Sunday, March 4, 2012

Team Education 2.0 Research - Katie Petty


Team Education 2.0 – Research Post by Katie Petty

In this week’s lesson, we learned about invariant tasks and the various principles for learning them. We were asked to review an old project that we created either in Scratch or in Alice. We then review the invariant tasks we used and answered three questions.

In this summary of our research, I am going to present out what my group answered in regards to these questions and add to each question my own research to further discussion. I will then ask some additional questions to encourage us to consider new applications of what we learned.

Question 1: What principles for learning invariant tasks had accomplished in this Alice or Scratch project?

Team Response:
Each team member had a different view on this question. Nick tackled this question from the reading in our coursework. His Alice project “related to meaningful prior knowledge” and used “visual images” as he taught students how a camera worked (Reigeluth, 1999). Natalie focused on Piaget’s Stages of Development or Learning in her project. Her project broke concepts down into smaller blocks and then built them back up in a logical order. This method matches what Piaget shares in regards to invariant task learning (Ginn). Adelina takes it a step further by sharing research from Cohen that goes into Cognitive/Information Processing. Cohen shares that it is assumed that people learn to detect complex visual patterns, which rely on specifications such as putting items in order, sorting or listing. In relation to Alice, students are required to use step-by-step approach to populate the Alice world with objects and create methods that will manipulate these objects to perform a task. She used this concept in her development of an Alice project.

My Response:
In my Alice Project, I focused on the Constructivist Principle of Learning with a strong emphasis on recollection and recall. As Professor Jacqueline Brooks states in a published article on constructivism, “pattern recognition facilitates the mental self-regulatory strategies that result in conceptual change, with continual conceptual change resulting in increasingly complex thinking” (Brooks, 2003). In other words, creating a pattern of learning on recognizable items and them making associations and connections lead to a better understand of invariant tasks versus the traditional assumption of rote memorization. It is an active principle and worked well in my project and works well in my classroom.

Question 2:  What principles for teaching invariant tasks had accomplished in this Alice or Scratch project? Explain the reasons with references.

Team Response:
Adelina and Nick focused on motivation in regards to this question. Adelina shares that as students create or develop their Alice project, there should be a need to acknowledge every successful step created. This encourages the student to put in more effort (building confidence) to accomplish the task and improve on their creative skills. She links this to research that she found by stating that the key factor to academic success of every teaching and learning activity is student motivation (Gonzalez & Mendez, 2011). Nick shares that his project contained informational as well as motivational feedback. For both Adelina and Nick, teaching invariant tasks were accomplished through motivation in their Alice Projects. Natalie focused in a slightly different direction. She shares that the principles of teaching invariant tasks that were accomplished with Alice or Scratch were repetition, practice, prompting and feedback. Natalie discovered in her research a wonderful article that expounded on feedback. The writer of that article, Kulhavy says “when a student gets a problem right, it should be confirmed that it is correct“ (Kulhavy, 1977). The use of motivation and feedback was the team’s main teaching principles for invariant tasks.

My Response:
I used the basic methods found in the Constructivist Theory for my development and overall teaching principles in my Alice and Scratch Project. In this theory, every thing is learner-centric. The design, the sequence, even the flow of your lesson is focused on the learner teaching themselves. In Sharon Collin’s analysis of the Constructivist theory she expounds upon this. She states that “educators who are committed to learner-centered education seek to challenge students within their abilities while providing encouragement and recognition of student success” (Collins, 2008).  This capitalizes on what my team has shared in their responses. Basically, in order to teach an invariant we need to use motivation to create the desire to even go through the lesson. The with repetition, practice, prompting, and feedback we reinforce learning. Finally, with reward and recognition we solidify the overall learned tasks.

Question 3: If you are required to redesign this project with Alice or Scratch, how would you apply the Development Process to complete this task? (Analyze, Design, Develop/Produce, & Implement).

Team Response:
Nick and Natalie focused on analyzing the objectives and then in the design phase, they created an implementation idea that included introducing students to the main points of the lesson. After the introduction, they proceeded to use recall and recognition. Adelina broke it down by each stage with students analyzing and learning the objectives of the game, then building up the storyboard of their game, they proceed to create their own flowchart based on this storyboard, and then using a rubric that is provided the students reinforce what they just learned (the implementation phase). All three of my teammates did a great job of analyzing their projects and redesigning using the principles we learned in our reading.

