This paper reports on the first iteration of the Computational Thinking Summer Institute, a month-long programme in which high school teachers co-designed computationally enhanced mathematics and science curricula wit...
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This paper reports on the first iteration of the Computational Thinking Summer Institute, a month-long programme in which high school teachers co-designed computationally enhanced mathematics and science curricula with researchers. The co-design process itself was a constructionist learning experience for teachers resulting in constructionist curricula to be used in their own classrooms. We present three case studies to illustrate different ways teachers and researchers divided the labour of co-design and the implications of these different co-design styles for teacher learning and classroom enactment. Specifically, some teachers programmed their own computational tools, while others helped to conceptualise them but left the construction to their co-design partners. Results indicate that constructionist co-design is a promising dual approach to curriculum and professional development but that sometimes these two goals are in tension. Most teachers gained considerable confidence and skills in computational thinking, but sometimes the pressure to finish curriculum development during the institute led teachers to leave construction of computational tools to their co-design partners, limiting their own opportunities for computational learning. Practitioner notes What is already known about this topic? Computational tools can support constructionist science and math learning by making powerful ideas tangible. Supporting teachers to learn computational thinking and to use constructionist pedagogies is challenging. What this paper adds? Constructionist co-design is a promising approach to simultaneously support curriculum development and professional development, but there are tensions to navigate in trying to accomplish both goals simultaneously. Implications for practice and/or policy Designers of professional development should consider constructionist co-design as an approach but should be aware of potential tensions and prepare for them.
In the connectedlearning projects, we are studying students' learning of content through exploring and constructing computer-based models of that content. This paper presents a case study of a high school physics...
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In the connectedlearning projects, we are studying students' learning of content through exploring and constructing computer-based models of that content. This paper presents a case study of a high school physics teacher's design and exploration of a computer-based model of gas molecules in a box. We follow up the case study with shorter vignettes of students' exploration and elaboration of the Gas-in-a-Box model. The cases lead us to analyze and discuss the role of model-based inquiry in science and mathematics education as well as to draw some general conclusions with respect to the design of modeling languages and the design of pedagogies and activities appropriate for model-based inquiry in classroom settings.
This column will publish short (from just a few paragraphs to ten or so pages), lively and intriguing computer-related mathematics vignettes. These vignettes or snapshots should illustrate ways in which computer envir...
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Using the well-known Artificial Anasazi simulation for a case study, we investigate the use of genetic algorithms (GAs) for performing two common tasks related to robustness checking of agent-based models: parameter c...
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While agent-based models (ABMs) are becoming increasingly popular for simulating complex and emergent phenomena in many fields, understanding and analyzing ABMs poses considerable challenges. ABM behavior often depend...
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Mechanistic reasoning in social domains is understudied. We speculate that the ways that students reason about social phenomena share enough similarities with how they reason about physical and life sciences that we c...
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Multi-agent modeling has been successfully used in several scientific fields, oftentimes transforming scientists' practice and mindsets. Educational researchers have also realized the potential of this modeling ap...
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We introduce a design-based research framework, learning axes and bridging tools, and demonstrate its application in the preparation and study of an implementation of a middle-school experimental computer-based unit o...
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We introduce a design-based research framework, learning axes and bridging tools, and demonstrate its application in the preparation and study of an implementation of a middle-school experimental computer-based unit on probability and statistics, ProbLab (Probability Laboratory, Abrahamson and Wilensky 2002 [Abrahamson, D., & Wilensky, U. (2002). ProbLab. Northwestern University, Evanston, IL: The center for connectedlearning and computer-based Modeling, Northwestern University. http://***/curriculum/ ProbLab/ ]). ProbLab is a mixed-media unit, which utilizes traditional tools as well as the NetLogo agent-based modeling-and-simulation environment (Wilensky 1999) [Wilensky, U. (1999). NetLogo. Northwestern University, Evanston, IL: The center for connectedlearning and computer-based Modeling http://***. ***/netlogo/ ] and HubNet, its technological extension for facilitating participatory simulation activities in networked classrooms (Wilensky and Stroup 1999a) [Wilensky, U., & Stroup, W. (1999a). HubNet. Evanston, IL: The center for connectedlearning and computer-based Modeling, Northwestern University]. We will focus on the statistics module of the unit, Statistics As Multi-Participant learning-Environment Resource (S.A.M.P.L.E.R.). The framework shapes the design rationale toward creating and developing learning tools, activities, and facilitation guidelines. The framework then constitutes a data-analysis lens on implementation cases of student insight into the mathematical content. Working with this methodology, a designer begins by focusing on mathematical representations associated with a target concept-the designer problematizes and deconstructs each representation into a pair of historical/cognitive antecedents (idea elements), each lying at the poles of a learning axis. Next, the designer creates bridging tools, ambiguous artifacts bearing interaction properties of each of the idea elements, and develops activities wit
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