Monthly Archives: March 2017

Activities, actions, gestures, and digital technology

In this week’s readings, I was drawn to the connection between learning and physical activities, actions, and gestures. As Winn (2003) points out, “successful students are anything but passive” (p. 13) and our classrooms must reflect and foster this fact. If students are to involve their entire bodies in learning, rather than just their brains, thereby embodying cognition as Winn describes it, then as educators, we must look carefully at how we construct our lessons and projects to support this. As Winn discusses, our natural views of the world are very limited and are based on our own experiences. While some digital technologies may recreate experiences for us, the question becomes how accurately can a computer programmer recreate a unique experience that each individual user’s knowledge and understanding can evolve from?

Ahmed and Parsons (2013) offer that mobile technologies provide students with “opportunities for increasing engagement, motivation and learning (Lin, Fulford, Ho, Iyoda, & Ackerman, 2012)” (p. 62). Their study uses a mobile learning application called “ThinknLearn” to engage students in abductive scientific inquiry while scaffolding learning so students are able to generate hypotheses based on inferences made through observations. The study places students in a real-life environment where they follow the Abductive Inquiry Model (Oh, 2011, as cited by Ahmed and Parsons, 2013, p. 64) of “exploration, examination, selection, and explanation” (p. 64) to collect and examine data with the aid of the “ThinknLearn” application to enhance learning experiences, performance, and critical thinking skills.

In a “no-tech” embodiment of learning, Novack, Congdon, Hemani-Lopez, and Goldin-Meadow (2014) explore the effect of physical action, concrete gesture, and abstract gesture in helping grade three students solve math equivalence problems, and beyond that, students’ abilities to generalize what they learned to a new concept. While the study showed that the students “were equally likely to succeed on the trained problems after instruction” (p. 5), researchers found “acting gave children a relatively shallow understanding of a novel math concept, whereas gesturing led to deeper and more flexible learning” (p. 6) with abstract gesture aiding generalization and concrete gesture leading to conceptual understanding.

In my own practice, I can see embodied learning being used to support a simple machines unit in science. Students can plan their machines using gestures and actions (in groups – incorporates social learning/collaboration), and will then build and test their machines in a trial-and-error learning environment, basing their learning on their interactions with the machines they are themselves creating. Technology can be brought in as students research and watch videos to help them overcome difficulties they face throughout the duration of their projects.

Questions for discussion:

1) Is it possible for a student to interact authentically in an artificial environment, given that the environment is created using if-then models based on predictable outcomes?

2) How does the increased integration of digital technology into the classroom impact the physical activities that connect students to learning? Do activities or actions performed using an electronic device connect students to learning in a similar way that physical activities or actions would in a traditional classroom setting?

3) “An artificial environment is completely predictable, because we have made it” (Winn, 2003, p. 13), but how does the environment that corresponds with the programmers’ views of the world match up with the experiences and understandings of an individual user? How does an artificial environment impact the learning of students who are from a different cultural background than the programmer? For example, how would an Indigenous student’s own experiences and knowledges be represented in an artificial environment created by a Western European? How would the experiences of a student who has recently arrived as a refuge be represented in an artificial environment created in North America?

References:

Ahmed, S., & Parsons, D. (2013). Abductive science inquiry using mobile devices in the classroom. Computers & Education, 63, 62-72. Doi: 10.1016/j.compedu.2012.11.017

Novack, M. A., Congdon, E. L., Hemani-Lopez, N., & Goldin-Meadow, S. (2014). From action to abstraction: Using the hands to learn math. Psychological Science, 25(4), 903-910. Retrieved from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3984351/

Winn, W. (2003). Learning in artificial environments: Embodiment, embeddedness, and dynamic adaptation. Technology, Instruction, Cognition and Learning, 1(1), 1-28. Retrieved from: http://isites.harvard.edu/fs/docs/icb.topic1028641.files/Winn2003.pdf

Participatory Simulations and Mixed Reality

 

