I’ve added a new page with contains my eFolio Summary – a reflective analysis and synthesis of the topics covered in the blog.
Doug
I’ve added a new page with contains my eFolio Summary – a reflective analysis and synthesis of the topics covered in the blog.
Doug
For Module C, Lesson 3, I opted to post a suggested IOS/Android app for embodied learning, as well as discussing the nature of participatory simulations and handheld devices.
I have downloaded and tried out the app Accelerometer Recorder for the Android OS. This app, written by Middlemind Games, records the acceleration measured in your android device and saves it to a csv file. The acceleration is recorded in 3 separate vectors, x y and z. This is a very useful app for physics students in the lower mainland that travel to the PNE for Amusement Park Physics. Here is a link to a educational resource package for amusement park physics at the PNE. Of course, any amusement park or ride can be used, and there are lots of different resources around for teachers and students alike. Having a digital device that accurately tracks acceleration is a powerful tool for learning. I can’t think of a better example that captures the idea of embeddedness, coupling, and adaptation (Winn, 2003). I believe that the ability to track movement and to see and realize a physics property definitely leads to a heightened presence for students. Although in the past while doing amusement park physics trips the students are truly not focused on physics, I have no doubt that with an accelerometer recorder, the students would at least give some thought to the device and information that it provides. Furthermore, the real-time and accurate feedback may also tie in to giving the student an adaptation that results in a more concrete understanding of acceleration. While I am aware of studies done on amusement park physics, I’m not currently aware of any research that ties learning to the specific use of digital accelerometers in this environment, and it would be an interesting topic to investigate.
Accelerometer Recorder costs $1.39 (cdn) and is available at your local Google Play Store. You may also like to have a file browser app in order to view and copy/send your csv file to a computer. I use ASTRO File Manager from Metago, and it is free.
Describe the nature of the activities that may have been central, in your opinion, to the learning experiences described in the papers you read.
Brief
Roschelle, Penuel, Yarnall, Shechtman, & Tatar (2005) describe the now well-researched area of assessment for learning in science courses, what are some of the ill effects of today’s assessment practices, and how handheld mobile devices may help with assessment.
Background
Roschelle et al. start with an overview of assessment in schools and the effect that positive assessment can have. Much of this information has been highlighted by Black and Wiliam (1998) in their seminal meta-study on assessment. The following are some of the key issues surrounding assessment in science:
Even if a teacher intends to follow through with assessment reform, they are often not successful. As such, the above nature of assessment led directly to Roschelle et al.’s study on handheld assessment devices. Note that the question for this post is about “learning” whereas the research is about assessment. In fact, as commonly noted (Black, Harrison, Lee, Marshall, & Wiliam, 2004; Deddeh, Main, & Fulkerson, 2010; Gibbs & Simpson, 2004), assessment is inseparable from learning. Roschelle et al. use the term “informate” to make this distinction. The assessment informs the learning process, and handheld devices help this process. Informate is also used to draw attention to the need for informing, rather than automating, assessment.
To accomplish their goal to informate assessment, Roschelle et al. developed 5 guidelines to apply:
Roschelle et al. found only a few handheld devices that meet their guideline requirements. One was Classtalk, an automated response system used for Peer Instruction (Crouch & Mazur, 2001; Suppapittayaporn, Emarat, & Arayathanitkul, 2010) and another was Sketchy, a handheld sketching unit.
Sketchy
Sketchy really caught my attention because it seems to address issues that I’ve thought about quite often during formative assessment. In particular, I notice that in math and science instruction, it is the norm (and expected during pre-service teacher training) for teachers to ask the class questions. Quite often, verbal explanations are difficult to convey while drawing pictures, graphs and equations is a much more relevant method for communication. I have attempted in the past to bring this type of formative assessment into the classroom using wireless tablet (not tablet PC) technology for the students to use. It should be noted that my attempts did not go well because the tablet was awkward to use without practice and I only had one. Sketchy on the other hand, showed to be relatively successful in achieving the desired guidelines set out by Roschelle et al.:
Sketchy makes unique use of the handheld representational medium; drawing sketches is much easier with a stylus than with a mouse, and the computer makes it easy to produce animations of processes that occur over time – a big advantage over paper. (Roschelle et al., 2005, p. 200)
As the area of analytics grows, I would expect to see more progress in the area of informate assessment technologies. Whether these new tools will be mobile feedback devices which inform with in-depth feedback, or whether they are used more passively as demonstrated by the new Khan Academy classroom assessment model, remains to be seen.
