113 Matching Annotations
  1. Nov 2020
    1. several aspects of ourcurricular materials and changes to our design process relied heavily on theagency of researchers and administrators in order to become enacted.

      What would cause an administrator to change and embrace these ideas?

    2. Why is it that we have a group that came to the table more than once without anyproject complete? We all joined this group knowing what needed to be done, andwhat we had to do. Group 2 had come to the table MORE THAN ONCE withNOTHING!!!...The fact that their last presentation of what they have is simplylessons that they have borrowed from someone else is disgusting. It has created a[sic] understory of resentment and discontent.

      I think this level of frustration often occurs in teacher workshop. Mainly do to some people not fully committing to the goal.

    3. In this sequence of interactions, however, decisions about phenomena werenot motivated by questions students might have, as theStorylinewas intended tosupport. Rather, the sequence was ordered according to teachers’hypothesesabout what concepts would build on one another or be necessary for subsequentlessons. In this respect, teachers’uptake of the notion of coherence was not as theresearchers had predicted.

      Same as earlier comment.

    4. Another teacher questioned whether sucha lesson fit coherently within the group’s section and the uni

      Is the teacher really thinking that, or no concern how to reach the education, institutional or state (Dept. of Ed) goals

    5. Co-design represents an emerging approach within the learning sciences forproducing more usable innovations and for expanding teachers’agency in the processof improving teaching and learning.

      One of the problem with Modern ED techniques and reforms is the high-handedness often show by mentors of innovation.

    1. complished in the doing, the tools used in the doing, and the social system in which the doing takes place. Learning technologies, according to CHAT, are not a medium that unpro

      Which takes more time than we may have with our current education system.

    2. dents. Players designed courses around themes, such as “Give Peace a Chance,” the course that requires players to win without waging war. In each course, players downloaded a common saved game file (created with the editor), took notes on their play, took screenshots illustrating their play, and posted these notes and screenshots in the form of During-Action-Reports. Most reports followed a format of posting a short narrative to

      CIV is a great example of PBL. The victory condition are determine by the style of play. At the begin of the game all conditions are likely, but player choices make some conditions more likely and other very difficult to achieve, Peace and Cultural victories are very difficult. They require a detail knowledge of the game mechanics.

      I'm thinking about variable victory condition for my project as well.

    3. viously participated in a “best of the best” activity in which players used stock editing tools to “rewrite” the rules so as to produce the most playable, accurate, well-balanced game possible. In short, they were unsatisfied with the stock game as it came “out-of-the-box” and wanted to fix it. The fact that Civ3 ships with an editor that enables players to rewrite its rules made this possible.Within a few weeks, the community gr

      I would say "cheat" I'd played CIV II through NOW (CIV VI) and the only time I used that editor was to cheat the system not "fix" it.

      CIV - has a high learning curve and is very rewarding in game play and cultural exposure, one mastered.

    1. One hope is that the example will encourage othersto articulate alternative models. The value of conjecture mapping lies in it beinga more specific articulation of the how of design research than has so far beencommon in the learning sciences literature.

      Showing how the process can be modify by introspection would be helpful.

    2. nitial conjecture map of a design to promote argumentation in elementaryscience.

      Two other outcome should be added here, undesired outcomes (not ideal) , and unexpected or suprising outcomes (good)

    3. Mediating processes are intended to produce desiredoutcomes.Differentdesign research projects could pursue a wide variety of outcomes and couldtake a wide variety of approaches to gathering evidence of those outcomes

      This seems to contradict Hoadley and Reiman, where DBR projects may not lead to the outcomes you are looking for. I would think the main strength of DBR is the possiblity of ending up in uncharted water.

    4. Here I describe a technique for conceptualizing design research that I callcon-jecture mapping,a means of specifying theoretically salient features of a learningenvironment design and mapping out how they are predicted to work together toproduce desired outcomes. Mapping the conjectures guiding a design can guidethe systematic test of particular conjectures about learning and instruction inspecific contexts

      This sound like scaffolding for DBR.

    1. how-ever, as we confused usability with likelihood of adoption.Later, we saw that usability does not always lead to use.

      What matters is how a tool is used. The original intent may not happen. many times a tool final use (and useful form) may not be what the creator inteneded. ( Super glue being use in surgery, for example.)

    2. A second distinc-tion is the use of tentative generalization; results are sharedwithout the expectation that universality will hold

      This reminds me of Action-Research projects. The DBR project may only apply to oneself after completion.

    1. Theinsightsgleanedfromapproachingthehomesethnographicaliy,andadaptingthemethodtotheeducationalgoalsoftheproject,werearesultofagenuineteacher-researcher(inthiscase,anthropologist)collab-oration.Wehavelearnedthatitisfeasibleandusefult

      Never thought of bring an anthropologist in to help with my science teaching. I believe training in those interview and observation skills would help design LE.

    1. Such students are more likely to have less access to high-end hardware and aremore likely to use computers for low-level tasks.

      This might be worth looking at. Design LE and software using gaming console. The current generation of console are high-end and are present in more socioeconomic group than ever before.

    2. The New London Group (1996) calls for 21st century multi-literacies because the medium throughwhich much information is communicated is multimedia. Students must understand the hiddenmessages and points of view in visual, spatial, and audio media, with special sensitivities to lan-guage use and gesture. The group calls for conscious design work that attends to elements that arelinguistic, audio, spatial, gestural, and visual. The group says that students must learn to take onmultiple perspectives, to critique and understand competing points of view.

