comparing virtual and face-to-face mentoring in an epistemic game

Original article
doi: 10.1111/jcal.12092
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Stop talking and type: comparing virtual and
face-to-face mentoring in an epistemic game
E.A. Bagley* & D.W. Shaffer†
*LeapFrog Enterprises, Emeryville, California, USA
†Wisconsin Center for Education Research, University of Wisconsin-Madison, Madison, Wisconsin, USA
Abstract
Research has shown that computer games and other virtual environments can support significant learning gains because they allow young people to explore complex concepts in simulated form. However, in complex problem-solving domains, complex thinking is learned not
only by taking action, but also with the aid of mentors who provide guidance in the form of
questions, instructions, advice, feedback and encouragement. In this study, we examine one
context of such mentoring to understand the impact of replacing face-to-face interactions
between mentors and students with virtual, chat-based interactions. We use pre- and postmeasures of learning and a post-measure of engagement, as well as epistemic network
analysis (ENA), a novel quantitative method, to examine student and mentor discourse. Our
results suggest that mentoring via online chat can be as effective as mentoring face-to-face in
appropriately structured contexts more generally – and that ENA may be a useful tool for
assessing student and mentor discourse in the context of learning interactions.
Keywords
design-based research, epistemic network analysis, mentoring, online learning, virtual
environment.
Introduction
Research has shown that computer games and other
virtual environments can support significant learning
gains because they allow young people to explore
complex concepts in simulated form (Clark et al., 2009;
Dondlinger, 2007; Gee, 2007b; Honey & Hilton, 2011;
Squire, 2011; Vogel et al., 2006; Wilson et al., 2009).
Virtual environments allow young people to solve
Accepted: 11 October 2014
Correspondence: David Williamson Shaffer, Wisconsin Center for
Education Research, University of Wisconsin-Madison, Educational
Sciences Room 1069, 1025 West Johnson Street, Madison, WI
53706, USA. Email: [email protected]
The opinions, findings and conclusions do not reflect the views of the funding
agencies, cooperating institutions or other individuals. This study was
approved by the University of Wisconsin Institutional Review Board.
606
simulations of complex problems, helping them learn
real-world skills, knowledge and ways of thinking. By
complex problems, we mean problems that do not have
well-formed solutions – problems that cannot be solved
by applying any specific algorithm or set of steps
defined in advance (Lynch et al., 2009; Voss, 2014).
Such problems, which require the exercise of judgement
and discretion, are characteristic of work in many professions and other real-world contexts (MaroudaChatjoulis & Humphreys, 1997; Schön, 1983, 1987;
Shaffer, 2007). In simulations, complex problems can
be scaffolded in a dynamic model, in the sense that the
simulation can make it possible for students to do things
that would otherwise be too expensive, dangerous or
difficult to accomplish in a classroom setting (Shaffer,
2007). Thus, in simulations, young people have opportunities to take action in complex domains.
© 2014 John Wiley & Sons Ltd
Journal of Computer Assisted Learning (2015), 31, 606–6 22
Virtual and face-to-face mentoring
In complex problem-solving domains, however,
learners do not always develop skills merely by trying
to solve problems. In many instances, complex thinking is learned not only by taking action, but also with
the aid of mentors: more experienced individuals who
provide guidance in the form of questions, instructions,
advice, feedback and encouragement. While some
advocates of digital technologies for learning suggest
that students will be able to learn from games, simulations and other digital environments without adult
mentoring (Bennett, Maton, & Kervin, 2008; Ito,
2010a, 2010b; Resnick, 1994), many researchers argue
that students’ understanding of their experiences in
pedagogical simulations needs to be shaped in conversation with peers and with the teacher through additional learning activities set around the simulations
themselves (Gee, 2007b; Squire, 2005).
One way to accomplish this, of course, is to integrate
these conversations into the simulation itself. For
example, epistemic games are pedagogical simulations
that model both complex, non-routine problems and
the processes by which professionals are trained to
solve them by replicating the structure of an internship
or other professional practicum. Key to the pedagogy
of such practica is the interplay of action and reflection:
students not only solve problems, they also talk about
their problem-solving process with peers and mentors.
Thus, in epistemic games, learning is supported by
interactive mentoring (Klecka, Cheng, & Clift, 2004;
Larson, 2006; Shaffer, 2007).
During an epistemic game, students role-play as
members of some community of practice (Lave &
Wenger, 1991). They solve a realistic, complex
problem for which there is no optimal solution, which
typically involves reading and analysing research
reports, generating and testing hypotheses using
built-in problem-solving tools, writing proposals and
reports, and presenting and justifying their proposed
solutions. In their role as interns, students communicate with one another, with characters in the game such
as their supervisor and concerned citizens, who are
known generically as non-player characters or NPCs,
but also with a human playing the role of a mentor.
This trained human mentor facilitates students’ work in
the epistemic game with the help of scripts, providing
direction, answering questions and helping students to
frame, investigate and solve complex problems. In
regularly scheduled reflection meetings, the mentor
© 2014 John Wiley & Sons Ltd
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helps students discuss previously completed activities
and plan the next steps in the project.
Such games are ‘epistemic’ in the sense that the
activities of the simulation mirror the epistemological
structure in which newcomers are initiated into a realworld community of practice (Lave & Wenger, 1991;
Shaffer, 2007). A critical feature of epistemic games that
distinguishes them from other educational or serious
games is that they typically include interactions with
mentors in the game environment. Epistemic games
thus provide a model of simulated problem solving that
incorporates mentoring into the simulation itself. But –
and this is a critical point – including mentoring within
the simulation changes the mentoring that shapes students’ understanding from a face-to-face interaction
into a virtual interaction (via online chat). An epistemic
game therefore provides an occasion to look at the
impact of changing in-person mentoring, which is
common in many communities of practice, into mediated or virtual mentoring, which is characteristic of
simulation or game-based learning environments.
In this study, we investigate the impact of this shift.
We developed two different versions of one specific
epistemic game and tested them in a randomized, controlled study – albeit one at a very small scale. Specifically, we examine the reflection meetings between
mentors and students in a face-to-face condition and a
virtual (online chat) condition. We used a mixedmethods approach to explore the effect of mentoring
method on (a) mentors’ discourse, (b) students’ discourse, (c) students’ learning outcomes and (d) students’ level of engagement with the intervention.
To accomplish this comparison, we used epistemic
network analysis (ENA), a method of quantitative
analysis of logfile data, to examine player and mentor
discourse. ENA is described in more detail below, but
briefly, ENA models the extent to which the discourse
of an individual (or group), represented in utterances in
a logfile, reflects the discourse practices of some target
community. ENA does this by creating a network
model of the way in which concepts used by individuals (or groups) are connected to one another in the
discourse data. In this way, it documents the development of and connections among elements of professional thinking in a given domain. These data are
represented in a dynamic network model that quantifies
changes in the strength and composition of these connections over time.
