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. Here we present results from research on the
design and use of such simulations conducted as part of 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.� The development of these
simulations included over 200 individual student interviews during which the
students described what they were thinking as they interacted with the
simulations. These interviews are a rich source of information about how
students interact with computer simulations and what makes an educationally
effective simulation. In this paper we present a summary of findings from these
interviews and guidelines for developing simulations based on these findings.
We have observed that simulations can be highly engaging and educationally
effective.� Here we describe the layout,
tool use, help, representations, and effective features for engaging students
in educationally productive interactions.
Table of Contents
����������� Simulation Design Process
����������� Interview Methodology
����������� PhET Look and Feel
����������� Underlying Principles
����������������������� Engaged Exploration
����������������������� Coherence Principle
����������������������� Consistency
����������� I. Encourage Exploration
����������������������� A. Animation and Interactivity
����������������������� B. Little Puzzles/Clues (Questions/answers that stimulate the student to explore and learn)
����������������������� C. Fun
����������������������� D. Credibility of Simulations
����������������������� E. Performance Mode
����������� II. Intuitive Controls
����������������������� A. Click and Drag Interface
����������������������� B. Grabbable Objects
����������������������� C. Sliders, Radio Buttons and Checkboxes.
����������������������� D. Consistent Set of Tools
����������� III. Representations
����������������������� A. Explicit Visual Model
����������������������� B. Start-up Settings
����������������������� C. Real World Connections
����������������������� D. Visual Cues - Everything Matters.
����������������������� E. Consistent Representations
����������� IV. Layout
����������������������� A. Control Panel
����������������������� B. Play Area
����������������������� C. Backgrounds
����������������������� D. Tabs�����������
����������������������� E. Play Buttons����������������������
����������� V. Help����������������������
����������������������� A. Wiggle-Me
����������������������� B. Help!
����������������������� C. Extensive Help.
Appendix A � Section of interview coding for �Radio Waves�.
Appendix B � Sample Interview Summary
�����������
�
Technology is becoming increasingly important in today�s classroom and has been integrated in a variety of ways; however, computer animations and interactive simulations are among the most common.� This popularity is partly due to the fact that simulations are quite easy to introduce into a curriculum.� Such simulations have been developed on a large scale by a group of educators working together � e.g. Physlets (Christian & Belloni, 2001) � and on a small scale by individual educators who would simply like to communicate an idea visually to their students. Textbooks now regularly include DVDs or a URL to websites with a library of various simulations. While many educators 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.� In this paper we present an extensive analysis of student use of simulations, including comparisons of multiple incarnations of a single simulation. This analysis has led to an empirically determined and tested set of design principles based on our observations of student use.� This work also provides a rich body of data for the study of student thinking and learning while using simulations, and it has clearly demonstrated that a carefully designed and tested simulation can be a very powerful educational tool (Finkelstein, Adams, Keller, Perkins, Wieman, and the PhET Team, 2006; Finkelstein, Perkins, Adams and Podolefsky, 2004; �Finkelstein et al., 2005)
� ��������� This research focuses on identifying which characteristics make a simulation effective or ineffective through the use of extensive think-aloud student interviews using simulations. Desirable features � those that are found to be important for encouraging students to discover and understand physical relationships � include the simulation layout; the simulation start-up mode; multiple significant aspects of representations; types of controls that are intuitive for the student to use and why intuitive use is so important; tool design, placement and identification;� �help� characteristics; the importance of encouraging exploration; the impacts of even small amounts of irrelevant information; and methods to provide engaging ways to help students to �discover� the desired learning goals of the simulation.
The context of this research is the PhET (Perkins et al., 2006; The PhET Team, 2006a) project, an ongoing program to develop an extensive suite of freely available online simulations for teaching and learning physics, chemistry and physical science. These simulations create animated, interactive, game-like environments that emphasize the connections between real life phenomena and the underlying science while making the visual and conceptual models of expert scientists accessible to students.� We use a research-based approach � incorporating findings from physics education and cognitive science � to design simulations that will both engage a broad spectrum of students in the learning of science and develop their understanding of scientific concepts.� Currently there are about 60 PhET simulations. Most of these simulations cover introductory physics and chemistry, but there is a growing set covering more-advanced topics in modern physics.
The primary target for these simulations was originally college undergraduates with a wide range of science backgrounds and interests, and this is the population that has been studied in our research.� However, these simulations appear to be useful for a surprisingly large range of students and are now in use in many high school classes as well as some middle school classes.� In addition, we have received numerous anecdotal reports of grade school students finding them highly engaging and have observed physics graduate students learning new physics by playing with them. An interesting area of future research would be the study of how the findings we report here might depend on the age and background of the student beyond the levels explored in this work.
����������� To understand how our studies have been carried out, it is first necessary to understand the PhET development process.� Our process for creating and evaluating a simulation begins with the selection of the simulation design team consisting of between three or four individuals including a programmer, at least one content expert, and at least one student interface expert.� The design cycle starts with the content and student interface experts creating a detailed initial layout for the simulation.� This initial layout is given to the programmer who begins writing code.� The team members communicate regularly to make any needed adjustments as the simulation takes shape. The simulation can be posted to our website and is labeled as �under construction� after extensive use by the team members and all members feel it�s clear, accurate and engaging.� Student interviews are conducted at this stage.� These interviews always reveal interface weaknesses, resolve interface questions that were not agreed upon by the team, and often reveal pedagogically undesirable (and occasionally unexpected desirable) features and subtle programming bugs. Subsequent revisions are made, and if they are extensive a further set of interviews are conducted.� More recent interview results are finding much smaller problems than the interviews conducted on simulations that were written two years ago, indicating that our empirically developed design principles are working.� After interviews establish that the desired engagement and learning is being achieved, the simulation is posted as a �beta� version on the website. To be considered complete and receive the �star� label, a simulation must also be used in a classroom setting where student use is observed and informally evaluated.
