How virtual reality turns students into scientists Jessica Ochoa Hendrix

How did you discover your passion

or find your career?

Were you exposed to it?

Or was it trial and error?

As child rights advocate
Marian Wright Edelman said,

“You can’t be what you can’t see.”

Fortunately, we now live in a time

when emerging technologies
may help us to solve this problem.

For the past two years,

I’ve been developing
an extended reality program

that enables middle school students
from across the country

to take on the role
of a marine biologist –

even if they’ve never seen the ocean.

As one seventh grader
who recently completed our program said,

“I could see myself as a scientist,

because I enjoyed this game.”

This feedback really excited me,

because too few students
do see themselves as scientists.

A 2014 study showed that 57 percent
of eighth- and ninth-grade students

said, “Science isn’t me.”

Coincidentally, also in 2014,

I met Mandë Holford, a marine biochemist,

and Lindsay Portnoy,
an educational psychologist.

The three of us shared a passion

for getting students excited by
and comfortable with science.

We thought about how
we could give children

the most realistic experience
of a scientific career.

We discussed the research;

it showed that students felt comfortable
taking risks when playing games.

So the three of us started
an educational games company

to bring science to life.

Virtual reality seemed like
a low-cost way of increasing access.

In addition, academic research has shown

that virtual reality may lead
to increases in learning retention.

This was perfect for us,
as we wanted to be in schools

so that we could reach
the most number of students possible,

particularly students who have
been underrepresented in science.

So, with funding from
the National Science Foundation,

we began developing
our extended reality program

that combined virtual reality

with personalized digital journaling.

We worked with teachers
while developing it

to ensure that it would fit seamlessly
into existing curricula

and empower teachers to use cutting-edge
technology in their classroom.

We designed the virtual reality
for Google Cardboard,

which requires only a smartphone

and a 10 dollar VR viewer
made of cardboard.

With this inexpensive headset,

students are transported
to an underwater expedition.

Students use their digital journal

to write down their notes,

to answer questions,

to construct models

and to develop hypotheses.

Students then go to the virtual world
to test their hypotheses

and see if they’re accurate,

much as scientists go to the field

in their careers.

When students return
to their digital journal,

they share their observations, claims,

reasoning and evidence.

The students' written answers
and virtual interactions

are all updated live

in an educator assessment dashboard,

so that teachers can follow their progress

and support them as needed.

To give you a better sense,
I’m going to show you

a little bit of what students see.

This is the virtual reality
when they’re underwater

observing the flora and fauna.

This is the digital journal
where they’re constructing their models

based on this abiotic data
to show what they expect to see.

Here, they’re supporting that
with qualitative statements.

And this is the educator dashboard
that shows progress

and enables [teachers]
to see the students' answers as they go.

When we were creating BioDive,

again, we really wanted
to focus on access,

so we designed it to require
only one phone for every four students.

We also knew how collaborative
science work is,

so we constructed the experience
to only be solved

through collaborative teamwork,

as each student is an expert
in a different geographic location.

Given that these children’s brains
are still developing,

we limited each experience to last
a maximum of two minutes.

And finally, because we know
the importance of repeated exposure

for internalizing knowledge,

we constructed BioDive to take place
over five class periods.

We started piloting BioDive in 2017

in 20 schools in New York and New Jersey.

We wanted to see students
as they were using this new technology.

In 2019, now,

we are now piloting in 26 states.

What we have heard from teachers
who have taught our program:

“It was a nice way to show ocean dynamics
without the luxury of actually being there

since we are in Ohio.”

(Laughter)

“It’s pretty mind-blowing.”

“The students were totally engaged.”

But what really gives us hope
is what we’re hearing from students.

“I liked how it felt like I was there.”

“It’s interactive and a fun way to learn.”

“It really gave me realistic examples
of how these organisms appear.”

“I could see myself as a scientist
because it seems really fun.”

Our feedback wasn’t always so positive.

When we began developing,

we started off by asking students

what they liked,

what they didn’t like

and what they found confusing.

Eventually we began asking
what they wished they could do.

Their feedback gave us
concrete items to build in

to be sure that we were including
student voices in what we were designing.

Overall, what we have learned is that this
is the beginning of a new platform

for giving students
both voice and ownership

in deciding how they want to have impact

in their careers.

We focused on science,

because we know we need scientists

to help us solve our current
and future challenges.

But virtual reality could support
students in any area.

How could we support students
in exploring all of their desires

with these eye-opening experiences
and chances to learn from primary sources?

Could we create VR
for inexpensive headsets

that lets them be immersed
in oral literature

or in critical moments of human history?

Extended reality has the potential
to change the trajectory

of our children’s lives

and lead them to careers
they never imagined

by giving them the chance
to see what they can be.

Thank you.

(Applause)

你是如何发现你的激情

或找到你的事业的?

你接触过吗?

或者是反复试验?

