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ABSTRACT
Developments in the last few years in earth science
education can be characterized by a shift towards a
systems approach to teaching and curriculum
development. The software “A Virtual Journey within
the Rock Cycle”, a microworld game, was developed in
order to assist junior and senior high school students,
who have already learned about the rock-cycle’s
processes and products, in developing a dynamic and
cyclic understanding of the earth’s crust system.
Preliminary observations indicated that that the software
induced great enthusiasm, fostered collaborative group
work and brought students to recall and reflect upon
knowledge previously learned. Additionally, it was
found that the teacher’s role as a mediator was critical for
enabling students to maximally benefit from the
software.
Keywords: Education – computer assisted;
education – precollege
INTRODUCTION
Developments in the last few years of earth science
education can be characterized by a shift towards a
systems approach to teaching and curriculum
development. This shift can be illustrated by the main
theme of a conference, held in Hawaii, “Learning about
the Earth as a system” (Fortner, and Mayer, 1998). This
theme was chosen “because it emphasizes the
importance of reexamining the teaching and learning of
traditional earth science in the context of the many
environmental and social issues facing the planet… it is
imperative that students at all grade levels and from all
cultures have an understanding of how the Earth works”
(Fortner, and Mayer, 1998, p.3). Orion (1998) claims that
systems-thinking in the context of earth sciences, is a
fundamental step in order for students to reach
environmental literacy. He claims that understanding
the reciprocal relationships within, and between each of
the Earth systems i.e., the geosphere, the hydrosphere,
the atmosphere and the biosphere (including mankind),
will enable students to become thoughtful decision-
makers, concerning environmental issues in the future.
Systems thinking, i.e. the type of thinking needed for
understanding systems, have been extensively studied in
many domains, including the social sciences, (e.g., Senge,
1998), medicine (e.g., Faughnan and Elson, 1998)
psychology (e.g., Emery, 1992), decision making (e.g.,
Graczyk, 1993), project managing (e.g., Lewis, 1998) and
engineering (e.g., Fordyce, 1988). According to O’connor,
and McDermott (1997), a system is an entity that
maintains its existence and functions as a whole through
the interaction of its parts. Systems-thinking according to
them, “looks at the whole, and the parts and the
connections between the parts…” Frank (1999) regards
such thinking, as a higher order thinking skill, and claims
that it is an important way of thinking in many scientific
and non-scientific domains. The significance of systemic
thinking was emphasized by Senge (1998), who claimed
that in a world of information explosion, in which
systems are becoming more and more complex,
systems-thinking is a fundamental skill.
In a study characterizing the specific systems-
thinking required for understanding the rock-cycle (Kali
et al., 2000), three elements of general systems-thinking
were defined as: a) understanding of the parts of a
system, b) understanding the connections between these
parts, and c) understanding the system as a whole.
Accordingly, it was suggested that in the rock-cycle, the
first element (i.e., the parts) involves acquaintance with
different materials comprising the crust of the Earth.
These materials include different types of rocks,
unlithified sediments and magma, as well as the
geological processes that produce them. The second
element (i.e., relationships) involves understanding
causal relationships between specific processes and their
input and output products. The third element (i.e., the
holistic aspect) involves understanding that each output
product from one process can serve as an input product
to another process, so that most material of the crust is
recycled through endless chains of processes and
products.
In the same study (Kali et al., 2000), it was found that
an understanding of the dynamic and cyclic nature of the
rock-cycle was not reached by most students at junior
high school level, even when they understood all the
relevant geological processes and their products.
However, a summative knowledge integration activity
brought about a meaningful improvement in students’
views of the rock-cycle. Following this activity, students
became more aware of the dynamic and cyclic nature of
the rock-cycle. Moreover, their ability to apply this
awareness and construct sequences of processes,
representing material significantly improved (Kali et al.,
2000).
As a result of this study it was decided to develop
additional aids for assisting students to integrate their
knowledge of the rock-cycle. We searched for a type of
activity that would make the dynamic and cyclic nature
of the Earth’s crust more concrete. One such activity
could be for students to follow a journey, such as the one
described by Jules Verne in his “Journey to The Center of
the Earth”, and “participate” in activities such as riding a
lava flow. This would certainly “bring alive” the idea of
material transformation within the rock-cycle. Although
such an educational field trip is, regretfully, beyond the
scope of our capabilities, a virtual journey was chosen as
a satisfactory alternative and the computer was chosen as
the tool for the activity.
The computer is a tool well-suited for enabling
students to experience such a journey. An important
advantage of the computer is that it enables the
construction of microworlds (Elshout and Veenman,
1992), which have specific sets of “rules” that students
can interact with (for instance a rule of the rock-cycle is
that slow cooling of magma will always create plutonic
Kali - A Virtual Journey within the Rock-Cycle 165
A VIRTUAL JOURNEY WITHIN THE ROCK-CYCLE: A SOFTWARE KIT
FOR THE DEVELOPMENT OF SYSTEMS-THINKING IN THE
CONTEXT OF THE EARTH’S CRUST
Yael Kali Graduate School of Education, 4523 Tolman Hall, University of California Berkeley, Berkely, CA
94720, yaelkal@yahoo.com
rocks). The capability of the computer to store and run
high quality animation enables such microworlds to
provide students with vivid simulated experiences,
which in many cases (such as with many of the rock-cycle
processes) could not be experienced by other means. An
additional decision was to design the activity as a game.
