METAFORA Learning Approach Processes Contributing To Students’ Meaning Generation In Science Learning Roula Smyrnaiou, Foteini Moustaki, Chronis Kynigos.

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Presentation transcript:

METAFORA Learning Approach Processes Contributing To Students’ Meaning Generation In Science Learning Roula Smyrnaiou, Foteini Moustaki, Chronis Kynigos 5th ECGBL, Athens, Greece, 20 – 21 October, 2011 EDUCATIONAL TECHNOLOGY LAB NATIONAL AND KAPODISTRIAN UNIVERSITY OF ATHENS

Science Learning….  Inquiry – based learning approach: Learning by “scientific inquiry” - exploring the world, asking questions, making discoveries, testing them in search for new knowledge - Different classifications on inquiry processes (De Jong, 2006) Students encounter problems (De Jong & Van Joolingen, 1998; Smyrnaiou and Dimitracopoulou, 2007) as they attempt to: o translate theoretical variables from their hypothesis into manipulable and observable variables (Lawson, 2002), o control simultaneously too many variables (Keselman, 2003), o make predictions and interpret the collected data (Lewis et al., 1993). Modelling could be a powerful ‘tool’ – combination may enhance students’ conceptual understanding of science, when suitable technology-based educational tools are used (Smyrnaiou & Weil- Barais, 2005; Zacharia & Anderson, 2003)

Science Learning….  Constructionist learning approach: Learning as "building knowledge structures” Constructing external personally meaningful artefacts (Harel & Papert, 1991; Kafai & Resnick, 1996). Shareable artefacts that are made objects of discussion and reflection among the peers – opportunities gaining an analytic understanding of the phenomena under discussion (e.g. Simpson, Hoyles & Noss, 2005). Modelling: exploring, designing and building models of complex scientific phenomena (Wilensky & Reisman, 2006) Model designing and building when it occurs in the context of working with game microworlds, may offer students opportunities to learn about academic subjects as they play a game themselves or create games for others to play (Harel, 1991; Kafai & Resnick, 1996).

Digital artefacts for Learning….  Microworlds: Pieces of software embed a coherent set of scientific concepts and relations – combined in an underlying model. White box perspective (see Kynigos, 2004), the model is made visible to the students who may explore how it works and - having deep structural access (diSessa, 2000)- change it to incorporate their own ideas and conceptualizations regarding the scientific concepts the microworld embeds. Half-baked microworlds (Kynigos, 2007): malleable digital artefacts incomplete by didactic design so as to invite changes to their functionalities and engage students in exploring and changing them explore the model that is responsible for the “buggy behaviour” and change it so as to make it work according to their own understandings. They are meant to operate as starting points, as idea generators and as resources for de-composing and building pieces of software, such as game-like simulations. Thus, the players of the game in the half-baked microworlds, soon become the designers of a new game, engaging in the way in mathematical and scientific meaning making (Kynigos et. al, 2010).

Combining the two strands…  The Metafora Project: METAFORA (“Learning to learn together: a visual language for social orchestration of educational activities”). The METAFORA learning approach incorporates inquiry-based processes and constructionist activities that we introduce using a half-baked, game-like microworld called Juggler. This paper aims at exploring if and how specific activities such as: a.the collaborative planning of actions when addressing a scientific challenge and b.the collaborative construction of game models, may contribute to students’ meaning making processes regarding scientific concepts related to motion in the Newtonian space.

Implementation context and data  Context and Settings: Implementation: Lower Secondary Education School Students: 6, 9th grade, 14 – 15 years old Workgroups: 2, sharing a PC Duration: 1 sessions – 4 school hours Researchers: 3 ETL researcher also acted as a teachers  Data: a screen-capture software & audio recordings, students’ artefacts, Researchers’ field notes  Analysis: The episodes presented in this paper were selected as indicative of the inquiry-based and constructionist learning processes in which the students engaged as they played with the game-like half-baked microworld.

Activities  First Phase Students were initially shown a You-Tube video - a performer tried to juggle two balls and were asked to design in groups of two a similar simulation. To construct a “Plan” to describe their course of action.  Second Phase Juggler half-baked microworld (Kynigos, 2007) and were given enough time to play the game. Incomplete by design - invites the students to explore its functionalities and change it, incorporating in the way they would like it to work. Document what kind of actions they had taken and create a new Plan on how to change the game-like half-baked microworld so as to integrate their own ideas about the game – change the model behind it.

Findings…

 Employing the inquiry-based approach: Observe - Discuss  Make a Hypothesis  Gather Information  Present  Analyse  Exchange  Rethink  Reflect  Run Experiment  Build Model  Present and Explain  Evaluate the outcomes Inquiry learning cycle stages (de Jong, 2006) Although research (de Jong & van Joolingen, 1998) has shown that that learners tend to skip essential phases of an inquiry cycle and just run the experiments, using the Metafora Learning Approach in which Planning the course of actions to be taken (and constructing a map to depict it) is needed, the students seem to have defined the process of their work addressing all the basic phases the inquiry cycle entails.

Findings…

Findings……  Employing the inquiry-based approach plus….: Employ the inquiry-based approach once again, enriched, however, with their understandings regarding specific scientific concepts that they came across as they interacted with the Juggler microworld. The Explanations they give and the new Observations they make also encompass their meaning making regarding the scientific concepts embedded in the simulation generated when running the experiment. The students seem to make links between the manipulation of the vector controlling the gravitational force and the graphical representation of the effect of their action at the simulation, engaging in the way in meaning making processes regarding the notion of gravitational force and its specific role in the motion of the balls at the juggling game.

To Discuss……  The results indicate : Working with the first activity, the students seem to develop a method for addressing challenges in a scientific way (inquiry- based method), which they then reuse in the second activity. The method they developed helped them specify, in the second activity, how the functionalities of the microworld controlled the simulation generated on the screen. In the process of making links between the dynamic manipulation of the gravitational force (the values attributed to the model’s parameters) and the graphical representation of the effect of their actions, the students seem to engage in meaning making processes regarding scientific concepts embedded in the microworld and their specific role in the motion of the balls in a Newtonian space.

Thank you!  Information: Metafora: “Learning to learn together: A visual language for social orchestration of educational activities”. EC - FP7-ICT , Technology- enhanced Learning, No