Final Report
to the Andrew W. Mellon Foundation




Using New Information Technologies in the Creation of Sustainable Afterschool Literacy Activities: Evaluation of Cognitive Outcomes

Richard E. Mayer, University of California, Santa Barbara (Principal Investigator) Bill Blanton, Appalachian State University (Co-Principal Investigator) Richard Duran, University of California, Santa Barbara (Co-Principal Invistigator) Miriam Schustack, California State University, San Marcos (Co-Principal Investigator)

June 30, 1999

Executive Summary

The purpose of this project was to conduct an independent evaluation of the cognitive consequences of children's participation in the Fifth Dimension program, an informal afterschool computer club that emphasizes literacy activities. In particular, the purpose of this cognitive outcomes evaluation project was to assess changes in children's literacy that can be attributed to their participation in the Fifth Dimension program. In order to accomplish this goal, we developed collaborations for evaluation at three active Fifth Dimension sites--Appalachian State University (ASU), California State University at San Marcos (CSUSM), and University of California at Santa Barbara (UCSB)--and developed a variety of research methods and outcome measures. Our primary research method was to assess relevant cognitive skills of students before they began the Fifth Dimension program and after they had extensive experience in the program, and to compare their pretest-to-posttest changes with those of similar students who did not participate. The outcome measures tapped changes in student literacy, broadly defined, including changes in computer literacy, language comprehension, problem-solving strategies, and academic achievement.

The results of several years of testing at three different sites yielded a collection of positive cognitive outcomes attributable to children's participation in the Fifth Dimension. These cognitive consequences of Fifth Dimension participation include increases in: (a) computer literacy, as measured by a tests of performance of computer operation, tests of factual knowledge about computer operation, and tests of memory for computer terms; (b) comprehension skills, as measured by tests of mathematics word problem comprehension, tests of game instruction comprehension using a cloze method, and tests involving the ability to follow a printed procedure; (c) problem-solving skills, as measured by the speed and strategic efficiency of learning a new computer-based math game or grammar game; (d) academic skills, as measured by standardized tests of reading and mathematics. Some results were not positive, however, including measures of writing and verbal recall. In general, students improved in literacy skills that were closely related to Fifth Dimension activities, namely, learning to use educational computer games through reading instructions and through oral communication with peers and mentors.

Overall, the cognitive evaluation provided converging evidence across three different sites and using a collection of cognitive outcome measures that participation in the Fifth Dimension resulted in improvements in children's literacy. The evaluation instruments and methodologies will be disseminated to the growing network of Fifth Dimension sites.

Products

With the encouragement of the Mellon Foundation, the cognitive evaluation team produced the following published reports during the course of the project. A copy of each is included with this report.

Mayer, R. E. (1997). Out-of-school learning: The case of an after-school computer club. Journal of Educational Computing Research, 16, 333-336.

Schustack, M. W., Strauss, R. & Worden, P. E. (1997). Learning about technology in a non-instructional environment. Journal of Educational Computing Research, 16, 337-352.

Mayer, R. E., Quilici, J., Moreno, R., Duran, R., Woodbridge, S., Simon, R., Sanchez, D. & Lavezzo, A. (1997). Cognitive consequences of participation in a Fifth Dimension after-school computer club. Journal of Educational Computing Research, 16, 353-369.

Blanton, W. E., Moorman, G. B., Hayes, B. A., & Warner, M. L. (1997). Effects of participation in the Fifth Dimension on far transfer. Journal of Educational Computing Research, 16, 371-396.

Mayer, R. E., Schustack, M. & Blanton, W. (1999, March-April). What do children learn from using computers in an informal collaborative setting? Educational Technology, 39(2), 27-31.

Mayer, R. E., Quilici, J. H., & Moreno, R. (in press). What is learned in an after-school computer club? Journal of Educational Computing Research, 19.

Consistent with the charge to disseminate research results, members of the cognitive evaluation team delivered the following convention papers during the course of the project.

