[to be
published in Interactive Learning Environments]
Shari
L. Jackson, Steven J. Stratford Joseph Krajcik, Elliot Soloway
University
of Michigan 1101 Beal Ave. Ann Arbor, MI 48109-2110
{sjackson, sstrat,
krajcik, soloway}@umich.edu
Dynamic modeling, for many pre-college
science students, is an out-of-reach cognitive activity. Professional tools are
too hard for novices to use, user-unfriendly, and provide no support for
learners. We have designed a new modeling tool, Model-It, that provides
intentionally designed scaffolding for learners, enabling them to build and
test dynamic models of complex systems easily, using object-oriented and
qualitative techniques. Model-It contains scaffolding strategies intended to
ground the learner in prior knowledge and experience, bridge the learner from
novice to expert understandings and practices, and couple the learner's mental
model with testing actions and model feedback. Our user and classroom testing
shows evidence that the scaffolding strategies of Model-It support learners'
active construction of knowledge and that students can create meaningful
models.
"It makes you think more about a
real-life situation, where there's no real answer, you set it up and everything."
This statement by a 9th-grade science student
about Model-It speaks volumes about why constructing models in an interactive
learning environment can be valuable. "It makes you think"–if
learning is active construction of knowledge, with the emphasis on `active,'
then this student is an active learner. The thinking is directed toward "a
real-life situation"– an authentic context where the learning has
meaning. "There's no real answer"–she realizes that any answer
she finds will be tentative and that the process of generating an answer will
be one of inquiry and investigation. "You set it up and everything"–by emphasizing
the word `you,' she indicates that the modeling problem is personally
meaningful and valuable and recognizes that "set[ting] it up and
everything" will require her active participation.
Scientists build models to test theories and
to improve their understanding about complex systems. In this exploratory,
speculative style of modeling,
Simulation is used at a prototheoretical stage,
as a vehicle for thought experiments. The purpose of a model lies in the act of
its construction and exploration, and in the resultant, improved intuition
about the system's behavior, essential aspects and sensitivities. (Kreutzer,
1986)
As our opening quote illustrates, students,
too, can benefit from building models in order to develop their own
understanding of natural phenomena. We should encourage theory-building and
experimentation, since both are important activities of science (Tinker, 1990).
Building models gives students opportunities to use their existing knowledge,
to perform "thought experiments," and to gain insight into the
behavior of complex systems.
The problem is that modeling as it is
currently practiced is very hard for students to do – it requires a great
deal of prior knowledge and mathematical ability. However, by redefining the
modeling task and providing appropriate support, modeling can be made
accessible to high school science students. For example, the recent Project
2061 curriculum reforms suggest a high-level, qualitative approach to modeling:
In modeling phenomena, students should
encounter a variety of common kinds of relationships depicted in graphs (direct
proportions, inverses, accelerating and saturating curves, and maximums and
minimums) and therefore develop the habit of entertaining these possibilities
when considering how two quantities might be related. None of these terms need
be used at first, however. `It is biggest here and less on either side' or `It
keeps getting bigger, but not as quickly as before' are perfectly acceptable -
especially when phenomena that behave like this can be described (American
Association for the Advancement of Science, 1993).
The challenge in making modeling accessible
in the pre-college science classroom is to create a modeling environment which
requires minimal prior knowledge from other domains, which incorporates
advanced interface design, and which not only enables rapid generation of
simple models, but facilitates the learner's transition toward more expert-like
modeling practices. We have designed a constructivist interactive learning
environment, Model-It, that provides methods of qualitative expression and that
utilizes learner-centered design techniques to attempt to meet the challenge.
In this paper, we discuss the theory, strategies, and techniques that were
applied in its design and implementation, and present results from our first
year of classroom testing.
Several researchers have introduced
computer-based modeling into high school and middle school classrooms
(Mandinach & Thorpe, 1988; Mandinach & Cline, 1992; Mandinach &
Cline, 1994). However, students found the modeling process extremely difficult.
In other studies, students had to learn to program in order to create working
models. Some studies have found that students don't have the requisite
mathematical knowledge for creating rigorous quantitative models, or for
properly interpreting the graphical output of models (Roberts, 1985; Feurzeig,
1992). In these cases modeling was out of reach mainly because the cognitive
load was simply too great; students lacked the requisite prior knowledge in
mathematical and programming domains.
Sometimes modeling has been inaccessible
because the software environment in which the modeling activities occurred was
not designed to be user-friendly (for example, models were constructed with a
command-line interface), or the modeling environment incorporated large numbers
of expert level modeling functions. These kinds of environments were designed
for experts, to enable the construction of sophisticated, mathematically
precise models; learners, however, may be overwhelmed or discouraged by
confusing interfaces and too many options.
Recent literature on modeling and simulation
provides some new ways of thinking about modeling that we believe are
especially beneficial for learners. In particular, there is a growing interest
by the scientific community in the application of object-oriented languages for modeling and simulation, and the
application of qualitative techniques
for knowledge representation. We will discuss the advantages of these two
techniques with respect to the design of modeling environments and with respect
to student learning.
Object-oriented programming languages are
particularly appropriate for the design and implementation of computer-based
models, since they offer a natural mapping to the phenomena being modeled
(Kreutzer, 1986). For example, objects can be used to represent each of the
interacting populations of an ecosystem (Saarenmaa, Stone, Folse, Packard,
Grant, Maleka, & Coulson, 1988). Providing students with an object-oriented
framework for modeling allows them to think about the phenomena that they are
modeling in a more natural way, by matching the interacting objects that they
can see in the world with what they see in the modeling environment, instead of
having to translate those objects into abstract representations.
An object-oriented approach also enables a
simpler mechanism for model construction. Students simply specify pair-wise
relationships between variables, and the underlying simulation engine handles
the complexity of combining multiple impacts on the same variable (see
Appendix). So not only does the object-oriented technique make sense from the
programmer's point of view, it also provides the learner with a straightforward
mechanism for dealing with what would otherwise be a difficult, if not
intractable, mathematical modeling problem.
Models, especially computer-based models, are
typically based on mathematical equations, so that in order to build a model it
is first necessary to derive the equations that represent its behavior.
Recently, however, much modeling and simulation research has explored
applications for qualitative modeling (e.g., Cochran & Paul, 1990; Green,
1990; Guerrin, 1991; Salski, 1992).
Scientists often think qualitatively about a
model before quantifying the relationships (White & Fredericksen, 1990),
and when models are used to speculate or gain insight about a system, no
numerical results may ever be generated. (Hamming, 1962; Kreutzer, 1986).
Similarly, providing qualitative representations for causal relationships
allows students to focus and reflect on these relationships at the conceptual
level, instead of on a level that requires a great deal of technical or
mathematical knowledge.
Qualitative modeling is particularly useful
for ecological modeling, since ecological systems are often too complex or
insufficiently investigated to permit formal numerical reasoning (Karplus,
1983). For example, LARKS, a fuzzy knowledge-based system for ecological
research, allowed the definition of linguistic rules based on the natural
language that ecologists typically use to describe their knowledge about
ecosystems, without requiring precise data (Salski, 1992). For example:
IF "vegetation-height" is
"low" and
"population of larks" is "very high" and
"vegetation density" is "minimally smaller than standard"
THEN "number of territories" is "high"
Students can similarly benefit from
qualitative modeling, because classroom-based projects often have the goal of
acquiring high-level conceptual knowledge of a complex domain for which they
may lack precise or complete data (e.g., life sciences, ecosystems).
Current educational theories emphasize the
"active, reflective and social nature of learning" (Brown &
Campione, in press). Learners have come to be viewed as active constructors of
knowledge, no longer being seen as passive receivers of transmitted
information. We also now recognize that constructing understanding is not an
isolated activity but occurs within the framework of a learning community. In
this model of teaching and learning, teachers attempt to provide engaging and
motivating learning opportunities for students (Blumenfeld, Soloway, Marx,
Krajcik, Guzdial, & Palincsar, 1991). Such opportunities are fostered by
situating learning in an authentic, real-world context (Brown, Collins, &
Duguid, 1989; Cognition and Technology Group at Vanderbilt, 1990) and by
ensuring that the activities are non-trivial and personally meaningful for the
learner.