I may not have been completely explicit in the above, with my answer to the question of what is the nature of the activity that is central to the learning experience is simply the formative feedback that the devices provide which help address the assessment issues I discussed.
Response to Tom Whyte
Tom responded to my original post above, and I really liked his thoughts and questions. I think it is worthwhile extending this conversation to my eFolio, as not only does the topic interest me but I think it is very important.
Great question Tom.
Black and Wiliam (2004) emphasize how important professional collaboration is with assessment for learning. I believe that Wiliam pegged the number at 70min per month of collaborative team is required for effective AFL. This was based on his visits to schools across the USA, where his experiences mirror yours: despite having knowledge and intent in implementing AFL, teachers have a very tough time with it.
I personally also feel that marks and grades get in the way of formative assessment. It doesn’t have to, but in reality I think it does. If students chase marks, assessments become unauthentic. Furthermore, if marking reduces work to subtracting marks (ie. you lose 1/2 mark for missing a unit), then the bigger picture that assessment provides can get lost in the noise.
I have a student teacher this year, and I definitely see how their training is very much geared towards the nuts and bolts of teaching, and much less on more holistic aspects. So as long as AFL is NOT seen as the nuts and bolts of education, we can continue to expect new teachers to not be immersed or even moderately versed in this aspect of education and learning.
Conceptual Change is not just a constructivist learning theory for students, it also applies to teachers (Gregoire, 2003). So as long as teachers feel comfortable and familiar with their current practices, it is unlikely that there will be a major shift in focus. Take the analogy of Newton’s Third Law and CCM. If students are not exposed to a discrepent event, or dissonance, and they have no emotional reason to change their views, then the student is not likely to change their mind that a truck hits a fly with a lot more force than what the fly hits a truck with. The same goes for teachers and assessment.
Bringing it back to Lesson 3, this is a very neat and optimistic aspect of assessment with handheld devices. In many ways the device forces pedagogy in a box. For example, Sketchy brings forward assessment practice that doesn’t have a history of marks and grades. It is what it is, and it informs learning. The same goes for clickers and peer instruction. Granted, they can be used improperly but at least there is little to no history to provide a teacher with misconceptions on what these tools can be used for.
I had a reasonably comprehensive review of most of the posts provided by my classmates. A couple of the topics really caught my attention, and I’m providing my responses here.
Steph Tobin posted a discussion on incorporating technology that allows for bring gestures into learning in the classroom. I picked on one aspect of Steph’s post, which asked about how do know if it’s worth incorporating a new technology.
My Response
Hi Steph
“Again, one wonders if it was the technology or the teaching methods that made a difference here. The study did not elaborate on instructional methods. Should we use technology even if it doesn’t affect learning outcomes compared to traditional methods?”
I think it is important to keep some perspective when rationalizing practice around research and studies. While we can do our best and use a Solomon Four-Group study design, etc, there are still many variables that people cannot control for. It reminds me of a quote from Peter Liljedahl (math prof at SFU),
“… the popularity of RCTs in the early part of the century came from the agriculture model of research – this plant gets water, this plant gets light, this plant gets water and light, etc. In the late 60’s researchers began to realize that kids are a lot more like people than like plants.”
In other words, I think you touch on two very important topics. Peter Liljedahl also said,
“In fact, one recent study showed that replacing a good mathematics teacher with a mid-range mathematics teacher had the same effect on performance as increasing the class size from 30 to 60 students. The teacher is the biggest difference maker. Nothing compares – not the curriculum, not the class size ranges, not the available resources, not the education of the parents, not the socio-economic status of the student – NOTHING.”