Lindgren and Johnson-Glenberg (2013) discuss the implications of combining embodied learning and advancing technologies. In short, scientific and mathematical concepts are learned through physical, natural movement (such as “gestures, touch, body position”). This learning is combined with new technologies in an emerging field of education known as mixed reality (MR). The authors suggest six precepts for consideration in embodied learning and mixed reality classrooms. They are briefly summarized below:

  1. Embodied learning benefits everyone and not just a subset of the population
  2. The physical aspects must be properly linked to the development of new ideas
  3. The environment should not just augment reality (for example, it should accommodate the ability to overlay visuals or audio or induce collaboration)
  4. Provide opportunities for student and peer collaboration
  5. Where possible, combine both theory-driven studies and controlled studies to inform the MR classroom
  6. 6) Revise assessment to address the changing learning environment

Coella (2009) examines the use of participatory simulations in which a variety of scenarios are guided by a series of rules and structure. Within these constraints, students are able to learn scientific concepts through inquiry, experimentation, and exploration. However, these computer-supported simulations are not actually conducted on the computer; instead, students participate by wearing small, wearable computers and are participants in “unique, life-sized games.” For example, the interactions within a pond ecology were studied by students interacting with each other as either a “big fish” or a “small fish.” Results from the study indicated students were able to: be engaged, identify problems and produce hypotheses, and design and execute relevant experiments.

It is evident from both studies (Lindgren and Johnson-Glenberg, 2013; Coella, 2009) that learning occurs through experience. Students need to be afforded the opportunity to learn through of a diverse array of experiences, whether it be a regulated real-life simulation using hand-held devices or through the physical movement of the body. The concept of kinematics is able to utilize the concepts proposed by embodied learning and mixed reality. For instance, students should be able to physically measure their movements to produce corresponding kinematics graphs. Undoubtedly, the study of motion should inherently involve movement and not rely on textbook recitation or didactic methods, such as lecture.

Questions:

  1. The article by Lindgren and Johnson-Glenberg (2013) discuss that assessment needs to depart from “traditional paper-and-pencil-style assessments” and parallel constructivist-inspired learning. How would possibly alter your assessment to match non-traditional learning environments, like MR?
  2. In my experience, while educators would like to incorporate different strategies in their lessons (like MR or participatory simulations). They can be sometimes difficult to execute effectively because programs or applications were not necessarily developed with a pedagogical mindset to begin with. Have you encountered any such challenges and how did you overcome them?

References

Colella, V. (2000). Participatory simulations: Building collaborative understanding through immersive dynamic modeling. The Journal of the Learning Sciences, 9(4), 471-500

Lindgren, R., & Johnson-Glenberg, M. (2013). Emboldened by embodiment: Six precepts for research on embodied learning and mixed reality. Educational Researcher, 42(8), 445-452.

Pedagogy

Dear class,

I have read each of your syntheses and thought provoking replies to posts, realizations, and strategies to take forward into your teaching as discussed with your peers. In them, you undertook a comparative analysis of the four different TELEs of Module B, while folding in additional scholarship (c.f. from the International Journal of Science education, Computers and Education, edited books on GIS and AI, Educational Researcher) and making extensions to your personal practice in lessons that you have already tried out or plan to teach.

Bolded themes, color-coded cells and connectors found in integrated mind maps (Gloria), a Venn diagram (Anne, Josh), and collaborative c-Map (Mary) and a flowchart (Tyler). Tables were created with features; for several examples, check out comparisons on removal of scaffolding and identification of misconceptions (Michelle), scientific processes/mode of operation in the classroom (Vibhu), underlying theories of education (Haneefa), depth of tech integration (Lawrence), or specific affordances of the technology (Stephanie) to name a few. Imagistic representations also were constructed, including a key word search and infographic with symbols (Catherine), a wordle of abstracts in papers (see the size of particular words from Allison) and the Sway presentation by Dana (with images and comparative categories based on learning and knowledge). Collective, the depictionslent themselves very well to facilitating visual comparisons and interconnections among instructional approaches and teaching strategies for the class. Thank you for contributing these sound comparisons that could be used as a guide for the future on pedagogy.