Evidence exists indicating the effectiveness of playing on
students’ curiosity, divergent thinking and motivation
toward learning diverse scientific topics (e.g., Shaw,
1983) and even on attitudes toward the environment
(Henniger, 1987).
Following these considerations, the software “A
Virtual Journey within the Rock Cycle” was developed.
(English and Hebrew versions can be downloaded at
http://yaelkali.org). This microworld game is aimed in
assisting junior and senior high school students, who
have already learned about the rock-cycle’s processes
and products, in developing a dynamic and cyclic
understanding of the Earth’s crust system.
166 Journal of Geoscience Education, v. 51, n. 2, March, 2003, p. 165-170
Rocks Geological Processes Environment of Formation
Magmatic Rocks
Granite Slow crystallization of magma
Pultonic zone: pockets of magma in
the Earth’s crust
Basalt Rapid crystallization of magma
Volcanoes: continental and
mid-oceanic
Metamorphic Rocks
Gneiss Burial and metamorphism of any
rock*
High temperatures and pressure at
the depth of the Earth’s crust*
Schist
Sedimentary Rocks
A) Biogenic Rocks
Limestone
Extraction of calcium carbonate
from seawater by organisms,
which build coral reefs and shells,
deposition and lithification
Shallow Sea
Chalk
Extraction of calcium carbonate
from seawater by forminifera,
deposition of their shells, and
lithification
Open Sea
Chert
Extraction of silica from seawater
by radiolaria, deposition of their
shells and lithification
Open Sea
Phosporite
Accumulation of reich organic
material deposits containing fish
skeletons and teeth
Fertile areas of the sea (upwellings)
B) Clastic Rocks
Sandstone
Erosion of exposed rocks,
transportation and deposition of
sand grains by currents (streams or
wind**)
Rivers, Dunes**
Marl
Erosion of sedimentary rocks,
transportation and slow deposition
of fine sediments
Lakes and deltas
Clay
Erosion of magmatic and
metamorphic rocks, transportation
and deposition of fine sediments
Lakes, Deep Ocean
C) Evaporitic Rocks
Dolomite*** Evaporation and successive
increasae of salt concentration to
the degrees appropriate for
dolomite, gypsum, and halite to
crystallize
Lagoon with limited seawater
inflow and high rates of
evaporation
Gypusm
Salt
Table 1. Rocks, geological processes, and environments of formation included in the software (simplified to
suit high-school level). * Distinction between the formation processes of schist and gneiss is not included in
the software. **Distinction between the rocks that form these environments is not included in the software.
*** Dolomitization processes are not included in the software.
DESCRIPTION OF THE SOFTWARE
Contents - The software includes animation, photos,
figures and verbal explanations of the geological
processes, the environments of formation and the rocks
presented in table 1. (The rocks were chosen to meet the
Israeli earth-science curriculum, for which the software
was developed). Two versions are included in the kit,
designed for different levels of knowledge. The senior
high school version deals with concepts related to all the
rocks included in table 1. A version adapted to junior
high school level omits the evaportitic rocks, to avoid
dealing with chemical concepts such as dissolution and
crystallization from a saturated solution.
Background Story - When students open the software
for the first time, they are introduced with a background
story, presenting Cosmo and Stella, a couple of friendly
aliens who had to land on the Earth from the outer space.
Cosmo and Stella are looking for replacement parts,
made of rocks, in order to repair their spaceship. To assist
them in this mission, the student gives the aliens advice
for navigating within the Earth’s crust, by choosing
geological processes, which bring Cosmo and Stella to
different rock forming environments.
Rules of the Game - In order to complete the mission,
the student must assist Cosmo and Stella to collect five
rocks (or four in the junior high school version), and
throw away any extra rock, making the least number of
moves within the rock-cycle, with a restricted amount of
Methane for the aliens’ breathing. In order to collect a
rock, the student must assist Cosmo and Stella in moving
from one environment of formation to another, by
choosing appropriate geological processes. This
continues until the aliens reach the environment in
which the student believes the specific rock is formed.
When a rock is requested in the correct environment the
student receives a positive feedback – the aliens use their
geological hammer to break a fresh piece of the desired
rock and install it in the spaceship. In cases when a
specific rock is requested in the wrong environment, the
rock that is formed in that environment is collected, but if
this rock is not included in the mission, the student will
have to assist Cosmo and Stella to throw it away.