So I would say that absolutely, yes, we should feel comfortable in using technology even if it doesn’t affect learning outcomes, for the simple reason that the technology may positively affect the learning outcomes in YOUR classroom. Certainly research informs us and tells us what the best path forward may be, and we should consider this when implementing a new strategy or tool such as gesture tools. And of course we need to rationalize our decisions as educators.
I’d also like to give some personal context around my statement above. I’m not a wishy-washy, let’s try anything you want kind of person. I’m originally an engineer by training and spent a decade working in a tightly controlled environment where validation of r&d was completely required before using the technology. So I appreciate that aspect of the topic as well.
Valerie Wells explored the topic of embodied learning in role playing, and bringing this environment into science and math classrooms. While there was some discussion on whether or not role play is good, bad or indifferent, I was interested in finding out more on exactly what technologies or methodologies could be used for this.
My Response
Hi Valerie,
Do you have any guesses, ideas or hypothesis on where this part of the mobile technology may grow? I find that this topic, like some others, gives us just a small taste of what is perhaps possible yet seems quite distant. Jasper is another example, and there are many others I think.
My hunch is that we are at least one or two breakthroughs away from using mobile devices for role playing. Maybe there will ultimately be some kind of Nintendo DS type of device, where you get to program a character or characteristic into the device, and when other people with devices come close to you, the devices share information. Perhaps something like this could enhance CSI type science labs, or maybe students can take roles in math lesson plays.
Are there other ideas out there?
Black, P., Harrison, C., Lee, C., Marshall, B., & Wiliam, D. (2004). Working inside the Black Box: Assessment for Learning in the Classroom. Phi Delta Kappan, 86(1), 8.
Black, P., & Wiliam, D. (1998). Assessment and classroom learning. Assessment in Education: Principles, Policy & Practice, 5(1), 7.
Crouch, C. H., & Mazur, E. (2001). Peer Instruction: Ten years of experience and results. American Journal of Physics, 69(9), 970–977.
Deddeh, H., Main, E., & Fulkerson, S. R. (2010). Eight Steps to Meaningful Grading. Phi Delta Kappan, 91(7), 53–58.
Gibbs, G., & Simpson, C. (2004). Conditions under which assessment supports students’ learning. Learning and Teaching in Higher Education, (1), 29.
Gregoire, M. (2003). Is it a challenge or a threat? a dual-process model of teachers’ cognition and appraisal processes during conceptual change. Educational Psychology Review, 15(2), 147–179. doi:10.1023/A:1023477131081
Roschelle, J., Penuel, W. R., Yarnall, L., Shechtman, N., & Tatar, D. (2005). Handheld tools that “Informate” assessment of student learning in Science: a requirements analysis. Journal of Computer Assisted Learning, 21(3), 190–203.
Suppapittayaporn, D., Emarat, N., & Arayathanitkul, K. (2010). The Effectiveness of Peer Instruction and Structured Inquiry on Conceptual Understanding of Force and Motion: A Case Study from Thailand. Research in Science & Technological Education, 28(1), 63 – 79.
Winn, W. (2003). Learning in artificial environments: Embodiment, embeddedness, and dynamic adaptation. Technology, Instruction, Cognition and Learning, 1(1), 87–114. Full-text document retrieved on March 23, 2012, from: http://www.hitl.washington.edu/people/tfurness/courses/inde543/READINGS-03/WINN/winnpaper2.pdf
How would you customize one of the networked communities to facilitate knowledge diffusion and the social construction of knowledge?
The Exploratorium website is a virtual museum extension of a science museum in San Francisco. It offers many different avenues for visitors to explore, along with some affordances for collaboration amongst educators. As an example of knowledge diffusion, Exploratorium mostly works as a diffuser for disseminating knowledge, with there being some functionality for teacher interaction and professional development.