      Agreed. However, we are now seeing the negative stereotypes propagating through social media and the internet. Meaning we must teach how to filter and separate useful cultural knowledge from disinformation.

    3. Prior knowledge is a crucial element of reading comprehension. In the case of literary texts,particularly works of fiction, the prior knowledge may consist of any of the following categoriesof knowledge:• Authors—their lives, styles of writing, other texts.• Related texts.• Traditions of criticism and the interpretive procedures attached to each.• Allusions to real world events or images, symbols, etc. from other texts or media.• Cultural assumptions about routine scripts of everyday life and social or psychologicalcauses affecting the internal states of humans.• Epistemologies about what response to literature entails

      I would include past reading history as well. Reading is a skill that must be practice. one's experience with a text is shaped by how many hows of active reading the reader has completed. I read this work very differently after 10,000+ hours of reading, than a novice student.

    4. Itake the position in the Cultural Modeling Framework that as African American students engagein signifying talk (such as playing the dozens, i.e., “yo mama so skinny she could do the hoolahoop in a cheerio”), they invoke a set of strategies for comprehending and producing metaphors,irony, satire, and so forth.

      NO, just no. I have never done this. To think you would put this into LE to make a learning environment more engaging is problematic.

      No one talks about English "dry" humor in the same way,

    1. Returning to our metaphor, girls need their equivalent to basketball courts.Although some distributed efforts exist for girls and STEM, many of thesecommunities of practice are discrete opportunities or contexts rather thanintersecting ones. Would basketball be as enticing to young men if all ofthe well-known players were of a different racial background than theirs, ifthey were the only boy on the court, if the majority of coaches were women,or if the media coverage only featured WNBA players? Likely not, yet thisscenario is akin to that which racially nondominant girls encounter in con-sidering STEM. Girl-centric STEM communities of practice are needed inelementary, middle school, high school, college, and professional spaces bothto create spaces for work and development and to grow and make accessiblenarratives of women engaged in STEM at all levels, over time, and insustained ways.

      There is an experiment call "Draw-a-Scientist". It would be very interesting to see the girls drawing before and after the program to see if their self-image has changed.

    2. “I don’t create stuff. I just dowhat they tell me to do and create...I try to create it and then try my best”[20150516_LEinterview_Cedar_Siena].

      I get similar comments in my lab and science class: " I'm not good at science", "I can't do math", "I don't Science", and "I'm not creative enough to solve problems". These are grown young women from 19-26. Just breaks my heart. Of course, some say these things as a way of giving up without trying first.

    3. nondominant

      Nondominant as in Non-white? How are your subject nondominant if your researched school are 91% Latino and 85% African American. Unless you are implying nondominant compared with the United States.

    1. It may be useful for future research to explore how sequences of schooling prac-tices for African American and other minority students form a developmental tra-jectory and how the practices afford new kinds of engagement, imagination, andalignment. In this process, I contend that the concept of prolepsis may be helpful,and indeed, a conversation about the concrete role of ideological artifacts and val-ues (as socially constructed in relation to societal practices and norms) in theachievement of African American students would provide a link that has beenmissing thus far. Ultimately, the theoretical approach put forth in this article offersa viable alternative to deterministic environmental explanations, although still al-lowing for the critical role of sociohistorical factors (e.g., cultural ideas, stereotyp-ing) in shaping African American and other minority students’ mathematicalachievement and learning.

      Imagine the word gender (girls) is used instead of African American. How would this paper make you feel?

    2. Imagination re-quires an opening, the energy to explore new identities, and new relations” (p.185). Hence, imagination involves developing understandings and possibilities be-yond the present state. It includes defining a trajectory that connects what we aredoing to an extended identity and seeing ourselves in new ways. It involves findingmeaning across settings and time. Imagination requires the ability to explore otherways of doing things, generating scenarios and other possible worlds.

      YES!

    3. Although dominoes is deceptively simple on the surface, the strategies of so-phisticated domino play can be quite complex. In fact, it is partially due to the widearray of potential game goals and complexity in game strategies that the gameholds appeal for players from as young as 6 or 7 years old to adults well into theirsenior years. Expert players recognize the great skill, experience, and planning ittakes to play this game well. Players must learn to coordinate mathematical addi-tive and multiplicative understandings with complex game goals, such as scoring,blocking opponents from scoring, assisting one’s partner, and simultaneously par-ticipating in lively dialogue.

      This is a quality all great games have; easy to learn; difficult to master. Greater understanding of the game reveals hidden depths. Most games as these have multiple paths to victory (Non-linear, complex solutions).

    4. I describe the practices of dominoes and league bas-ketball among African American students, exploring how mathematical thinkingdevelops in the context of these practices and attempting to understand the relationbetween the nature of students’ mathematical thinking and their shifting goals andidentities within these cultural practices.

      Ah, yes the all those days in High school I spent playing dominoes, during study hall and shooting hoops after school. To be fair, I understand what the author is saying. I learned most of my math skills of geometry, probability, and algebra from playing D&D, video games and programing my C64.

    5. race

      Just last semester I had an argument with a professor here at UI, that Race wasn't a thing. It may not be a thing in Academic circles, but races is the always the elephant in the room. We just don't like confronting the truth.