However, the rock cannot be thrown away immediately,
and the student will have to complete a whole cycle of
geological processes in order to come back to the specific
environment and get rid of the unnecessary rock. If by
chance this rock is included in the mission, it is collected,
but the student receives a “yellow card” for trying to pick
Kali - A Virtual Journey within the Rock-Cycle 167
Figure 1. The interface of the software including the four windows.
a rock in a wrong environment. The game continues in
this manner until either the mission is completed and the
aliens fix the spaceship, or is stopped by one of the
following conditions: a) more than two yellow cards are
received, b) the aliens’ Methane tank of 50 breaths is
finished due to too many actions.
Interface - The interface of the software includes the
following four windows that appear on the screen
throughout the whole game (Figure 1):
1) The rock-cycle model window (Figure 2): This
window provides the student with a graphic
diagram that includes all the geological processes
(represented as arrows) and their products
(represented as rounded rectangles), which together
represent the cyclic system of the Earth’s crust,
known as the rock-cycle model. The student’s route
throughout the rock-cycle is constantly updated, and
represented by colored arrows in the model.
Pointing at each of the arrows in the diagram
pops-up a tag indicating the geological process it
represents, and pointing at the rectangles, pops-up
tags with additional information of specific
products. A “show route” button highlights the
arrows according to the order in which the student
entered them. This button also counts the number of
moves made by the student within the rock-cycle
model.
2) The environments of formation block-diagram
window (Figure 1): In this window all the
environments of formation are illustrated in a
block-diagram model. Such representation
emphasizes the spatial relationships between the
different environments. A magnifying glass
indicates the location of the environment where
Cosmo and Stella are found at any moment of the
game.
3) The zoom-in window (Figures 3 and 4): This window
illustrates the specific environment that is indicated
by the magnifying glass of the block-diagram
window. Each environment includes animation
illustrating the geological processes occurring in the
environment, and their products. For example, in the
open sea environment, animation illustrate the
sedimentation of foraminifera shells on the sea floor.
Animation also illustrate geological processes,
which transform materials between different
environments of formation. For example, when the
student chooses the process of burial and
metamorphism, animation illustrate the alignment
process of the minerals as the pressure and
temperature rises. (Figure 4a and 4b).
4) The description window (Figure 5): In this window,
the processes occurring in the zoom-in window are
described. At the end of each description, options are
presented for navigation within the rock-cycle. The
question “Where next?” is presented, with several
navigation buttons representing geological
processes that can act on the products of the specific
environment. Clicking on any of these processes,
models material transformation from the specific
environment, to a new one, caused by the geological
process chosen by the student. This transformation is
represented by the interface as follows:
A) A new arrow is added to the route represented in the
rock-cycle model window.
B) The magnifying glass of the environments of
formation block-diagram window moves to point on
the new environment.
C) A new environment is illustrated by animation in the
zoom-in window
D) A new description of the environment appears in the
description window, with new options for further
navigation.
Many terms, which are usually novel to students
before learning about the rock-cycle, are used in these
explanations. Since the software is designed as a
knowledge integration concluding activity, and not as
means for primary learning about geological processes,
such terms are not extensively discussed. However, in
order to encourage students to concentrate on the
dynamic and cyclic aspects of the rock-cycle, rather than
on newly learned terms, pop-up tags are used as
reminders of the meaning of such terms.
PEDAGOGICAL CONSIDERATIONS IN THE
DESIGN PROCESS
168 Journal of Geoscience Education, v. 51, n. 2, March, 2003, p. 165-170
Figure 2. The rock-cycle model window. Figure 3. Animation in the zoom-in window:
Example from open sea environment
The restrictions in the rules of the game, designed to add
an element of excitement, are actually a result of
pedagogical considerations based on the study about
systems-thinking in the context of the rock-cycle (Kali et
al., in press). For instance, restricting the number of
moves in the rock-cycle, and the number of the Aliens’
breaths, is aimed in motivating students to carefully plan
Cosmo’s and Stella’s route within the rock-cycle, rather
than proceed in a trial and error route. It is suggested that
such planning of cyclic routes of geological processes
might assist students in developing systems-thinking in
the context of the rock-cycle.
Another example is the restriction on the number of
yellow cards permitted in the game. This rule, which also
has a motivational effect, is aimed at preventing students
from guessing, and encouraging them to recall the pieces
of knowledge previously gained about the rock-cycle,
and integrate these pieces into a holistic view of the
system.
An additional decision was the number and the
types of rocks to be collected in a single mission. The
decision to require five types of rocks (one of each
rock-category) was aimed to encourage the student to
pass several cycles within the system (at least three cycles
are needed in order to compete any mission). In this
manner students can construct long sequences of
processes and products, a process that might assist them
in developing the systems perception of the rock-cycle.
The design of the interface in four windows that are
mutually present on the screen during the whole game is
based on the notion that multiple visual representations
are beneficial in illustrating complex ideas (e.g., Linn,
2000). Although all four windows reflect the location of
Cosmo and Stella at any moment within the rock-cycle,
each window emphasizes different types of information.