While there are affordances for teachers to interact through the website, such as viewing videos and going through inquiry simulations, it appears that there are only limited any ways for students to participate in a collaborative online learning community. The only example I could find is the Accidental Music Scientist site, where students from across the globe collaboratively join in a drum circle (Hsi, 2008). The museum itself does have opportunities for students to offer input through the use of RFID in order to tag personal media that is later uploaded to the web (His, 2008).
For teachers and educators, Exploratorium delineates their content into separate communities, providing affordance for educators to have their own portal for knowledge diffusion. Once again, the diffusion is very much an outward process, with offerings such as professional development workshops, a digital library, and a learning commons (currently under construction).
Hsi (2008) notes that there are other IT tools which could be incorporated into digital museums, and these tools are very well known in the web 2.0 world: blogs, tagging, bookmarking, personal profiles, and various other technologies that allow for modest content creation. So while a digital museum may not have as much direct collaborative science creation activities, such as the Globe project and direct student input for collaborative data collection (Butler & MacGregor, 2003), there are still improvements that can be made for Exploratorium. As research shows (Falk & Storksdieck, 2010), a large percentage of visitors to museums act in the role of a facilitator. People want to engage in the role of spreading scientific literacy and the digital museum can take steps towards meeting this need.
The development of Personal Learning Communties is of special interest to me, and I have found Twitter to be an excellent tool for knowledge diffusion and dissemination. Exploratorium could implement a twitter page or sidebar which collects updates/tweets that are tagged with the hashtag #exploratorium. This would allow students instant access to share insights, web links, videos, comments or any other streams of knowledge. Another idea is that each entity on the Exploratorium could offer a restricted number of tag keywords, from which users can use for tagging the entry. This would allow for a fluid, progressive tagging system where students share and leave feedback on what they find or think. Example keywords could be “interesting, shocking, technology, fun, biology”. Another idea would be to implement a dynamic link system between Exploratorium and other web 2.0 tools such as Prezi, WordPress or Glogster. In conjunction with the tagging system, each entity could have an area or tool where users input a link to work that they have created based on the Exploratorium entity. Students can share presentations, essays, posters, and all sorts of digital media. To help tie this IT tools together, a comment system could be implemented, such as Disqus, where students can leave comments on the work they find along with other thoughts that they would like to share.
In terms of educators, it may be very useful to provide webspace or linked webspace, where teachers can upload lesson plans, unit plans, rubrics, worksheets, and any number of digital files that can be used collaboratively, not unlike a dropbox repository or google doc shared library.
Each of these above suggestions would require careful planning, implementation and monitoring, but they also would be a strong step in the direction of the educational community offering inputs to digital museum, where different cultures and demographics demonstrated shared experiences and a variety of perspectives.
Butler, D. M., & MacGregor, I. D. (2003). GLOBE: Science and education. Journal of Geoscience Education, 51(1), 9–20.
Falk, J. H., & Storksdieck, M. (2010). Science learning in a leisure setting. Journal of Research in Science Teaching, 47(2), 194–212.
Hsi, S. (2008). Information Technologies for Informal Learning in Museums and Out-of-School Settings. International handbook of information technology in primary and secondary education, Springer International Handbooks of Education, 20(9), 891–899.
For my info-vis study, I chose to look at Geometer’s Sketchpad (GSP) as an example of a dynamic geometry system. Having extensively used CAD software throughout my career, I am instinctively interested in graphical construction and representation, and GSP appeared to be an excellent tool to analyze. The relationship between using GSP, CAD, and geometric proofs looked promising as a means to address the lament in social media that math needs to be applicable to real-life, as a response to the refrain of when will geometric proofs ever be need in real life.
As a tool, GSP offers many functionalities and gives obvious mechanical affordances similar to CAD software. The educational purpose of GSP helps it realize cognitive affordances, which may not be so obvious in CAD software. Marrioti (2000) describes external signs where the affordance “allows the pupils to validate the correctness of the construction” (Mariotti, 2000, p. 44). An example of this is the explicit tools which generates a parallel or perpendicular line. By using this tool, there is an understanding that a concrete, unquestionable mathematical statement has been made, and it is not subject to dispute.