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Of course, this study took place in the context of one
specific simulation-based learning environment. But
our goal was to understand the impact of different
delivery modes on the qualities of the mentoring
process – and thus to explore the impact of mentoring
delivered in simulated form more generally.
Theory
Virtual mentoring
Bierema and Merriam (2002) define virtual mentoring
as ‘a computer mediated, mutually beneficial relationship between a mentor and a protégé which provides
learning, advising, encouraging, promoting, and
modeling that is often boundaryless, egalitarian, and
qualitatively different than traditional face-to-face
mentoring’. They argue that virtual mentoring has
several advantages over traditional face-to-face
mentoring in that it reduces or eliminates the barriers
posed by geography, time, race, gender, age and hierarchy. Because computer-mediated interactions can
offer a context for communication between diverse
parties, they argue, virtual mentoring holds ‘the potential to erode some of the traditional power dynamics
that tend to structure mentoring relationships’ (Bierema
& Merriam, 2002, p. 220). Virtual mentoring via online
chat or e-mail does not include the visual cues that can
create or reinforce biases, stereotypes and other predispositions harmful to the mentoring relationship, so it
has the potential to reduce disadvantage among groups
poorly served by traditional mentoring (Ensher, Heun,
& Blanchard, 2003).
In the context of a learning game or simulation, of
course, virtual mentoring does not necessarily imply
automated mentoring. It is possible for a real person to
act as a mentor through chat and other mediated or
virtual connections. However, one advantage of virtual
mentoring is that some aspects of virtual mentoring can
be automated (Linn et al., 2014; Morgan et al., 2013;
Shaffer & Graesser, 2010). Automating aspects of
mentoring can relieve human mentors from addressing domain-specific questions or providing basic
resources, enabling them to focus on relationship
building, individualized guidance and other higher
order tasks.
There are other potential advantages as well. For
example, virtual mentoring may be less expensive than
face-to-face mentoring because one mentor can support
E.A. Bagley & D.W. Shaffer
more students virtually than would be possible face-toface. Virtual mentoring has also been shown in some
cases to improve academic performance as well as
networking and career opportunities for mentees (see
De Janasz, Ensher, & Heun, 2008 for a recent review).
However, the body of research on the outcomes of
virtual mentoring is quite small, and almost no studies
comparing virtual and face-to-face mentoring have
been conducted (Miller & Griffiths, 2005).
Although there are advantages to virtual mentoring,
there are potential disadvantages as well. Brennan and
Lockridge (2006) argue that in chat-based interactions,
mentors have no access to mentee’s body language,
tone of voice or other signals that can only be detected
in a shared physical environment, and as a result, miscommunication can occur. Although Whittaker (2003)
found that people communicate clearly and easily over
a wide variety of media, including those with relatively
low bandwidth like online chat programs, virtual
media can be limiting in other ways. For example, the
e-Mentoring for Student Success program was
designed to facilitate mentoring of middle-school
science teachers by professional scientists and more
experienced teachers. However, early assessments indicated that junior teachers were much more likely to use
the program to obtain basic advice or resources, not to
improve their content knowledge or teaching skills,
which was the original intent (Jaffe et al., 2006). Thus,
even when communication fidelity is not an issue, the
richness of interactions may be reduced in virtual
mentoring contexts if appropriate scaffolds are not
in place or if mentors and mentees have different
expectations.
Given the relative paucity of research on the efficacy
of virtual mentoring even in the past 5–10 years, it is
unclear whether the constraints of virtual mentoring –
namely the possibilities for lost information, miscommunication or reduced engagement discussed by
researchers such as Brennan and Lockridge (2006) –
outweigh the affordances. Therefore, this study
explores whether mentor communication with students
through a virtual chat program rather than face-to-face
changes anything about the students’ experience of an
educational intervention. To compare these two forms
of mentoring, we measured the quantity, quality and
impact of (a) the discourse content from reflective conversations between students and mentors, (b) students’
learning outcomes and (c) students’ reported level of
© 2014 John Wiley & Sons Ltd
Virtual and face-to-face mentoring
engagement in two conditions of the epistemic game
Urban Science.
Urban Science
This study examines mentoring in Urban Science, an
epistemic game for high school students designed to
simulate a practicum in urban planning (Bagley &
Shaffer, 2009, 2011; Beckett & Shaffer, 2005; Shaffer,
2007). In Urban Science, students play the role of
interns at an urban planning firm tasked with rezoning
a local community to address social, ecological and
economic concerns. They receive a city budget plan
and letters from community groups that want a say in
the redevelopment process. Using a geographic information system model of the region, student teams can
explore the effects of changes on various indicators.
For example, they can see how a change in zoning to
accommodate a large retail store will increase jobs but
will also increase waste and traffic. Using these
resources, students must propose a redevelopment plan
that is within the city’s budget and satisfies the community groups, many of whom have conflicting
demands. This requires students to make compromises
and justify their decisions, as no one plan can meet all
requests. The goal of Urban Science, and of epistemic
games more generally, is to help students learn how to
frame, investigate and solve problems in the way that
communities of practice in the real world do.
As with the internships and professional practica
on which they are modeled, what distinguishes an
epistemic game from other learning environments is
the combination of action, the ability to do authentic,
meaningful work, and reflection-on-action (Schön,
1983, 1987; Shaffer, 2003), thinking about what went
well, what did not, and why, and then discussing these
thoughts with peers and mentors. Mentors are critical
to the learning process because they help learners
articulate their reflections in ways that are meaningful
in the context of a given practice.
For this study, we developed two versions of Urban
Science. In one version (the face-to-face condition),
mentors interacted with students in person throughout
the intervention. In the other version (the virtual condition), human mentors interacted with students via a
text-based chat system throughout the intervention.
(Both versions of the intervention are described in
more detail in the Methods section.)
© 2014 John Wiley & Sons Ltd
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Measures
We used several approaches to investigate the differential impact of face-to-face and virtual mentoring in
Urban Science.
Quantity of discourse
Research has shown that higher word counts often correlate with higher quality discourse (Pennebaker,
Francis, & Booth, 2007), but word counts are most
often paired with qualitative analyses or more rigorous
quantitative methods to understand the complexities of
the discourse. For example, Schneider et al. (2002)
used word counts to compare online and face-to-face
focus group participants’ discourse. Their word count
comparison showed that online participants tended to
contribute fewer words to their discussions than the
face-to-face participants. Qualitative analysis showed
that online participants were less likely to explain their
opinions or to provide detailed insight into the thinking
that led them to their conclusions.