Blanton, W. E., Moorman, G. B., Hayes, B., & Warner, M. (1996, April). Effects of participation in the Fifth Dimension on far transfer measures of reading and mathematics. Paper presented at the annual meeting of the American Educational Research Association, New York, NY.

Mayer, R. E., Duran, R., Quilici, J. H., Moreno, R., Woodbridge, S., Simon, R., Sanchez, D. & Lavezzo, A. (1996, April). Cognitive consequences of participation in the Fifth Dimension after-school program. Paper presented at the annual meeting of the American Educational Research Association, New York, NY.

Schustack, M. W., Strauss, R., & Worden, P. (1996, April). Learning to use technology without formal instruction. Paper presented at the annual meeting of the American Educational Research Association, New York, NY.

Schustack, M. W. (1997, March). Evaluating a voluntary participation program: Who's the control group? Paper presented at the annual meeting of the American Educational Research Association, Chicago, IL.

Mayer, R. E., Quilici, J. L., Moreno, R., Simon, R., Duran, R. & Woodbridge, S. (1997, March). The search for experimental control in evaluating the cognitive consequences of participation in the Fifth Dimension after-school program. Paper presented at the annual meeting of the American Educational Research Association, Chicago, IL.

Blanton, W. E. (1997, March). Product and process research and evaluation on informal learning environments: Theoretical and methodological issues. Paper presented at the annual meeting of the American Educational Research Association, Chicago, IL.

Mayer, R. E., Quilici, J. L., & Moreno, R. (1999, April). What is learned in an after-school computer club? Paper presented at the annual meeting of the American Educational Research Association, Montreal, Canada.

Project Goals

The primary goal of this project was to determine whether participating in the Fifth Dimension improved children's literacy. The Fifth Dimension participants were elementary school children who were given the opportunity to use many different kinds of educational software on a regular basis over the course of a school year. In the Fifth Dimension program children worked with peers as well as adult volunteers to learn to use a series of educational programs that have been selected for appropriateness, appeal, and educational value. When a child mastered one educational program, he or she moved on to learn how to use a new one. The learning took place after school and out-of-school in a computer club where the child's participation was voluntary and self-paced. This was the situation that we have studied for the past several years with hundreds of elementary school children at three different sites--a Boys and Girls Club near Santa Barbara, California (Mayer et al., 1997), a Boys and Girls Club near San Diego, California (Schustack, Strauss, & Worden, 1997), and public school after-school program in Boone, North Carolina (Blanton, Moorman, Hayes, & Warner, 1997). Overall, our goal was to determine what children learn from participating on a regular basis in the Fifth Dimension program.

To create an informal collaborative learning environment, each site had the following characteristics based on a network of Fifth Dimension (5D) programs developed by Cole (Cole, 1996; Nicolopolou & Cole, 1993): (a) The participants were elementary school children, often from low-income homes. (b) The program took place after school hours and was not associated with the child's school. (c) Participation was voluntary and there was no traditional teacher-student structure. (d) The main activities were learning to use 30 to 50 off-the-shelf educational programs; task cards explained each program and stated the criteria for moving on to the next task. (e) Upon mastering a program, the child selected the next activity from a set of options that depended on the level of performance in the just-completed game. (f) There were many opportunities for writing and creative expression such as writing messages to a mythical Wizard using a word processor and receiving written responses. (g) Learning was collaborative with children often working together or with adult mentors called Wizard's Assistants. (h) There was opportunity for students with extensive experience to achieve the status of Young Assistant to the Wizard. In each study, we compared students who participated regularly in the Fifth Dimension over the course of an academic year (e.g., more than 10 or 20 visits) to students with the same characteristics who had not regularly visited the Fifth Dimension club.