In CAD software it is common to create “constraints” that limit design to set parameters. For example, a line may originate from a midpoint of another line, and this constraint is never broken. The same happens with GSP, and these constraints lead to a second cognitive affordance of dragging (Laborde, 2000; Mariotti, 2000). Whereas in CAD software a constraint is used to put a necessary limit on a design parameter, with GSP we have constraints that allow us to drag constructions in a free and exploratory manner.
Perhaps when rationalizing the process of geometric proofs, how they relate to the “real world” and what exactly constitutes a proof in GSP is best understood in terms of Vygotsky and the semiotic mediation that is required (Laborde, 2000). The external signs as mentioned above are internalized through the act of dragging, and the community comes to agree on the actions as a proof.
I believe that it would be quite possible to instruct units/lessons on geometry and geometric proofs through Project Based Learning. The theoretical geometry properties required for proofs (Mariotti, 2000) are the same as the drivers for design in CAD drawings. Therefore it is tantalizing to think about a students working on a CAD project (artistic or mechanical in nature), where their final project would also be a valid assessment of geometric understandings.
On a more traditional approach to using GSP in lessons, I think that an introductory lesson on vectors in physics could be realized. Further to this, I can see cross-overs from math to physics in problem based learning scenario, where the physics of billiards is analyzed and related to geometry and vectors. It is the ‘commands as axioms’ (Mariotti, 2000) that drive the analysis and allow students a visual and concrete way to conceptualize the task.
Please view the video contained on this webpage for a fascinating look at PBL, geometry and billiards. While the focus of the video is on assessment for learning and the students do their work with pencil and paper, I think the addition of GSP would allow the students more critical self-assessment through their group milieus (Laborde, 2000)
Laborde, C. (2000). Dynamic Geometry Environments as a Source of Rich Learning Contexts for the Complex Activity of Proving. Educational Studies in Mathematics, 44(1/2), 151–161.
Mariotti, M. A. (2000). Introduction to Proof: The Mediation of a Dynamic Software Environment. Educational Studies in Mathematics, 44(1/2), 25–53.
We began our third module of ETEC 533 by examining visualization tools for math and science. We’ve now collaboratively collected a fairly large collection of software visualization tools, most of which pertain to science. These vary from small java scripts to youtube video, to more complex web software and downloadable software.
I opted to share two resources that I found. The first was one that I found specifically for this ETEC 533 task. Previously I was aware of McGraw Hill’s Anatomy and Physiology Revealed software, but without any demo or web software to show, it was difficult to show off to my peers. I dug a big deeper into this idea of virtual cadever, and came across Zygotebody, is a virtual cadaver program that allows the user to peal away layers of a virtual human, to investigate the anatomy. I believe Zygotebody may have been purchased/taken over by google. The second resource I shared was the software program the Universe Sandbox, a program that performs visual simulations of celestial bodies moving and orbiting in space.
The Significance
While I like playing around with the virtual cadever, I initially had to think really hard as to the significance of a it from an educational point of view. I suppose there are some obvious uses in post-secondary biology/physiology courses, as Maza (2010) shows that using virtual cadavers can be equally effective when compared to using real cadavers, when teaching human anatomy. In these terms, the importance of a virtual cadaver is clear, because of cost, space, availability and logistics issues when using human cadevers. However, I’m more interested in secondary school science – my hunch is that Grade 8 science in BC could certainly take advantage of the simulators though, as part of the unit on “Body Systems.”
I believe the visual representation for grade 8 students when using a virtual cadever could be significant. Keyser (2010) showed that high school students made significant gains in anatomical understanding when using a simulation compared to not using a simulation. In particular, she found that the students have a difficult time visualizing and understanding the relationship between the cardiovascular system and respiratory system. By using the simulation, students demonstrated better knowledge recall as well as knowledge involving connections and analysis.