A number of posts identified the constructivist nature of the pedagogies put forth in this Module (c.f. Anne, Darren, Josh), and indeed, they all stem from this epistemological standpoint. In this sense, the frameworks are a departure from pedagogies reflecting behaviourism (and content driven drill software) or technocentrism (and the limitations of AI and many CAI models) or pure discovery models (c.f Jerome Bruner by contrast with Ross Driver’s guided discovery). Our discussions came to life when specific math or science topics, learner preconceptions and misconceptions, and possible activities with students were raised.

There are almost few digital technologies that can (and some would argue should) tutor the student independently on math and science concepts or inquiry. At the same time there are few guidelines or approaches to teaching math or science with technology. The four Module B TELEs, as many of your posts suggest, each in their own way provide more specified guidance for teachers and multi-step methods for teaching science and math with (or without) technology than the common terms such as facilitate and guide on the side would suggest.

It was excellent to hear how several posts reflected on this by raising the role of the teacher as being integral to the design of the entire learning experience. Some of you extended this by highlighting the importance of the level of guidance enacted by the teacher. Others pointed to a teacher role in designing and enhancing collaborative experiences as a means to supporting the goals of the lesson. Jessica provided us with a series of circular representations and interconnections from the lens of a teacher’s TPCK that could be developed through the use of these TELEs.

Untethered from the software itself, the customizability of the TELE stretched beyond interfaces for many of you in your previous entries, to think about other digital technologies (or selecting no digital technology in some phases), school resources, and a spectrum of roles for students. Our pedagogical frameworks in this Module offer comparatively rare evidence-based models to integrate a variety of digital technologies with teaching methods and strategies applicable to STEM. It was enlightening to read the multiple ways such pedagogical frameworks could inform the k-16 landscape of teaching and learning contexts herein, Samia

This Week was a Full-Embodied Workout!

If the Wicked Witch of the West co-authored this week’s reading, it may have been subtitled,

“U’m- Welting!”

I always know when I am enjoying a week more than others, based on the amount of effort I put into the reading and note taking.  And without any sarcastic undertones, I can honestly say that this week was a huge time suck. Perhaps it is the “science-geek” in me that really favors learning about theories that are neurologically situated (I’m not a neurologist, and I don’t even play one on TV, but neurological research unquestionably fascinates me). Perhaps it is that I am a self-proclaimed Queen of Analogies.  All I know is that this week really blew my hair back!  Floated my boat! I really picked up what the authors were laying down!  Hopefully, you are reading my mail, here.  (OK… I think I’m done now.)

If you did not read, “Understanding Needs Embodiment: A Theory-Guided Reanalysis of the Role of Metaphors and Analogies in Understanding Science” (Neibert, Marsch, & Treagust, 2012), I highly recommend that you save the PDF for recreational reading at a later time.  Although you may not profess to be the King, Queen, and/or Joker of Analogies in your classroom, there is no possible way that one can avoid using analogies/metaphors (and yes, there is a difference) within one’s day-to-day speech.  The authors provide a simple example such as “I see your point” as a metaphorical representation of understanding and vision.  As a teacher in a school with 20% of the population being in our International Program, I am very careful to explain some of our “weird” Canadian sayings— just this week I was explaining the analogy “Six of one and half dozen of the other.”

So what makes a great analogy/metaphor (a/m) versus an ineffective analogy/metaphor?

  • Your a/m should utilize everyday embodied sources that ALSO can be imaginable—it is ineffective to use sources for our a/m that a student hasn’t any personal experience with and/or can not relate to.
  • The learning goal (target domain) should involve a first or second-hand direct learning experience—have students actually touch things!
  • Models can serve as an embodied source domain that enables reexperience and reflection opportunities surrounding abstract concepts.
  • Recognize the limitations of the a/m: they may bring to light (“highlight”) the key ideas yet simultaneously misinform (“hide”) other related concepts.