正如儿童权利倡导者
玛丽安·赖特·埃德尔曼 (Marian Wright Edelman) 所说:

“你不能成为你看不见的人。”

幸运的是,我们现在生活在

一个新兴技术
可以帮助我们解决这个问题的时代。

在过去的两年里,

我一直在开发
一个扩展现实项目

,让
来自全国各地

的中学生能够
扮演海洋生物学家的角色——

即使他们从未见过海洋。

正如
最近完成我们项目的一位七年级学生所说:

“我可以将自己视为一名科学家,

因为我喜欢这个游戏。”

这个反馈真的让我很兴奋,

因为很少有
学生将自己视为科学家。

2014 年的一项研究表明,57%
的八年级和九年级学生

说:“科学不是我。”

巧合的是,也是在 2014 年

,我遇到了海洋生物化学家 Mandë Holford


教育心理学家 Lindsay Portnoy。

我们三个人都热衷

于让学生
对科学感到兴奋和舒适。

我们考虑
如何给孩子们

最真实
的科学生涯体验。

我们讨论了这项研究;

这表明学生
在玩游戏时乐于冒险。

于是我们三个人创办
了一家教育游戏公司

,将科学带入生活。

虚拟现实似乎是
一种增加访问量的低成本方式。

此外,学术研究表明

,虚拟现实可能
会提高学习保留率。

这对我们来说是完美的,
因为我们想在学校里,

这样我们就可以接触
到尽可能多的学生,

特别是那些
在科学领域代表性不足的学生。

因此,
在美国国家科学基金会的资助下,

我们开始开发

将虚拟现实

与个性化数字日志相结合的扩展现实计划。

我们在开发它的同时与教师合作,

以确保它能够无缝
融入现有课程

,并使教师能够在课堂上使用尖端
技术。

我们为 Google Cardboard 设计了虚拟现实

,它只需要一部智能手机

和一个 10 美元
的纸板制成的 VR 查看器。

有了这款便宜的耳机,

学生们就被
带到了水下探险。

学生们使用他们的数字日记

来写下他们的笔记

、回答问题

、构建模型

和提出假设。

然后学生们去虚拟
世界测试他们的假设

,看看他们是否准确,

就像科学家们

在他们的职业生涯中进入这个领域一样。

当学生
回到他们的数字期刊时,

他们会分享他们的观察、主张、

推理和证据。

学生的书面答案
和虚拟互动

在教育者评估仪表板中实时更新,

以便教师可以跟踪他们的进度

并根据需要支持他们。

为了让你更好地理解,
我将向你展示

一些学生看到的东西。

这是
他们在水下

观察动植物时的虚拟现实。

这是
他们

根据这些非生物数据构建模型的数字期刊,
以展示他们期望看到的内容。

在这里,他们通过定性陈述来支持这一点

这是教育者仪表板
,它显示进度

并使[教师]
能够随时查看学生的答案。

同样,当我们创建 BioDive

时,我们真的
很想专注于访问,

因此我们将其设计
为每四个学生只需要一部手机。

我们也知道协作
科学工作是如何进行的,

因此我们构建了
只有

通过协作团队合作才能解决的体验,

因为每个学生都是
不同地理位置的专家。

鉴于这些孩子的大脑
仍在发育,

我们将每次体验限制
在最多两分钟。

最后,因为我们知道
反复

接触对内化知识的重要性,

我们构建了 BioDive 以
在五个课时进行。

我们于 2017

年开始在纽约和新泽西的 20 所学校试点 BioDive。

我们希望看到
学生使用这项新技术。

现在,在 2019 年,

我们正在 26 个州进行试点。

我们从
教授我们课程的老师那里听到:

“这是一种展示海洋动力学的好方法,

因为我们在俄亥俄州,所以没有真正身临其境的奢侈。”

(笑声)

“这非常令人兴奋。”

“学生们完全投入了。”

但真正给我们希望的
是我们从学生那里听到的。

“我喜欢我在那里的感觉。”

“这是一种互动且有趣的学习方式。”

“它真的给了我
这些生物如何出现的真实例子。”

“我可以将自己视为一名科学家,
因为这看起来很有趣。”

我们的反馈并不总是那么积极。

当我们开始开发时,

我们首先询问学生

他们喜欢

什么、不

喜欢什么以及他们觉得困惑什么。

最终,我们开始
询问他们希望他们能做什么。

他们的反馈为我们提供了
具体的项目,

以确保
我们在设计中包含学生的声音。

总体而言,我们了解到,这
是一个新平台的开始,

让学生

在决定他们希望如何

影响自己的职业生涯时拥有发言权和所有权。

我们专注于科学,

因为我们知道我们需要科学家

来帮助我们解决当前
和未来的挑战。

但虚拟现实可以支持
任何领域的学生。

我们如何

通过这些令人大开眼界的经历
和从主要资源中学习的机会来支持学生探索他们的所有愿望?

我们能否
为廉价耳机创建 VR

,让他们沉浸
在口头文学

或人类历史的关键时刻?

扩展现实有
可能改变

我们孩子的生活轨迹,

通过让他们有
机会看到他们可以成为什么样的人,带领他们进入他们从未想象过的职业。

谢谢你。

(掌声)