My Response:
One of my favorite authors in regards to curriculum design is Ruth Clark. Dr. Clark has produced several volumes on the best way to design curriculum in a scientifically proven method. I found an article that was about athletic trainers using Dr. Clark’s methods in rigorous training of invariant tasks. The article states “processes that mediate the processes behind transformation of sensory data into retrievable knowledge” is the foundation of learning. These processes include “attention, rehearsal in working memory, retrieval from long-term memory, and metacognitive monitoring” (Clark & Harrelson, 2002). If I were to redesign my Alice Project keeping this in mind along the lines of the framework provided, I would do the following:

Analyze; Students would be given the chance to analyze the vocabulary they will be learning in the game environment. This will create a sense of familiarity with the subject before they dig into their game.
Design; In the design, I will take more in to account the repetitive process so that students will have many opportunities to review the material in a variety of places.
Develop/Produce; I would add to the project the ability for students to produce their own story from the vocabulary and grammar concepts introduced in the game.
Implement;  Students will be given the opportunity at the end of the game to put everything into practice and thus reinforce their learning through recall.

Conclusion & Additional Questions:
This week has been a breath of fresh air. In today’s world of education, invariant tasks are consider simply rote memory and in our efforts to stimulate/entertain the students we teach we sometimes go overboard by not accounting for any invariant tasks at all in our curriculum. Spending the week understanding the exact place and time for invariant tasks has been extremely beneficial. So, with everything we have learned here is the final discussion question I have for my team:

In your experience in the world of education, what have you discovered in specific regards to invariant tasks? Do you find that your school system claims not to focus on “rote memory” but has students doing worksheets or does your school system have it down?

References:

Brooks, J. G. (2003). Thinking about learning. Hofstra Horizons, 13-17. Retrieved from http://www.thinkingfoundation.org/research/journal_articles/pdf/hofstra_j_brooks.pdf.

Clark, R., & Harrelson, G. L. (2002). Designing instruction that supports cognitive learning processes. Journal of Athletic Training, 37(4), 152-159. Retrieved from http://www.ncbi.nlm.nih.gov/pmc/articles/PMC164417/.

Cohen, A. L. (2006). Contributions of Invariants, Heuristics, and Exemplars to the Visual Perception of Relative Mass. Journal of Experimental Psychology: Human Perception and Performance, v32 n3 p574-598 Jun 2006. 25 pp.

Collins, S. R. (2008). Enhanced student learning through applied constructivist theory. (Master's thesis, College of North Atlantic, Province, Canada). Retrieved from http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=5&cts=1330837330051&ved=0CEcQFjAE&url=http://kwantlen.ca/TD/TD.2.2/TD.2.2_Collins_Applied_Constructivist_Theory.pdf&ei=N_dST_Y4gumxAqvv8e8F&usg=AFQjCNEpHeAtJZUBvBWgra1UKqXm_pFg8w.

Gonzalez, E. J. & Mendez, J. A. (2011). Implementing Motivational Features in Reactive Blended Learning: Application to an Introductory Control Engineering Course
IEEE Transactions on Education, v54 n4 p619-627 Nov 2011. 9 pp.

Ginn, W.  Jean piaget – intellectual development.  Retrieved from http://www.sk.com.br/sk-piage.html.

Reigeluth, C. (1999, March 10). Principles for teaching invariant tasks. Retrieved from http://www.indiana.edu/~idtheory/methods/m2e.html.