Educators have long sought to determine the appropriate role of educational technology for school-aged children. During the 1960's and 1970's the focus was on programmed instruction, largely involving drill-and-practice methods of instruction (Cognition and Technology Group at Vanderbilt, 1996; Mayer, 1999). During the 1980s, the emphasis was on learning of computer programming, including experience in Logo environments and programming in BASIC (Mayer, 1988; Papert, 1980), but in the 1990s the emphasis changed to learning to use software including applications and educational games (Cognition and Technology Group at Vanderbilt, 1996; Mayer, 1999). Although many strong claims have been made for the power of educational technology throughout this century, there has not been corresponding evidence documenting positive cognitive consequences of exposure to computer-based learning environments (Cognition and Technology Group at Vanderbilt, 1996; Cuban, 1986; Mayer, 1988, 1999).

The motivation for this project was to determine the cognitive consequences of learning to use educational software in an informal, collaborative environment using rigorous assessment methodologies. We were particularly interested in whether exposure to educational computer programs would promote literacy, that is, whether students with extensive experience in the Fifth Dimension would be better able to perform literacy-related tasks than students with little or no experience. Does learning to use computers--or more specifically, learning to use educational software on computers--improve a child's mind? What kinds of cognitive changes--if any--occur over the course of a year in which computer-naive children learn to use a series of educational programs in an informal and non-threatening environment? In particular, we examined four kinds of possible cognitive changes: computer literacy knowledge, comprehension skills, problem-solving skills, and academic skills.

Cognitive Evaluation Research Team

The first step in the project was to establish three cognitive evaluation teams--at Appalachian State University (ASU), California State University at San Marcos (CSUSM), and the University of California at Santa Barbara (UCSB). The ASU team was headed by Bill Blanton and included Bobbie Hayes, Gary B. Moorman, and Mark Warner. The team evaluated Fifth Dimension sites that were operated as part of an after-school program at four elementary schools in Boone, North Carolina. The CSUSM team was headed by Miriam W. Schustack and included Rachelle Strauss and Patricia Worden. The team evaluated a Fifth Dimension site operating at the Boys and Girls Club in Escondido, California. The UCSB team was headed by Richard Mayer and Richard Duran and included Amy Lavezzo, Roxana Moreno, Jill Quilici, David Sanchez, Rebecca Simon, and Scott Woodbridge. The team evaluated a Fifth Dimension site operating at the Boys and Girls Club in Goleta, California.

Research Methodologies

The next step was to develop research methodologies appropriate for evaluating the Fifth Dimension's effects on children's literacy. The Fifth Dimension is an innovative educational experiment in which children learn in an informal technology-based after-school environment (as described in the final report of "Using Information Technologies in the Creation of Sustainable Afterschool Literacy Activities"). Anyone who has had the opportunity to visit a Fifth Dimension site cannot help but come away with the impression that good things are happening. However, more than good impressions are needed to convince researchers, decision makers, and educational leaders who are engaged in educational reform. When they see the Fifth Dimension, these observers can legitimately ask, "Does it work?"

Educational reformers have recognized the role of non-school activities in improving children's literacy. The informal learning experiences afforded through out-of-school activities may be a valuable supplement to traditional school curricula. As the demand for high-quality after-school activities increases, it becomes increasingly important to examine the effectiveness of well-designed programs for informal learning.

Our charge in this project was to provide a response to the deceptively simple question, "Does it work?" In particular, the assignment given the cognitive evaluation team was to conduct a traditional evaluation of the cognitive consequences of participation in the Fifth Dimension. Consequently, we focused our evaluation on the degree to which students' activities in the Fifth Dimension would affect their performance on academic literacy skills.

The search for problem solving transfer has a long and somewhat disappointing history in educational and cognitive psychology (Mayer & Wittrock, 1996). Both in laboratory studies and field studies it is remarkably difficult to find evidence that students who learn to solve problems in one setting can transfer what they have learned to another setting (McKeough, Lupart, & Marini, 1995). Given past difficulties in this elusive search for problem-solving transfer, we accepted our assignment to evaluate the Fifth Dimension with some trepidation.