The “rock-cycle model window” provides in-
formation of the rock-cycle, emphasizing the relation-
ships between different geological processes, and the
sequences of processes creating material transformation
within the rock-cycle. Apparently, this window provides
all the information needed for understanding the
dynamic and cyclic nature of the system. However,
evidence exists that students who studied the contents of
the rock-cycle and were able to draw this model did not
necessarily internalize its dynamic and cyclic aspects
(Kali et al., in press). The symbolic information of this
window is therefore supported by the other three
windows.
The “environments of formation block-diagram
window” provides the student with lively graphic
information illustrating the various environments of
formation, and of the spatial relationships between them.
The movements of the magnifying glass between these
environments might assist students to perceive the
material transformation within the Earth’s crust more
realistically than the symbolic information of the
“rock-cycle model window”.
The two windows described above present general
information about geological processes. The “zoom-in
window”, and the “description window” enable
students to focus on the details of processes occurring in
specific environments of formation. For example, the
successive processes of evaporitic crystallization, is
represented by the general term “sedimentation” in the
“rock-cycle model window”, or as a general illustration
of a lagoon the “environments of formation block-
diagram window”. Such processes are described in
detail and illustrated in the “description window” and
the “zoom-in window”. It is suggested that the
Kali - A Virtual Journey within the Rock-Cycle 169
Figure 4. Animation in the zoom-in window: Example from metamorphic environment. Left , beginning of
animation. Right, end of animation.
Figure 5. Navigation buttons and pop-up reminders
in the description window.
illustration of such processes, and their verbal
description, together with the other more general
windows, could enable students to relate processes in
specific environments to a more general view of material
transformation within the rock-cycle.
IMPLEMENTATION AND PRELIMINARY
EVALUATION
The software “A Virtual Journey within the Rock Cycle”
was implemented in several junior and senior high
school classes. Our preliminary observation indicate the
following points:
1) The software aroused great enthusiasm among
students:
•Students tended to enter the game many
times in order to achieve higher scores,
competing with themselves and with other
students.
•Many students chose to remain in class and continue
playing at the expense of their free time.
•Many students asked for a copy of the software, in
order to continue playing at home.
•Students’ remarks showed excitement and enthusiasm.
2) The software fostered collaborative group work
among students. Although students had the
opportunity to work individually, in many cases,
they chose to work in groups of two or three
students. In such cases many of students’
discussions were aimed on better understanding of
the contents of the software by mutual discussion
with their peers.
3) The interaction with the software encouraged
students to recall knowledge previously learned. In
order to complete the mission in the least number of
moves, many students opened their booklets, and
considered their answers to questions related to
laboratory experiments illustrating geological
processes.
4) A general pattern characterized the progress of
many students while working with the software.
This pattern included preliminary “trial and error”
playing, without paying attention to most of the
information provided by the different windows of
the interface. Students concentrated on the “Zoom-
in” window, and the navigation buttons of the
“description window”, and tended to ignore the
“rock-cycle model window” and the “environments
of formation block-diagram window”. Therefore,
they were not engaged in planning their journeys. It
is suggested that this pattern of interaction, which in
many cases resulted in losing the game, could not
foster systems-thinking among students. However,
this stage was in most cases followed by a more
sophisticated interaction stage, in which students
wisely used the interface of the software for planning
their journeys throughout the rock-cycle. Although
many students reached this stage independently,
motivated by the software’s feedback, in other cases,
the teacher’s intervention was needed to encourage
students to do so.
5) The teacher’s role as a mediator was substantial.
When the teacher’s mediation was needed, he/she
directed students’ attention to the model of the
rock-cycle, and to the block-diagram illustrating the
spatial relationships between the environments
which they had passed though. The teacher
encouraged students to plan their journeys, using
this information. It is suggested that this mediation
was crucial in their ability to exploit the pedagogical
and affective potential of the software.
A further study is planned in order to a) reexamine
the preliminary findings, b) find optimal manners of
implementing the software, and c) assessing its effect on
students’ systems thinking in the context of the
rock-cycle.
REFERENCES
Elshout, J., and Veenmen, M., 1992, Relations between
intellectual ability and working method as
predictors of learning, Journal of Educational
Research, v. 85, p. 134-143.
Emery, R., 1992, Parenting in context: Systemic thinking
about parental conflict and its influence on children,
Journal of Consulting and Clinical Psychology, v. 60,
p. 909-912.
Faughnan, J. and Elson, R., 1998, Information technology
and the clinical curriculum, Some predictions and
their implications for the class of 2003: Academic
Medicine, v. 73, p. 766-769.
Fordyce, D., 1988, The development of systems thinking
in engineering education, An interdisciplinary
model: European Journal of Engineering Education,
v. 13, p. 283-292.
Fortner, R., and Mayer, V., 1998, Learning about the
Earth as a system, Proceeding of the 2nd
international conference on geoscience education,
Hilo, HI.