Quality of discourse
The quality of mentor and mentee discourse can be
measured by exploring the ways in which characteristics of discourse are representative of professional
thinking – in this case, thinking like an urban planner.
The complete coding scheme with which we analysed
student and mentor discourse is given in Appendix I,
but in general, our analysis focused on words and
phrases indicative of urban planning attributes, such as
domain-specific skills, values, identity, and knowledge,
as well as language characteristic of explanation, justification and other epistemological elements. This
approach is particularly appropriate for learning environments that are modeled on real-world practices,
such as Urban Science and epistemic games in general.
Lave and Wenger (1991) argue that communities of
people who share a common body of knowledge, a set
of skills, a value system and a set of decision-making
processes are communities of practice. Epistemic
frame theory suggests that any community of practice
has a distinct epistemic frame that consists of the combination – linked and interrelated – of skills, knowledge, identity, values and epistemology (Shaffer, 2006,
2007). Skills, of course, are the things that people
within a profession do, and knowledge comprises the
understandings that people in the profession share.
E.A. Bagley & D.W. Shaffer
610
Identity is the way that members of the profession see
themselves, values are the beliefs that members of the
profession hold, and epistemology concerns the warrants that justify actions or claims as legitimate within
the profession.
Central to epistemic frame theory is the idea that the
discourse practices of a community can be modeled by
the linkages between epistemic frame elements. Skills
are always linked to some form of knowledge, values,
identity and epistemology (and each of the other
elements are, in turn, associated with all the others);
however, they are not always linked to the same ones or
in the same ways. Thus, modeling the structure of the
linkages between epistemic frame elements can be
used to measure the quality of discourse in an
epistemic game (Shaffer, 2006).
ENA, described in more detail in the Methods
section, uses a network model to quantify the structure
of connections among frame elements (skills, knowledge, values, identity and epistemology) of a community as expressed in the discourse of individuals or
groups. In the context of mentor and student discourse
in Urban Science, this provides a useful means to
compare the qualities of the discourse practices of individuals in different conditions of the intervention.
Engagement
Many games and simulations are used in education
because their narrative structure is engaging to young
people (Gee, 2007a, 2007b; Shaffer, 2007; Squire,
2011). Research on engagement in narratives suggests
that the extent to which one becomes engaged, transported or immersed in a narrative influences the narrative’s potential to affect subsequent story-related
attitudes and beliefs (Busselle & Bilandzic, 2008).
Green and Brock (2000) argue that engagement can be
measured by quantifying the extent to which individuals are absorbed into a story or transported into a
narrative world. Green and Brock write about transportation into a text-based narrative world (e.g., a novel),
but they argue that transportation is not limited to the
reading of written material. Rather, narrative worlds
are broadly defined with respect to modality; the term
‘reader’ may be construed to include listeners, viewers
or any recipient of narrative information. Whether the
narrative is fictional or non-fictional, the same processes involved in transportation are theorized to occur.
To measure student engagement in the two conditions
of Urban Science, we used Green and Brock’s validated measure of this transportation effect, adapted to
fit the Urban Science learning environment (Green &
Brock, 2000).
Research questions
In this study, we asked four research questions comparing the face-to-face and virtual conditions of Urban
Science:
1. Were there differences in mentors’ reflection
meeting discourse between the two conditions?
2. Were there differences in students’ reflection
meeting discourse between the two conditions?
3. Were there differences in students’ learning outcomes between the two conditions?
4. Were there differences in students’ level of engagement between the two conditions?
Methods
Participants
Twenty-one high-school-aged children (11 girls, 10
boys) were recruited by outreach specialists at the Massachusetts Audubon Society’s Drumlin Farm Wildlife
Sanctuary. Participants used a 10-h version of Urban
Science as part of a week-long Conservation Leadership Programme in August 2010. The two mentors
(called planning consultants in the epistemic game)
were an education researcher (the primary author) and
a Drumlin Farm education specialist, neither of whom
had prior experience or training in urban planning.
Both mentors underwent a 1-day training that covered
the urban planning profession, the simulation’s activities and mentoring strategies.
Intervention: the Urban Science epistemic game
In the Urban Science epistemic game, students log in to
an office intranet portal, through which they receive
instructional e-mails from an NPC supervisor controlled by the mentor. Students are asked to produce
land use plans for redevelopment of a local community.
To make these plans, students work in teams that represent the interests of a single stakeholder group. They
conduct research during a virtual site visit, in which
© 2014 John Wiley & Sons Ltd
Virtual and face-to-face mentoring
they learn about their assigned group of stakeholders
and what those stakeholders think is important. They
conduct preference surveys, in which they work with
their colleagues to identify specific stakeholder targets
for various indicators, such as housing, water quality or
revenue.
To create the preference surveys, students use a geographical information system mapping tool called
iPlan, which allows them to model the social and environmental impacts of land use changes. iPlan is an
interactive Google map of the community with each
zone coloured according to its zoning code (e.g., residential, commercial, industrial, mixed use). If students
change the zoning code for a region, which they can do
by clicking on a zone to pull up a menu of zoning
codes, they can see the specific effects the change
would have on various indicators. Impact indicators
include jobs, sales, housing and pollution levels. Once
the student teams complete their preference surveys,
the stakeholder groups provide feedback, which allows
students to determine how much change to the site
would satisfy their team’s stakeholder group.
Finally, students create a land use proposal, in which
they attempt to meet the needs of both the stakeholders
they researched and the stakeholders with which the
two other teams worked. In the final proposal, they
create a plan for redevelopment and describe and
justify their recommendations, as well as the limitations and compromises they needed to make. Throughout the epistemic game, each team works with a
mentor. Mentors answer questions, provide suggestions and support, and guide students’ reflections on
their work.
For this experiment, students were randomly
assigned to one of two mentoring conditions: face-toface or virtual (online chat). In both conditions, students were randomly divided into teams. Students
completed group activities, including reflection meetings, with their assigned teams. Students in both conditions played the game in a computer lab, and each
student had individual use of a computer.
The same two individuals served as mentors in both
conditions. The mentors were education specialists
trained to mentor students in Urban Science with the
help of scripts and general guidelines. The mentors
were not subject matter experts in urban planning. Both
mentors had used Urban Science with students in both
versions prior to the experiment. There were also two
© 2014 John Wiley & Sons Ltd
611
adults physically present in the room with the students
in the virtual chat condition. Students were told that
those adults, both education researchers, were in the
room to help with technical problems, and that questions dealing with the epistemic game should be sent to
the mentors via chat. In both conditions, mentors were
given a script to follow which provided guidance on
how to respond to different situations, and they were
instructed to keep the conditions comparable. Everything else about the two conditions was the same or as
close as possible.
