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MASTER OF SCIENCE in
C. Graham Wilcox
December 6, 2015
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Table of Contents
Category:
Page:
Executive Summary
Introduction and Background .
Solution Description ...
Methods and Procedure ..
Evaluation and Testing Report ...
Conclusion ..
Resources
Appendices .
3
4
5
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Executive Summary
The goal of this project was twofold: to create science curriculum for fifth grade students, which
may be accessed online from any computer with an internet connection, and to integrate grade-level
social studies curriculum along with the science standards implemented.
Fifth grade students are required to complete a comprehensive exam upon conclusion of the fifth
grade. Students must show grade level proficiency in science subject material taught in California
classrooms beginning in third grade through fifth. However, there is no statewide mandated time
requirement to teach science curriculum during the regular classroom instructional day. Therefore the
importance of this project was to allow extra time for the student to learn about science by participating in
a student-led interactive and online curriculum, regardless of location, either in a classroom with
computers or at home on a home computer.
The expected outcome of this project was for students to obtain a basic understanding of the
geosphere, hydrosphere, atmosphere and biosphere, from the perspective of Native American Regional
culture (Eastern Woodlands, Great Plains, Southwest Desert, and Pacific Northwest. (Appendix A).
Students were to demonstrate basic understanding primarily of the four spheres as they are laid out in the
NGSS standards for fifth grade. After the project was implemented, it was determined that the scope of
the project should be reduced, extraneous information should be reduced, and the project as it stands in
four parts should be reduced to two parts with more concentration on the relationship between science
and the perspective on nature from a Native American cultural standpoint.
Solution Description
The proposed solution to the issue of lack of time during regular school hours is fulfilled by
effectively creating online science/social studies curriculum, allowing the learner full access to the
curriculum any time of the day, provided the learner has access to a computer with internet capability.
Students may take any, or all of the quests developed for this Capstone and gain a basic understanding of
the science and social studies information. Since the learning material is self-contained, students do not
The instructional principle primarily used for this Capstone was Gagnes nine events of instruction:
1. Gain the learners attention. Each quest in this Capstone begins with a brief narrated introduction
to what the learner will be doing. This is followed by four traditional Native American creation
stories, designed to set the theme of the lesson.
The major instructional strategy for this Capstone was self-directed, student led learning,
with the caveat that the tutorial required the learner to progress through in a linear fashion. In
order for the learner to be successful, they must complete the entire quest from beginning to end.
All of the curriculum was designed so the learner would be able to complete it without an
instructor present. (Appendix C)
The tasks and content of the Capstone followed cognitive load theories (Pappas, N.D.) by
keeping each of the sub quests brief with frequent formative assessment. Also, learners were
provided with text, audio and video during the entire tutorial. Further, in order to facilitate
learning, the navigation controls were embedded onto each slide. Most of the navigation
controls appeared only when the learner had completed the necessary steps to be successful on
formative and summative assessments. Each quest in the Capstone was broken up into three
categories; the biosphere, geosphere and hydrosphere/atmosphere. The purpose of this was to
break up the content into smaller pieces to avoid overload of working memory on the part of the
learner.
The media components chosen for this Capstone was Articulate Storyline 2, a Power Pointbased software. Using this software, the Capstone used voice-over narration, video and text
graphics. Nearly all of the videos embedded into the Capstone were embedded with both
narration and brief animated text in order to facilitate the learning process, as well as to highlight
important information that the learner would need to be successful. The primary video editing
suite used for the Capstone was YouTube. However, the first two videos were created using
Edpuzzle. Edpuzzle is a newer video editing application which allows the instructional designer
to embed quiz questions and narration into different videos (Appendix E).
Initially, the biggest challenge of this Capstone was how to design it. During the literature
search, the challenge of finding similar curriculum that was both science as well as social science
for the fifth grade proved to be very challenging. The original idea came from the book Keepers
of the Earth, a book of Native American stories with environmental activities for elementary
school children. The book is comprised of various Native American creation stories with
environmental activities listed for each of the different stories. This researcher received
permission from Fulcrum Publishing to use some of the stories in the Capstone. Keepers of the
Earth was where the original idea stemmed from.
The original design changed several times during the first month of work on the Capstone.
Deciding on whether to take a more science-based approach, social science-based approach, or
to keep it a balance between the two took a considerable amount of time. By the development
phase, the Capstone began to take shape and the final outcome was one of a more scientific
approach, with a smaller portion devoted to social science. The decision was made in order to
provide meaningful content without overloading the learner.
Originally the Capstone was developed as one stand-alone learning module. As it began to be
built out, it became apparent that the content was too large, and the decision was made to break it
up into four learning modules and host it on a website that learners could easily access. The final
breakthrough came when the decision was made to break it up. Using Weebly.com as a web
hosting site, facilitated the finalization process for the Capstone and turned it into a usable
product.
one quest earned the learner a banner, represented by a flag of the specific Native American
nation from the region they completed. Learners were sent to the next quest after completion of
one. After the learner completed the final quest, they were directed to the feedback page where
they were encouraged to complete a usability survey.
The process for completing the project were based on the ADDIE model. Analysis
consisted of the literature review of present curriculum, standards and teacher needs, as well as
anecdotal information gleaned from this authors classroom teaching experiences in terms of
evaluating how the design of the Capstone would hold the learners interest long enough to
progress through the entire learning module. Design of the project was facilitated by the
storyboard, which broke down each slide for the entire learning module. The development
process exponentially expanded the storyboard by the creation of several layers within each
slide. The process of development took the longest amount of time, as well as trial and error.
