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    AUGMENTED REALITY SIMULATIONS ON HANDHELD COMPUTERS

    Kurt Squire

    University of Wisconsin-Madison

    Eric Klopfer

    Teacher Education, Massachusetts Institute of Technology

    For correspondence, please contact Kurt Squire ([email protected]), School of

    Education, UW Madison, Madison, WI.

    Phone: 608-347-7333

    This research was supported with a grant from Microsoft - MIT iCampus as a part of the Games-

    to-Teach Project. The authors would like to thank Henry Jenkins of MIT and Randy Hinrichs at

    Microsoft Research, co-PIs of this project for their support, as well as Kodjo Hesse, Gunnar

    Harboe, and Walter Holland for their hard work in the development ofEnvironmental

    Detectives. Thanks to Susan Yoon for her helpful feedback on an earlier draft of this paper.

    RUNNING HEAD:

    AUGMENTED REALITY SIMULTATION GAMING ON HANDHELD COMPUTERS

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    Abstract

    Advancements in handheld computing, particularly theirportability, social interactivity, context

    sensitivity, connectivity, and individuality open new opportunities immersive learning

    environments. This paper articulates the pedagogical potential ofaugmented reality simulations

    in environmental engineering education by immersing students in the roles of scientists

    conducting investigations. This design experiment examines if augmented reality simulation

    games can be used to help students understand science as a social practice, whereby inquiry is a

    process of balancing and managing resources, combining multiple data sources, and forming and

    revising hypotheses in situ. We provide four case studies of secondary environmental science

    students participating in the program. Positioning students in virtual investigations made

    apparent their beliefs about science, and confronted simplistic beliefs about the nature of science.

    Playing the game in real space also triggered students pre-existing knowledge, suggesting that

    a powerful potential of augmented reality simulation games could be in their ability to connect

    academic content and practices with their physical lived worlds. The game structure provided

    students a narrative to think with, although students differed in their ability to create a coherent

    narrative of events. We argue thatEnvironmental Detectives is one model for helping students

    understand the socially situated nature of scientific practice.

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    AUGMENTED REALITY SIMULATION GAMING ON HANDHELD COMPUTERS

    Introduction

    The use of computer simulations is changing the very nature of scientific investigation

    (Casti, 1998) and providing unique insights into the way the world works (Wolfram, 2002).

    Scientists can now experiment in a virtual world of complex, dynamic systems in a way that was

    impossible just years ago. These tools have led to discoveries on topics ranging from the origins

    of planets to the spread of diseases through human populations. In an effort to engage students in

    the authentic making of science, many science educators (e.g., Feurzeig & Roberts, 1999) have

    begun using models and simulations in classrooms as well (c.f. Colella, Klopfer, & Resnick,

    2001; Friedman, & diSessa, 1999; Stratford, Krajcik, & Soloway, 1998). To date, most computer

    simulations have been tethered to the desktop, as they have relied on the processing power of

    desktop computers, but more ubiquitous and increasingly powerful portable devices make

    entirely new kinds of simulation experiences possible (Klopfer, Squire, Jenkins, & Holland,

    2001).

    Handheld computersportability, social interactivity, context sensitivity, connectivity, and

    individuality open new opportunities for creating participatory and augmented reality simulations

    where players play a part in a simulated system, coming to understand its properties through

    social interactions (Colella, 1999). One possible genre of applications is augmented reality

    simulations, simulations where virtual data is connected to real world locations and contexts

    (Klopfer, et al., 2001). In fields such as environmental science, where investigations are

    profoundly rooted in the particulars of local context, augmented reality applications invite

    science educators to bring the environment into the investigation process, while exploring

    phenomena impossible to produce in the real world, such as toxic chemicals flowing through

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    watersheds or diseases. By simulating a virtual investigation, educators can potentially initiate

    students into environmental science as a coherent socialpractice, as opposed to a set of

    disconnected procedures or body of facts. Investigating how a toxin such as Trichloroethylene

    (or TCE) spreads through a watershed might be educationally valuable (particularly for

    environmental engineering students who might eventually conduct such investigations) but is

    obviously too dangerous to pursue. In this paper, we argue that augmented reality applications

    have promise in environmental science curricula because they allow curricula developers to

    design game trade-offs around core disciplinary dilemmas (Cobb et al., 2003), non-linear open-

    ended dilemmas with no clear boundaries, that are central to a field. This allows students to learn

    through failure, by intellectual play with robust disciplinary problems. Students reflections on

    their successes and failure combined with carefully crafted collaboration allows students to

    explore difficult and complex tasks while building expertise in the field.

    This research study examines the potential for creating an augmented reality application

    around the core of environmental science practice. Specifically, we want students to understand:

    (1) trade-offs between efficiency and quality of data in conducting an investigation, (2) the

    importance of synthesizing background desktop research with secondary sources and primary

    data collected in the field, and (3) the necessity of continuously refining hypotheses in response

    to emerging data. In short, a struggle for students studying environmental science (particularly

    engineering students) is in understanding that research programs are situated in social contexts

    where access to resources, affordances and constraints of tools, and, perhaps most importantly,

    time shape inquiry (Bhandari & Erickson, 2005; Latour, 1987). Emerging pedagogies such as

    case studies are increasingly used to help environmental engineering students understand the

    socially situated nature of engineering as a practice and see the interrelationships among

    variables in conducting an investigation. Within high school science curricula, these same

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    educational goals align with most state earth science inquiry standards.

    Research Questions

    Specifically, this design-based research study investigates: Can augmented reality

    technologies be used to give students a vicarious experience of leading a virtual investigation,

    using game structures and handheld technologies to scaffold their thinking into environmental

    engineering practices? We hypothesize that an augmented reality game which positions players

    as environmental scientists where they conduct a virtual investigation of a hypothetical toxic

    spill (modeled on a similar case study), might help participants learn to see investigations as

    socially situated enterprises. As such, this research study also investigates the potential of

    designing learning environments using digital gaming conventions and aesthetics (e.g., character

    conventions) to enlist and mobilize game players identities and aesthetic considerations

    (Games-to-Teach, 2003; Gee, 2003).

    Working with environmental science faculty at MIT, we developed augmented reality

    simulations of a carcinogenic toxin (TCE) flowing through an urban watershed, known

    collectively asEnvironmental Detectives. In a series of four case studies with approximately 75

    students, we examine: (1) What practices students engage in while participating in

    Environmental Detectives, specifically how they integrate real and virtual data in problem-

    solving and conducting their scientific investigations; (2) How students construct the problem

    (e.g., as well-defined or open-ended, authentic or inauthentic); (3) How field investigation in the

    physical environment mediates students inquiry; (4) What instructional supports are useful in

    supporting learning. We argue that augmented reality simulations are powerful learning tools for

    understanding the socially situated nature of science, specifically in situations when educators

    want thephysical environmentto be a part of students thinking and scientific reasoning.

    Through presenting a series of case studies, we attempt to articulate how this pedagogical model

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    can work, while also suggesting where there are limitations in our current understandings of how

    they function.

    Theoretical Approach: Augmented Reality and Situated Cognition

    Over the past decades, a growing number of educational theorists and researchers in the

    learning sciences have argued for the importance of understanding cognition in context (e.g.,

    Brown, Collins, & Diguid, 1989; Barab & Kirschner, 2001; Cognition and Technology Group at

    Vanderbilt, 1990; Greeno, 1998; Kirshner & Whitson, 1996). Whereas traditional cognitive

    models treat the workings of the mind as somewhat independent, a host of emerging,

    complementary approaches to cognition treat cognition and context as inextricably linked. How

    these different approaches construct the notion of context depends on their underlying theoretical

    framework. In this paper, we use this situated model of cognition as the basis for designing a

    curriculum around conducting investigations in environmental science. Specifically, we try to

    use augmented realities to situate learners in emotionally compelling, cognitively complex

    problem solving contexts.