Computer applications associated with
constructivist learning are typically designed as "interactive learning
environments" that emphasize student-directed learning activities, not
computer-driven tutoring. Such environments may function as cognitive tools,
amplifying and extending the cognitive abilities of learners (Salomon, 1990)
and scaffolding them in the creation of artifacts of learning (Wisnudel,
Stratford, Jackson, Krajcik, & Soloway, in press). In addition, such
environments may foster the development of communities of learners (Brown &
Campione, 1994; Cognition and Technology Group at Vanderbilt, 1994) because
they promote critical thinking and reflection skills.
We apply these theoretical tenets to the task
of model construction as an opportunity to understand complex systems. When
students build and test models of familiar natural phenomena, using supportive
cognitive tools, in authentic and interesting contexts, with the support of
their peers, they may be able to test and refine their mental representations and
understandings of that system. What follows, then, is a description and
rationale for strategies incorporated into Model-It, strategies intended to
support model building and testing processes.
In designing software for education, we are
mindfully designing for learners.
In the Highly Interactive Computing (HI-C) group at the University of Michigan,
we have formulated a rationale for learner-centered design (LCD) (Soloway, Guzdial, & Hay, 1994; Jackson,
Stratford, Krajcik, & Soloway, 1995; Soloway, Jackson, Klein, Quintana,
Reed, Spitulnik, Stratford, Studer, Jul, Eng, & Scala, to appear). Learners
are also users, so the principles of user-centered design certainly apply
(Norman & Draper, 1986). [1] However,
user-centered design guidelines are not sufficient to address certain unique
needs of learners, such as intellectual growth, diversity of learning styles,
and motivational needs. For example, learners should have software available to
them that represents information in a familiar way, but that also helps
introduce them to more professional or symbolic representations. By designing
software to support learners' growth from apprenticeship towards mastery, we
create an environment that is learner-friendly.
The central claim of LCD is that software can
incorporate learning supports - scaffolding - to address the learner's needs. Scaffolding is
important because it enables the learner to achieve goals or accomplish processes
that would not normally be possible and that are normally out of reach
(Vygotsky, 1978; Wood, Bruner, & Ross, 1975). Vygotsky said that these
goals or processes are in the learner's zone of proximal development. This concept is variously expressed as enabling the
learner to engage in out-of-reach activities; having a "knowledgeable
other" or "more capable peer" to bring the learner along; having
something or someone "share the cognitive load." The choice of goal
and process is equally important. We want to scaffold tasks, such as modeling,
that are rich learning experiences. The environment in which the learning takes
place, such as that provided by a computer program and/or a classroom, also
contributes to the scaffolding and to the value, or lack thereof, of the
learning experience.
Scaffolding strategies can be implemented in
many ways. Software-realized scaffolding strategies for supporting programming
include coaching, communicating process, and eliciting articulation (Guzdial, 1993;
1995). In a recent paper, we described a general framework for
software-realized scaffolding (Soloway, Jackson, Klein, Quintana, Reed,
Spitulnik, Stratford, Studer, Jul, Eng & Scala, to appear). In this
article, however, we will focus on the following three scaffolding strategies
that we have identified as particularly appropriate for supporting model
building and testing:
In this section, we describe the Model-It
program, and explain how each of the different scaffolding strategies were
implemented in Model-It (see Table 1).
Scaffolding Strategy |
Model-It Implementation |
Grounding in Experience and Prior Knowledge |
|
Bridging Representations |
|
Coupling Actions, Effects, and Understanding |
|
Table 1: Scaffolding strategies and their
implementation in Model-It
The primary task of creating a model is to recreate
the phenomenon (or some part of it) in such a way that the structure and
behavior of the model reflects the phenomenon itself. The objects and
relationships that the learner sees and experiences in the world must somehow
be re-represented within the modeling environment. To assist the learner in
making the transition from what she already knows of the world over to
computerized model representations, Model-It provides a set of pre-defined
high-level objects (e.g. stream,
macroinvertebrate population, golf course) with which she can build a model [2] . These "physical" objects provide a close
conceptual match with the learner's knowledge representation of the domain, in
contrast to an expert's knowledge representation which might consist of
domain-independent input, output, function and state primitives. In effect, the
modeling environment situates the model in the prior knowledge and experience
of the learner.
Objects are represented visually with digitized
photographs and graphics. Figure 1 shows the Simulation Window of Model-It,
with the stream object already in place, and below, a palette of other objects
that can be added to the model. Students may also create objects and paste in
their own pictures to represent those objects. The stream is represented by a
photograph of the actual stream the students measured, collected
macroinvertebrates from, and got their feet wet in. This personalized
representation may help to create an authentic context through which the activity
has meaning.
Figure 1: Simulation Window
To add objects to a model, students select objects
from the object palette (at the bottom of Figure 1 above). Factors of those
objects (measurable quantities or values associated with the objects) can then
be defined, for example, the total phosphates measured in a stream or the count
of a population of macroinvertebrates. Figure 2 shows the Object Editor for the
stream object, and the Factor Factory where the stream's phosphate factor is
being defined.
Figure 2a: Object Editor
Figure 2b: Factor Factory
Next, the student can define relationships
between the factors (to show how the value of one factor affects the value of
another). Model-It supports a qualitative, verbal representation of
relationships, rather than requiring formal
mathematical expressions. Students can define a relationship simply by
selecting descrip tors in a sentence, e.g., "As stream phosphate
increases, stream quality decreases by less and less"
(Figure 3) [3]. This is another example of grounding,
on a conceptual basis–learners create relationships simply by
re-representing them on the screen as English-like sentences (presumably the
language of their prior knowledge and experience). This scaffolding is
important for learners because their knowledge structures and skills don't
initially include the same quantitative command of the concepts that experts
would have. As students discuss the best representation for a relationship,
(e.g., by gathering data, consulting experts, finding reference resources,
etc.), they may construct more sophisticated understandings of that
relationship.
Figure 3: Qualitative relationship
definition: Text View
Model-It also supports a qualitative
definition of rate relationships, in which one factor sets the rate of change
of another factor over time (Figure 4). (The appendix provides a detailed
description of the mathematics behind both types of relationships.)
Figure 4: Qualitative relationship
definition of Rate Relationships
Model-It provides simultaneous, linked textual
to graphical representations of relationships. Given a qualitative, textual definition, the software translates
the text into a quantitative, visual representation; e.g. "decreases by
less and less" is interpreted as shown by the graph in Figure 3. Although
the learner can easily create relationships that are grounded in internal
understandings using the English-language representation, he also is presented
with corresponding, more abstract mathematical representations. These
simultaneous representations establish a bridge between simple and more
expert-like representations.
The same principle applies when switching
from the qualitative text view to a quantitative table view (Figure 5). Now,
the textual representation is re-represented as a table, which can then be
edited to more accurately represent the learner's understanding of the
relationship.
Figure 5: Quantitative relationship
definition: Table View
Model-It also incorporates strategies that will
hopefully provide a bridge from concrete to abstract representations of the
model. Although the Simulation Window
(Figure 1) provides a concrete, semi-realistic representation of the objects
being modeled, the Factor Map presents a more structural and relational (and
thus more abstract) representation of the model (Figure 6).
Figure 6: Visualizing abstract structure:
Factor Map
In the Factor Map, factors are represented by
iconized pictures of the objects, providing a bridge between Simulation Window
and Factor Map representations. The Factor Map view may help students construct
mental representations of the system they are modeling by providing a way to
visualize the relational network of factors and relationships. This view is
interactive–students can rearrange the nodes in a visually meaningful way
and can also make changes (e.g., to create and define a new relationship, one
can simply drag a line from one factor to another).
Once objects, factors, and relationships have
been defined, the student can run simulations with his/her model (Figure 7).
