Virtual Reality as part of Inquiry into the Boston Massacre

One of the major catalysts that began the American Revolution was the Boston Massacre. This event enraged the local colonial citizens after the increase in taxation and occupation of Boston by the British military. In March 1770, local citizens began to protest against the British by throwing snowballs and rocks on King Street (Reid, 1974). During this event, several British soldiers led by Captain Thomas Preston were detached to quell the conflict (Kellogg, 1918). However, the arrival of the British soldiers only further angered the colonials on King Street. Whether ordered, or unintentionally discharged, the British soldiers fired on the crowd. “On this, the Captain commanded them to fire; and more snowballs coming, he again said, damn you, fire, be the consequence of what it will (The Boston Gazette,1770, p.1). This resulted in the deaths of five colonists, including Crispus Attucks, and the wounding of six others (The Boston Gazette,1770). This article aims to provide social studies teachers the resources using virtual reality experiences as part of an investigative lens to teach the Boston Massacre while integrating the C3 framework of inquiry-based instruction.

Background

In 1767, the British government passed the Townshend Acts, which placed an additional tax on imported goods to the American colonies (Hinderaker, 2017). Although the British crown considered the tax a success, protests and boycotts began throughout the colonies, specifically in Boston. To end the colonial protests, the British government responded in 1769 by sending nearly 2,000 British soldiers to occupy Boston and enforce the tax mandate (Hinderaker, 2017).  “Reports of fighting between soldiers and civilians had been a staple of the Patriot press during the period, but, for the most part, local publications portrayed civilians as the victims of military aggression and praised the town and its leaders for restraining their anger at the abuse” (Messer, 2017, p. 509). By 1770, resentment for the British occupation exploded, resulting in the Boston Massacre. “By this fatal manoeuvre three men were laid dead on the spot and two more struggling for life; but what showed a degree of cruelty unknown to British troops, at least since the house of Hanover has directed their operation, was an attempt to fire upon or push with their bayonets the persons who undertook to remove the slain and wounded” (The Boston Gazette,1770, p.1).

Inquiry-based learning

Inquiry-based learning involves student-led investigations with proposed questions, collecting and analyzing data, and forming evidence-based arguments while the teacher is facilitating the inquiry process (Hmelo-Silver, Duncan, & Chinn, 2007). Inquiry allows learners to examine authentic problems and enhance their understanding (Wirkala & Kuhn, 2011). Levy, Thomas, Drago, and Rex (2013), affirm that inquiry promotes academic investigation and the creation of evidence-based argumentation. Inquiry-based instruction builds upon disciplinary questioning, investigative evaluation, and reflection to develop and defend ideas and concepts (NCSS, 2013). Inquiry-based instruction centers on analyzing information, using evidence to develop arguments and support conclusions (Monte-Sano, 2010). Despite the framework, having students ask meaningful questions and draw conclusions from various sources leads to increased social studies content knowledge (Grant & Gradwell, 2010). However, inquiry-design should incorporate content-related questions, summative tasks in which arguments are developed, sources to support arguments that are constructed, and taking informed action where students take action on a contemporary issue (Grant, Swann, & Lee, 2017).

The birth of VR and AR, as cited within most research, began in the 1960s with the work of graphics pioneer Ivan Sutherland (Bolter, Engberg, & MacIntyre, 2021). With the technological advances that have happened since that time, many state what Sutherland created was more aligned to AR than VR, but it paved the way for VR. AR and VR were “twins when birthed as they began as variations of the same technological idea” (Bolter, Engber, & MacIntyre, 2021, p 22).

So, what exactly is AR and VR?

  • Virtual Reality (VR): “an artificial environment which is experienced through sensory stimuli (such as sights and sounds) provided by a computer and in which one’s actions partially determine what happens in the environment” (Jerald, 2015).
  • Augmented Reality (AR): “AR allows the user to see the real world, with virtual objects superimposed upon or composited with the real world. Therefore, AR supplements reality, rather than completely replacing it” (Azuma, 1997)

            Improvements in computing power, software capabilities, and display technologies allowed VR and AR to become mediums with great promise. Afterall, we have seen what Hollywood has been able to do with this technology. Simply watch a George Lucas or Pixar movie. These possibilities have found their way into the world of education, such as the Boston Massacre which we highlight in this article.

One aspect of using virtual reality is creating a classroom environment where learners can feel more present in a virtual simulation than in other types of traditional learning (Kafai, 2006). Virtual agents allow a personalized learning experience tailored to individuals that might otherwise be expensive or unreachable (Baylor & Kim, 2005). These three-dimension virtual experiences provide sensory information for a more realistic and engaging immersion experience (Pstoka, 1996; Walshe & Driver, 2019). Thus, the user can be part of the virtual environment by performing actions (Bardi, 2019). This type of environment promotes learning about the past through the delivery of digital media and incorporating specific exhibits and artifacts from different historical sites (Harley, Poitras, Jarrell, Duffy, & Lajoie, 2016).  “By using realistic virtual depictions of dangerous crises, learners can experience the chaos and affective stressors that are typically accompanied with actual crises” (Bailenson, Yee, Blascovich, Beall, Lundblad, & Jin, 2008, p. 110). This type of augmented reality experience can immerse learners into the past with reeling life settings for engagement (Bronack, 2011). These virtual experiences offer opportunities for student investigations and real-life encounters not experienced in a traditional classroom (Christensen, Horn, & Johnson, 2008). Additionally, 3-D virtual environments can bridge the gap between experiential learning and representation in learning (Jonassen, Peck, & Wilson, 1998). 