In order to answer questions about the effectiveness of the Fifth Dimension, we found that it was first necessary to resolve five methodological issues concerning the what, where, how, who, and when of the evaluation.

First, it was necessary to determine what to evaluate. In short, what should be the dependent measure? We wished to select measures that would tap the informal nature of the Fifth Dimension and at the same time have some relevance to academic measures of literacy. Based on the goals of the project--to promote literacy--we decided to examine literacy skills that were related to Fifth Dimension activities. Given the difficulties in demonstrating problem solving transfer in the research literature, we invented or adapted tests to measure skills ranging near to far transfer. The near transfer tests evaluated students' learning of computer literacy knowledge, including being able to operate a computer, being able to answer questions about how to operate a computer, and remembering computer terms. These tasks tap skills that are part of Fifth Dimension activities. The medium transfer tests evaluated students' comprehension skills including the ability to follow directions, to comprehend game instructions, and to comprehend word problems, and their problem-solving skills, including the efficiency with which they learned new math and grammar games. In the Fifth Dimension students must understand and explain game instructions so these tests tap literacy skills that are emphasized in the Fifth Dimension. The far transfer tests evaluated basic reading and mathematics achievement. Although these skills are not directly taught in the Fifth Dimension, many of the educational games involved mathematics and reading activities. Thus, the issue of what to evaluate was resolved by focusing on changes in students' academic literacy skills that are related to Fifth Dimension activities. These measures are described more fully in the results section of this report.

Second, we needed to determine where to evaluate. In short, where should we administer the dependent measure? Based on our interests in examining a range of transfer, we decided to employ a range of test settings. Some of the tests were embedded within authentic Fifth Dimension activities such as playing an educational game at the site, whereas other tests were administered as paper-and-pencil exercises in a traditional classroom setting. Our goal was to determine whether skills learned in the Fifth Dimension would influence not only similar activities in the same setting but also traditional school tasks in a classroom setting. Thus, this issue of where to evaluate was resolved by focusing on both game-like activities embedded within a Fifth Dimension setting and paper-and-pencil tests administered within a traditional classroom setting. Third, perhaps the most challenging issue involved the problem of how to create experimental control in an informal field setting. This issue concerns the nature of the independent variable. Among the challenges are that attendance in the Fifth Dimension is voluntary. It is not enough to find that Fifth Dimension participants produced a pretest-to-posttest gain in their performance, because we need to compare their performance to the performance of a comparison group that did not attend the Fifth Dimension. We developed five techniques for creating comparison groups, each suited to particular situations that arose at our sites. In method 1, we invited a group of students to attend the Fifth Dimension (treatment group); for each treatment student we identified a non-attending matched student from the same grade level, teacher, level of English language proficiency, and gender (comparison group). In method 2, we invited a group of students to participate in the Fifth Dimension (treatment group); for each we identified one or more non-attending students who attained the same pretest score. In both method 1 and 2, each group took a pretest and a posttest, so we could compare the pretest-to-posttest gains of the two groups. In method 3, treatment and comparison students were matched based on student characteristics as in method 1, but only a posttest was administered. In method 4, treatment and comparison students were matched based pretest score as in method 2, with the posttest score as the major dependent variable. In both method 3 and 4, we compared the posttest scores of the two groups. In method 5, when no non-attending comparison group was available, we compared the test performance of an experienced group of students (e.g., students who have attended at least 15 times) and an inexperienced group (e.g., students who are tested on their first visit but who eventually attended at least 15 times). Each method was adapted to field situations, and allowed for some level of experimental control.

Fourth, the issue of who to evaluate was resolved by focusing on elementary school children including a large proportion of language minority students from the Latino community and a large proportion of girls. We were particularly interested in including students who might not otherwise have had access to computer technology in an informal setting.

Fifth, the issue of when to evaluate was resolved by testing students after 10 to 20 sessions in the Fifth Dimension. This is a fairly short treatment (at least, compared to many other educational activities), but was necessitated by the voluntary nature of the program. Our primary focus was on cognitive growth over the course of an academic year, although in some cases our studies spanned a longer period (Mayer, et al., 1997).