Over the past three years we have conducted more than 200 simulation interviews with 89 different students covering 52 of 60 simulations. Student interviewees are volunteers that are typically non-science majors. 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 consisting of equal numbers of male and female students, and a representative share of minority students. Care is taken to acquire a selection of students with a wide range of academic performance. We also attempt to interview students who have not yet received formal instruction on the ideas covered by the simulation.
When we began this work, we were unsure if representative information could be gained from the observation of such a small number of students per simulation; however, in the sorts of issues explored here, we have found a high level of consistency.� For example, the interface problems that arose in interviews were problems for most if not all of the interview subjects. In fact, when six students were interviewed on a single simulation, the last two interviews very rarely provided new useful information regarding interface design.� Responses related to physics conceptual issues, which are not the primary focus of this paper, were more varied but still show considerable consistency. In addition to these formal interviews, we have also observed numerous groups using the simulations for the first time including students in both physics and chemistry courses, physics graduate students, and high school and college teachers.� The observations of use in those settings have been quite consistent with the student interview results; the rare exceptions are noted in the appropriate sections below.
The PhET interviews are typically conducted with the same set of students during a given semester. If major revisions are required for a particular simulation and multiple iterations of interviews are needed, we find additional volunteers so that we can observe students� first encounter with the simulation. This type of protocol is required because we observe profound differences in how students interact with a simulation once they have been instructed on its use or have had opportunities to use it on their own, compared to seeing it for the first time.
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 as necessary to break the ice.� 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 play with 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 play. 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.
In all cases, interview results were useful for determining: the level of student engagement promoted by the simulation; if controls are intuitive and easy to use; if any definitions or ideas are misunderstood or missed altogether; and if there is any extra information that is distracting the student from the simulation�s learning goals. Using the prediction-type questions is useful in evaluating the simulation�s ability to help students learn particular concepts.� Additionally, these questions focus the student�s play on the particular aspect of the simulation that we are currently interested in evaluating. These questions are imperative for evaluating the more involved simulations, because these simulations are sufficiently complex, with multiple levels of controls and presentations, that fully exploring the simulation could take hours. The unguided explorations are useful for determining how people interact with the simulations on their first encounter and for evaluating how students explore and understand the less involved simulations.
All interviews are video-taped and detailed summaries are prepared for each interview, describing the student�s interactions with the simulation.� These summaries identify any interface difficulties encountered during exploration as well as indicate what concepts were understood/misunderstood and at what level.� When studying simulation design, these summaries are more meaningful (as well as much shorter), than detailed transcripts, because the manipulation of and references to the simulation plays such a large role in the communication between the student and interviewer that it is not possible to fully understand the interview simply from a transcript. Appendix A contains a short section of an interview transcript and Appendix B has an individual summary for the same interview. After interviews on all subjects have been completed, a detailed summary of the individual summaries is compiled and distributed to the design team. The research results described in this paper draw largely from these detailed summaries. However, seven hours of interviews have been transcribed and coded for research questions (Perkins, Adams, Finkelstein and Wieman, 2004) that require this level of analysis. To ensure the interpretations and summaries are robust and not subject to interviewer bias, a number of tapes were observed, coded and interpreted independently. For a short section of coded transcription we determined the inter-rater reliability initially to be 95%, but after discussion and revision of the coding scheme, it essentially increased to 100%.
Some interviews were conducted with both an interviewer and an observer or the tapes were independently observed. Interview summaries were then completed independently by each and checked for consistency. This was done with a total of six different interviewers/observers and forty-six hours of interviews. These independent evaluations showed high levels of consistency except when there was a lack of advanced physics mastery by the interviewer or observer. In these cases, less expert interviewers/observers incorrectly interpreted some subtle misconceptions by the student being interviewed as correct physics learning. We found that a mastery of physics at the master�s level, preferably with teaching experience, was necessary for interviewing on beginning and intermediate level simulations, while Ph.D. level mastery was desirable for interviewing on student learning and understanding with the more advanced simulations, such as quantum mechanics.�
Although it is not the purpose of this paper, the fact that it is necessary for interviewers to have a very high level of content mastery illustrates a general feature that we have observed for sophisticated simulations of the type discussed here, where there are complex behaviors that depend on multiple variables.� These simulations will routinely engage students to raise questions and explore the underlying science topic of the simulation in great depth, and it is this depth of understanding and exploration that requires interviewers with expert knowledge. Similarly, designers also need to have expert content knowledge for the same reason.
� ���������
����������� The
simulation design guidelines are a detailed description of the PhET Look and
Feel� (Adams & Wieman, 2006) including specific details of supporting
interviews.� First we describe the underlying
principles which support our findings and then present the design guidelines
that were determined from interview results.
����������� In these interviews we find that nearly all the simulations, after suitable testing and revision, consistently result in a high level of learning in our diverse group of interview subjects.� After a simulation interview, most students understand the concepts covered in the simulation well enough to explain them accurately and to use them to make accurate predictions about behaviors in the simulation.� Students also often volunteer correct predictions or explanations about related real world phenomena.� This level of understanding is far beyond what we have observed is typically obtained from the coverage of these concepts in a physics course.� A detailed analysis of how and why simulations result in such learning will be the focus of future work. However, there are some reasons why simulations help student learning that are very obvious from our interviews and so shape our design characteristics � e.g. the ability to provide visual models. These reasons are noted below in the relevant sections.� However, in this paper we primarily focus on the somewhat simpler problem, namely what characteristics a simulation should have to achieve this impressive level of learning that we have observed.
����������� As
described in the Simulation Design
Process section above, our design process is iterative in nature and has
been informed by extensive simulation interviews. From these
interviews we created the �PhET Look and Feel� (Adams & 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. As discussed
below, 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 finally 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 guidelines derived from our
interview studies4. 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.
