W. K. Adams, S. Reid, R. LeMaster, S. B. McKagan, K. K. Perkins
and
C. E. Wieman
Abstract
Interactive computer simulations with
complex representations and sophisticated graphics are a relatively new
addition to the classroom, and research in this area is limited. We have
conducted over 200 individual student interviews during which the students
described what they were thinking as they interacted with simulations. These
interviews were conducted as part of the research and design of simulations for
the Physics Education Technology (PhET) project. PhET is an ongoing project
that has developed over 60 simulations for use in teaching physics, chemistry,
and physical science. These interviews are a rich source of information about
how students interact with computer simulations and what makes an educationally
effective simulation. The interviews demonstrate that the simulation must
function intuitively or the student�s attention is focused on how to use the
simulation rather than on the topic presented. Here we provide guidelines for
intuitive interface design developed by this research.� These cover layout, tool use, help and
representations that we use to create a simulation. We give examples from
interviews which demonstrate the effectiveness of each guideline for engaging
students in educationally productive interactions.
Table of Contents
����������� Interview Methodology
����������� PhET Look and Feel
����������� Intuitive Controls
����������������������� Click and Drag Interface
����������������������� Grabbable Objects
����������������������� Sliders, Radio Buttons and Checkboxes.
����������������������� Consistent Set of Tools
����������� Representations
����������������������� Explicit Visual Model
����������������������� Start-up Settings
����������������������� Real World Connections
����������������������� Visual Cues - Everything Matters.
����������������������� Consistent Representations
����������� Layout
����������������������� Control Panel
����������������������� Play Area
����������������������� Backgrounds
����������������������� Tabs����
����������������������� Play Buttons��������������
����������� Help���������������
����������������������� Wiggle-Me�����
����������������������� Help!
����������������������� Extensive Help.
����������� Computer animations and interactive simulations are commonly found in today�s classroom and have been integrated in a variety of ways. This popularity is partly due to the fact that simulations are quite easy to introduce into a curriculum. Textbooks now regularly include DVDs or a URL to websites with a library of various simulations. While many educators (Christian & Belloni, 2001) find it appealing to use simulations in their classroom, very little research has been done to determine if simulations improve a student�s understanding of or enthusiasm for science and how simulations can be designed and used most effectively. Available simulations use a wide variety of appearances, controls, graphics, interactivity, and design principles, often guided only by the designers� preferences or ease of coding. Little is known, however, about design principles and features that are important for optimal student use and understanding (Viadero, 2007).[1]
����������� An extensive analysis of student use of simulations, including comparisons of multiple incarnations of a single simulation using different interface design features has been done as a part of the Physics Education Technology (PhET)[2] Project (Perkins et al., 2006; The PhET Team, 2006a). This analysis has led to an empirically determined and tested set of design principles based on our observations of student use. This research focuses on identifying which characteristics make a simulation effective or ineffective through the use of extensive think-aloud student interviews using simulations. This paper is Part II of a two part series. �Part I (Adams, Reid, LeMaster, McKagan, Perkins and Wieman, 2007), focuses on the general features of a simulation that are most important for achieving engagement and learning. Here specific details on interface design that are important for supporting these general features are described, including characteristics that make a simulation engaging and easy to use, types of controls that are intuitive for the student, effective use of representations, the impact of different types of help and the impact of even small amounts of irrelevant information.
����������� Part I focuses on the simulation design process, examining those features that encourage students to explore and understand physical relationships and engage them in the process of �discovering� the desired learning goals of the simulation. We also discussed the interview research methodology and protocol, and surprising degree of consistency in responses.� Here we will only give a brief description of our interview methodology and how our design guidelines were created.� For a more in depth discussion of this and other research and the theoretical principles which support our guidelines, please see Part I.
Over the past three years we have video-taped more than 200 simulation interviews with 89 different students covering 52 of 60 simulations. Student interviewees are volunteers that are typically non-science majors who have typically not yet received formal instruction on the ideas covered by the simulation. For the more advanced quantum simulations, we also interview physics majors. For each simulation, we typically interview a diverse group of four to six students.
Our standard interview protocol includes the following: in the first interview with a particular student, the interviewer begins by getting to know the student, asking about their background, career and major choices, and courses. Once the student relaxes, and in all subsequent interviews with that student, the simulations are explored in a think-aloud style format. With this approach, the students are asked to talk out-loud while they investigate the simulation. The simulation explorations are structured one of two ways: 1) The student is asked prediction-type conceptual questions (where the student describes their understanding of an idea/concept before seeing the simulation) to guide their interactions. Then, after, or more often while, interacting with the simulation, they are allowed to revise their answer; or 2) The student is simply asked to explore the simulation freely without a guiding question.
����������� The summary of this research on
interface design is embodied in the�
�PhET Look and Feel� (Adams, Perkins & Wieman, 2006), which the
design teams now follow while creating a new simulation. During the first year of interviews, when the
look and feel was still in the early development stages, student difficulties
ranged from simulation usability to conceptual problems. These difficulties
included problems such as interface design, help functions, tool placement,
effective types of representations, and what types of features encouraged
students to interact with and think about the simulation (Figure I). Many
interface problems and successes were found to be consistent from simulation to
simulation, and thus informed our simulation design guidelines contained in the
PhET Look and Feel. We would typically research particular aspects of the
interface design in depth using multiple versions of the same simulation, and
then utilize those results in designing subsequent simulations. Results from
interviews on the subsequent simulations would then confirm or refine the
design guidelines.
����������� Interviews have also revealed three
different levels of usability:
1. Non-intuitive �difficult to use even with instruction.
2. Semi-intuitive � easy to use after instruction and demonstration; and
3. Intuitive
� easy to use with no instruction.
It is
relatively easy to create a simulation that will be easy for a student to use
after observing a demonstration. It is more difficult to create an intuitive
simulation that requires no instructions; but, we have found that an intuitive
simulation can be designed rather routinely (even for rather complex
simulations) by following the now highly-refined PhET Look and Feel guidelines
derived from our interview studies. Thus, our new simulations rarely have
usability issues, and our current interviews focus primarily on a simulation�s
ability to engage the student and achieve the desired learning goals.