The student selects factors to view during a simulation using meters (vertical
indicators for dependent factors, controls for independent factors) and graphs
(displays of factor values as they change over time). During a simulation,
these meters and graphs provide immediate, visual feedback of the current state of the simulation. Students can directly
manipulate current factor values even
while the model is running, and immediately see the impact. The student both
provides and experiences interactive feedback with the model. "What
if?" questions are generated and answered nearly simultaneously;
hypotheses can be tested and predictions verified within moments. This
interactivity may provide opportunities for students to refine and revise their
mental models, by comparing the interactive feedback they initiate and receive
with the feedback they expected to receive. This interactivity may also support
students with low motivation and short attention spans and provide
opportunities for engagement for students who would otherwise be uninvolved.
Figure 7: Running a simulation
In order to gain some sense of Model-It's
utility and effectiveness, and to explore whether our scaffolding strategies
made modeling accessible to high school students, we pilot- and
classroom-tested the software. These were our research questions:
[1]All
of the interface components of Model-It are implemented through the graphical
user interface (GUI) of the Macintosh. We use GUI components like windows,
lists, pop-up menus, buttons, sliders, and editable text boxes. Sliders can be
used to set initial values and change values while the model runs; new factors
are automatically entered into lists and pop-up menus, object pictures can be
cut and pasted, etc. In addition, the positioning of pop-up menus is carefully
chosen, particularly in the Relationship Maker window, in which the menus are
part of the sentence at the top of the screen that defines which factor affects
which other, and the sentence going down the right of the screen that defines
which qualitative relationship to use (e.g., Figure 3). Instead of having to
remember and/or type in the names of factors repeatedly, students can quickly
pop up menus to find what they're looking for. Instead of having to laboriously
type in data points, they can quickly define a relationship's graph by clicking
on the graph itself (Figure 5).
[2]Model-It can be used to build a wide range of
process flow models; for our preliminary classroom study we chose the domain of
stream ecosystems. In our description of the program, we use examples from this
domain.
[3]Stream quality refers to a
standard index called the Water Quality Index (WQI) developed by the National
Sanitation Foundation (Mitchell & Stapp, 1994). The WQI is determined by nine
tests: dissolved oxygen, fecal coliform, pH, biochemical oxygen demand,
temperature, total phosphate, nitrates, turbidity, and total solids. Associated
with each test is a weighting curve chart which converts the value of the test
into a 0-100 scale Q-value, indicating the impact of that test result on the
health of the stream. The WQI is calculated as a weighted average of the
Q-values for the nine tests, giving a measure of the overall stream quality.
Model-It
is designed to be used within a project-based science classroom (Krajcik,
Blumenfeld, Marx, & Soloway, 1994), a method of science instruction that
focuses on students doing inquiry. We are working with science teachers at a
local public alternative high school who are developing a new project-based
curriculum called "Foundations of Science," in which computing
technologies are routinely used, and the subject matter of earth science,
chemistry, and biology are combined within the context of meaningful, long term
projects. The high school is "alternative" in the sense that
community-based and innovative instructional techniques are encouraged, and
that students must apply and be accepted in order to attend. The students in
the studies reported here were generally Caucasian, primarily middle- to upper
middle-socioeconomic class, and of average to above average ability.
The
ninth and tenth grade students who took this class were engaged in a long-term
project investigating the question "How safe is our water?"
Specifically, they studied a tributary of a local river that flows near the
school, collecting a variety of data to determine the quality of the water.
Because this water eventually ended up in their drinking fountains, the
question was likely to be motivating and personally meaningful to the students.
Their project investigations also included using various technologies to
conduct and report detailed biological, physical, and chemical assessments.
Model-It
has been used three times with a Foundations of Science class of 22 students.
First, we pilot tested the software with six ninth grade students from the
class, and then we used the software twice in the classroom – once as the
ninth grade final project, and then again by the same students early in the
fall of their tenth grade. Table 2 describes the dates, students, time frame,
and data collected for these studies.
Dates |
Study |
Students and Time Frame |
Data Collected |
Early spring |
Study 1, pilot |
6 selected ninth grade students (2 pairs, 2 individuals), 1.5 to 2 hrs. each, during one session |
Video/audiotape of training and practice sessions; models |
Late spring |
Study 2, classroom |
22 ninth grade students (working in pairs) for four 50 minute class periods. |
Video/audiotape of students using Model-It; models |
Early fall |
Study 3, classroom |
22 tenth grade students (same students, working in pairs) for over one week. |
Same as above, plus post- interviews |
Table
2: Model-It Studies, Subjects, and Data
In each
case, the students used Model-It to construct and test models of stream
ecology. They collaborated with partners on open-ended projects in which they
built models of their own design to represent their choice of particular stream
phenomena. They were given several general scenarios from which to choose,
including the option to create their own scenario. One scenario suggested a
land use practice model of the impact of golf courses or parking lots on stream
quality. Another suggested modeling the relationships leading to cultural
eutrophication and algae blooms. The Factor Map, as described above, had not
yet been implemented for these three studies; however, students were encouraged
to draw conceptual maps representing their models to help them design and
visualize the overall organization and structure of their model. Following is a
more detailed description of each study.
For the
pilot study, we worked with six students individually or in pairs, for 1.5 to 2
hours each during one session. We first asked the students to brainstorm about
the objects, factors, and relationships in a stream ecosystem with which they
were familiar. Then we briefly demonstrated the program to the students by showing
them how to build and test a few simple relationships, and finally (for the
major time of the session) suggested that they add more factors and
relationships to the model, based on what they already knew about stream
ecosystems. A researcher sat with the students to answer questions, to prompt
the students to talk about what they were doing, to take notes, etc. Our main
focus was to evaluate Model-It's learnability and to identify potential sources
of confusion for students. The Study 1 data consisted of a transcribed
videotape of each session, along with the models students created during those
sessions.
In the
first classroom testing of Model-It, 22 students used the program for four
class periods of 50 minutes each. They used a study guide during the first
three days, to help them learn to use the program to make models. Working
through the guide in groups of two, students created models with qualitative
immediate and rate relationships, wrote explanations for their relationships,
made predictions about the behavior of the resulting models, explored their
model's behavior by manipulating independent factors, and wrote explanations
about the behavior they observed. On the fourth day, they constructed a model
of one of several proposed scenarios: benthic macroinvertebrates as indicators
of water quality; stream phosphate and algae "blooms"; land use
practices and their impact on the stream; or an open-ended design of their own
choice. During the fifth and final class period, the students discussed their
models with the class and with each other. Study 2 data consisted of
transcribed videotape of two pairs of students using the software for all 4
days. The video track recorded the computer screen output, while the audio
track recorded the students' conversations. All of the models that students
created on the fourth day were also saved.
Early
in the fall of the following school year, the second classroom testing
occurred. The same 22 students, now tenth graders, used another prepared guide
designed to introduce them to some added functionality of Model-It
(specifically, the run-time graphs), and to give them some experience with
creating and using population objects and setting up predator/prey models. All
students worked for two days on the prepared guide, in groups of two, and then
four groups of two and one group of three used Model-It for several more days
to construct models of their stream's quality and how it had changed since the
previous year. Study 3 data consisted of audio/videotape for one pair and one
trio, similar to that obtained in Study 2. We also saved the five models
produced by the five groups.
Our
method and data analysis to date has been formative; in looking at and
analyzing the various data sources (models, tapes, interviews, and log files),
we have attempted to identify themes related to models and modeling, and
scaffolding in action. We chose models and conversations from among the three
studies for their illustrative value rather than their representative value.
We
begin with an evaluation of the models that the students actually created with
Model-It. For all three studies, we looked to see if the models that students created
were generally reasonable, that is, if the relationships defined were
scientifically accurate and appropriate, and if the model worked to illustrate
the intended scientific phenomena. For Study 2, we conducted a more formal
evaluation, judging qualitatively for accuracy, complexity, and completeness.
To give the reader an idea of what kinds of models were constructed, Figures 8,
9, and 10 show Factor Map representations [1] of models from
each of the three studies.
