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An interactive multimedia tool for helping students
"translate" from maps to reality and vice versa
(submitted to the Journal of Geological Education)
by Kim A. Kastens (kastens@ldeo.columbia.edu)
Lamont-Doherty Earth Observatory
and Department of Geological Sciences
Columbia University
David vanEsselstyn
and
Robert O. McClintock
Institute for Learning Technologies
Columbia University
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Abstract
We have developed a computer-aided learning tool to help students
develop their ability to translate mentally between their visually-perceived,
three-dimensional physical surroundings and a planview schematic
representation of that reality: in other words, a map. An ability
to visualize reality from maps and vice versa is a valuable life
skill, a prerequisite for success in many jobs including virtually
all geoscience careers, and, we believe, a prerequisite for using
the powerful map metaphor as an organizing principle for complex
bodies of knowledge. Our application, called "Where are We?", simultaneously
displays a visual-representation of an interesting, real, environment,
and a map view of that same terrain. The student/user is challenged
to (a) figure out his/her location on the map based on clues in
the visually-perceived environment, (b) plan a route to a destination
on the map and follow that route based on clues in the visually-perceived
environment, (c) locate specific unmapped features in the visually-perceived
environment and add appropriate symbols to the map to indicate these
new features. The program is targeted at middle school Social Studies
classes and eighth or ninth grade Earth Science classes.
Keywords: map
Description of the application
"Where are We?" simultaneously displays a map view and a visual
display of an interesting, real environment (figure
1 [150K inline .gif]). In the existing prototype, we use Central
Park in New York City as our locale, but our interface could also
be applied to a variety of geologically- and environmentally-significant
terrains. Working on the left side of the screen, the student can
"move" through the visually-displayed environment at will. Each
time the student clicks "turn left," "turn right" or "go forward"
buttons, the application displays a snippet of digital video corresponding
to the requested motion. Meanwhile, the right-hand side of the screen
displays a map view of the same territory. The student is challenged
to figure out, keep track of, anticipate and/or annotate his or
her location on the map view, based on clues from the visual display.
"Where are We?" poses several sorts of challenges and opportunity
for the student:
"Out for a Walk " mode: Students can "move" through the map world
at will, exploring the application and the park in a unstressful,
non-competitive manner. As the student clicks "left," "right" or
"forward" buttons to move through the visually-perceived environment,
a marker on the map echoes the student's moves and turns. The contrast
between the slow motion of the marker across the map, and the rapid
motion of the ground in the video, gives the user a strong visceral
sense of the map as a scale model of reality.
"Lost! " mode: The student is "dropped" into the map world at
a randomly-chosen unknown locality. By observing visual clues in
the surroundings, the student tries to figure out his or her location
on the map. The student then clicks on the map at the inferred position,
and the program provides instant feedback about whether this effort
has been successful.
"Are We There Yet?" mode: Students are assigned to find their
way to a specific feature shown on the map, such as the entrance
to the Nature Sanctuary (figure
1 [150K inline .gif]). In this mode, the student are responsible
for tracking their own position on the map; however, if they get
lost, a click of the "hint" button temporarily indicates the current
position and view direction on the map.
"Basemap" mode: The program provides a basemap which has paths
and roads and bodies of water marked, but which lacks certain important
details about the terrain portrayed. The assignment is to travel
through the map-world, placing icons on the map to indicate the
presence of specific observable features (lampposts, flowering shrubs)
in the environment.
"Make your own Map-world" mode: Instead of merely exploring the
map-world that we have prepared, students and teachers can use our
template to construct their own interactive map-world of their neighborhood
or school. We provide detailed instructions, plus a template in
which all of the navigation functionality is already scripted. School
groups take photographs of their intended area, scan and import
the photographs carefully into the template, scan and input a basemap,
fill in a few fields, and click systematically on a copy of their
basemap to indicate the position of their photography nodes. No
scripting or programming is required.
Why is this application neccessary?
The motivation for developing this computer-aided learning tool
was the observation that many students enrolled in a Columbia University
undergraduate Earth Science course for non-science majors do not
use maps as part of their repertoire for organizing information:
they are not very effective at extracting information from published
maps, and they find it difficult to express information by creating
a map of their own. This is obviously a serious handicap in studying
Earth Science, a field in which observations, interpretations and
hypotheses are all frequently expressed by geographic or spatial
relationships. Even for students with no professional aspirations
in science, ability to work with maps and find one's way in the
world is an important life skill in a mobile society.