����������� In this paper we
present the interview results which led to the larger part of the PhET Look and
Feel that focuses on the features we have found to be successful at creating an
intuitive interface while the first
paper, Part I, contains the Encourage
Exploration section of the PhET Look and Feel.
����������� The
following discussions of design features focus on the specific simulations and
interviews where the problems were discovered, the potential solutions were
explored, and the desirable design features first confirmed. We have checked
the validity of these design features and principles in subsequent interviews
with new simulations; however, in the interest of brevity, discussions of these
follow up interviews will not usually be provided in these papers when the
interviews merely confirmed the previously observed results. All general
conclusions presented here have been confirmed with interviews on at least
several simulations.
��������� Engaging students in exploration of
the simulation can only happen if they can readily use the simulation.� If simulation controls are difficult to
master, students� attention is focused on the use of the simulation rather than
on the exploration of scientific concepts.�
In this section we focus on controls which are intuitive for users and
don�t distract from the learning goals.
����������� Analysis
of the first year of interviews consistently revealed that particular types of
controls are intuitive to students while other types of controls prove more
difficult to master regardless of the concept being addressed by the
simulation. Much of the study of
different control use was carried out using various versions of �CCK�.� This simulation underwent several rounds of
interviews and extensive rewrites until it reached its present form.�
����������� The effectiveness of user interface items
revealed by the study of this specific simulation, such as grabbable objects, sliders with immediate response for adjusting
numerical values, and radio buttons for
turning things on and off, has proven
to be quite general.� Many subsequent
interviews with a variety of simulations have shown these to be consistently
intuitive, independent of the simulation content. Student�s desire to grab
objects with the mouse and their ability to readily use these controls is
suggestive that controls are more intuitive when they most resemble using the
mouse as a simple extension of direct manipulations by hand.
�
Click
and drag is the most natural motion for students.
����������� �The first version of �CCK� used
�mode-switching� � similar to a paint program.�
When the user clicked on a battery in the tool box, the mouse became a
battery tool and would create a battery in the play area each time the user
clicked in the play area. This battery could then be manipulated within the
play area along with other components such as wires, resistors, light bulbs and
switches to create a circuit. (See Figure IIa) With this user interface, none
of the four students interviewed figured out how to build a circuit on their
own, although one did figure out how to get components into the play area but
could not connect them. In the end, three of the students were able to readily build
circuits after it was explained and demonstrated for them. The fourth never
mastered it and quit in frustration. She kept performing common mouse motions
that she knew by instinct such as double clicking or dragging from the tool bar
even after being shown by the interviewer how to use the simulation. She became
frustrated and said �here, you do
it!� so the
interview could build circuits for her to use.
����������� Before interviewing on this
simulation, we were aware that some instruction was required before students
could use the simulation to do their homework. However, once instructed they
used it easily in small groups.� As a
result, the extent of its difficulties went unnoticed until interviews were
conducted. This example emphasizes how easily one can be misled into creating
simulations that the first time user will find difficult or impossible to use.
����������� Since demonstration by interviewer
or in class demonstration was quite adequate for most students with this type
of interface, we tried adding help to the simulation as a substitute for
personal demonstration; however, adding help was unsuccessful. (See the section
below on Help! for more detail.) To
solve this interface problem, �CCK� was completely rewritten with a click and
drag interface based on the interview students� instincts which were to click
and drag from the tool box (Figure IIb).
����������� After
the rewrite was complete, five students were interviewed (three new ones plus
two from the first set of interviews). During this series of interviews, the major
difficulties were gone and students had limited, but consistent, problems with
the interface that were connected with representations. Four of the five students
had difficulty determining that a connection had been created. The ends of two
components had to be placed nearly on top of one another before a connection
was established. A red circle around a junction indicated no connection;
however, the students did not pick up on this cue. Another problem that
surfaced with four of the five subjects was finding that the light bulb
connects at the bottom and then only on the left side of the bulb. Students
would try the right hand side first at times never finding the connection on
the left. In addition, batteries came with wires attached and students wanted
to make new connections directly to the battery terminals. To deal with the
problems with all junction connections, we decided to change the
representations to make all junctions more obvious and another total rewrite
took place that provided a somewhat less realistic representation. (see Figure
III) This included loosening the tolerance for connection so a connection was
established quite easily. Later interviews, using the final version of �CCK�,
did not reveal interface difficulties with the exception of one user who did
not know he could right click on a component to access further controls. This
series of interviews and rewrites illustrates the coupling of visual
representation and interface issues, as well as illustrating the need for using
representations that emphasize important features beyond what appears necessary
to someone already expert in the topic.
�
Students
try to move anything that looks useful.
����������� Our interviews have shown that it is
particularly effective to have objects in the play area (Figure I) that can be
directly manipulated by the students.�
This approach gives them direct control over the physical situation, and
they can test out various setups within the simulation. With all simulations we
observe that the students first click on the objects in the play area and try
to manipulate them, before looking to the control panel for other controls. The
instinct to manipulate objects in the play area first is closely related to the
click and drag interface. Users first try direct manipulation of objects; as in
the real world. The set of �Projectile Motion� interviews is one of many
examples that demonstrate this point.�
All students began interacting with the simulation by clicking on the
canon in an attempt to ascertain its functionality.� They quickly discovered that they could
change the angle of the cannon (Figure IV). Three of the four students then
tried to grab David, who stands by the cannon (for the purpose of scale). Two
of the students also moved the target around a bit. Once students had played
with all movable objects in the play area, they then used the fire button.� It wasn�t until the students had played for
about 10 minutes that they started to explore the radio buttons and adjustable
controls in the control panel. This sort of exploration, where items in the
play area are manipulated before looking to the control panel, is common in all
interviews.
�
Students
are familiar with the functionality of radio buttons and sliders.
�
Students
use sliders when they first explore a simulation and then turn to the digital
input when completing a specific task such as homework or lab.
�
Students
turn things on with a checkbox but seldom turn things off.