It is worthwhile to note that the research methodologies evolved over the course of the project, through a process of pilot testing and refinement. Several measures were not sensitive enough to produce differences between the groups--including some measures of writing and recalling spoken text. Other measures resulted in overwhelming technical difficulties--such as computer glitches in trying to collect on-line data as students learned a new computer game or staff errors in administering an individual test of English language proficiency. In addition, whenever possible we sought to replicate findings across sites, so most measures were used at more than one site.

So what does it mean to say that the Fifth Dimension works or does not work? Consistent with our mandate, we have constrained our evaluation to a traditional examination of cognitive outcomes. However, even in this seemingly straightforward evaluation scenario we had to adjust our evaluations to fit the informal and voluntary nature of the Fifth Dimension program. Each of the three sites that we studied intensively--ASU, CSUSM, and UCSB--presented its own unique set of challenges and opportunities. In the next part of this report, we summarize our major findings.

Cognitive Consequences of Participation in the Fifth Dimension

The third major component of our research activities was to collect data. Based on the methodologies described above, students who participated in the Fifth Dimension were compared to non-participating students on four major kinds of literacy measures--computer literacy skills, comprehension skills, problem-solving skills, and academic skills.

Effects of Fifth Dimension Experience on Computer Literacy
What do students learn from interacting with computers in the Fifth Dimension? A straightforward answer is that students may learn specific facts and procedures that are relevant to operating computers--that is, what can be called computer literacy. Computer literacy represents a form of near transfer--being able to solve problems and answer questions that are similar to those experienced during learning. We tested this hypothesis using three different measures of computer literacy--computer term recognition test, computer knowledge test, and computer operation test.

Skill in remembering computer terms. In the word retention test students viewed a series of 30 words on a computer screen with each word presented for 1 second; some of the words were computer terms such as "cursor, diskette, font, undo," and some of the words were neutral such as, "winter, elephant, handle, develop." Then, the children were asked to indicate which of two words had actually been presented for a set of 34 word pairs (recognition test) and finally to write down all the words they could remember (recall test). An aspect of computer literacy is familiarity with computer terms, and memory research has shown that students remember familiar words in a word list better than unfamiliar words (Schustack, Strauss, & Worden, 1997). Thus, superior retention of the computer terms is an indication of computer literacy. At the one site where the study was conducted, students showed improvement on this test after an average of 15 sessions of experience in the computer-based after-school program whereas children without experience in the program did not improve over the same time period. These results demonstrate that part of what computer-experienced students learn is key computer terms.

Skill in remembering computer facts. The computer knowledge test is a 40-item paper-and-pencil item test of basic computer information. For example, one of the 40 items is: "To open a disk you position the mouse pointer on the disk icon, and then: (a) drag the mouse while holding it down, (b) double click mouse, (c) roll mouse around, and (d) roll and then click mouse." The computer knowledge test is a school-like test of computer literacy, covering the specific kinds of computer facts that students were exposed to in the Fifth Dimension environment. In the one site where a study was performed, students with extensive computing experience showed an improvement on this test whereas equivalent students who lacked computing experience did not. The results are consistent with the conclusion that students gain basic computer knowledge from their exposure to computers.

Skill in operating a computer. The computer merit badge test consists of a series of hands-on exercises that involve using software on a computer. For example, one exercise is to "Find a Microsoft WORD document called 'From the WIZ.' Read the letter, and then shut down the computer and turn it off." To get credit for this exercise the student had to find the file, open the file, quit the application, select shut down, turn off the monitor, and turn off the computer. Thus, the computer merit badge test represents a straightforward test of the specific computer literacy skills that students were exposed to. In the one site where a study was performed, students who had extensive computing experience performed better than students with less or no experience on successfully carrying out the exercises. These results show that experience in a computer environment has a strong positive effect on learning basic computer literacy skills.

