Comparing “in the Wild” Studies With Laboratory Experiments: A
Case of Educational Interactive Tabletops
Bertrand Schneider, Stanford University, schneibe@stanford.edu
Consuelo Valdes, Wellesley College, cvaldes@wellesley.edu
Kelsey Temple, Wellesley College, ktempel@firstclass.wellesley.edu
Chia Shen, Harvard University, chia_shen@harvard.edu
Orit Shaer, Wellesley College, oshaer@wellesley.edu
Abstract: In this paper, we describe our attempt at implementing an interactive learning
activity on a multi-touch tabletop in an actual college classroom. In our previous in-lab
experimental study, we found that this tabletop learning activity outperformed the same
learning task on paper. Students had a higher quality of collaboration and learnt more when
interacting with an interactive multi-touch tabletop display. Here we compare those results
with an “in the wild” implementation of our system. We found that learning gains were
significantly lower in the classroom compared to a laboratory setting. Our paper investigates
this difference and suggests reasons for such a discrepancy.
Introduction
The introduction and increasing availability of multi-touch, high-resolution displays in the form of handhelds,
tabletops, and whiteboards, open the opportunity to consider these technologies as a prominent alternative to
current learning technologies. Given the potential of these novel technologies, numerous research prototypes
have been developed by Human-Computer Interaction researchers, exploring how these emerging technologies
will impact education. However, to date, only a small fraction of prototypes have materialized outside of
research lab settings and studied in actual classroom settings. A foundational work in this domain was presented
by Brown (1992), who introduced Design Experiments as complex interventions implemented in educational
settings. This approach generated controversy due to the large number of confounding variables present in
classrooms. However, Brown was able to identify the fundamental tensions between a natural and artificial
setting. Many researchers followed her example and recognized the importance of testing educational
interventions in an ecological way. However, to date, little research has been devoted to investigating the
strengths and limitations of utilizing interactive surfaces in college-level learning.
Comparing Laboratory and Classroom Experiments
Phylo-Genie, a learning activity to help college-level students grasp basic concepts in phylogenetics, is
implemented on an interactive multitouch tabletop display (Microsoft Surface
TM
). This work has been
previously presented at the ACM SIGCHI conference (Schneider et al., 2012). In particular, Phylo-Genie
provides students opportunities to build their own phylogenetic trees through a learning scenario.
In this section we summarize the two studies that we conducted to evaluate Phylo-Genie. The first
study, a controlled experiment, was completed in a laboratory setting with college-level students; the second, in-
class study, was conducted in a college classroom.
Participants: controlled experiment: 28 undergraduate and graduate students (28 female, 28 male, average age =
21.28, SD = 3.70) volunteered to participate in the study, composing 14 dyads. Classroom setting: 32 students,
enrolled in an introduction to biology course in a women college (all females), participated in our study. None
of the participants had received college-level instruction in evolutionary biology before the study.
Materials: The materials used in both studies were similar. A post-test was provided by a university professor
who teaches introductory phylo-genetics to college-level students. We rated the quality of collaboration among
dyads by using Meier’s rating scheme (Meier, Spada & Rummel, 2007).
Procedure: We conducted the experiment in two private laboratory spaces for the controlled experiment, and in
the classroom for the second study. Subjects received a 5-minutes introduction to phylogenetics before the
Phylo-Genie activity. They then went through all the steps of the learning scenario and completed a post-test.
Each session was approximately 60 minutes long. Due to limitations in hardware availability, some students had
to work in groups of three in the classroom condition.
Results: we found that students in the laboratory setting outperformed students in the classroom on the learning
test: F(1,58) = 4.32, p < 0.05 (mean=0.9, SD=0.11 for the laboratory, mean=0.83, SD=0.13 for the classroom).
CSCL 2013 Proceedings Volume 2: Short Papers, Panels, Posters, Demos, & Community Events
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