Learning to be Scientists via a Virtual Field Trip (Demonstration)
Deborah Richards
1
, Michael J Jacobson
2
, Meredith Taylor
1
, Anne Newstead
2
, Charlotte Taylor
2
,
John Porte
1
, Iwan Kelaiah
1
, Nader Hanna
1
1
Department of Computing
Macquarie University
North Ryde, NSW, 2109, Australia
+61 2 9850 9567
deborah.richards@mq.edu.au
Centre for Computer Supported Learning and Cognition,
Faculty of Education and Social Work, The University of
Sydney, NSW, 2106, Australia
+61 2 9036 7671
michael.jacobson@sydney.edu.au
ABSTRACT
We have developed the virtual world of Omosa in which school
students can learn what scientists do by doing it themselves. In
Omosa students are able to observe, collect data and interact with
a number of intelligent virtual human and animal agents.
Categories and Subject Descriptors
I.2 ARTIFICIAL INTELLIGENCE; I.6 SIMULATION AND
MODELING, I.6.3 [Applications] I.6.7 [Simulation Support
Systems] Environments
General Terms
Design, Experimentation.
Keywords
Agents, artificial life, boids, educational virtual worlds, biology
education, science inquiry.
1. INTRODUCTION
Genuine scientific inquiry is rare in the classroom. Reasons for
this include the reluctance of teachers to engage in genuinely
open-ended inquiry arising out of pressures to create efficient
learning trajectories and cover all topics in a mandated
curriculum. This difficulty is exacerbated by a science curriculum
that has become theory and textbook heavy due to resource
limitations and occupational health and safety (OH&S) issues. In
particular, Zappala [6] notes that teaching behavioural ecology
and ethology (the scientific study of animal behavior) is limited
by physical, practical and ethical constraints such as: confounds
and control of extraneous variables; observer bias leading to data
tainting; difficulty of capturing rare events and behaviours; and
infeasibility of large scale or long term study. Furthermore, while
laboratory conditions can provide consistency and repeatability,
for many species this approach may be undesirable or
inappropriate”
i
. The ability to conduct a virtual field trip can
address many of these issues and provide an opportunity for
students to gain knowledge and skills needed for scientific inquiry
such as hypothesis formation and testing, designing experiments,
conducting investigations, using secondary resources and data,
using equipment and ICT, managing risk, collecting data,
performing analysis and drawing and communicating conclusions.
In addition to providing a hands-on and experiential approach to
honing students’ scientific inquiry skills, we are also interested in
teaching students about complex systems such as ecosystems.
Multiagent systems are particularly suitable for this purpose
because while each individual agent may follow a small set of
rules complex behaviours at the group level tend to emerge. To
this end, we have developed the virtual world of Omosa in which
school students are able to observe and interact with intelligent
virtual human and animal agents.
2. PROBLEM SCENARIO
In Omosa World the students, as junior scientists, are invited by
the Chief Scientist at the IEIA (Interplanetary Environmental
Investigation Agency) to assist in discovering why planet Omosa
has been showing signs of ecosystem change. The indigenous
people who live there have reported that the populations of certain
species of animals, including those that are an important food
source in their society, are declining. The Omosans have agreed to
allow scientists to come and study the situation.
Students utilise workbooks to explore different issues and record
their findings. Some activities occur in the world (e.g. speaking to
the climatologist, hunter or ecologist agents and observing the
animal agents); some in the classroom (e.g. proposing a
hypothesis and describing the experiment to be conducted to the
whole class). There is a progression in concept development as
students move from one problem to another.
3. THE VIRTUAL WORLD TECHNOLOGY
Omosa has been developed using the multi-platform game
development environment called Unity3D (unity3d.com/ ) that has
inbuilt graphics and physics engines and features such as
lightmapping and occlusion culling. To create the Omosan
landscape itself and its base texture we used L3DT, a terrain
generating tool (www.bundysoft.com/L3DT/ ). We then imported
the heightmap into Unity3D and used its terrain editing tool to
add the grass and trees. This tool makes it easy to place details
onto a terrain and remove them if the size of the game becomes
too large. The island of Omosa contains four main locations
(village, hunting ground, weather laboratory, research station)
where students can collect information and complete activities.
We used Blender (www.blender.org/ ) to model structures and
Mixamo (www.mixamo.com/ ) to create low polygon human
models. We purchased our animals from TurboSquid
(turbosquid.com/ ), where 3D artists can sell models. The models
on TurboSquid usually have a high polygon count, which is
especially undesirable when creating large herds of animals. We
purchased four animals from the same artist, 3Drivers
(www.turbosquid.com/Search/Artists/3DRivers ). Three of the
models are of extinct animals (Andrewsarchus, Bluebuck, and
Indricotherium) and one is of an Iberian Lynx. Each had more
than 6000 polygons. Using Blender we reduced the number of
polygons to no more than 1800 each.
Appears in: Proc of the 11th International Conference on Autonomous
Agents and Multiagent Systems (AAMAS 2012), Conitzer, Winikoff,
Padgham, and van der Hoek (eds.), June, 4–8, 2012, Valencia, Spain.
Copyright © 2012, International Foundation for Autonomous Agents and
Multiagent Systems (www.ifaamas.org). All rights reserved.