Using computer simulations to promote achievement and transfer
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Transcript of Using computer simulations to promote achievement and transfer
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Research In Science Education, 1986, 16, 191-198.
USING COMPUTER SIMULATIONS TO PROMOTE
ACHIEVEMENT AND TRANSFER
Ronald Oliver and James Okey
Computer sire ulations have played an increasing role in computer-assisted instruction
(CAI) in recent years. Early CAI was devoted primarily to drill and practice but the
increased capability of school computers has been accompanied by more attention to
higher level objectives toward which most simulations are directed.
The role that simulations of all kinds have in instruction is to present some simplified
model of reality that can be observed and altered. The simulation provides a means of
experimenting with the world. Computer simulations are especially important because
they allow interaction with difficult, dangerous, expensive, or time-consuming events. A
student with a computer simulation can, for example, try wide ranging temperatures to
determine their effect on reactions or determine successive generations of fruit flies in a
matter of minutes.
In addition to the pedagogic value of computer simulations (i.e., compressing time,
reducing dangers, etc.), they promise some significant advantages in learning as well.
Because computer simulations allow students to make choices and observe and act on
consequences, they provide a way to study cause and effect relationships, to make
predictions, to test hypotheses, to gather data, and to draw conclusions. It is these
outcomes that constitute higher level thinking and problem solving that are frequently
mentioned among the important objectives of schools but not so frequently found in the
daily activities of classrooms.
Publishers, through the materials that accompany computer simulations, are not
timid in setting forth the high level objectives to which their simulations apply. For
example, one publisher of a simulation aimed at upper primary level students claims that
use of the simulation will increase reading comprehension, enhance communication,
promot e co-operative behaviour, and provide problem solving experience. A problem with
computer simulations such as this is not that the objectives are outlandish or that claims
are distorted or excessive. Rather the problem is one of face validity - what students do
while using the simulation doesn't involve obvious school tasks and thtts the link between
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using the simulation and achieving the high level objectives is not clear. In this particular
simulation, students attempt to assemble a small raft on the screen so they can escape
drowning in an impending flood.
Because simulation tasks such as building rafts or managing buffalo herds are not
obvious school tasks, the value of the simulation must be sought in what it helps students
learn beyond the simulation itself. Thus the simulation skills themselves are not as
important as showing that they can be applied or transferred to other tasks of more
obvious value. The computer simulation becomes important not for what students do while
using it but rather what other things they can now do because of some generalizable skills
they have acquired.
Two major questions therefore arise when evaluating computer simulations that
provide somewhat fanciful tasks for students.
i. Can students successfully engage in the simulation tasks?
2. Can the simulation skills be transferred or applied in other situations?
PU R PO SE OF THE STUDY
The purpose of this study was twofold. First, means of acquiring skills using a
computer simultion were studied. The study alternatives were each examples of ways that
schools presently organize computer study. Secondly, the purpose was to see if the skills
acquired when using the computer simulation could be applied in other settings. In other
words, the second purpose looked at the transferability of the skills to new, non-computer
problems.
PROCEDURES
Sixth grade students (n=50) in three different schools used computer simulation in
three different ways. In the first school the students worked in pairs each sitting in front
of the terminal and alternatively taking turns in responding to the simultion tasks. At the
second school students worked in groups of four. Although a bit more crowded, they too
all sat in front of the terminal and entered responses to the simulation events. Students in
the third school were directed as pairs to work at the computer terminal as space and time
premitted. In this instance only a single computer was used over a number of school days
so that all students had an opportunity to interact with the computer simulation. In the
first two schools, the students were taken to a computing laboratory on a nearby campus
where all students in the class simultaneously worked on the simulation either in pairs or
groups of four.
The simulation used, called Raft Away River (Jacaranda Wiley, 1984), places
students in a river valley following an accident on a rafting trip. The accident leaves
them stranded with no way to safety unless they can build another raft from available
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trees. During the process of building the raft they must feed themselves by catching and
cooking fish or eating berries. Periodic rains and bad food occasionally cause illness and
suspend work on the raft. Because each participant has specific tools (an axe, rope,
fishing line, or matches) they must cooperate in the cooking, eating, tree cutting, and raft
building. According to the literature provided with the computer program, it provides
students "an opportunity to develop skills in reading comprehension, communication,
cooperative behaviour, and problem solving."
Students in the three groups worked with the computer simulation over a period of
six weeks. The two groups that used the computers in the laboratory setting were each
scheduled for five sessions lasting 45 minutes to an hour. Approximately 20 minutes was
required at the first session to explain procedures and orient them to the computers but
after this all time was devoted to interactions with the simulation. Computer use by the
third group of students was considerably less systematic. A single computer was available
in the classroom for one half day each week. During this half day the teacher directed
pairs of students to use the computer. The sessions for these students were shorter
(usually about 15 minutes) and were less frequent (2 to 4 sessions for each student
compared to 5 for the other groups). In terms of total time for computing, students in this
latter group had approximately 25 to 30 percent as. much time working with the simulation
as students in the other two groups.