Maps are included in the pre-college curriculum of most schools,
typically in fourth, fifth and/or sixth grade Social Studies. High
school Earth Science and History classes present additional exposures
to maps. So how is it that so many academically-accomplished students
reach college with such weak map literacy skills?
An examination of the hands-on exercises used in teaching pre-college
map literacy reveals a common thread and a common missing element.
Most of the skills practiced could be described as "map analysis."
After looking at a simple sketch map, a middle school student is
asked questions like: "What road leads from Bloomington to Lake
Aponda?" (Carratello and Carratello, 1990, p.65); or "The entrance
to the zoo is on the [north/south/east/west] side" (Rushdoony, 1988,
p.73); or "Who lives at the corner of Turtle Street and Lion Street?"
(Klawitter, 1985, p. 11). After looking at a topographic map, an
Earth Science student is asked questions like: "What is the elevation
of the highest contour line shown on the map below?" (McGuire, 1991,
p. 24), or "What is the slope in feet per mile of the eastern side
of Mount Price from the summit to the shore of Garibaldi Lake?"
(Tarbuck and Lutgens, 1994, p. 46).
Certainly such "map analysis" skills are indispensable for a skilled
map user. Unfortunately, the questions above can be answered entirely
within the schematic framework of the map; there is no incentive,
and indeed no mechanism, for students to consider the physical reality
of which the map is a representation as they prepare their answers.
Such "map analysis" exercises neglect an important aspect of map
using: a skill that could be described as "map visualization," or
as the ability to "translate" fluently between one's visually-perceived,
three-dimensional physical surroundings and a planview schematic
representation of that reality. An effective "map visualizer" can
look at a map and create an accurate mental picture of what the
terrain would look like if s/he were standing in it. We suspect
that failure to make this mental link between a map and the physical
reality that it represents underlies the problems that many undergraduates
and adults have with maps.
Until now, this "map visualization" or "translation" skill has
not been readily teachable within the four walls of a classroom.
Instead, map reading has traditionally been taught by a parent,
a scout leader, a military superior, or those few pre-college teachers
involved in field-based education. Individuals who lacked such a
mentor either discovered map visualization strategies by trial and
error on their own, or they grew to adulthood lacking this skill.
The goal of our project is to use instructional technology to expand
the bounds of what can be learned in a classroom setting, to include
map visualization skills in addition to the traditional map analysis
skills. In no sense do we envision our application as a complete
substitute for field-based map exercises; we think all students
should use and make real maps in the real world as part of their
pre-college education. But we recognize that the opportunities for
field-based education are limited in most schools, and we think
that visually-informative, computer-aided learning tools can accelerate
the acquisition of map skills. Our application is targeted at middle
school Social Studies classes and eighth or ninth grade Earth Science
classes, but could be productively used by anyone who wishes they
had a better "sense of direction."
Specific Skill Obectives
"Where are We?" is a skills-oriented rather than content-oriented
application. We have classified the skills objectives into slightly-overlapping
categories of Maps & Wayfinding skills, Spatial Intelligence, Visual
Literacy, Organizational Skills, Interpersonal Skills, and Computer
Skills.
Map-reading, Way-finding, and "Sense of Direction"
We postulate that "sense of direction" comprises a skill set that
can be strengthened through practice. "Where are We?" permits dozens
of way-finding mistakes to be compressed into a very short amount
of time, without the dire consequences that can accompany way-finding
mistakes in the real world. Feedback on the success or failure of
each way-finding step is immediate, and the feedback is discovered
by the student (when the next step either does or does not work)
rather than imposed by the teacher. After working with "Where are
We?", we hope that:
-
Students will be able to figure out where they are located
on a map by recognizing landmarks and the spatial relationships
among landmarks.
-
Students will be able to plan a route to reach a destination
on a map, and then successfully follow that route.
-
Students will be able to give oral or written directions to
another person about how to find a given destination, and the
directions will be of sufficient quality that the second person
will succeed in reaching the goal.
-
Students will be able to use compass directions to orient
themselves, and this skill will be internalized so that it feels
intuitive rather than intellectual. In other words, if a student
is facing west, s/he will know right away, without painful mental
effort, that by turning left s/he will end up facing southwest
or south.
-
Students will be able to recognize and identify the conventional
symbols used to identify common features on maps.
-
Students will make immediate and facile correlations between
map symbols and the real-world features or objects they represent.
Note that making such correlations involves multiple simultaneous
mental transformations: two rotations and a simplification (see
below under "spatial intelligence" and "visual literacy" respectively.)
-
Students will be able to visualize the shape of simple landforms
by looking at topographic contours.