    Learning as Doing

    Greeno (1998) introduces the notion of situativity as a way of understanding theproblem

    space of a learning episode. Greeno describes problem spaces as, the understanding of a

    problem by a problem solver, including a representation of the situation, the main goal, and

    operators for changing situations, and strategies, plans, and knowledge of general properties and

    relations in the domain (p. 7). Whereas traditional psychological models take the individual

    learner operating without regards to context, situativity theorists argue that there is no such thing

    as context-independent thought and behavior and that the central goal of educational psychology

    is to understand performance as it occurs in socially meaningful situations, accounting for multi-

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    person communal structures, individuals goals and intentions, and tools and resources which

    mediate action. Learning is always fundamentally about doing something for some purpose in a

    social context equipped with tools and resources, making the minimal meaningful ontology the

    who, what, where, and whys of a situation (Wertsch, 1998).

    Because learning is a process of creating meaning in situ, the environment plays an

    important role in the processes of knowing and learning; the environment constrains activity,

    affords particular types of activity or performance, and supports performance (Dewey, 1938;

    Peirce, 1868/1992; Salomon, 1993). Effective action is always situated within environmental

    constraints and affordances, and a mark of expertise is ones ability to see the environment in

    particular ways (c.f. Glenberg, 1999; Goodwin, 1993). If we are to take a situated view of

    environmental engineering, then a primary goal is to help students learn to see the environment

    as an environmental engineer might. We need to help students become attuned to the affordances

    and limitations ofdoing in environmental science, particularly navigating complex problem

    spaces with multiple variables and solutions. From this perspective, it is not enough for students

    to know a list of facts or procedures about environmental engineering. They need robust

    experiences in environmental engineering which can be the basis for future action. Indeed, from

    the situated perspective, an indictment of most school-based learning is the way that information

    is cleaved from direct experience in the physical world, processed and digested for learners

    (Barab et al., 1999). In the case of environmental science, this means being handed prepackaged

    research techniques (such as sampling strategies) or investigative design heuristics (e.g.,

    investigations as social processes that involve managing budgets and constraints) without having

    opportunities to develop such understandings through action and to appreciate their practical

    importance. Results and procedures are handed to students ready made, divorced from the

    social contexts that produce them.

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    Designing Learning Environments Based on Situated Learning Theory

    Cognitive apprenticeships have been posited as one model for education as they situate

    learners in complex tasks where they have access to expert cognition including the social

    context of activity (Brown, Collins & Newman, 1989). Unfortunately, apprenticing students to

    experts is not always feasible, particularly for secondary students or post-secondary students in

    an early stage of career development, as studied here. Apprenticeships are also often long,

    difficult, even exploitive. As Shaffer (2004) argues, a challenge facing contemporary learning

    scientists is how to recreate the most robust learning moments of apprenticeships (which often

    occur in the practicum), but in ways that are most efficacious for long-term learning. We argue

    that augmented reality simulations are one possible way to engage learners in complex

    investigations within a context that is socially safe and feasible.

    Augmented reality approaches draw from earlier situated approaches, ranging from

    problem-based learning to case-based scenarios to anchored instruction, which Barab and Duffy

    (1999) call practice field approaches. However, augmented reality specifically attempts to

    situate learners within the practices of environmental engineering in a manner similar to what

    Shaffer (2004) calls professional practice simulations. These features provide: domain-related

    practices, ownership of the inquiry, coaching and modeling of thinking skills, an opportunity for

    reflection, open-ended dilemmas, scaffolding for (rather than simplification of) the dilemma,

    collaborative and social work, motivation for learning context. In this case, we are using

    augmented reality technologies to situate the learner in the context of an environmental science

    investigation. In the context of environmental science, handheld computers allow students to

    collect data while conducting complex field investigations, access authentic tools and resources,

    and participate in collaborative learning practices while in the field. Whereas traditional desktop

    VR applications or 3D gaming technologies such as MUVEs burden the computer with

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    reproducing reality in 3D, augmented realities exploit the affordances of the real world,

    providing users layers of data that augment their experience of reality. As a result, simulations

    are untethered from the desktop and learners can participate in technology-enhanced

    investigations, location-based games, or participatory simulations. Because players are free to

    move throughout the world, novel opportunities exist for learners to interact with the physical

    environment, literally reading the landscape as they conduct environmental investigations or

    historical studies.

    Augmented Reality Environmental Investigations

    Augmented realities attempt to build on earlier work with digital tools that attempt to use

    technologies to mediate students interactions with science. Tools such as Model-It (Spitulnik,

    Studer, Funkel, Gustafson, & Soloway, 1995) or Climate Watcher (Edelson, Pea, & Gomez,

    1996) have been used to help learners engage in scientific modeling processes where they can

    build understandings of their environment or which mediate how students encounter dilemmas,

    collaborate in solving problems, and represent problem solutions (Salomon, 1993). Augmented

    reality simulations attempt to build on these innovations by (a) tying a more broadly applicable

    intellectual experience to a core disciplinary dilemma and scientific practice, and (b) using

    computational media to help students appropriate their real surroundings for authentic simulated

    investigations.

    In particular, we try to use the Pocket PCs multimedia and simulation capacities for

    interactive storytelling, creating contexts where learners will experience a story which can

    become a narrative to think with in the study of science (c.f. Schank, 1994). Pocket PCs, which

    can display video, text, and host webs of information in intranets, can create virtual worlds that

    go beyond just presenting data, by providing narrative context similar to problem-based learning

    or anchored instruction environments. Leveraging design techniques from role playing games

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    (c.f. Gee, 2003), we are investigating if augmented reality simulations can entice learners into

    complex scientific practices through adopting the personae of scientists. We hypothesize that

    opportunities exist for immersive gaming environments to recruit players into assuming new

    identities as environmental investigators, scientists, and environmental activists, thereby

    encouraging students to adopt ways of thinking that might be ideal preparation for future

    learning.

    Augmented reality applications hold particular promise in disciplines such as

    environmental engineering, where spatial and contextual information are core components of

    professional practice. In authentic field studies, such as investigating and remediating toxic

    spills, spatial information about the distribution of the spill and location sensitive information

    about the spills proximity to other parts of the environment are central to conducting an

    investigation. However, the investigative process, sampling strategies, and remediation

    strategies are all mediated by social factors (c.f. Dorweiler & Yakhou, 1998)1. Students often

    have difficulty recognizing the situated nature of environmental engineering investigations and

    learning to act effectively within the many constraints (Nepf, 2002). Yet these constraints and the

    ability to adapt to them are key disciplinary practices that are manifest in several distinct ways.

    First, environmental investigations are affected by resource constraints. The amount of time,

    money, equipment, and human power available affects what strategies are feasible in any given

    context. Second, the physical particulars of the research context drive an investigation, and

    research goals are often reprioritized in relation to local context. For example, discovering a

    lethal toxin in groundwater in close proximity to a major source of drinking water might be cause

    for re-evaluating a research approach, whereas a similar toxin in another location that does not

    use groundwater for drinking would not be. Third, there is an interplay between desktop research

    1Thanks to Heidi Nepf, hydrologist and toxicologist at MIT for her help in helping us

    understand these factors.

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    and collecting field data. In some cases, a knowledgeable informant can save investigators time

    and money by pointing investigators to probable culprits. Finally, social constraints affect both

    the investigative process and remediation strategies, as investigators need to manage how their

    work is perceived by others (particularly the press). Investigators need to avoid generating

    unwarranted public alarm, or in some cases, generating bad press for clients. A few

    environmental educators have begun exploring how immersing students in problems based on

    current events might serve as useful pedagogical models in environmental and chemical

    engineering to address some of the above issues (c.f. Dorland and Buria, 1995; Patterson, 1980).

    Context

    This study examines the implementation of a particular augmented-reality simulation,

    Environmental Detectives in three different university classes and one high school class. We

    have deliberately chosen a wide range of classes in order to see how learners with different

    backgrounds and affiliations toward science react to this experimental program. As such, it is

    designed to illustrate the range of possible enactments of the program, rather than generate strict

    comparisons. This study is a part of a larger design research agenda (Collins, 1992) exploring the

    potential of augmented reality for supporting learning in environmental education .

