Virtual Quake Virtual Quake is a pre-designed, inquiry-based activity in which students act as virtual seismologists to locate an earthquake epicenter and determine its magnitude on the Richter scale. In completing the activity, students also study measuring devices, and various earthquake waves. Virtual Quake is valuable interactive visualization software that promotes reasoning and critical thinking, both important in constructivist learning. Problem-based/inquiry learning is the key medium in which reasoning is encouraged by this activity. Students work in teams to solve the problem of mapping an epicenter. Completing the activity necessitates they learn about seismic wave travel in order to map the earthquake epicenter. The activity challenges students to think critically and collaborate. The collaboration and social negotiation is important for retention of material and gives students opportunity to view multiple perspectives. According to Bruner (Driscoll, 2005), social negotiation is an important prerequisite to learning. Selfregulation (also a key component of constructivism) is encouraged by having students keep journals to record hypotheses, observations, measurements, and conclusions. Also, the mission provides clear and concrete goals to be achieved and provides a task environment where learners learn and practice target skills (Schank et al., 1993/1994). This compels learners to acquire and apply knowledge and skills. While students could perform similar activities without technology as in the Nelson Canada textbook used by some schools (Bisset, Colin, et al, 1996), the online demonstrations contributing to their understanding of how earthquake waves travel are essential to this part of the lesson; this is much more effective using a virtual simulation. According to Bates and Poole (2003), the type of media is important in the delivery of the message. Multimedia “allows for representation of knowledge in a variety of ways” (p. 60), and this is one reason for using animation to simulate earthquake wave travel. Virtual Quake is particularly effective because it fosters a learn-by-doing approach. Students form concepts through a natively scientific and explorative process. Although the activity is guided, it permits considerable variation in input, allowing students to investigate, and form and test hypotheses. For example, once an earthquake is generated, students draw rings around seismic reporting stations, choosing appropriate radii to triangulate the epicenter. This requires careful consideration of the information provided. If they develop inappropriate conceptual constructs, the program uses a trial-and-error process that allows them to test their ideas. Unsuccessful measurements result in erroneous epicenter calculations. When this occurs, the student returns to the information, examines the input and tries again. Trial and error strategies like these are more powerful than simply telling them what they have doing wrong, such as on a multiple-choice test (Tomas, Neilson, 1995). Simulations such as the Virtual Earthquake enable students to manipulate variables to see an immediate relationship between variables and their effects. This makes learning more tangible, encourage higher order thinking and give students an opportunity to construct their own knowledge. Abstract concepts such as S, P, and Love waves are studied in a more concrete, hands-on fashion. Students vary the intensity and duration of the waves and observe the characteristic effects of each. In making these concepts more concrete, more students receive an opportunity to learn the material. It is important to note that rote knowledge is insufficient to complete Virtual Quake. To finish the activity, students must not only understand fundamental concepts; they must apply concepts in experimental, problem-based situations. This facilitates authentic learning. Perhaps the greatest strength of Virtual Quake is that each activity requires comprehension of basic concepts, and pushes students to analyze and synthesize information, applying knowledge to complete each assignment. At the conclusion of Virtual Quake, students can triangulate earthquakes, identify wave patterns, and gauge earthquake intensity. Finally, it is important to recognize the role of the teacher during Virtual Quake. The instructor’s role becomes that of facilitator, and students are given greater responsibility for their learning, which is believed to provide greater motivation, ownership, and reflection of their learning. Virtual Quake is an effective learning activity because it relies on investigative scientific inquiry, and collaborative work between students. The constructive approach to problem-based learning is delivered using a simulation that is easy to use, relevant, informative, and appealing. References Bates, A.W. and Poole, G. (2003). Effective Teaching with Technology in Higher Education. San Francisco: Jossey-Bass. Bisset, Colin et al., Science Probe 10, 2nd edition, 1996, Nelson Canada, p 291293. Driscoll, M. (2000). Psychology of Learning for Instruction. Needham Heights, Massachusetts: Allyn & Bacon. Schank, R.C., et al. (1993/1994). The Design of Goal-based Scenarios. Journal of Learning Sciences, Vol 3, pp. 305-346. Tomas, R. & Neilson, I. (1995). Harnessing Simulations in the Service of Education: The Interactive Simulation Environment. Computers Education 25(1/2), 2129. Virtual Courseware. (2002). Virtual Quake. Retrieved June 20, 2006, from www.sciencecourseware.org/eec/Earthquake/.