As part of the game activities of both conditions,
mentors held four reflection meetings in which they
asked students a series of four scripted questions
regarding what work they had finished doing, what they
learned during the last activity, what they thought
should happen next and what additional information
would be helpful. The mentors were instructed to listen
to the responses before interjecting.
Data collection, analysis and coding
Three sources of data were collected in both conditions
of Urban Science: students’ intake and exit interview
responses and discourse data from the reflection meetings. In both conditions, the online portal recorded the
students’ intake and exit interview responses. In the
chat condition, all of the students and mentors’ reflection meetings were recorded by the online portal. In the
face-to-face condition, the reflection meetings were
audio-recorded and transcribed.
Intake and exit interviews
Pre- and post-tests that had been used in previous
experiments with Urban Science were incorporated
into the intervention as intake and exit interviews.
Responses from a matched-pair question in the intake
and exit interviews were analysed to determine
whether the students’ learning outcomes were different
between conditions. The matched-pair question asked
students to consider possible solutions to improving the
water quality in a lake or river:
The town of Maple Ridge, MI [Forest Hill, CO]1 is
concerned about high levels of nitrates and carbon tetrachloride in their lakes [rivers]. What could they do to
clean up their lakes [rivers] if they care most about
reducing the level of nitrates (NO3) [carbon tetrachloride (CCl4)]?
E.A. Bagley & D.W. Shaffer
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Table 1. Exit Interview Questions Used
to Measure Engagement. The Questions
Were Adapted From Green and Brock’s
(2000) Narrative Questionnaire to Fit the
Epistemic Game Environment
Question
No.
E1
E2
E3
E4
E5
E6
Question text
While I was in the internship, I could easily picture the events in it
taking place
I could picture myself in the internship
I was mentally involved in the internship while it was going on
After finishing the internship, I found it easy to put it out of my
mind
I wanted to learn how the internship would turn out
I found my mind wandering while doing the internship
Students’ responses were scored a 0, a 1 or a 2: a 0
indicates an incorrect response, a 1 indicates a partially correct response, and a 2 indicates a correct
response. To receive a 2, an answer must (a) accurately identify one or more land use changes that
would reduce NO3 and CCl4 and (b) link the land use
change to the desired effect. For example, the following is a 2-point answer: ‘By reducing the number of
factories and increasing the number of wildlife sanctuaries, both the CCl4 and NO3 levels should
decrease’. A 1-point answer accurately identifies some
aspect of this relationship between land use and pollution, but stops short of drawing an explicit connection between cause and effect. For example, ‘get rid of
factories’ is a 1-point answer. Answers such as ‘I don’t
know’ received 0s, as did those that are incorrect, such
as ‘Maybe they good introduce good chemicals that
feed on the CCl4’.
As part of the exit interview, students were asked six
4-point Likert scale (1 = strongly disagree, 4 = strongly
agree) questions to measure their level of engagement
during the game (see Table 1). The mean scores for
each of the six questions were calculated within each
condition, and t-tests were used to compare the
responses between conditions.
Reflection meeting discourse
Mentor and student discourse from four reflection
meetings was analysed to determine whether the discourse was different between conditions. The reflection
meetings were segmented by conversational turn and
coded using a set of 21 codes developed using the
American Planning Association’s description of
what professional planners know, do and care about
(http://www.planning.org/). The complete set of
codes, including example excerpts, is provided in
Appendix I.
While coding the data, the coder read each excerpt
separately and applied one code (1 = presence,
0 = absence) at a time. An educational psychology
researcher working in a non-planning domain was
trained as a secondary coder and independently coded
150 randomly selected excerpts. For all codes, the
primary coder and the secondary coder had a Cohen’s
kappa greater than 0.6 (Landis & Koch, 1977).
The reflection meetings were analysed qualitatively,
as described in the Results section, and ENA was used
to triangulate the qualitative findings. As described in
more detail below, ENA measures relationships among
epistemic frame elements within an epistemic network
(Nash & Shaffer, 2013; Rupp et al., 2010; Rupp,
Sweet, & Choi, 2010; Shaffer et al., 2009).
The urban planning epistemic frame was characterized by individual epistemic frame elements – in this
case, the 21 urban planning codes developed as
described above – which were applied to each conversational turn in the data. For each participant, we constructed 16 cumulative coding vectors. Each vector
represents the discourse elements (codes) used by that
participant in the discussion of one of the four questions in one of the four reflection meetings.
Epistemic frame theory (and thus ENA) looks at the
connections between frame elements as the key variables in modeling student thinking. Accordingly, each
cumulative coding vector was converted into an adjacency matrix showing which pairs of frame elements
were co-present in the students’ discourse during the
discussion. That is, if participant p in discussion topic
(question) q in reflection meeting m had both frame
elements j and k coded in his or her discourse, then the
adjacency matrix element p Aqj ,,km = 1. Because we were
modeling connections between frame elements, the
diagonal of each adjacency matrix was set to 0 (i.e.,
p q,m
A j , j = 0). We then constructed a cumulative
© 2014 John Wiley & Sons Ltd
Virtual and face-to-face mentoring
adjacency matrix for each participant p, which represents the pattern of association between epistemic
frame elements across the reflection meetings:
C jp,k = ∑ p Aqj ,,km.
q,m
To control for differences in level of participation,
the cumulative adjacency matrices were normalized
by dividing each value in the matrix by the root mean
square of the values in the matrix. Finally, the normed
cumulative adjacency matrices for all participants
were projected into a metric space by representing
each 21 × 21 matrix as a vector with 210 entries, one
for each cell in the upper triangle of the cumulative
adjacency matrix. The vectors had 210 entries (or
dimensions) in the metric space because each of the
adjacency matrices was symmetric and had a constant
(0) on the diagonal; thus they could be represented
by the 210 (20 choose 2) entries in their upper
triangles.
We performed a singular value decomposition on the
vectors representing the cumulative adjacency matrices. This produced a rotation of the adjacency matrices
in the metric space that maximized the variance among
the matrices. We used the first and second dimensions
of the rotated space (the dimensions that captured the
most variance in the data) to model the structure of
discourse among participants.
This process was repeated for mentor discourse
across all of the meetings in both experimental conditions, producing a rotated space representing the
maximum variance in mentor discourse during the
reflection meetings.
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Results
Research question 1: were there differences in
mentors’ reflection meeting discourse between the
two conditions?