The total time for using the simulation was the same for each of the two groups
using the computer laboratory (five sessions of 45 to 60 minutes). However, there were
differences in use because of participating as a member of a pair or a foursome. Each
group would make essentially the same number of responses but the individuals in a pair
would have twice as many individual choices to make. Students in pairs and foursomes
also take on somewhat different roles because tasks can be more differentiated within a
larger group. For example, in a foursome one person can cut wood, another can carry it to
the raft building site or fire, another can be catching fish, and still another can be building
the raft. In a group of two each individual must take responsibility for more than one of
these chores.
Four measures were completed by each student - one prior to the computer work and
three afterward. The prior measure was a test to determine the logical thinking ability of
students. The three measures following use of the simulation measured attitudes toward
computing, knowledge of the procedures and skills involved in using the simulation, and
ability to transfer simulation skills to new topics. Each of these measures is described
more completely below and in Table I.
Group Assessment of Logical Thinking (GALT).
This 10-item multiple choice test requires double responses to each item - one
requesting an answer and the second a justification for it. The ten items are used to
assess five kinds of reasoning ability - correlational, probabalistic, conservation,
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combinatoria, and proportional. This test has been shown to be both a valid and reliable
measure of logical thinking ability (Radrangka, Yeany & Padilla, 1983). Logical thinking
was thought to be a prerequisite for successfully completing the computer simulation in
this study.
TABLE 1
INSTRUMENT DATA
Possible Test Number Score Mean Standard Relia-
Measure Type of Items R a n g e S c o r e Errors bility
Group assess- Multiple ment of Choice Logical and Thinking Corn pletion
Attitudes Likert Toward Scale Computing
Raft Away Multiple River Choice,
Co m pletion, and Problem Solving
10 0-10 3.2 .24 .62
24 24-96 80.0 I.I .78
17 0-20 12.9 .49 .71
Transfer of Problem Learning Solving l0 0-18 8.0 .53 .73
Attitudes Towards Computing (ATC)
This is a 24-item Likert scale in which students are given statements (e.g. I find
computers difficult to use or Computers help you to learn) and asked to rate them as
Strongly Agree, Agree, Disagree, or Strongly Disagree. Items on the scale are designed to
asseas three dimensions of attitude in using computers to learn, and the value of
computers as aids to learning.
Raft Away River (RAR)
This 17-item test consisted of a combination of multiple-choice, completion, and
problem solving items. The items determined whether students had the knowledge needed
to participate in the simulation successfully. The test also determined whether paper and
pencil problems like those posed in the simulation could be corn pleted.
Transfer learning (TOL)
In this 10-item test problems were given to students that required skills similar to
those involved in the simulation. One problem required the sequencing of 6 events in a
logical order. Another involved moving furniture in a room in a systematic way to effect
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a new arrangement. Five of the problems provided a grid system to students and required
them to either execute or design steps to move an object about on the grid. Three of the
problems presented a picture of a game board on which students were asked to plan moves
to gain high scores. The emphasis in these problems was on sequencing tasks to solve a
problem. In some respects the paper and pencil transfer problems were more difficult
than the computer simulation tasks because they did not show results after each step in
the problem, The student was required to envision the results of a series of steps or
possibly make some kind of drawing to show intermediate steps.
Tape recordings were made of selected student groups working with the computer
simultion in the computer laboratory. The purpose of these was to examine the tactics
and strategies students adopted and to determine how much conflict or cooperation
occurred in the groups. Individual interviews were also held with 6 students and tape
recorded. The interviews focused on understandings of the various tests the students
completed as well as their understandings of the simulation itself.
RESULTS
Descriptive statistics on all measures for the combined group and the three
individdal schools re given in Table 2.
Students working in pairs at the computers in School A had the most favourable
attitudes toward computing and the highest scores indicating the most knowledge of the
simulation (RAR quiz), but they still had the lowest scores on the transfer (TOL)
measure. Their logical thinking (GALT) scores were also lowest.
Students in School C that used the computer simulation the least had the least
favourable attitudes and knew the least about the simulation itself (RAR quiz) but still
scored highest on the transfer (TOL) measure, These students also had the highest logical
thinking scores of all students. Students from School B who worked in groups of four had
the intermediate scores on all measures.
