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How virtual reality turns students into scientists

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    How did you discover your passion
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    or find your career?
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    Were you exposed to it?
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    Or was it trial and error?
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    As child rights advocate
    Marian Wright Edelman said,
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    "You can't be what you can't see."
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    Fortunately, we now live in a time
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    when emerging technologies
    may help us to solve this problem.
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    For the past two years,
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    I've been developing
    an extended reality program
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    that enables middle school students
    from across the country
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    to take on the role
    of a marine biologist --
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    even if they've never seen the ocean.
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    As one seventh grader
    who recently completed our program said,
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    "I could see myself as a scientist,
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    because I enjoyed this game."
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    This feedback really excited me,
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    because too few students
    do see themselves as scientists.
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    A 2014 study showed that 57 percent
    of eighth- and ninth-grade students
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    said, "Science isn't me."
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    Coincidentally, also in 2014,
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    I met Mandë Holford, a marine biochemist,
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    and Lindsay Portnoy,
    an educational psychologist.
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    The three of us shared a passion
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    for getting students excited by
    and comfortable with science.
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    We thought about how
    we could give children
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    the most realistic experience
    of a scientific career.
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    We discussed the research;
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    it showed that students felt comfortable
    taking risks when playing games.
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    So the three of us started
    an educational games company
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    to bring science to life.
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    Virtual reality seemed like
    a low-cost way of increasing access.
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    In addition, academic research has shown
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    that virtual reality may lead
    to increases in learning retention.
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    This was perfect for us,
    as we wanted to be in schools
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    so that we could reach
    the most number of students possible,
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    particularly students who have
    been underrepresented in science.
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    So, with funding from
    the National Science Foundation,
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    we began developing
    our extended reality program
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    that combined virtual reality
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    with personalized digital journaling.
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    We worked with teachers
    while developing it
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    to ensure that it would fit seamlessly
    into existing curricula
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    and empower teachers to use cutting-edge
    technology in their classroom.
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    We designed the virtual reality
    for Google Cardboard,
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    which requires only a smartphone
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    and a 10 dollar VR viewer
    made of cardboard.
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    With this inexpensive headset,
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    students are transported
    to an underwater expedition.
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    Students use their digital journal
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    to write down their notes,
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    to answer questions,
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    to construct models
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    and to develop hypotheses.
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    Students then go to the virtual world
    to test their hypotheses
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    and see if they're accurate,
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    much as scientists go to the field
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    in their careers.
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    When students return
    to their digital journal,
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    they share their observations, claims,
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    reasoning and evidence.
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    The students' written answers
    and virtual interactions
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    are all updated live
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    in an educator assessment dashboard,
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    so that teachers can follow their progress
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    and support them as needed.
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    To give you a better sense,
    I'm going to show you
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    a little bit of what students see.
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    This is the virtual reality
    when they're underwater
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    observing the flora and fauna.
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    This is the digital journal
    where they're constructing their models
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    based on this abiotic data
    to show what they expect to see.
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    Here, they're supporting that
    with qualitative statements.
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    And this is the educator dashboard
    that shows progress
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    and enables [teachers]
    to see the students' answers as they go.
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    When we were creating BioDive,
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    again, we really wanted
    to focus on access,
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    so we designed it to require
    only one phone for every four students.
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    We also knew how collaborative
    science work is,
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    so we constructed the experience
    to only be solved
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    through collaborative teamwork,
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    as each student is an expert
    in a different geographic location.
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    Given that these children's brains
    are still developing,
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    we limited each experience to last
    a maximum of two minutes.
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    And finally, because we know
    the importance of repeated exposure
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    for internalizing knowledge,
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    we constructed BioDive to take place
    over five class periods.
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    We started piloting BioDive in 2017
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    in 20 schools in New York and New Jersey.
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    We wanted to see students
    as they were using this new technology.
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    In 2019, now,
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    we are now piloting in 26 states.
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    What we have heard from teachers
    who have taught our program:
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    "It was a nice way to show ocean dynamics
    without the luxury of actually being there
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    since we are in Ohio."
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    (Laughter)
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    "It's pretty mind-blowing."
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    "The students were totally engaged."
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    But what really gives us hope
    is what we're hearing from students.
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    "I liked how it felt like I was there."
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    "It's interactive and a fun way to learn."
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    "It really gave me realistic examples
    of how these organisms appear."
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    "I could see myself as a scientist
    because it seems really fun."
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    Our feedback wasn't always so positive.
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    When we began developing,
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    we started off by asking students
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    what they liked,
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    what they didn't like
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    and what they found confusing.
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    Eventually we began asking
    what they wished they could do.
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    Their feedback gave us
    concrete items to build in
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    to be sure that we were including
    student voices in what we were designing.
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    Overall, what we have learned is that this
    is the beginning of a new platform
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    for giving students
    both voice and ownership
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    in deciding how they want to have impact
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    in their careers.
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    We focused on science,
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    because we know we need scientists
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    to help us solve our current
    and future challenges.
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    But virtual reality could support
    students in any area.
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    How could we support students
    in exploring all of their desires
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    with these eye-opening experiences
    and chances to learn from primary sources?
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    Could we create VR
    for inexpensive headsets
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    that lets them be immersed
    in oral literature
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    or in critical moments of human history?
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    Extended reality has the potential
    to change the trajectory
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    of our children's lives
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    and lead them to careers
    they never imagined
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    by giving them the chance
    to see what they can be.
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    Thank you.
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    (Applause)
Title:
How virtual reality turns students into scientists
Speaker:
Jessica Ochoa Hendrix
Description:

Using low-cost virtual reality, education activist Jessica Ochoa Hendrix helps bring science to life in schools across the US. In this quick talk, she explains how a VR experience she developed invites students to explore underwater ecosystems as if they're marine biologists -- and envision themselves in other careers they might not have otherwise imagined.

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Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
06:34

English subtitles

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