    Environmental Detectives is an augmented reality simulation game for the Pocket PC developed

    by the investigating team using the Microsoft .NET compact framework.Environmental

    Detectives was designed in consultation with environmental engineering faculty and is matched

    to scientific inquiry learning goals in an AP level science, making it possible for use across high

    school and college courses (with teachers choosing to appropriate it in different ways according

    to their contexts).

    Curricular Goals and Framework

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    The curricular goal ofEnvironmental Detectives is to give students an experience of

    leading a complex environmental science investigation so that they can understand the socially

    situated nature of scientific investigations. The game scenario was designed in consultation with

    two environmental science faculty and designed around a core dilemma of environmental

    science: how to conduct effective environmental investigations within social, geographic, and

    temporal constraints. This scenario requires students to (1) develop sampling strategies, (2)

    analyze and interpret data, (3) read and interpret scientific texts to understand the problem, and

    (4) ultimately design a viable remediation plan for core constituents. Scientific investigations are

    frequently presented to students as closed-ended problems with one right answer which can be

    solved linearly (c.f. Zolin, R., Fruchter, R., and Levitt, 2003). Conversely, scientists in the field

    continuously frame and reframe the problem in response to budgetary and time constraints, local

    conditions, and what is known about the problem. As an example, researchers design sampling

    strategies in relation to the chemical and physical properties of a toxin, its potential health and

    environmental effects, legal issues surrounding its spread, and local conditions, such as nearby

    waterways and impediments to sampling (i.e., human made physical structures or waterways).

    Consistent with efforts such as the Problem- Project- Product- Process- People-based Learning

    Laboratory at Stanford University (Fruchter, 2004; http://pbl.stanford.edu), our goal is to

    immerse students in complex problem spaces where they draw on diverse resources, design

    creative solutions, and work across complex distributed environments in solving problems.

    Environmental Detectives

    InEnvironmental Detectives, participants work in teams of 2-3 students playing the role

    of environmental engineers investigating a simulated chemical spill within a watershed. In the

    university implementations, the watershed was surrounding the students university, including a

    nearby river, while for the high school students the watershed was associated with a working

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    farm located within a nature center. The high school class regularly took field trips to the nature

    center, thus making it the best proxy environment comparable to the university campus. Both

    real world watersheds include streams, trees, and other natural elements which are then

    augmented by a simulation of an environmental disaster: in this case a toxic spill of TCE that can

    potentially contaminate ground and surface water. In the university case further context was

    added concerning a recent construction project on campus, while in the high school case

    additional information was added concerning a possible state buyout of the farm at the nature

    center. Each of these additions was done to provide locally topical information, a hallmark of

    augmented realities. Moving about in the real world, the handheld computers (Pocket PCs)

    provide a simulation where students can take simulated sample readings, interview virtual people

    and get local geographical information (See Figure 1).

    The spread of TCE is simulated on a location-aware Pocket PC, which, equipped with a

    GPS device, allows players to sample chemical concentrations in the groundwater depending on

    their location. For example, if the player is standing at point a, which is near the source of the

    spill (See Figure 1), she might take a reading of 85 parts per billion, whereas a student standing

    on the opposite end of campus (point b) might take a reading of 10 points per billion. Players are

    given three reusable virtual drilling apparatuses that they can use to drill for water samples. After

    drilling for a sample, players must wait three minutes for the drilling to complete and an

    additional one to three minutes for a sample to be processed. These waiting periods were

    designed into the game to simulate actual temporal constraints. This limits students to collect

    only three samples at a time, driving them to develop sampling strategies to optimize the amount

    of territory that they can cover within their limited time.

    Environmental Detectives contains a multimedia database of resources which students

    can access to learn more about the chemical make-up of TCE, where TCE is found on campus,

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    the health risks associated with exposure to TCE, how TCE flows through ground water, relevant

    EPA regulations TCE, remediation strategies for cleaning up TCE, and the political and

    economic consequences of EPA violations on campus. Students access these resources by

    obtaining interviews from virtual experts who we have located at various points around the

    campus in locations roughly corresponding with actual operations. That is, an expert on

    hydrology would be near a building where that topic is studied, and a character with records of

    where chemicals used would be located near an office that performs these functions. Because

    there is not enough time to interview everyone or to drill more than a handful of wells, students

    must make choices between collecting interviews, gathering background information, and

    drilling wells, adjusting and reprioritizing goals as new information becomes available.

    In addition to simulating an environmental investigation within complex socially situated

    settings,Environmental Detectives is designed to leverage the affordances and conventions of

    computer gaming to intellectually engage students in complex problem-solving by providing a

    safe realm for experimenting with new ideas and new identities. Whereas in authentic

    environmental engineering investigations (or learning by apprenticeship models), students

    failure might result in damaged professional reputation, a waste of public resources, or in a

    worse case scenario, human illness or death, games and simulations allow students to enact

    strategies in a pedagogically safe space where failure is possible, if not expected, and players are

    encouraged to experiment with new ideas and identities.

    To be successful inEnvironmental Detectives, students must combine both the real-world

    and virtual-world data to get to the bottom of the problem. The precise location of the spill is

    unknowable to students, and there is no one perfect solution to remediating the problem; each

    solution involves political, financial, and practical trade-offs that must be considered. Consistent

    with problem-based learning frameworks (e.g., Barron et al. 1998), students use their handheld

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    computers as tools for gathering firsthand data about the location and severity of the spill, and as

    a resource for accessing archives of information about toxicology, hydrology, similar cases, and

    local environmental conditions.

    While each participant chooses his or her own path through the informational and

    geographic landscape of the game, the following describes what a typical player might

    experience. By design,Environmental Detectives starts with a statement of the problem (the

    potential contamination of a local water supply with a chemical) that should provoke questions

    about the geographic extent and intensity of the problem (determined by collecting primary

    quantitative data) and the history and future ramifications of the problem (determined through

    interviews with experts). A pair of players in the game might start by walking from the initial

    briefing location (where all players receive an orientation) to the site of the initial reported

    measurement (which may take 5-10 minutes), and take a measure there by drilling a virtual

    sampling well. After getting that reading back (reported as a unitless number, e.g., 40 rather

    than 40 parts per billion), they may seek an expert who could help explain that reading.

    Along the way to that location, the players might take additional samples (by drilling wells)

    along some transect to try to determine a trend in the samples. After getting information on what

    units the readings are reported in and thus their significance, the players could decide to seek

    information from other experts on health or legal ramifications of the toxin, or perhaps

    investigate from where the toxin may have come. They would also need to return to the

    geographic site of their sampling wells to retrieve the readings from those locations. This

    process ideally would be iterated, taking a planned array of samples, and interviewing the experts

    to determine a course of action. This plan is complicated by the physical barriers (bodies of

    water, fences, etc.) and geographic information (terrain, tree cover, etc.) that the players gather as

    they experience the real environment around them.

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    This version ofEnvironmental Detectives takes 2-3 hours to complete, including

    introduction, game play, and debriefing, although a teacher might extend or shorten the game in

    order to meet her classroom needs. The simulation is designed to be flexibly adaptive, so that

    teachers might easily add extension activities (such as exploring the properties of TCE, the

    health effects of TCE, hydrology, water treatment plans, or similar cases) or remove activities as

    local conditions suggest (See Squire, MaKinster, Barnett, et al., 2003). For example, some of the

    university classes drew parallels to similar engineering studies done on toxins in the area, or

    further analyzed the research methodology applied during the investigation. Similarly, the high

    school class engaged in further reflection on chemical properties of the toxin and further analysis

    of the watershed in which the investigation took place.