Implementation of the Capstone was undertaken over one week with fifth grade students. At the
time of this writing, the alpha testing demonstrated some errors with the program on some of the
learning modules (quests), which the developer has subsequently fixed and is ready for beta
testing. The errors in the learning modules made it so effectiveness tests were limited to the
Eastern Woodlands quest, however since the other three quests are the same format, it was
determined that the results from the effectiveness test would be sufficient to determine overall
effectiveness. The evaluation process was conducted using pre and posttests, as well as a
usability survey. Statistical analysis of the effectiveness test are expounded upon in the
Evaluation and Testing Report section of this paper.
Timeline
September
Anticipated:
October
November
December
Completion of storyboard by
mid-September. Development
of Capstone in Storyline
begun.
all necessary
30th.
requirements
downloaded onto USB
Actual:
Storyboard completed,
development commenced
completed as of the
begun.
expected to be
Tutorial
Tutorial
Navigation
Tutorial was
Appearance
Navigation
Overall
required to
functioned
was
was easy:
aesthetically
was
buttons
rating:
complete:
properly:
enjoyable:
pleasing:
consistent:
functioned
properly:
30-60
5.9
7.2
6.3
8.8
7.3
8.8
7.5
minutes
Based upon the usability survey results, it was determined that there were some
functionality issues that needed to be addressed with the quests. The Eastern Woodlands quest
had the most functionality, and for the sake of time, the effectiveness test was based upon that
learning module, while the others were repaired.
Overall, the usability test demonstrated that the learners generally liked the tutorials,
found it relatively easy to navigate through and functionality issues were at a minimum, or
quickly solvable issues on the part of the developer.
The working hypothesis for this Capstone determined that learning took place after
completion of at least one of the tutorials. Identical pre and post tests were given to the learners
and a statistical analysis of the results follows. The analysis conducted was a t-test paired two
sample for means. This test was done at the 95% confidence level. The research hypothesis for
this test was to determine that participants scores had improved on a posttest taken after
completing the learning activity (H1.>H0). The null hypothesis in the analysis would determine
that there is not statistical proof that the participants had gained an improved score on the
posttest (H1=H0).
The t-statistic for the 95% confidence level yielded an absolute value of 7.35, with a
critical value of 1.86. Since the t-statistic at the 95% confidence level is greater than the critical
value, and given that the probability that the research hypothesis is true is greater than the
probability of the 95% confidence level, the alternative hypothesis cannot be rejected. At the
95% confidence level, the data shows that there was a correlation between participating in the
Eastern Woodlands quest and performing better on the posttest (appendix F).
Conclusion
This Capstone project was an evolution of content, theme and aesthetics. Striking the
right balance of focus between adding content and ensuring that the content is relevant proved to
be the greatest challenge. In keeping with the learning theories, principles of instruction,
delivery method, and modality principles, what may be concluded upon completion is the
importance of how the time spent in the design phase of any project is critical. Without the clear
road map of design and design principles, developing a workable and meaningful learning
module cannot take place.
Overall, the effectiveness tests statistically proved that the learning modules do what they
were designed to do, which is to teach the learner. Yet the question remains as to the overall
relevance of the content and the degree to which the balance between science and social science
was met. In hindsight, the time limitations for this Capstone project prevented a deeper level of
development. Based upon the time spent in development of this project, it would require several
more months to fine tune and add more content that would help make connections between the
science and social science.
With the completion of the MIST program, it is the intention of the developer to take this
Capstone project and create an online simulation or game in which the learner must complete
their quests by building virtual models as demonstration of their learning. The time limitations
for this project prevented such a venture. However with the completion of the Capstone, there is
now the opportunity to pursue such ventures. At the time of this writing, the designer/developer
has begun the process of developing this project using MinecraftEdu, an educational version of
the popular online game Minecraft. In this virtual world, students will use their understanding of
the hydrosphere, biosphere, atmosphere and geosphere to create culturally relevant and
historically accurate models of Native American regional villages.
Resources
Caduto, M., & Bruchac, J. (1988). Keepers of the earth: Native American stories and
environmental activities for children. Golden, Colo.: Fulcrum.
Gredler, M. (1986). Learning and instruction: Theory into practice. New York: Macmillan ;.
Horton, W. (2006). E-learning by design. San Francisco: Pfeiffer.
Pappas, C. (ND). Cognitive load theory and instructional design. Website:
http://elearningindustry.com/cognitive-load-theory-and-instructional-design
Appendices
A: NGSS and California Social Studies Standards:
5.1 Students describe the major pre-Columbian settlements, including the cliff
dwellers and pueblo people of the desert southwest, the American Indians of the
Pacific Northwest, the nomadic nations of the Great Plains, and the woodland
peoples east of the Mississippi River.
1. Describe how geography and climate influenced the way various nations
lived and adjusted to the natural environment, including locations of villages, the
distinct structures that they built, and how they obtained food, clothing, tools, and
utensils.
http://danagrayearthscience.weebly.com/
Pretest
50.00%
Post Test
40.00%
30.00%
20.00%
10.00%
0.00%
1
10