Linda Kao’s research while affiliated with University of California, Los Angeles and other places

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Publications (3)


Fig. 1. Gallery of different Whyville screen shots (clockwise): Welcome screen, Chatting at the Beach, and Playground.  
Fig. 2. Whypox hits. Infected users have red dots on faces.  
Fig. 3. Graph that displays the intensity of Whypox outbreaks in the entire Whyville population and is available online.  
Fig. 4. Whyville's Center for Disease Control (CDC) features simulation tools and information about infectious diseases.  
Fig. 5. Simulation tools available at Whyville's CDC.  
Children’s Participation in a Virtual Epidemic in the Science Classroom: Making Connections to Natural Infectious Diseases
  • Article
  • Full-text available

February 2007

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216 Reads

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140 Citations

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Linda Kao

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This study investigated students’ understanding of a virtual infectious disease in relation to their understanding of natural infectious diseases. Two sixth-grade classrooms of students between the ages of 10 and 12 (46 students) took part in a participatory simulation of a virtual infectious disease, which was integrated into their science curriculum. The results from our analyses reveal that students perceived the simulation as similar to a natural infectious disease and that the immersive components of the simulation afforded students the opportunity to discuss their understandings of natural disease and to compare them to their experiences with the virtual disease. We found that while the virtual disease capitalized on students’ knowledge of natural infectious disease through virtual symptoms, these symptoms may have led students to think of its transfer more as an observable or mechanical event rather than as a biological process. These findings provide helpful indicators to science educators and educational designers interested in creating and integrating online simulations within classroom environments to further students’ conceptual understanding.

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Professional Development for Teachers on Gender Equity in the Sciences: Initiating the Conversation

January 2007

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1,928 Reads

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27 Citations

Teachers College Record

We face more subtle and complex issues in gender equity in the sciences than ever before. Although researchers have proposed various interventions and solutions, one area that has received little attention is professional development for teachers. We synthesized 170 projects, sponsored by NSF and AAUW, which included professional development on gender equity in science, technology, engineering, and mathematics (STEM). We examined the projects on three effects: 1) student engagement in inquiry; 2) sustainability over the long-term; and 3) integration of professional development and the classroom. Our results indicate that most gender equity professional development in STEM lacks essential elements to effectively promote and implement gender equity in the classroom. Half of the projects did not address science and mathematics content and 84 percent did not include inquiry, an integral component of quality professional development. We discuss implications given the current state of gender equity in the sciences.


"A Totally Different World": Playing and Learning in Multi-User Virtual Environments.

January 2005

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67 Reads

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9 Citations

This study examines children's perceptions of their experiences in two science-oriented multi- user virtual environments (MUVEs), River City and Whyville. Sixth-grade students were asked how they would rate and compare different features of these environments. The children rated River City as providing greater educational benefits but preferred communicating with real people in Whyville as opposed to River City's computer-based agents. They felt more integrated into the community in Whyville, where they enjoyed equal participation with other members, than as guests to the virtual town of River City. Finally, children rated their enjoyment at customizing their unique Whyville avatars higher than when selecting a pre-constructed avatar in River City; however, they rated both MUVEs highly when asked about seeing their avatars onscreen.

Citations (3)


... After all, STEM PROFESSIONAL DEVELOPMENT building a knowledgeable workforce and citizenry in the STEM fields requires that all students are supported to learn STEM content. Integrating instruction that attends to the content and issues of equity and diversity is a longstanding challenge among those involved in STEM PD programs (Battey, Kafai, Nixon, & Kao, 2007). ...

Reference:

Running Head: STEM Professional Development Research on K-12 STEM Professional Development Programs: An Examination of Program Design and Teacher Knowledge and Practice
Professional Development for Teachers on Gender Equity in the Sciences: Initiating the Conversation

Teachers College Record

... It was also found that Keşfet Kurtul used in the research and tablet applications affected the students' engagement in mathematics at the same level. In the studies done, it was stated that the educational immersive technologies increase the engagement and the academic achievement of the students (Barab et al., 2007;Neulight et al., 2007;van Ginkel et al., 2019). Mineev (2017) compared the effectiveness between virtual reality and other technologies in his meta-analysis study on VR and stated that there was no significant difference between the control and experimental groups during the post-test knowledge measurement in many studies (de Boer et al., 2016;Loup-Escande et al., 2017;Price et al., 2014;Ximena & Ramon, 2010). ...

Children’s Participation in a Virtual Epidemic in the Science Classroom: Making Connections to Natural Infectious Diseases

... and the Serious Games Network (http://seriousgamesnet.eu/) have demonstrated the benefits of videogames for engaging children and youth in rich, novel classroom learning experiences (de Freitas, 2006a(de Freitas, , 2006b. Prior research has explored best teaching practices for integrating science-themed videogames into learning settings (Sandford, Ulicsak, Facer, & Rudd, 2006;Stieler-Hunt & Jones, 2015), as well as identifying elementary students' attitudes regarding science-themed games (Kao, Galas, & Kafai, 2005). However, little research has been done to explore students' learning outcomes after a videogame-integrated curriculum, or to control for the videogame as a factor in these learning outcomes. ...

"A Totally Different World": Playing and Learning in Multi-User Virtual Environments.