    Participants

    In the first phase of the project, we examinedEnvironmental Detectives in three courses

    at a private technical university in the Eastern United States. One course was a freshmen

    environmental engineering course; the other two were sections from an undergraduate scientific

    research and writing course, each with 18-20 students. In both contexts, the game was used to

    introduce students to issues around conducting real world environmental investigations and used

    as a prelude for a larger research project. All three classes were two hours in length. This paper

    reports findings synthesized from these classes, with the focus on a small number of groups from

    two of the groups. These groups are intended to be representative of the range of student

    experiences (including those who successfully engaged in the necessary practices and those who

    struggled). Findings from the other course are reported elsewhere (Klopfer, Squire, & Jenkins,

    2004; Klopfer & Squire, in press).

    The second phase of the project took place at a nature center in an East Coast

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    metropolitan area and involved an environmental science class of 18 high school students. The

    session involved roughly twenty minutes of introduction time, ninety minutes of game play and

    twenty minutes of debriefing. The pedagogical goals of the game were developed with nature

    center educators interested in engaging students in more robust activities than traditional fieldtrip

    scavenger hunt exercises. They hoped thatEnvironmental Detectives would encourage

    students to interact with the environment, geography and history of the site as well as participate

    in domain-based problem solving. We chose this group because we wanted to see how students

    from a non-technical background would respond to the activity. In particular, we were interested

    in examining how non-engineering students would use the technology, balance the driving

    problem behind the curriculum, and construct the problem of understanding toxic flows. Here

    we primarily focus on two groups as case studies but also include information from other groups

    and the entire class debrief. The groups we chose to focus on again represent the range of

    experiences demonstrating more and less successful problem solving strategies. While the

    specifics of the problem were adapted for the nature center site, the scenario was essentially the

    same, and involved the same information and subject matter, making the scenario and experience

    comparable to the university classes.

    Methodology

    In this study, we used a naturalistic case-study methodology (Stake, 1995) to gain a

    holistic view of the activity that unfolded during gameplay, understand how learning occurred

    through participation in these activities, and remain responsive to unanticipated issues which

    might arise during the research. Because we were interested in accounting for student-computer,

    student-student, and culturestudent interactions, we employed quasi-ethnographic techniques

    designed to capture student actions at the molar level (Goodwin, 1994). Capturing an ecology,

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    including the many tools, resources, and social structures that characterize any particular context

    of activity is challenging and still being negotiated in educational research (Engestrom & Cole,

    1993). In describing a situation as a unit of analysis, Cole (1995) concentrated on practice,

    activity, contexts, situations, and events. We use narrative case studies to provide a broad flow

    of events that take each of these factors into consideration (c.f. Hoadley, 2002). We also use

    discourse analysis (Gee, 1992) to examine more closely how students constructed and framed

    problems, and to study relations between class discourses and students scientific investigations.

    Specifically, we investigate: (1) The practices students engage in while participating in

    Environmental Detectives, (how they integrate real and virtual data in problem-solving and

    conducting their scientific investigations); (2) How students construct the problem (e.g., as well-

    defined or ill-defined, authentic or inauthentic); (3) How investigation in the physical

    environment mediates students inquiry; (4) What instructional supports were useful in

    supporting learning.

    Data Sources

    Observations. Four trained researchers attended each session, and a trained researcher

    followed each student team during the game, video-taping a subset of the groups and

    documenting student practices in field notes. Consistent with other researchers studying

    problem-based learning environments (e.g., Barron, et. al, 1998; Nelson, 1999), we paid special

    attention to student discourse, examining how students framed the initial problem, constructed

    goals of the activity, negotiated information in groups, planned activities, and developed shared

    understandings. The text selected here for analysis was chosen because it was representative of

    typical dialogue across a range of responses. We used informal, non-structured interview

    questions during the exercise to confirm observations, clarify students goals and intentions, and

    learn more about students handheld-mediated activities. Although the researchers were clearly

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    participant-observers in the activity, they attempted to remain unobtrusive whenever possible.

    Interviews and Artifacts. We also conducted a twenty minute focus-group and exit survey

    to probe students experiences in depth to document their thoughts, feelings, and attitudes toward

    the experience. We also recorded students inscriptions, physical gestures, and interactions with

    the Pocket PC. Additionally, we gathered and analyzed data emerging from students off-

    computer activity, including written inscriptions some groups used to plan their investigation

    (c.f. Roth, 1996).

    Data Analysis

    Two researchers viewed and analyzed all researcher field notes, video tapes, and

    students projects using the constant comparative method (Glaser & Strauss, 1967), to generate

    relevant themes from the data. Consistent with Stakes responsive method (1995), we paid

    special attention to unexpected and unintended consequences, given the exploratory nature of

    this research. After each round of videotape viewing, we developed emergent hypotheses, re-

    examining and refining these hypotheses as we watched subsequent tapes looking for

    disconfirming evidence or counter-hypotheses. We then wrote several case studies from both the

    university and high school parts of the project to capture the key events or turning points in

    students thinking.

    Two of the university case studies are included here (although we also include short

    excerpts from and mention of other groups). The cases are intended as a means of conveying a

    flavor of activity, and providing the reader with a basis for generating contrary interpretations of

    the activity. Two case studies from the high school participants are also included (while a third

    additional case is reported in Klopfer, Squire, & Jenkins, 2004). In the high school cases we

    focus specifically on the discourse of the groups, as well as the group presentations and debriefs

    in order to understand how students frame the problem and generate meaning in situ. Given our

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    observations with the university students in this study that a driving contradiction existed

    between the dual needs of doing desktop research and collecting samples we decided to focus

    on this issue in greater depth in this part.

    For each of the case studies we provide the synthesis of a discourse analysis (roughly 15

    pages per group and not all included here), an analysis of how language enacts activities,

    perspectives, and identities" (Gee, 1999, p. 4-5). Researchers transcribed the interactions of

    groups that were representative (typical) of talk across the range of successful and unsuccessful

    groups. Consistent with Gee (1999) we focused on how language, specifically, word choice,

    cues, syntactic and prosodic markers, cohesion devices, discourse organization, contextualization

    signals, and thematic organization in language created the activity. Essentially, this analysis is

    toward understanding meaning, how it is made, enacted, and represented in situ. We specifically

    looked for moments where meaning was negotiated and shared understandings were mobilized to

    solve problems, and where meanings generated further action. Specifically, this methodology

    allows us to gain insight into how participants framed the problem, constructed the reason behind

    the activity, and negotiated problem-solving strategies in situ (e.g., Barab & Kirshner, 2001.

    Results

    The following case studies describe the results of our design experiment. We start by

    describing an illustrative example, a case study of a typical group. In this first case we outline

    the process of their investigation as they notably engage in (1) privileging quantitative data; (2)

    framing the problem as a uni-dimensional one of tracking down the toxin to its source as

    opposed to a multi-dimensional problem involving probable cause, potential health and legal

    effects, and suggested remediation strategies; (3) integrating prior knowledge of the environment

    with students reasoning; (4) creating emergent sampling strategies, such as triangulation. (5)

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    voting with their feet as they decided which problem-solving path to pursue. We then present

    contrasting case studies ofEnvironmental Detectives in action and focus on how the activity

    unfolded across groups. In particular, we examine how students constructed the activity and then

    use a discourse analysis method as a basis for showing how the activity was constructed in

    different settings. We argue that augmented reality simulation games are a potentially powerful

    emerging medium for education in contextual settings.

    University Case Studies

    After a classroom briefing introducing the problem, students met at the center of campus

    and learned to use their GPS and Pocket PC. Most groups immediately drilled a sample and then

    picked a direction to move to, based on their theories of where toxins might have originated,

    concern for downstream consequences of the toxins spread, or, in some cases, just random

    guessing. Groups generally negotiated where to take the second sample from; in some cases, a

    group leader, usually the person with the Pocket PC would lead the way. Across all groups,

    participants frequently negotiated and debated where to go (as evinced through their talk below).

