AGENCY AND LEARNING
AGENCY AND LEARNING IN IMMERSIVE AND VIRTUAL ENVIRONMENTS (ALIVE)
Current assessment approaches are inadequate at identifying how students develop critical and reflective thinking – competencies key to education and careers in the 21st century. Facilitating authentic problem solving and scientific inquiry through environments similar to video games has shown considerable promise in the assessment literature. The Agency for Learning in Immersive and Virtual Environments (ALIVE) project builds on a successful SSHRC Insight Development Grant, which examined how 3D immersive virtual assessments (3DIVEs) and game-based environments can be designed to formatively assess inquiry learning. As an analytic assessment instrument, we found that 3DIVEs can be designed to simulate authentic tasks where students apply knowledge and reasoning to situations similar to those they encounter in the real world – such as conditions that approximate how scientists and engineers work through problems. The results were instructive and have led to further questions around – and how students make choices and think creatively to solve problems through inquiry learning in these novel contexts.
As creative thinking, problem-solving and inquiry learning are primary goals of teaching and learning, immersive and virtual environments designed using principles relevant to solving authentic ill-structured problems are critical for lifelong learning and transfer to novel contexts. Further, on the axiom that ‘learners are agents’, it follows that an understanding of human agency is necessary to fully appreciate how learning occurs. Agency is an emergent capability manifested in a students’ ability to interact with personal, behavioural, environmental, and social factors in the learning context. Agency is inherent in students’ ability to regulate, control, and monitor their learning. Research suggests that agency mediates goal orientations, student perceptions of the learning environment, social identification, the learning strategies they use, and overall academic performance. Agency enables students’ decision-making around what and howsomething is learned. In other words, learner agency is a capacity of students to act and engage within the learning environment, ultimately enabling student voice and choice in their education. Building on our previous SSHRC-funded research using evidence-centred game design (ECGD), this project aims to examine learner agency and complex STEM inquiry reasoning by enhancing a novel evaluation framework built on the use of 3DIVEs as a formative assessment platform.
Building on our previous SSHRC-funded research using evidence-centred game design (ECGD), this project aims to examine learner agency and complex STEM inquiry reasoning by enhancing a novel evaluation framework built on the use of 3DIVEs as a formative assessment platform.
Our Team
Jillianne Code, PhD
UBC
Rachel Ralph, PhD
Centre for Digital Media
Nick Zap, PhD
UBC
Paula MacDowell PhD
USask
Kieran Forde, PhD Candidate
Rachel Moylan, PhD Student
Nesrine El Banna, PhD Student
Aasha Mehta, MDM
Zahira Tasabehji, Graduate Student
Aimee Lutrin, Graduate Student
Made possible with funding from
In partnership with
Publications
2023
Code, J.; Forde, K.; Ralph, R.; Zap, N.; Mehta, A.; Chang, C.; Wei, Z.; Hu, L.; Wang, S.; Wu, B.
Evidence-centred game design in assessment for learning in immersive virtual environments Proceedings Article
In: 2023.
@inproceedings{code_evidence-centred_2023,
title = {Evidence-centred game design in assessment for learning in immersive virtual environments},
author = {J. Code and K. Forde and R. Ralph and N. Zap and A. Mehta and C. Chang and Z. Wei and L. Hu and S. Wang and B. Wu},
year = {2023},
date = {2023-05-31},
urldate = {2023-05-01},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2021
Code, J; Forde, K; Petrina, S; Ralph, R; Zhao, J
Designerly ways, means, and ends: From STEM to STEAM to STEAMD Proceedings
STEM2021 International Conference Vancouver, Canada, 2021.
@proceedings{Code2021,
title = {Designerly ways, means, and ends: From STEM to STEAM to STEAMD},
author = {J Code and K Forde and S Petrina and R Ralph and J Zhao},
editor = {D Anderson and M Milner-Bolotin},
year = {2021},
date = {2021-09-01},
urldate = {2021-09-01},
address = {Vancouver, Canada},
institution = {University of British Columbia},
organization = {STEM2021 International Conference},
abstract = {In this symposium, five panelists provide conceptual and empirical direction for exploring designerly ways, means, and ends in STEM educational research. STEM and STEAM are inadequate without recognition of the uniqueness of design. The first paper explores methodological innovations with point-of-view wearable cameras and a group of pre-schoolers. The paper addresses how and why children share, or may be reluctant to do so, as they design with digital technologies, from their point of view. The second paper explores preservice teachers’ design of the digital self or professional image. Preservice teachers in this research inform researchers’ understandings of design considerations and concerns that young professionals process as they curate their image through social media. The third paper explores instructional designers’ experiences in a 3D virtual world design for the acquisition of cultural competence. Their insights challenge STEM education researchers to account for cultural nuances in design research. The fourth paper explores evidence-centred game design through a focus on Falling Skies!, which presents students with the problem of a mass mortality event. Drawing on a framework of inquiry-based learning and agency, the game challenges students to investigate why this happened. The fifth and final paper argues for an explicit role for design in STEM, perhaps as STEAMD. The paper draws from Cross’s argument that design is unique in its ways of knowing.},
keywords = {},
pubstate = {published},
tppubtype = {proceedings}
}
Code, J; Forde, K; Ralph, R; Zap, N
Assessment for learning in immersive and virtual environments: Evidence-centered game design in STEM Proceedings
STEM2021 International Conference Vancouver, Canada, 2021.
@proceedings{Code2021c,
title = {Assessment for learning in immersive and virtual environments: Evidence-centered game design in STEM},
author = {J Code and K Forde and R Ralph and N Zap},
editor = {D Anderson and M Milner-Bolotin},
year = {2021},
date = {2021-09-01},
urldate = {2021-09-01},
address = {Vancouver, Canada},
institution = {University of British Columbia},
organization = {STEM2021 International Conference},
abstract = {Creative thinking, problem-solving and inquiry skills are primary goals of teaching and learning. This paper reports on the development of an authentic performance assessment in science, technology, engineering and mathematics (STEM), Falling Skies!, built around an ecological, inquiry-based problem – where students are presented with the issue of a mass mortality event and are challenged to investigate why this happened. Assessment for Learning in Immersive Virtual Environments (ALIVE; alivelab.ca) is a research program that examines how 3D immersive virtual environments (3DIVEs), as assessments for learning, is designed to enable students to regulate their science inquiry abilities in real-time. Specifically, this project explores the use of 3DIVEs to provide feedback through the formative assessment of inquiry reasoning in the context of middle school life science. Ultimately, the ALIVE project aims to contribute empirical evidence of how students conduct complex logic, assisting them to become better self-regulated learners, thus providing a sense of personal agency, efficacy, and opportunity necessary to participate in STEM careers.},
keywords = {},
pubstate = {published},
tppubtype = {proceedings}
}
2017
Code, J; Zap, N
Assessment in immersive virtual environments: Cases for learning, of learning, and as learning Journal Article
In: Journal of Interactive Learning Research, vol. 28, no. 3, pp. 235-248, 2017.
@article{Code2017,
title = {Assessment in immersive virtual environments: Cases for learning, of learning, and as learning},
author = {J Code and N Zap},
year = {2017},
date = {2017-01-01},
urldate = {2017-01-01},
journal = {Journal of Interactive Learning Research},
volume = {28},
number = {3},
pages = {235-248},
keywords = {},
pubstate = {published},
tppubtype = {article}
}