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1.
Chemistry possesses a distinctive theoretical lens—a distinctive set of theoretical concerns regarding the dynamics and transformations of a perplexing variety of organic and nonorganic substances—to which it must be faithful. Even if it is true that chemical facts bear a special (reductive) relationship to physical facts, nonetheless it will always still be true that the theoretical lenses of the two disciplines are distinct. This has consequences for how chemists pursue their research, as well as how chemistry should be taught.  相似文献   

2.
Scientific Inquiry in Educational Multi-user Virtual Environments   总被引:2,自引:2,他引:2  
In this paper, we present a review of research into the problems of implementing authentic scientific inquiry curricula in schools and the emerging use of educational Multi-User Virtual Environments (MUVEs) to support interactive scientific inquiry practices. Our analysis of existing literature in this growing area of study reveals three recurrent themes: (1) with careful design and inclusion of virtual inquiry tools, MUVE-based curricula can successfully support real-world inquiry practices based on authentic interactivity with simulated worlds and tools, (2) Educational MUVEs can support inquiry that is equally compelling for girls and boys, and (3) research on student engagement in MUVE-based curricula is uneven. Based on these themes, we suggest that future large-scale research should investigate (1) the extent to which MUVE-based inquiry learning can be a viable substitute for the activities involved in real-world inquiry; (2) the impact of MUVEs on learning and engagement for currently underserved students, and (3) the impact on engagement and learning of individual aspects of MUVE environments, particularly virtual experimentation tools designed to scaffold student inquiry processes and maintain engagement. Additionally, we note that two identified issues with integrating scientific inquiry into the classroom are currently not addressed by MUVE research. We urge researchers to investigate whether (1) MUVE-based curriculum can help teachers meet state and national standards with inquiry curricula; and (2) scientific inquiry curricula embedded in MUVE environments can help teachers learn how to integrate interactive scientific inquiry into their classroom. This material is based upon work supported by the National Science Foundation under Grant No. 0310188. Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors and do not necessarily reflect the views of the National Science Foundation.  相似文献   

3.
Designed artifacts unavoidably restructure human activity. In this sense, the design of tools and environments for people to use in their work, as well as of the training and information that support this use, can be seen as the design of human activity. This conception of what it is to design things motivates alternative representations, processes. and tools for design work. This paper describes an approach to the design of computer systems and applications in which scenarios of human-system interaction are a central working design representation. This approach is illustrated by examples from the design of a multimedia information system.  相似文献   

4.
Compared with research on the role of student engagement with expert representations in learning science, investigation of the use and theoretical justification of student-generated representations to learn science is less common. In this paper, we present a framework that aims to integrate three perspectives to explain how and why representational construction supports learning in science. The first or semiotic perspective focuses on student use of particular features of symbolic and material tools to make meanings in science. The second or epistemic perspective focuses on how this representational construction relates to the broader picture of knowledge-building practices of inquiry in this disciplinary field, and the third or epistemological perspective focuses on how and what students can know through engaging in the challenge of representing causal accounts through these semiotic tools. We argue that each perspective entails productive constraints on students’ meaning-making as they construct and interpret their own representations. Our framework seeks to take into account the interplay of diverse cultural and cognitive resources students use in these meaning-making processes. We outline the basis for this framework before illustrating its explanatory value through a sequence of lessons on the topic of evaporation.  相似文献   

5.
Summary The goal of this article has been to discuss next generation learning environments and next generation training technologies as well as the learning and design challenges faced in using these. Specifically, we discuss theoretical and design principles of constructivist learning environments and how advanced technologies can potentially support meeting these principles as well as the challenges they may pose to various types of designers, instructional, game, graphic and programming. To address methods for designing complex environments, we also address the use of methodologies and authoring systems with various tools to support the design process. In this context, to illustrate how tools can be used to help instructional design teams manage the complexities of developing for these environments. As an example, we discuss one tool,IIPI CREATE, that supports this process and organizes the development process  相似文献   