Frank, M., 1999, Engineering systems view –
Characteristics and learning processes, Unpublished
dissertation, The Technion Israeli Institute of
Technology, Haifa.
Graczyk, S., 1993, Get with the system: General systems
theory for business officials, School Business Affairs.
v. 59, p. 16-20.
Henniger, M., 1987, Learning mathematics and science
through play, Childhood Education, v. 63, p. 167-71.
Kali, Y., Orion, N., and Eylon, B. (in press), The effect of
knowledge integration activities on students’
perception of the Earth’s crust as a cyclic system,
Journal of Research in Science Teaching.
Lewis, J., 1998, Mastering project management:
Applying advanced concepts of systems thinking,
control and evaluation, resource allocation, N.Y.,
McGraw-Hill, 304 p.
Linn, M., 2000, Designing the Knowledge Integration
Environment: The partnership inquiry process,
International Journal of Science Education, Special
Issue, v. 22, n. 8, p. 781 – 796.
O’Connor, J. and McDermott, I., 1997, The art of systems
thinking: Essential skills for creativity and problem
solving, HarperCollins, 264 p.
Orion, N., 1998, Implementation of new teaching
strategies in different learning environments within
the science education, Proceedings of the
international conference of secondary education in
Portugal, Shaping The Future: Politics Curricula
Practices, Portugal, p. 125 – 139.
Senge, P. M., 1990, The fifth discipline: The art & Practice
of the learning organization, N.Y., Doubleday, 371 p.
Shaw, T., 1983, Curriculum reviews: Learning by
playing, Science and Children, v. 20, p. 56-57
170 Journal of Geoscience Education, v. 51, n. 2, March, 2003, p. 165-170

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Virtual Rock Cycle Journey

  • 1. ABSTRACT Developments in the last few years in earth science education can be characterized by a shift towards a systems approach to teaching and curriculum development. The software “A Virtual Journey within the Rock Cycle”, a microworld game, was developed in order to assist junior and senior high school students, who have already learned about the rock-cycle’s processes and products, in developing a dynamic and cyclic understanding of the earth’s crust system. Preliminary observations indicated that that the software induced great enthusiasm, fostered collaborative group work and brought students to recall and reflect upon knowledge previously learned. Additionally, it was found that the teacher’s role as a mediator was critical for enabling students to maximally benefit from the software. Keywords: Education – computer assisted; education – precollege INTRODUCTION Developments in the last few years of earth science education can be characterized by a shift towards a systems approach to teaching and curriculum development. This shift can be illustrated by the main theme of a conference, held in Hawaii, “Learning about the Earth as a system” (Fortner, and Mayer, 1998). This theme was chosen “because it emphasizes the importance of reexamining the teaching and learning of traditional earth science in the context of the many environmental and social issues facing the planet… it is imperative that students at all grade levels and from all cultures have an understanding of how the Earth works” (Fortner, and Mayer, 1998, p.3). Orion (1998) claims that systems-thinking in the context of earth sciences, is a fundamental step in order for students to reach environmental literacy. He claims that understanding the reciprocal relationships within, and between each of the Earth systems i.e., the geosphere, the hydrosphere, the atmosphere and the biosphere (including mankind), will enable students to become thoughtful decision- makers, concerning environmental issues in the future. Systems thinking, i.e. the type of thinking needed for understanding systems, have been extensively studied in many domains, including the social sciences, (e.g., Senge, 1998), medicine (e.g., Faughnan and Elson, 1998) psychology (e.g., Emery, 1992), decision making (e.g., Graczyk, 1993), project managing (e.g., Lewis, 1998) and engineering (e.g., Fordyce, 1988). According to O’connor, and McDermott (1997), a system is an entity that maintains its existence and functions as a whole through the interaction of its parts. Systems-thinking according to them, “looks at the whole, and the parts and the connections between the parts…” Frank (1999) regards such thinking, as a higher order thinking skill, and claims that it is an important way of thinking in many scientific and non-scientific domains. The significance of systemic thinking was emphasized by Senge (1998), who claimed that in a world of information explosion, in which systems are becoming more and more complex, systems-thinking is a fundamental skill. In a study characterizing the specific systems- thinking required for understanding the rock-cycle (Kali et al., 2000), three elements of general systems-thinking were defined as: a) understanding of the parts of a system, b) understanding the connections between these parts, and c) understanding the system as a whole. Accordingly, it was suggested that in the rock-cycle, the first element (i.e., the parts) involves acquaintance with different materials comprising the crust of the Earth. These materials include different types of rocks, unlithified sediments and magma, as well as the geological processes that produce them. The second element (i.e., relationships) involves