The Answer Is The Question - PowerPoint PPT Presentation

1 / 40
About This Presentation
Title:

The Answer Is The Question

Description:

Investigation - Raising questions on the basis of ... Investigation - Investigating initial questions; Field work and ... Investigation - Speculating about ... – PowerPoint PPT presentation

Number of Views:41
Avg rating:3.0/5.0
Slides: 41
Provided by: SISD1
Category:

less

Transcript and Presenter's Notes

Title: The Answer Is The Question


1
The Answer Is The Question
  • Project Based Learning and the Integration of
    Technology

2
Technology supports Project-based Learning by
  • providing tools for project exploration and
    discovery
  • enabling teachers to guide students to create
    real world solutions
  • building on creativity and problem solving skills

3
You will learn how to
  • implement the project approach in your own
    classroom
  • provide choices in the curriculum and maintain
    high standards of work
  • challenge the most able students and meet
    individual learning needs
  • offer varieties of learning experience and ensure
    quality for all
  • assess children's learning progress in relation
    to curriculum goals

4
What is PBL?
  • engages students in projects that allow them to
    construct their own knowledge and develop
    authentic products while dealing with real-world
    issues. 
  • involves interdisciplinary study, collaborative
    work, and student self-direction.

Attributes
Features
Design
Practice
Process
Today
Research
5
Attributes of PBL?
Authentic Tasks Interdisciplinary Study Real
World Products Collaboration Self-Direction
Main
6
Collaboration
  • heterogeneous teams
  • complex problems
  • strengths and weaknesses

7
Self-Direction
  • teacher and students are both learners
  • students manage their own learning
  • teacher's role of facilitator and coach
  • teacher free to assist teams

8
Interdisciplinary Study
  • messy questions blur the lines
  • students draw from their experiences
  • connections made to the real world

9
Real World Products
  • As student attempt to answer their question, they
    create artifacts or products that demonstrate
    their learning and understanding. What they
    produce can vary widely.

For example, using a word processor, students
could create
10
Authentic Tasks
  • students demonstrate proficiency
  • APPLYING existing knowledge
  • solve a REAL-WORLD problem
  • doesnt replace current classroom practice
  • deeper understanding

11
Features To PBL
12
Features in PBL
  • Discussion
  • teamwork, developing the essential question,
    reviewing goals
  • Field Work
  • sharing experiences, collecting information from
    a variety of sources
  • Representation
  • preliminary sketch of the product
  • Investigation
  • evaluating strengths and weaknesses, proposing
    additional questions
  • Display
  • summary of the learning experience

Phase 1
13
Phase One - Beginning
  • An opening event stimulates interest initially
    for the whole class.
  • Brainstorming ideas based on prior learning,
    knowledge and experiences.
  • Listing questions.

Details
Phase 2
14
Elements of Phase One
  • Discussion - Sharing prior experience and current
    knowledge of the topic.
  • Field Work - Children talking about their
    experience with their parents.
  • Representation - Drawing, writing, construction,
    dramatic play, etc. to share prior experience and
    knowledge.
  • Investigation - Raising questions on the basis of
    current knowledge
  • Display - Sharing representations of personal
    experiences of the topic.

Back
15
Phase Two - Developing
  • Preparation for the field work
  • Students can think about, discuss, and record
    what they need to know about and where to find
    answers
  • Field trip
  • Field work follow-up
  • Visiting experts

Phase 3
Details
16
Elements of Phase Two
  • Discussion - Preparing for field work and
    interviews Reviewing field work Learning from
    secondary sources
  • Field Work - Going out of the classroom to
    investigate a field site Interviewing experts in
    the field or in the classroom.
  • Representation - Brief field sketches and notes
    Drawings, painting, writing, math diagrams, maps,
    etc. to represent new learning.
  • Investigation - Investigating initial questions
    Field work and library research Raising further
    questions.
  • Display - Sharing representations of new
    experience and knowledge Ongoing record of the
    project work.

Back
17
Phase Three - Concluding
  • A celebration event
  • Communicating, sharing and presenting the project
  • Personalizing new knowledge
  • Allowing for reflection

MAIN
Details
18
Elements of Phase Three
  • Discussion - Preparing to share the story of the
    project. Review and evaluation of the project.
  • Field Work - Evaluating the project through the
    eyes of an outside group
  • Representation - Condensing and summarizing the
    story of the study to share the project with
    others.
  • Investigation - Speculating about new questions.
  • Display - Summary of the learning throughout the
    project.