Figure
8 shows a typical model from the pilot testing. The student who built the model
in Figure 8 started with some chemical factors of the stream, then created
relationships to show how these factors affected various populations of
organisms that live in the stream (bacteria, mayflies, and midge flies). She
created and tested this model in about an hour. There are a few errors (e.g.,
the relationship from midge fly count to stream quality is in error because
macroinvertebrate counts are indicators of water quality, not components of
it); overall, however, the model is sound.
Figure
8: Factor Map representation of a model created by a student in Study 1.
Figure
9 shows one of the better models from the fourth day of the first classroom
testing. The pair of students who created this model chose to represent the
impact of a golf course on a stream ecosystem, by showing how fertilizer runoff
from golf courses and fecal matter deposited by geese living nearby can affect
water quality. As Figure 8 indicates, their model also showed how a change in
water quality could affect a population of mayfly larvae in the stream.
Figure
9: Factor Map representation of a model created by a pair of students in Study
2.
We
conducted a more formal assessment on the models in this study, since we had a
decent sample size (12), and since the models were more varied and interesting
than in the other two studies. We evaluated the models, judging qualitatively
for accuracy and completeness. We used a continuous scale from 1
("poor") to 4 ("excellent"), with a poor rating given to a
model with few or no accurate relationships or factors, and an excellent rating
given to models which accurately represented the modeling scenario without
errors. Models rated 2.5 or above were judged to be "accurate and
reasonable," even though they might be imperfect or incomplete in some
way. The model in Figure 9 was judged an excellent model, because the
relationships were reasonable and accurately represented that group's chosen
scenario (potential human impact on stream quality).
According
to our assessment criteria, two-thirds of the groups in Study 2 created reasonably
good quality models (quality rating 2.5 or above). The average rated model
quality was 2.6 with a low of 1.5 and a high of 4. Most groups were able to set
up at least three reasonable relationships in their model. Some models
contained errors in the way relationships were defined. For example, one common
error was to confuse a population's rate of growth with its count. A few had
relationships that were backwards, contradictory, or that made no sense;
however, for the most part, students were successful in their model creation
efforts.
Figure
10 shows a typical model from the second classroom testing. Students spent
several days on the task assigned by the teachers: to build a model of stream
quality, showing its effect on various populations of macroinvertebrates, and
including an outside factor to account for differences in data from last year
to this year. All groups chose rain as the outside factor, indicating different
ways that rain could cause more pollutants to be washed into the stream,
thereby lowering water quality. All the groups' models looked somewhat similar,
and generally reflected valid scientific relationships. The main variation
between models was the accuracy with which students created the relationships
to stream quality; groups that were most concerned with accuracy used the
quantitative "Table View" in order to construct relationships instead
of the qualitative "Text View."
Figure
10: Factor Map representation of a model created by a pair of students in Study
3.
We
examined the videotapes and interview transcripts for scenarios that were good
examples of typical model building and testing activities, or in which a
particular scaffolding strategy seemed to be particularly salient in the
students' conversations and actions with the computer. We listened to what they
were talking about and watched what they were doing as they constructed a
model, watched and listened as they tested their models, and considered the
supportive role of the software in those activities.
We
report our results as an illustrated commentary of students creating models in
a scaffolded learning environment, and draw freely from all three studies for
our analysis (indicating the source for each illustration in parentheses). For
each section, we state the research question, some answers to the question, and
then present some illustrations to support our analysis.
Did
the process of building and testing models help the students develop their
understanding of complex systems? We find evidence for the following:
1) building models leads to refining and articulating understanding, 2)
building and testing leads to model extension, 3) testing leads to the
discovery of flaws in models or suggests refinements, and 4) building their own
models is motivating for students. The following examples illustrate these
findings.
During
the process of constructing models, students often found that they had to
refine their understanding of a phenomena in order to represent it. They might
at first say just that X is related to Y, but the act of defining that
relationship required its further articulation. To refine their understanding,
students engaged in thoughtful discussion, and referred to the field manual to
learn more about the phenomena they were trying to model.
"Now
I need to get oxygen in there. [looks in manual] Sunlight affects oxygen.
Phosphates affects oxygen. `Cause phosphates make plants grow out of control,
and then they eat all the oxygen. I think. [reading from total phosphate
description in manual] `Also decreases the number of pollution...' Okay. The
dissolved oxygen level goes down as phosphates go up. So." (Study 1)
Given
an open-ended project, we also saw that the process of building and testing a
model inspired students to extend their model. For example, when a student and
her partner lowered the phosphate to 0 while testing their model, the student
commented that the change in phosphate should affect all living things in their
model, so she suggested that they add one of the macroinvertebrate populations
to represent that phenomena. This phenomenon is also illustrated in Study 2,
when two students had been testing their model, and, with several meters still
displayed on the screen, student A suddenly expressed a series of ideas about
several more factors and relationships that could be incorporated into their
model:
A: So
we could make a direct relationship thing. We could put, we could add insects,
and then we could make a relationship between phosphate and insects. ... Yeah!
and then the more insects the better the stream quality, I suppose we could
put, yeah.
B: It
depends on what taxa.
Both
examples illustrate that when students are engaged in building and testing a model,
we see them coming up with ideas as to how their model can be extended or
improved.
Examination
of students' testing strategies suggests that testing often led to possible refinements
or to the discovery of flaws in their model. For example, one group had
erroneously defined factors (bacteria and algae) that had already been
pre-defined as objects. When they tested their model, they observed behavior
that didn't agree with how they thought it should work, and consequently
discovered their error. Another group, while testing their model, realized that
it would make sense to link two of their unrelated factors together by creating
another relationship, so they went back and defined the new relationship. In
both of these examples, the students discovered flaws or found areas for
improvement while they were testing their model.
The
open-ended modeling tasks that Model-It supports gave students the flexibility
to branch off and explore different topics, and to express their own
understanding of various phenomena. For example, to demonstrate land use
impacts, students C and D chose to incorporate the golf course object into
their model, and show how factors of the golf course might affect the stream
and the organisms living in it:
D:
Let's use that one.
C: The
golf course?
D:
Yeah, we haven't used that one yet.
C: How
the golf course affects what, though?
D: How
the golf course affects, um, bacteria.
C: Too
hard.
D: It's
easy. Because the golf course, a lot of geese are on the golf course, and the
geese feces go in the water.
C: Oh,
and it affects fecal coliform
D:
Which in turn affects the bacteria, and the fecal coliform grows on bacteria.
C:
Okay, where do you want the golf course?
D:
Right there.
This
opportunity to build their own models was extremely motivating; students
displayed excitement and enthusiasm throughout the model building process. For
instance, once students C and D had completed their initial goal of
representing the golf course impact, they branched out on their own to create
another relationship, from the stream quality to the mayfly population. They
expressed pride in their model, and called the teacher over to show it off to
her. (Figure 9, above, shows the factor map of their final model.) The next
day, in class discussion, they proudly and excitedly described how their model
worked (unfortunately, the transcript text does not do justice to the students'
high level of participation and animation):
[Teacher
draws a map of their model as they talk]
C: The
size of the golf course affected the geese, the number of geese...
D: The
more land there is the more geese... And the more geese the more fecal coliform.
C: The
golf course size affected nitrates and phosphates...because the bigger golf
course has more fertilizer and fertilizer has nitrates and phosphates in it.
Teacher:
Do you have any [relationships] going to quality?
C: Well
I'm getting there, okay? This is complicated! Okay, fecal coliform goes to
quality, phosphate goes to quality, nitrate goes to quality... And then the
quality went to rate of growth.
Teacher:
Why?
C:
Because the better quality...
D:
There is the more mayflies can grow. And then the growth went to count and the
decay went to the count.
[1]
These Factor Maps were created by researchers using later versions of Model-It,
as an aid to visualizing the models students built.
How did
the scaffolding strategies support students in their modeling activities? Here we present
a number of examples to illustrate how the scaffolding strategies of grounding,
bridging, and coupling supported students' modeling efforts. Each scaffolding
strategy is discussed in terms of its Model-It implementation.