����������� When
a control cannot be placed on a specific item in the play area, we rely on
controls in the control panel. For example, if a representation will be changed
or the user can change an all encompassing parameter such as which planet the
simulation is on, then the control panel is utilized. For example, in �Energy
Skate Park� a slider in the control panel adjusts gravity. During interviews
students have never required instruction on the use of sliders and radio
buttons; however, checkboxes have caused some confusion at times. Students do
not have difficulty turning check boxes on; however, quite often they do not
think to uncheck the box when they want to turn something off. Their instinct
is to choose a new setting which will erase the old setting, similar to the
functionality of a radio button. An extreme example comes from �Radio Waves�
where a checkbox is used to bring up an additional small window with a strip
chart graphing electron positions.� This
window did not have a red x in the upper right corner to close it; instead the
user was required to uncheck the box to remove the chart. During interviews,
none of the students turned to un-checking the box to remove the window when
they wanted to get rid of it. They either asked for help or moved the window
off to the side. The addition of a red x in the upper right-hand corner of
pop-up windows or graphs solved this since students are familiar with this type
of control to close a window.�����
����������� When using
sliders, we�ve found it useful to combine them with a digital readout box that
allows numbers to be directly typed in.�
In interviews when a user is first exploring the simulation and starts
interacting with the sliders, they tend to use the slider to determine the
basic effect: e.g. less gravity lets the speeding skateboarder bounce higher in
�Energy Skate Park�. We have found these sliders (as well as draggable objects)
to be more engaging and better at encouraging interaction and exploration than
direct number entry. However, when the students are completing a homework
assignment or using a simulation in lab where they need to use particular
values, they prefer the efficiency and control afforded by a text box that
allows them to enter the exact value, e.g. setting the position, velocity
and/or acceleration in �Moving Man� or adjusting the voltage of the battery or
the resistance of the light bulb in �CCK� as shown in Figure III.�
����������� There
may be other types of intuitive tools beyond what we have listed here. Once we
identified this set of intuitive tools, we continued to use them and did not
examine other possibilities.�
�
Experienced
PhET users have little difficulty immediately interacting with a new
simulation.
�
Experienced
users �know� what something should look like.�
If the appearance does not match their expectations, it makes it
considerably harder for them to figure out what it is.�
����������� We have found it helpful to provide
consistent controls and tools (stopwatch, ruler, tape measure). The PhET
interviews were often conducted with the same set of students throughout a
semester. These students became familiar with the �PhET look and feel� and
were able to immediately begin investigating the physical concepts associated
with new simulations presented during the weeks following their initial
interviews. There were times that multiple iterations of interviews were
required for the same simulation.� In
these cases, we would bring in additional students and often these students
would also be first time PhET users. These �first timers� take a little more
time (around 5 minutes) finding controls or becoming familiar with tools. For
example, during the interviews on �Nuclear Physics�, several new students were
interviewed.� All three of these students
took more time to explore the control panel and figure out how the controls
worked for adding Uranium, while the experienced PhET users knew how to do this
immediately when they first encountered this particular simulation.
����������� On
the other hand, when the experienced user thinks they know how something should
look/function based on one simulation, and it appears differently in another
simulation, they do not recognize the tool�s function and quite often spend
time trying to determine what is different about its functionality. These
differences created difficulties for the experienced PhET users but not for a
brand new user. For example, �CCK� has probes attached to a voltmeter.� Students learned how to use the meter and
move the probes around without difficulty during interviews. Some of the same
students were interviewed on �Semiconductors�. In this simulation, similar
looking probes are used to show that the energy levels on the side are a
measure of what is happening in the semiconductor. These probes do not
move.� The students who had experience
with �CCK� were very bothered by the fact that they could not move the probes
to different locations. Interviews were also performed on �Semiconductors� with
students who had not previously used �CCK� and they were not concerned that
these probes were stationary.
����������� The obvious benefit
of a computer simulation is the animated visual
model that is provided for the student.�
It is far simpler and more reliable to show students how something moves
rather than telling them about that motion or describing it in written text.� With a simulation, behavior can not only be
explicitly shown, but the student is able to interact with the objects on the screen and determine for
themselves what happens as things are changed.�
Visual representations must be created with care because we observe that
when students are learning about the phenomena they will apply equal importance
to every feature. We have also found that care must be taken not to overwhelm
the students with too much new information at once. Using common real world objects gives students a place
to begin and facilitates connections with what they already know. It is
critical to emphasize the characteristics that convey the learning goals of the
simulation; and, our interviews have shown that consistent representations between simulations create connections
between different phenomena.
�
Simulations
provide a correct visual mental model of the physics.
�
Such
visual models advance discussion and analysis beyond trying to establish a
common visualization.
����������� Our
interviews have clearly shown that simulations are a powerful tool for helping
students develop an accurate mental model of the physics. At times simulations
show something students have already seen such as oscillating springs or
projectile motion; however, in a simulation time can be slowed or the path
traced. During interviews and lab, students talked about how the trace helped
them see the path of the familiar motion of a projectile and connect the
pictures in their text with their everyday experience. Other simulations provide
a visual model for more abstract concepts, such as current flow. During
interviews students regularly refer to the desire to have a visual model of
such physics; for example they talk about wanting to see what it �looks like�
inside a wire when a switch in a circuit is opened and closed. The value of
providing an explicit visual model has been particularly evident in interviews
on quantum mechanics simulations such as �Quantum Bound States� and �Quantum
Wave Interference (QWI)�.� In these
interviews, it is clear that many students have constructed incorrect mental
models from lecture and text books that are corrected rapidly as they play with
the simulation.�
����������� Many
interviews begin with prediction questions about the phenomena that will be
investigated with the simulation. During these discussions, before using the
simulation, there are times when the student and/or interviewer is unable to
adequately describe his or her personal mental picture to the other and as a
result, they are unable to have an effective discussion of the prediction
questions. Once the simulation is employed, the students are able to move past
describing what they are personally visualizing and begin discussing what is
happening and why.� In other interviews
the simulation is used immediately without prior discussion. In these
interviews there is also no clarification or discussion of what the phenomena
looks like, the visual model has been provided by the simulation. Interview
students become more confident about discussing the reasoning about the
phenomena once they know what it looks like. We see the same advances in
conversation between students that use simulations during homework
sessions.�
�
To
encourage exploration, simulations should start up with very little or no
animation.
�
A
�wiggle-me� is an effective way to initiate desired exploration when necessary.