VR devices

A trip into any store that offers for purchase a VR device will prove that there are a plethora of devices from which to select. The selection choice will depend on the type of experience you wish to have through the use of the device. After researching several articles, reviews, and personal trials, we offer three options below – a high, medium, low, if you will. However, we realize that most educators have very little funding and will look for the cheaper options. The experiences offered by the cheaper options, while not the same as the most expensive, are experiences that can still be valuable to students.

LowGoogle Cardboard (https://arvr.google.com/cardboard/) The Google Cardboard is one of the most affordable options at around $10.00. The headset is really a holder for the smartphone, which is where all the content plays. The content available for this headset is mostly free and more readily available than others. 
MediumVR Headset for iPhone & Android + Android Remote 1.0 – for Kids (https://www.amazon.com) This mid-range VR option is $59.99. This headset is a smartphone VR system that supports both apple and android products. The content and applications are also mostly free and more readily available.  
HighOculus Meta Quest 2 – (Meta.com) The Oculus Meta 2, at $399, offers a more robust VR experience in that audio is inside the headset and hand tracking with the controllers. Another option from this device is that you can connect to a PC via a cable to access more experiences from the library of apps and games.  

Before purchasing a device, you should review each device and make your selection based on what you wish for your students to gain from the experience.

To critically evaluate the Boston Massacre, we propose using a model of inquiry; the Inquiry Design Model (C3 Teachers, 2016). Within this model of inquiry, we plan to implement the richness of a virtual reality experience. “The IDM approach, like the C3 Framework, respected the integrity of the core social studies disciplines but also recognized that authentic learning in social studies classrooms necessitated the interdisciplinary pursuit of a compelling question” (Cuenca, 2021, p.301). For teachers using the IDM, three major components must be considered: developing compelling and supporting questions, exposing students to resources, and developing tasks and informed activation activities (Crowley and King, 2018). “Beginning with a compelling question and standards alignment, the model suggests a series of supporting questions, related formative performance tasks, and sources for completing these tasks” (Molebash, Lee, & Heinecke, p.23, 2019). Cuenca (2021) stated:

Based on the nature of the compelling question, the tasks had different purposes, such as developing research, writing, and/or deliberative skills. Regardless of the purpose of the tasks, the inquiry narratives consistently featured teachers scaffolding tasks to ensure that students were able to address the compelling question they were pursuing. In short, teachers were often asked to facilitate how students organized inquiries to help them progressively become more skilled and independent enquirers (p. 306).

“The assumption is that teachers can take a blueprint and make it their own because they know their students’ strengths, they have their preferred style of teaching, and they understand their teaching context better than a curriculum writer” (Swann, Danner, Hawkins, Grant, & Lee, p.233, 2020). Swann, Lee, and Grant (2018) contend that:

            For this specific inquiry-based learning segment, we have decided to use the richness of primary resources infused along with the experiential learning of virtual reality. At the start of the inquiry, teachers can select a topic from their state standards. For this inquiry, we have chosen the Boston Massacre. After selecting a standard and topic, the classroom teacher can begin to develop a compelling question. Our compelling question is: how did the Boston Massacre become one of the sparks that started the American Revolution? The compelling question is an overarching question that will take several days of instruction as part of a learning segment to answer fully. To begin the inquiry with students, there is an introductory activity called staging the question. We decided to have students watch a short video clip and then answer the following question: Who was responsible for the massacre and bloodshed on King Street in Boston?

For each day of instruction, the inquiry is divided into supporting or daily questions. Formative tasks to help answer the supporting questions along with featured resources, such as primary documents and virtual reality resources are used for each supporting question. For the first day, our supporting question is: what events led to the Boston Massacre? Students are asked to construct a timeline leading up to the Boston Massacre, thus, providing information on events and actions before the Boston Massacre. Students are provided with a list of primary resources and applications for developing the timeline. For the second day of the inquiry, students will answer: what were the colonists’ perceptions of the Boston Massacre? Students will be placed into groups, Colonists and British soldiers, and conduct a primary document analysis and watch a VR video on the Boston Massacre using VR headsets. After watching the VR experience on the Boston Massacre, students will be asked to construct a reflective journal on what happened on King Street. This will give students a unique perspective of each group, leading to historical empathy. For the third day of the inquiry, students will be asked: what happened to the British soldiers that killed the colonists on King Street?  After examining the featured primary resources, students will be asked to develop a judicial debriefing summarizing the Boston Massacre trial.

