TATI is an interface for Second Life that allows for the easy creation of physical microworlds and simulations for physics teaching, as proposed by Papert. It implements different object types that realize Papert's proposed Piagetian learning sequence to move from geometric objects to Newtonian objects. TATI and the TATILogo language aim to provide an exploratory, hands-on way for learners to construct physics concepts like position, velocity, and force, while reducing Second Life's typical steep learning curve. Future work includes implementing remaining TATILogo commands and testing TATI with teachers and students.
Barangay Council for the Protection of Children (BCPC) Orientation.pptx
TATI - A Logo-like interface for microworlds and simulations for Physics teaching in Second Life
1. TATI - A Logo-like
interface forinterface for
microworlds and
simulations for Physics
teaching in Second Life
2. Objective
To present TATI – The Amiable
Textual Interface for Second Life
TATI which allows easy creation ofTATI which allows easy creation of
physical microworlds as proposed
by Papert (1980).
3. Physics learning
Student difficulties in learning
Physics are well known.
In ‘real life’, if you stop pushing it,
Papert (1980): instead of
teaching Physics by manipulating
actual Newtonian objects schools
do it by manipulating equations.
In ‘real life’, if you stop pushing it,
it will stop moving!
4. Piagetian learning sequence
Papert (1980): microworlds where
learners could progress from Aristotle’s
ideas to Newton’s Laws through as
many intermediary [micro]worlds asmany intermediary [micro]worlds as
needed.
Piaget & Garcia (1989): The genesis of
knowledge in the subject is isomorphic
to the evolution of Science!
6. Simulations in SL
‘me’
Brownian
motion
Simulator
Immersion: “students
can be part of the
system that is being ‘me’
First-person learning
(Bricken, 1992):
•Experiential,
•Interactive,
•Multisensory
•[Kinesthetic]
system that is being
studied” (dos Santos,
2009)
8. Obstacles
It takes a long time to learn to
move the avatar, go through
doors, manipulate objects,
etc..
Huge learning curve that
discourages teachers to invest
in SL (Sanchez, 2009).
etc..
9. Development
1. Objects definition:
a. 4 ‘turtles’ (PAPERT, 1980, pp. 127) +
b. 2 ‘standard’ SL objects: physical & non-
physicalphysical
2. TATILogo language:
a. EBNF
b. Validation w/ RPA Toolkit
3. Parser (in LSL)
a. Predictive (top-down) (Aho et al., 1986
“Red Dragon Book”)
4. TATILogo to LSL translator (in LSL)
10. Object types
NOROBJECT non-physical
SL object
immune to gravity; kinematic
function (llSetPos, llSetRot,
etc.)
GEOOBJECT geometric
turtle
geometrical components :
position & orientation
VELOBJECT velocity turtle commands to define velocity;VELOBJECT velocity turtle commands to define velocity;
position changes as a
consequence
ACCOBJECT acceleration
turtle
commands to change velocity
NEWOBJECT Newtonian
turtle
commands that apply forces
& torques
PHYOBJECT physical SL
object
subject to gravity; dynamical
function (llSetForce, etc.)
21. Conclusion
We believe that the above sequence of
object types realizes Papert's proposed
Piagetian learning sequence to
Newtonian physics (1980) from theNewtonian physics (1980) from the
geometric object to the Newtonian one
providing the exploratory and syntonic
construction of position, velocity,
acceleration, force, etc. concepts
22. Conclusion
TATI allows you to “relate what is new
and to be learned to something you
already know […] make it your own:
Make something new with it, play with it,
build with it (Papert, 1980, p. 120).”
Hopefully TATI and TATILogo represent a
significant contribution to Physics learning
and reduce SL learning curve.
build with it (Papert, 1980, p. 120).”
23. Future
1. To implement the remaining
commands (CONNECT, etc.) despite
the 64kB limitation!
2. Revise all the implementation:2. Revise all the implementation:
design, usability, rigor, etc.
3. Alpha test w/ specialists
4. Beta test w/ voluntary users
5. Distribution
6. Registration as a Logo variant
24. Proof of concept?
Physics teachers willing to do an usability
test are most welcome.
Which means: HELP, PLEASE!
26. References
• Aelson, H.; diSessa, A. A. (1981) Turtle
Geometry: Computations as a Medium for
Exploring Mathematics. Cambridge, MA: MIT
Press.
• Bricken, W. (1991). Extended abstract: A formal• Bricken, W. (1991). Extended abstract: A formal
foundation for cyberspace. In S.K. Helsel (Ed.),
Beyond the vision: The technology, research,
and business of virtual reality. Westport:
Meckler.
• dos Santos, R. P. (2009) Journal of Virtual
Worlds Research, 2(1).
27. References
• Harvey, B. (1993) Berkeley Logo User
Manual. Berkeley, CA: University of
California.
• Papert, S. A. (1980) Mindstorms -• Papert, S. A. (1980) Mindstorms -
Children, Computers and Powerful
Ideas. New York: Basic Books.
• Piaget, J. & Garcia, R. (1989)
Psychogenesis and the History of
Science. New York : CUP.