Appraisal
Overview | Environments | Content
and Goals | Features | Comparison | Failures | Suggestions
Overview

The
Sea Urchin Virtual Lab is intended for a complementary learning
and
teaching tool to study high school cell biology required by the
National Science Standards. It is also an alternative lab tool
for those learners who do not have access to a real lab setting.
It give students "an opportunity to investigate more problems/variables,
form hypotheses, and analyze data without the limits of real
time experiments." Biology teachers can integrate virtual
labs into classroom or assign it as homework. Students can also
use the Virtual Lab on their own off school. Our team believes
that overall, the Sea Urchin Virtua Lab, once developed, is going
to be a very useful product. However, there is room for improvement
by following certain educational theories. Top
Intended
Environments
The
Virtual Lab is intended to be used in classroom as part of high
school
cell biology curriculum, but can also be used standalone by anyone
who has Internet access all over the world. Teachers can assign
it as homework. Students can use it on their own. It is very
flexible. As far as the content concerned, it is appropriate
for the indented learning purpose in all these possible environments.
However, as we will address in details in the following sections,
the information about how to use the Virtual Lab is inadequate
or missing. Since the Virtual Lab is online and no permission
is needed to use it, it is accessible to anyone. The designers
cannot just assume any user knows "how to use." Considering
various users and environments, a section of “how to use
the lab” definitely needs to be included in the first page
of the web site. Top
Content
and Goals
The
Virtual Lab allows high school student to study cell biology
by conducting
virtual labs of sea urchin spawning, fertilization, and development
sequence. Using sea urchins to study cell biology is appropriate
and widely accepted. Historically, sea urchins were a key model
system in elucidating a variety of classic developmental problems,
including the mechanisms of fertilization and egg activation,
cleavage, gastrulation, and the regulation of differentiation
in the early embryo. Gametes can be obtained easily, sterility
is not required, and the eggs and early embryos of many commonly
used species are beautifully transparent. All these make sea
urchin a appropriate candidate to study cell biology. However,
the information of "why sea urchins are used" was not
included in the product. From cognitive perspective,
students need to learn not only "what" and "how" but
also "why".
We believe
the content itself is appropriate, complete, and accurate for
the intended learning purpose, since the content was well selected
by a very experienced high school biology teacher and two biologists,
based on requirements set by the National Science Standards.
But, the information about content, the metadata, seems inadequate
or missing. For example, there is no explanation about how the
lab connects to other components of the whole curriculum or to
cell biology in general. When the Virtual Lab is used in classroom
under teacher's instruction, students may still get this information
from their teachers (assuming teachers know the role of the lab
in the whole curriculum). The Virtual Lab can also be used standalone
off school and used by some accidental visitors. How can they
know the connection or relationship between the lab and the whole
curriculum or cell biology in general?
Based on
our conversation with product producers, the learning goals or
objectives the product intended for seems clear for them. However,
these goals are not expressly indicated in the product. According
to behavioral perspective, in order
to achieve better learning outcome, goals or objectives have
to be specified and clearly listed in the web site so that students
have a clear idea what they are expected to achieve. Top
Key
Features
Simulation/being
virtual is one of the product's key features. According
to media response theory, students
can construct understanding of concepts by manipulating and
observing simulations of real lab experiments, because the
learners respond to the virtual labs as real ones. Simulating
can also effectively overcome the time restraint of the real
labs, thus improve the efficiency and flexibility of learning.
The virtual lab can be finished within half hour, but it usually
takes 3 hours or so to do a same real time lab.
Authentic
activities is the product's another key feature. According
to activity theory, if the aim of education is to provide students
with the means to actively engage in the culture of which they
are part, then they should have access to, and participate
in, similar cultural activities to those of adults or experts.
In the Virtual Lab, high students engage in the same activities
as expert biologists do, manipulating variable, formulating
hypothesis, collecting and analyzing data, and testing hypothesis.
Interactivity/feedback
(online assessment) is one of the product's key features.
It is an appropriate and effective feature to motivate and
engage high school students in learning. According to cognitive
approach, interactive computer programs can support
actives in which students construct understanding of concepts
by manipulating and observing simulations. However, the interactivity
seems limited only to manipulation and instant feedback to
the manipulation. From perspective of cognitive
theory and activity theory,
only manipulating is not enough. To foster students to develop
scientific thinking, the product should expand the interactive
feature to allow students to ask questions, to debate over
controversial and confused issues, exchange ideas, and receive
feedback to their inquiry, in short, to build a collaborative
learning environment involving students, teachers, and experts.
Using
various multimedia/Visualization
Using of
multimedia is appropriate and effect for learning. Explanatory
graphics are added to text to help the leaner understand the
material. Based on cognitive theory and
research evidence, presenting words and explanatory pictures
at same time can foster deeper cognitive processing in learners,
because mentally constructing pictorial and verbal representations
of the material and mentally connecting them enable and encourage
learners to actively process the information. Graphics are in
the Virtual Lab relevant rather than decorative. Animation is
appropriately used to illustrate processes and procedures. Flash
is employed to simulate the real time lab and allow students
to manipulate. But, directions to complete labs are placed on
a separate screen from the application screen in which the directions
are to be followed. When directions and the application are separated
from one another on the screen, people must use their scarce
cognitive resources just to match up. Then, they have fewer cognitive
resources to use to mentally organize and integrate the material.
Some multimedia such flash and shockwave movies need plug-in
to play. But, the web site does not have instructions to guild
users to download and install appropriate plug-ins.
Delivering
online is one of product's key features. It has pros
and cons. On one hand, it can potentially reach greater group
of learners since Internet access is becoming more and more
universal. Also, if it is meant for potential worldwide use,
it could be useful if it is translated to some other languages
as well." On the other hand, it may restrict uses by yet
another group of learners who do not have Internet access,
especially when the virtual lab is assigned as homework. Top
Comparison
to Other Alternatives
The best
available alternative serving the same learning purpose is the
real time labs. Obviously, the Virtual Lab has several advantages
over the real time labs.
However,
the Virtual Lab is not as tangible as the real time labs and
therefore cannot totally replace the real time labs. It can be
best used as a complementary learning tool to develop student's
scientific reasoning ability which cannot be easily achieved
in the real time labs because of cost and time constraints and
the nature of the real time labs. From this point of view, the
producer's intention to use the Virtual Lab in classroom with
the real time labs is appropriate and can produce best learning
results. As indicated before, the Virtual Lab can also be used
standalone off school on the learner's own pace. But, under this
condition, the learning outcome might be weaken, because, without
monitoring, high school students are prone to be less engaged
in lab activities.
There are
very few web-based products that are at the same level of the
Virtual Lab. One product that is similar in content and concept
is produced by the University of Wisconsin in Madison. [http://worms.zoology.wisc.edu/urchins/suwelcome.html].

Like
the Virtual Lab, it is designed as a supplement learning tool
to
implement multimedia and computer-based learning materials in
the college cell biology classroom. Many of the features in this
web site are similar to the Virtual Lab components. Some graphics
and animation are even "borrowed" from the Virtual
Lab's parent website [http://www.stanford.edu/group/Urchin/].
But, there is no interactivity and manipulation in this product.
Students can only read but not interact with the content presented. Top