The Extension
I think that it stands to reason that virtual cadavers help in multiple ways. First, there is the real-life visual of human anatomy as compared to looking at a coloured image in a book. This could stimulate learning by increasing engagement, or by giving added perspective on relative size and 3D shape. While there are excellent detailed textbooks on the market, high school students will have very little practice with visualizing 3D shapes from 2D information. Geometry in math could very well be the only other time this skill is taught or used. Secondly, the cadavers help with recognizing interactions between organs and body systems, as mentioned above. Thirdly, the progress of layering (or peeling of layers) gives the user an experience of dissection that cannot be delivered from a textbook. While I personally don’t give much weight to the idea of “kinetic learners” via Gardner’s Multiple Intelligences, nonetheless research shows a real phenomena (Kaya et al., 2007) and a virtual cadever would therefore be of value.
Use
Virtual cadavers could be used in a computer lab for human body systems and anatomy lessons. Perhaps a lesson could incorporate constructivist methodologies by placing the simulation with the context of a WISE project or TPCK framework. A T-GEM learning cycle could be initiated with the class could be given a list of organ sizes, and the students then have to explore the body and figure out which organ is which while focusing on size factors. The students could then try to find other properties of body systems, such as interconnections.
The front page of the website for the Universe Sandbox contains a nice youtube video that demonstrates some of the simulations.
The Significance
Having taught a unit on Space in grade 9 science this year, I don’t know how many times I was asked questions like, “what would have if the Sun disappeared for an hour?” Well, with the Universe Sandbox the students can experiment with this.
What the Universe Sandbox allows is for students to use their imagination and inquiry to experiment and play with the universe. We didn’t use it formally in class, but I showed it to the students and I know that several installed it on their computers and played with it. The Universe Sandbox lets students move outside of a static realm of presentation and use creativity to see connections between cause and effect. Whereas celestial movements are the way they are because of our laws of physics, the Universe Sandbox lets us explore the possibility of alternative scenarios.
I can imagine the Universe Sandbox playing an integral part of a SKI learning cycle, or perhaps a T-GEM cycle.
BTW, the Universe Sandbox is not free but there is a demo.
References
Kaya, O. N., Dogan, A., Gokcek, N., Kilic, Z., & Kilic, E. (2007). Comparing multiple intelligences approach with traditional teaching on eight grade students’ achievement in and attitudes toward science. Online Submission. Retrieved from http://search.ebscohost.com/login.aspx?direct=true&db=eric&AN=ED500722&login.asp&site=ehost-live
Keyser, D. (2010). A comparative analysis of student learning with a collaborative computer simulation of the cardiopulmonary system. Online Submission. Retrieved from http://search.ebscohost.com/login.aspx?direct=true&db=eric&AN=ED509520&site=ehost-live
Maza, P. S. (2010, January 1). Comparison of gross anatomy test scores using traditional specimens vs. quicktime virtual reality animated specimens. ProQuest LLC. Retrieved from http://search.ebscohost.com/login.aspx?direct=true&db=eric&AN=ED521352&login.asp&site=ehost-live
I thought I would put my synthesis thoughts on the TELEs up on my blog, as they represent a culmination of learning and analysis of 4 pedagogical methods and curriculum tools that each significance to today’s classrooms.
Pedagogy
The four TELE that we have examined all have a distinct focus on student-centered, constructivist pedagogy. While it is possible to distinguish between the four pedagogies and their particular learning paradigms, in many ways the methodologies have similarities. Learning for Use (Edelson, 2001), inquiry (Linn, Clark, & Slotta, 2003), and T-GEM (Khan, 2007) each have a distinct cycle of learning, with T-GEM specifically emphasizing its cyclical model. Jasper (“The Jasper experiment,” 1992) is a bit different in its approach. While maintaining strong constructivist pedagogy, its Problem Based Learning is not nearly as formalized as the other three. However, the goals of each remain the same: each TELE inspires students to explore science in not only meaningful settings but in a concrete manner. Japser’s problems, WISE analysis paradigm, MyWorld’s data exploration and Chemland’s simulations all strive to offer students real-life situations and contexts. It is worthy to note the striking difference between the environments provided in each TELE, as opposed to the attempts at pedagogy in a book, as promoted by textbook publishers. The former is undoubtedly realistic, whereas the latter is pseudo real life, at best.
