|
The firm's most recent project is a computer-based adventure game designed to teach selected aspects of Advanced Placement physics to high-school students. A prototype currently under development addresses vectors and kinetics.
Players of Twisted Physics assume the roles of time-traveling lab assistants to great physicists of history, starting with Galileo. One of their initial tasks, designed to teach the principles of relative motion is that of piloting an ornithopter (a flying machine designed by Leonardo da Vinci) from point to point under varying wind conditions and other constraints. The figure is an artist's (A. Wiesen's) conception of the view from cockpit of the ornithopter.
[View Figure]
Dr. Halff served as scientific advisor to the
U. S. Navys BEESIM project. This project was initiated to
automate the Navys Basic Electricity and Electronics training
using simulation-based training systems combined with instructional
approaches based on state-of-the-art cognitive science.
BEESIM relied heavily on visualization to make
evident electrical phenomena that are normally invisible. The animations
in Figures 1 and 2 show voltage (red = positive;
blue = negative) and current (arrow)
as an RC circuit charges and discharges. These animations were developed
for Electro Adventure, a computer-based adventure game designed
to teach basic electrical theory.
[View
Figure 1] [View
Figure 2]
Dr. Halff was project manager and advisor to a
series of projects, sponsored by the U. S. Air Force, to develop
theory and applications for automating instructional design and
development. The result of these efforts was a system that made
it easy for subject-matter experts (otherwise naïve to computers)
to develop intelligent interactive training. Extensive field tests
showed that the system was easy to learn, easy to use, and that
it produced highly effective instruction.
XAIDA is a prototype system that lets you easily
develop intelligent interactive courseware. Exercises like the one
shown here were generated automatically from a knowledge base provided
by the lessons author.
[View
Figure]
Dr. Halff designed and helped develop a series
of computer-based adventure games for training and education. These
games addressed training in basic electricity, in logistics, and
in the psychophysiology of stress. Dr. Halff, as the result of these
development efforts, has been able to demonstrate the overall effectiveness
of the approach, and to formulate a set of design and development
principles for similar games.
Dr. Physio was a prototype adventure game that
helped middle school students learn about the psychophysiology of
stress. Pictured here is the SavannaDome, a location in the game
where players conduct research on a troop of baboons to investigate
the physiological concomitants of different types of stress.
[View
Figure]
Dr. Halff was the architect of a recent proof-of-concept
for a Department of Education sponsored approach to using the web
in instruction. In contrast to conventional web-based training,
Dr. Halff developed the notion that the web could best be used as
a creative tool in the hands of students. The approach formulated
therefore provided an environment for collaborative student development
of educationally-relevant web sites by removing the barriers imposed
by lack of technical skills.
Students in a San Antonio high school used a prototype
of Web Places to generate an on-line newspaper with editorial content
on issues of concern to their school and students.
[View
Figure]
Dr. Halff was co-designer of a major conventional
training program for project managers in a major telecommunications
company. He was responsible for design and development of a large
volume of highly sophisticated simulation-based training in all
aspects of the companys project management system.
Students in the Project Manager school learned
by doing. The were provided with all the documents and other materials
for a realistic project and practiced critical project-management
skills in the context of this project. Most of the work was done
in small groups, but the course also employed classroom discussion
and presentation as well as homework.
[View
Figure]
Halff, H. M. (August, 2005). Adventure games for science education: Generative methods in exploratory environments. Paper presented at the Workshop on Educational Games as Intelligent Learning Environments, 12th International Conference on Artificial Intelligence in Education, AI ED 05. Amsterdam, The Netherlands.
Halff, H. M., Hsieh, P. Y., Wenzel, B. M., Chudanov, T. J., Dirnberger, M. T., Gibson, E. G., & Redfield, C. L. (2003). Requiem for a development system: Reflections on knowledge-based, generative instruction. In T. Murray, S. Blessing, & S. Ainsworth (eds.), Authoring tools for advanced technology learning systems (pp. 3360). Amsterdam, The Netherlands: Kluwer Academic Publishers.
Wheeler, J. L., Miller, T. M., Halff, H. M.,
Fernandez, R., Halff, L. A., Gibson, E. G., & Meyer, T. N. (1999).
Web Places: Project-Based Activities for At-Risk Youth. Current
Issues in Education [On-line], 2 (6). Available at http://cie.ed.asu.edu/volume2/number6/.
Goettl, B. J., Halff, H. M., Redfield, C. L.,
& Shute, V. J. (Eds.) (1998). Intelligent tutoring systems:
4th international conference, ITS 98 (Lecture Notes in
Computer Science 1452). Berlin: Springer-Verlag.
Hsieh, P.Y., Halff, H.M. and Redfield, C.L. (1998).
Four easy pieces: Development systems for knowledge-based generative
instruction. International Journal of Artificial Intelligence
in Education, 9, 145, Also available at http://cbl.leeds.ac.uk/ijaied/.
Wenzel, B. M., Dirnberger, M. T., Hsieh, P. Y.,
Chudanov, T. J., and Halff, H. M. (August, 1998). Evaluating subject
matter experts learning and use of an ITS authoring tool.
In B. P. Goettl, H. M. Halff, C. L. Redfield, & V. J. Shute
(Eds.) Intelligent tutoring systems: 4th international conference,
ITS 98 (Lecture Notes in Computer Science 1452). Berlin:
Springer-Verlag.
Halff, H. M. (November, 1994). Adventure games
for technical education. Proceedings of the 16th Interservice/Industry
Training Systems and Education conference. Orlando, FL: I/ITSEC.
Halff, H. M. (1993). Supporting scenario- and
simulation-based instruction. In J. M. Spector, M. C. Polson, and
D. J. Muraida (Eds.) Automating Instructional Design: Concepts
and Issues (pp. 231-248). Englewood Cliffs, NJ: Educational
Technology Publications.
Halff, H. M. (1993). Prospects for automating
instructional design. In J. M. Spector, M. C. Polson, and D. J.
Muraida (Eds.) Automating Instructional Design: Concepts and
Issues (pp. 67-131). Englewood Cliffs, NJ: Educational Technology
Publications.
Halff, H. M. (1988). Curriculum and instruction
in automated tutors. In M. Polson & J. J. Richardson (Eds.),
Foundations of intelligent tutoring systems. Hillside, NJ: Erlbaum.
|