    6. Indeed, identity isnot purely an individual’s property, nor can it be completely attributed to socialsettings.

      Let's add to this: Identity is influenced by how you are treated by the world, and the view of the world has about you and your group of people.

  2. Oct 2020
    1. At the same time, we must acknowledge the important role of students as agentive participantsin pedagogy, and the danger of reifying the power imbalances that already exist in the classroomthrough an exclusive focus on teacher learning

      A detailed study with student results would be helpful.

      Think of the number of English textbooks that get translated into other language. Not only do they have to negotiate meaning, but make sure the proper concepts are carried forward.

    2. On the surface, the aim of the TRANSLATE protocol is to have students pro-duce a translated text, but from a practice perspective the translation itself is but a means to anend. The deeper pedagogical purpose, what TRANSLATE is designed to produce, is studentengagement in linguistic problem solving and negotiation, leading to deeper understanding ofhow writers use language to communicate the full range of human experience

      If you can't explain a concept to someone, you don't really understand the idea.Whether you are using language to explain a science concept, or translating an idea form one language to another fosters deeper understanding.

    3. In each 30–40 min lesson, small groups of (4–5) students who share a languageother than English work with a teacher to read and discuss a short grade-level English languagetext. They then collaboratively create a written translation of a preselected passage from the text,and discuss how the translation process changed their understanding of the passage or the largertext. This protocol calls on students to engage in productive literacy practices (e.g., close readingand negotiation of meaning) and makes visible metalinguistic knowledge that teachers can lever-age toward deeper learning of literacy concepts (Jimenez et al.,2015).

      This is very similar to Science Writing Heuristic (SWH) where student write in their own word science concepts. Going through the same process as translation. Student must negotiate meaning thus learning a deeper understanding of the material.

    4. This paper goes very well with another class I have "Writing in the Science Classroom" Where the big ideas is writing and language can help students negotiate understanding of complex material.

    1. underplaying the profound role of culture inshaping people’s engagement with the world around them at a physical and sociallevel (Dourish,2001; Kern et al.,2012; Suchman,2007; Weiser et al.,1999).Bruner’s(1990) critique of a computationally oriented cognitive science insearch of“transcendent human universals”could be leveled against much ofthe current research in human–computer interaction

      You can see this problem in the natural of console controls where the X and O button mean very different things in certain cultures. To the point that the interface must be reprogrammed to account for this.

    2. Boy10: [Tries turning the thermostat off and running the simulator]Dad: Kid, you got us 4 energy points. Way to go.Boy10: I used no energy! Because I used my chocolate [reference to a resource cardthat makes the game easier] and I turned off the thermostat. I used no energy, Mom.[Timestamp: 36:45]Dad: I don’t need to be that warm. If I go in the mid-60s maybe it’ll not be in mytotal comfort zone, but it’ll be in my neutral zone, so I wouldn’t spend as muchmoney. [Sets thermostat to 66]Boy10:I’d rather spend less money and use less electricity.[Timestamp: 1:00:00]Dad: That was an interesting strategy. You set it as low as you could.Mom: Like safety...safety instead of comfort.Dad: It wasn’t super expensive...[Timestamp: 1:06:00]Dad: Now that we know how this works, I’ll set the thermostat a lot lower becausemy goal wouldn’t necessarily be to stay within the orange band, but just don’tgobelow the negative. I didn’t have that in mind when we started.Boy10: And don’t manage your energy in the game as you do in real life.

      Very true, I like the idea for my Environment science class.

    3. Boy15: I gained Comfort Points, but I lost...[Green Points]Dad: Huh. See what your bill is.Boy13: [Looks over Boy15 shoulder] Four hundred dollars!Boy15: Four hundred dollars, how is that even possible?Dad: How did you have a $400 bill? What did you do?Mom: Yeah, what did you do?Boy15: I put on the heat.[...]Dad: Well, you got to put the heat on in the winters.Boy15: Well, that’s all I did.Dad: Well, it’s expensive, isn’t it?Boy15: Yeah, it is expensive

      I like this game. Reminds me when my father would say "WE ARE NOT TRYING TO HEAT THE OUTSIDE!" when I would leave the door open in the winter.

    4. Using the tablet computer, players then enter themonth of the year shown on the board and spin for random weather condi-tions that simulate the climate of the U.S. Midwest. For example, in January aplayer might spin a high temperature of 30°F (–1°C) and a low temperature of12°F (–11°C).

      Clearly this person has not been in Iowa, Wisconsin or Minnesota when it's -37 F and you throw a pot of boiling water outside just to see flash away. :)

    5. My proposal is that the wooden blocks evoked a strong andrecognizable cueing form (something akin to a jigsaw puzzle) that suggestedparticular patterns of engagement while appealing to a different segment ofthe potential audience.

      I would argue that just placing two piece together generate a small reward of action which encourage more linking.

    6. The termperceived affordanceplaces an emphasis on the object itself and howthe object might be used while deemphasizing the elaborate patterns of socialactivity that can transpire around particular cultural artifacts.

      A key part of any good VR environment. A point I made in my last paper.