-
Students will be able to analyze and interpret a data set
in which a parameter varies spatially over the map area. They
will be able to contour such a data set , and to discuss possible
causes of the observed spatial variability. They will be able
to apply these techniques regardless of whether the mapped parameter
is perceivable to the human senses.
-
Students will realize that maps are made by human beings,
and can be erroneous or obsolete.
Spatial Intelligence
We think that the mental skills exercised by "Where are We?" are
applicable to a broad range of challenges outside the realm of map-reading
and way-finding. Many of these skills call on the students' spatial
intelligence, their ability to mentally manipulate and process information
about shapes and the relationships among shapes. After working with
"Where are We?", we anticipate that:
-
Students will be more adept at mentally rotating an object
and visualizing what it would look like from another point of
view. Success with "Where are We?" requires that the user execute
dozens of mental rotations from the sideways, human's-eye perspective
of the video, to the planview, bird's eye perspective of the
map. In the real world, this would be a rotation about a horizontal
axis oriented left-to-right across the user's body; in the computer
application, it is a mental rotation about a horizontal axis
in the plane of the screen. In addition, the user must mentally
rotate either the map or the video-view so that the view is
perceived as towards the appropriate direction on the map. In
the real world, this would be a rotation about a vertical axis;
in the computer application, this is a rotation about an axis
perpendicular to the screen.
-
Students will be more adept at mentally rotating an object
and visualizing what it would look like from another point of
view. Success with "Where are We?" requires that the user execute
dozens of mental rotations from the sideways, human's-eye perspective
of the video, to the planview, bird's eye perspective of the
map. In the real world, this would be a rotation about a horizontal
axis oriented left-to-right across the user's body; in the computer
application, it is a mental rotation about a horizontal axis
in the plane of the screen. In addition, the user must mentally
rotate either the map or the video-view so that the view is
perceived as towards the appropriate direction on the map. In
the real world, this would be a rotation about a vertical axis;
in the computer application, this is a rotation about an axis
perpendicular to the screen.
-
Students will be better at recognizing and remembering distinctive
shapes and geometries. For example, the successful user of "Lost!"
mode will learn to recognize the shapes of intersections.
-
Students will begin to realize that there are spatial relationships
among intangible, non-visible properties, as well as among physical
objects. For example, the ambient noise measurements in the
"Environmental Mapper" mode illustrate a characteristic spatial
pattern, with generally decreasing noise level as one moves
away from the bounding streets.
Visual Literacy
We use the term "visual literacy" to mean the ability to extract
information from pictures, images, drawings, graphs, and maps, and,
conversely, the ability to express information in these forms. After
working with "Where are We?" we hope that:
-
Students will be able to analyze a complex visual environment
and parse it into ephemeral elements (such as people) and relatively-permanent
elements (such as paths). They need not articulate the results
of this effort, but they should use the results in working with
the map. There's no use looking for the ephemeral elements on
the map; the mapmaker typically has chosen only permanent elements
to include on the map.
-
Students will be able to correlate between different images
or visual representations of the same object or feature, even
if one representation is schematic and the other is pictorial.
In order to correlate between a map symbol and the corresponding
real-world feature or object, students must mentally simplify
from the intricately-detailed feature in the seen-world, to
the schematic and spare representation of the map-world.
-
Students will understand that there is a symbolic language
of maps, which can be used to convey information. They may begin
to recognize that this symbolic language can carry certain kinds
of information that is difficult to convey in words or mathematics
(i.e. the directions-writing exercise in "Out-for-a-Walk" mode).
The most perceptive students may begin to identify what types
of information are best conveyed through this symbolic language,
and may elect to draw a map when they find themselves needing
to convey information of these types.
-
Students will begin to convey meaning in the symbolic language
of maps. In "Basemap" mode, they add meaning to an existing
map by adding symbols for features that the original mapmaker
chose not to include.
Organizational Skills
Although organizational skills were not the main target of our
development effort, we anticipate that use of "Where are We?" could
strengthen students ability to organize knowledge, to organize data,
and to organize complex tasks. After working with "Where are We?":
-
Students may be better able to combine several lines of evidence
to reach a conclusion. For example, in "Lost!" mode, the user
might need to find the place that is (a) on the east side of
the lake, (b) on the path closer to the lake, and (c) a little
ways north of a staircase. No single line of evidence alone
would suffice to pinpoint the mystery location.
-
Students may be better able to plan and execute a thorough,
methodical investigation. For example, in "Basemap" mode, or
"Environmental Mapper" mode, students need to formulate and
implement a strategy to make sure that they cover all parts
of the mapworld.