����������� We�ve found that the
best start-up settings include the least amount
of animation and complexity possible. At times a simple cue is needed to focus
the user on a moveable object that may not be obviously grabbable.� Clark and Mayer�s Coherence Principle (2003) describe the same characteristics that
we have found to be important for the start up settings of a simulation.
����������� Start-up settings were first investigated during the multiple interviews of �Radio Waves�. Our start-up settings for �Radio Waves� (Figure V a) were initially chosen to showcase the simulation�s most impressive capabilities.� The simulation started up in full field view and the transmitting electron oscillating creating an impressive 2-D display of electromagnetic waves radiating out from the transmitting antenna. Physicists and teachers were very impressed with the appearance of this simulation when it started up. Students on the other hand were overwhelmed and stared without speaking for extended periods of time. The interviews for this simulation were done with guiding questions. With this simulation students would often try to answer the questions based on watching the start-up screen, rather than by playing with the simulation on their own. In addition, once students became experienced �Radio Waves� users, they would open it up and immediately change to a simpler view without exception, while making comments such as �this is too confusing�, or �I like the curve better, it makes more sense to me.��
����������� An additional problem that surfaced during these interviews was that students didn�t try the manual mode on their own. In this mode, the electron on the transmitting antenna is grabbable and will not move unless moved by the user. Only one student clicked on the manual button but never figured out that the electron was grabbable. Other students assured the interviewer that they had tried everything in the control panel after trying all tools except the manual mode.� Once it was pointed out to them, and they switched to manual mode, they still did not figure out that the electron could be manipulated with the mouse. Only after students were prompted to play with the electron did they discover that the creation of radio waves is linked to the motion of the electron.�
����������� For these reasons we tried changing the start-up setting to manual mode (Figure V b) with the simplest display format (wave represented as a curve w/ vectors). When the simulation screen first appears, a line of text �wiggle the electron� slowly descends on the screen with no other animation. New interviews were performed with these revised start-up settings. All the students that were interviewed immediately began investigating the simulation and talking about it. They were then able to explore and reason out the answer to the question that the interviewer had posed to them before playing.�
We have repeatedly seen that simulations that start-up with things moving, draw the user�s attention to the movement and can easily prove overwhelming. If all their attention is focused on the movement, students do not think about how to manipulate the simulation. This reaction is consistent with the cognitive load principle; there is too much to process and the students get overwhelmed.� We find it more effective to design the simulation so that students are first exposed to and can master the simple cases. They can then build up complexity at their own pace. Also, we observe that if the simulation already has things moving when it opens, students do not play and some express nervousness about trying things on their own, asking if it�s ok before making each change. This reaction is never observed when the activity in the simulation is initiated by the actions of the student. The observed difference between� physics teacher reaction and student reaction to the elaborate initial display of �Radio Waves� illustrates a prevalent danger in simulation design; what looks good to an expert may be frightening and overwhelmingly complex for a novice and not result in useful learning.�
�
Simulations
showing familiar everyday objects encourage exploration and encourage
understanding.�
�
Cartoon-like
features are an effective way to emphasize important features while avoiding
misleading literal interpretations.
� Students test the limits of the simulations looking for realistic reactions.� Simulations need to �break� in a meaningful way when pushed to extremes.
����������� During interviews and
observations of users, real life objects are where the user first begins
manipulating the simulation. For example, in �Gas Properties� (formerly �Ideal
Gas�) (Figure I) users immediately pump the handle on the bicycle pump to see
what will happen. Not only is the function of this object familiar but the
connection between air and a bicycle pump already exists in their minds so all
students recognize that it is air that they are putting into the box when they
pump the handle. When a student is learning about an unfamiliar concept or
idea, there is a lot of information to process and it�s sometimes difficult to
tie the new information in with current knowledge.� For this reason, we find it effective to
include visual features that a student will have encountered in their everyday
life. Other examples of objects that students have immediately recognized and
connected with their everyday experience include: Faucets to supply water in
both �Faraday�s � Electromagnetic Lab� and �Wave Interference�; light bulbs and
batteries in �Circuit Construction Kit� (see Figure IV); speakers to generate
sound in �Sound Waves� and �Wave Interference� and theater lamps to supply
light in �Color Vision�, �Wave Interference� and �Lasers�.
����������� However, it is undesirable and impossible to depict
everything realistically. �For example, the earlier versions of �CCK�
were written with relatively realistic looking wiring; however, several
students had trouble identifying the junctions. A third rewrite was done
changing the look to the current very cartoon-like version seen in Figure III.� We have found the larger, not-to-scale,
representations of wires and junctions to be more effective by emphasizing the
characteristics we want the students to notice, such as the junctions.
Fortunately we have also found that when the scale is completely off such as
for these features and the size of the electrons in �CCK�, students recognize
the scale as unrealistic and don�t attempt to attribute meaning to the relative
size of these objects. Similar large cartoon-like features can be found with
the water molecules in �Microwaves�. During interviews, students immediately
recognized that far more than six water molecules exist in a cup of coffee, but
that the behavior of these molecules had the general characteristics shown and
that this was the most important feature of the simulation. This large cartoon
type of representation can focus the student's attention where it is
pedagogically most effective. Students also appear to be attracted to
cartoon-like appearances. When students look at the PhET web page, they nearly
always choose the more cartoon-like simulations to play with first.
����������� During interviews and observations, both students and
teachers regularly explore the limits of the simulation behavior by setting
parameters to extremes, and they are disappointed if there is not a physically
meaningful response. For example in �Gas Properties� users cool the molecules
to absolute zero to see if the molecules stop moving completely, and then they
heat the molecules up enormously to see what happens. Users were disappointed
that the temperature could reach thousands of degrees and the box remained
intact, so we added a feature where the lid flies off under extreme conditions.
Now users are more satisfied. We have found, however, that there is a fine line
between enabling the simulation to break in a meaningful way and in the
breaking creating a distraction. Part I includes more details on simulations
where such elements were so much �fun� that they interfered with learning.�
�
Students
look at all visual cues equally, if they do not understand a concept. It is
important to emphasize items that are pedagogically important and eliminate all
potential distractions.
�
Color is
an important visual cue.