    7. To better understand the concept of cueing forms, consider the game rock–paper–scissors. This is a simple hand game thought to date back at least2,000 years to ancient China with variants played throughout the world. Onemight speculate about the success of this game. It requires no specializedequipment and can be played just about anywhere, it fulfills basic humanneeds such as resolving minor disputes and providing entertainment, and it hasa certain mathematical elegance that makes it easy to teach and learn. Thebroader point is that rock–paper–scissors is a highly recognizable cultural formthat has persisted over a long period of time and spread across a variety ofcultural landscapes. And as a cueing form, the game has each of the fiveproperties listed inTable 1

      It is interesting to note that many computer games adopt a RPS approach in programming to resolve conflict and combat. ( A beat B , B beat C, and C beats A). Even if the player doesn't see the code, they can understand the RPS mechanic.

    1. Asthese lines of inquiry push back against and inform each other, will we generatenot only better understandings of PF and productive success but also better under-standings of the other two possibilities: conditions under which designs lead tounproductive success—an illusion of performance without learning—as well asunproductive failure.

      Failure is a wonderful teacher, but you will never see an apple on her desk.

    2. Well-structured problems commonly foundin textbooks typically afford normative RSMs for solving them. In such cases,a learner either is able to solve the problem quickly or simply gives up

      We go out of are way to encourage success, that student can not deal with adversity. We express frustration when the student just want the answer, but we are responsible for training them that way.

    1. This chapter has proposed a framework that breaks down collaborative problem solving skills into a number of components.

      Thia will be a chapter in an upcoming book? What is the book's title? I really liked what was said here and would cite the information in my work as well.

    2. Finally, initiative skills refer to the responsibility that a problem solver experiences for the progress of the group. If this collective responsibility (Scardamalia, 2002) is too low, lurking behaviour or disengagement from the task becomes likely, and it could be that the collaborative task becomes unsolvable. In contrast, higher responsibility is likely to contribute to better problem solving performance.

      This is one of the reason students dislike group work so much, the lack of commitment from other group members. Also, the loss of Agency over one's evaluation due to the apathy of other students. The feeling of powerlessness leads to frustration.

    3. This element is a necessary but not sufficient condition for collaborative problem solving – it requires communication to go beyond mere exchange. The second element is cooperation, which is Draft - not for citation

      I should list these three points in all my group learning activities. many students treat Collaboration as a chance to not participant.

    1. The simulation “was designed to motivate students to apply mathematicalprinciples to the real-world problem of ocean navigation” (p. 55). One group ofteachers viewed the simulation as a means for teaching math skills in the context ofocean navigation. Others saw navigation as the main focus of the software; that is,as “a game about boats and navigation” (p. 55). Because the second group saw lit-tle connection with their core curriculum,they did not use it within the context ofteaching mathematics. Instead they relegated it to game status—something the stu-dents could play with during free periods. Similarly, a tool such as Broadcast News(Schank, Fano, Bell, & Jona, 1994), which is designed to teach writing within thecontext of creating a news show, could be understood either as an innovative ap-proach to the teaching of writing or as a tool for teaching how to put together tele-vision news broadcasts.

      When new technology (NT) comes along it must be demonstrated and shown to be useful. Otherwise, teacher will not know how to use it in the classroom. Integrating NT usually takes about 20 years in the educational LE from introduction to practical use. usually, NT require extensive teacher training to be useful in the classroom.

    2. Are the teachers meant to be perceived as a fellowparticipant in the learning process (an active learner) or as an authority figure?

      Students often test how truly open a classroom LE is by testing the limits of behavior.

    3. However, students accustomed totraditional classrooms may not readily see themselves, and each other, in this way.For example, in one case students were working on LOGO programs in pairs infront of shared computer screens. The social identity seen by one partner was re-vealed when she told the other member of the pair that she should sit at the key-board: “I’m the thinkist, you’re the typist.”

      I often see this in the classroom, note-taking role assigned by gender in small groups.

      I have done this as well, not because I believe any particular gender role, I'm just a horrendous typist. I hunt and peck. I would surely miss key points if I hand to take notes.

      You can tell this by looking at the timing of my annotations. I handwrite all my notes on printed pages as I read, then transfer everything in one or two sittings. It takes me far longer to read everything than would appear from my annotations.

    1. Follow-me scripts. Students interact with an environment that does notallow them to escape from the script. In the ArgueGraph script, atphase 3, the students have to agree on one and only one answer, theinterface simply did not allow the students to answer in another way.Moreover, the system does not allow them to move to phase 2 as longas they have not completed phase 1

      Does this remove student agency? Wouldn't some student just agree so they could move on with the exercise?

    2. It was necessary to specify thetiming phase per phase, turning the script into a time-management prosthesis.The timing of a phase can be described by its duration (e.g., 2 hours) or anoutput delivery deadline (e.g., "post your report by 12.12.2002"), usuallycombined with activity completion criteria (e.g., to give all answers, to post 3messages, ... ). The automatic management of deadlines (to sending remindersand warnings, to notify delivery date) is one feature that one might expectfrom CSCL environments

      Told Ya! See previous comments. I got ahead of myself.

    3. Feedbackon the phase output. In many adult education scripts, thisfeedback is the main source of interaction and mostly viaasynchronous interactions: groups upload the output of their activityon the server and the tutor associates the feedback to the object orsends the feedback directly to the team.

      This needs a rigid timeline of events and grading to help guide students through the workload.

      There has to be a lot of "buy in" from the students and learners. Otherwise, the group may fail from within by the weakest team member.

    4. All CSCL scripts mentioned above integrate distant and co-present activities.There is no reason to design scripts that exclude face-to-face activities exceptwhen the students cannot meet physically at all. Face-to-face phases increasethe robustness of the script; the rich interactions compensate what could notbe exchanged through remote communication

      This would require a lot of set up time for an online remote project.