����������� Here
we
use the �PhET Look and Feel� as a structure for the presentation of our
interview results regarding simulation design and refer to specific interview
results where applicable. These results draw largely from the interview
summaries described above. The 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 this paper when the interviews merely confirmed the previously observed
results. All general conclusions presented here have been confirmed with
interviews on at least several simulations.�
����������� Three major principles support nearly all of the desirable design features
identified through our interview studies. These include Engaged Exploration, the Coherence
Principle (Clark & Mayer, 2003) and Consistency.
In this section we provide a brief introduction to these principles.
�
When in engaged
exploration, students are actively working to make sense of the information
before them.
�
Students
are more easily engaged in the exploration of topics that include relatively
unfamiliar science.
����������� We have found it particularly important to get the students involved in what we have labeled as engaged exploration. When in engaged exploration, students are posing questions and seeking answers by observing the results of their own interactions with the simulation and making sense of what they see. We have seen various reasons for students not to engage in exploring a simulation.� A short, but far from exhaustive list includes: they have been interacting with the simulation for a very short time; they are unable to successfully figure out how to use the simulation; they are overwhelmed by the simulation and do not know where to start; or they believe that they are familiar with the content and attempt to quickly explain the scientific concepts to the interviewer simply using the simulation as a demonstration tool, rather than as a learning tool. The idea of engaged exploration is consistent with work by Minstrell and Kraus (2005) and Dweck (1989).
�����������
�
Adding
interesting but unnecessary material to simulations can harm the learning
process in several ways.
����������� �Clark and Mayer�s (2003) Coherence principle describes many of the simulation features that our interviews have shown are important. The empirically-based Coherence principle emphasizes the importance of having all elements (controls and visual cues) directly related to the learning goals of the simulation and excluding extraneous information.� Clark and Mayer (2003) discuss how unnecessary information can interfere with learning in three ways:� �distraction � by guiding the learner�s limited attention away from the relevant material and towards the irrelevant material; disruption � by preventing the learner from building appropriate links among pieces of relevant material because pieces of irrelevant material are in the way; seduction � by priming inappropriate existing knowledge (suggested by added visual cues, sounds, or words), which is then used to organize the incoming material.� Our research has repeatedly confirmed the need to limit simulation features to only those items that are directly necessary to convey the learning goals of the simulation.
�����������
�
Users�
interpretation and use of simulations depends heavily on their prior
experiences.
����������� As described in the Interview Methodology section, interviews were conducted with students with a variety of levels of experience with PhET simulations.� Users experienced with one or more simulations were able to start using a new simulation more quickly than completely inexperienced users.� However, experienced users were bothered by seemingly minor inconsistencies from one simulation to the next, even if the subject of the simulation was quite different.�
����������� Engaging students in thoughtful exploration of the simulation is necessary for improving students� understanding of the concepts. In this section we focus on the design aspects that enhance educational effectiveness. Engaging the students can be accomplished by having the students use the simulation in the appropriate context, such as with a well designed homework assignment or laboratory activity. However, we also strive to encourage the students to spontaneously ask themselves questions (�why does that happen?�) that they can subsequently answer by exploring with the simulation.� We see a variety of factors that influence students� engagement with and learning from the simulations, including: the interactivity of the simulation; the presence of little puzzles; strategically placed but limited text such as legends and labels; and features that make the simulations fun to play with. We have also found surprising negative influences from prior coursework.
����������� Our work relating to effective engagement techniques is consistent with and builds on previous research of video games. Work done by Malone (1981) has found that video games are intrinsically motivating because they include balanced challenges, fantasy and an optimal level of informational complexity to create curiosity.� Malone (1981) found that challenge is created by including personally meaningful goals and uncertain outcomes. This can be done with either of two types of applications: �toys� or �tools�.� �Toys� are challenging to use while �tools� are easy to use and help the user attain an outside challenge. All challenges must be attainable to foster self-esteem rather than discouraging users. His research also found that while fantasy was required, it is difficult to create fantasy that is appealing to a wide range of users. For example, most of the videogames that he studied had a scenario that appealed to only one gender. He defined a fantasy-inducing environment is one that evokes �mental images of things not present to the senses or within the actual experience of the person involved�. Mental images can be either of physical objects or social situations. Finally, curiosity is evoked by an environment that is novel and surprising, but not completely incomprehensible.
����������� It is well established that clear goals are important for motivation. Our designs only deal with this indirectly, by attempting to make the primary goal that of being able to understand the phenomenon portrayed by the simulation. We believe that by relating to the real world and using suitable animation and interactivity, the desired curiosity is encouraged. In the simulations that students investigate on their own time, as described below in the Fun section, there are fairly clear goals such as navigating a maze or creating novel circuits and exploring their behavior. These goals obviously contribute to the attraction. However, we are implicitly assuming that most simulations will be used in the context of an educational setting where teachers will primarily provide the scaffolding and goals for the simulation use. In the interviews, the guiding question often provides this structure. Because these goals and uses will vary widely with the teacher and level of student, we have in most cases avoided constraining their use by not building highly specific tasks or goals into the simulation. However, that should not be interpreted to mean that such goals are not important. For examples of activities created by teachers for use with the PhET simulations please see the PhET Activity Database (The PhET Team, 2006b).
�����������
�
Students notice animated features first; however, students do not ask
questions and make new connections when only observing and not interacting.
�
User control of every perceived potentially significant parameter is
valuable.
�
Limiting students control over certain items must be done carefully.
����������� One
of the most obvious benefits of presenting a concept using a simulation is that
the simulation is animated. Interviews show that anything in motion
draws the student�s attention first; but, if the simulation simply demonstrates
the motion of an object, students rarely develop new ideas or insights. In
these cases, students seem to accept what they are seeing as a fact, but very
rarely engage in understanding the meaning of the animation. In contrast, when
students see an animated motion instantly change in response to their
self-directed interaction with the simulation, new ideas form and they begin to
make connections. Students create their own questions
based on what they see the simulation do. With these questions in mind, they
begin to investigate the simulation in an attempt to make sense of the
information it provides. In this way, students answer their own questions and
create connections between the information provided by the simulation and their
previous knowledge.
