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To browse Academia. Skip to main content. Log In Sign Up. Download Free PDF. Realism in the design process and credibility of a simulation-based virtual laboratory Journal of Computer Assisted Learning, Michael Couture. Download PDF. A short summary of this paper. Realism in the design process and credibility of a simulation-based virtual laboratory. They concluded that this whole issue, which had received little attention, was well worth further study.

Since then, however, the few studies Hatzipanagos HatzipanagosEdward that have touched upon this subject have done so only in a partial or indirect way. This paper contributes to this subject by reporting a case study encompassing the design process of a simulation-based environment and an investigation of its credibility among potential users. I will then show how a realism-based design principle, put forward at the onset of the project and applied throughout the design process of the environment, with the aim of maximising its credibility, shaped its characteristics and facilitated the work of the design team.

Second, I will present a qualitative exploratory study of students' perceptions concerning the credibility of VPLab. I will focus on the role played by the various characteristics of the environment and by users' prior experience in the formation of these perceptions, and verify to what extent these match VPLab's designers' hypotheses.

VPLabThe expression 'virtual lab' is used to describe a large spectrum of products and systems, from simple simulations of phenomena e. VPLab, 1 which belongs to the latter category, is a computer environment offering simulated experiments as well as multimedia explanations about the phenomena that the experiments investigate.

As designers of VPLab, our goal was to build an intuitive and enjoyable interactive environment with which learners could perform tasks similar to those carried out in real laboratories. We wanted to provide a context where they would feel that they are learning skills useful for real laboratory work, as opposed to just playing a videogame tape measure digital readout java something of the sort. We considered this credibility issue to be of utmost importance, at least for college and first-year universitylevel students enrolled in distance-education science programs, where environments like VPLab would most probably constitute one of the tape measure digital readout java opportunities, if not the only one, to perform lab-related tasks.

It is clear that not all aspects of laboratory work can be covered by the kind of simulations included in VPLab; sensory-motor aspects are notably absent. Yet many skills relevant to laboratory work do not rely upon such aspects.

Planning of experimental steps, choice of measuring tools and measurement methods, assessment of uncertainty, gathering, and treatment of data are all examples of tasks involving high-level skills, which can be performed in a suitably designed simulation. Let us now examine VPLab's main characteristics: its architecture, interface, tools, and resources.

When needed, VPLab also launches specific online documents video clips, online help, lab instructions in the user's default browser. From a task-based perspective, VPLab is divided into five workspaces the ellipses within the rectangles in Fig. As in an actual lab, the learner can act upon the set-up by moving its components; for some of these, this is done by simple click-and-drag, while for others one must click buttons on remote controllers.

Each simulation contains a cue indicating the actual size of the set-up. VPLab's navigation window can accommodate a dozen or so experiments.

Three mechanics experiments are included in the actual prototype: one features a physical pendulum; the others, which take place inside a rotating merry-go-round, feature a simple pendulum and an air table, respectively. A number of tools are available in VPLab. With the exception of the lab notebook, which has its own window, these are all located in the simulation window. One distinguishes generic tools, tape measure digital readout java in the Manipulation and or the Analysis workspace for all experiments, and specific tools, linked to the apparatus of a particular experiment and, thus, available only in the Manipulation space of that experiment.

There are eight generic tools in the actual prototype: a calculator, a stopwatch, a ruler, a protractor, a tape measure, a lab notebook, a camcorder, and a display monitor.

The calculator Figs 2 and 6b performs all standard math operations found in programming languages; values and formulae are entered through the keyboard. The stopwatch Fig.

The digital tape measure Fig. The lab notebook Fig. Data files can also tape measure digital readout java shared by students working tape measure digital readout java the same experiment, or sent to the teacher. The last two generic tools are the camcorder and its associated display monitor Fig.

In Manipulation space, the camcorder records the entire field of view at a rate of 15 fps on virtual videodisks. Tape measure digital readout java camcorder is also used, in both Manipulation and Analysis spaces, to replay recorded sequences, either in the small viewport or, preferably, in the virtual monitor of the Analysis workspace.

This monitor has 'digital zoom' capability, which, much like for digital cameras, does not increase resolution but tape measure digital readout java facilitates measurements. It also has a 'trace' tape measure digital readout java, which superimposes temporal traces of objects over the currently displayed frame, in the manner of stroboscopic photography. The lab notebook, the calculator, and all tools with tape measure digital readout java readouts are part of a 'wireless network', which allow the notebook and the calculator to receive, upon a single click, any value displayed by these tools.

The specific tools are those associated with individual experiments, tape measure digital readout java small groups thereof. Some are remote controllers Fig. Others are data tape measure digital readout java apparatuses, used for real-time measurement and 'wireless' transmission of relevant values to the notebook and calculator.

The first is composed of documents supplied by the authors of the environment and meant to be consulted by all VPLab users. These include video clips of real experiments, online help, and animated multimedia documents. The latter present, for each experiment or group thereof, explanations of differences between the real and simulated set-ups, demonstrations of meaningful physical situations, or mathematical and or physical explanations of the phenomena under study.

The second set consists of lab instructions or tape measure digital readout java document judged useful for studentsalso specific to each experiment, prepared by individual instructors using the environment. These simple HTML documents, residing on a tape measure digital readout java, are accessed through the browser by clicking appropriate buttons in the simulation window.

Formal and functional realism in the design of VPLabA principle named 'formal and functional realism' guided the design process of VPLab. The principle is closely related to the concepts of physical and functional fidelity proposed by Hays and Singer It also includes the criteria of possibility, plausibility, and existence, identified in studies on perception of television content Elliott et al.