    5. Regulating students' interactions. None of the scripts mentioned here istutor-free. The degree of tutor intervention varies along the script fromnone (e.g., in the pair argumentation phase of the ArgueGraph script),to moderate (e.g., in the discussion forums of the UniverSanté script)

      Online work could not be done asynchronously. You need to set up some formal collaborative meeting or work sessions.

    1. A failure to think deeply about the data logging in the design of one’s digital learning environment can cause serious problems down the line.

      Any VR learning environment would need to have a system to log learner data. Just solving the problem would not be enough to count as success. Watching the learner's choices and interactions would help with future development. Sorting actions as productive and unproductive are quite useful as a development and learning algorithms.

      The same can be said for writing exercises, labs and story problems. 90% of the student follow the same decision path. This kind of analysis can help you see where learners get "stuck".

    2. This study was conducted in a multi-touch tabletop exhibit named Oztoc. Oztoc’s narrative situates participants as electrical en-gineers helping fictional scientists in an uncharted aquatic cave teeming with never-before-documented species of bioluminescent fish (see Fig. 1). Participants design and build glowing fishing lures to attract fish for the scientists to study. To do this, participants place wooden blocks on the interactive table surface to create simple circuits that illuminate an LED (Fig. 2). To catch all the different fish, participants must experiment with creating circuits with different colors (red, blue, or green) and numbers (one, two, or three) of LEDs.

      This look like lots of fun, I wonder if anyone walked off with any of the wooden block circuit pieces?

    3. While what exactly falls under tinkering is often ambiguous, it often includes learners’ use of physical and digital materials to help them explore possible solutions to their desired goals (Papert & Harel, 1991; Richardson & Rosenblum, 2017).

      I like this description of tinkering. Tinkering being mechanical as well as digital.

  3. Sep 2020
    1. A logistical challenge for design-based researchers involves maintaining a productive collaborative partnership with partici- pants in the research context. Because a single line of research often investigates multiple cycles of design, enactment, and study, the work can span years and touch on closely held commitments of the researchers and teachers. Indeed, successful examples of design-based research often are conducted within a single setting over a long time (e.g., Linn & Hsi, 2000), an

      DBR on a technology issue may be too time-sensitive. By the time the research is done and publish the technology in question my be out of date and therefore useless. DBR in VR would have to be on a shorter time-scale to be effective.

    2. Some see this gap as arising from unscientific research approaches (e.g., NRC, 2002),

      I want to see these approaches. If they are so out of line how can they be accepted for publication? How would you know about them?

    1. hisfocusisimportant,becausesomanyyoungpeopleofcolorreceivemessagesaboutpersistencethroughfailurethatrein-force an individualistic, rather than collaborative, notion of what it means to succeed in science and engineeringprojects

      Where did this come from? This needs a reference. This should not be stated as if it is common knowledge.

    2. Manyoftheschoolswherestudentsdonothaveadequateopportu-nitiestolearnscienceareincommunitieswithhighconcentrationsofstudentslivinginpovertyandstudentsofcolor.

      Reference this! If a school is lacking in science and STEM would it not have the same problems for the Arts, and Core classes.

    3. ,agroupthatisnotonlyunderrepresentedinsciencebutwhosecommunitieshavehadtheireducationcontrolledbyoutsideagencies.

      this could be said about all minorities in any country. Controling the education system hinders the development of select groups of people the majority want to control.

    1. Barab, S. A., Thomas, M. K., Dodge, T., Carteaux, B., & Tuzun, H. (in press). Making learning fun:Quest Atlantis, a game without guns.Educational Technology Research and Development.

      This one too! They seem perfect for what I want.

    2. Barab, S. A., Hay, K. E., Barnett, M. G., & Keating, T. (2000). Virtual solar system project: Buildingunderstanding through model building.Journal of Research in Science Teaching, 37(7), 719–756

      Going to look up this paper!

    3. One of the central ideas in the scientific paradigm is replicability; however, be-cause design-based researchers cannot (and may not want to) manipulate culturalcontexts, it becomes difficult to replicate others’ findings (Hoadley, 2002). There-fore, the goal of design-based research is to lay open and problematize the com-pleted design and resultant implementation in a way that provides insight into thelocal dynamics.

      One argument used by a member of the UI staff, if your research can not be used on a larger scale, what is the point of the work?

    4. As such, design-based research suggests a pragmatic philosophicalunderpinning, one in which the value of a theory lies in its ability to producechanges in the world.

      Changing the concept of Learning Science to Learning Engineering. Designing for better learning. DBR is similar to the prototyping phase of a project.

    5. Whereas this joint commitment to research and ser-vice meant meeting the immediate needs of participants, there also existed a com-plementary goal of producing theory that would have relevance for researchers notinvolved in the initial design research (see Table 2).

      Once again: Action research is Personal. DBR is global in scope.

    6. What separates design-based research in the learn-ing sciences from formative evaluation is (a) a constant impulse toward connect-ing design interventions with existing theory, (b) the fact that design-based re-search may generate new theories (not simply testing existing theories), and (c)that for some research questions the context in which the design-based researchis being carried out is theminimal ontologyfor which the variables can be ade-quately investigated (implying that we cannot return to the laboratory to furthertest the theoretical claims)

      This reminds me of the concept of ACTION Research, where an instructor works on an active project to improves his/her teaching in a current class. Action research usually only applies to the investigating team. Results are focused on a small group. Results may be published, but may not apply to a grand scale.