6.
In this article we propose that educational game design should work to create games as objects-to-think-with—games that engage players in the exploration of and experimentation with personally interesting questions around domain-relevant representations. We argue that this design focuses on developing tools and interactions that the player can use for inquiry and productive thinking. As a step toward achieving this goal, we propose the constructible authentic representations design principle and illustrate this principle using a prototype game, Particles!, for exploring the particulate nature of matter. Observations of game play and interviews with 9 children ages 11–14 suggest that core game representations and mechanics provided players with a space for engaging in useful scientific practices and knowledge resources for reasoning about the important role molecular structure plays in material properties beyond the game. We explore how this design proposal extends and complements existing constructivist game design frameworks. Furthermore, we suggest that the framework of games as objects-to-think-with should push the educational game design community to consider the complexity and nuance of cognition and to embrace and champion the learner in game design.  相似文献   

7.
Osmotic pressure proves to be a useful topic for illustrating the disputes brought to bear on the chemistry profession when mathematics was introduced into its discipline. Some chemists of the late 19th century thought that the introduction of mathematics would destroy that chemical feeling or experience so necessary to the practice of chemistry. These chemists were critical of the suggestion that mathematically analogous expressions for macroscopic phenomena implied similar kinetic-molecular processes at the microscopic level because they believed that a chemical phenomenon discovered by chemical experience through experiment was a more reliable guide to molecular processes than was mathematics. In general physical chemists of the modern era are also critical of the suggestion that mathematically analogous expressions for macroscopic phenomena imply similar kinetic-molecular processes at the microscopic level but for different reasons. The mathematical analogy between the van’t Hoff law and the ideal gas law is regarded as an artefact of the mathematical thermodynamic treatment of osmosis and not as a result of a correlation of kinetic-molecular processes. Some chemists however, albeit a minority, while agreeing with the thermodynamic treatment of osmotic pressure suggest that the mathematical analogy is more significant than being simply a mathematical artefact. They propose a controversial kinetic-molecular model of osmotic pressure which they believe has more educational value than the thermodynamic model. The significance of mathematically analogous expressions for different chemical properties and the desirability of highlighting unifying chemical principles for the teaching and learning of tertiary level chemistry are discussed predominantly in the context of historical osmotic studies.  相似文献   

8.
Collaborative digital textbooks – comprehensive materials covering entire curriculums – are developing from being books in pdf format to becoming collaborative digital environments where teachers and students can communicate, engage in feedback and discussions, share and manipulate materials, test knowledge, and monitor results. This study investigates how these digital environments are used in school practice: How are the collaborative tools used to improve learning? Thirteen seventh- and eighth-grade classes, 370 students and 30 teachers in five Swedish secondary schools, were investigated over 1,5 years by means of questionnaires, classroom observations and interviews with teachers and students. Here, questionnaire results are presented, while observations and interviews serve to provide contextual insights. Collaborative tools were very little used; often teachers and students were not even aware of their existence. Most use was individual, students were left alone with the digital material. Students read or listened to the text and did not actively engage in learning by e.g. making notes or marking text. Most teachers did not use the material actively to help students understand and learn, most did not even check student results on automated tests. We conclude that the teachers have not incorporated the new, collaborative design of the digital textbook into their thinking regarding tools for teaching and learning and still regard it as a static book. This suggests that making full use of digital tools requires new ways of thinking of teaching, and that it takes more than providing digital tools to achieve this end.  相似文献   

9.
Given the increased need for broadening participation in computing, there must be a focus not just on providing culturally relevant content but also on building accessible and inclusive computational tools. Most efforts to design culturally responsive computational tools redesign surface features, often through making nominal changes to add cultural meaning, yet the deeper structural design remains largely intact. We take a critical perspective towards novice programming environments to elucidate how the underlying structure privileges particular epistemologies and cultures. In this paper, we examine how the cultural practice of storytelling is supported and/or inhibited within novice programming tools. We draw upon the experiences of 38 Native American youth, who worked in teams to create place-based, interactive stories and games for their community. Findings offer insights to the embedded cultural biases that exist in the structures of computational tools. We discuss insights for how to address cultural biases and promote deeper integration of cultural practices in future designs of culturally responsive computational tools.