-
Students may be better able to keep track of multiple events
in an event-chain. For example, the successful user of "Are
we there yet?" mode will continuously keep track of his or her
position, move after move, building the interpretation of the
current move onto the carried-forward interpretation of the
outcome of the previous move.
-
Students may be better able to plan and carry out a complicated
project. This is particularly true for users of "Make your own
Map" mode, who must gather materials and supplies, plan where
to make their map, locate and scan a basemap, take photographs,
accurately record numerous details about their photo sessions,
manipulate photographs in a graphics application, and work with
a multimedia authoring application.
Interpersonal Skills
"Make your own Mapworld" mode and "Environmental Mapper" both
place a premium on ability to work collaboratively. In "Environmental
Mapper" groups of students must combine their data sets into a master
map, which they must then interpret together. "Make your own Mapworld"
involves far too many tasks for a single individual to complete
in a realistic timeframe; students must divide up the work and combine
their efforts.
Computer Skills
Users of "Make your own Map" mode will become multimedia application
developers. The "Make your own Map" template is designed so that
student groups can create a genuine interactive multimedia application,
their own map-world, without requiring that they write or modify
any scripts. With this first, sheltered, step, students begin to
develop fluency in a new language, the language of multimedia communications.
Assessment Strategies
"Where are We?" has several built in devices to help classroom
teachers assess whether students are learning. The assessment strategy
varies from mode to mode:
"Lost!" Mode: The program reports how many right and wrong position
guesses the student has made, which is a useful indication of mastery
of this task. The program needs to be run for long enough that each
student encounters more or less the same number of hard and easy
drop locations (the program generates drop locations randomly.)
"Are we there yet?" Mode: The program reports which targets the
student has reached, and how many times s/he used the button. Successful
reaching of targets, with little or no recourse to the button, is
a good indication of mastery of this task.
"Basemap" Mode: Students print out their map and hand it in to
the teacher for evaluation. The teacher's guide will include a comparison
copy of the completed map.
"Out for a Walk" mode: "Out for a Walk" mode is primarily intended
for uncompetitive, unevaluated exploration of the application. However,
"Out for a Walk" mode can be incorporated into a writing exercise
as follows. The class is divided into teams of two to six students,
such that there is one computer per team. Each team is then further
subdivided into the "writers" and the "finders." The teacher gives
a paper copy of the "Where are We?" map to the "writers" in each
team; on this map, a secret destination is marked with an "X". The
"writers" have to find their way to the destination, and then produce
a written set of directions (words only, no sketches) from the starting
point to the destination. Then the "finders" take over the computer,
and based on the written directions only, they have to find their
way to the destination. The first group to reach the destination
wins.
"Make your own Map" Mode: The completed stack of the student-created
mapworld is submitted for evaluation.
In addition to assessing the student's facility with the computer
map, we encourage teachers to take their students into a real world
setting and have them try their skills at map reading and map making.
Treasure hunt: Before the students arrive, hide a "treasure" in
the area that the students will visit. Give pairs or trios of students
a paper map on which the location of the "treasure" has been marked.
Students who have mastered map-reading skills will use their map
to home in directly on the "treasure", whereas students who have
not mastered these skills hunt around in random Easter-egg-hunt
style.
Complete the map: Give pairs of students a paper map of the area
they are visiting, on which roads and pathways and bodies of water
have been marked. Students are asked to complete the map by filling
in the buildings and statues and other specified features. Students
who have mastered map reading skills will produce more detailed
maps with a higher percentage of the hand-drawn features in the
correct location. Directions for future development
The current version of "Where are We?" is a prototype. A limited
number of copies of the prototype are available for distribution
to educators who are willing to provide a written review of the
application. Among the directions we are considering for future
development are:
-
Choice of Maps: The map in the prototype is a schematic map
showing paths and roads, rocky outcrops, water, stairs, a bridge,
and a fence. We would like to offer the user a choice of maps:
a topographic map, an aerial photograph, a geological map, and
an ecological (vegetation-type) map. The message for students
would be that the same reality can be meaningfully and truthfully
represented on a map in different ways, and the choice of appropriate
map depends on what aspects of reality interest the map-user
at the moment.
-
Changes through Time in the Visual Representation: At a few
locations in the map world, the user will be able to "travel
through time" by clicking a special icon on the visual side
of the screen. Students will note that even though the changes
in the visual environment on the hours- and months- time scales
are dramatic to the eye, all those different views are accurately
represented by the same map. In fact, a central goal of most
physical maps is to codify permanent features while ignoring
ephemeral features; this is a powerful strategy for reducing
the intricate detail of the seen-world to the schematic representation
of a map.
