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Children, Youth and Environments Vol. 19 No. 1 (Spring 2009) ISSN: 1546-2250 An Ethnographic Comparison of Real and Virtual
Reality Field Trips to Trillium Trail:
The Salamander Find as a Salient EventMaria C.R. Harrington School of Information Sciences
University of Pittsburgh
Citation: Harrington, Maria C.R. (2009). "An Ethnographic Comparison of Real and Virtual
Reality Field Trips to Trillium Trail:
The Salamander Find as a Salient Event." Children, Youth and Environments 19 (1): 75-102. Retrieved [date] from http://www.colorado.edu/journals/cye/
Read this Article (PDF) | Comment on this Article AbstractReported are ethnographic observations comparing and contrasting real and virtual
reality field trips. The content was from a fourth grade elementary science and
ecology curriculum of the Audubon Society of Western Pennsylvania. Ecology
education is an area of enormous importance, especially now in the period of
climate change. Technology may help to disseminate crucial knowledge and
understanding required for appreciation and respect of natural places, both near
and far. The system developed is unique, as it is a high-fidelity, data-based
ecologically accurate simulation of the real field trip. The study used a
counterbalanced design, (Real-Virtual and Virtual-Real groups), which made a post-
experience survey meaningful. After both experiences students rated the Real
superior to the Virtual in Learning, Inquiry and Presence. However, after the First
experience, Real or Virtual, a posttest showed no statistical difference between
experiences. Our claim is that both results are true. Additionally, observations
suggest that the two environments complement. Many of the out-of-curriculum
learning events only occurred in the real environment as unplanned surprises
resulting from nature. One such “salient event” was the sighting of a salamander,
which allowed the dynamic and sensitive naturalist guide to relate the unplanned
event back to the curriculum for maximum impact on long-term episodic memory,
thus documenting the effectiveness of “the teachable moment,” and the
environment-guide-child interaction dynamic. This paper offers insights for both
educators and software designers. Keywords: discovery-based learning, human-computer interaction, ethnographic, intrinsic motivation, elementary ecology education, field trips, virtual reality
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