Digitized
photographs and graphics. The digitized photographs of a familiar place and the
graphics used in the Model-It learning environment seemed to provide a
grounding around which students could talk and think about the real stream
ecosystem. Seeing pictures of the stream from which they collected data seemed
to help them think of relationships they could model. We also saw a number of
instances of the students wanting to place objects in a visually appealing and
"realistic" way. In the following three examples, we illustrate how
the digitized photographs and graphics help ground the students in their prior
knowledge and experience.
Example
1: (Study 1) Students identified with the photorealistic
graphics. The graphics also seemed to inspire them to use objects they already
knew about. For example, one student saw the stream photo, and decided to build
a model of "how our stream was when we tested it." She then proceeded
to set the factors to the values she remembered from those real-world tests to
see what would happen in her model. Her decisions about what modeling
activities to pursue were grounded in her own prior knowledge of stream
factors.
Example
2: (Study 1) Example 2 illustrates how the photorealistic
graphics provide a grounding in prior knowledge. This student referred to the
stream photo while brainstorming:
"...Or
since this one's [referring to the stream] by a road, roads can have pollution,
they have things from the car like oil, lots of salt from the road can get in,
and that can change what's in it,..."
Example
3: (Study 2) In this conversation, students E and F are
beginning a new model. They are manipulating the objects in the environment,
placing them in visually appealing places, and commenting on the appearance.
Notice that student F comments that she wanted the object placed where "it
looks real," and then said the placement was "pretty good."
Student E had some fun placing the parking lot object in the portion of the
stream picture where there was water.
E:
[clicks on drainpipe object, moves cursor around on stream ecosystem picture]
F: Put
it somewhere really nice ... so it looks real.
E:
[still moving cursor around]
F: Where
we had it before, click like right there, see what it looks like.
E:
[Clicks on the right-hand side of the picture]
F: That
looks pretty good.
E: I've
always wanted to do this. [selects the parking lot object and places it in the
water area of the picture]
F: Why?
E:
Right in the middle of the stream. That's funny!
The
video/audio data of other students showed a number of instances of students
placing, removing, and re-placing objects in slightly different positions,
often commenting on whether one place was more visually appealing than another.
Recalling
that the picture of the stream was a digitized photograph of the actual stream
site where they performed water quality testing, we felt that students' mindful
manipulation of on-screen objects gave some indication of how closely they
related to those objects in the Model-It environment. The photorealistic images
and graphics they saw on-screen were grounded in their own real-life experience
and prior knowledge.
Qualitative
representation of relationships. The qualitative representation of
relationships in the Model-It environment allowed students the opportunity to
construct relationships. Students seemed comfortable expressing themselves
qualitatively. The qualitative text view appeared to help them think about
defining relationships and appeared to enable them to construct complex
relationships quickly. The analysis suggests that representing a relationship
qualitatively is much closer to the way students seem to naturally think and
express themselves than is representing a relationship quantitatively or
mathematically. The following two examples are illustrative.
Example
1: (Study 2) In this example, reading the qualitative
sentence out loud helped the students realize a mistake and think of a better
way to define their factors. Students C and D had previously defined a
"golf course" factor of the "Golf course" object, a
definition that probably doesn't make sense. Here they were looking at the
Relationship Maker, and constructing a rate relationship between "Golf
course:golf course" and "Bacteria:count."
C:
[reading from the screen] "At each time step, add golf course to bacteria
count"
[pauses
and moves cursor back and forth, tracing over the words "Golf course:golf
course"]
C: Wait
but it should say like golf course .. `size' or something. Wait we did that one
thing wrong.
D:
Yeah. [they go back to the Factor Factory and change the name of the `Golf
course: golf course' factor to `Golf course: size']
C: [now
in the Object Editor] So the object is a golf course, the factor of the golf
course [pointing with the cursor to the word `size']–see we could have
different factors–like we could have `number of geese.'
Student
C, reading out loud from the screen, suddenly realized that the factor is not
the object itself, but is something related to the object. He may not have
reached this realization as quickly had he not been reading the qualitative,
verbal representation of the relationship on the screen. Not only did he find
his error, but later on he showed a better understanding of factors by
proposing another golf course factor – geese.
Example
2: (Study 2) In this example, we see students C and D
each contributing ideas to the model they were building, ideas that were
incorporated into the model in short order. They seemed to be comfortable
expressing themselves qualitatively, and, using the qualitative definition of
relationships, they were able to build complex relationships very quickly.
C: As
geese increases fecal coliform increases at about the same. [saves geese ->
fecal coliform relationship] And then if we want, do you want, it won't take
long to put in nitrates.
D:
Okay.
C: We
can add that in. [closes Relationship Maker]
D:
Cause that's part of fertilizer...
C:
Cause that's part of fertilizer, yeah. So we go to stream [opens Factor
Factory] okay...let's see...nitrates N I T nitrates. [types name into Factor
Factory]
D:
Lesser and lesser.
Within
the next 2 minutes they proceeded to construct a relationship from `Golf course:
size' to `Stream: nitrates' and one from `Stream: nitrates' to `Stream:
quality.' This was accomplished by opening only 2 windows, pulling down 6
menus, and pressing 6 buttons. The relationships they understood from their
prior investigations in the stream seemed to translate easily and quickly into
the qualitative representations in the modeling environment.
Pre-defined
high-level objects. The pre-defined high-level objects in Model-It
provided students with simple and accessible manipulatives, as opposed to
low-level programming primitives. Students had little trouble learning the
object-oriented environment and the high-level building blocks of objects,
factors, and relationships; in fact, the object-oriented representation seemed
to correspond well with the way students expressed their understanding and with
what they already knew.
Example
1: (Study 1) Talking about objects, factors, and
relationships seemed to come naturally for students. In Study 1, in the
brainstorming session before they had ever been introduced to the program,
students could list factors of the stream ("oxygen, total solids, insects,
all those nine chemical tests") and describe relationships ("colder
water has more oxygen, and warmer water has less oxygen"). We see then
that the modeling vocabulary used in Model-It is grounded in familiar language
of students and thus supports their modeling efforts.
Example
2: (Study 2) Students referred to multiple causal
relationships in various ways, sometimes as `chains' or `hooks.' Here students
E and F were working on their model (drainpipe discharge affects stream
phosphate which affects stream quality), and were in the process of writing
down an explanation. Student E talked through a causal relationship, suddenly
realizing that all of them are related causally.
E: High
growth rate is caused by phosphorus which increases plant life which decays and
they feed on it.
F:
Yeah.
E:
Whoa! We got a whole chain here.
F:
That's it! That's it!
The
student's reference to a "chain" is an indication that she was
thinking about the objects in the stream as "things" that could be
physically connected. She related her perception of the multiple relationships
to her prior experience with chains and links, which gave her a way of thinking
about Model-It relationships.
Textual
and graphical representations of relationships. Providing both
the text and graph views of relationships may scaffold learning; we saw
students using one representation to help them interpret the other. This helped
them connect unfamiliar representations with familiar ones, promoting
sense-making and connection-building.
Example: (Study 1) This
student, thinking out loud, is trying to decide which relationship to choose
between two factors. She initially tries to think it through using the
qualitative words, but, finding them inadequate, turns to the more quantitative
graph at the right of the Relationship Maker window. This helps her verbalize
the relationship and make a decision.
Should
we say more and more. Cause it gets more... I don't really understand that one.
More and more. Should we say more and more? Well, let's look at the graph
thing. If the stream temperature is like, really high, then it [oxygen] starts
going down.
In this
case, the student used the graphical relationship to confirm her thinking that
the textual representation "more and more" might be an appropriate
qualitative definition for the relationship. We expected the opposite, that the
text view would be used to interpret the graphical view. Perhaps, then, the
simultaneous representation of the relationship both as a verbal sentence and a
mathematical graph forms a bridge between whichever representation the student
is more familiar with, to the less familiar one.
Qualitative
and quantitative definition of relationships. The qualitative
and quantitative definitions of relationships helped students make connections
between commonsense and more abstract ideas. Students were able to use
whichever representation suited their abilities or goals. When the verbal
representation suited them, they used it to define their relationships; where
they perceived it to be inadequate to express their understanding of the
relationship (particularly as it related to accuracy), they used the more
quantitative table view.