understanding causal relationships between specific processes and their input and output products. The third element (i.e., the holistic aspect) involves understanding that each output product from one process can serve as an input product to another process, so that most material of the crust is recycled through endless chains of processes and products. In the same study (Kali et al., 2000), it was found that an understanding of the dynamic and cyclic nature of the rock-cycle was not reached by most students at junior high school level, even when they understood all the relevant geological processes and their products. However, a summative knowledge integration activity brought about a meaningful improvement in students’ views of the rock-cycle. Following this activity, students became more aware of the dynamic and cyclic nature of the rock-cycle. Moreover, their ability to apply this awareness and construct sequences of processes, representing material significantly improved (Kali et al., 2000). As a result of this study it was decided to develop additional aids for assisting students to integrate their knowledge of the rock-cycle. We searched for a type of activity that would make the dynamic and cyclic nature of the Earth’s crust more concrete. One such activity could be for students to follow a journey, such as the one described by Jules Verne in his “Journey to The Center of the Earth”, and “participate” in activities such as riding a lava flow. This would certainly “bring alive” the idea of material transformation within the rock-cycle. Although such an educational field trip is, regretfully, beyond the scope of our capabilities, a virtual journey was chosen as a satisfactory alternative and the computer was chosen as the tool for the activity. The computer is a tool well-suited for enabling students to experience such a journey. An important advantage of the computer is that it enables the construction of microworlds (Elshout and Veenman, 1992), which have specific sets of “rules” that students can interact with (for instance a rule of the rock-cycle is that slow cooling of magma will always create plutonic Kali - A Virtual Journey within the Rock-Cycle 165 A VIRTUAL JOURNEY WITHIN THE ROCK-CYCLE: A SOFTWARE KIT FOR THE DEVELOPMENT OF SYSTEMS-THINKING IN THE CONTEXT OF THE EARTH’S CRUST Yael Kali Graduate School of Education, 4523 Tolman Hall, University of California Berkeley, Berkely, CA 94720, yaelkal@yahoo.com
  • 2. rocks). The capability of the computer to store and run high quality animation enables such microworlds to provide students with vivid simulated experiences, which in many cases (such as with many of the rock-cycle processes) could not be experienced by other means. An additional decision was to design the activity as a game. Evidence exists indicating the effectiveness of playing on students’ curiosity, divergent thinking and motivation toward learning diverse scientific topics (e.g., Shaw, 1983) and even on attitudes toward the environment (Henniger, 1987). Following these considerations, the software “A Virtual Journey within the Rock Cycle” was developed. (English and Hebrew versions can be downloaded at http://yaelkali.org). This microworld game is aimed in assisting junior and senior high school students, who have already learned about the rock-cycle’s processes and products, in developing a dynamic and cyclic understanding of the Earth’s crust system. 166 Journal of Geoscience Education, v. 51, n. 2, March, 2003, p. 165-170 Rocks Geological Processes Environment of Formation Magmatic Rocks Granite Slow crystallization of magma Pultonic zone: pockets of magma in the Earth’s crust Basalt Rapid crystallization of magma Volcanoes: continental and mid-oceanic Metamorphic Rocks Gneiss Burial and metamorphism of any rock* High temperatures and pressure at the depth of the Earth’s crust* Schist Sedimentary Rocks A) Biogenic Rocks Limestone Extraction of calcium carbonate from seawater by organisms, which build coral reefs and shells, deposition and lithification Shallow Sea Chalk Extraction of calcium carbonate from seawater by forminifera, deposition of their shells, and lithification Open Sea Chert Extraction of silica from seawater by radiolaria, deposition of their shells and lithification Open Sea Phosporite Accumulation of reich organic material deposits containing fish skeletons and teeth Fertile areas of the sea (upwellings) B) Clastic Rocks Sandstone Erosion of exposed rocks, transportation and deposition of sand grains by currents (streams or wind**) Rivers, Dunes** Marl Erosion of sedimentary rocks, transportation and slow deposition of fine sediments Lakes and deltas Clay Erosion of magmatic and metamorphic rocks, transportation and deposition of fine sediments Lakes, Deep Ocean C) Evaporitic Rocks Dolomite*** Evaporation and successive increasae of salt concentration to the degrees appropriate for dolomite, gypsum, and halite to crystallize Lagoon with limited seawater inflow and high rates of evaporation Gypusm Salt Table 1. Rocks, geological processes, and environments of formation included in the software (simplified to suit high-school level). * Distinction between the formation processes of schist and gneiss is not included in the software. **Distinction between the rocks that form these environments is not included in the software. *** Dolomitization processes are not included in the software.