The mean word counts of mentors’ discourse were
computed for each team during each reflection meeting
(a total of 3 data points for four meetings in each
condition for a total of 24 data points). Across all
reflection meetings, mentors in the face-to-face condition used significantly more words (M = 2857,
sd = 755, p < 0.05)2 during interactions with their
teams than mentors in the chat condition (M = 1244,
sd = 327, p < 0.05). The same is true of comparisons
between corresponding reflection meetings in both
conditions (see Figure 1).
An examination of the discourse of one mentor,
Elise (pseudonym), working with the ‘People for
Greenspace’ stakeholder team in both conditions,
showed that during Reflection Meeting 1, Elise used
nearly three times more words in the face-to-face condition (1284) than in the chat condition (433). In both
conditions, Elise asked students the same question (see
Table 2), but she used more words in the face-to-face
condition (66) than in the chat condition (12). Although
she used more words in the face-to-face condition, the
question was similar across the two conditions. In the
chat condition, she said, ‘So, with the information that
we have, what should we do next?’ Similarly, in the
face-to-face condition, Elise said: ‘[I]f you have information about the site, what do we do now as planners?
What’s our next step?’
The role of quantitative analyses
Because of the small size of the samples (2 mentors and
21 students), qualitative analyses were necessary in
some cases. Where possible, quantitative analyses were
used, and results were reported as means with standard
errors. In some cases, inferential statistics were also
computed; however, as with any small-scale study, the
results were not generalizable to other populations.
Thus, the purpose of such significance tests is to show
that additional observations made under the same conditions would show similar results (Shaffer & Serlin,
2004).
© 2014 John Wiley & Sons Ltd
Figure 1 Mean Word Counts of Mentors’ Discourse During
Reflection Meetings with Standard Error.3 Mean Word Counts for
All of the Meetings Were Greater in the Face-to-Face Condition
Than in the Chat Condition
E.A. Bagley & D.W. Shaffer
614
Table 2. Excerpt from Elise’s Discourse During Reflection Meeting 1 for the People for Greenspace Stakeholder Team Showing That
When Asking Students What They Should Do Next (Bold Italics), She Used More Words in the Face-to-Face Condition Than in the Chat
Condition
Chat (word count = 12)
Face-to-face (word count = 66)
So, with the information that we
have, what should we do next?
Well so what does that mean okay, I don’t want you to look at the
calendar and just tell me what the calendar says ok. I really want
you to think like planners ok. I want you to think about what, if
you have information from your stakeholders, if you have
information about the site, what do we do now as planners?
What’s our next step?
Although the main discourse elements were similar
(asking about next steps), Elise provided additional
information in the face-to-face condition to contextualize her request: she addressed a student’s concern
about the calendar, made explicit references to the students as ‘planners’ and used the term ‘stakeholders’.
She also repeated herself and used features of face-toface talk, including filler words (Tannen, 1982) such as
‘well’, ‘so’ and ‘okay’, which contributed to the higher
word count. Thus, there are a number of reasons why
the word count was greater in the face-to-face condition than in the chat condition.
Similarly, during Reflection Meeting 2 in both conditions, Elise talked about generating hypotheses with
data or an interactive model by informing the students
that ‘iPlan measures the projected social and environmental impacts of zoning changes’ (see Table 3). In
both conditions, she discussed iPlan’s ability to ‘test
ways of making the site work for the stakeholders
without bringing in actual bulldozers’ and ended that
portion of Reflection Meeting 2 by reminding students
in both conditions that the site ‘is a complex system,
which means that changing one parcel impacts more
than one indicator’. She also informed students in both
conditions that ‘there may be trade-offs with every
change’. As in Reflection 1, Elise’s discourse in the
face-to-face condition contained similar content to her
discourse in the chat condition, but her face-to-face
discourse contained additional filler words and verbal
acknowledgements of what the students already said or
knew: ‘. . . but what all of you were saying is . . . you
all recognize that.’
Because Elise discussed similar content regardless
of condition, her discourse showed similar patterns of
epistemic frame co-occurrence between conditions.
These similar patterns are illustrated by the locations of
the mentor points (means) for each condition in
Figure 2, where points closer together have more
similar patterns of co-occurrence than points farther
apart.
Meeting by meeting, t-tests on ENA-generated
discourse means for both chat and face-to-face
conditions showed no significant differences (see
Table 4). In other words, the variance between the
meetings was larger than the variance between the
conditions.
Table 3. Excerpt From the People for Greenspace Stakeholder Teams’ Reflection Meeting 2 Showing (in Bold Italics) That in Both
Conditions, Elise Covered Similar Content
Chat
Face-to-face
Because iPlan measures the projected social and
environmental impacts of zoning changes, it allows
you to test ways of making the site work for the
stakeholders without bringing in actual bulldozers.
You discovered that one characteristic of the site is that
it is a complex system, which means that changing one
parcel impacts more than one indicator. There may be
trade-offs with every change.
Because iPlan can measure the projected social and
environmental probability changes, it makes you test
ways of making the site work for the stakeholders
without actually bringing in bulldozers.
Well you discovered one characteristic of the site,
especially, but what all of you were saying is that it’s a
complex system. . .
That means that changing one parcel impacts more than
one indicator and I think that you all recognize that.
. . .So there may be trade-offs with every single change.
© 2014 John Wiley & Sons Ltd
Virtual and face-to-face mentoring
615
Figure 2 Mentors’ Discourse During
Reflection Meetings (Means) Showing
That Regardless of the Communication
Mode, the Mentors Covered Similar
Content During the Reflection Meetings
Research question 2: were there differences in
students’ reflection meeting discourse between the
two conditions?
The mean word counts were computed for each student
during each reflection meeting (a total of 21 data points
for four meetings for a total of 84 data points). Across
all reflection meetings, students in the face-to-face condition used significantly more words (M = 1048,
sd = 276, p < 0.05) than students in the chat condition
(M = 585, sd = 155, p < 0.05). The same is true of comparisons between corresponding reflection meetings in
both conditions (see Figure 3).
An examination of the discourse of student teams
who worked with the ‘People for Greenspace’ stakeholders in both conditions showed that during Reflection Meeting 1, students used twice as many words in
the face-to-face condition (307) as in the chat condition (145) (see Table 5). As was the case with the
mentors, although there were more words in the faceto-face condition, the main discourse elements were
similar across the two conditions. In the chat condition, one student listed the social and environmental
issues that the stakeholders cared about by saying,
‘People care about wetlands (habitats for sandhill
cranes), greenspaces, water quality, and reduction of
traffic.’ Similarly, in the face-to-face condition, one
student discussed the social and environmental issues
stakeholders cared about by saying that ‘it seemed
like the wetlands and also like the culture and the
community was also really important’. Again, as was
true for the mentors, the student’s excerpt from
the face-to-face condition included features of
face-to-face talk, such as using the words ‘like’, ‘um’
and ‘well’, which contributed to the higher word
count.