Questions to chew on:

  1. What is your favorite analogy or metaphor to use in a science or math context? How do you know that it is an effective analogy? (It’s OK if you don’t!)
  2. Have you ever had an analogy or metaphor “backfire” on you?

Looks like I’m past my word count… time to make like a baby and head out!

P.S. In case you were curious…

References
Niebert, K., Marsch, S., & Treagust, D. F. (2012). Understanding needs embodiment: A theory‐guided reanalysis of the role of metaphors and analogies in understanding science. Science Education, 96(5), 849-877. http://ezproxy.library.ubc.ca/login?url=http://dx.doi.org/ 10.1002/sce.21026
Winn, W. (2003). Learning in artificial environments: Embodiment, embeddedness, and dynamic adaptation. Technology, Instruction, Cognition and Learning, 1(1), 87-114. Full-text document retrieved on January 17, 2013, from: http://www.hitl.washington.edu/people/tfurness/courses/inde543/READINGS-03/WINN/winnpaper2.pdf

 

Embodied Learning and AR vs VR

Attempts to understand the psychology of learning has led to a variety of perspectives of cognition. While learning and activities have been common place in classrooms, Winn (2003) suggests that cognition is deeply tied to learning and the activities used for learning. Traditionally, the approach to cognition and adaptation of technology use, namely that it had to do with connecting knowledge with its representation as symbols in the mind. However, this approach removed the environmental context from the individual’s unique process of understanding. Instead, cognition is, Winn argues, embodied in physical activities, with the activities embedded in the environment. Learning then is a result of the connection of the learner between their cognition and the environment via their external body, the process which Winn terms embodiment.

This concept is support by Novack, Congdon, Hemani-Lopez, & Goldin-Meadow (2014) who explored embodied learning with third graders learning math by separating a group of students and providing each group a different learning method: one with physical actions with objects, one with concrete gestures, and one with abstract gestures. While all three groups learned to solve the problems they were presented with, they found that acting with objects only provided students with a shallow understanding of the math concept, quantified through pre- and post-testing of student knowledge. By contrast, the abstract gestures allowed students to develop a more generalised understanding that allowed them to solve more complex problems as well. This supports the Winn’s notion that learning cannot simply be a structured representation of one approach, it must be contextually relevant to the student’s environment and, more importantly, be relevant to their individual perception of said environment.

Both Winn and Novack et al. support the notion that an individualised learning experience is more effective and leads to a more generalised and better understanding, and embodied learning is more able to cater to this type of learning. Thus, technology use in the classroom should focus no only on connecting ideas to symbols, but to enhance the embodiment of learning. Bujak, Radu, Catrambone, MacIntyre, Zheng, and Golubski (2013) extends this further by suggesting augmented reality (AR) combines the strengths of virtual learning environments with the context of reality. Compared to virtual reality (VR) which seeks to replace the real environment, AR adds to the real environment which allows “the creation of embodied metaphors inspired by physical manipulatives, or new kinds of metaphors otherwise difficult to convey through concrete physical objects.”

In my STEM classrooms, this does serve to add an extra factor to consider when designing lessons and units. Activities that may seem to be open and allow for constructivist learning may not accomplish that task if the connections that students make are not unique to themselves. Instead, activities need to balance focus on a specific topic while still allowing the freedom for students to engage with the activities and embody their learning.

Some questions for consideration:
1. Winn notes that a virtual reality learning environment is inherently limited because the interactions and responses between user and environment are pre-programmed, and thus not unique to the user. If virtual reality, as Bujak et al. argues, cannot accurately simulate the tactility of real-life, do VR and simulations still have a place in learning? How worthwhile would any learning be?

2. Science in elementary and high school focuses primarily on “playing catch up” with the vast amount of scientific knowledge currently available, so that students can eventually move to the forefront and discover new scientific knowledge. If that statement is true and science learning leading up to that point is about competence in scientific facts, then how does embodied learning fit into that goal? Does specifying a specific, focused assessment of a lab experiment rob not students the opportunity to learn within their own context? Should there be concern with students constructing their own knowledge that is deeper and more personal, but counter to commonly accepted scientific understanding?