    1. This meant everything from assisting with the setup and cleanup of communityevents, to the physical labor of unloading delivery of food for the food pantry when needed, toserving food at elders’luncheons, and other tasks needing community collaboration. This structur-ing flipped the typical flow of work in research partnerships and shifted the view of pressingproblems and solutions routinely.

      The DBR projects has to evolve into a social welfare project in order to help the community.

    2. For example, one of the cascading program initiatives that emerged in our programs focused onpersistent health disparities, especially around diabetes, in the face of many community efforts andprograms. Despite earnest efforts in the community, including some people involved in the projectwho had formerly been employed in such efforts, there was a general sense of dissatisfaction with theways these issues had been approached.

      Each problem feeds on each other . A cycle feeding on itself, Poverty, to poor health to poor education to poverty.

    3. We think this is connected to what Shotter (2005) called“withness thinking,”which he suggests is the“kind of thinking that can only be conducted within fleeting moments, inthe course of trying to work out how best to respond to unique and crucial events occurring aroundone NOW, at this moment in time”(p. 1).

      Thinking in the "NOW", a very 60-70's concept of being in the moment. A kind of metacognition

    1. On the whole, we found that students were excitedabout their collective, immersive experience of EvoRoom, and their use of tabletcomputers and large projected displays for supporting their learning

      Redoing this in VR would be an exciting project! I see alot of potential in this EvoRoom.

    1. However, they found that the Design Principles Database did not provide sufficient guidance for putting these activities together to create learning environments

      All these tools are great, but there is quite a learning curve. One would need an entire course just for teachers and student to master the tools before actual work and learning could begin.

      It is unfortunate many of these tools become out of date so quickly. The website's last update was 2008. I really wanted to play with this stuff. There is definitely a time limit for writing good educational tools.

    2. Provide students with templates to organize ideas To support students in articulating complex scientific ideas, designers have created what might be called templates.

      Whiteboarding - Is there another way to do whiteboarding? If an artist can show improvement and learning through multiple drawings and models, is there a graphical representation for science data or ideas?

    1. Just read a paper in my "writing for the Science Classroom" class where these two author are mentioned.

      Scardamalia, M., & Bereiter, C. (2006). Knowledge building: Theory, pedagogy, and technology. In K. Sawyer (Ed.), Cambridge Handbook of the Learning Sciences (pp. 97-118). New York: Cambridge University Press.

      Their views have evolved into knowledge-transformation.

    2. This paragraph implies assessment. Judging whether new knowledge is created or failed is a key component in any reform. I would like to see some suggested standards of evaluation.

    3. Are the "big questions" the final form of assessment? One of the biggest problems with reform is having assessment that is fair and equal across all grades and cultures.

    1. Note this is from 1994, about 8 years before NCLB. I agree with a lot of the techniques described, but I feel we always overlook the elephant in the room. Discovery learning, PBL, Collaborative learning or any other educational endeavors need 3 major changes: More time in the classroom (Longer school year 200 days +), Better Fund Salaries, of course, but more money for infrastructure and supplies (Imagine a well-funded school where teachers need not worry about textbooks, computers or well fed children.), and smaller class sizes (16 student at the most). We have tried everything, but the obvious. You notice we don't hear of education problem in wealthy suburbs,. We spent close to 14 Trillion dollar on various financial crises, but we can't find a few billion for better schools. https://www.motherjones.com/politics/2009/12/real-size-bailout-treasury-fed/

    1. intrinsic interest in the subject matter”

      You could brainstorm with the students and ask what they are interested in and come up with PBL subject that way. This would guarantee student interest.

    2. PBL tutorial cycl

      Agreed. It reminds me of the Scientific Method and how most problems are address in public policy meeting. Where real life problem are mapped out and a road map is made toward a solution.

    1. P1: FLTEducational Psychology Review [jepr] pp1224-edpr-487801 May 22, 2004 0:50 Style file version June 4th, 2002Problem-Based Learning 261One barrier to using PBL in more diverse settings is the lack of a suffi-cient number of skilled facilitators in many settings. Classrooms have morestudents than one person can easily facilitate, and learning to facilitate well isa challenge (Derryet al., 2001)

      If the ideal group size is four students, what is the number of groups a teacher can facilitate effectively? Is it 4 or 5 PBL groups? That seems to point to a maximum class size of 16 to 20 students.

    2. A good problem affords feedback that allows studentsto evaluate the effectiveness of their knowledge, reasoning, and learningstrategies.

      A good problem is one that can be chewed on over time. Rolling the thoughts around in the student's head helps them learn.

    3. While working through the problem, students use whiteboards to recordtheir evolving ideas.

      In this age of Covid19 and online learning, can software such as Google Docs and MS Teams replace a whiteboard. Are they true replacement or do student need to be in the same room for a true PBL experience?

    1. Tudge (2000) found that peerinteractions could actually deteriorate if a partner was com-petent but less confident.

      Always promote actions in the classroom that build confidence.

    2. n most cases, support is permanent and unchanging

      This seems to contradict the past pages of text. The author seems to argue that the best practice for scaffolding is fading over time. Weaning the learner over time.