  • 3. DESCRIPTION OF THE SOFTWARE Contents - The software includes animation, photos, figures and verbal explanations of the geological processes, the environments of formation and the rocks presented in table 1. (The rocks were chosen to meet the Israeli earth-science curriculum, for which the software was developed). Two versions are included in the kit, designed for different levels of knowledge. The senior high school version deals with concepts related to all the rocks included in table 1. A version adapted to junior high school level omits the evaportitic rocks, to avoid dealing with chemical concepts such as dissolution and crystallization from a saturated solution. Background Story - When students open the software for the first time, they are introduced with a background story, presenting Cosmo and Stella, a couple of friendly aliens who had to land on the Earth from the outer space. Cosmo and Stella are looking for replacement parts, made of rocks, in order to repair their spaceship. To assist them in this mission, the student gives the aliens advice for navigating within the Earth’s crust, by choosing geological processes, which bring Cosmo and Stella to different rock forming environments. Rules of the Game - In order to complete the mission, the student must assist Cosmo and Stella to collect five rocks (or four in the junior high school version), and throw away any extra rock, making the least number of moves within the rock-cycle, with a restricted amount of Methane for the aliens’ breathing. In order to collect a rock, the student must assist Cosmo and Stella in moving from one environment of formation to another, by choosing appropriate geological processes. This continues until the aliens reach the environment in which the student believes the specific rock is formed. When a rock is requested in the correct environment the student receives a positive feedback – the aliens use their geological hammer to break a fresh piece of the desired rock and install it in the spaceship. In cases when a specific rock is requested in the wrong environment, the rock that is formed in that environment is collected, but if this rock is not included in the mission, the student will have to assist Cosmo and Stella to throw it away. However, the rock cannot be thrown away immediately, and the student will have to complete a whole cycle of geological processes in order to come back to the specific environment and get rid of the unnecessary rock. If by chance this rock is included in the mission, it is collected, but the student receives a “yellow card” for trying to pick Kali - A Virtual Journey within the Rock-Cycle 167 Figure 1. The interface of the software including the four windows.
  • 4. a rock in a wrong environment. The game continues in this manner until either the mission is completed and the aliens fix the spaceship, or is stopped by one of the following conditions: a) more than two yellow cards are received, b) the aliens’ Methane tank of 50 breaths is finished due to too many actions. Interface - The interface of the software includes the following four windows that appear on the screen throughout the whole game (Figure 1): 1) The rock-cycle model window (Figure 2): This window provides the student with a graphic diagram that includes all the geological processes (represented as arrows) and their products (represented as rounded rectangles), which together represent the cyclic system of the Earth’s crust, known as the rock-cycle model. The student’s route throughout the rock-cycle is constantly updated, and represented by colored arrows in the model. Pointing at each of the arrows in the diagram pops-up a tag indicating the geological process it represents, and pointing at the rectangles, pops-up tags with additional information of specific products. A “show route” button highlights the arrows according to the order in which the student entered them. This button also counts the number of moves made by the student within the rock-cycle model. 2) The environments of formation block-diagram window (Figure 1): In this window all the environments of formation are illustrated in a block-diagram model. Such representation emphasizes the spatial relationships between the different environments. A magnifying glass indicates the location of the environment where Cosmo and Stella are found at any moment of the game. 3) The zoom-in window (Figures 3 and 4): This window illustrates the specific environment that is indicated by the magnifying glass of the block-diagram window. Each environment includes animation illustrating the geological processes occurring in the environment, and their products. For example, in the open sea environment, animation illustrate the sedimentation of foraminifera shells on the sea floor. Animation also illustrate geological processes, which transform materials between different environments of formation. For example, when the student chooses the process of burial and metamorphism, animation illustrate the alignment process of the minerals as the pressure and temperature rises. (Figure 4a and 4b). 4) The description window (Figure 5): In this window, the processes occurring in the zoom-in window are described. At the end of each description, options are presented for navigation within the rock-cycle. The question “Where next?” is presented, with several navigation buttons representing geological processes that can act on the products of the specific environment. Clicking on any of these processes, models material transformation from the specific environment, to a new one, caused by the geological process chosen by the student. This transformation is represented by the interface as follows: A) A new arrow is added to the route represented in the rock-cycle model window. B) The magnifying glass of the environments of formation block-diagram window moves to point on the new environment. C) A new environment is illustrated by animation in the zoom-in window D) A new description of the environment appears in the description window, with new options for further navigation. Many terms, which are usually novel to students before learning about the rock-cycle, are used in these explanations. Since the software is designed as a knowledge integration concluding activity, and not as means for primary learning about geological processes, such terms are not extensively discussed. However, in order to encourage students to concentrate on the dynamic and cyclic aspects of the rock-cycle, rather than on newly learned terms, pop-up tags are used as reminders of the meaning of such terms. PEDAGOGICAL CONSIDERATIONS IN THE DESIGN PROCESS 168 Journal of Geoscience Education, v. 51, n. 2, March, 2003, p. 165-170 Figure 2. The rock-cycle model window. Figure 3. Animation in the zoom-in window: Example from open sea environment