The referents of simulations are experiments that are actually performed, in school labs or elsewhere. As much as feasible, users have no more, no less control over set-ups, apparatuses, and objects, nor can they obtain more information about the ongoing phenomena than would be displayed tape measure digital readout java a real laboratory.

Measuring tools are given intrinsic uncertainty, and initial experimental conditions cannot be exactly replicated from trial to trial, similarly to what is observed with real tools and experiments. As indicated by Hennessy and O'Sheasuch clear decisions made at the onset of the design process constituted a powerful guide. It gave the design team a common basis for discussions, as well as agreed-upon criteria for the numerous choices that had to be made.

Let us illustrate this by a few examples. In a tape measure digital readout java simulation, the desirable level of interactivity, which would normally be an open, multidimensional discussion subject, was automatically determined by what actions are possible in the real experiment.

In some instances, media-or budgetrelated constraints did not allow reaching this level, but in most cases the possibilities of action afforded by the simulation had to be limited. For instance, in the simulation used in the investigation, the merry-goround can be made to rotate at only three predefined velocities whose values are not displayed, not because other configurations are not technologically possible, but because it was the way the real set-up worked.

A 'physical' object in the simulation window could not be closed or minimised, but only dragged across the screen; it could not be resized or modified unless the same modification was possible with the real object for instance, the camera with its 'flappable' viewport. Functions of 'physical objects' could only be activated by 'physical' devices like push-buttons, swivels, sliders, or knobs; shortcuts and pull-down menus were not used. As an added benefit, this principle helped maintain consistency within the environment, an important usability factor.

At times, however, the principle conflicted with other usability and efficiency considerations. These situations were treated on an ad hoc basis, the principle being given priority unless the result turned out to be clearly unreasonable. Some examples are as follows:Balloon help, a powerful and very usable feature, as well as other forms of contextual help, were not implemented for physical objects, on the basis that in a real lab one has to look for instruction manuals normally stored in a designated place.

Help thus consisted of online documents available through buttons in the navigation buttons part of the windows Fig. For consistency, all help files, not just those related to physical objects, were available in this way. Slight departures from fidelity were generally unavoidable.

Figure 5 shows, for the physical pendulum experiment, the real apparatus photograph on the lefthand side and its depiction in the simulation drawing on the right-hand side. The shape and proportions are closely reproduced, but finer details have been modified, notably the scale behind the pendulum's rod, which was enlarged and simplified to make it legible.

In a few cases, radical departures from realism had to be made. For instance, the calculator should have contained 77 buttons, including a keyboard and a keypad Fig. This would have resulted either in a calculator hiding most of the screen, or else in buttons too small tape measure digital readout java bear legible inscriptions. Anyway, it did not seem reasonable, since a real keyboard is available, to put on the screen a simulated one, less tape measure digital readout java for data input Mahach So the simulated calculator Fig.

The same applies to the tape measure, which had to be greatly modified to be usable in a 2-D environment. These simulations generally allow the user to choose the initial values of variables with great precision, to modify tape measure digital readout java constants like frictionand to read real-time, exact values of most or all variables.

Likewise, there is usually no random variation of parameters and variables. It is interesting to note that, by contrast, engineering simulations often include such tape measure digital readout java Jayakumar et al. But was this quest for realism a sound pedagogical choice? To answer this question, an important issue has to be addressed: it is the relationship between the complexity that generally ensues from increased realism, and learners' levels of expertise.

Alessi has suggested that maximising realism or fidelity could be counterproductive for less experienced students. This has led to the design of simulations where the fidelity level changes according to the phase of instruction Gil Without calling into question Alessi's well-founded guidelines, I still think that the high realism of VPLab was fully justified.

First and foremost, as explained before, credibility was an overriding concern. Any further lowering of realism -in addition to what was imposed by media limitations -could have put it at risk. Second, one must note that VPLab belongs to two of the four types of simulations discussed by Alessi: physical and procedural.

It is for physical simulations that Alessi suggests a low degree of realism for novice users. For procedural simulations, again for novice users, only presentation realism should be reduced, the problem being one of overburdening; as an example, Alessi mentions the 'bewildering array of instruments' in flight simulators.

In this regard, one has to remember that tape measure digital readout java in VPLab was not always maximised, due to software or media limitations, or even, as in the case of the key calculator, out of sheer common sense. Third, two empirical studies tape measure digital readout java our choice. In an investigation involving two simulation software packages, each sharing some important characteristics with VPLab, Hatzipanagos concluded that a combination of high presentation realism and low complexity of the physical situation not unlike the one found in VPLab was appropriate for novice learners.

In a tape measure digital readout java research comparing two versions of a simulated apparatus, one with a presentation realism level close to that of VPLab and the other schematic, Edward observed that the former rated higher in terms of practical appreciation, motivation, and perceived learning among second-year engineering students who had no experience of the real apparatus.


25 ft. x 1 in. Compact Magnetic Tape Measure with 15 ft. Reach The Milwaukee 25 ft. Compact Magnetic Tape The Milwaukee 25 ft. Compact Magnetic Tape Measures have up to 15 ft. of reach and a magnet that easily attaches to EMT & steel studs. The tape is wear and impact-resistant with nylon blade protection and an additional anti-tear coating on the first 6 in. of the blade, reducing tape tear. The digital tape measure (Fig. 3) is a more exotic tool, looking quite different from actual similar instruments; it serves the same purpose as the ruler, 2 with the advantages brought upon by the digital www.- lab notebook (Fig. 4) In the version of the prototype used for the study, the protractor and the ruler could only be rotated by increments, so that one had to use the tape measure to make . Mar 31,  · www.- digital measuring tape, discovered by The Grommet, is an easy-to-use physical measuring tape with digital readouts and Author: The Grommet.




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