Practitioner Notes

What is already known about this topic?
  • Culturally responsive computing connects computing content heritage and vernacular cultural practices.
  • “Black boxing,” or lack of transparency in how it works, in computational tools makes it difficult for novices to enter computing cultures.
  • Design tools are embedded with particular ways of being, knowing, valuing and doing.
What this paper adds?
  • Thirty-eight novice learners’ computational designs were shaped by the ways in which a computational tool privileged particular knowledge systems.
  • Storytelling, as a critical cultural practice, especially in Indigenous cultures, is heavily constrained by the design structure of computational tools.
  • Computational tools are cultural artifacts with deeply embedded epistemological, ontological and axiological biases, which directly frame what learners can do with these tools.
Implications for practice
  • Collaborative, community-based design processes could mitigate the cultural biases that persist in computational tools.
  • Transparency in computation tools in critical to broadening participation in computing cultures.
  • Culturally responsive design of computational tools at the structural level is required to build inclusive computing cultures.
  相似文献   

10.
Information technology (IT) artifacts such as animations are increasingly used in educational institutions. Researchers caution that, if we are to derive benefits from animations and other such IT artifacts, we must understand how to use it optimally. In this study, we look at the effects of animations in supporting learning processes. IT‐enabled animations dynamically depict changes in events and are used in the classroom as external representations to elaborate on the knowledge content transferred in the classroom. Research in related disciplines has investigated the effects of using these animations on student learning outcomes and has reported conflicting results. We propose that the theory of cognitive fit in information systems could reconcile these conflicting findings and offer some insight into how these animations might be used most beneficially. We conduct laboratory‐based experiments to test our ideas. Our findings indicate that these representations are superior to text‐based representations and reduce students' cognitive load only in learning tasks where animations have a good cognitive fit. We discuss the implications of our findings for the use of animations and other external representations in the classroom and for future research on the role of Technology Mediated Learning.  相似文献   

11.
Design educators have long used studio-based learning environments to create communities of learners to support authentic learning in design. Online social media platforms have enabled the creation of distributed studio networks (DSNs) that link studio-based learning environments into expanded communities of practice and potential networked improvement communities. As learning scientists, we do not adequately understand how to infrastructure learning and resource sharing across distributed studios. In this ethnography of the infrastructure of Design for America, a DSN, we analyzed data from interviews, online communication, and field observations as the organization grew its network of university design studios. We found that Design for America managers faced challenges of providing support and resources to address wide variation in needs across studios. Lacking an existing comprehensive network collaboration platform, managers created a proto-infrastructure to distribute support across studios. By studying their iterative adoption of communication and collaboration tools and organizational routines, we define a unique set of design principles to infrastructure DSNs: (a) surfacing local progress and problems, (b) affective crowding, (c) solution mapping, and (d) help routing. Assembling constellations of tools and designing platforms based on these principles could support learning in and the improvement of DSNs across domains.  相似文献   