Back
19
The Design Process
20
Design Process Learning Goals
  • Choose a topic to drive the project
  • Focus on developing deep knowledge
  • Require students to evaluate, synthesize,
    compare, and apply knowledge
  • Associate goals with curriculum standards

21
Design Process The Essential Question
  • has many different answers but no single correct
    one
  • leads to UNcover and REcover important ideas
  • seeks to solve real life problems
  • requires responses to be an assessment of current
    information combined with experiments and
    experiences to form an argument or solution
  • is at the top of Blooms Taxonomy
  • engenders further interest

22
Design Process Authentic Task
  • require students to apply knowledge
  • open-ended with no single method or correct
    answer
  • creates a bridge between the classroom content
    and why this knowledge is important in the real
    world

Web guidance on writing authentic
tasks http//www-ed.fnal.gov/help/index.html http
//www.howard.k12.md.us/res/resmode.htmll
23
Design Process Assessment
  • Most will occur during project development
  • brainstorm all of the performances you want to
    assess during the entire project process
  • Start with content
  • Presentation skills
  • Collaborative skills and behavior

24
Design Process Presentation
  • determine exactly how students will demonstrate
    their understanding
  • celebrate the work the students have done
  • for longer projects, students should share their
    learning throughout the project
  • Community presentations, mini-conferences,
    parent-teacher conferences

25
Design Process Evaluate and Edit
  • will students be able to answer the essential
    question?
  • can the product created to ensure or assess
    student understanding?
  • Is there an obvious link to standards?
  • Will someone watching from the outside be able to
    see the connection?
  • Is there enough time?

26
Design Process After The Project
  • celebrate the learning that has occurred
  • Invite your colleagues
  • Invite your community

Main
27
MM Quality Control (1)
You are the quality control engineer for Mars
which manufactures MM candies. Mars has Quality
Control Engineers in three areas taste,
packaging, and contents. You are on a team for
the contents. You and your team might inspect a
random sample of MM packages to ensure the
contents are of high quality. Check your MM
packages for errors. Determine the
following A) the number of MMs in each
package B) the percentage of each color in each
package C) the percentage of defects D) the
average percentage of each color in your group of
packages Next, determine how much each
package differs from the average color
distribution and quantity as published by Mars on
their website. You will also need to classify
the types of defects so that adjustments can be
made n the manufacturing equipment as needed.
28
MM Quality Control (2)
  • Your team is to summarize the results of your
    study in a report to the Vice President of
    Quality Control.
  • She expects data to be displayed in a written
    report.

Main
29
Process
Essential Question
What is the goal? What is the outcome?
Discussion
What do we need to know?
Field Work
Where do we find information?
Representation
What steps do we need to take towards the goal?
Investigation
How do we understand the information?
Display
How do we share our results and findings?
Main
30
Todays Activities
Scenario
Break Into Teams
Time To Work
Share Your Work
Review The Aspects of PBL
Writing Scenarios
Team Exchange
Time To Ask Questions
New Project
Evaluation
Project For Your Own Students
Main
31
Research Shows That PBL Works
  • A growing body of academic research supports
    the use of project-based learning in schools as a
    way to engage students, cut absenteeism, boost
    cooperative learning skills, and improve test
    scores. Those benefits are enhanced when
    technology is used in a meaningful way in the
    projects. Following are synopses of a range of
    studies on project-based learning
  • British Math Study
  • Union City, New Jersey School District
  • Challenge 2000
  • Cognition and Technology Group
  • Expeditionary Learning Outward Bound
  • Successful School Restructuring
  • Co-nect
  • Does It Compute?

The research above can be found at The George
Lucas Educational Foundation. Used here with
permission.
32
British Math Study
  • A three-year 1997 study of two British
    secondary schools -- one that used open-ended
    projects and one that used more traditional,
    direct instruction -- found striking differences
    in understanding and standardized achievement
    data in mathematics. The study by Jo Boaler, now
    associate professor of education at Stanford
    University, found that students at the
    project-based school did better than those at the
    more traditional school both on math problems
    requiring analytical or conceptual thought and on
    those considered rote, that is, those requiring
    memory of a rule or formula. Three times as many
    students at the project-based school received the
    top grade achievable on the national examination
    in math.

More info at www.glef.org
Research
33
Union City, New Jersey School District
  • The Center for Children and Technology at the
    Education Development Center, Inc., monitored a
    two-year technology trial that was first
    implemented in the district in September of 1993.
    The study found that after multimedia technology
    was used to support project-based learning,
    eighth graders in Union City, New Jersey, scored
    27 percentage points higher than students from
    other urban and special needs school districts on
    statewide tests in reading, math, and writing
    achievement. The study also found a decrease in
    absenteeism and an increase in students
    transferring to the school. Four years earlier,
    the state had been considering a takeover because
    Union City failed in 40 of 52 indicators of
    school effectiveness.

