What have we learned about designing computer-based materials that transform science education? What do we need to investigate? How can we collaborate to stimulate change?
Session Type:
PI-organized Discussion
The goal of this session is to summarize what the presenters have learned and still need to learn about the design of computer-based materials that could transform science education. The presenters illustrate their points with interactive software from their research, and close with a sketch of research that this area needs. Two of the unique and potentially transformative capacities of computers in science teaching are their ability to permit students to learn concepts by using computational models and to explore virtual and real worlds using probeware. Equipped with probes, computers become instruments for recording, displaying, and analyzing data from experiments. Computational models greatly extend the possibilities of exploration to systems that cannot be brought into the lab.
The following guidelines, helpful in designing these materials, are discussed:
Elicit ideas—Students develop a repertoire of ideas about scientific phenomena that reflects their observations, experiences, and intellectual efforts. When students identify their own ideas, they can test them against new ideas and get feedback on them from discussions with other students.
Add ideas—Adding new ideas is the goal of every science activity, but designing effective ways to present new ideas is difficult. Computer-based visualizations offer a great way for students to interact with phenomena that are too small, fast, or massive to observe. New ideas should connect to existing ideas and personally relevant problems.
Distinguish ideas—Students tend to add new ideas in school and use them in the context where they were learned rather than distinguishing them from their other ideas or using them in everyday life. By exploring personally relevant contexts, students can connect their experiences to class issues. Technology greatly expands the range of contexts that can be used.
Sort out ideas—Ultimately, students need to coordinate productive ideas, prior knowledge, and experience to achieve coherent and durable scientific understanding. Technology helps guide students to organize their ideas in a narrative, explain their ideas to a peer, write a persuasive argument to a government official, or make a comprehensive representation of their knowledge to sort out their ideas.
These guidelines are applicable to non-computer contexts, but having student materials developed online according to these guidelines and integrated with models and probes greatly increases the scope for learning. The presenters have, therefore, created numerous learning activities based on these ideas that are designed to guide student explorations to achieve specific learning goals. Their research has included extensive technical work to develop software platforms that allow non-programmers to create and deliver learning activities. These platforms also can extract data on student progress and thinking for use by teachers and researchers. These platforms are free, open source, and widely used by educators. The presenters are interested in helping other researchers use and extend these platforms in new settings.