Overall, across three different ways of measuring computer literacy, there is solid evidence that experience in the Fifth Dimension results in gains in specific computer knowledge. Thus, part of the answer to the question of "What is learned?" is that students learn facts and procedures about computers. The next three sections explore the degree to which Fifth Dimension experience results in learning that can be transferred to new situations.

Effects of Fifth Dimension Experience on Comprehension Skills
Learning to use educational software requires learning to follow instructions--including both written and oral instructions. Each game comes with a task card that contains a written explanation of how to set up and play the game. In addition, students can ask their peers or mentors for oral instructions on how to set up and play the game. Thus, over the course of figuring out the written and oral directions for dozens of different games, students may develop language comprehension skills particularly for the comprehension of instructions. We tested this idea using a word problem comprehension test, following procedures test, and directions comprehension test.

Comprehending mathematics word problems. The word problem comprehension test consisted of 12 multiple choice items in which students were asked to select an equation that matched a sentence in a word problem, to identify the numbers needed to solve a word problem, or to specify the arithmetic operations needed to solve a word problem (Mayer, et al., 1997). For example, one item was:

Which number sentence is correct?
Ann and Rose have 20 books altogether.
a. Ann's books = Rose's books + 20
b. Ann's books + 20 = Rose's books
c. Ann's books + Rose's books = 20
d. Ann's books = Rose's books

Selecting the correct answer (i.e., c) requires the ability to translate between a formal and informal way of saying the same thing, a skill that may be similar to understanding game instructions. At each of the three sites, students who had extensive experience using educational computing software in the Fifth Dimension scored higher on comprehending word problems than did equivalent students who had not received this experience.

Comprehending a procedure. The following procedures test consisted of 12 items in which students where asked to follow a series of written instructions involving moving within a matrix or the numbers of a calendar. For example, one item consisted of an 8 x 8 matrix with a black dot in one of the 64 squares along with the following instructions: "Start at the black dot. Go down 1. Go right 3. Where are you? Put an X in the block." Following the procedure (i.e., placing an X in the seventh column and sixth row if the dot began in the fourth column and fifth row) in this situation is somewhat similar to following procedures for computer games. At two of the three sites, students who had more exposure to learning the Fifth Dimension scored higher on following directions than did equivalent students who has less or no exposure.

Comprehending game directions. The comprehending directions test was a cloze test in which a portion of a passage describing how to play a new educational computer game had a blank space instead of every seventh word. For example, one version of the test consisted of a passage with 40 blanks as in the following segment: "To jump to a scene, click __________ Henry's shirt pocket. The note pad __________. Then, click on the options tab. __________ options page appears. " Entering the correct words (i.e., "on," "appears," "the") indicates that the student comprehends the way that game instructions are generally produced, a skill that educational software users may develop. At two of the three sites, students who had heavy exposure to the Fifth Dimension scored higher on comprehending directions than did equivalent students who had less or no exposure, and performance increased in relation to the amount of time students attended the Fifth Dimension clubs.

Overall, across three different measures of language comprehension skill, students who had Fifth Dimension experience in figuring out how to use a wide variety of educational computer games tended to have developed better comprehension skills than equivalent students who had not learned to play educational computer games. These results encourage the idea that Fifth Dimension experience can have a positive effect on certain aspects of students' language comprehension skill. In short, in learning to use educational software in the Fifth Dimension, students may learn how to comprehend instructions.


Effects of Fifth Dimension Experience on Problem-Solving Skill
Learning to use educational software--particularly a wide variety of educational games--may help students develop effective problem-solving strategies. If students who master educational computing programs learn generalizable skills, then they may be able to learn new programs more easily than students who lack similar experience. To test this idea, we examined improvements in students' game-playing skills in their ability to learn a new math game (i.e., Puzzle Tanks Test) and a new language arts game (i.e., Grammar Games Test).