More info at www.glef.org
Research
34
Challenge 2000
  • In a five-year study, researchers at SRI
    International found that technology-using
    students in Challenge 2000 Multimedia Project
    classrooms outperformed non-technology-using
    students in communication skills, teamwork, and
    problem solving. The Center for Learning in
    Technology researchers, led by Bill Penuel, found
    increased student engagement, greater
    responsibility for learning, increased peer
    collaboration skills, and greater achievement
    gains by students who had been labeled low
    achievers.
  • The project conducted a performance
    assessment designed to measure students' skills
    in constructing a presentation aimed at a
    particular audience. Students from Multimedia
    Project classrooms outperformed comparison
    classrooms in all three areas scored by
    researchers and teachers student content,
    attention to audience, and design. The Multimedia
    Project involves completing one to four
    interdisciplinary multimedia projects a year that
    integrate real-world issues and practices.

More info at www.glef.org
Research
35
Cognition and Technology Group
  • A 1992 study of 700 students from 11 school
    districts in Tennessee found that students doing
    projects using videotaped problems over a
    three-week period performed better in a number of
    academic areas later in the school year. The
    study, by the Cognition and Technology Group at
    Vanderbilt University, examined student
    competence in basic math, word problems, planning
    capabilities, attitudes, and teacher feedback.
    Students who had experience in the project work
    performed better in all categories. The study
    appeared in Educational Psychologist, 27 (3)
    291-315.

More info at www.glef.org
Research
36
Co-nect
  • A 1999 study by the Center for Research in
    Educational Policy at the University of Memphis
    and University of Tennessee at Knoxville found
    that students using the Co-nect program, which
    emphasizes project-based learning and technology,
    improved test scores in all subject areas over a
    two-year period on the Tennessee Value-Added
    Assessment System. The Co-nect schools
    outperformed control schools by 26 percent.

More info at www.glef.org
Research
37
Does It Compute?
  • Analyzing data from the math portion of the
    1996 National Assessment of Educational Progress
    test given to students nationwide, Educational
    Testing Services researcher Harold Wenglinsky
    found that the effectiveness of computers in the
    classroom depended on how they were used. In his
    report, "Does It Compute? Wenglinsky found that
    if computers were used for drill or practice,
    they typically had a negative effect on student
    achievement. If they were used with real-world
    applications, such as spreadsheets, or to
    simulate relationships or changing variables,
    student achievement increased. Data were drawn
    from the samples of 6,227 fourth graders and
    7,146 eighth graders.

More info at www.glef.org
Research
38
Expeditionary Learning Outward Bound
  • Three elementary schools in Dubuque, Iowa,
    showed significant test score gains after
    incorporating the Expeditionary Learning Outward
    Bound (ELOB) program. At ELOB schools, students
    conduct three-to-six-month-long studies of a
    single topic with an emphasis on learning by
    doing. After two years in the program, two of the
    three schools advanced from "well below average"
    to "well above the district average" on the Iowa
    Test of Basic Skills. One elementary school
    raised its average score from the 39th to the
    80th percentile. After four years in the program,
    student scores were "above the district average
    in almost every area." Separate analyses showed
    similar test score gains in ELOB programs in
    Denver, Boston, and Portland, Maine.

More info at www.glef.org
Research
39
Laptops
  • In a 1998 report, researchers note that
    three-fourths of the teachers who participated in
    a ROCKMAN ET AL survey reported that
    project-based instruction had increased since the
    introduction of the laptops in their classrooms.
    Among the many reported benefits of this
    project-based approach to learning are greater
    student engagement, improved analytic abilities,
    and a greater likelihood to apply high-order
    thinking skills. Laptop-using students also
    performed better on a ROCKMAN ET AL-administered
    writing examination. The research firm did not,
    however, identify significant differences in the
    standardized test scores of laptop-using
    students. Researchers offered two possible
    explanations for the lack of significant
    improvement in this area 1. Standardized tests
    are not designed to reflect the types of learning
    that laptops support. 2. Because the students had
    been using their laptops for less than two years,
    it might have been too soon to see noticeable
    gains in areas that are covered by standardized
    tests.

More info at www.glef.org
Research
40
Successful School Restructuring
  • A five-year study by University of
    Wisconsin-Madison researchers found that
    structural school reform works only under certain
    conditions 1. Students must be engaged in
    activities that build on prior knowledge and
    allow them to apply that knowledge to new
    situations. 2. Students must use disciplined
    inquiry. 3. School activities must have value
    beyond school. In their report, "Successful
    School Restructuring," the researchers at
    Wisconsin's Center on Organization and
    Restructuring of Schools found that even
    innovative school improvements, such as portfolio
    assessment and shared decision making, are less
    effective without accompanying meaningful student
    assignments based on deep inquiry. Reseachers
    analyzed data from more than 1,500 elementary,
    middle, and high schools and conducted field
    studies in 44 schools in 16 states between 1990
    and 1995.

More info at www.glef.org
Research
Write a Comment
User Comments (0)
About PowerShow.com