order to increase understanding and engagement The learners are likely to bring similar misconceptions about Newtonian mechanics to the instructional setting as are seen in the general population of learners. Instruction will need to effectively address this issue Summary Given the challenges of teaching students with learning disabilities, the design team is seeking to incorporate designs and strategies into the module that will increase saliency of the content for the students, and thereby enhance learning. Furthermore, we know the instructional module will only be effective if is actually being used by the teachers. In order to make implementation more likely, the design team is hoping to implement examples and strategies that the instructors feel are consistent with curriculum they are using. By combining knowledge of existing research and literature, our own qualitative data and characteristics of the curriculum currently being used, we feel confident in making accurate judgments about learner needs in this setting. Of course, testing of these judgments and hypotheses is planned. The design team will utilize subject matter experts in learning disabilities, science instruction, and physics to verify our conclusions. Next Step 1. Learner Analysis with particular focus on misconceptions that exist and accurate models to correct those misconceptions. 2. More classroom observations with focus on misconceptions February 21, 2000 Page 13 of 16 Steppingstones VR Project Needs Analysis George Mason University Appendix A: Review of Active Physics: Sports (Chapters 2,3) Chapter 2 Activity 1: Students measure the motion of a ball rolling down then up the sides of a bowl and find ratio of the running start to the vertical distance. From this, they are introduced to the concept of inertia. Physics principles: acceleration, gravity, Galileo's principal of inertia, Newton's first law motion. Activity 2: Students construct, calibrate, and use a simple force meter to explore the variables involved in throwing a shot put. They then connect their observations and data to a study on the laws of motion. Physics principles: Newton's second law of motion, relationship of mass and force to acceleration, gravity. Activity 3: by finding the balance points on objects with a variety of shapes, students are introduced to the effect motion of the athlete's center of mass has a balance and performance. Physics principles: center of mass, gravity. Activity 4: Students learn to measure hang time and analyze vertical jumps of athletes using slow motion videos. This introduces the concept that work when jumping is force applied against gravity. Physics principles: remedy, potential kinetic energy, work, vertical accelerated motion. Activity 5: Thinking about the direction of which they applied for us to move into desired way introduces students to the concept that of forest has an equal opposite force. The test this concept, then applied it to a variety of motion observed in sports. Physics principles: force vectors, weight and gravity as forces, Newton's third law of motion. Activity 6: Students measure the amount of force necessary to slide athletic shoes on a variety of surfaces. From this in the weight of the shoe, they learn to calculate friction coefficients. The then consider the effect friction has on an athlete's performance. Physics principles: gravity, frictional force, normal force, coefficient of sliding friction. Activity 7: Students investigate the effect of a ball's velocity on its motion and after a collision. Then they apply these observations of what they now know about opposing forces in motion to describe collisions of balls and athletes in sporting events. Physics principles: Newton's third law of motion, mass, velocity, momentum. February 21, 2000 Page 14 of 16 Steppingstones VR Project Needs Analysis George Mason University Activity 8: Additional collisions between objects allow students to investigate what happens when the objects stay together or stick after the collision. Physics principles: Newton's third law of motion, momentum equals mass times velocity, velocity, law of conservation of momentum. Chapter 3 Activity 3: Using a simulation allows compared to the mass, students investigate the ratio gravity on the earth to that of the men and determine force necessary to move objects on the moon. Physics principles: gravity and mass on the earth and moon, inertial and gravitational mass, Newton's laws of motion. February 21, 2000 Page 15 of 16 Steppingstones VR Project Needs Analysis George Mason University Appendix B: Review of Active Physics: Transportation Chapter 2 Activity 3: life (and fewer deaths) after seat belts. Text page 67 Activity 5: the rear end collision. Text page 84 This chapter is less compelling for 3-D modeling than chapter 3 because it does not highlight differences between weight and mass. Chapter 3 Activity 3: spreadsheet games: free fall. Text page 124. I like this activity because there is an existing spreadsheet template already programmed. I think we should ask around to see if any of the schools could demo it for us. There are also graphs that compare velocity vs. distance, distance vs. time, acceleration vs. time, and velocity vs. time. The first problem is throwing a penny off the Empire State Building. The second problem is a person falling out of plane. The third problem is someone jumping out of plane with a parachute. The fourth problem is comparing free fall on other planets. This last one may be the most promising. The end of the section compares the terminal velocity of a ping pong ball, a baseball, a sky diver in spread eagle position, and a parachute open. This is also something to consider. Activity 4: life without gravity. Text page 134. This activity does not look as promising because it's not really comparing things in different situations. Activity 5: exercise on the moon. Text page 142. I like the following explanation: Compare sitting on someone with bumping into him or her. The interactions with an object's weight are always vertical. Note that although you weigh less on the moon, a student would still feel the same bump if you nudged him on the moon. If you were to bowl on the moon, it would be easier to lift the ball, but the same force would be required to accelerate it down the alley as on earth. This idea may have potential, but I'd like a model that took advantage of vertical space as well as horizontal space. Idea from Moira McGuinness: A lottery globe filled with balls of different masses and weights. February 21, 2000 Page 16 of 16