TPCK and Learner Activity – A Synthesis of Four Foundational TELEs

Following is a collection of visual syntheses comparing and contrasting T-GEM/Chemland with the following technology-enhanced learning environments: Learning for Use (LfU)/My World, Scaffolded Knowledge Integration (SKI)/WISE, and Anchored Instruction/Jasper. The visual syntheses contain a focus on TPCK and learner activity with the guiding TELE being T-GEM/Chemland, and all other TELEs being compared and contrasted through alignment with the T-GEM/Chemland framework.

Each one of these TELEs is developed on inquiry instruction and learning, with T-GEM/Chemland consisting of specifically model-based inquiry. Each one of these TELEs promotes a community of inquiry with purposeful teacher-student and student-student interactions. To emphasize the non-linear processes of inquiry, each visual synthesis is designed in a circular format.

Unique to T-GEM is the cyclical progress that the learner takes moving through the steps of the learning theory. Arrows are placed in each TELE’s visual representation to elicit the learner’s movement in comparison to the T-GEM’s model.

 


 

 

As a general mathematics and science teacher for elementary grade levels, the process of exploring, analyzing and synthesizing  the four foundational TELEs presented in this course has been transformational in my development of TPCK. Initially, the importance of CK (Schulman, 1986), and my self-diagnosed lack of CK, was convicting as I tend towards growing in pedagogical ideas and creative ways of implementing them. To further this conviction, my understanding of inquiry processes and the intricate role that the teacher facilitates in conducting a community of inquiry began to become clearer throughout the readings and discussions of Module B. Skillful inquiry instruction requires a facilitator who is saturated in CK, being equipped to prepare, respond, question, prompt, and guide with carefully considered PK. At this time, I am challenged as an educator to begin with one brave adventure in mathematics using an anchored instructional approach, and another brave lesson in physical science using a T-GEM approach. I am certain that I will be generating, evaluating and modifying all along the way.  

 

Cognition and Technology Group at Vanderbilt (1992). The jasper experiment: An exploration of issues in learning and instructional design. Educational Technology Research and Development, (40), 1, pp.65-80

Edelson, D.C. (2001). Learning-for-use: A framework for the design of technology-supported inquiry activities. Journal of Research in Science Teaching,38(3), 355-385.

Khan, S. (2007). Model-based inquiries in chemistry. Science Education, 91(6), 877-905.

Linn, M. C., Clark, D. and Slotta, J. D. (2003), WISE design for knowledge integration . Sci. Ed., 87: 517–538. doi:10.1002/sce.10086

Shulman, L.S. (1986). Those who understand: Knowledge growth in teaching. Educational Researcher, 15(2), 4 -14.