Learning to play a new math game. The puzzle tanks test is a paper-and-pencil version of a mathematics computer game called Puzzle Tanks in which students must pour juice among various-sized tanks in order to obtain a specified amount of juice (Sunburst, 1996). For example, in one problem students must use tanks that can hold 7 and 2 units respectively in order to obtain 12 units. The solution is to fill the 7-unit tank and then empty it into the final tank (to get 7 units); then fill the 7-unit tank, send 2 units from that tank to fill the 2-unit tank, and then empty the remaining 5 units from the 7-unit tank into the final tank (to get 12 units). In our research (Mayer, Quilici, & Moreno, in press), the student read written instructions for the game and then participated in solving a series of three problems, with an experimenter giving immediate feedback after each move. The test was administered individually to students at their home schools as a dynamic assessment and none of the students had ever been exposed to this game or one like it. This represents a problem-solving transfer test because students must apply their skills in comprehending game instructions and inventing solution strategies to a new problem situation. Importantly, at the one site where a study was conducted, students who had frequently attended the Fifth Dimension computer club made fewer errors and generated more sophisticated problem-solving strategies than did equivalent students who lacked educational computing experience. This result demonstrates that experience in an educational computing environment can promote skills that transfer to new problems.

At another site, analyses of video-taped episodes of students playing Puzzle Tanks on-line showed that student learning goes beyond mastery of problem-solving strategies (Blanton, 1997). The results reveal that students learn to make rapid and appropriate changes in tool use, invent tools, and use the same tool independently and simultaneously. Students also learn to move back and forth among levels of joint activity, such as collaborating with peers and providing and receiving guidance.

Learning to play a new grammar game. Grammar Games is a children's educational computer game in which students must copyedit several screenfulls of text (Davidson & Associates, 1994). On each screen, several words were shown with boxes around them. For each of these boxed words, the student had to decide whether to change the word or leave it alone. On each screen, several of the boxed words violated the rules of subject-verb agreement. Students were given two passes at each screen. After the first pass, the boxes around correct words disappeared, but boxes remained around all the words that were still wrong. Learning to play this game successfully involves problem-solving transfer because none of the students had ever seen it before. At the one site where a study was conducted, children with extensive experience in the Fifth Dimension scored higher on the grammar games test than did equivalent students who had less or no experience (Mayer, Schustack, & Blanton, 1999). This result provides additional support for the idea that exposure to educational computing environments can foster transferable problem-solving skills.

Overall, the results across two different games show that part of "what is learned" in an educational computing environment is the ability to learn to play a new game. Success at learning a new game requires both the ability to comprehend the instructions and to devise an appropriate solution strategy. Apparently, students who are exposed to a wide variety of educational computing experiences develop skill in comprehension and planning that can transfer to new situations.

Effects of Fifth Dimension Experience on Academic Skills

Improving reading and mathematics achievement. The reading and mathematics achievement tests are statewide standardized tests of basic academic skills administered at the end of each academic year (Blanton, Moorman, Hayes, & Warner, 1997). These tests represent far-transfer measures because the computer environment was not designed to provide systematic instruction in reading and mathematics. However, using language and mathematics skills were necessary for playing many of the educational computer games that students learned to master, so students may have acquired some content knowledge as well as some confidence. At the one site where this study was conducted, students who had extensive Fifth Dimension experience outscored their peers on improvement over their prior year's score on both reading and mathematics achievement. These results are consistent with the idea that participation in an educational computing environment results in far transfer--that is, in learning that goes beyond simple retention of specific computer facts and procedures.


Research Implications

Major Accomplishments
It is easy to find strong claims for the power of computers to improve students' minds but difficult to find scientifically valid research testing these claims (Cognition and Technology Group at Vanderbilt, 1996; Mayer, 1999). This report summarizes some important cognitive changes gained by children who used educational technology in informal, collaborative learning environments. The results are strong, even though the educational technology mainly involved using off-the-shelf programs running on low-tech machines. Our research provides encouraging evidence that appropriate experience with educational technology within a Fifth Dimension environment can promote important cognitive changes in children, including improvements in content knowledge about computing, strategies for comprehending written instructions, strategies for devising problem-solving plans, and even in basic academic skills.