����������� The interviews consistently show that when students are attempting to make sense of a phenomenaon they look at everything.� If they do not understand a concept, they�ll attribute equal importance to all cues; including features that experts often do not even notice.� Thus any irrelevant visual feature results in increased cognitive load and potential confusion for the student. For example, in both �Signal Circuit� and �CCK�, electrons are shown flowing inside the wires of an electric circuit.� In �Signal Circuit� the electrons would bunch up at the light switch just after it was turned off.� In the first two versions of �CCK� a different density of electrons was depicted due to the branching of circuits (see Figure II a).� These small effects were inadvertent features of the simulation code which experts often did not notice.� During interviews with both simulations, students spent considerable time trying to make sense out of these small changes in the electron spacing. In both cases students used this cue to create an incorrect understanding of current flow and electron movement. We saw the same type of problem in an earlier version of �QWI�.� There was one extra pixel on the right hand side of the box that created a slight asymmetry in the interference pattern.� During interviews students were extremely troubled by this asymmetry, believing it to be caused by some physics principle that they didn�t understand.
����������� �Interviews have shown that color and other visual cues are a much more powerful cue than text labels. Several simulations use colored arrows to depict different types of forces.� The same simulations will have graphs that depict the forces and different types of energy.� We�ve found that students look to the color coding to match up forces or to match different types of energy to forces. Students who used �Forces 1-D� became accustomed to a green arrow depicting total force and red denoting friction. When a different color scheme was used a few weeks later in a new simulation, students thought the green arrow represented the total force, even though it had a label on it saying �gravity�.� We consistently observe that students believe the simulations and work hard to incorporate all the visual cues into a coherent understanding.� While this reaction is highly desirable, it emphasizes the need to take care in the design of simulations and to test them adequately with non-experts, since experts can easily overlook irrelevant but misleading visual cues.
�
When an
object is represented differently from simulation to simulation, students
perceive it as two different objects, and when objects are represented in a
similar fashion they are perceived as the same, even though they may be
completely unrelated.
����������� Several unrelated simulations (�Greenhouse Effect�, �Lasers�, and �Color Vision�) were developed independently and used different representations for photons. Photons are a unique challenge because of their wave particle duality. In this case, the representation chosen for each simulation was effective within that particular simulation and elicited accurate understandings of the core concepts.� However, when users were asked to compare the little objects in the different simulations (all of which were representations of photons), two out of four students believed them to be fundamentally different objects.
����������� Students had less difficulty with the simulations where they were presented with consistent wave representations. For example, �Radio Waves� had three possible views of electromagnetic waves; two of which were quite similar to those used in the microwaves simulation. When students were asked to compare these views in �Radio Waves�, the question elicited thought and their answers indicated greater understanding of electromagnetic waves and their applications. This response occurred with all four students. When these same students used �Microwaves�, they brought the ideas they had developed with �Radio Waves� to �Microwaves�.
����������� After these observations, we removed the inconsistencies between the simulations that use a photon view of light, and we added functionality to many of these simulations, such as �Lasers� and �Color Vision� so the student can explicitly move from one representation to another (e.g. switch between wave view and particle view) for the photons. Subsequent interviews showed that adding this capability not only elicited an understanding amongst the students that they had the same type of object in each simulation, but was also effective at encouraging sense-making of the wave/particle duality of electromagnetic radiation.
����������� Another example of the importance of consistent representations between simulations was seen with �Gas Properties� and �Reversible Reactions�. In this case, the same representation was used for fundamentally different objects. Users brought what they had learned in �Gas Properties� about little blue and red spheres to the �Reversible Reactions� simulation. �Gas Properties� uses little red and blue spheres to denote heavy and light gas atoms. When �Reversible Reactions� was written, very similar little spheres were used to denote molecules where the sphere�s color changed to represent a change in molecular structure. When this simulation was used in the context of a chemistry course, where there was instructor guidance, it worked well; however, experienced �Gas Properties� users (including teachers) had a completely different response. Teachers were confident that they fully understood the representation, but came away from the simulation with a complete misunderstanding believing the spheres to be individual atoms, as in gas properties, and thus the simulation must be demonstrating kinetics rather than reversible reactions.� ������
����������� It is important to use a consistent representation for objects that appear in more than one simulation such as photons, EM waves, electrons and light bulbs. When a veteran user encounters a familiar appearing object in a new simulation, they have strong ideas about what that object is and how it behaves based on their previous simulation experiences.
����������� Using results from many interviews, we have created a basic set of guidelines for laying out a simulation; however, it is something that cannot be rigidly dictated.� Each simulation has a special set of characteristics that require a certain amount of flexibility in the layout.� We do try to be consistent in as many ways as possible and follow a general outline which provides consistency between the simulations and a framework from which to start for each simulation.� This basic layout was adopted after a number of interviews, and it seemed to work for subsequent simulations.� Therefore, we have not explored possible alternatives.
����������� Each simulation has the same basic layout consisting of the play area on the left dominating the screen and a control panel on the right. The play area contains animated objects that can be directly manipulated while the control panel contains global controls. In the original �CCK� students did not see the distinction between the tool box which was located in the control panel and the play area. They became frustrated when they could not drag tools from the tool box into the play area (See Figure II a). We found that a clear division between the play area and control panel can be created by the use of different color backgrounds. Students quickly see that �clicking and dragging� works only in the play area and that extended controls can be found in the different color control panel.
����������� The general features of the layout are described in the following sections.� These features include: controls that are placed in the play area on or near the object they control, when possible;� VCR type �Play, Pause, Step� buttons that are placed along the bottom of the play area; large, prominent tabs that are placed, when necessary, in the upper left hand corner; and a Help! button that is placed at the bottom of the control panel. When rearranging is necessary due to unique aspects of a simulation, we try to keep all controls in the same basic area of the simulation (e.g. the right-hand side), otherwise users focus on one area and completely miss the rest of the controls. This approach follows Clark and Mayer�s Contiguity Principle (2003) which states that people learn more readily when corresponding printed words and graphics are placed close to one another on the screen. Below we discuss how specific aspects of the layout arose from interview results.
�
Limiting
the number of tools/controls and arranging them in small groups makes it easier
to identify what is available and makes the simulation less intimidating.�
�
Students
become familiar with the layout.