Handheld Technology, Climate Change and Kinesthetic Learning

In addition to Winn (2003), I have deliberately selected two articles that provide insight on my TELE assignment and future teaching environment (as I plan to implement my TELE project for my students in September). The second article was on the integration of handheld technologies in a WISE project (Aleahmad & Slotta, 2002). The third article surrounds student conceptions of global warming (Niebert & Gropengießer, 2013). Both of these articles are complementary to my purpose because for my TELE I am interested in redesigning a current WISE project on global warming and cater it to my grade 7 students in September. From the three articles it has demonstrated that learning occurs when there is interactions between internal conceptions (e.g. cognitive), external activities (e.g. scaffolding) and environmental influences (e.g. handheld devices, experiments, etc.). Learning is complex and requires what I informally call, kinesthetic learning where students need to be physically active participants in the learning process in an embodied and embedded way that requires them to adapt and modify their conceptions. In Niebert & Gropengießer (2013), researchers analyzed scientists and students’ conceptions of climate change using the Model of Educational Reconstruction (MER) approach where they used misconceptions as starting points to recreate learning activities to target them.I found this perspective implicated a teaching strategy where I could use a version of a “Knowledge-Wonder-Learn” activity to assess my students’ prior knowledge about climate change. Misconceptions would appear here and I could utilize them to cater lessons to address them. The article also emphasized the challenge for students to grasp a concept like the greenhouse effect because it is not easily visualized by students microscopically (e.g. global warming as progressed through hundreds of years_ and therefore, it makes it difficult for them to understand it. However, through hands-on experiments and activities, students can visualize the issue of climate change visible and operationalized so that they can then reflect on their misconceptions about this topic. In the third article by Aleahmad and Slotta (2002), it showed how to integrate handheld technologies into an already technology enhanced learning environment such as WISE where it expanded the opportunities for collaboration and scaffolding. Students would use handheld devices, which I assume could be iPads and tablets these days to obtain data from the outside world (e.g. surveys, field observations) and enter them into the same database so that the entire class can use the data for further learning. With the topic of climate change, using handheld technologies students can conduct interviews with scientists, take pictures of the environment (e.g. evidence of global warming), and collect field data (e.g. sea level, water quality) and pool them together with other students. This makes the learning authentic because students can explore and share different information. Since WISE is typically a partner project, integrating handheld technologies will allow groups to collaborate with one another to provide further scaffolding opportunities.

Questions for discussion:

  1. What are some potential constraints of Winn’s (2003) proposal of a learning environment that consists of embodiment, embeddedness and dynamic adaptation?
  2. Are there other suggestions you can provide about integrating handheld technology into a topic related to climate change?
  3. Is it possible that some learning activities (e.g. experiments and other hands-on opportunities) are not effective at challenging students’ misconceptions about a topic and if so, what can an educator do?

Aleahmad, T. & Slotta, J. (2002). Integrating handheld Technology and web-based science activities: New educational opportunities. Paper presented at ED-MEDIA 2002 World Conference on Educational Multimedia, Hypermedia & Telecommunications. Proceedings (14th, Denver, Colorado, June 24-29, 2002); see IR 021 687.

Niebert, K., & Gropengießer, H. (2013). Understanding the Greenhouse Effect by embodiment–analysing and using students’ and scientists’ conceptual resources. International Journal of Science Education, 1-27.

Winn, W. (2003). Learning in artificial environments: Embodiment, embeddedness, and dynamic adaptation. Technology, Instruction, Cognition and Learning, 1(1), 87-114.

Enhancement, Not Replacement

  Basic Premise Similarities Differences
T-GEM & Chemland *Cyclical process of Generating, Evaluating, and Modifying hypotheses *Emphasis on inquiry, with student building and creating their own understandings

*Technological tools to provide simulation opportunities not otherwise available

*Moves away from more traditional rote instruction and memorization

*Students work with specific goals in mind

*Collaborative opportunities provided and often required for ultimate learning

*Digital tool enables exploration of concept to generate hypotheses and synthesizes vast quantities of data

*Enables students to interact with concepts too small, rare, or dangerous to interact with otherwise in a school context

Anchored Instruction & Jasper *Placing learning in authentic, rich contexts based on problem-solving *Digital tool provides context for activity

*Context is not as immediately adaptable to other student interests or needs, but teachers can create their own designs based on the model on their own

SKI & WISE *Connect to personal context of prior knowledge and relevant problems *Support learning with scaffolding *Digital tool provides scaffolding opportunities in exploration

*Ongoing community of practice with expanding resources

LfU & MyWorld *Integration of concepts with discipline-specific skills and processes *Digital tool compiles data for students and expedites analysis process

*Enables students to interact with potentially immense land masses and complex patterns in a scale representation

 

I find these four foundational technology enhanced learning environments and approaches to be similar in their core principles, but subtly different in their specific application and implementation.  At the root of these TELEs is an emphasis on student-directed learning through inquiry and skill development.  This is a movement away from a teacher-directed model of learning in which the students are the passive receivers of information.  Through these models, the students are the creators and discoverers of knowledge, while the teacher steps into the role of the guide, supporter, and facilitator.  This enables more personalized and individualized learning experiences.  For example, students can create their own personal hypotheses through a T-Gem activity rather than being told what they should be looking for.  They have the opportunity to test their own theories, which would also be similar to the LfU principle that students should use discipline-specific processes when working with concepts.  The value of community is also a common thread, as students learn from their interactions with others online or face-to-face, and educators can connect as well through databases of projects and ideas.  The ultimate goal is for students to engage in authentic and meaningful learning experiences that foster understanding, growth, and further learning.