����������� A
series of interviews on �Radio Waves� illustrates the value of interactivity
coupled with animation. The initial version of the simulation began with the
full oscillating electric field emanating out from the transmitting antenna
(see Figure II). At the beginning of these interviews students had very
negative reactions to this mode that they would tend to watch passively.
Students commented: �Full field view
doesn�t make sense to me� or �I don�t
like this view�. Students then watched the simulation
and attempted to correct the predictions they had made before opening the
simulation, without any interaction with the simulation.�Their descriptions were incorrect,
very superficial, and/or simply based on bits of prior knowledge. For example,
one student said that electric fields move in a circular direction.� To answer the question of how a radio signal
is transmitted students said: �by radio
waves� or �I don�t know, I never
thought about it�. Once the students began interacting with the
simulation and switching views a few times, they all began to appreciate the
full field view and made comments such as �this
makes sense, the wave has to go out in all directions or my radio would only
work in one spot� or �this is my
favorite view�.� In all of the interviews, we�ve seen that interactions, guided by the
student�s personal questioning, are what make simulations an effective learning
tool. Students engage in exploration and sense-making only after they begin to interact with the
simulation.� This finding suggests that
the educational value of animations without interactivity is quite limited.
����������� When making the simulation interactive, the choice of parameters that can be manipulated is important and several factors must be taken into account. By limiting the parameters that can be changed and by emphasizing particular controls, a simulation scaffolds and guides student thinking. While it is useful to provide scaffolding by allowing only relevant parameters to be adjusted, we find that it is sometimes also valuable to allow adjustment of parameters that students commonly think might have an effect on the phenomena, even if they do not. If students are limited to interacting with only the features that have an effect, their misconceptions about which parameters actually will/will not change a situation cannot be addressed. For example, �Projectile Motion� allows students to manipulate many parameters including air resistance, mass and surface area.� Many students believe a heavier object will have more air resistance. Since the parameter is available to change, even though they �know� the answer, students try the parameter and are surprised by the result � learning from this control.
����������� Because students learn that PhET simulations allow them to interact with the important objects on the screen, not allowing an object to be manipulated by the user also creates questioning and ideas. In �Radio Waves�, after users played with the transmitting electron, several tried to move the receiving electron and realized they could not directly manipulate its motion. See Figure II. Many asked, �why doesn�t this one move?� They investigated further and found that the only way to move it was to send a radio wave from the transmitting antenna. This lack of control sparked questioning that led to a better understanding of the effect a radio wave has on an electron. However, disabling controls for non-physical reasons can lead to incorrect ideas because students attribute meaning to the ability to manipulate controls. We have seen many examples of this behavior. In �Quantum Tunneling�, for instance, the radio button that allows the user to view the incoming and reflected waves separately was initially disabled for wave packets and enabled for plane waves � implemented by graying out the radio button in wave packet mode. This restriction was not for any physical reason, but because it would have been difficult to program for wave packets and would have relatively little pedagogical value.� In interviews, students became very frustrated that they could not use this control and tried to figure out the reason that it was grayed out for wave packets.� In the current version, rather than graying out the control, it simply disappears in wave packet mode.� Later interviews showed no problems with this implementation.
����������� One effective way we�ve found to encourage exploration is to include little puzzles or tantalizing clues that stimulate the user to form questions that relate to the learning goals of the simulation. Many of these questions are easily answered by playing briefly with the simulation and not only create understanding but increase confidence and motivation. Other questions are more involved and take some time to answer but are answerable by interacting with the simulation.
�
When
students encounter small features that they do not understand, they will explore
how interacting with that feature changes the simulation until they can create
a working definition of the feature.
�
Legends and control labels help students
build connections, and then when they play, they learn a working definition of
the term on the label.
�
Multiple
Representations - Simulations that have multiple views of the
same item, such as beam view and photon view, facilitate further understanding
and connections about the idea.
�
Exploration is not always productive �
elements that distract students� exploration in irrelevant directions must be
avoided.
����������� Students quite often encounter a word in the simulation that they don�t know. Typically when this happens, students play with the control that is labeled with the unknown word and subsequently create a working definition for the word. Frequency and amplitude were words students were unable to clearly describe before playing with the �Sound Waves� simulation. After playing with the simulation, students correctly described the meaning of these words using visuals from the simulation. A few weeks later, during interviews on �Radio Waves�, the same students used the visual descriptions from �Sound Waves� to describe frequency and amplitude. These non-science majors then used �Radio Waves� to create an accurate working definition of an electric field. (See Figure II)
����������� When using �Nuclear Physics�, students did not know what the abbreviations on the nuclei such as 235U meant. In response, a small legend that included a thumbnail of the nuclei with the label Uranium 235 beside it was added to the top of the control panel. After this simple addition, further interviews with new students were conducted. All of these new students found the legend and used the correct terms to describe the nuclei from that point forward. In �Signal Circuit� interviews, students were asked what was moving around the circuit.� Only one student correctly identified the little blue dots as electrons.� Once the other three students discovered that un-checking a box that said �show electrons� made the blue dots disappear, they corrected their responses given about 10 to 15 minutes earlier, to identity that it was electrons that were moving around the circuit. In each of these examples the text is very limited.� We�ve found, as described in the Help section below, that legends and control labels can become useless if they contain too many words.�
����������� Multiple representations that can be clearly and easily switched between, are also an effective way to get the students to ask questions about what they are seeing and to interact with the simulation.� For example, in �Color Vision� both beam view and photon view are offered for the light going from a lamp to Howie Hue�s eye. During interviews, students were unsure about the photon view until they switched to beam view. Once they explored these two views, all students stated with confidence that they are the same thing. A student exploring these views for the white light said: �One just shows the tiny little photons so you can see the separate colors.� �
����������� Although encouraging exploration is necessary for learning, it is also possible to create features in the simulations that encourage exploration and student thought that is not productive.� As an example, in an earlier version of �Color Vision� a pulsing brain inside of Howie Hue�s head was used to represent that Howie�s brain was interpreting colors that entered his eyes. This was displayed when a �Show Inside� checkbox was checked.� Every student who was interviewed on this simulation spent a fair amount of time playing with the check box and looking at the brain carefully while changing the other parameters of the simulation. All students were looking for some feature of the pulsing brain to change if the appropriate parameters were selected.� Some students quickly determined that there was no conceptual value to the pulsing brain feature �Obviously this guy has a brain.�, and others had to be told by the interviewer that there was no significance to the brain "K, the, well the brain doesn't seem to be doing anything when I show the color, so I don't know if�.really why it's there".� This pulsing brain feature encouraged exploration and thought from all students interviewed; however, no further understanding of the concepts was garnered from this exploration.