-
Environmental Mapper Mode: Our existing prototype helps students
learn to work with maps of visible features in physical space.
We think that working with such maps is a necessary but not
sufficient condition for facility with more abstract types of
maps. We will add one new mode, tentatively called "Environmental
Mapper," to help students transfer their newly-learned map skills
from highly-realistic to more abstract map types. In the new
mode, students will be able to "measure" environmental parameters
such as ambient noise or carbon monoxide level, as they "walk"
through the mapworld. Students will read an instrument, enter
the data point into a field, and indicate the location of that
data point on the map. When all areas of the mapworld have been
explored and monitored, students will print out their maps with
superimposed environmental data. The data can then be contoured,
and used as the focus of a discussion of the spatial variability
in these non-visible, intangible parameters.
The value of instructional technology for Earth Science education
The process of creating "Where are We?" has lead us to reflect on
the general utility of interactive, multimedia tools for Earth Science
education. We think that the potential is excellent, higher than
in almost any other discipline, for the following reasons:
-
Relative to other fields, Earth Science carries an unusually
large fraction of its information in shapes and in spatial relationships.
Law, for example, carries most of its information in words;
physics, in equations. But we Earth Scientists care inordinately
about shapes: the shapes of fossils, the shapes of continents,
the shapes of deformed rock bodies, the shapes of crystals,
the shapes of minerals, the shapes of plate boundaries, the
shapes of magnetic anomalies, the shapes of sedimentary units,
the shapes of ore bodies. And we care about spatial relationships:
the spatial distribution of earthquakes, of fossil groups, of
water masses. Three-dimensional shapes and spatial relationships
are difficult to convey in black and white on paper, but feasible
to convey through modern computer-aided visualization techniques.
Because our science relies so heavily on shapes, images, maps,
and spatial relationships, Earth Science educators have more
to gain from visually-rich computer-aided learning tools than
do educators in text- or equation- or number-dominated fields.
-
Changes through time are at the heart of earth science. In
earth science education, a moving image--a video or an animation--is
not merely a cute device for catching the student's attention;
a moving image can convey fundamental information about how
the Earth has changed through time.
-
Many important earth processes occur on temporal or spatial
scales that cannot be reproduced in the laboratory. A Chemistry
or Physics instructor can easily set up hands-on lab experiments
in which students observe, measure and manipulate significant
chemical or physical processes. Earth Science instructors have
generally not had that luxury, and our traditional labs have
consequently tended to focus on products (rocks, minerals, landforms)
rather than on processes. Computer simulations of natural processes
offer students a chance to "experiment" with what-if scenarios
on systems (a watershed, a volcano, a deforming mountain range)
that are too large and too slow to observe in a hands-on "wet"
lab or field trip.
Acknowledgements
The development of the "Where are We?" prototype was funded by
the Oracle corporation through an Oracle Media Objects challenge
grant. We thank Dale Chayes, Joy Allen, and Kim Taipale for help
in conceptualizing and creating the application. Cheryl Best of
the Central Parks Conservancy, and Marianne Cramer of the New York
City Department of Parks and Recreation were of great help in obtaining
maps, permits and information about Central Park. Finally, we thank
John Kelly of the Columbia University film department for an equipment
loan.
References Cited
Carratello, J. and Carratello, P., 1990. Beginning Map Skills.
Teacher Created Materials, Inc., Huntington Beach, CA, 80 pp. Klawitter,
P., 1985. Learning about Maps. Milliken Publishing Co., 28 pp.
McGuire, T., 1991. Reviewing Earth Science. Amsco School Publications,
Inc., New York, 184 pp.
Rushdoony, H. A., 1988. Exploring our world with maps: Map skills
for grades K-6. Fearon Teacher Aids, Carthage, Illinois, 138 pp.
Tarbuck, E. J., Lutgens, F. K. and Pinzke, K. G., 1994. Applications
and Investigations in Earth Science. Macmillan College Publishing
Company, New York, 321 pp.
Figure Caption
The right-hand side of the "Where are We?" screen displays a map
of a portion of an urban park. The left-hand side of the screen
shows a video representation of a scene from within the area of
the map. By clicking on the forward, left or right buttons, the
user can "move" throughout the park by viewing appropriate video
segments. The user is challenged to keep track of, figure out, or
annotate his position on the map, based on visual clues in the video.
The pedagogical goal is to be able to "translate" mentally back
and forth between a visually-perceived, intricate, profile view
of reality (the video) and a schematic, sparse, planview representation
of that reality (the map).
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