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CH8 Learning in problem-Based Learning Environments

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Title: CH8 Learning in problem-Based Learning Environments


1
CH8Learning in problem-Based Learning
Environments
  • 921201 Meeting

2
Outline
  • Story Problems
  • Laboratory Problems
  • Investigation Problems
  • The astronomy village
  • Exploring the nardoo
  • Sailing on the MIMI
  • Conclusions

3
Story Problems
4
  • May not be the most interesting kind of problem
    solving, they are the most prominent.
  • In math and science course from 1st grade through
    graduate school
  • These problems embed algorithmic problems in some
    shallow story context
  • Typically found at the back of textbook chapters
  • Students are required to disembed the information
    from the story, select the relevant values, and
    insert them into some formula.
  • Research shows that students are not very
    successful in transfer their abilities to solve
    problems to other problems.

5
  • There are numerous problem-based learning
    environments that employ different instructional
    approaches to support learning how to solve story
    problems.

6
Tutorial is the most common type.
  • Typically present information in text or graphics
    on how to solve problems
  • Ask the learners to perform part or all of the
    problem-solving activity
  • Students respond, system will compare the correct
    answer stored in the computers memory
  • - correct reward
  • - incorrect presentation of remedial
    instruction
  • Remediation strategies
  • - fairly sophisticate(??)
  • - geared to the nature of the students error
  • - presents the problem again
  • Tutorials consist of sequences of these
    presentation-response-feedback cycles followed by
    quizzes that assess students abilities.

7
Tips (Tutorials in Problem Solving) is another
problem-based learning environment
  • Provides students with a set of diagrammatic
    tools that represent these different problem
    structures
  • Requires students to utilize the tools to
    diagrammatically analyze story problems
  • Contains a tutor that assesses students
    responses and provides feedback
  • The curriculum consists of a series of lessons
    that use worked example
  • - Worked examples illustrate how an
    expert solves the problem for learner to study
    and emulate

8
Problem-Solving Process
  • Story problems are well-structured problems that
    are neither the most interesting nor complicated
  • Most story problems have an accepted solution and
    method, so the primary process is deciding witch
    method to use
  • There is little need to search for information,
    all necessary information is normally provided
  • TiPS environment adds to the story
    problem-solving process is conceptual modeling of
    task, which is essential for understanding and
    the ability to transfer that problem-solving
    ability

9
Laboratory Problems
10
  • In sciences, this is a prevalent activity
  • Laboratory activities normally require following
    a set of procedures
  • - observing the results
  • - taking measures of the processes
  • - inferring what happened
  • Because of inherent dangers, many teachers are
    choosing to use these virtual experiments.
  • - Except the smells.

11
Problem-Solving Processes
  • Slightly more ill-structured and complex problems
    than story problems
  • Experimenter can try new procedures
  • Require decision making
  • The environment itself allows the learners to
    construct simulated physical models of the
    experimental process

12
Investigation Problems the astronomy(???)
village
13
  • Developed by the National Aeronautics and Space
    Administration (NASA), the astronomy village (AV)
    provides rich multimedia resources and
    exploration tools in a virtual observatory
    community.
  • To support exploration and scientific inquiry,
    data and image analysis, and learning of
    important concepts and methods of astronomy.
  • AV requires student to select an investigation,
    develop a plan, and carry it out.
  • - Students develop a plan using the
    Research Path Diagram,
  • which provides a path to guide them
    through their investigation
  • - include background research that is
    needed, data collection,
  • data analysis, data interpretation, and
    presentation.

14
Problem-Solving Processes
  • in the background research, students collected
    relevant information by reading articles in AV
    library
  • Data Collection phase, the students observe
    images in the AV observatory
  • Data Analysis and Data Interpretation
  • Finally, each student team presented its
    procedures and results to the class
  • These activity consisted of information
    searching, a lot of decision making, and some
    designing

15
Investigation Problems Exploring the nardoo
16
  • Nardoo is an imaginary river in Australia that
    provides a rich context for ecological
    investigations to support biology, geography,
    social science, and language and media studies.
  • The Nardoos more general purpose is to engage
    skills in problem solving, measuring, collating,
    and communicating
  • It is an active learning environment in which
    students participate in teams, investigate
    issues, and communicate their result
  • Students may access a rich variety of information
    sources about the investigation, including the
    water pollution the river television reports,
    radio reports, and newspaper articles
  • To identify the sources of pollution along the
    river, as well as to predict the effects of those
    pollutants on the river animals and plants

17
  • Students use their PDA that provides access to
    information, navigation, and exploration tools,
    permitting students to take measurements,
    manipulate data and text, research multimedia
    information, and plan activities
  • The Nardoo program provides
  • - a number of simulators, in order to learn
    about water usage that
  • family usage per day.
  • - A problem-solving environment that enable
    students to actively
  • manipulate a complex environment, seek
    information, and
  • conduct investigation of ecological
    issues
  • The teachers guide provides a number of
    activities for both individual and collaborative
    use

18
Investigation Problems Sailing on the MIMI
19
  • One of the best known and most revered of
    educational program
  • The Voyages of the Mimi (Voyage and Second Voyage
    of the Mimi), combines video, software, and print
    materials, along with a real sailboat, into an
    interdisciplinary science and math curriculum for
    middle grades (4-8).
  • Like anchored instruction, students conduct
    open-ended and interdisciplinary investigations
    and scientific explorations
  • In the first series , a video tells a series of
    adventure stories about a scientific expedition
    to study whales on the Mimi

20
  • The second series of stories tells of
    archaeologists in search of a lost Mayan city
  • Each adventure is supplemented with a wealth of
    print materials (lesson plans, activities, and
    project) that help to integrate the video
    programs into science, math, social studies,
    language arts, music, and art classrooms.
  • The software provides students with
    problem-solving games and simulations to enable
    them to practice the skills and concepts

21
Problem-Solving Processes
  • The Nardoo River and the Voyages of the Mimi are
    both great environments that engage and support
    problem solving in students
  • Students get to make decisions, solving design
    complex problems
  • Designing investigations requires a great deal of
    information searching within and outside these
    environments
  • Significant decision making in order to determine
    appropriate methods
  • PBLEs represent one of the most complete and
    compelling kind of activities that students can
    engage in - simulations.

22
Conclusions
23
  • These PBLEs are examples of a kind of
    problem-based software that is becoming more
    available to schools.
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