What follows is a sample of how to teach in a Virtual School VS-BBS learning environment. I have tried to be as specific as possible in explaining how to carry out the attaining concepts model in a computer environment. This model was inspired by the book "Models of Teaching" ATTAINING CONCEPTS by Ken Blystone We live in what has come to be known as the information age. Although information has always been something that people have had to deal with, the term information age has evolved for two reasons, 1) the sheer volume of information has increased dramatically in recent years, so much so that people realize the difficulties in keeping up with it, and 2) the ability to process information using computers has changed the way people do their work, their thinking, and the way they approach problem solving. In education it is quite appropriate that we use computers and develop strategies to show students how to master the machine that has created a situation in which vast amounts of information are at our fingertips; so vast and so readily available in fact, that it can be confusing to know what to do with all of it or even to know where to start. The information-processing family of models can and should be incorporated into a computer environment with which the student can interact. The Academy educational computer system provides an environment in which educational concepts and information can be stored and presented to students. A large number of students who call the system are in grades 9 through 12. Many of these students have used computers before to play what are called "adventure games." These games are not particularly educational in nature, but they do require that students use memory and logic to successfully complete the game. If academic content could be incorporated into such a game, while at the same time using structures of presentation that teach how to work in a computer environment, a most powerful instructional device would be created. Attaining Concepts is based on the ability to categorize. To play an "academic adventure game" within a computer environment would require that the student understand the power of categorization and demonstrate their ability at low levels of this skill. Prior to being allowed to access the game proper, students would be given three low level skill tests to determine their preparedness and to teach them the categorization process. Files presented to the student would include: Example One: In the following example, see if you can tell which item does not belong. Item 1 Item 2 Item 3 Item 4 Item 5 9 3 7 2 5 Example Two: In the following example, see if you can tell which item does not belong. Item 1 Item 2 Item 3 Item 4 Item 5 dog cat fly pin lamp Example Three: In the following example, see if you can tell which item does not belong. Item 1 Item 2 Item 3 Item 4 Item 5 January February May March July In the first example students would recognize that all of the numbers are odd except for item 4 which is an even number and therefore the one that does not belong. In example two, all words are nouns that describe various things. In this slightly more difficult categorization problem the student would probably recognize that three of the items are living things and two are not. They may make distinctions such as the dog and cat are mammals while the fly is an insect. They may also recognize that the some of the words could be used as verbs, but ultimately the student would see that all of the nouns are three letters in length except for item 5 which is four letters in length and the best choice. The third example is the most difficult and one that is intentionally "open ended." The problem asks for one correct answer, and yet there are different correct answers. All of the months but one have 31 days in them and many students would pick February as the item that doesn't belong. Yet, there is another answer which many students might overlook and that is all months end with the letter "y" except for March. At this point, those students who selected something other than March would be asked to defend March as being the correct answer. This would act as a test of the attainment of the sample concept. Hopefully what would occur is that students would respond inside the computer environment with their analysis of the months of the year in such a way as to successfully defend March. Students should point out that four months of the year end in the letter "y", four months of the year end in "r", and the other four months of the year each end in a different letter. Once students understand the process of concept attainment through the samples presented above, they would be ready to actually use the process in a content-related academic adventure game. The object of the game would be to derive a number from eight items presented within the computer environment. The items would be ordered from place one to place eight and students would be asked to determine whether each item belong with the others or not. If students decide that it belongs, then students would place a one in that position or place. If students decide that the item does not belong they would place a zero in that place. By positioning the items from right to left where item 8 is the left most column and item one is placed at the right most column, a binary sequence would be created of ones and zeros. For each game students would have to decide which items should be included, place a one in the columns based on their position within that game puzzle and make a guess of a single decimal number taken from the binary equivalent. The content could come from virtually any subject area. Evaluation of the Teacher The process described here provides students with an opportunity to participate individually or in teams to determine which exemplars are positive and negative. Students are free to message with their instructor if they need help and/or corrective feedback. By presenting simple examples in beginning files and progressing to more difficult concepts in the actual game the instructor should easily gain credit for good sequencing. The idea of having to solve many problems to obtain a single answer would challenge students and making a game out of it would appeal to their interests. The use of a computer delivery system that students call from their homes removes some of the physical attributes from the evaluative process. However, keeping computer files organized, getting students online in an orderly and timely fashion, and observing whether students are doing the proper files within the computer environment are observable, verifiable behaviors on the part of the teacher. Although a computer system does not provide a traditional classroom setting, there is an environment in which instruction and learning are taking place. Future attempts to appraise teachers who use computer environments in which to teach will have to take into account that traditional physical and time constraints have been minimized so that more emphasis is place on content, instuctional strategies, and presentation of subject matter. game p