Example: (Study 2) In
Study 2, students were not given any instructions in the guide as to how to
make quantitative relationships with the table view; consequently, most
constructed their models with the qualitative text view exclusively. However,
one student was dissatisfied with the levels of accuracy possible with the text
view (since he was trying to re-create graphical relationships pictured in his
water quality manual), and, on his own, discovered the table view. With this
more quantitative representation, he created relationships that more closely
matched his understanding of those relationships.
Concrete
and abstract representations of the model. Providing
students with both concrete and abstract representations of models may give learners
different ways to think about their model and help them transition from novice
to expert representations. Students sometimes arranged meters on the screen to
represent the underlying structure of the model. Instead of placing meters
randomly on the screen, they placed them in a (left-to-right) order that
indicated how objects to the left caused changes in objects to the right.
Example: (Study 2) In
this example, the initial random arrangement of meters on the screen didn't match
this student's mental representation. She decided to try to create a closer
match by rearranging them in the order of causality which, in effect, became
for her an abstract representation of the model. Here, she had 6 meters up on
the screen, randomly placed (oxygen, fecal coliform, bacteria, quality, algae
and phosphate, placed somewhat lower than the others). She moved the phosphate
meter up to the same level as the others. Then,
"We
should have this in the order that it goes. [begins moving meters] Drainpipe
discharge [moves discharge to the far left position] Discharge affects
phosphorus [moves phosphorus to right of discharge] Phosphorus which affects
algae [moves algae to right of phosphorus] which affects bacteria [moves
bacteria to right of algae] which affects oxygen [moves oxygen to right of
bacteria] which affects .. we don't need fecal coliform for this."
Although
the student had already constructed the model, and probably knew what
relationships she had built into it, she still found it useful to be able to
rearrange the meters to visually represent the structure of the model on the
screen.
Direct
manipulation of factor values while a simulation is run. The opportunity
to manipulate the factor values directly while the model is running provides a
link between the learner's cognitions and the model. Meters provide a speedy
way to test out a hypothesis; students used information from the meters to
explore how their model worked and to verify its operation. We also saw that
the visual feedback allowed students to evaluate their model and compare its
behavior with their expectation or prediction of how the model should behave;
in essence, they compared the behavior of their Model-It model with their
mental model.
Example
1: (Study 2) Sometimes manipulating a meter in an
interactive testing process helped students to understand the model's behavior
in a way that went beyond just understanding the individual relationships. In
this example, two students had just been testing their stream quality model
(see Figure 9), watching how the quality affects the population of the mayfly
larvae. One of the students was slowly increasing the size of the golf course
(larger golf courses put more fertilizer in the stream which lowers the quality
which adversely affects the mayfly population). He had an idea that the
population of mayflies should thrive, until the golf course reaches a certain
larger size, above which the mayflies would die off:
[The
Golf course: size is very small, and he increases it to 38 (on a `scale' of 1
to 100 acres) Various factors in the stream increase or decrease, but the
mayfly population stays high.] "The mayfly count still goes up. You have
to have a golf course over that many, over 50 acres" [as he increases it
to 51]. [The stream quality drops further, and the mayfly count immediately
starts decreasing as the model runs.] "Jeez, look at it go!"
By
manipulating the model he created, in a few moments he was able to form and
verify a hypothesis that there existed a critical golf course size, above which
the impact upon the mayfly population would be much larger.
Example
2: (Study 2) Manipulating meters and receiving immediate
feedback led to students being able to verify their models very easily. In this
example, two students had been creating relationships between drainpipe
discharge, phosphate levels, and stream quality. Here is one student's
interaction with the program, as she verified that the model worked as she
thought it should:
See,
look, watch. Now if I move this down, this will go down, and that will go up.
[Discharge and phosphate meters go down, stream quality goes up] Now if I move
this up, this will go up and that will go down. [Discharge and phosphate meters
go up, stream quality goes down]
This
short episode embodies all of the possibilities of Model-It. She phrased her
statements in the form of predictions; using the meters provided by Model-It,
she generated and tested four simple predictions as to how her model would work,
and, receiving immediate feedback, confirmed not only that her predictions were
correct but that her model was working according to her own mental model.
Example
3: (Study 2) The students used meters and graphs in
various ways to understand how their models worked. Students G and H had
already figured out that their model properly implemented phosphate's and fecal
coliform's effects on stream quality. They removed one meter (stream quality)
in order to check other relationships and gain a better understanding of how
their model works.
[Phosphate,
quality, oxygen, and fecal coliform meters are showing on the screen.]
G: Say,
let's close stream quality.
H: Um
hm.
G: [The
student removes the quality meter.] Now let's see what happens. It's running. It
doesn't have any effect on them.
H: It
does! Well, let's see, fecal coliform...
G: It's
true because we're trying to see if it has an effect on these and it doesn't
have any effect on this, see? [Student displays slider for fecal coliform, and
moves it up and down. None of the meters change]
H:
You're right, you're right, it has no effect whatsoever. ... This isn't a very
complex model, so far, because we have no other relationships besides to
quality.
By
removing one meter from the screen and running one additional test with the
meter, these students accomplished two critical modeling activities. First,
they were able to focus their attention on three particular factors. Second,
they were able to obtain information that allowed them to find out how one of
those factors affected the others (and in fact, they found out that it didn't).
Real-time,
visual feedback of the effect of user's changes in factor values. The real-time,
visual feedback provided by the Model-It meters while the learner changes values
provides a scaffold that allows the learner to visualize the behavior of the
model as it runs. Often, in the process of testing their model, students were
led to further exploration and expansion which could be implemented quickly;
the testing process revealed students' understanding of the behavior of the
phenomenon in real life.
Example
1: (Study 1) In this example, we see a student talking
out loud while watching the meters as her model ran. (Figure 8, above, shows a
representation of her model.) She was comparing what she saw happening on the
meters with what she thought should be happening, evaluating the level of each
factor as she read it off the meter. She seemed able to explain her reasoning
as to why a particular factor was at a good, bad, or "okay" level.
Implicit in her remarks was the stamp of approval upon the whole model she had
built – she was obviously happy with it. She explained what she was
seeing on the meters as she ran her model:
"The
fecal coliform is at an okay level, so the oxygen is at an okay level. Oxygen's
actually at a really good level. And that means the mayflies can thrive in it,
so the mayflies are just having a picnic, and they're all growing. The stream
quality is really good because there's lots of mayflies,[...] The midge fly
count is 0 which is really good because midge flies show bad conditions.
Bacteria count is going down to 0 and that's good, because, you don't need it,
well, I mean, you need bacteria, but this is sort of an extreme. And the stream
phosphate is down a lot, it's down to a decent level."
The
ease with which she could play "what if" games emboldened her.
Knowing that there was no real cost, she described several experiments that
would be impossible in real life, experiments that could be
"dangerous":
"And
then, this'll be fun, I know, I want to start playing around, and you can make
just the most dangerous thing in the world, I mean just like, tons of midge
flies, and lots of runoff, and... this'll be just totally dangerous."
The
real-time visual feedback appeared to provide a scaffold for visualizing the
model's behavior, and also provided opportunities to experiment with what-if
situations, even implausible situations.
Example
2: (Study 2) The real-time visual feedback allowed model
testing and expansion to proceed without interruption, and stimulated model
expansion. In this example, these students were testing a partially complete
model. During their testing, they used the meters to try different values of
golf course size, and in the process realized that the size of the golf course
should also affect the number of geese on the golf course. So the testing
process with immediate feedback helped them think of additional relationships
that could be constructed. One said,
"So,
golf course size affects golf course geese. Yeah, we can do it. As golf course
size increases, geese increases by about the same." [they subsequently put
the relationship `Golf course: size' affects `Golf course: geese']
Example
3: (Study 3) At times the interactive nature of the
meters and graphs resonated with the students' own experiences that they were
immediately able to relate what they saw on the screen with their real life
knowledge. Students I and J were working through the guide, exploring rabbit
population growth.
I:
[reading from guide] `Start the simulation and raise the rate of growth to
point 6.' OK
J: Go.