To assess students, the IDM offers the opportunity to participate in performance-based assessments geared toward answering the compelling question. Our performance assessment will divide students into three groups: Tensions rising (emphasizing events before the Boston Massacre), the Boston Massacre, and the Boston Massacre Trial. Each group will be assigned the task of conducting a live simulation/reenactment of their event in class. The reenactment should be no longer than 3-5 minutes. In an optional performance-based assessment, as part of the IDM, students will create and design their video of the Boston Massacre using a variety of AR and video resources. For social studies teachers, both assessments could be used as a student option or as a classroom extension.

At the end of the inquiry is the portion that provides tremendous relevancy to the curriculum, the informed action. For this part of the inquiry, we asked students to use their personal experiences with virtual reality and augmented reality and choose a local or community issue of concern. Students will design an augmented reality presentation or show, using Google Street View, displaying the issue in a community forum or school blog. Students might invite parents, teachers, and community leaders to discuss the issue and offer potential solutions.

 Inquiry Design Model (IDM) Blueprint™
Compelling QuestionHow did the Boston Massacre become one of the sparks that started the American Revolution?
Standards and PracticesSocial Studies Course of Study- State Standards Grade 5 Standard 7 Determine causes and events leading to the American Revolution, including the French and Indian War, the Stamp Act, the Intolerable Acts, the Boston Massacre, and the Boston Tea Party. Grade 10 Standard 3 Trace the chronology of events leading to the American Revolution, including the French and Indian War, passage of the Stamp Act, the Boston Tea Party, the Boston Massacre, passage of the Intolerable Acts, the Battles of Lexington and Concord, the publication of Common Sense, and the signing of the Declaration of Independence.
Staging the QuestionUsing a video clip on the Boston Massacre, pose the question to the students, Who was responsible for the massacre and bloodshed on King Street in Boston? https://www.youtube.com/watch?v=m2QNZf_8V_w  
Supporting Question 1 Supporting Question 2 Supporting Question 3
What events led to the Boston Massacre?  What were the colonists’ perceptions of the Boston Massacre?What happened to the British soldiers that killed the colonists on King Street?
Formative Performance TaskFormative Performance TaskFormative Performance Task
Students will construct a timeline leading up to the Boston Massacre; thus, providing information on events and actions prior to the Boston Massacre.    After watching the VR experience on the Boston Massacre, the class will be divided into two groups; Colonists and British soldiers. Based on the students’ perspective of the primary sources provided, including the VR video, students will be asked to construct a reflective journal on what happened on King Street.      After examining the featured sources, students will be asked to develop a judicial debriefing summarizing the Boston Massacre trial.
Featured SourcesFeatured SourcesFeatured Sources
British occupation of Boston
https://www.historycentral.com/Revolt/british.html
Stamp Act
https://www.gilderlehrman.org/history-resources/spotlight-primary-source/stamp-act-1765
Quartering Act
https://www.battlefields.org/learn/primary-sources/quartering-act-1765
Declaratory Act
https://www.battlefields.org/learn/primary-sources/declaratory-act Timeline using Sutori, TimeGraphics, and Lucidchart
Boston Massacre VR Video
https://www.youtube.com/watch?v=O05rNWygHF4
Paul Revere’s Engraving
https://ap.gilderlehrman.org/resource/paul-revere%27s-engraving-boston-massacre-1770
John Adams Diary Entry https://www.famous-trials.com/massacre/199-diaryentry Boston Massacre Trial Evidence
https://www.famous-trials.com/massacre/210-evidence    
Summative Performance TaskArgumentThe teacher will divide students into three specific groups: Tensions rising (emphasizing events before the Boston Massacre), the Boston Massacre, and the Boston Massacre Trial. Each group will be assigned the task of conducting a live simulation/reenactment of their event in class. The reenactment should be no longer than 3-5 minutes.
ExtensionStudents will create and design their own video of the Boston Massacre using a variety of AR and video resources. Google Streetview
https://www.google.com/streetview/ Canva
https://www.canva.com
Taking Informed ActionFrom using their personal experiences with virtual reality and augmented reality, students will choose a local or community issue of concern. Students will design an augmented reality presentation or show, using Google Street View, displaying the issue in a community forum or school blog. Students might invite parents, teachers, and community leaders to discuss the issue and offer potential solutions. Google Streetview
https://www.google.com/streetview/

The purpose of this article is to provide a framework of inquiry, while using virtual reality to investigate the Boston Massacre. By advancing through the inquiry, students can develop a constructivist approach to their own historical knowledge and their personal experiences through the historical immersion of virtual reality (Wadsworth, 2004). In addition, students can further their technology-based skills by developing their own augmented reality video. The informed action portion of the IDM model gives civic meaning by addressing the community issues and problems, thus, promoting active citizenship. By transforming social studies classrooms into places where students can express these civic principles, democratic citizenship begins (Dewey, 1918). Our aspiration is to give social studies teachers the needed instructional resources, especially virtual reality, to be part of the overall historical learning experience for students. By using VR, students can further investigate and build their own historical knowledge.

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