    One group of three students, tailed by a researcher, headed up away from the river and

    toward campus. One of the students inquired, How many samples do we need? It was not

    clear whether the question was addressed to the researcher or the rest of the group, but no one

    responded. The student holding the Pocket PC had previous GPS experience and started to guide

    the group. He drilled for one sample and then walked to nearby locations to take two more

    samples, the maximum amount of concurrent samples permitted. He chose a triangular

    configuration, though when another student asked why he chose this arrangement, he cited no

    particular reason.

    Students retraced their steps as they waited for the required three minutes between

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    sample drilling and reading. Finally the sample was retrieved. The reading was 88. Another

    student asked if 88 was good or bad. One student hypothesized that the number could be a

    percentage, but no one could answer definitively. They decided to collect more data.

    As they walked to collect their two drill rigs (used to take samples), a student not holding

    the Pocket PC asked what the data looked like. The student with the handheld described their

    current readings by pointing to three locations in physical space (as opposed to showing on the

    handheld) and citing the readings. Students again debated the meanings of these readings. One

    student hypothesized that the readings were in parts per million. The student holding the Pocket

    PC suggested that they should go toward the higher numbers, pointing into the distance. They

    walked several hundred yards through several buildings toward the higher number and placed

    more drills.

    This pattern of drilling to find the source before considering the meaning of numbers was

    similar across groups as suggested by this exchange, taken from another group:

    Lisa: The reading is 4.Ben: Its obviously good. Come on now.Lisa: I dont think it is good.Ben: Its obviously good.Lisa: Four. Like four is a bad reading. Like four on a scale of one to five. Four is real bad.Ben: On a scale of one to fifty though, four is pretty damn good.Mel: True, but what is this scale? We dont know that.Ben: We dont know that.Lisa: We have no idea. It could even be that the top one is the best.Mel: OK. So we need to dig another well.Ben: Lets get this one first [referring to an already dug well].

    Most groups initially constructed the activity as a pattern recognition search for the source of the

    toxin, opting to drill more samples to define some pattern rather than consult documents or

    experts who could definitively tell them what levels were of concern, as they were informed at

    the onset of the activity. They avoided conducting the desktop research that environmental

    scientists describe as critical to these investigations. This exchange, which was typical of most

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    groups, also reflects the amount of negotiation and debate behind sampling strategies. Most

    groups (typical of prominent discourse patterns in the class and in the institution) were

    argumentative in thinking through results.

    After several minutes, the readings from this second round of drill placements returned

    from the lab. One student noted that the new readings were very high in one direction. They

    walked in the direction of the higher readings, as if following a trail or scent, pausing briefly to

    interview a virtual staff member in environmental policy, who happened to be nearby. The

    interview yielded little information, but it did reveal that they could conduct a second interview

    with a TCE supplier from facilities at a new location across campus, which they needed to visit

    within the next half hour because the informant was leaving for another meeting (this event is

    then triggered on their Pocket PC). They decided to immediately go to the new building

    although there was no discussion about what information they hoped to find, or hypothesizing its

    anticipated value. Along the way they looked at the emerging gradient and one student

    hypothesized that the concentration was likely to be higher on the other side of the building (the

    one they hadnt visited yet).

    The second interview revealed where TCE is used on campus, and the student holding the

    Pocket PC summarized the information for the others. Meanwhile, the group took another

    reading. One student (not holding the Pocket PC) realized that the highest concentration

    appeared to be surrounding one building and suggested that they should drill more wells there.

    Another student dismissed this idea, assuring them that they had already sufficiently pinpointed

    the source of the leakage to that building. Using the information from the toxin supplier

    combined with pre-existing knowledge of the activities near that building (the university

    machine shop is located there), he correctly identified the source of the toxin and suggested that

    they obtain interviews to help interpret their data. It is worth noting that although they had spent

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    nearly 50% of their time already, the group did not know what units the readings were in (and

    indeed, one student hypothesized incorrectly that they were a percentage), what levels of TCE

    were dangerous, how likely the TCE was to spread throughout the environment (including into a

    nearby river), or what legal repercussions the university might face if the TCE were to leak off of

    university property. Most groups (all but one or two of the approximately twelve groups that we

    studied) had similar problem-solving strategies, although one group, notably, stopped at a

    computer and used Google to find a good deal of information on TCE (which was applicable in

    this simulation that used realistic data).

    Seeing another interview nearby, they headed in that direction. One student noticed the

    time and paused, causing the group to stop. He suggested that they use their last 15 minutes

    wisely. The Pocket PC changed hands briefly to a different group member, but was quickly

    returned to the student who had held it most of the time because there was some confusion as to

    where they were headed next. After several minutes of circling the building, they finally

    accessed the interview which explained how groundwater flows through campus. Here they

    learned that the groundwater was not used for drinking.

    As the students headed back to class, they discussed the implications of their findings.

    Reviewing their documents, they learned that planting trees could mitigate some of the effects of

    TCE. One student looked at the building where they hypothesized the toxin originated and then

    back at the river, declaring that by the time the pollution gets to the river the pollution is likely to

    be highly reduced (although they had no concrete evidence to base this assertion on).

    Debriefing. Each group presented their findings before the class. This group, like most,

    had pinned the location of the spill down to a particular building based on following a gradient

    that they had observed (which was correct) and theorized that the spill came from the machine

    shop. They argued that the spill was not a problem because the groundwater is not a source for

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    drinking water, and the river was too far from the source of the pollution to be a problem. They

    recommended planting trees to mitigate the problem and monitoring the situation over time.

    They noted that this solution would cause little alarm in the community and not destroy the only

    grassy area on campus.

    Cross Group Discussions. Most of the twelve groups that we studied made similar

    findings. Most relied heavily on sampling, and roughly 75% of the groups accurately determined

    the location in the time allotted. Most groups also suggested the politically expedient answer of

    planting trees and monitoring the situation because they saw no immediate legal or health threat.

    Only three groups, which all focused on collecting interview data, correctly surmised that

    regardless of whether the spill was an immediate health hazard it was a legal threat and should be

    cleaned up to avoid EPA fines. Students across all the groups were very sensitive of the political

    ramifications of falsely calling too much attention to the problem, given the fact that Building 3

    is centrally located on campus. This concern about unduly drawing negative attention to the

    university was introduced in the cover story but eagerly taken up by players as a driving factor

    behind any solutions. Successful groups gathered both samples and interview data, recursively

    examining what was known, reframing the research questions, and gathering new data.

    For example, the following description of another group begins as they are taking their

    second reading. Instead of immediately trying to pinpoint the precise location of the spill, they

    located an interview with a faculty member to tell them more about TCE while they waited for

    lab results.

    Jenny: It just said that the results of the lab said, 30 so it might be 30 parts percubic feet.

    Steve: That is not as bad as the military base in Cape Cod, so just rememberthat it can be nasty or something. (Summarizing the text from theinterview to the group): So what do you want to knowTCE is foundall over placea spill in Illinois So how fast does it move? Dependson the soil and whatnot, 1.5- to 7 feet per day, ooooh (repeating aloud,1.5 to 7 feet per day. Bill writes down the numbers).

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    Jenny: Thats not a concentration.Bill: It doesnt sound like a rate of flow; its a rate of spill.Steve: Well it just said the result from the lab is 30 so it might be30 cubic

    feet I dont know.Bill: Cubic feet per day doesnt make sense either. It ought to be a rate of

    spill.Steve: (Continues summarizing) We need to build a model of how TCE moves

    through the groundwater lots of things to take into accountYouhave a certain mass of stuff thats been spilled, and its covering a largerand larger region everyday because of spread. As a rule of thumb youmight assume that it spreads at a rate of 150 feet per year.

    Bill: Whoa, whoa, whoa per year?Steve: Per year.Bill Ok, 150 feet per year. (writes the numbers down). Okay. So, (pausing to

    think), decaying at about half of its concentration. So if you start with100 parts per billion thats per... 50 parts per billion at 150 feet per year.The 30 and 70 could be possible.