I:
Wait. OK. Start. And I want it to be ... point 6. [student moves slider on
Rabbit rate of growth to 0.6]
J: Yes.
[as the model runs, both watch the graph of the Rabbit count go up sharply]
I: Whoa
the rabbit count is--whoa they're multiplying like rabbits!
J: Ha
ha.
The
feedback they received from their action was immediately related back to their
prior knowledge about how rabbits multiply in the `real world.'
Since
the time this data was collected, several new features have been implemented
that should increase the impact of the scaffolding strategies. Students can now
create their own objects with pictures and graphics of their own, including
replacing the stream picture and creating population objects. Also, the Factor
Map has been completely implemented.
Other
future changes to the program have been suggested by the classroom testing. For
example, the data showed that frequent and iterative testing of models as they
were built tended to result in better models. We therefore intend to redesign
the interface to guide the learner towards these testing strategies, either by
providing prompts to test each relationship as they create it or by making the
building and testing cycle more explicit. We also noticed that predicting model
behavior was useful for students, yet they often didn't make predictions before
testing. We intend to scaffold students in making predictions about their
model, and in analyzing and explaining those predictions after testing. Other
future goals include providing built-in checks for common student errors and
supporting a wider range of modeling activities, from an even more qualitative
beginning, to beyond the current level with more advanced types of
relationships. In addition, we would like to support scientific argumentation
by implementing ways for learners to keep track of model "runs," both
for comparison between different versions of a model, and for use in
presentations.
Finally,
there are more long-term goals for research with the software, in which we
consider other tasks that the program might support. For example, we are
looking into networking the software so that students can interact and share
their models. Students might even work on different sections of the same model,
so that their changes affect each other's model. For example, if the students
"upstream" add pollution to the stream, the students "downstream"
might see their organisms dying off. We also plan to integrate Model-It with
real-world data, so that students can generate realistic relationships from
real world data, and can validate their models by comparing simulation results
with data from the real world.
Our
research indicates that with Model-It, students can create working models of
complex phenomena, a task which is usually inaccessible to learners in high
school science classrooms. Influenced by current trends in scientific ecosystem
modeling, Model-It redefines modeling as an object-oriented, initially
qualitative task. The students therefore spent minimal time on the mechanics of
programming a model, and instead used their cognitive energies to concentrate
on thinking about and modeling the phenomena. We have seen the value of this
model building activity in helping students construct, test, and refine their
understanding of complex systems, just as model building helps scientists test
theories and explore their ideas.
Furthermore,
with regard to research and development of interactive learning environments,
this study demonstrates that learner-centered scaffolding strategies seem to
hold promise for the design of educational software in general. The grounding
strategy makes the program accessible by situating activities in learners'
prior knowledge and experience. The bridging strategy, providing multiple
graphical and textual representations at increasing levels of abstraction,
helps learners make connections between what they know and what they ought to
know in order to make progress toward more abstract modeling. The coupling
strategy gives learners an interactive "handle" into their mental
model of a phenomenon, allowing them to quickly generate and answer "what
if" questions, make and test predictions, and run and revise both the
model artifacts in the software environment and their own mental models.
We
would like to extend our great appreciation to the other members of the Highly
Interactive Computing (HI-C) research group, and the teachers and students at
Community High School in Ann Arbor, for their feedback and support. This
research has been supported by the National Science Foundation (RED 9353481)
and the University of Michigan.
American
Association for the Advancement of Science, (1993). Benchmarks for Science
Literacy. New York, NY: Oxford Press.
Blumenfeld,
P. C., Soloway, E., Marx, R. W., Krajcik, J. S., Guzdial, M., & Palincsar,
A. (1991). Motivating project-based learning: Sustaining the doing, supporting
the learning. Educational Psychologist, 26(3 & 4),
369-398.
Bobrow,
D. G. (1984). Qualitative Reasoning about Physical Systems: An Introduction, Artificial
Intelligence, 24:1-6
Brown,
A. L. & Campione, J. C. (in press). Psychological theory and the design of
innovative learning environments: on procedures, principles, and systems. To
appear in L. Schauble & R. Glaser (Eds.), Contributions of Instructional
Innovation to Understanding Learning. Hillside, NJ: Erlbaum.
Brown,
A. L. & Campione, J. C. (1994). Guided discovery in a community of
learners. In K. McGilly (Ed.), Classroom Lessons: Integrating Cognitive
Theory and Classroom Practice, . Cambridge, MA: MIT Press/Bradford
Books.
Brown,
J., Collins, A., Duguid, P. (1989). Situated cognition and the culture of
learning. Educational Researcher, 18(1), 32-42.
Clement,
J., Brown, D. E., & Zietsman, A. (1989). Not all preconceptions are
misconceptions: finding `anchoring conceptions' for grounding instruction in
students' intuitions. International Journal of Science Education, 11(Special
Issue), 554-565.
Cochran,
J. K. and Paul, B. K. (1990). QUAL: A Microcomputer System for Qualitative
Simulation, Simulation, November, 300-3089
Cognition
and Technology Group at Vanderbilt, T. (1990). Anchored instruction and its
relationship to situated cognition. Educational Researcher, 19(6), 2-10.
Cognition
and Technology Group at Vanderbilt, T. (1994). From visual word problems to learning
communities: changing conceptions of cognitive research. In K. McGilly (Ed.), Classroom
Lessons: Integrating Cognitive Theory and Classroom Practice, (pp. 157-200).
Cambridge, MA: MIT Press.
Draper,
F. & Swanson, M. (1990). Learner-directed systems education: a successful
example, System Dynamics Review, 6(2), 209-213.
Feurzeig,
W. (1992). Visualization tools for model-based inquiry. Paper presented
at the Conference on Technology Assessment, Los Angeles.
Green,
D. G. (1990). Syntactic Modeling and Simulation, Simulation, June, 281-286
Guerrin,
F. (1991). Qualitative Reasoning About an Ecological Process: Interpretation in
Hydroecology, Ecological Modeling , 59, 165-20114.
Guzdial,
M. (1995). Software-Realized Scaffolding to Facilitate Programming for Science
Learning. Interactive Learning Environments, 4(1), 1-44.
Guzdial,
M. (1993). Emile: software-realized scaffolding for science learners
programming in mixed media. Unpublished Ph.D. dissertation, University of
Michigan.
Hamming,
R. W. (1962). Numerical Methods for Scientists and Engineers, New York,
McGraw-Hill.
Jackson,
S., Stratford, S., Krajcik, J., & Soloway, E. (1995, March). Model-It: a
case study of learner-centered software for supporting model building. Proceedings of
the Working Conference on Technology Applications in the Science Classroom, The
National Center for Science Teaching and Learning, Columbus, OH.
Karplus,
W. (1983). The Spectrum of Mathematical Models, Perspectives in Computing, 3(2), 4-13.
Krajcik,
J., Blumenfeld, P., Marx, R. W., & Soloway, E. (1994). A collaborative
model for helping science teachers learn project-based instruction. Elementary
School Journal, 94(5), 483-498.
Kreutzer,
W. (1986). Systems Simulation: Programming Styles and Languages, Addison-Wesley,
Wokingham, England
Mandinach,
E. B., & Cline, H. F. (1994). Classroom dynamics: implementing a
technology-based learning environment. Hillsdale, New
Jersey: Lawrence Erlbaum Associates.
Mandinach,
E., & Thorpe, M. (1988). The systems thinking and curriculum innovation
project (Technical report ).
Mandinach,
E., & Cline, H. (1992). The impact of technological curriculum
innovation on teaching and learning activities. Paper presented
at the American Educational Research Association.
Miller,
R., Ogborn, J., Briggs, J., Brough, D., Bliss, J., Boohan, R., Brosnan, T.,
Mellar, H., & Sakonidis, B. (1993). Educational tools for computational
modelling. Computers in Education, 21(3), 205-261.
Mitchell,
M. K., & Stapp, W. B. (1994). Field manual for water quality monitoring:
an environmental education program for schools. (8th ed.).
Dexter, MI: Thomson-Shore Printers.
