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A Taxonomy of Generative Activity Design Supported by Next-Generation Classroom Networks
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models
outcomes
modeling
Fitw/DATA
?
?
?
Figure 4. Modeling characterized as series of pathways, endpoints, and comparisons with data (experience).
How well the outcomes of the model fit with the data (whether real or anticipated) or experience (broadly conceived). Unfortunately modeling in classrooms is often pursued as if it was nominally generative. Much of current laboratory work in science classrooms has this collapsed structure. Students are to use a prescribed model (single path) to create computed outcomes that are then mechanically compared to the actual data collected from using tightly scripted “lab” procedures. A similarly collapsed notion of modeling is also what gets discussed when the “application” of a particular mathematical idea is presented in textbooks or classroom presentations. Modeling at its best however, would have a description closer to that represented in Figure 4. – learners would create a range of models and use them to create model outcomes (implications or predictions). These outcomes would then be discussed in terms of goodness of fit to data (real or anticipated). Structural conversations about the ways in which various models might be similar or distinct can and should occur. In addition, issues related to deciding what it means to fit data can be engaged. The double arrow over modeling indicates that models and outcomes interact iteratively in the sense-making of learners.
As other researchers have noted in what can be seen as extending aspects of the pragmatists’ notion of “truth” to
modeling, “models consist of conceptual systems that are expressed using a variety of interacting media (concrete materials, written symbols, spoken language)” and are used to organize our experiences and action in the world (Lesh et.al. 2003, p. 214). While a generative sense of modeling can certainly be carried out without network technology, next generation network capabilities allow the students and teachers to make visible and act on the “interacting media” used to express a given set of models. Whether it is a drawing, a sketch in a network-enabled geometry environment, a finite-difference equation, text, voice, or a Logo program, next generation networks offer the potential for making the machine-based interacting media associated with mathematical ideas the coin of the realm in pursuing generative approaches to modeling. Models can be made more visible and can be acted upon directly in a network space. A perhaps more dramatic outcome in terms of student learning may be the ways in which network mediated role-playing (discussed below) begins to make visible to students that useful and informative modeling is often the negotiated product of groups of interacting modelers
4.4 Design Tasks – Multiple Path and Endpoints where Satisfaction of Goal is Central
Design tasks are similar to modeling above in that both are multiple path and multiple outcome tasks.
design paths
design outcomes
designing
Fitw/GOAL
?
?
?
Figure 5. Generative design tasks are like modeling tasks except fit with a goal is central.
The difference is that fit with the goal or design specifications replaces the analysis of fit with data. As is true with modeling, structural issues can be ignored in which case designing comes to be only about learners arriving at particular designs. Unfortunately, when design tasks are pursued in classrooms it is often the case that no larger discussions of the processes of design are engaged. Much of the richness and learning potential of design is lost.
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| | Authors: Stroup, Walter., Ares, Nancy. and Hurford, Andrew. |
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models
outcomes
modeling
F i t w/ D A T A
?
?
?
Figure 4. Modeling characterized as series of pathways, endpoints, and comparisons with data (experience).
How well the outcomes of the model fit with the data (whether real or anticipated) or experience (broadly conceived). Unfortunately modeling in classrooms is often pursued as if it was nominally generative. Much of current laboratory work in science classrooms has this collapsed structure. Students are to use a prescribed model (single path) to create computed outcomes that are then mechanically compared to the actual data collected from using tightly scripted “lab” procedures. A similarly collapsed notion of modeling is also what gets discussed when the “application” of a particular mathematical idea is presented in textbooks or classroom presentations. Modeling at its best however, would have a description closer to that represented in Figure 4. – learners would create a range of models and use them to create model outcomes (implications or predictions). These outcomes would then be discussed in terms of goodness of fit to data (real or anticipated). Structural conversations about the ways in which various models might be similar or distinct can and should occur. In addition, issues related to deciding what it means to fit data can be engaged. The double arrow over modeling indicates that models and outcomes interact iteratively in the sense-making of learners.
As other researchers have noted in what can be seen as extending aspects of the pragmatists’ notion of “truth” to
modeling, “models consist of conceptual systems that are expressed using a variety of interacting media (concrete materials, written symbols, spoken language)” and are used to organize our experiences and action in the world (Lesh et.al. 2003, p. 214). While a generative sense of modeling can certainly be carried out without network technology, next generation network capabilities allow the students and teachers to make visible and act on the “interacting media” used to express a given set of models. Whether it is a drawing, a sketch in a network-enabled geometry environment, a finite-difference equation, text, voice, or a Logo program, next generation networks offer the potential for making the machine-based interacting media associated with mathematical ideas the coin of the realm in pursuing generative approaches to modeling. Models can be made more visible and can be acted upon directly in a network space. A perhaps more dramatic outcome in terms of student learning may be the ways in which network mediated role-playing (discussed below) begins to make visible to students that useful and informative modeling is often the negotiated product of groups of interacting modelers
4.4 Design Tasks – Multiple Path and Endpoints where Satisfaction of Goal is Central
Design tasks are similar to modeling above in that both are multiple path and multiple outcome tasks.
design paths
design outcomes
designing
F i t w/ G O A L
?
?
?
Figure 5. Generative design tasks are like modeling tasks except fit with a goal is central.
The difference is that fit with the goal or design specifications replaces the analysis of fit with data. As is true with modeling, structural issues can be ignored in which case designing comes to be only about learners arriving at particular designs. Unfortunately, when design tasks are pursued in classrooms it is often the case that no larger discussions of the processes of design are engaged. Much of the richness and learning potential of design is lost.
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