�����������
�
When the
simulations are fun, students enjoy playing with them.� The Flash simulations, and Java simulations
with similar characteristics, draw students to them.
�
When
simulations look boring or intimidating, students are not drawn to playing or
they are afraid they will break them.
�
Features
can be so much fun to play with that students are distracted from learning.
����������� To engage students in exploration, students should want to play with the simulations.� Every feature adds to a student�s cognitive load and so needs to have educational purpose.� The example of the pulsing brain is one of a number of examples we have seen where features violated this rule.� This point must also be considered in how one designs fun into simulations.� If a feature is fun, it must also create learning. There seem to be two levels of fun. The first level is the surface appearance; if the simulation is fun-looking (game like, colorful and cartoon-like, interesting graphics, non-threatening�) students want to try it out. When student users browse the PhET website, they consistently choose Flash simulations over Java simulations. Extensive discussions with users have provided vague answers such as, �they look more fun�. We hypothesize that the bright colors, 3-d look of the controls, and simple cartoon-like features are what attract users to the Flash simulations. Too crude and simplistic graphics, or an overly complex appearance, are both perceived as less fun. We�ve seen a positive response to subsequent Java simulations that incorporate many of the same characteristics of the Flash simulations, supporting our hypothesis.
����������� We�ve
also seen in interviews that when a simulation is first opened up, if it
appears too complicated or has unfamiliar features, students are less likely to
engage without interviewer intervention. If the simulation has the look of a
lab workbook � meaning lots of numbers and detail such as closely spaced graph
lines and abstract representations of the physical features � then students are
not only less interested but actually uncomfortable about using such
simulations.� They are afraid they will
break them and make comments about �..[not
knowing] how to use stuff like that.� If they don�t know what physical item
is being depicted on the screen, they are very uncomfortable manipulating that
item.
����������� The next level of fun moves beyond merely stimulating initial interest to repeated voluntary use of the simulation. There are several simulations that students regularly say they play with during their leisure time, including �Electric Field Hockey�, �Circuit Construction Kit (CCK)�, �The Maze Game�, �Travoltage�, �Energy Skate Park� and �Ramps�. In each of these simulations we�ve worked to successfully add game-like features that create a fun environment for exploration. Interviews show that the addictive features of these simulations now focus on the central physics concept of the simulation. For example in �CCK� as current is increased through a light bulb, it becomes brighter and when too much current runs through a battery, it catches on fire (Figure V). In �The Maze Game� a student can adjust one of three parameters (position, velocity or acceleration) while attempting to direct a ball through a maze. An annoying pop sounds if a barrier is hit and a satisfying music clip is played when the goal is reached. These little features create environments where students spend their free time becoming familiar with the concept of electric charge or the differences between velocity and acceleration.
����������� However, there is a fine line between a fun simulation that stimulates learning and fun features of a simulation that distract the student from learning.� �Ramps� provided an example of the latter.� In this simulation, bar graphs represent different forms of energy including kinetic, potential and thermal. With continued friction, the thermal energy bar increases and eventually extends off the screen.� For this reason, we added a way to reset the thermal energy. When the user clicks �Cool Ramp� a firefighting dog comes out and sprays water from a fire hose on the ramp to cool it off.� Originally, each time the button was clicked, a new dog appeared. Students reacted by seeing how many firefighting dogs can fit on their screen at once � a fun, but unproductive, game.� Even teachers who were in a workshop learning about the simulations engaged in the same unproductive behavior of adding as many firefighting dogs as possible. Interviews showed that a suitable balance was achieved by allowing only a single dog to appear. This approach preserved the pedagogical value of using the firefighting dog to stimulate the students to think about how the ramp was heating up and connect that to the physics of the conversion of mechanical energy to thermal energy, while avoiding the danger that simply creating more firefighting dogs became the focus of attention.�
▪
For
engaged exploration to occur, students must believe the simulation.
▪
Student�s
level of skepticism is related to their level in school.
����������� One
important question is: How skeptical are students about the correctness of the
simulations?� The answer is particularly
relevant when the simulation gives results that students do not expect and
hence have the most to learn from.� We have
found students to be quite trusting of the simulations, e.g. �These are really smart people.� I�m sure they don�t make mistakes.� However,
our observations have found that students� level of skepticism is related to
their level in school. Non-science majors are very trusting while students in
quantum mechanics are quite skeptical. There have been a few cases where the
quantum mechanics instructor points out a bug in the simulation during class.
