Title: The Answer Is The Question
1The Answer Is The Question
- Project Based Learning and the Integration of
Technology
2Technology 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
3You 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
4What 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
5Attributes of PBL?
Authentic Tasks Interdisciplinary Study Real
World Products Collaboration Self-Direction
Main
6Collaboration
- heterogeneous teams
- complex problems
- strengths and weaknesses
7Self-Direction
- teacher and students are both learners
- students manage their own learning
- teacher's role of facilitator and coach
- teacher free to assist teams
8Interdisciplinary Study
- messy questions blur the lines
- students draw from their experiences
- connections made to the real world
9Real 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
10Authentic Tasks
- students demonstrate proficiency
- APPLYING existing knowledge
- solve a REAL-WORLD problem
- doesnt replace current classroom practice
- deeper understanding
11Features To PBL
12Features 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
13Phase 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
14Elements 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
15Phase 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
16Elements 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
17Phase Three - Concluding
- A celebration event
- Communicating, sharing and presenting the project
- Personalizing new knowledge
- Allowing for reflection
MAIN
Details
18Elements 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
19The Design Process
20Design 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
21Design 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
22Design 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
23Design 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
24Design 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
25Design 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?
26Design Process After The Project
- celebrate the learning that has occurred
- Invite your colleagues
- Invite your community
Main
27MM 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.
28MM 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
29Process
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
30Todays 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
31Research 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.
32British 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
33Union 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
34Challenge 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
35Cognition 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
36Co-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
37Does 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
38Expeditionary 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
39Laptops
- 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
40Successful 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