    This interaction, while less representative of what occurred, shows a more productive intellectual

    interplay between primary and secondary data sources. Right away they query the meaning of

    the readings, speculating that it could be parts per cubic feet, a concentration which they note

    compares favorably to the readings found in Cape Cod (a case study they learned about via their

    interview). They also read that they need to create a model of how TCE moves through the

    groundwater, and subsequently compare their readings to the data they are presented from the

    case study.

    Next, Jenny adds that they can use this data to pinpoint the source of the spill, but new

    information about phytoremediation changes the topic.

    Jenny: The 30 should tell us something about the source of the spill beingcloser to the

    Bill: Yeah, I think so.

    Steve: (reading) What should we do about remediation TCE? Planting trees,phytoremediation.

    Bill (Writing, reading? aloud what he writes). Plant trees to suck TCE out.So were nervous about the effects of TCE on the environment. Wedont know that TCE is, like infecting trees. We have higher readings,which is contradictory to

    Steve: Higher reading where theres less trees. No more trees.Jenny: Because its sucking the TCE out.

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    Steve: Hold out theres more information. Its expensive and you could getwater treatment partsomething about backyard. (As Steve finishesreading, the group begins walking).

    Jenny: Pumps are the best because trees dont do anything.

    Here, introducing the concept of phytoremediation does two things: First, it makes the

    group realize that the existence of vegetation could be affecting their results. Second, it

    introduces the issue of what to do about TCE. Unlike other groups, this group realizes

    that phytoremediation is a partial remedy, at best.

    However, the group also realizes that they know very little about TCE as a

    chemical, its health effects, or what might have caused this spill. Bill begins by

    suggesting that they drill more samples, but the group realizes that this will not help them

    learn about TCE. They go back and forth between querying one another on what they

    know, what they need to know, and where they might find the information.

    Bill: We could just start digging holes to get more information.Jenny: Since were going to the classroom, lets ask Eric (one of the in-game

    characters whom they can interview).Steve: What is he going to know about TCE?Jenny: Who knows.Bill: We never learned what TCE is at all, did we? We have no ideas what its

    effects are on the environment.Jenny: Trees suck it up.Steve: For all we know, TCE is just another form of water particlewe dont

    know that theres anything bad about it.

    Steve raises a critical point here; the group is not exactly certain why TCE is a dangerous

    chemical. They know that there have been other spills, and they know that trees absorb

    some amounts of it, but they are not sure in what form or concentrations it is actually

    dangerous (if at all).

    In the next exchange, Bill connects these concerns to his existing knowledge of

    the Charles River.

    Bill: We know that its in the Charles, which is already disgusting. Its

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    possible that TCE is such a ridiculously small affect compared to the bigmess of the Charles, and I have friends by the way who study theCharles River and are not impressed. So, thats a possibility. We alsoknow that the water isnt used for drinking

    Jenny: We used to go canoeing on the Charles River. And we always had towatch out. People fell out of their canoe their eyes were stinging andstuff.

    This exchange illustrates a common phenomenon in augmented reality games. Facing gaps in

    their knowledge about chemicals, health effects, or the history of their local space, players will

    frequently begin taking what they already know (or think they know) about the environment (in

    this case, the fact that the Charles River is polluted and not used for drinking) and apply it to the

    problem at hand. Given the importance of activating prior knowledge in learning for deep

    understanding, this tendency to build connections between the game space and their existing,

    lived knowledge of the space is encouraging.

    In the debriefing, this group made the case that there were significant concentrations of

    TCE in the groundwater and it had been there for at least a few years, as evidenced by the size of

    the plume. They believed that it would soon be in the Charles River, but they were not sure of

    the precise health effects. They believed that it was a cause for concern, and that some sort of

    pumping would be required to remove the toxin. They were one of the few groups to advocate

    cleaning the groundwater, rather than planting trees and monitoring the situation.

    High School Case Studies

    Most college students had framed the problem as one of collecting samples to obtain the

    one correct solution of where the spill occurred, as opposed to an investigation into a socially

    situated problem. However the problem-solving approach tended to differ among high school

    participants. As such, we focused the subsequent investigation of high school usage on weighing

    the potential value of interview data in context with the quantitative data. Also, given the broader

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    audience in these cases, we pay additional attention to the quantitative reasoning applied by the

    high school students to understanding the patterns in the data. In these case studies, we focus

    more specifically on group talk to examine the processes by which the problem was framed.

    Across the groups we examined, four main motifs emerged in the talk: (1) Negotiating the

    environment in the investigative process, (2) Within and intergroup interpreting the problem as

    gathering information to complete a puzzle, (3) Discussion and problem solving which integrated

    the physical world, paper-based resources, and PDA-mediated resources, and (4) emerging of

    inter-group power dynamics. This section reports results primarily from two groups, which

    were chosen to represent the ends of the spectrum of responses. One group (group 1) struggled

    with making sense of the quantitative data patterns as well as integrating the quantitative and

    qualitative information. The other group (group 2), while unable to fully address the problem,

    demonstrated significant success in finding patterns in the data, and identifying where additional

    research was needed. In this section we use a brief discourse analysis to examine emergent

    learning practices.

    In the following passage, group 1 discusses the best method for reaching an interview

    with an expert who is in the horse farm. Several physical structures enter their thinking.

    1. Stacey: Theres a fence there. I cant get over it.2. Gina: Then I dont know what were going to do. Were stumped. Lets call the

    guy [facilitator on the walkie talkie] so we can find out what were doing.3. Stacey: What does it look like?4. Gina: Were close. Thats the thing.5. Stacey: Ok, fine. Can we go over this [barbed wire] fence?6. Gina: I dont know.7. Stacey: Maybe we can get on the other side by walking somewhere else.

    8. Louis: Maybe we can walk the fence. No, there are trees.

    Environmental constraints and affordances immediately had an impact on students problem

    solving process. The constraints of the environment, namely fences (1,5,8) barbed wire (5), and

    trees (8) guide their problem solving path. All of Ginas statements are declarative, assessing

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    their progress and directing activity, whereas other students raise ideas as suggestions, couching

    them with qualifiers (i.e., maybe). The problem is about designing strategies in relation to local

    environmental affordances.

    Roughly ten minutes into the activity, students in this group (1) have negotiated the

    particulars of the environment, with Gina having taken a lead in defining group work. They

    conducted their first virtual interview and now meet another group (group 3), who asks them

    how many interviews they have gathered. A shared understanding emerges whereby the point of

    the activity gets framed as collecting boxes (the screen icons which correspond to virtual

    interviews), akin to a scavenger hunt.

    9. Girl (group 3): How many [interviews] did you get so far?10. Louis: None, nothing.11. Stacey: Weve only gotten one box. How many have you got?12. Girl (group 3): One so far. We were going for another one.13. Boy (group 3): Three. Oh. You meant the boxes?14. Gina: Did you dig?15. Boy (group 3): Yeah.16. Gina: Can you dig anywhere?17. Boy (group 3): Yeah. I think so -- I did.18. Gina: Cool. We got an interview. Thats all we did. We dont have

    much time. We have to go.

    The girl from group 3 initiates the conversation by asking how many they got so far, framing

    the problem as one of collecting the most interviews as efficiently as possible, and establishing

    the activity as one of collecting boxes. Gina turns the topic to digging, but group two offers

    little information on what they dug. Gina does not pursue the conversation, and declares that the

    team is running out of time and needs to go.

    Shortly afterwards this group (1) sets out in pursuit of an additional site at which to dig.

    Along the way they discuss the readings that they have received thus far.

    Gina: So were digging a well at 144 [reading the coordinates]Stacey: And were near the chickens. [writing down notes]Gina: Sample sent to field lab. What does that mean?Stacey: Is there a location?

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    Gina: Oh no, what did we do?[Pocket PC sound effect Indicating a sample is available]Gina: Reading at whatever is 27. What does that mean? Reading at 140 94 is

    27. Whatever that means.Stacey: So Im just going to say we dug a well at this spot and it was 27.Gina: Yeah.Stacey: Well, actually it was that spot. [pointing to where they dug]Gina: Yeah. And it got sent to the field lab.