  • 5. The restrictions in the rules of the game, designed to add an element of excitement, are actually a result of pedagogical considerations based on the study about systems-thinking in the context of the rock-cycle (Kali et al., in press). For instance, restricting the number of moves in the rock-cycle, and the number of the Aliens’ breaths, is aimed in motivating students to carefully plan Cosmo’s and Stella’s route within the rock-cycle, rather than proceed in a trial and error route. It is suggested that such planning of cyclic routes of geological processes might assist students in developing systems-thinking in the context of the rock-cycle. Another example is the restriction on the number of yellow cards permitted in the game. This rule, which also has a motivational effect, is aimed at preventing students from guessing, and encouraging them to recall the pieces of knowledge previously gained about the rock-cycle, and integrate these pieces into a holistic view of the system. An additional decision was the number and the types of rocks to be collected in a single mission. The decision to require five types of rocks (one of each rock-category) was aimed to encourage the student to pass several cycles within the system (at least three cycles are needed in order to compete any mission). In this manner students can construct long sequences of processes and products, a process that might assist them in developing the systems perception of the rock-cycle. The design of the interface in four windows that are mutually present on the screen during the whole game is based on the notion that multiple visual representations are beneficial in illustrating complex ideas (e.g., Linn, 2000). Although all four windows reflect the location of Cosmo and Stella at any moment within the rock-cycle, each window emphasizes different types of information. The “rock-cycle model window” provides in- formation of the rock-cycle, emphasizing the relation- ships between different geological processes, and the sequences of processes creating material transformation within the rock-cycle. Apparently, this window provides all the information needed for understanding the dynamic and cyclic nature of the system. However, evidence exists that students who studied the contents of the rock-cycle and were able to draw this model did not necessarily internalize its dynamic and cyclic aspects (Kali et al., in press). The symbolic information of this window is therefore supported by the other three windows. The “environments of formation block-diagram window” provides the student with lively graphic information illustrating the various environments of formation, and of the spatial relationships between them. The movements of the magnifying glass between these environments might assist students to perceive the material transformation within the Earth’s crust more realistically than the symbolic information of the “rock-cycle model window”. The two windows described above present general information about geological processes. The “zoom-in window”, and the “description window” enable students to focus on the details of processes occurring in specific environments of formation. For example, the successive processes of evaporitic crystallization, is represented by the general term “sedimentation” in the “rock-cycle model window”, or as a general illustration of a lagoon the “environments of formation block- diagram window”. Such processes are described in detail and illustrated in the “description window” and the “zoom-in window”. It is suggested that the Kali - A Virtual Journey within the Rock-Cycle 169 Figure 4. Animation in the zoom-in window: Example from metamorphic environment. Left , beginning of animation. Right, end of animation. Figure 5. Navigation buttons and pop-up reminders in the description window.
  • 6. illustration of such processes, and their verbal description, together with the other more general windows, could enable students to relate processes in specific environments to a more general view of material transformation within the rock-cycle. IMPLEMENTATION AND PRELIMINARY EVALUATION The software “A Virtual Journey within the Rock Cycle” was implemented in several junior and senior high school classes. Our preliminary observation indicate the following points: 1) The software aroused great enthusiasm among students: •Students tended to enter the game many times in order to achieve higher scores, competing with themselves and with other students. •Many students chose to remain in class and continue playing at the expense of their free time. •Many students asked for a copy of the software, in order to continue playing at home. •Students’ remarks showed excitement and enthusiasm. 2) The software fostered collaborative group work among students. Although students had the opportunity to work individually, in many cases, they chose to work in groups of two or three students. In such cases many of students’ discussions were aimed on better understanding of the contents of the software by mutual discussion with their peers. 3) The interaction with the software encouraged students to recall knowledge previously learned. In order to complete the mission in the least number of moves, many students opened their booklets, and considered their answers to questions related to laboratory experiments illustrating geological processes. 4) A general pattern characterized the progress of many students while working with the software. This pattern included preliminary “trial and error” playing, without paying attention to most of the information provided by the different windows of the interface. Students concentrated on the “Zoom- in” window, and the navigation buttons of the “description window”, and tended to ignore the “rock-cycle model window” and the “environments of formation block-diagram window”. Therefore, they were not engaged in planning their journeys. It is suggested that this pattern of interaction, which in many cases resulted in losing the game, could not foster systems-thinking among students. However, this stage was in most cases followed by a more sophisticated interaction stage, in which students wisely used the interface of the software for planning their journeys throughout the rock-cycle. Although many students reached this stage independently, motivated by the software’s feedback, in other cases, the teacher’s intervention was needed to encourage students to do so. 5) The teacher’s role as a mediator was substantial. When the teacher’s mediation was needed, he/she directed students’ attention to the model of the rock-cycle, and to the block-diagram illustrating the spatial relationships between the environments which they had passed though. The teacher encouraged students to plan their journeys, using this information. It is suggested that this mediation was crucial in their ability to exploit the pedagogical and affective potential of the software. A further study is planned in order to a) reexamine the preliminary findings, b) find optimal manners of implementing the software, and c) assessing its effect on students’ systems thinking in the context of the rock-cycle. REFERENCES Elshout, J., and Veenmen, M., 1992, Relations between intellectual ability and working method as predictors of learning, Journal of Educational Research, v. 85, p. 134-143. 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