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Designing Computer Models that Teach by Paul Horwitz |
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But whereas the research laboratory has embraced computer-based models as an aid to understanding, the same cannot be said for schools, where pre-college science classes all too frequently concentrate on teaching facts, rather than scientific reasoning. The question naturally arises, then, whether the use of computational models in a school environment might not help students, literally, to think like scientists. Indeed, several efforts have been made to introduce models similar or identical to those used in research into the classroom.
Varieties of models
Teaching models
A question one should always ask of any piece of software is, why do this on a computer? In the case of computational models, what educational value does the computer bring to the enterprise, and what special role does it play that couldn't have been filled as well or better in some other way?
A useful starting point for designing a computer-based model for teaching something is to choose the set of objects and manipulations that it will incorporate. If we choose them carefully, these will be familiar and interesting enough to "jump start" the students' learning, but a formless and unstructured environment will not be enough to sustain the process. Often, we must impose a higher level semantics and purpose on the model. It is not enough, in other words, that the students be able to manipulate the objects. They must have a reason for manipulating them, a reason that motivates their investigation and connects it to the science concepts we hope they will learn. This semantic overlay can also serve to link the features of the computer model to their analogs in the real world -- a crucial aspect of the learning process and, as we shall discuss below, by no means an automatic consequence of students' interactions with the model. Thinking along these lines, my colleagues and I at The Concord Consortium (and earlier at BBN) have created several game-like environments that pose problems to students and offer them powerful computer-based tools with which to solve them. Each tool embodies an underlying model of a specific scientific domain, and each offers a set of representations and affordances appropriate to that domain. In each case, the student learns the domain by exploring the operation of the model. We call these open-ended exploratory environments "computer-based manipulatives" (CBMs for short) in order to emphasize their close pedagogic analogy with the mathematics manipulatives commonly used in the elementary grades.
Choice of representations
Often we can get an educational advantage from hiding information that would normally be available to students. Here is an example. Imagine that our goal is to help students understand, at a qualitative level, the nature of elastic (energy and momentum conserving) collisions between point particles. We could simply tell the students to watch the motions of the particles very carefully and try to figure out what is going on. This might work, but it would be a lot more motivating if we simply made one of the particles invisible and challenged the students to locate it by studying the motion of the visible particles. Every so often one of these will bump into the invisible one and make a sharp turn. From a careful study of the motion -- and a pretty detailed knowledge of the dynamics of the collision -- the students should be able to figure out where the invisible particle is and where it is going. To dress this activity up and make it more fun, we could invent a tool that acts like a "butterfly net." Once a student has figured out where the invisible particle is, the object is to place the net over it and click the mouse button. This action turns the invisible particle visible and freezes all motion. If the invisible particle lies within the butterfly net, we award the student a point, create a new invisible dot at a random location with a random velocity, make the butterfly net just a wee bit smaller, and start the cycle over.
Choice of affordances
Obviously, in reality no one can alter a gene from one allele to another, nor would such a change, if it were possible, have any effect on the organism from which the gene came. Thus, the operation of changing genes in no way simulates a laboratory or clinical procedure. The affordance is included in the software in order to allow students to discover Mendel's laws of inheritance for themselves by observing their consequences in a direct and motivating manner. This phase of exploration by direct manipulation of genes usually lasts two or three days, after which the power to change, and even to observe genes directly is taken away and the students are forced to make inferences about genotype from phenotypic and breeding data, just as real geneticists do. Thus, by a carefully sequenced set of moves that progressively limit students' interactions with the software until they are similar to those available in the real world, we guide them bit by bit to reason in ways analogous to those of the professional scientist.
Evaluation for redesign
The management of inquiry-based classrooms, in fact, poses problems unrelated to the use of CBMs. Open-ended exploration that enables students to "construct their own knowledge" is a powerful teaching tool, but in practice it can be a very inefficient process, as students perseverate on a misconception, or "play around" for a significant fraction of the class time without making visible progress. It's all right -- some might argue that it's essential -- for students to struggle in this way, but if it goes on too long, they will become frustrated and turn off. Ideally, a tool for open-ended inquiry should help the teacher to intervene at just the right moment. Moreover, the designer of a CBM must bear in mind that, just as teachers have different teaching styles, students have very different learning styles. In some situations it may be appropriate to let the student loose to explore a model with little or no direction, but at other times a more structured and linear approach may be called for. What is needed is a way to script how the software interacts with the student. Scripts are not a new technology. Most business applications are scriptable, allowing one to write simple programs that will cause them to perform a specified sequence of often used functions with a single mouse click. In an educational context, scripts can display information to the student in the form of text, animations, audio, or video material. They can also gather information from the student, in the form of text entry or mouse clicks, and to receive updates from the CBM itself. Thus, they can monitor the students' actions. By constraining the problem very precisely, a curriculum developer can use this monitoring capability to identify "teachable moments" and can tell the script to intervene when such opportunities present themselves.
Linking models to the real world
Conclusion
The most important question that still confronts us in the use of CBMs is "what are the students learning?" In careful experiments, repeated in many classrooms, we have observed striking discrepancies between students' performance on the computer, captured in observation notes and on videotape, and their scores on written tests. We do not lay the "blame" for this discrepancy on the tests themselves, which have been designed to assess what we think the students are learning. Rather, it appears that learning accomplished entirely within the context of interactions with a CBM may become learning about that CBM, rather than generalizing to learning about the domain. It is very important, therefore, to broaden the learning process so that students are made explicitly aware of the model underlying the CBM, and of its application to real world phenomena. This broadening process has implications for the teacher, the curriculum developer, and the software designer. We hope that the scripts that we are currently designing for BioLogica™ (see Spring '98 @CONCORD) will help to make students conscious of what they are learning when they explore and solve problems on the computer, and how what they are learning applies in the broader world outside the classroom.
Paul Horwitz is senior scientist for the GenScope and BioLogica™ projects.
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A good teaching model should be simple, but not too simple, capturing the essence of the professionals' mental models of the domain, but stripped of unnecessary complications. It is also useful if the model is modifiable --either by the teacher or by the students themselves -- which may enable it, among other things, to change to meet the needs of students as they become more versed in the subject matter. For example, at first we may want certain aspects of the model to be inspectable by the students; later on, we may wish to turn this feature off, in order to force the students to make inferences indirectly by experimenting with the model.