�
Limited
text
� Students only read text
that is attached to a control
� Abbreviations are not
understood by most students.
�
Text
strings of one to three words work best.
����������� Interviews
showed that students are hesitant to begin playing with simulations that have
lots of tools/controls (more than three groups of about three similar items).
Once they turn from direct manipulation in the play area to using the control panel,
most users investigate one set of controls at a time, usually beginning with
the most inviting, such as a simple slider. They will then quickly become
immersed in exploring the simulation. If a simulation has too many controls or
a poorly laid out control panel, when asked if they�ve tried everything,
students will often say yes, without realizing that they have not, and several
prompts from the interviewer are required before the user will try every
control.� After the interviewer points
out a specific control, then the student realizes she missed something.
Experienced users also become frustrated with simulations that have an
extensive number of controls because it is difficult to locate previously used
controls. To reduce this problem we have limited the number of controls and
grouped them according to functionality.
����������� We
find it most effective to allow students to manipulate all relevant
parameters.� However, this can at times
be overwhelming and requires a large number of controls in the control panel.� When this happens we have found it useful to
hide some of the controls and allow access through an advanced button, such as
in �CCK�, where the control panel initially allows them to adjust basic
parameters such as �life-like� or �schematic� [view] and access to basic tools
such as a voltmeter and an ammeter. The advanced features, accessible by
clicking on the advanced button, add in such elements as the resistance of
wires and the option to show equations.
����������� Interviews
reveal that students read as little as possible when using simulations. Once
students turn their attention to the control panel, students nearly always
first begin using the controls that have the shortest simplest descriptions.
For example, in �Radio Waves�, all users explored the set of controls that had
the brief labels �Full Field�, �Curve� and �Curve w/Vectors�, before turning to
controls that had longer labels (Figure V). We�ve also observed that students
read one to three words at a time and glance past strings of text.� For example, in �Radio Waves�, after
encouragement from the interviewer, users would click the �Show strip chart�
check box. Users indicated that they had no idea what they would see based on
the control label. When the box is checked, a pop-up window appears where an
active graph is plotting the transmitting and receiving electrons� positions.
At the top of the window there is a label that says �Electron Positions�. After
watching these graphs for awhile, three out of four students could not figure
what the graphs were depicting until the interviewer pointed out the very clear
label at the top that says �Electron Positions�. Once they read these two
words, they made sense of the graphs without any sort of explanation from the
interviewer. Similar results are seen where students consistently overlook the
labels within the control panel that are not directly attached to a control.
We�ve also found that students are not familiar with abbreviations, so it is
best to use complete words or add a legend to define the abbreviation as we
described for �Nuclear Physics� in Part I.�
����������� Additional
characteristics for the control panel were not based explicitly on interview
results; however, they have had positive reactions during interviews. The tools
that are placed in the control panel have a 3-D look about them and are limited
to items such as sliders, radio buttons and check boxes. Students are familiar
with the functionality of these basic control types as described in Sliders, Radio Buttons and Checkboxes above.
Based on the preferences students showed for the Flash simulations compared to
the early Java simulations, we concluded that the 3-D look (which is built into
Flash tools) is seen as friendlier and more inviting. Finally, the Help! button
is consistently placed at the bottom of the control panel and experienced PhET
users know where to find it.
�
�The play area must be distinct from the
control panel in look and functionality.�
Objects in the play area are grabble and animated.��
�
When
too many tools are in the play area, the control panel is overlooked.
�
Text
is a distraction in the play area.
����������� The
play area contains the physical objects that the user is investigating. We find
that students always begin by attempting to manipulate these objects before
turning to the control panel.� For this
reason it is best to allow manipulation of play area objects directly with the
mouse as much as possible.� If it�s not
possible to manipulate all the features of the object with the mouse, it is
best to have an attached control adjacent to the object to make the connection
between the control and the object clear. Under these circumstances we
see that students do not have difficulty finding the control. For
example the gun in �QWI� or the light sources in �Photoelectric Effect� have
wavelength and intensity sliders in a control box attached to the gun/light.
Students quickly use these controls and understand their function. This
result is consistent with Clark and Mayer�s Contiguity
Principle (2003) that students� cognitive load is reduced if the connection
is physical rather than a verbal description in the control panel.
However,
placing controls in the play area has to be done carefully. The initial �QWI�
had a large number of controls in the play area that looked and behaved the
same as controls in the control panel.�
During interviews students successfully used these controls but never
noticed the control panel.� In the
current version, the look of the controls in the play area have been grouped
and the look changed to be more like physical items, the control panel size is
increased and the empty space in the play area has been reduced (Figure VI).
These changes brought more attention to the control panel, clarifying the
distinction between play area and control panel and made the simulation look
more fun. After these changes, students now see and use the control panel.
As described above in the Control Panel section, students rarely
read. We�ve found that when the text is in the play area, students are actually
more likely to read it; but, it often distracts them from engagement. For
example, in the original version of CCK there were strings of text in the play
area describing what to do. Students would read the text before playing, but
then their interaction was limited to the one action or object being described
by the text. The students did not explore on their own after following the text
directive. Furthermore, most students misunderstood the text and became
frustrated after being mistaken about what would happen. However, one word
labels that are included on an object or as part of a control have been
correctly interpreted and useful without unduly guiding students in their
exploration. Very short sentences or phrases in the Help!, as described for �Sound Waves� below, �is effective at
guiding student actions and getting them engaged; however, students�
exploration was then scaffolded by these directions rather than their own
questioning. Since such text seldom encourages the student-driven engaged exploration, as described in
Part I, that we see is most
pedagogically effective, we believe that an important property of a good
simulation is to provide a clear and friendly environment that does not require
written explanation to initiate exploration.
�
Backgrounds,
pictures in the play area, can serve as a useful visual cue, but it is
important that the main objects in the play area can be easily distinguished
from the background.