The role of the technological tool itself can differ somewhat between the approaches.  For example,in the Jasper video series, the videos are not customizable and provide the context for the problem solving.  The story-based design engages interest and sets up the need for new learning, but the manipulation and experimentation occurs outside of the tool.  In Chemland, the technology allows students to visualize and manipulate concepts that would not otherwise be observable in a classroom environment, but the goal of the technology use is to develop theories and experiment with them.  Chemland is both the context and the exploration area for the learning.

Working with technology enhanced learning environments in this module has expanded my understanding of the options that are available to students and to teachers.  My approach to learning through guided and independent inquiry and student-led learning was validated by the goals and approaches of the theories and programs we explored.  These models, however, have provided me with more specific frameworks in which to design and situate learning experiences.  I have also been able to envision new technology tools I can use in my senior mathematics classroom, as well as new ways I can apply the technologies I already use with my students.  For example, when working with statistics, the authentic contexts provided by the scientific modeling programs can provide valuable and real experiences for my students to develop a better understanding of the actual meaning of what they are doing.

An important overall takeaway for teachers integrating technology is that while technology enhances learning experiences and environments in each of these approaches, it does not replace the personal relationships of learning.  TELE is not about putting a student in front of a screen and walking away, but rather, it is about leveraging technology to provide students with better learning experiences that support their learning needs, while also engaging students in collaborative discourse.  While the role of the teacher may change, it does not become diminished.

TELE’s Abound

After exploring these 4 TELE’s, it is clear that they all are built on the premise that learning is constructed through experience – by moving through cycles of dissonance, integration, and resonance.  These shared roots in Constructivism serve to guide each tool/framework toward student-centred, reflective, and collaborative learning. In addition, inquiry has some implicit or explicit role in each approach.  Another theme that emerged was that content is not as meaningful without a context.  Each one of these TELE’s, to varying degrees, aims to make learning relevant and meaningful, contextualizing it and attempting to create (or have students create) problems they are motivated to solve.

Personally, experiencing these TELE’s has been very inspiring to the science teacher in me, and created longing in the math teacher inside me.  The science based TELE’s provide not only theoretical and philosophical frameworks for enriching learning, but also specific ways to reimagine the lab experiment experiences of our students.  The math teacher in me still pines for authentic, inquiry/project-based experiences for my students.  The benefits of some of the frameworks, especially T-GEM, are clear: using models to identify and modify misconceptions (I think of examples like modelling how subtracting a negative is the same as adding a positive or how area models can help explain visually the concept of multiplying fractions) is a powerful strategy.  However, when I try to create a web-based inquiry environment for math, I continually stall.  This is likely a lack of imagination on my part, and I can’t help but feel that my students are the poorer for it.  I am determined to continue searching, creating, tinkering, and collaborating until I can provide the same rich TELE experience for my math students as I now can in science.

 

References

Cognition and Technology Group at Vanderbilt (1992a). The Jasper experiment: An exploration of issues in learning and instructional design. Educational Technology, Research and Development, 40(1), 65-80.

Edelson, D.C. (2001). Learning-for-use: A framework for the design of technology-supported inquiry activities. Journal of Research in Science Teaching,38(3), 355-385.

Khan, S. (2007). Model-based inquiries in chemistry. Science Education, 91(6), 877-905.
Linn, M., Clark, D., & Slotta, J. (2003). Wise design for knowledge integration. Science Education, 87(4), 517-538.