Technology
Each TELE also shares in offering a technological solution that can be implemented within a variety of educational communities, with little to no requirements for special devices or hardware. While there will be variable costs associated with each TELE, I imagine that the limiter for each TELE would be availability in computers. It remains to be seen how well public education will invest in personal computers in schools, as there is a strong drive for implementing mobile devices within a BYOD (bring your own device) mandate. In this sense, the future success of the TELE, and MyWorld and Chemland in particular, are at the political table of educational funding. As students of educational technology, we not only should consider the frameworks and theories of the technologies that we encounter but also relate them to our working environments. In this sense, I think it’s reasonable to see all four TELE in the same light of ease of implementation, but be aware of the restrictions in actually apply the technology to their full extent.
Implications
It is easy to see how my exposure to the four TELE will affect my teaching. While I am constrained by resources and technology, partly as mentioned above, the TELEs themselves validate their operational frameworks. This allows me to confidently adapt a TELE and apply it to my own classroom practice. For example, a WebQuest (Dodge, n.d.) can be modified using the scaffolded knowledge integration framework from WISE (Gobert, Snyder, & Houghton, 2002) to achieve an experience similar to a WISE project.
Dodge, B. (n.d.). WebQuests. Some Thoughts About WebQuests. Retrieved February 25, 2012, from http://webquest.sdsu.edu/about_webquests.html
Edelson, D. C. (2001). Learning-for-use: A framework for the design of technology-supported inquiry activities. Journal of Research in Science Teaching, 38(3), 355–385.
Gobert, J., Snyder, J., & Houghton, C. (2002). The influence of students’ understanding of models on model-based reasoning. Presented at the Annual Meeting of the American Educational Research Association (AERA), New Orleans, Louisiana. Retrieved from http://mtv.concord.org/publications/epistimology_paper.pdf
Khan, S. (2007). Model-based inquiries in chemistry. Science Education, 91(6), 877–905.
Linn, M., Clark, D., & Slotta, J. (2003). Wise design for knowledge integration. Science Education,87(4), 517–538.
The Jasper experiment: An exploration of issues in learning and instructional design. (1992).Educational Technology Research and Development, 40(1), 65–80.
The T-GEM learning cycle and how it is applied to science education might be the most applicable and easy to implement of the 4 TELEs we studied. Our class was tasked with developing a lesson/unit utilizing T-GEM, and for my T-GEM cycle, I decided to introduce the concept of parallel circuits for grade 9 science. This topic is known to contain common misconceptions (Ipek & Calik, 2008). The simulation will get the students to probe their understanding, make a prediction, observe a discrepant event, and then come back to their original model and restructure it. The simulation used is the Circuit Construction Kit (DC Only) from PHET (University of Colorado) http://phet.colorado.edu/en/simulation/circuit-construction-kit-dc

Ipek, H., & Calik, M. (2008a). Combining Different Conceptual Change Methods within Four-Step Constructivist Teaching Model: A Sample Teaching of Series and Parallel Circuits. International Journal of Environmental and Science Education, 3(3), 143–153.
Speaking of MyWorld, Data Sets and Filters, here is a quick example of using Google’s Motion Charts…
All data is made up and sort of poking fun…
Having worked through the MyWorld program along with the literature background on it (Edelson, 2001; Edelson, Salierno, Matese, Pitts, & Sherin, 2002), I am not convinced this software is the right tool for the goals of Learning for Use program. For example, he Planetary Forecaster is an impressive document, which seems to do a good job working within the strategies of LfU, including motivating, constructing and refining knowledge (Edelson, 2001). However, the preliminary results from Edelson (2002) do not inspire a lot of confidence in the program achieving the desired academic outcomes. While students were able to discard misconceptions, they either picked up new misconceptions or were not entirely clear on the actual reasoning behind their new content knowledge.