    Here we see that they are collecting additional data, but the incoming data are interpreted

    merely as a stream of numbers. The students do not relate the readings to previous readings or to

    the spatial arrangement of the readings. Here they also do not know what the numbers mean, but

    do not identify that they need additional resources to ascribe this meaning. We compare this

    with group 2 upon receiving their first data.

    Abbey: The reading is 10.Maya: Ok.Abbey: We got a well reading of 10 so now we should find someone who can tell

    us what that means cause we dont know.

    Group 2 immediately identifies that they dont know what the readings mean and should

    find someone that can help them with this interpretation. They go in search of someone (a

    virtual character) who could possibly give them this information. A while later they get the

    interview they are looking for and one of the researchers asks them about what they got our of

    that interview.

    Abbey: Information about wells and sending water samples to labs. But we needto get information about reading, like what the reading means. 10I haveno idea what that means.

    They are able to identify that this interview gave them helpful information, but it didnt give

    them the information that they need to provide some absolute meaning to the reading of 10. A

    while later they obtain an additional data sample from a virtual well.

    Abbey: Reading 56! Thats a lot higher than the 10. OkMaya: 15 (announcing a third new reading)

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    Abbey: 15. So it seems to be closer, higher when were near the water. And wereat a higher elevation here too. Do you want to head back?

    Here Group 2 has obtained and interpreted information based on three readings (10,15,

    and 56). They understand the geographic relationship of these points, such that the one that is

    closest to the water source is the highest. Additionally they look at the physical landscape,

    showing that the readings are highest at a high point on the landscape, which may have

    implications for where the water flows.

    As the groups work their way towards the end of the project, they try to interpret their

    findings and decide what they are going to say when they present their recommendations and

    evidence. On the way back, group 2 meets up with another group (4) and they discuss what they

    have found.

    Abbey: So what do you guys think, you know? About buying the land?Nick (Group 4): I didnt really find any overwhelming evidence that there is TCE

    or any other toxic chemical.Abbey: Did you say you took just one reading?Nick: Yeah.Abbey: What did you get?Nick: 173?Abbey: It has a question mark. Wait, what does that Where did you?

    [interprets the information in contrast to her own computer andperhaps determines that while group 4 has drilled one well, theyhave not taken a sample from that well, thus they have no realdata]

    Brett: Id buy the property, because theres enough propertyAbbey: But if these animals are getting sick...? I mean liver problems?

    Somethings up though. That librarian we talked to seemeddisgruntled, didnt she?

    Here we see group 2 has collected more quantitative data, and made progress in

    interpreting that information. Additionally they have obtained interviews from the characters

    and integrated that information as well (referring to the disgruntled librarian). For group 4 there

    was no connection between the disjointed (to them) information.

    Similarly we pick up group 1 as they head back to the lab with the information that they

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    have collected. They have continued to struggle with making sense of the data.

    Gina: I am so happy that we have at least one box.Louis: Yeah.Gina: And we have that it is the TCE chemical. That is what they think it is, so

    we have something to say. I am quite happy about that.

    While they are happy about collecting their information, they have not been able to

    connect any of the pieces, either during the investigation or here as they attempt to offer

    summative explanations.

    The groups gather at the end of the experience to give their recommendations and share

    evidence to the entire group. The teacher selects some groups to make oral presentations. One

    of the members of the 4th

    group (whom group 2 ran into before coming back) presents their

    recommendation.

    Nick: Ok, I think that the state should buy the land because theres studies thatshown that if theres TCE here it can be cleaned up effectively. TCE andCT and whole bunch of other chemicals can be cleaned up effectively. SoI see no overwhelming reason not to buy it because the problem issolvable.

    He makes this recommendation without knowing anything about the data indicating what

    is actually there, but surmises that whatever it was can be cleaned up. When asked if they found

    any significant amount of any chemicals, he comments:

    Nick: No, we didntLarge amounts of TCEI guess its only harmful if itslarge amounts or large exposures to it

    Their teacher then asked them if they could define what large was.

    Nick: No, no. We know that large is just big.

    When probed further for their evidence of where they learned that the problem could be solved,

    they cite a single interview.

    Nick: The librarians down at the library said that at Cape CodI guess there

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    was a similar problem at the Massachusetts Military Reservationandthey cleaned it up. In Illinois also.

    Their case hinges on the recommendations of one interview that they found. Subsequently the

    reliability of this interview is questioned by one of the members of group 2.

    Maya: The only thing about the Librarian is that she kept saying I think.. so itskinda like we werent sure if her information was exactly accurate. Thatwas just something that I noticed.

    Here Maya, from group 2, shows that she is reading deeply into the information that she finds,

    even questioning the language by which the librarian presents the data. Their more thorough

    analysis and interpretation becomes evident in their recommendations.

    Abbey: Ok, well, we didnt really come to definite conclusion. We foundreadings. One of them was right over by the water right before you go intothe tunnel and we got a reading of 50 [rounded from 56]. And our otherones were 10 and 15. So those ones are away from the water but, wecouldnt find anyone who could give us information about what thesenumbers mean, so we didnt come to any conclusion, because were notexactly sure how to interpret those, so were not sure if the land should bebought.

    Their evidence shows patterns in the data, and also identifies the gaps in their information

    specifically citing items where they need additional information. Unlike other groups, group 2

    was very aware of the limitations of their knowledge and structured their recommendations

    accordingly.

    Group 1 did not participate extensively in the presentations, but did describe some of

    their thought processes during the investigation.

    Stacey: It was kind of confusing at first.Gina: It kinda seems like youre supposed to go on a certain path. Cause it

    kinda seems like we took a reading and went to the next site, and it gaveus information about taking readings. But wed already done that. Itsjust, we had to stop

    Through this dialog the group is indicating that part of their failure comes from seeing the

    process as totally linear. They describe their experience as one in which they follow a path

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    through each of the different points in the game, as opposed to a dynamic process that evolves

    over time as they collect more information and interpret that information.

    The way in which each of the groups saw the role of the physical environment varied

    greatly, potentially contributing to their success or failure in the investigation. Those who saw

    the environment as a barrier, or simply couldnt incorporate the real surroundings, struggled,

    whereas those who could read their physical surroundings incorporated it with the virtual

    information that they collected to create a better response. Here we follow group 1 as they are

    using real maps, the actual environment, and theEnvironmental Detectives-based maps

    interchangeably. They just collected an interview, and are now about to get another one. The

    students are concerned that they do not have enough information to solve the problem

    adequately. We pick up the discussion as they decide what to do next.

    19. Stacey: Lets go to that one [pointing to the learning center]. We just traipsedthrough a field.

    20. Louis: I like how he [the character in the video] was standing up there [pointingtowards the house] and reading it.

    21. Gina: Yeah, I know.22. Louis: He got to stand at the house and we had to stand in the water [in the field].23. Stacey: I know. I am so wet.24. Louis: My socks are so wet.25. Camera: We should head back soon.26. Gina: Yeah, it is 12:50.27. Louis: How far away is the thing [the location of the debrief]?28. Gina: Where do we have to go again?29. Stacey: Alan Morgan center? That is30. Louis: [Looking around]. Not around here.31. Stacey: Right here [points at paper map].32. Gina: And were right here [points at ppc].33. Stacey: Thats not bad.34. Louis: But we have to go through the tunnel.

    35. Stacey: How are we supposed to make recommendations?36. Gina: I dont know.37. Louis: Just read off of the information that we got.38. Gina: I thought we could dilly-dally but we actually did work.39. Louis: For once.