12.
Multiple external representations (MERs) are central to the practice and learning of science, mathematics and engineering, as the phenomena and entities investigated and controlled in these domains are often not available for perception and action. MERs therefore play a twofold constitutive role in reasoning in these domains. Firstly, MERs stand in for the phenomena and entities that are imagined, and thus make possible scientific investigations. Secondly, related to the above, sensorimotor and imagination-based interactions with the MERs make possible focused cognitive operations involving these phenomena and entities, such as mental rotation and analogical transformations. These two constitutive roles suggest that acquiring expertise in science, mathematics and engineering requires developing the ability to transform and integrate the MERs in that field, in tandem with running operations in imagination on the phenomena and entities the MERs stand for. This core ability to integrate external and internal representations and operations on them – termed representational competence (RC) – is therefore critical to learning in science, mathematics and engineering. However, no general account of this core process is currently available. We argue that, given the above two constitutive roles played by MERs, a theoretical account of representational competence requires an explicit model of how the cognitive system interacts with external representations, and how imagination abilities develop through this process. At the applied level, this account is required to develop design guidelines for new media interventions for learning science and mathematics, particularly emerging ones that are based on embodied interactions. As a first step to developing such a theoretical account, we review the literature on learning with MERs, as well as acquiring RC, in chemistry, biology, physics, mathematics and engineering, from two perspectives. First, we focus on the important theoretical accounts and related empirical studies, and examine what is common about them. Second, we summarise the major trends in each discipline, and then bring together these trends. The results show that most models and empirical studies of RC are framed within the classical information processing approach, and do not take a constitutive view of external representations. To develop an account compatible with the constitutive view of external representations, we outline an interaction-based theoretical account of RC, extending recent advances in distributed and embodied cognition.  相似文献   

13.
Thought Experiments (TEs) are reasoning processes that are based on 'results' of an experiment carried out in thought. What is the validity of an experiment- that has not been actually executed- for knowledge about the physical world? What are the features that make it distinctive and how do we integrate it into learning environments to support such thought processes? This study suggests that a thought experiment draws on three epistemological resources: conceptual-logical inferences, visual imagery and bodily-motor experience. We start by stating how students' TEs are related to recent research on learning science and then proceed to describe the nature of TEs. The central part of the paper deals with cognitive theories and empirical examples of visual imagery and bodily imagery. It also deals with how these enable implicit knowledge about the world to be retrieved. Students may have, but are not aware of, such knowledge for it is hidden when learning is only based on formal representations. We show that imagination is structured, goal-oriented, based on prior experiential imagery and internally coherent. Students can, for example, mentally rotate objects at constant velocity. Students can 'zoom in and out' to inspect imaginary situations, transfer objects, predict paths of imaginary moving objects and imagine the impact of forces on mechanical systems. We show that the TEs are powerful because of these capabilities. We further claim that these are not exploited by school learning environments and offer a first step towards understanding imagery in science learning.  相似文献   

14.
Multiple external representations (MERs) have been widely used in science teaching and learning. Theories such as dual coding theory and cognitive flexibility theory have been developed to explain why the use of MERs is beneficial to learning, but they do not provide much information on pedagogical issues such as how and in what conditions MERs could be introduced and used to support students?? engagement in scientific processes and develop competent scientific practices (e.g., asking questions, planning investigations, and analyzing data). Additionally, little is understood about complex interactions among scientific processes and affordances of MERs. Therefore, this article focuses on pedagogical affordances of MERs in learning environments that engage students in various scientific processes. By reviewing literature in science education and cognitive psychology and integrating multiple perspectives, this article aims at exploring (1) how MERs can be integrated with science processes due to their different affordances, and (2) how student learning with MERs can be scaffolded, especially in a classroom situation. We argue that pairing representations and scientific processes in a principled way based on the affordances of the representations and the goals of the activities is a powerful way to use MERs in science education. Finally, we outline types of scaffolding that could help effective use of MERs including dynamic linking, model progression, support in instructional materials, teacher support, and active engagement.  相似文献   

15.
Representation is viewed as central to mathematical problem solving. Yet, it is becoming obvious that students are having difficulty negotiating the various forms and functions of representations. This article examines the functions that representation has in students’ mathematical problem solving and how that compares to its function in the problem solving of experts and broadly in mathematics. Overall, this work highlights the close connections between the work of experts and students, showing how students use representations in ways that are inherently similar to those of experts. Both experts and students use representations as tools towards the understanding, exploration, recording, and monitoring of problem solving. In social contexts, experts and students use representations for the presentation of their work but also the negotiation and co-construction of shared understandings. However, this research also highlights where students’ work departs from experts’ representational practices, hence, providing some directions for pedagogy and further work.  相似文献   