Because the students differed in their logical thinking ability, a capability considered
important in successfully doing the simulation task, it was used as a covariate in an
analysis of the several outcomes used in the study. The results of this analysis are shown
in Table 2. Significant differences were found in attitudes toward computing and
knowledge of the simulation itself. In each case the two groups of students working with
the laboratory computers significantly outscored tile third group that used the computer
less and on an occasional basis. But the transfer of learning (TOL) scores show no
significant differences even though School C scores are substantially higher. Logical
thinking ability correlates strongly with transfer ability (r=.71) and the raw scores were
adjusted to bring these mean transfer scores closer together in the analysis of covariance,
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TABLE 2
DESCRIPTIVE STATISTICS FOR ALL MEASURES
School A School B School C School Overall Max (Lab (Lab (Single Differen-
Score pairs) quartets) Computer -ces ** pairs)
n=50 n=15 n=l 5 n=20
Logical 3.24* I0 2.7 3.1 3.8 F= Thinking (1.7) (1.6) (2.0) (1.5)
Attitudes 80.0 96 82.8 82.7 75.9 F=7.79 Toward (7.5) (4.9) (6.6) (8.2) p=.001 Computing A B C
Raft Away 12.9 20 14.5 13.7 11.2 F=7.44 River Quiz (3.5) (4.0) (2.7) (2.9) p=.002
ABC
Transfer of 8.0 18 6.4 8.0 9.2 F=1.19 Learning (3.7) (3.9) (3. i) (3.7) p=.31
CBA
Each pair of values shows the mean score for the measure and the standard deviation of the scores in parentheses. Analysis of covariance results. Logical thinking ability is the covariate. Adjusted mean scores for the 3 schools are shown from left to right (highest to lowest) by the letters A, B, and C. Letters underlined by the same line are not significantly different from one another.
Analysis of the tape recordings revealed a variety of behaviours associated with
group work and strategies in carrying out the sire ulations.
* anticipating events "I'd better go get some fish before
or consequences the fire goes out."
* planning several moves "...then I'll wait for you to
ahead bring the wood up and I'll build
the raft."
* scenario of moves "...then we'll cut wood ... and
catch some fish ... and build
the raft ..."
* cooperative planning A:"Now you just keep cutting wood."
B:"OK"
C: "And I've got to go to the tree."
D: "And I've got to go to the
island."
Over the several class periods that students worked with the simulation it appeared
that cooperative behaviour increased. At the outset, students were more concerned with
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their own turn than how their actions affected accomplishing the task. There were even
instances of ouright resistance to cooperation. One student, for example, wasn't going to
share any of the fish he had caught with others. As time went on students seemed to
cooperate more readily as it became clear that differentiation of roles and sharing of work
was essential to accomplishing the task.
One observation of students that stands out during the simulation was that they were
always on task - sometimes boisterously, occasionally argumentatively, and usually
excitedly, but always on task. Interest never flagged. Certainly there was novelty in use
of the computer although these students all had some prior experience with computers in
their schools. But the interactive, problem-orientated nature of the task completely
captured their attention. This occurred even though conditions in some cases seemed less
than ideal with 2 or 4 students competing for space in front of a single computer.
CONCLUSION
As students used the computer simulation more they clearly acquired more of the
knowledge needed and appeared to be able to solve paper and pencil problems like those
found in the simulation. Attitudes toward computing were also a bit more favourable for
students using the computer simulation the most. But these program gains did not
translate into greater ability to transfer skills to new, non-computer tasks. Students in
the group with the least knowledge concerning the simulation scored the highest on the
transfer test.
No formal measures of cooperative behaviour were used- only informal observations
of students as they worked together. It appeared that some of the initial individuality and
authoritarianism gave way to more cooperative behaviour as students realized how success
depended on working together.
To return to the point made early in this paper - a simulation such as Raft Away
River has little obvious value in and of itself. Schools would seem to not be interested in
whether youngsters can assemble small brown logs on a screen in the shape of a raft. This
is not a skill with any inherent value. But schools are concerned with effective outcomes
such as cooperative behaviour and with cognitive outcomes such as sequencing ability and
problem solving. To the degree that the Raft Away River simulation promotes these
outcomes, it has value.
Although transfer of learning appeared not to be strong in this study and not
differentially effective based on skill with the simulation, it shouldn't be concluded that
the computer program failed. First, the contact with the program was for only a few
hours so a modest amount of learning is all that can be expected. Problem solving ability
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is a long term goal of schools contributed to by various subject areas over several years of
study. One short learning stint as in this study would be expected to influence problem
solving in only a small way. Secondly, measuring the ability to transfer or apply skills in a
new area is difficult because it is easy to misgauge transfer tasks. If the transfer is too
remote from the learning task, students are unable to see common elements in problems
and apply appropriate skills. If problems are set too close or similar to those in the
learning task, students don't have to comprehend a new setting and apply old skills to it.
Studies should be continued that seek evidence about the claims made for computer
learning programs. Reviews of computer programs by educators provide important points
of view about accuracy, completeness, and purpose. But they fail to give assurance of
whether using the computer software actually promotes the behaviours or objectives
specified by the developers. Such information would be valuable for all kinds of learning
materials but it is especially important for school activities that do not obviously promote
academic tasks.
REFERENCES
RAFT AWAY RIVER (1984). Jacaranda Wiley.
ROADRANGKA, V., YEANY, R. & PADILLA, M. (1983). The construction of a group assessment of logical thinking (GALT). Paper presented at the Annual Meeting of the National Association for Research in Science Teaching, Dallas, Texas.