Again, as with the mentors, the similarity of substantive discussion in students’ discourse across conditions
is illustrated by the locations of the student points
(means) for each condition in the ENA analysis (see
Figure 4).
Meeting by meeting, t-tests on ENA-generated discourse means for both chat and face-to-face conditions
showed no significant differences, with one exception:
comparison of the first dimension of each condition in
Reflection Meeting 1 (p < 0.05) (see Table 6).
Meeting
Dimension
Chat – M (N, SD)
Face-to-face – M (N, SD)
1
1
2
1
2
1
2
1
2
0.59 (3, 0.04)
0.03 (3, 0.04)
0.05 (2, 0.25)
0.44 (2, 0.07)
0.39 (3, 0.08)
0.18 (3, 0.14)
0.56 (3, 0.08)
−0.09 (3, 0.1)
0.49 (3, 0.06)
0.1 (3, 0.05)
0.16 (2, 0.1)
0.4 (2, 0.03)
0.32 (3, 0.55)
0.21 (3, 0.16)
0.32 (3, 0.16)
0.02 (3, 0.19)
2
3
4
© 2014 John Wiley & Sons Ltd
Table 4. Means, Number of Mentor
Points in the Mean (N), and SDs for Each
Meeting and Each Condition With the
Results of Paired t-Tests. There Were
No Significant Differences Between the
Means of the Conditions (p > 0.05)
E.A. Bagley & D.W. Shaffer
616
Research question 3: were there differences in
students’ learning outcomes between the
two conditions?
Figure 3 Mean Word Counts of Students’ Discourse in Reflection Meetings With Standard Error. Mean Word Counts for All of
the Meetings Were Greater in the Face-to-Face Condition Than
in the Chat Condition
Students in both conditions significantly increased
their scores (0–2 scale) from the intake to the exit
interview on matched-pair questions (chat condition:
mean intake = 0.2, mean exit = 1.4, p < 0.05; face-toface condition: mean intake = 0.27, mean exit = 0.91,
p < 0.05) (see Figure 5). For example, in the face-toface condition, during the intake interview, one student
suggested, ‘They could try to clean it out’. During the
exit interview, the same student provided a much more
specific, scientifically accurate answer, ‘Get rid of big
factories in surrounding areas because that lowers the
level on CCl4 and NO3.’ There was no significant
Table 5. Excerpts From Individual Students’ Discourse During Reflection Meeting 1 for the People for Greenspace Stakeholder Team
Showing That When Elise Asked the Students What They Had Just Finished Doing, Students Used More Words in the Face-to-Face
Condition Than in the Chat Condition to Discuss Learning About the Stakeholders’ Desires (Bold Italics) While Completing the Virtual
Site Visit
Chat (word count = 40)
Face-to-face (word count = 104)
I finished the virtual site assessment, and am
experimenting with iPlan. . .People care about
wetlands (habitats for sandhill cranes), greenspaces,
water quality, and reduction of traffic. Character is
diverse people, natural beauty and wetlands, local
businesses, parks, and community events.
Um, well, I just finished the virtual site visit and did my
site assessment and I found that a lot of the
stakeholders cared about the wetlands there. They
thought that was a very important thing to the
Northside, but based on like the descriptions and stuff
given as well like not from like the people but like
just the overall description it seemed like the
wetlands and also like the culture and the community
was also really important and I think that yeah. They
like they wanted a way to like keep up the culture
and stuff without having to hurt the birds.
Figure 4 Students’
Discourse
From
Reflection Meetings (With Means)
Showing That Regardless of the Communication Mode, the Students Discussed
Similar Content During the Reflection
Meetings
© 2014 John Wiley & Sons Ltd
Virtual and face-to-face mentoring
617
Meeting
Dimension
Chat – M (N, SD)
Face-to-face – M (N, SD)
1
1
2
1
2
1
2
1
2
0.13 (10, 0.26)
−0.17 (10, 0.18)
−0.27 (7, 0.18)
0.04 (7, 0.2)
−0.15 (9, 0.24)
−0.01 (9, 0.29)
−0.07 (7, 0.22)
−0.19 (7, 0.24)
−0.12 (10, 0.12)
−0.13 (10, 0.25)
−0.18 (9, 0.14)
0.15 (9, 0.27)
−0.3 (8, 0.13)
0.13 (8, 0.13)
−0.09 (10, 0.17)
−0.18 (10, 0.3)
2
3
4
difference between the two conditions in either the
intake or the exit interviews, so the communication
mode with the mentors did not affect the students’
learning outcomes on this particular matched-pair
interview question.
Research question 4: were there differences in
students’ level of engagement between the
two conditions?
There was no significant difference between the two
conditions on the questions adapted from Green
and Brock’s (2000) measures of engagement (see
Figure 6).
Discussion
The results of the analyses above suggest that in both
mentoring conditions, the patterns of discourse for
both players and mentors were significantly different
between reflection meetings that took place at different
points during the Urban Science epistemic game. This
is, of course, not surprising: they were talking about
Table 6. Means, Number of Student
Points in the Mean (N), and SDs for Each
Meeting and Each Condition With
the Results of Paired t-Tests. All of the
p-values, Excluding the Comparison of the
First Dimensions for Reflection Meeting 1,
Are Greater Than 0.05, Which Means That
There Were No Significant Differences
Between the Means of the Conditions
different parts of the planning process, and the resulting differences show up in both a direct examination of
the discussions and in ENA models of the content of
student and mentor talk.
However, these results also suggest that regardless of
the mentoring condition, there was no significant difference in the domain-relevant substance of the mentor’s interactions with players. Mentors’ talk addressed
the same issues in both conditions. Similarly, students
showed no significant differences in the substance of
their reflection meeting discourse between conditions.
Furthermore, in both measures of student engagement in the simulation using Green and Brock’s (2000)
measure of transportation, students were similarly
involved in the fiction of the game in both conditions.
Despite concerns that virtual mentors’ interactions
with students might leave out important components of
communication, students in the virtual mentoring condition were as engaged as those in the face-to-face
mentoring condition.
The gains from intake to exit interviews were similar
in both conditions, suggesting that having virtual
mentors did not adversely affect students’ learning
Figure 5 Students’ Mean Scores (With
Standard Error Bars) for the Matched-Pair
Interview Question. The Communication
Mode With the Mentors Did not Affect
the Students’ Learning Outcomes
© 2014 John Wiley & Sons Ltd
618
Figure 6 Students’ Mean Scores (With Standard Error Bars) for
the Exit Interview Engagement Questions, Which Show No Significant Difference Between the Two Conditions on These Measures of Engagement
outcomes. As their responses to a matched-pair interview question showed, students used more scientific
language and gave more specific recommendations for
addressing an environmental problem after playing the
game.