In terms of earth science, the top student misconceptions are arguably based on seasons, moon phases, rock cycle and earthquakes (Bulunuz & Jarrett, 2010). From this list, I don’t see MyWorld as being an important part of the solution to addressing these misconceptions. Seasons and moon phases in particular have explanations that are rooted in a 3D spatial representation that MyWorld cannot represent. Furthermore, I don’t see how MyWorld plays a significant role in rock cycles and earthquakes, although I can see it as being part of an active learning process for providing support in the process of discovery.
The question then remains as to exactly what non-domain specific technologies are available that can support the LfU cycle. For this, I would look towards WISE. It’s structure and tools can definitely follow the cycle of motivation, construction and refinement, and appropriate java simulations can be inserted or used to help deal with topics that require a 3D spatial environment, such as seasons and moon phases. MyWorld could possibly be added to WISE in some fashion as a useful tool, but its focus as a primary technology used in the design of inquiry project is limited.
Bulunuz, N., & Jarrett, O. S. (2010). The Effects of Hands-On Learning Stations on Building American Elementary Teachers’ Understanding about Earth and Space Science Concepts. EURASIA Journal of Mathematics, Science & Technology Education, 6(2), 85–99.
Edelson, D. C. (2001). Learning-for-use: A framework for the design of technology-supported inquiry activities. Journal of Research in Science Teaching, 38(3), 355–385.
Edelson, D. C., Salierno, C., Matese, G., Pitts, V., & Sherin, B. (2002). Learning-for-Use in Earth science: Kids as climate modelers. Presented at the Annual Meeting of the National Association for Research in Science Teaching, New Orleans, Louisiana.
WISE seems to have been developed as a means to promote lifelong learning, collaboration, and access to science and scientific thinking. A driving force behind it seems grounded in addressing student misunderstandings and how student’s misundertandings are static in nature: once the topic is covered in education, it is often not corrected nor covered again.
In order to develop a WISE project, an author determines the scope of the problem they want to present, along with how much detail and number of details that the project will entail. Then the activities are sequenced in a scaffolded manner, offering the students many options to predict and reflect on what they are studying. Affordances are supposedly provided for collaboration, although I am very unclear on how this is implemented.
Compared to the Jasper series, WISE seems to be very controlling. Although I prefer the Jasper concept, I can see that WISE might actually suit today’s learners better. I believe this is a matter of chance though, and not by design. The reason is that I think today’s youth are used to consuming media in discrete chuncks as opposed a more whole, perhaps more holistic, framework.
At first I anticipated that WISE would share many features or attributes with the Knowledge Forum. However, I very much doubt this after previewing several WISE projects. I simply do not see the interconnectiveness or collaboration in WISE. However, I really appreciate how reflective learning and scaffolding are afforded in WISE, and this should help with meaningful learning.
Overall I am rather sceptical of the claimed success of WISE (Gobert, Snyder, & Houghton, 2002; Linn, Clark, & Slotta, 2003). I didn’t see any comparative data on lessons given using WISE versus those given in a more traditional manner. As well, such research would be very difficult to conduct in an attempt to control for only the WISE variable. I can understand how WISE would be a great alternative to the more relaxed and variable nature of teacher-produced WebQuests, but it is difficult to say is WISE inherently offers a better experience. Perhaps it is the careful design of WISE project that garners success, and note WISE itself.
Gobert, J., Snyder, J., & Houghton, C. (2002). The influence of students’ understanding of models on model-based reasoning. Presented at the Annual Meeting of the American Educational Research Association (AERA), New Orleans, Louisiana. Retrieved from http://mtv.concord.org/publications/epistimology_paper.pdf
Linn, M., Clark, D., & Slotta, J. (2003). Wise design for knowledge integration. Science Education, 87(4), 517–538.