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Csi: the experience, a traveling museum exhibit and web adventure designed to enrich science education and inspire stem careers. The project, funded by the national science foundation, offers virtual crime scene investigations where learners collect evidence, question suspects, and analyze findings. The website, available in english and spanish, serves a diverse audience and includes additional resources for families and students. The design goals include presenting substantive science, correcting forensic misconceptions, and inspiring science careers.
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CSI web adventures:
A forensics virtual
apprenticeship for
teaching science and
inspiring STEM careers
by Leslie Miller, Ching-I Chang, and Daniel Hoyt
CSI: The Experience, a traveling museum exhibit and a companion web adventure, was created through a grant from the National Science Foundation as a potential model for informal learning; however, the response from teachers who incorporate a forensics unit into their science curriculum or teach a foren- sics class has indicated a place for this website in the classroom setting. The website was designed to en- rich and complement the exhibit by modeling the fo- rensic process. Both the website and the physical ex- hibit leverage the popularity of the CSI (Crime Scene Investigation) television shows to “create interesting, realistic contexts that encourage the active construc- tion of knowledge by learners” (CTGV 1993, p. 52). Forensic professionals, museum personnel, and edu- cators collaborated to produce these informal learn- ing environments. The popular CBS television series provided the hook for engagement and many of the realistic art assets, such as short video clips and pho- tos of the TV characters and lab equipment. The website, http://forensics.rice.edu , available in both Spanish and English, serves a heterogeneous audience—game players of all ages, students, teach- ers, families, and CSI fans. (See Figure 1 for the home page.) Observation of one of three crime scenes and analysis of evidence is part of the museum exhibit. The web adventure mimics this scenario by offering additional cases to solve, but through the virtual world. As a player, you collect evidence from a crime scene, question suspects, analyze each piece of evidence, and present your findings. As the designers, we integrated substantive science, real-world lab techniques, and higher-level thinking skills to create a forensic virtual apprenticeship that would inspire science careers. The result is a website that is used by thousands of informal
CSI: The Experience
learners around the world and by many science class- rooms. By way of supporting material, there is a guide for at-home activities titled Family Forensics, that can be downloaded from the website ( http://forensics.rice. edu/html/famguide.html ) (Figure 2) and a set of online short interactives, called Fun Stuff, that test powers of observation and other forensic skills (http://forensics. rice.edu/html/funstuff.html ). Three science instructional goals guided the design of CSI: The Experience Web Adventures. The first goal was to present substantive and engaging science. We wanted to ensure that players not only learn strategies for solving the mystery, but also fully appreciate the un- derlying science of different forensic disciplines such as DNA analysis, toxicology, firearms and toolmark identification, and postmortem medical examination. The player explores these forensic specialties in the first case, Rookie Training. As players complete train- ing segments, they earn tools (swabs, magnifying glass, tweezers, and pipette) as part of their field kit. With the target audience of adolescents in mind, the cases are scaffolded in terms of complexity and applica- tion of science knowledge. In other words, we did not feel it wise to ask players to do a toxicology test when they had no concept of what that analysis required or even what the field of toxicology involved. Therefore, the total e-learning environment starts with training (see Figure 3). This purposely precedes Case Two: Canine Caper and Case Three: Burning Star. These
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cases are more open ended and exploratory. They require the player to make strategic decisions such as what location to visit, which tools to use, and what evidence should be collected and from whom. Feedback from some players indicated that they appreciated the game order of training followed by application. In each of the games, when a player is confused or in need of assistance, the player can elect to have a dialogue with one of the characters, who then provides advice and recommendations for future actions. There is also an optional “walkthrough” avail- able for those who need further hints. The second instructional goal focused on correcting forensic misconceptions. Collaboration with members of the American Academy of Forensic Sciences rein- forced the importance of the message that forensic science is not exactly like it appears on television. One example of a misconception that needed to be addressed was the actual time it takes professionals to perform certain forensic analyses. On the CSI TV shows, it only takes seconds to obtain a ballistics or
DNA analysis. The online materials contain clocks that simulate the real time needed to complete a test, or require the player to return later for the results to emphasize the time usually needed for these tests. Additional points of misconceptions are the actual duties of forensic professionals. By assigning one char- acter to be the “expert” in each lab setting, we hoped to convey the idea of specialization in contrast to the inaccurate portrayal on television of crime scene in- vestigators as generalists. In Rookie Training, a short quiz about career preferences helps players understand that postbaccalaureate degrees and personal affinities play a part in forensic specializations. The third instructional goal was to inspire careers in science. As others have noted in designing goal- based learning, “an interest is a terrible thing to waste” (Schrank et al. 1994). By designing a game where players can learn by doing authentic tasks, we can capitalize on innate interest. The similar pedagogical strategies of situated learning (Brown, Collins, and Duguid 1989) and anchored instruction (CTVG 1993) were also part of the underlying approach to the web adventure. These strategies involve “situating” the learner in a context that simulates a real-world learning opportunity. In this case, the situation is a whodunit with tools, evidence, and clues. The four careers covered in Rookie Training include DNA analyst, medical examiner, toxicologist, and firearms and toolmark specialist. A segment on ethics concludes the training and emphasizes the need for ethical conduct throughout all forensic work.