Afterwards students were observed to typically take the simulation less
seriously. Similar reactions were encountered during quantum mechanics
interviews. If the interviewer said that a simulation was still under
development or might have bugs, students were much more likely to attribute
what they did not understand to programming bugs.� On the other hand, introductory students have
been disturbingly trusting of simulations, even to the point of attributing
significance to behaviors observed under conditions where they were explicitly
told the simulation did not function properly.�
This high level of trust is demonstrated by a task associated with the
first version of �Energy Skate Park� (formally �Energy Conservation Kit�).
During the first semester of physics for non-science majors, we added short
simulation questions to the end of the student�s weekly homework
assignments.� The questions covered
material that the students had not yet been introduced to in class.� One such task asked the students �If a person
wanted to lift a 1 kg rock to a height of 20 meters on Earth or to the same
height on the moon, will it require more work (Energy input) on the moon or on
Earth? 91% of students correctly predicted that it requires more work to lift
the rock on the Earth.� After playing with
the simulation only 17% of the students believed it took more work on the
Earth.� Upon close inspection of the
simulation we discovered that the default mass for the object on Earth was 1 kg
and on the moon it was 1650 kg.� After
finding the opposite result from what they expected, students trusted the
simulation (or at least believed this was the answer we were looking for) and
answered accordingly.
�
Students who do not
believe they already know the relevant ideas are more likely to explore a
simulation and use it to learn. Students who think they should understand the
topic of a simulation often� use it much
less effectively and learn much less from it.������
����������� The profound effect of students� self-expectations is illustrated by the multiple interviews that have been done on the �Radio Waves� simulation. This topic is not important for simulation design, but it is very important for simulation use and testing.� These and similar interviews revealed that if students think they understand material prior to the interview and in this case, have previous experience with the simulation, they lapse into what we call �performance mode� � equivalent to behavior associated with performance goals as described by Dweck (1989).� In this mode students have difficulty exploring and learning effectively from the simulation. They try to recall what they know and make excuses for their lack of answers. Students who have not covered the simulation in class have very different expectations and are much better at exploring the simulation to develop understanding.
In the fall of 2003, we conducted two sets of interviews on �Radio Waves� with four students from the first semester of physics for non-science majors. The following semester, we interviewed on �Radio Waves� again using students enrolled in the second half of this two course sequence. Three of the spring interviewees had taken the first semester of the sequence (one had also been interviewed in the fall), while the fourth student had enrolled in the second semester of the sequence without taking the first semester. The first set of interviews in the fall showed the simulation to be quite successful.� These non-science majors gained an impressive conceptual understanding of an electric field from the simulation, before they had ever encountered the term �electric field� in class. Later in the fall semester the concept of an electric field and the �Radio Waves� simulation were covered as part of the course.�
During the spring interviews, a very different pattern was observed. Three of the students interviewed struggled with the simulation, rushed through it, and never really effectively engaged in learning from the simulation.� The two students who had taken the first semester course but had not participated in the fall interviews reacted similarly to the �Radio Waves� simulation. In one case, once the interviewer started asking questions about radio waves, the student quickly decided he didn�t understand, and rather than exploring with the simulation to find answers, he responded that he�d aced the homework in the fall and couldn�t understand why he didn�t get it now. In the other case, as soon as the student was asked the first question, she responded that she had missed a lot of class during this section. Every time she was asked a question, she said, �I haven�t had lecture on this�. When asked further questions, she simply said, �I just don�t understand this stuff�.� She kept apologizing, gave fast answers, and the interviewer was quite unsuccessful getting her to look at the simulation and think about what it was depicting. When talking about other simulations before this interview, this student appeared to be one of the most intelligent and resourceful. The third student was an interview subject both during the fall and spring semesters. She was able to work out a reasonable definition of an electric field during her fall interview, but in the spring she responded differently. When the spring interview began, she said she liked this simulation and that it was one of her favorites as she opened it.� By the end she said she didn�t like it anymore.� She was confused and couldn�t believe she didn�t remember all of it.� When attempts were made to guide her, she�d just say, �I should know this� and didn�t appear to really think it through. She just kept trying to remember and became increasingly frustrated. At times during the interviews, these three students would begin to engage with the simulation, but as soon as they�d make a connection with something in their memory, they�d slip back into unproductive performance mode.
In
contrast, the fourth interview student in the spring, who had appeared to be
the weakest during all previous interviews that semester, performed as well or
better than the students had in the fall �Radio Waves� interviews. This student
had not taken the first semester of the course sequence, and so had never seen
the �Radio Waves� simulation nor had formal instruction on electric fields.
This student began by saying he knew nothing about radio waves and was more
relaxed than the others. When he started with the simulation he wiggled the
electron and said �it appears to be some
sort of wave simulation but I haven�t had lecture on this stuff so don�t
understand it�. He proceeded to carefully explore the simulation with only
very minor encouragement from the interviewer. In fact, this interview
was the first where he actually slowed down and explored. In prior interviews
on other simulations, if he�d used the ideas in homework, he would generally
rush through the simulation.� It typically
required a lot of intervention from the interviewer to get him to slow down,
reflect, and explain in these previous interviews. When he didn�t know
something previously, he had tended to become frustrated and annoyed (more so
than the other three). However, now working with �Radio Waves� he took his
time, didn�t seem bothered if he didn�t know something, and worked through most
of the concepts very successfully.� This
level of engagement and learning was similar to the �Radio Wave� interviews
during the previous fall semester, before students had seen the topic in class.
����������� Students often begin any interview that involves some familiar ideas in performance mode, explaining what they
know. The
more the students believe they know, the less they engage with the simulation
and the greater their tendency to become tense and frustrated when asked
questions they don�t quite understand. When in performance mode, they move too quickly through the simulation for
it to help them clarify their thoughts. The above �Radio Waves� interviews are
an extreme example of this problem since not only had the students had
instruction on this topic; but, they also had experience with this simulation
and thought they should know everything.�
They did remember a lot of useful information, but anything that was not
completely clear frustrated them, and they were reluctant to slow down and
learn from the simulation. In all other simulation interviews, it took only a short amount of time and occasionally a
little prompting before students started exploring the simulation and making
sense of the presentation provided by the simulation. During the quantum
mechanics interviews with upper-level students, this transition into engaged
exploration occurred quickly and without prompting. These students seem to
realize that they are far from mastering quantum mechanics and in general have
stronger meta-cognitive skills than the non-science majors who typically
interview on the introductory 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 provide distraction 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 IIIa) 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 IIIb).