This study identified that mentors used similar professional discourse to guide students through the
epistemic game regardless of communication mode.
Their mentoring led students in both conditions to use
similar professional discourse and develop similar
epistemic frames. In other words, the co-occurrence of
epistemic frame elements within the discourse of both
the mentors and the students in each reflection meeting
followed similar patterns. These results suggest that the
key function of the mentors in Urban Science, to communicate professional ways of thinking, was not
diminished in the chat condition.
Of course, there was one very important difference
in discourse between the two conditions: both students
and mentors used more words when communicating
face-to-face than they did in chat. This is not particularly surprising because it is easier to speak than to type
in many situations. But while it is clear that more words
were used in the face-to-face communications, it is less
clear that anything more of substance was said.
Bierema and Merriam (2002) suggest that the richness associated with face-to-face conversation often
diminishes when communication is electronic, but
there are several possible explanations for why this
might not have been the case in this experiment. First,
it is possible – and perhaps even likely – that what is
lost in the limited communication medium of chat was
either peripheral to the professional substance of the
conversation or was provided somewhere else in the
epistemic game. The rich game context, including
E.A. Bagley & D.W. Shaffer
detailed instructions and feedback from the NPCs, the
models and templates for professional products provided in the professional resources (e.g., the sample
final proposal), and, of course, the experience of interacting with a sophisticated, virtual model of the physical and social environment, all supported the virtual
mentoring. Nevertheless, that virtual mentoring can
work as well as face-to-face mentoring with the same
supports suggests that even the human interactions in a
mentoring relationship can work virtually.
A second possibility is that even though these data
were collected in 2010, it is possible that these students
were already accustomed to using chat messages for
rich interpersonal communications. If this is the case, it
suggests that as young people increasingly use chat to
interact with one another, virtual mentoring of the kind
examined in this study will become even more useful
as an alternative (or supplement) to face-to-face
mentoring interactions.
In either case, however, an important corollary to the
main findings is that in this study, ENA provided a
useful tool for quantifying the patterns of discourse of
both mentors and students during reflective discussions. ENA models simultaneously showed the differences in substance between different reflection
meetings during the intervention, and the similarities in
substance between parallel meetings across the different conditions. Moreover, the differences and similarities quantified by the ENA models clearly reflected
results of a qualitative analysis of the content of player
and mentor talk during different meetings.
This study, of course, has a number of limitations.
First, the small sample size means that any conclusions
are limited to what the sample population did in the
context of the epistemic game. Second, this paper uses
only one near-transfer matched-pair interview question
to highlight students’ environmental science learning
gains (and the similarities of those gains between conditions), and it uses only one measure to compare students’ engagement between the conditions. More
sophisticated measures of learning and engagement
integrated into the intervention itself, what Valerie
Shute terms stealth assessment, could provide more
robust results in future studies (Gee & Shaffer, 2010;
Phillips & Popović, 2012; Shaffer, 2009; Shaffer &
Gee, 2012; Shute, 2011; Shute & Ventura, 2013;
Williamson et al., 2004). Third, by focusing solely on
the reflection meetings and interviews, this study
© 2014 John Wiley & Sons Ltd
Virtual and face-to-face mentoring
examines only some of the mentor–student interactions
that comprise the learning experience for students in
Urban Science. Because putting thoughts into writing
may encourage deeper reflection, for example, future
studies should control for this possibility and also
examine other kinds of mentor–student interaction.
Fourth, the mentors in this study were instructed to
follow a script while leading reflection meetings, which
might have limited the interactions with students that
mentors (in either condition) may have had – although
we note that in both conditions, mentors added additional material to the script, which did not change the
underlying results of the experiment. Last, one significant difference between the face-to-face and the chat
conditions is that in the chat condition, students could
review earlier parts of conversations (e.g., during a
reflection meeting) by scrolling back through the previous chats. Future studies should investigate the
impact on learning that may result from having a record
of conversations to which students can refer back.
Despite these limitations, these results suggest that
because using more words did not affect the quality of
the students’ professional discourse during the reflection meetings, their post-test outcomes or their level of
engagement, chat is a viable method for mentoring in
the context of epistemic games. Moreover, these results
have the potential to influence the design, implementation and assessment of virtual environments by
showing that that mentoring via chat can be as effective
as mentoring face-to-face in appropriately structured
contexts more generally – and that ENA may be a
useful tool for assessing student and mentor discourse
in the context of learning interactions.
Notes
1
Text in brackets denotes the matched-pair text.
The paired Mann–Whitney U-test was also significant: z = −3.776, p < 0.05.
3
Of course, standard error bars as presented here should be interpreted with
caution, especially with data derived from small samples. Even when standard
error bars do not overlap, there may be no statistically significant difference. In
this example, each bar represents the mean of three points, so testing the
significance of the individual meetings was not possible.
2
Acknowledgements
This work was funded in part by the Macarthur Foundation and by the National Science Foundation through
grants DUE-1225885, DRL-0918409, DRL-0946372,
DUE-0919347, EEC-0938517 and REC-0347000.
© 2014 John Wiley & Sons Ltd
619
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Appendix I
The Urban Science Coding Scheme Including the Code Label, Description and Examples for the 21 Codes
Used to Code the Matched-Pair Interview Question, Final Proposals and Reflection Meeting Discourse
Code
Description
Example
E1: Justification considers and
describes stakeholders with
voices
Using people’s concerns (sometimes
conflicting) to justify a decision as a
planner would (e.g., a compromise or a
resolution)
E2: Justification considers and
describes stakeholders
without voices
Using the concerns/needs of environmental
stakeholders as a planner would (e.g., needs
of animals, plants, habitat, water or air
quality).
Using the concerns/needs of future
generations as a planner would.
Using objective data (not stakeholder
opinions) to justify a decision as a planner
would
. . .But it’s also really important for us to try to meet everybody’s
needs and from what I heard from just these two different groups,
you guys have some pretty different needs, right? So we have
people who want to really preserve greenspace and people who
want to develop and have more housing and more things like that,
so we’re going to have to come up with some compromises, right?
I do not think the amusement park should build on this wetland even
if they will create a new one elsewhere. A new man-made wetland
would lack the complex interactions and relationships existing in
the current wetland. . .I do not think a created wetland could
suffice to cover the damage to the inhabitants and surrounding
habitats caused by the destruction of the original wetland.