Mokros,
J. R., & Tinker, R. F. (1987). The impact of microcomputer-based labs on
children's ability to interpret graphs. Journal of Research in Science
Teaching, 24(4), 369-383.
Norman,
D., & Draper, S. (1986). eds., User Centered System Design. Hillsdale, NJ:
L. Erlbaum & Assoc.
Roberts,
N. (1985). Model building as a learning strategy. Hands On!, 9(1), 4-7.
Saarenmaa,
H., Stone, N. D., Folse, L. J., Packard, J. M., Grant, W. E., Maleka, M. E.,
& Coulson, R. N. (1988). An Artificial Intelligence Modeling Approach to
Simulating Animal/Habitat Interactions, Ecological Modeling , 44, 125-141
Salomon,
G. (1990). Cognitive effects with and of computer technology. Communication
Research, 17(1), 26-44.
Salski,
A. (1992). Fuzzy Knowledge-Based Models in Ecological Research, Ecological
Modeling , 63, 103-112
Silvert,
W. (1993a). Object-oriented ecosystem modelling. Ecological Modelling, 68, 91-118.
Silvert,
W. (1993b). The distributed derivative: an aid to modular modelling. Ecological
Modelling, 68, 293-302.
Soloway,
E., Jackson, S. L., Klein, J., Quintana, C., Reed, J., Spitulnik, J.,
Stratford, S. J., Studer, S., Jul, S., Eng, J., & Scala, N. (to appear)
Learning Theory in Practice: Case Studies of Learner-Centered Design. To appear
in ACM CHI '96 Human Factors in Computer Systems, Vancouver, B.C.
Soloway,
E., Guzdial, M., & Hay, K. E. (1994). Learner-centered design: the
challenge for HCI in the 21st century. Interactions, 1(2), 36-48.
Swartzman,
G., and Kaluzny, S. (1987). Ecological Simulation Primer, Macmillan
Publishing Company, New York, NY
Tinker,
R. (1990). Teaching theory building: modeling: instructional materials and
software for theory building : The Technical Education Research Centers, Inc.
Vygotsky,
L. S. (1978). Mind in society: the development of higher psychological
processes. Cambridge, MA: Cambridge University Press.
White,
B. Y., & Frederiksen, J. R. (1990). Causal model progressions as a
foundation for intelligent learning environments. Artificial Intelligence, 42, 99-157.
Wisnudel,
M., Stratford, S. J., Jackson, S., Krajcik, J., & Soloway, E. (in press).
Educational technology to support students' artifact construction in science.
In K. Tobin & B. J. Fraser (Eds.), International Handbook of Science
Education. The Netherlands: Kluwer.
Wood,
D., Bruner, J. S., & Ross, G. (1975). The role of tutoring in
problem-solving. Journal of Child Psychology and Psychiatry, 17, 89-100.
Model-It
is designed using an object-oriented approach, which has the advantage of
allowing the independent representation of different objects in the system and
their relationships to each other (Silvert, 1993a, 1993b). Conversely,
traditional ecosystem modeling represents the rate of change of a variable by a
single differential equation, even when that equation involves multiple
variables that may be associated with several different objects. For example,
the rate of change of a fish population might traditionally be described by the
following equation:
d(biomass
of fish)/dt = (growth) + (recruitment) - (reproductive outputs) - (natural
mortality) - (fishing mortality) + (net migration)
Instead,
by using object-oriented representations, we can implement a "distributed
derivative" (Silvert, 1993b) in which each variable's effect on the rate
of change is represented by a separate equation, and the overall effect is
built up as a sum of the effects generated by each variable. The advantages of
this approach are that each equation becomes simpler to create and to
understand, and that the impact of new populations can be easily added to the
system without changing existing equations. The following sections describe how
this approach was implemented in Model-It.
Model-It
provides a constrained control structure – two types of relationships
– with which users can define how one factor affects another. The
functionality of those relationships ("immediate" and
"rate") was carefully chosen to support the basic essentials for
implementing models, so that students can achieve the goals associated with
model building without the overhead of learning complex mathematics or a
programming language.
Immediate relationships are of the form y = f(x); they
are used to define a relationship in which the value of the affected factor is
immediately calculated based on the value of the causal factor. Immediate
relationships represent constraint systems whose mathematical analogs are
collections of simultaneous algebraic equations (Miller, Ogborn, Briggs,
Brough, Bliss, Boohan, Brosnan, Mellar, & Sakonidis, 1993). That is, for a
simulation defined entirely by immediate relationships, the values of all
dependent factors are calculated from the values of the independent factors
(state variables), and define the state of the model. Nothing changes until the
user gives a new value to an independent factor, putting the model into a new
state. This form of modeling permits the simplest exploration of basic modeling
concepts such as chains of relationships (e.g. the sunlight affects the
photosynthesis level, which affects the oxygen production of the plants, which
affects the oxygen level of the stream, which affects the quality of the
stream), and combinations of relationships (e.g. the scenario, in which stream
phosphate and stream oxygen both affect stream quality). Through the use of
immediate relationships, middle and high-school learners can easily define and
explore models may be easily defined and explored to gain an understanding of
basic modeling concepts.
Rate Relationships define feedback equations of the
general form y(t+1)= yt ± x. This equation can also be considered as a discrete
time step approximation of the linear differential equation: dy/dt = ±x, where
x is the rate of change of y. Rate relationships are implemented slightly
differently for objects that represent populations, such as mayflies. For rate
relationships involving populations, we want to take into account the impact of
each organism in the population, so that the form of the equation becomes:
dy/dt = ± (x á n), where n is the count.
For our example, to model the rate of growth (rg) of
the population (n) , the equation becomes: dn/dt = (rg á n). At each time step,
multiply the population's rate of growth by the population's count, and add
that product to the count. This is still a linear differential equation, but
the function it defines is exponential. We present this concept to the user
with a qualitative sentence such as: "At each time step, and for each
Mayfly, add the Mayfly rate of growth to the Mayfly count" (Figure 4). The
user chooses the "sign" of the relationship, either "add"
or "subtract."
Rate relationships provide support for exploring
dynamic, time-based models. They represent the basic flow equations that are
the basis for linear models, the simplest dynamic models used to represent
ecosystems, and the first to be taught in a typical collegiate simulation
modeling textbook (Swartzman & Kaluzny, 1987). The relationship between the
rate of growth and count of a population, in particular, supports the
exploration of the process of exponential growth, without the student having to
first express it as an equation.
To make
calculations based on the relationships, we first convert any qualitative definitions
into quantitative functions [1]. Specifically,
the text-based immediate relationships are converted into the functions
presented by their associated graphs, and scaled to the defined range of values
for each factor; e.g. Figure 3 shows the curve associated with "decreases
by less and less" scaled to the phosphate range of 0 to 10 and quality
range of 0 to 100. The functions are stored internally as 11 data points (for
the 10×10 grid used by the graph view). Linear interpolation between
these points is used to draw the graph, and to calculate the function for
arbitrary input values.
Objects
maintain lists of their associated factors, and factors keep track of their
initial value and current value. Factors also keep track of which relationships
they "cause." When a simulation is running, the Modeler's central
Controller cycles through a loop, such that in each cycle (represented as a
"time step"), it executes two functions:
(1)
Firing relationships – The Controller tells each object in the world to
"fire" its relationships, and each Object passes the message on to
each of its factors, which then fire all of their "causal"
relationships. When a relationship is fired, it calculates a new value for the
affected factor (based on the equations described above), and tells the
affected factor its new value. The affected factor stores the new value in a
list.
(2)
Calculating new values – Once all relationships have been fired, the
factors calculate their new value, if any, from the stored list of new values.
If there is more than one new value in the list (because the factor was
affected by multiple factors), the new values are resolved as follows,
depending on whether the factor was affected by immediate relationships or rate
relationships (the same factor cannot be affected by both immediate and rate):
[1]The growing field of qualitative reasoning
(see Bobrow, 1984 for an overview) suggests an alternative approach in which qualitative
systems are simulated through artificial intelligence techniques such as
constraint propagation and logic-based expert systems.