    Stacey initiates the conversation by suggesting that they go to the learning center, as the group is

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    tired of traipsing through fields, which got their socks wet. Louis notes that their path back

    to the nature center will take them through the tunnel (34), a feature of the environment which

    earlier had been the cause of considerable discussion, as a group of birds flew out and scared the

    group. Stacey notes their lack of information (they had located several interviews, but dug few, if

    any wells), and asks the group how they are supposed to make recommendations (35). As in the

    other changes, Stacey queries the group for strategies, and Gina gives the response (36). Louis

    (37) suggests that they just read off their information. Gina sums up the groups dilemma: they

    thought that the exercise would be relatively thoughtless that they could just dilly-dally, but

    instead, they actually did work, (38) which Louis agreed with (39). Students use maps (19, 31),

    the real environment (20, 30), and PDA resources as tools (32) for communicating.

    Later this group encounters another visitor to the site (clearly not from their class). The

    visitor asks what they are doing.

    Stacey: Were trying to find if there are any toxins here. Do you know of anytoxins?

    Visitor: Toxins. I dont know of any toxins.Gina: It is in the game. I think it is all in the game.

    The members of this team are negotiating the reality of the situation. The one team member

    asks the visitor if he knows anything about toxins, as if the information were real and may be

    accessible outside of the game. It is the other team member that suggests it is probably just in

    the game.

    In another discussion, one of the members of group 2 is pondering the dynamics of the

    game.

    Abbey: It would be cool if there were real people. Youve heard of SturbridgeVillage [a local living history museum]? They make candles and stuff. Itwould be cool if there were real people you could ask your own questions,you know?

    This statement seems to suggest that she understands the simulated nature of the environment,

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    that the game enacts this situation just as actors do in a mock historical site and that the students

    have some interest in expanding the experience beyond the virtual.

    After the game and debrief are completed, the students are asked to reflect on their

    experience. One of the boys from group 4 responds.

    Nick: We didnt get to read everything, because we were just going (SNAPSTHREE TIME BOOM BOOM BOOM)running and getting chased bya guy with a knifewell, it was metaphorical knife. Maybe we couldhave all of the people in one room and talk to them all like arounddifferent places in the room.

    Their teacher asks if they think that would have been better than the outdoor experience.

    Nick: It would be more efficient, but maybe the point of it to go out and walk

    around and see everything too. I dont know what the objective is, but ifthe objective is to get all the info real quick, then the best this is to do ithere [in one room].

    This group has expressed that they dont know what the purpose of the outdoor portion is and

    that if they were just expected to learn the information that it would have been more efficient to

    give it to them. This failure to put the different pieces together the physical environment,

    along with the virtual information, seems to have contributed to this teams failure to make sense

    of the situation. One of the girls from group 2 responds to the same question about whether it

    would be better to put everyone in one room. She suggests some things she may have learned

    from doing the activity outside in the real space.

    Maya: The way the water traveled? If we were up on the hill and the water wouldgo down.so we though if it was the water contaminating down

    As the group debriefed, some students expressed value in working in the real world environment,

    although these understandings were relatively shallow, showing the limitations of this particular

    enactment for producing learning.

    Cross Case Discussion

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    These cases suggest the opportunities and challenges to using handheld technologies to

    situate learners in environmental engineering practices. These enactments of the curriculum

    suggest how augmented reality simulations can create a compelling context for environmental

    investigations. Taking learners into the field to conduct a virtual simulation enabled learners to

    gain a situated experience of environmental science, although the value of this was not always

    clear to students. This section further explores the significance of the activitys occurrence in a

    real world location, exploring the role of the environment in students activity, challenges in

    conducting virtual investigations, and the role of reflections on failure in learning within

    augmented reality simulations.

    The Environment in Augmented Realities

    Across both high school and university students, we found that the teams had relatively

    little difficulty negotiating the hybrid real and virtual components of augmented reality and

    within minutes were diving into this mixed-reality environment. Students mapped virtual data

    onto the real world context or pointed to locations in the real world and described the

    concentrations at those locations using data and information off of the handhelds. Using maps

    and computers, they continuously worked across the spatially distributed problem solving

    context. More importantly, students often used knowledge of the surroundings to solve the

    problem. The college students, who were more familiar with the environment than the high

    school students (who were on a field trip), investigated sites of known printing presses, metal

    shops, and other places with large machinery, which were identified as being associated with

    TCE early on in the investigation. College students used hypotheses of the activities in each

    building to guide their thinking, yet they were less personally connected to their surroundings.

    Situating students activity in the physical environment where physical space is part of

    the learning experience may be the strongest pedagogical value ofEnvironmental Detectives.

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    Across groups, students drew upon their existing knowledge of the terrain, chemicals, or

    environmental problems associated with the area. The ease at which students synthesized

    information from the physical and virtual environments suggests that a pedagogical benefit of

    augmented realities may be in how it encourages learners to draw upon existing knowledge and

    apply new information to understanding the world around them.

    The high school cases show how the environment can function as a constrainer of action,

    as in the first high school case, where students had to traverse rougher terrain. In this way,

    environmental constraints affected their problem solving paths to an even greater extent. From

    the first challenge of climbing a fence to the final challenge of negotiating a tunnel, students

    problem solving was concrete, and specific environmental constraints (fences and trees),

    affordances (such as the tunnel) and local demands (time considerations) were a part of students

    thinking. Students rarely, however, used the physical environment to talk about toxin spreads, as

    they framed the activity as collecting and synthesizing information rather than gathering data,

    constructing a narrative and designing a solution. Indeed, the high school students generally

    struggled to balance the need to gather background information with that of drilling and

    sampling (as environmental engineers might predict). These students typically defined the

    activity as a scavenger hunt where the moment-to-moment goal was to collect interviews as

    quickly as possible. This meaning was created through both intragroup and intergroup

    communications whereby students negotiated the focus of the activity as collecting information.

    How and why the activity got framed as a scavenger hunt is the result of several factors,

    including the nature of fieldtrip and students past experiences (as evidenced by Gina and Louis

    comments that this actually was work. (38-39).

    Augmented reality simulations may have communication advantages (i.e., gestures, facial

    expressions) over their purely virtual counterparts. These groups debated in real time using their

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    voices, gestures and physical locations as tools. While similar representations exist in virtual

    worlds, they require negotiated standards that must be adopted and accepted over time.

    Emoticons in chat and hand signals by avatars are two examples of these emergent standards.

    Students in augmented realities do not need to learn these standards, as evidenced by these cases,

    since they employ the modes of communication with which they are the most familiar. More

    importantly, group members frequently voted with their feet in determining the next location

    to go. While this did not always result in democratic decision making (the person holding the

    computer seemed to have a larger vote), it did make immediately apparent what peoples

    opinions were and provoked critical dialog.

    Conducting Virtual Investigations

    A primary goal guiding the design of this project was to recreate core environmental

    engineering practices (balancing multiple data sources and the evolving, competing needs of an

    investigation) within a context where students could test out new ideas and identities without fear

    of failure. The university and high school students encountered unique sets of difficulties in

    trying to mount their investigations. Yet these different deficiencies lead to similar failures in

    mirroring environmental engineering practice and ultimately determining a solution to the

    problem.

    The university students were driven almost exclusively by the collection of water quality

    data from the wells. Most college students collected samples at the starting location or traveled to

    where the initial reading was found. When students did conduct interviews, it was because

    interviews were not coincidentally located near desirable sampling sites. In fact, each group

    collected between 6-10 water samples before they ever determined what the units meant or what

    level was considered toxic. This problem (not knowing toxic levels) was often discussed but

    dismissed in favor of collecting more samples, perhaps hoping that a pattern would emerge that

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    would put the readings in perspective. In short, wherever there was a problem, the answer was to

    drill more samples. The holes in students understandings were made more evident when they

    presented their assessment and remediation plans. For example, several groups reported that the

    TCE was unlikely to reach nearby surface water because it was far away, even though they did

    not know how fast the TCE was moving or how long it had been in the ground (which might

    indicate that it had already spread to the river). Other groups made assumptions about the use of

    groundwater for drinking water, though they had no evidence to support these assertions.

    When collecting water quality samples, the majority of un