    3. ngarebuilt intoModel-It—supportivescaffolding, reflectivescaffolding, and intrinsic scaffolding. Supportive scaffoldingreferstospecifichelpthatthestudentsareprovidedintheformof examples, what to do next hints, and so forth, to help com-pleteatask.InModel-It,fadingofsupportivescaffoldingisac-complished by a simple mechanism—a “stop reminding me”buttonthatthestudentcanchoosewhenheorshedoesnotneedthe hints.

      It is interesting most game have vanishing scaffolding. "Tool Tips" that teach you how to play the game that can be turned off after mastery of basic game mechanics is learned. Usually, the more complex the game the greater the aid when starting out. Example of such games: Stellaris, Minecraft, the Civilization series, and most RPGs.

    4. Structuring thetask involves providing students with tools and workspacesthat provide the structure necessary to make an open-endedtask more manageable. Problematizing involves forcing thestudents to confront the complexities of a task, such as pro-viding a menu to have students examine the data to constructvalid explanations

      Any VR environment program (or Application) would need to have organizational tool available for the student, not just tools for the manipulation of the environment. A good example of such a VR organizational tool would Heavy Rain (PS3) Start at 1:30 https://www.youtube.com/watch?v=SsQT3mbvVWY

    5. adult and child collaboratively redefine the task so that thereis combined ownership of the task and the child shares an un-derstanding of the goal that he or she needs to accomplish

      All learners need a clear goal for meaningful learning to take place. A clearly define task is just as important in the college classroom as in 1st grade.

    1. gerthandothoseintraditionalclassrooms,butthetradeoff isthatstudentslearnconceptualknowledge more deeply alongwithimportantmetacognitiveskills needed for lifelong learning. Astimepressureincreases,postproblemreflectionis often abandoned.

      A case need to be made for revamping testing. If we agree this is a better method for producing life-long learners, then we must push for assessments that reward PBL.

    2. Thetermsteacher,facilitator,andcoachall refer to anindividualtrainedtohelpstudentslearnthroughPBL

      I think groups of young adults could have a member who manages the group and keeps them on track.

    3. PBLproblemsneedto becomplex,illstructured,and open ended

      A good problem should not have a simple solution. Especially in social and environmental science, they made be describe as "wicked Problem'. Those problems with no easy solution nor perfect solution, involving compromise and balancing multiple viewpoints or goals.

      Does ill structured mean hard to define?

    4. Studentsalsoneedto agree onwhowilltakeontherole ofscribe.

      This seems to be the beginning of the Work Groups in the classrooms. Where the first role of Scribe( or recorder) is clearly stated. The rest of the paper makes the case for other roles: Presenter, Researcher, Reflector and Manager. Although, these roles are not explicitly described and assigned to students. It does remind me of another UI class where we did this. Here is a link to the modern version: https://edutechwiki.unige.ch/en/Group_work_roles

    5. PBLa lessefficientway to learn,

      Here less efficient is a euphemism for "time consuming". If we agree PBL and SDL are superior in teaching, why do we not see more research on a longer school year?

    6. Centraltoproblem-basedlearningishavingstudentsgrapplewithill-structuredproblemsand reflect ontheirexperiences.

      Learning involves struggle. Either in one self or with new ideas.

    1. Given the limitations of social impact,

      Limitation? Of this journal to reach people or in educator in the general discourse of the state of the nation? i believe the backlash we see in 2020 in a direct result of the slow change in education and society in the past four decades.

    1. WILLIAM R. PENUEL is a professor of educational psychology and learning sciences at the University of Colorado, School of Education, UCB 249, Boulder, CO 80309; william.penuel@colorado.edu. His research focuses on teacher learning and organizational processes that shape the implementation of educational policies, school curricula, and after-school programs.

      You can see from his background that his POV is education design and reform are mostly policy issues.

    2. A good example of a design-focused multiyear collaborative research and development effort is the Middle School Mathematics and the Institutional Setting of Teaching (MIST) project at Vanderbilt University (Cobb, Henrick, & Munter, 2011). MIST is a five-year project in which a team of learning scientists, policy researchers, and educational anthropologists work in collaboration with four school districts to analyze and inform policies for improvement in mathematics instruction as part of a participatory, collaborative approach to research. In a departure from traditional design-based research where research-ers establish the learning goals, in MIST the district makes deci-sions and drives the designs for helping improve how teachers enact ambitious instructional practices in mathematics. The research team helps facilitate the design process, first by eliciting a policy-based theory of action from different actors in the system and then by conducting research on the implementation, inform-ing future cycles of design and implementation.

      Big scale, top down projects and polices. This would make any teacher feel they are just a little cog in a vast machine.

    3. Teams form around a focus on persistent problems of practice from multiple stakeholders’ perspectives.

      It is interesting to note that the author does not deem students to be stakeholder in his point of view.

    1. We were doing it for NASA

      I find it hard to believe the children feel they are working for NASA. I know it's part if the technique for engagement and learning, but the NASA part would make me feel like I am lying to the students. I would think the student would pick up on that feeling of unease.

    2. driving question" behind the rocket project? To examine this question, Petrosino added a learning- appropriate goal to the standard rocket project that motivated the use of scientific methods. In the new version, sixth-grade students submitted design plans to National Aeronautics and Space Administration for a rocket kit that would be used by many classes (Petrosino, 1998)

      I love this "driving question" theme. I will try to find some college level activities and lesson I can integrate into class. I enjoyed this article and its examples very much, but I felt compelled to comment on the Penuel article first.