In short, this project allows us to provide an answer to question, "Does the Fifth Dimension work?" When success is defined in terms of improvements in children's literacy, we are able to point to positive cognitive changes in several key areas that are attributable to children's participation in the Fifth Dimension. The results are all the more compelling given that they were obtained across a large collection of measures and at three different sites.

Most projects aimed at improving cognitive growth in children are never subjected to the kinds of controlled experimental evaluations employed in this project, and those projects that are evaluated often fail to generate sustainable cognitive effects (Zigler & Muenchow, 1992). In contrast, this project joins the ranks of a small but growing collection of scientifically valid evaluations of innovative educational programs aimed at improving important cognitive skills (McKeough, Lupart, & Marini, 1995). Although this project does not prove that all Fifth Dimension sites are effective in promoting all cognitive skills, it does provide encouraging evidence: Methodologically rigorous studies at three different sites yielded evidence of cognitive growth in literacy skills related to communicating about educational computer games. Thus, the major accomplishment of this project has been to document some areas in which the Fifth Dimension promotes children's literacy.

As requested by the Mellon Foundation, we sought to communicate our findings with educational researchers and practitioners. We are pleased to report that we accomplished this goal mainly through publications in peer-reviewed research journals (e.g., 5 articles in the Journal of Educational Computing Research and 1 article in Educational Technology) and presentations at peer-reviewed national conventions (e.g., 7 presentations at the annual convention of the American Educational Research Association). The full citations of these products are listed on pages 2 and 3 of this report.

Limitations and Future Directions
We did not compare one Fifth Dimension site against another, nor did we systematically vary the features of any one site, so it is not is not possible to pinpoint which features of the Fifth Dimension contribute most strongly to the effects we obtained. Similarly, we did not compare the Fifth Dimension against other types of after-school computer clubs so it is possible that other types of clubs could be as effective or even more effective in promoting cognitive growth in children. Further research would be needed to pinpoint the features of an after-school computer club that are most important.

Our findings are based solely on three Fifth Dimension sites--in Boone, North Carolina; in Escondido, California; and in Goleta, California. The generalizability of our conclusions are limited to the extent that these sites may differ from others in the Fifth Dimension network. The philosophy of the Fifth Dimension allows for each site to develop a unique program that shares only some of the global features of other Fifth Dimension programs, so it is not possible to conclude that the same levels of cognitive growth would occur at all sites. Based on consultations with the Mellon Foundation, it was determined that the most efficient strategy for the cognitive evaluation was to focus intensively on three Fifth Dimension sites that were most willing to be repeatedly evaluated. The sites differed in their methods of operation, locations in the community, and in the demographics of the attending children, but all were committed to active and ongoing participation in the cognitive evaluation. Future research would benefit from a broader participation of sites in the evaluation, but this limitation is mitigated somewhat by the fact that the current evaluation was based on a set of three diverse sites.

Although our research documents that cognitive growth can be attributed to children's participation in the Fifth Dimension, we did not conduct microgenetic studies of how that growth takes place. Similarly, although our research documents that cognitive growth occurred in Latino students who spoke Spanish as their first language, we did not conduct studies directly investigating the role of language and culture. These two tasks were the responsibilities of two complementary evaluation team, whose reports should be seen as complements to this one aimed at evaluation of cognitive outcomes.

The cognitive evaluation has yielded several evaluation instruments and methodologies that could be used at Fifth Dimension sites that wish to conduct self-evaluations. In order to disseminate these evaluation instruments and methodologies to all Fifth Dimension sites, we plan to develop a web site. The site will provide copies of the instruments, descriptions of evaluation procedures, and back-up information on how to conduct an evaluation of a Fifth Dimension site. These tasks will be carried out as a follow-up project supported by the Mellon Foundation.


References

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