Three-dimensional computer-mediated participatory simulation for information problem-solving instruction¶
Element · All elements
Evidence · 3 claims (2 for, 1 against) · 1 study (1 causal),q3· 0 of 1 report an effect size · 3 claims rest on one study
Description¶
A 3D computer-generated participatory simulation built on sociocultural learning principles, in which students act as information literacy apprentices within a computer-generated community of information professionals called Cybrarians. The environment contains a middle school library, high school library, informal and electronic information contexts, and interactive virtual objects; students navigate with avatars, communicate by chat and gestures, and learn through scaffolds, a community of practice, and a cognitive process framework. Tasks were developed by the researcher and reviewed and augmented by the site's SLMS and technology teacher.
Design Implications¶
Context¶
Requirements¶
- A continuous live educator presence within the virtual environment to engage students in Socratic questioning, reflective thinking, and process modeling
- Scaffolds such as tutorials, information on-demand, just-in-time pop-ups, coaching, modeling, cognitive structuring, exploration, and questioning
- A cognitive process framework structuring the stages of information problem-solving
Constraints¶
- The simulation was not designed to replace real-world educators; Cybrarians were designed to assist live educators, not serve as primary educators
Target Learners¶
- middle school students in grades 7 and 8
Target Learning Goals¶
- information problem-solving practices (task identification, search strategies, locating, accessing, evaluating, using, communicating, and evaluating information)
Claims¶
- The problem-based group achieved significantly larger content-knowledge gains, while the simulation group made no knowledge gains [-W]
- The participatory simulation group achieved significantly larger application gains than the problem-based group [+W]
- The participatory simulation group showed significantly larger overall (combined knowledge and application) gains than the problem-based group after four weeks [+W]
Related Elements¶
Examples¶
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Key Sources¶
- Newell, T. S. (2008). Examining Information Problem-Solving, Knowledge, and Application Gains within Two Instructional Methods: Problem-Based and Computer-Mediated Participatory Simulation. School Library Media Research. https://www.ala.org/aasl/slmr
Page metadata
| Field | Value |
|---|---|
type |
element |
id |
3d-participatory-simulation-il |
title |
Three-dimensional computer-mediated participatory simulation for information problem-solving instruction |
description |
A 3D computer-generated participatory simulation built on sociocultural learning principles, in which students act as information literacy apprentices within a computer-generated community of information professionals... |
status |
review |
generated |
by process:wiki-ingest on 2026-10-02 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — newell-2008 |
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