We have found that backgrounds (e.g. pictures depicting location) can serve a useful function, but they must not be distracting.� In some initial designs, we found the backgrounds were competing with the central features of the simulation for the user�s attention. For example, in �Radio Waves� (Figure V) the important features were cartoon-like and the background consisted of a cartoon-like picture of mountains.� Both the background and features were of the same character and novice users would miss the receiving antenna and other important features. (This fits with differences in novice and expert perceptions (Chi, Feltovich and Glaser, 1981).)� An effective background is distinct from the features of the simulation.� For example, the first version of �Energy Skate Park� had a very distinct photo of the mountains behind Boulder, Colorado in the �earth� setting, but the simulation features were all quite cartoon-like so were easily distinguishable from this background. Interviews revealed that the background provided a useful cue as to when the simulation was portraying the earth, moon, or outer space.� When this background was reduced to a solid color so that the user only had the slider as an indication of gravity�s setting or a drop down menu with the planet name, we found that quite often the user would forget they had adjusted the gravity or planet parameter and would get confused as to the behavior of their skater. When the background depicting their location was restored, this confusion did not recur.��
�
Students
notice large, bright tabs. When tabs are small and professional looking, they
go unnoticed.
����������� Multiple
panels are used in PhET simulations that have many levels of sophistication or
show several connected ideas. We use file-folder like tabs in the upper left
corner to allow users to switch between these panels. One might think that
students have been trained by everyday applications to look for controls in the
upper left hand corner; however, our interviews and observations of students in
classes have found less than one in ten students would click on standard
program menus or typical tabs. Typical looking controls or tabs, which are
commonly overlooked, are those of the same size font as the labels in the
control panel and with a grey background.�
However, when these tabs are large, contain larger fonts and are colored
to be more prominent, most students find them. Figure VI illustrates the
difference between everyday application tabs and the larger more prominent tabs
we�ve found successful.
�
Students
do not find play/pause buttons, but students will use these buttons as needed,
including in new simulations, once they have been shown to them.
����������� Centered
along the bottom of the play area we locate various VCR type buttons such as
play, pause, record, step etc. There have only been five interviewees, most of
whom were engineering and physics majors using advanced simulations, out of
approximately 80 students, who have found these buttons without help from the
interviewer. We were unable to find a location that was obvious to all
students. During interviews, many students asked if they could replay
something or more often if they could slow it down, but they only recognized
and used the buttons after the interviewer pointed them out. Once students
became familiar with the location of the play/pause buttons, they used them to
investigate phenomena in all future simulations.
�
In a good
simulation explanation is not necessary to stimulate learning.
�
Verbose
help can be a deterrent to exploration.
����������� PhET simulations can have up to three levels of help.� The first is named a �wiggle-me�. A wiggle-me is a short snippet of text that makes a slow, relaxed entrance into the simulation when the simulation is first opened. The next level is called �Help!� and usually consists of about four short strings of text explaining important but not obvious functions of the simulation.� The most complete form of help is �Megahelp�. It is a still graphic of the simulation with a description of nearly every object on the screen.
�
When the
most important object in the play area is not obviously grabbable, a wiggle-me
is useful for telling the user where to start.
�
The
wiggle-me should draw attention to itself; however, it should not distract the
user from the rest of the simulation.
����������� The wiggle-me was first created for the �Radio Waves� simulation (Figure V b). During interviews we found that starting the simulation with the electron oscillating on its own was overwhelming to students as discussed in Start-up Settings above.� We also found that when the simulation was in manual mode, students had no idea they could move the little blue dot, or for that matter, what the little blue dot represented.� Both of these problems were solved with the addition of the wiggle-me.� The simulation�s start-up was changed to the manual mode where the user must grab the blue dot - that is, the electron - in the antenna and move it up and down to create a radio wave.� The wiggle-me text says �wiggle the electron,� both identifying the little blue dot and describing its functionality.� We have since found wiggle-mes to be an effective way to begin many simulations.
����������� Wiggle-mes are always a short bit of text used to give the user an invitation to begin exploring in the play area. Once the user clicks the mouse anywhere, the wiggle-me disappears.� For a number of simulations, the entrance of the wiggle-me is the only movement on the screen when the simulation begins.� Wiggle-mes are particularly successful when they swoop or descend in to the play area, grabbing the user�s initial attention, and then sit stationary until the user clicks in the play area. By making the wiggle-me stationary and having it disappear once the user starts interacting with anything, the user has a chance to become familiar with the simulation environment and to start interacting with it however they wish. Other designs, such as wiggle-mes that always remain on the screen or move continuously until the user interacts as directed, are annoying and distracting to the user; they draw the user�s attention from the rest of the simulation and essentially force them to follow the directive even when they have not had a chance to look over the rest of the simulation, or they intended to investigate something else first. For the reasons discussed above, we only introduce a wiggle-me when attempts to make grabble objects obvious without text fail.
�
Must be
clear, concise strings of text.
�
If it is
too prominent, then it gets followed like a command and the user is unlikely to
explore on their own.
�
Needs to
be able to remain on screen as continual reference while the user explores the
simulation. For this reason it must be located so that it does not interfere
with manipulation of the simulation.
����������� We
investigated several forms of Help! and found that most hinder a student�s
ability to learn from the simulation. This result is consistent with Clark and
Mayer�s Coherence Principle (2003):� No extraneous, pictures, words, help etc.
should be included. What is perhaps not so obvious is that help that provides
useful guidance can still be distracting. The most important thing we learned
from these investigations was that avoiding the need for help clearly works the
best. When help is absolutely necessary, it must include: minimal
reading � conversational style rather than formal; minimal guidance �
directions/help severely limits student's natural curiosity and exploration; no
distractions � if it stands out, students will only follow it�s
directives; no science explanations � only cues on how to make the simulation
function; and good location � placed right beside the item as described by
Clark and Mayer�s Contiguity Principle
(2003) defined in the Underlying
Principles section of Part I.� We
provide samples of the data below that support these conclusions.
