The recent next generation science standards in the United States have emphasized learning about complex systems as a core feature of science learning. Over the past 15 years, a number of educational tools and theories have been investigated to help students learn about complex systems; but surprisingly, little research has been devoted to identifying the supports that teachers need to teach about complex systems in the classroom. In this paper, we aim to address this gap in the literature. We describe a 2-year professional development study in which we gathered data on teachers' abilities and perceptions regarding the delivery of computer-supported complex systems curricula. We present results across the 2 years of the project and demonstrate the need for particular instructional supports to improve implementation efforts, including providing differentiated opportunities to build expertise and addressing teacher beliefs about whether computational-model construction belongs in the science classroom. Results from students' classroom experiences and learning over the 2 years are offered to further illustrate the impact of these instructional supports.
StarLogo The Next Generation (TNG) enables secondary school students and teachers to model decentralized systems through agent-based programming. TNG's inclusion of a threedimensional graphical environment provides the capacity to create games and simulation models with a first-person perspective. The authors theorize that student learning of complex systems and simulations can be motivated and improved by transforming simulation models of complex systems phenomena (specifically this study examines systems including epidemics and Newtonian motion) into games. Through this transformation students interact with the model in new ways and increase their learning of both specific content knowledge and general processes such as inquiry, problem solving and creative thinking. During this study several methods for connecting the simulations to game dynamics were tried, ranging from student-created games, to altering existing games, to students playing premade games. This article presents the results of research data from two years of curriculum development and piloting in northern Massachusetts science classrooms to demonstrate the successes and challenges of integrating simulations and games. This article also explores the results of these interventions in terms of ease of implementation, student motivation and student learning.Two teams are building models of virtual worlds. They each need to consider the relevant aspects of the world that they want to represent, focusing on what is important for their purposes, and what is superfluous. They also need to consider how they will provide appropriate inputs into their system and understand the output of their models, including whether the feedback that the models provide is clear. Each team needs to cleverly devise algorithms that appropriately represent the actions and behaviors of the inhabitants of their virtual world, and investigate the outcomes that they observe.In many ways the actions of these two teams are indistinguishable. However, as the products progress, the differences become more pronounced -one team is developing and studying a simulation of warming seas designed to help scientists save endangered species; the other is building a jet ski racing game designed to entertain. Both of these products require good initial models of fluid dynamics, tide flow, buoyancy, and many other physical parameters as a starting place. They may both incorporate information about how weather impacts the oceans -either to make the simulation more accurate or to make the game more exciting. The simulation requires important biological parameters to describe the ocean inhabitants, whereas the game requires important physical information to simulate the behavior of the jet ski under different ocean conditions. Of course there are distinct differences between the way the game and the simulation are developed and studied. These differences allow the simulation to be more predictive, and the game to be more engaging. But perhaps they are more similar than distinct.It is thi...
We present a curriculum and instruction framework for computer-supported teaching and learning about complex systems in high school science classrooms. This work responds to a need in K-12 science education research and practice for the articulation of design features for classroom instruction that can address the Next Generation Science Standards (NGSS) recently launched in the USA. We outline the features of the framework, including curricular relevance, cognitively rich pedagogies, computational tools for teaching and learning, and the development of content expertise, and provide examples of how the framework is translated into practice. We follow this up with evidence from a preliminary study conducted with 10 teachers and 361 students, aimed at understanding the extent to which students learned from the activities. Results demonstrated gains in students' complex systems understanding and biology content knowledge. In interviews, students identified influences of various aspects of the curriculum and instruction framework on their learning.
The purpose of this study was to investigate how computational modeling promotes systems thinking for English Learners (ELs) in fifth-grade science instruction. Individual student interviews were conducted with nine ELs about computational models of landfill bottle systems they had developed as part of a physical science unit. We found evidence of student engagement in four systems thinking practices. Students used data produced by their models to investigate the landfill bottle system as a whole (Practice 1). Students identified agents and their relationships in the system (Practice 2). Students thought in levels, shuttling between the agent and aggregate levels (Practice 3). However, while students could think in levels to develop their models, they struggled to engage in this practice when presented with novel scenarios (e.g., open vs. closed system). Finally, students communicated information about the system using multiple modalities and less-than-perfect English (Practice 4). Overall, these findings suggest that integrating computational modeling into standards-aligned science instruction can provide a rich context for fostering systems thinking among linguistically diverse elementary students.
This research investigates a design and development approach to improving science teachers' access to effective professional development (PD) in a fully online, asynchronous environment. Working with a small number of teachers, this study explores how a design combining social capital mechanisms with essential teacher learning and PD characteristics supported teachers' abilities to participate in the online course and collaboratively build knowledge. Teachers' perceptions of their experiences both in surveys and interviews demonstrated high satisfaction with the quality and usability of the PD, including positive beliefs related to the social capital elements of tie quality, depth of interaction, and access to expertise. Further transactivity analyses of their interactions in course discussions showed higher levels of collaborative discourse resulting from prompts that specifically targeted the exchange of information over those that asked teachers to reflect about their content understanding or their classroom practice. Implications for this design for asynchronous online PD approaches to reach more teachers are discussed.
Purpose The overarching goal of the research is to understand strategies that can support utility and access to high-quality teacher professional development (PD). This study aims to examine the design and delivery of an online asynchronous course for science teachers using the edX massively online open course (MOOC) platform. The conceptual framework considers three areas of research: high-quality PD characteristics for K12 teachers, the development of social capital and known challenges in MOOC and computer-supported collaborative learning and participation. Design/methodology/approach This is an empirical mixed-methods study that details the design of the PD course and implementation strategies that instantiate the conceptual framework. The authors collected three data sources from 41 teachers who completed the course. These included post course satisfaction surveys, teacher semi structured interviews and discussion board contributions. Findings Survey findings revealed high satisfaction among teachers in the areas of overall course design, module construction and delivery and usability of materials in teaching. Interview findings showed positive perceptions of the social capital framing in developing tie quality, trust, depth of interactions and access to expertise. Analyses of discussion board contributions also demonstrated high degrees of information exchange resulting from prompts intentionally constructed to foster collaboration. Practical implications This study offers a set of strategies to build networked teacher PD communities in asynchronous online PD platforms and shows promising evidence of addressing quality and access issues. Social implications Designing experiences to build teachers’ social capital shows promising potential to support high quality PD that may, in turn, raise the quality of science education for students and classrooms both locally in the US and globally. Originality/value The conceptual framework provides a novel approach to theorizing and operationalizing best practices for teacher PD and online participation.
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