Title: Designing Inquiry-Based Learning Environments
1Designing Inquiry-Based Learning Environments
- Ravit Golan Duncan Rutgers University
2Overview
- The design of COOLClassroom
- Try it yourself- Model the Hudson River Plume
- Proficiency in Science- What do we want students
to learn and know? - Using Data- the Coral Reef Investigation
- Design Frameworks and the Design Process
3Building a Design Team
Educators Teachers
Scientists Domain experts
The Team Collaborative team that builds on each
others expertise.
Education Researchers Learning Scientists
Interface Designers Programmers Graphic artists
4Learning Sciences
- Building theory in education through the design
and empirical testing of learning environments
that are - Knowledge centered
- Learner centered
- Assessment centered
- Situated within a learning
community -
NRC How People Learn (Bransford, Brown
Cocking, 1999)
5Cool Classroom Environment
Hudson River Plume
http//new.coolclassroom.org
6Cool Classroom Environment
Knowledge Centered
- Inquiry-based and organized around
questions/problems - Includes hands-on and minds-on activities- both
on and off line. - Investigations conclude with the development of a
scientific explanation
Mirrors scientific practice (Duschl, 1990
Donovan Bransford, 2005)
7Surface, build, and revise ideas(Driver et al.,
1996 Ford Forman, 2006)
Student Centered
- Initial activities serve to surface students
prior knowledge - Investigation activities help students build
understandings of the core concepts - There are opportunities to reflect on learning
and compare initial ideas to final ideas
8 Assessment Centered
-
- Formative assessment is critical for learning
- Reflective journal questions provide an
assessable record of student thinking - Supports teachers in tailoring instruction to
meet students needs
Make thinking visible (Black Wiliam, 1998
Bransford, Brown Cocking, 2000)
9Community Centered
10http//new.coolclassroom.org/adventures/explore/pl
ume/6
11Take a picture of your model
White Board Tools
12Your models
13Student Models of the Plume
A
C
B
14Proficiency in Science
- What do we want students to learn about in
science classes?
15Proficiency in Science
- Content- core concepts and theories
- Practices- the process/method of science
- Epistemology- how scientific knowledge develops
16Proficiency in Science
- Know, use, and interpret scientific explanations
- Generate and evaluate scientific evidence and
explanations - Understand the nature and development of
scientific knowledge - Participate productively in scientific practices
and discourse
NRC 2007 report Taking Science to School
17Model-Based Inquiry
- Models are abstractions that highlight certain
features that help explain and predict natural
phenomena - The development, testing and revisions of models
is a core practice in science - Model-based inquiry is a flavor of inquiry that
emphasizes the role of models as
tools-to-think-with
18Developing Models from Data
19Reef Ecosystems
20Articles
21Data Maps
22Example Model (7-8th grade)
Final Model
23Language of Design
- Design space - all possible options
- Design decisions- choice of one option
- Tradeoffs - benefits and costs associated with
each choice
You can design however you want to but you must
always know what decisions you made and what were
the associated tradeoffs
24Design Frameworks Backwards Design (UbD- Wiggins
McTighe, 1998)
- Driven by end goals- what we want students to be
able to do (performance oriented) - Strength is in the focus on creating greater
coherence and alignment between goals, learning
experiences, and assessments
25Design Frameworks Backwards Design (Wiggins
McTighe, 1998)
- Determine enduring understandings
- Few core ideas as enduring (3-5)
- Filters- big idea at heart of domain requires
un-coverage engaging - Evidence
- Ongoing assessment (formative) not just at the
end formal and informal performance oriented - Valid, reliable, authentic, feasible
- Learning experiences
- What is the enabling knowledge?
- Match learning goals to activities
- Provide scaffolding
- Coherent and goal oriented for students
26Design Frameworks Learning for Use (Edelson,
2001)
- For each target goal
- Motivate beyond the hook, this is creating a
need to know. Create demand/elicit curiosity - Construct provide opportunities for learners to
construct the objective understandings (this is
where scaffolding comes in) - Refine/Apply provide learners with opportunities
to use the knowledge and reflect on it, thus
refining it.
27Design Process
- Backwards Design
- 1. Begin with goals- what are the knowledge and
skills you want individuals to develop - Learning for Use
- 2. Think about motivating problem or project
(contextualize) - 3. Define the backbone- main sequence of events
- 4. Develop activities within the backbone
- Dont tell the answer, have learners figure it
out- they learn goals in context of project - 5. Provide opportunity to apply knowledge
(culminating task)
28Design Frameworks Learning for Use (Edelson,
2001)
- Learning theories
- Constructivism learners construct knowledge
this takes time and is incremental kids bring
knowledge with them - Goal directed we learn what we need to know,
learning is initiated by the learner - Knowledge is contextual retrieved based
on contextual cues (indices) - Application For knowledge not to be inert
we need to know how to apply it
29The End
- ravit.duncan_at_gse.rutgers.edu
30Readings
- 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), p355-85 - Wiggins, G. McTighe, J. (1998). Understanding
by design. Association for Supervision and
Curriculum Development Alexandria, Virginia. - Rivet, A. E., Krajcik, J. S. (2008).
Contextualizing instruction Leveraging students'
prior knowledge and experiences to foster
understanding of middle school science. Journal
of Research in Science Teaching, 45(1), 79 - 100. - Moje, E. B. (2007). Developing Socially Just
Subject-Matter Instruction A Review of the
Literature on Disciplinary Literacy Teaching .
Review of Research in Education 2007 31 1-44. - Moje, E. B., Collazo, T., Carrillo, R., Marx,
R. W. (2001). Maestro, what is quality?"
Language, literacy, and discourse in
project-based science. Journal of Research in
Science Teaching, 38(4), 469-496.
31New Age in Science Education
32Students Explanations