By reducing the number of factories and increasing the number of
wildlife sanctuaries, both the CCl4 and NO3 levels should decrease
E3: Justification considers and
describes decisions using
objective data (not
stakeholder opinions)
V1: Serving the public interest
Seeing one’s job and/or responsibility as
representing the concerns and meeting
the needs of others
V2: Multiple perspectives
Seeing one’s job and/or responsibility as
taking into account different residents’
preferences and/or perspectives about a site.
Seeing one’s job and/or responsibility as
being aware of/being able to identify bias
(personal and stakeholders’ bias).
V3: Environmental concerns
Seeing one’s job and/or responsibility as
representing environmental concerns
Numbers, even if they are present without
any words
S1a: Explicit use of data
© 2014 John Wiley & Sons Ltd
Well, one issue is how are the changes going to affect the people and
also the wildlife living in the city? Most people would feel like that’s
an important thing to keep in the back of your mind.
Do you think your stakeholders will approve?
Saeed is having difficulty selling houses due to the lack of jobs. He has
suggested that we increase job opportunities in the area. Gabe
reports that the total number of sales in businesses are down,
making it hard to start new businesses. Having more people visit
should help increase sales. Natalie says that the levels of nitrates
and carbon tetrachloride are above acceptable levels, but we could
safely change the limits. . .
They should not be allowed to harmfully affect the lives of others and
the cleanliness of the environment
I want 50 more housing units.
2286.
E.A. Bagley & D.W. Shaffer
622
Appendix I Continued
Code
Description
Example
S1b: Implicit use of data
More/less, acceptable/unacceptable,
higher/lower (even if the term is by itself)
S1c: Information, data, research
Explicitly refers to information, data or
research
Explicitly mentions a source of data
I want more housing units.
Higher.
I decreased housing.
I need more information/data.
Look at the graphs.
I listened to stakeholder feedback.
I learned from the virtual site visit that. . .
iPlan.
I believe that this will allow the character index to go up after a
period of time by allowing new people to come into the area. That
is why I have left the current character index untouched.
S1d: Data source
S2: Hypothesis generation and
testing
S3: Identifying goals
S4: Justifying recommendations
Ability to hypothesize projected impacts and
trade-offs of multiple scenarios.
Ability to test hypotheses (e.g., social and
environmental) in a closed environment
(using iPlan).
Ability to identify stakeholders’ goals for
the site including using terms like
unacceptable, acceptable, more, less (most
often found in the site assessment,
stakeholder assessment).
Ability to state the goals the planner was
aiming for in a proposed urban plan (most
often found in the preference survey, final
proposal).
Ability to justify specific recommendations
and/or action to others.
[If players justify why their stakeholders
want something, that does not count as S5
because it is not a recommendation the
players are making.]
S5: Compromise
Ability to explicitly mention that a
compromise is being/was made
K1: Social impact of decisions
on communities
Identifying and measuring social impacts or
issues such as: neighbourhood character
index, character index, housing, jobs, sales,
traffic.
Identifying stakeholders/stakeholder groups
including: stakeholder, stakeholder group,
People for Greenspace, Madison Developers’
Consortium, Northside Neighbors, Equal
Opportunities for All, specific stakeholder’s
names.
Identifying and measuring environmental
impacts or issues such as: sandhill crane,
nesting sites, carbon tetrachloride, CCl4,
nitrates, NO3, greenspace, water quality,
water run-off, run-off, ppb, ppm,
marshes, air quality, habitat quality,
habitat
Ability to identify and/or describe the
possible consequences and/or trade-offs of
hypotheses and/or decisions [the trade-offs
can be social, environmental or
socio-economic].
Ability to discuss constraints of the model
(iPlan) or the planning process.
Virtual site visit, site assessment, preference
survey, iPlan, target identification matrix,
matrix, TIM, stakeholder assessment, final
proposal, recommendations, justifications,
limitations, map, target, professional
resource, request for proposals, final plan,
plan (if used as a noun), urbanization
Land use, land use code, zoning, parcel.
R1, R2, R3, R4, single family, duplex,
multi-family.
C1, C1-R3, C1-R4, C2, retail, office.
M1, M2, manufacturing, industry, factory.
OS, OS-R, OS-W, open space, open space
recreational, wetland
Planner, Company, UDA, Urban Design
Associates.
Internship, intern, staff
players’ typed staff pages are coded for I2
K2: Environmental impact of
decisions on communities
K3: Interconnectedness
K4: Following an existing
process or strategy
K5: Knowledge of land use
codes
I1: Planner identity
I2: Intern identity
My goals in this proposal were the following: to increase the crane
nesting sites – to increase the water quality – to have minimal traffic –
to have a high sale ($$$) – to have a good neighbourhood character
75 is acceptable.
They want more [where we assume ‘they’ refers to stakeholders]
I need the number of crane nesting sites to be higher.
By increasing the amount of housing and jobs with retail areas,
people can open business and also move into the area. This will
bring in new individuals into the area which allows for the areas
growth in terms of diversity. I believe that this will allow the
character index to go up after a period of time by allowing new
people to come into the area. That is why I have left the current
character index untouched.
I believe that I can improve on my judgement when creating city
plans in which I need to compromise with other groups in order to
satisfy the needs of everyone. I think that this time, I was more
biased towards being more business and industrial and I think
ignored people who wanted more greenspace. . .
By increasing the amount of housing and jobs with retail areas,
people can open business and also move into the area. This will
bring in new individuals into the area which allows for the areas
growth in terms of diversity. I believe that this will allow the
character index to go up after a period of time by allowing new
people to come into the area. That is why I have left the current
character index untouched.
Natalie says that the levels of nitrates and carbon tetrachloride are
above acceptable levels, but we could safely change the limits
Cities and people affect their surroundings and almost everything
they do. The pollution that cities and factories bring, as well as the
cars that people are driving. The urbanization takes away from
coastal areas, natural forest and many other environments.
I learned from this experience that a city planner must take into
consideration a lot of opinions including their own. I did not know
about such pressures before. Also, I learned about the multistep
process planners go through to plan a city from asking for opinions
all the way until proposing a final plan. This gives me new
appreciation for the work of people which have planned any city I
go to.
Changing the wetlands to recreational space, so that there are less
cranes and more leisure space for parks and such.
Changing R1 into R3 so that there are more houses within each other
and more surrounding space.
Changing M2 into C1 or C2 so that there is more retail and offices.
So let me rephrase a little bit what it sounds like we’re saying, so,
being a planner you have to do a bunch of things. . .
I wrote it on my staff page.
. . .it’s really helpful for Maggie to know how your internship is
going. . .
© 2014 John Wiley & Sons Ltd