16.
In this article we describe our engagement in self-study as part of an examination of design-based research for education. We focus on graduate-level online teacher education as an example of how self-study provided a means of examining deeply our teaching and our roles as teacher and designer in the learning environment. We posit that online learning environments are particularly well suited for self-study to enhance design perspectives because the interactions between teacher and students are informed by personal context and mediated by technological tools. The graduate students in our courses were teacher leaders in literacy or mathematics who were learning how to support professional development for other teachers. Throughout our self-study research we found ourselves drawing upon our previous design research experiences, which aided our ability to engage in self-study: We were part of the classroom system, focusing on our roles within the teaching and learning process as designers of the online learning environment. Three key design principles resulted from our self-study process: focusing on systems of learning and teaching, designing pedagogical tools and products, and using iterative processes. Engaging in self-study enhanced our understanding and implementation of synchronous online instruction, particularly regarding our use of technological tools to enhance student learning and support learning communities.  相似文献   

17.
Since at least the eighteenth century scientific knowledge (then natural philosophy) was produced in groups of experts and specialists and was transmitted in schools, where, future experts and specialists were trained. The design of teaching has always been a complex process particularly in recent years when educational aims (for example, teaching scientific competence to everyone, not just to experts and specialists) present significant challenges. These challenges are much more than a simple reorganisation of the scientific knowledge pre-determined by the existing teaching tradition for different educational level. In the context of chemical education, the new teaching approaches should bring about not only the transmission of chemical knowledge but also a genuine chemical activity so as to ensure that students can acquire chemical thinking. Chemistry teaching should be revised according to contemporary demands of schooling. In order to move forward towards new teaching proposals, we must identify the genuine questions that generate ‘chemical criteria’ and we should focus on them for teaching. We think that a good strategy is to look for those criteria in the philosophy and history of chemistry, from the perspective of didactics of science. This paper will examine the following questions: (1) How can school science be designed as a world-modelling activity by drawing on the philosophy of science. (2) How can ‘stories’ about the emergence of chemical entities be identified by looking at the history of chemistry? (3) How can modelling strategies be structured in school chemistry activities?  相似文献   

18.
The purpose is identifying the conditions and tools that ensure an articulation between the two processes that mediate self-directed professional development (SD-PD). We accompanied a physical sciences teacher who was interested in improving the quality of her teaching practices in the classroom. Over a ten-year period, we gathered data from her career and from three action-research cycles. The results show that SD-PD has an impact on the quality of teaching practices when it is based on tools and used as a focus for teaching practices. Furthermore, the richer the linkage between the two processes is, the more effective SD-PD is.  相似文献   

19.
With the introduction of digital tools and online connectivity in primary schools, the shape of teaching and learning is shifting beyond the physical classroom. Drawing on the architecture of productive learning networks framework, we examine the affordances and limitations of an upper primary learning network and focus on how the digital and physical elements involved in set design shape teachers' pedagogical approaches and students' learning processes. The findings suggest that blended spaces support teachers' distributed orchestration of classroom activities across tools and resources while also leveraging students' engagement in reciprocal teaching and collaborative learning.  相似文献   

20.
Visual representations play a critical role in the communication of science concepts for scientists and students alike. However, recent research suggests that novice students experience difficulty extracting relevant information from representations. This study examined students’ interpretations of visual representations of DNA replication. Each of the four steps of DNA replication included in the instructional presentation was represented as a text slide, a simple 2D graphic, and a rich 3D graphic. Participants were middle grade girls (n = 21) attending a summer math and science program. Students’ eye movements were measured as they viewed the representations. Participants were interviewed following instruction to assess their perceived salient features. Eye tracking fixation counts indicated that the same features (look zones) in the corresponding 2D and 3D graphics had different salience. The interviews revealed that students used different characteristics such as color, shape, and complexity to make sense of the graphics. The results of this study have implications for the design of instructional representations. Since many students have difficulty distinguishing between relevant and irrelevant information, cueing and directing student attention through the instructional representation could allow cognitive resources to be directed to the most relevant material.  相似文献   

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