����������� 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 IV) 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 demonstrates 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 V). 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 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 don�t 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 start
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 IV.�
����������� 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�. As mentioned earlier our start-up settings for
�Radio Waves� (Figure II) were initially chosen to showcase the simulation�s
most impressive capabilities.� The
simulation started up in full field and the electron was 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 VI)
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 IV.� 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. Section I. C. above 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 IIIa).� 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 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 IIIa).� 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. 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 due to difficulties locating 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 VI). 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 section I.
B. above.�
����������� 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 section
II.C. 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 be more like
physical items, the control panel size is increased and the empty space in the
play area has been reduced (Figure VII). 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� in section V. B. 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 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 VI) 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 1 in 10 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 VII 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 VI). During interviews we found that starting the simulation with the electron oscillating on its own was overwhelming to students as discussed in the Start-up Settings section II.B.� 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) as
described above:� 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 above.� 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 clicked 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.
����������� The PhET interviews have provided a rich source of ideas for further studies of student thinking and learning with interactive simulations.� We see students clearly achieving impressive levels of mastery on a variety of difficult topics in physics.� It will be interesting to study in more detail what are the topic specific questions they formulate in working with the simulations, how do students address these questions, and how does that result in their understanding?� By exploring these issues with a number of students, it will provide a greater understanding of topic specific learning and how better to teach these subjects, with or without the use of simulations.�� A second area of potential research is based on the observations of how students used the ideas they developed using the sound waves simulation to understand the Radio Waves simulation.� We are currently building on this to explore the broader issue of analogical scaffolding in creating understanding (Podolefsky & Finkelstein, 2006).� A third interesting area is the use of gesture by the students while using and discussing simulations.� The use of gesture was analyzed and coded in order to help interpret the interviews (Adams, 2004).� It was seen that there was a decrease in rate of gesture while using simulations, and that students generally use deictic gesture (indicating an object or person by pointing to where they are or have been) while using the simulations.� Instances where students use lexical forms of gesture (smooth, continuous shapes in space indicating places, objects or ideas) are indicative of either students drawing on prior knowledge, or if the gesture mimics the simulation, the simulation is not quick enough in demonstrating the necessary animation.� These observations support the notion that the simulations can be considered an extension of gesture, and suggest that analysis of gestures can be a useful tool for analyzing student interactions with simulations, and how they are using simulation to construct meaning.�
����������� 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 listed here.� This work also 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.�
|
|
|
Just
switched to static field |
7:04 |
Sue |
Hmmmm I
just showed the static field. It's just showing few of em um but I'm not
really sure why.� And hide the vectors
ok this goes with that��� |
Clicks hide
the vectors and then to radiating field |
7:32 |
Sue |
I guess I
like the radiating field better just cus as it gets further away it starts
going just up and down. It seems to make more sense I guess. |
Looking at
the radiating field on Full field mode |
7:43 |
Wendy |
Ok |
|
7:44 |
Sue |
Ummm Oooh
that's a good one. Ummm I'm kinda looking at how this affects the wave and�.
I sort of like that. Makes the wave make a little more sense� I guess. |
Looking and
the curve with Vectors mode |
8:12 |
Wendy |
Uh huh |
|
8:12 |
Sue |
To see it
like push it push the wave up and down as it goes down it goes across |
|
8:19 |
Sue |
ummm��� autoscale.. and let's see�. |
|
8:30 |
Wendy |
Uhhhhh |
|
8:30 |
Sue |
So that
may have frozen it. |
|
8:32 |
Wendy |
That
wasn't your fault |
Exits and
restarts |
8:33 |
Sue |
(unrecognizable) |
|
8:34 |
Wendy |
Why don't
you exit it and go back in. |
|
8:35 |
Sue |
Ok |
|
8:36 |
Wendy |
I was noticing
that it was complaining about being out of memory in the corner. |
|
8:39 |
Sue |
Ok |
|
8:39 |
Wendy |
It never
quite recovered |
|
8:45 |
Sue |
Um� Ok
what would be the difference between these two?� I don't really seee� |
Checks display
strip chart and stares for a few seconds |
9:00 |
Wendy |
Move the
window around a little bit because there are some lables that are missing.
Sometimes they come up without it� Here will it just let you resize it? |
|
9:07 |
Sue |
This one? |
|
9:08 |
Wendy |
Yea this
No, the little guy. |
|
9:10 |
Sue |
Noooo
it's just got an x...� so |
|
9:20 |
Wendy |
Well it's
supposed to say transmitter above the top one and receiver above the bottom
one. |
|
9:25 |
Sue |
Ok, maybe
like this. |
Sue
resizes and two versions of the strip chart show up. |
9:27 |
Wendy |
Oh neat!