    3. One reason for this may be that the students did not have a driving question that could foster focussed inquiry. For example, when students were asked what they thought about the purpose of the activity, a typical response was "You know, to build them and see how high they will go." In response to a question about measuring how high things go, a common response was "You know, look at it go up and see how high it goes."

      I know why, these types of activities and lesson plans are used. The are flashy, entertaining and look good for the press. Even in college I see materials that engage students but I wonder what they actually learn in the end.

    1. A speech-language pathologist working in an Inuit school (in northern Canada)asked a principal—who was not an Inuit—to compile a list of children who hadspeech and language problems in the school. The list contained a third of thestudents in the school, and next to several names the principal wrote, “Does nottalk in class.” The speech-language pathologist consulted a local Inuit teacher forhelp determining how each child functioned in his or her native language. Shelooked at the names and said, “Well-raised Inuit children should not talk in class.They should be learning by looking and listening.”When the speech-language pathologist asked that teacher about one toddlershe was studying who was very talkative and seemed to the non-Inuit researcherto be very bright, the teacher said: “Do you think he might have a learning prob-lem? Some of these children who don’t have such high intelligence have troublestopping themselves. They don’t know when to stop talking” (Crago, 1988:219)

      This remind me of the two Native American teens who were detailed during a college tour in 2018. They were deemed suspicious because they were "quiet"

      https://www.theguardian.com/us-news/2018/may/04/native-american-students-colorado-state-college-tour-police

    2. 1. A 2.5-kilogram ball with a radius of 4 centimeters is traveling at 7meters/second on a rough horizontal surface, but not spinning. At somelater time, the ball is rolling without slipping 5 meters/second. How muchwork was done by friction?2. A 0.5-kilogram ball with a radius of 15 centimeters is initially slidingat 10 meters/second without spinning. The ball travels on a horizontalsurface and eventually rolls without slipping. Find the ball’s final velocity.

      I really liked these two examples. I spent quite some time pondering the solution. I don't think my students would see the difference either. I may have to use these as a reflection exercise for my physics course.

    3. A challenge for the design of knowledge-centered environments is tostrike the appropriate balance between activities designed to promote un-derstanding and those designed to promote the automaticity of skills neces-sary to function effectively without being overwhelmed by attentional re-quirements.

      I struggle with this as a college science educator. Could it be in college science class such as Chemistry and Physics, we teach very few concepts, but our main focus is really teaching skills such as: problem solving, lab bench techniques, proper note keeping, and measurement. Is it that the concepts should really come in general education science courses and high school, and the refining of skill is what is going on in higher level courses? Maybe the advance course just have one or two advance concepts.

    4. his term includes teaching practices thatBOX 6.1Literacy: Then and NowColonists were literate enough if they could sign their name, or even an X, ondeeds. When immigrants arrived in large numbers in the 1800s, educators urgedschools to deliver “recitation literacy” to the foreign children who filled the school-rooms. That literacy was the ability to hold a book and reel off memorized portionsof basic American texts such as the opening paragraph of the Declaration of Inde-pendence, a part of the Gettysburg address, or some Bryant or Longfellow. Withthe coming of World War I, and the prospect of large numbers of men handlingnew equipment in foreign countries, Army testers redefined reading. Suddenly, tothe dismay of men used to reading familiar passages, passing the army readingtest meant being able to make sense, on the spot, of never-before-seen text. Cur-rently, that kind of “extraction literacy,” revolutionary in 1914, looks meager. Find-ing out who, what, when, where or how simply does not yield the inferences,questions, or ideas we now think of as defining full or “higher literacy.” The ideaof a classroom where young women, poor and minority students, and learningdisabled students all read (not recite) and write about (not copy) Shakespeare orSteinbeck is a radical and hopeful departure from the long-running conception ofliteracy as serviceable skills for the many and generative, reflective reading andwriting for the few (Wolf, 1988:1).How People Learn: Brain, Mind, Experience, and School: Expanded EditionCopyright National Academy of Sciences. All rights reserved.How People Learn: Brain, Mind, Experience, and School: Expanded EditionCopyright National Academy of Sciences. All rights reserved.

      Why is the word "culturally" used? Why not "life" relevant? Since most of a child's experience may not be consider culture but real world experience with families, friends and neighbors. The above diagram seems to point toward the importance of community that might be very diverse instead of some monolithic cultural experience.

  4. Aug 2020
    1. Due no later than 3:00 P.M. onthe dates indicated in the syllabus.

      Why 3PM? The default for icon is 11:59 PM. I work as a teacher so that time is prime for meetings and grading for my day job. I usually need the nights to work on my grad classes. The 3 PM deadline effective makes the deadline for me midnight of the previous day. I would also imagine waiting to look at our submission until the next day. I'm just curious. This is not a criticism.

    2. Learn about and examine a new learning technology or learning environment process(15% of grade): All students should learn about a) a new learning technology(NetLogo, Trailblazer, IPRO, Squeak, Second Life, ARIS, etc.);

      I must admit I was very excited about your mentioning VR and games in Learning. I think there are some exciting projects that could be done. However, after reading the assigned papers I feel their maybe some limitation in the VR learning environment, but I am willing to explore the issues.

    3. University of Wisconsin (as a graduate student)

      I checked your bio on the UI website. I'm a Badger too! I did my undergrad at Madison. This not a profound post, just a test of all the bells and whistles.