����������� One form that
failed was �help bubbles�. When attempting to create an intuitive environment
with �CCK�, we tried using help bubbles. The original interface of the �CCK�
simulation was found to be impossible for first time users, as discussed above,
but it was easily used by most students after some instruction. For this
reason, we first thought that a few written directions would be adequate to
clarify the interface. Help was implemented by making it so that when the user
clicked on various question marks that were placed in the play area, a help bubble
appeared containing a sentence describing how to build a circuit.� We found that some sentences contained words
students were not familiar with such as �tool box� or �construction area�,
and/or were too complicated. Users tended to read these sentences quickly and
were in a hurry to do what they said, which increases the opportunities for
confusion. Quick reading, coupled with the sentences not remaining on the
screen at all times, caused students to go back and forth between trying to
play and reading the help. One student tried to use the help as the tool
itself, dragging the circuit components onto the question marks. The students were not able to use the
simulation following this help until the interviewer took the mouse and
demonstrated how to use the tool box and construction (play) area. After
demonstration, all but one student could manipulate the simulation perfectly.
����������� Interviews
revealed another problem with the Help!. Once Help! was available, most of the
students interviewed would limit their play to following the Help! directions
and refrained from trying anything else. For example, when interviews were
performed with the first version of �Energy Skate Park� (formally �Energy
Conservation Kit�), the help that was provided consisted of a few sentences
that appeared on top of the play area when first starting up the simulation.
The large bright lettering with three different sets of instructions would
disappear once the student would clicke in the play area. After the students
tried one of the things that the help text told them to do, they were unsure
what to do next because their instructions were gone, and they focused their
exploration on how to get the help back. When used in lab, once students could
not find a way to bring the help back, every group asked for instructor
assistance. When these same lab students used other PhET simulations that
start-up without any text, the students did not request assistance and began
interacting immediately.
����������� The
Help! in �Sound Waves� proved successful.�
It consisted of clear simple sentences near relevant objects that would
remain on the screen and were not distracting, e.g. �listener can be moved left
and right�.� In interviews students would
follow what one help indicator said and then play further on their own,
forgetting about the help. When they were done exploring, they looked to the
help to see if they had tried each indicated feature. This type of help design
provides useful guidance, but does not seem to dominate students� actions. With
this type of help, student�s explorations were still somewhat directed by the
sentences rather than their own questioning, so we believe it is better to only
have help appear upon request.
����������� After
implementing this type of simple help on request, we have found users usually
only look for Help! now when in search of quick answers to explain the
physics. Once they see that Help! merely describes the simulation�s
functionality, they quickly close it and begin exploring the simulation in
search of understanding. Hopefully, this is at least partly due
to the effort we have put into making the simulations intuitively clear.�
����������� In
early tests, after Help! had been selected, two buttons appear � �Hide Help�
and �Megahelp�. Clicking Megahelp brings up a screenshot of each pane of
the simulation with a bubble describing each item.� The descriptions include any relevant and not
obvious actions the object can perform, for instance a description may need to
include the fact that an object can be moved and thus are quite extensive. In
a year of interviews, we only had one interviewee look at Megahelp. This person
was of a different generation than the traditional student. It is our belief
that this extensive help only provides an efficient reference guide for
teachers to quickly view all the features a simulation has to offer.
����������� We have carried out extensive interview studies on the student use and learning from interactive simulations for teaching physics. We find overwhelming evidence that simulations that suitably incorporate interactivity, animation, and context can provide a powerful learning environment where the students productively engage with and master physics content. However, we find that this can only be achieved by following an extensive set of principles for design and layout as contained in the PhET Look and Feel. Here we have detailed specific design guidelines along with relevant interview results for creating an intuitive simulation including layout, representations, tool use and help functions.� The findings presented here include the interface design features of the PhET Look and Feel for creating intuitive simulations. Details of the Encourage Exploration section and a more extensive discussion of engagement and learning with simulations can be found in Part I. This work reveals many design pitfalls that can result in simulations not achieving the desired educational effectiveness. Finally, this work demonstrates the importance of testing educational simulations carefully with the desired target users.
����������� We would like to thank Danielle Harlow, Noah Podolefsky, and Stephanie Fonda who conducted some of the interviews whose results are incorporated in this paper.� We also thank Noah Finkelstein and the other members of the Colorado Physics Education Research group for many useful discussions. We are pleased to acknowledge support of this work by the University of Colorado, the National Science Foundation, the Kavli Operating Institute, and the Hewlett Foundation.�
Adams, W.K., Perkins, K.K., and Wieman, C.E., (2006). PhET Look and Feel Retrieved November 23, 2006, from University of Colorado, Physics Education Technology Web site: http://phet.colorado.edu/web-pages/publications/PhET Look and Feel.pdf
Adams, W.K., Reid, S., LeMaster, R., McKagan, S.B., Perkins,
K.K. and Wieman, C.E. (2007). A Study of Educational Simulations Part I �
Engagement and Learning. Journal of
Interactive Learning Research (In Press).
Chi, M. T. H. , Feltovich, P. J., & Glaser, R., (1981).� Categorization and representation of physics problems by experts and novices.� Cognitive Science, 5, 121-152.
Christian, W. and Belloni, M., (2001). Physlets: Teaching Physics
with Interactive Curricular Material. New Jersey: Prentice Hall, Inc.
Clark, C. and Mayer, R., (2003).�
E-learning and the Science of
Instruction (pp 111-129). San
Francisco, California: Pfeiffer.
Dweck, C., (1989). Motivation. In Lesgold, A. and Glaser,
R. (Eds.), Foundations for a Psychology of Education (pp 87-136). New Jersey: Lawrence
Erlbaum Associates.
Minstrell, J. and Kraus, P., (2005). Guided Inquiry in the Science
Classroom. In Donovan, M. S. and Bransford, J. D. (Eds.), How Students Learn: History, Mathematics, and Science in the Classroom
(pp 475-513). Washington, D.C.: The National Academies Press.
Perkins, K. K., Adams, W., Finkelstein, N. D., Dubson, M.,
LeMaster, R., Reid, S. and Wieman, C.E., (2006). PhET:� Interactive Simulations for Teaching and
Learning Physics. The Physics Teacher 44,
18-23.
The PhET Team, (2006a). PhET Interactive Computer Simulations [Computer software] Available at: http://phet.colorado.edu Colorado: Physics Education Technology Project.
The PhET Team, (2006b). PhET Activity Database [Computer database] Available at: http://phetdb.colorado.edu/ Colorado: Physics Education Technology Project.
Viadero, D. (2007). Computer Animation Being Used to Bring Science Concepts to Life: Evidence of learning gains remains sparse. Education Week, 26, 12.