It's really not working! |
|
9:29 |
Sue |
Laughs |
|
9:32 |
Sue |
Um, Well
mostly I'm� just kinda tyring to think� |
trys to
click x to get rid of the strip chart |
9:35 |
Wendy |
The x
doesn't do anything |
|
9:39 |
Sue |
Ummm Go
back to this one? |
|
9:43 |
Wendy |
You'll
have to to move the thing out of the way. |
She
clicks the check box off. |
9:44 |
Sue |
This one? |
|
9:44 |
Wendy |
And um, On
the side, where the controls are supposed to be.. Display strip chart. Just
take it off. |
|
9:52 |
Sue |
Ummm,,,,
Well I guess I'm just trying to think back to um..� theee question that it had asked me
about.� I guess it was which way the waves
flow? |
Stops
using mouse and looks at Wendy |
10:07 |
Wendy |
Mmmmhmmmm |
|
10:08 |
Sue |
Sorta� Umm I 'm just trying to think |
|
10:09 |
Wendy |
It just
asked you how the� what effect the electric
field has on and electron and then the other one asked you about the
orientation of the antenna to pick up a signal. |
|
10:17 |
Sue |
Ok So
what effect the field has on the electron?�
So I guess I would want to show the static field and here to figure
that out.� and ummmm� So that's the radiating field.� So the static field is just.... along the
main pole. I dont' know.� Um. Well this
is k this is radiating and that's how it would go all the way over here. But
if it's static I don't know you would just see� I guess I'm trying to figure
out the difference between static and radiating� Why static is just stationary like in one
area. |
Looks
back at the computer moves the mouse some and then plays with hair while she
thinks and describes.� Then uses the
mouse to point and try different things. |
11:12 |
Wendy |
Have you
tried all the controls? All the possible things you can do? |
|
11:17 |
Sue |
Ummm I
haven't tried really like changing this width this static field. But I think I've
tried pretty much everything else.... umm Yea, I've tried all these things. |
Looking
at the screen, clicking around |
11:36 |
Wendy |
Did you
try manual control? |
|
11:38 |
Sue |
No. I did
not. |
|
11:41 |
Sue |
Sooo
then�� Oh so then I would move this
here. |
|
11:45 |
Wendy |
Mm hmmm |
|
11:47 |
Wendy |
Yea I'm
wonder.. Nobody's tried that. and I was wondering what kept you from trying
it. |
|
11:52 |
Sue |
Ummmm. I guess
when it says manual control I would I thought that it was kind of maybe
talking more about controlling this stuff which I was already doing� so I didn't really |
|
12:02 |
Wendy |
Ahhh Ok. |
|
12:04 |
Sue |
I guess I
didn't really think of moving this myself. |
|
12:07 |
Wendy |
Ok |
|
12:09 |
Sue |
Soooo
let's see... it matters if I go fast or slow.�
It matters if I get higher!�
Maybe....� Well I guess it's...� it doesn't really (cleared throat and banged
mouse to readjust position on screen).�
Well I'm seeing obviously that when I move it the um the radiation
starts I guess. And when I stop moving it there's nothign going on.� So that would mean this would have to be
moving for those waves to go out.� Um
but as far as moving down and then up and then down again I don't really know
if there's really a difference between moving up and down� other than just to keep it moving basically.
|
|
13:16 |
Wendy |
Mmmmmhhhhn |
|
13:20 |
Sue |
So� umm |
|
13:23 |
Wendy |
What were
you trying to figure out before you did this? |
|
13:27 |
Sue |
Ummm I
guess just how Going to back to the question of um what effect does the
electric field have on the electron. |
|
13:37 |
Wendy |
Mmhmm |
|
13:39 |
Sue |
Soooo� |
|
13:41 |
Wendy |
You were
looking at the static field and the radiating field? |
|
13:43 |
Sue |
Mmhmm I
geuss I was trying to decide what the difference was. So it looks
like...� the static field um... it seems
like it has maybe less effect on this one over here. Maybe just because it's
not radiating as far it's not reaching as far. Which is I guess kinda of..
obvious with these because there not floating all the way over here they're
just staying in this main range.� |
|
14:23 |
Wendy |
Uhhuh |
|
14:24 |
Sue |
And
static usually means to stay still doesn't it? |
|
14:27 |
Wendy |
Yep |
|
14:29 |
Sue |
Sooooo...� This just doesn't show the arrows.� I'm more drawn to the radiating field because
I can see it reaches the other side.�
It makes more sense that way.�
So um.� I guess I'm trying to
figure out how the electric field... um works with the electron.� I don't know I guess I don't really seee
like where the electron like an electron would be in this other than maybe
the green dots. |
|
15:13 |
Wendy |
Ok |
|
15:15 |
Sue |
So if I
said the green dots were the actual electron and the arrows represent the
field um� |
|
Questions asked:�
����������� 1. How does
the signal transfer from a radio station to your home?
��������� 2.
How does an electric field affect electrons?
��������� 3.
Show three orientations of an antenna and ask which will pick up a radio signal.
�
Radio Wave Sim:� Before simulation said she thinks an electric field is a wall of electrons but it could be passed through.� Said radio waves could travel anywhere including space but didn�t understand why.� Answered questions correctly.� Did sim and figured out electric field and electrons without prompting.� Worked just about everything out.� Said she liked radiating view better than static view.� Actually saw them as different representations of the same thing rather than different things.� I asked if she�d played with everything and she said yea.� So I asked if she�d played with manual control and she said no.� Played with it and I had to prompt her that she�d been working on static versus radiated.� I don�t think she ever noticed radiated view only created a field when the electron was moving and static view all the time. She said both things but not in the same thought.� Went to the questions and answered and explained them very well.� Said it�d help if the antenna on the house were easier to see and the effects of the electric field on the electron in the antenna were more obvious because that is the point isn�t it?� She had even noticed that one electron (transmitting antenna) produced the field and the other one was affected by it.� Attitude:� Have to make sense to use equations right.� In calc never had time half the time.� This is much better.� At first with Electric force didn�t understand the equation but now she does.� Was bothered by that until she got it.�
�Previously I wondered how she could be a high performer because she couldn�t connect her everyday experiences to the physics.� She excelled at this abstract stuff because you don�t need to use your everyday experiences!
Class seating arrangement negatively affected her because she�s in the back now.� She has to focus more to concentrate.� There is more whispering and snickering which really annoys her.� She can�t see the demos well but the screen is fine.
Adams, W.K., (2004)
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