Tech Minds - Research by: Merriam Oliver

1.  Discussion Summary

This week our group was asked to review our Alice and Scratch projects in relation to learning invariant tasks, teaching invariant tasks and if asked to redevelop these projects, how we would apply the Development process.
The principles accomplished while learning Alice and/or Scratch where creating strong links, dividing learning into 5-7 attainable chunks, and relating to prior knowledge.  Becky had the background knowledge of programming to aid in her grasp of both programs and linking of concepts.  Furthermore, her learning was made easier with the use of tutorials of Alice and shared projects of Scratch.  During these projects, Kimber struggled due to lack of interest and zero prior knowledge.  Because this, her Alice project was turned in incomplete.  However, the Scratch program with the use of chunking, Kimber was able to figure Scratch out.  Lauren, used all forms of learning to tackle the Alice and Scratch projects.  Lauren found she created her strongest links of concepts from watching tutorials.  Like Kimber, she applied chunking to help focus with Scratch by learning one color at a time.
The principles accomplished while teaching Alice and/or Scratch include routine tactics, enrichment tactics, motivational tactics, and review.  Becky developed a routine jeopardy game using Scratch that incorporated several academic categories allowing the user to choose which to answer.  Through the use of chunking of information by category, the student could choose which to focus allowing enrichment and feedback via motivational tactics.  Kimber was also able incorporate literature into her Scratch project, making her game motivational and have purpose.  Lauren’s games included all four principles.  Her Alice project informed students if they  had received the correct answer (motivation), used the same method for the different shapes (routine), allowed them to learn and prove what they had learned through the choosing of the correct shape (enrichment), and there was a review that took them back through the shapes they had learned and identified.  In her Scratch project, routine was used throughout the game, enrichment with learning about space and counting, motivation with the astronauts doing a dance when the students clicked them, and reviewed when the student was able to go back and complete the game again.
If required to redesign either project, the development process would need to be implemented by analyzing, designing, develop/produce, and implement.  Becky would consider changing objectives, design a concept game, add a summary page for reflection, and implement more changes as needed after students have played the game.  Kimber would, after having an option of programming language, give more thought into audience and purpose of the game, take more time to figure out commands, and have peer feedback for any further changes.  Lauren would redesign her project by first pre-assessing her students, design varying levels for the learner, produce better scoring, and allow the students multiple times to track improvement.
Kimber’s comment on choice of programming language interested me to research other possible programs available.  I remember while doing these projects that I would have preferred to do Scratch first and Alice second and possibly explore and compare other programs available for middle school and high school students.


2. Articles

Computer programming -- educational programming languages. (2008, December 16). Retrieved from http://www.kidslike.info/computer_programming_educational_programming_languages

This article ranked the programs Scratch, Alice, and Greenfoot.  It did confirm that Scratch is for elementary students while Alice is for middle school students.  Therefore, the ordering of projects last year should be switched to enhance learning based on difficulty and lack of prior programming knowledge.  The article went on to conclude that Greenfoot is for high school and even college students.

Diana, R. (2011, July 20). 36 resources to help you teach kids programming. Retrieved from http://regulargeek.com/2011/07/20/36-resources-to-help-you-teach-kids-programming/

This article discusses and lists the traditional languages of programming to help any learner get a grasp of what they are getting into along with a list of learning environment programs.  Further more it gives a list of resources for further information of chosen topic.

Priest, J. (2008, January 24). Getting started - kid friendly programming software. Retrieved from http://kids.dzone.com/news/getting-started-kid-friendly-programming-software

This article gives a list of “beginner” programming software.  The writer of this article mainly uses Edubuntu, but has been exploring programs such as Squeak, Scratch, KTurtle, and Hackety Hack.  All 4 have been listed for the beginner stage of programming.  

I know that Wikipedia is not a reliable resource, but it can definitely be used as a stepping stone for any research.  The following are two links to a list and a table that defines programming software for kids and their best uses.

1.  Lists programs for children:

2.  Divides program compatibility by age:

3. Best Article

Of the 3 articles, I found the “36 Resources To Help You Teach Kids Programming” article to be the most useful.  It listed traditional programming languages with a simple reason why it may be a good language for kids to learn.  Programs used for actual learning environments are listed as well and incorporate what the program focuses on.  This article is a great resource for anyone getting started in the programming world.  It helps the user decipher which program would best suite their needs based on skill level.  

4. Questions to Group

Would you still incorporate both Scratch and Alice in the project list from last semester, or revamp with completely new programs?  Which programs would they be and why.

Do you consider your teaching area of critical importance in relation to the using Scratch and Alice in your classroom?  If so, how do you incorporate it?  If not, which programs would you use in their place?

TechGrads Week 5 Research: Pamela Jefferson (Mickle)

Group Summary:
 Several principles for learning invariant tasks were accomplished with the group Alice and Scratch projects. Stephanie’s project reviewed the legislative branch using association with basic recall. Christ took cognitive load theory into consideration when incorporating a simple user interface for her project. Rachel related our use of the flowcharts and repeated practice before designing our own project to the principles of chunking and using visuals.
Most of our group members used the routine procedure of presentation, practice and feedback for our Alice or Scratch project. Stephanie’s project also incorporated the aspects of enrichment by requiring the learner to redo questions that were wrong and motivation by rewarding the learner with cheers when questions are answered correctly. Additionally, Christa’s project addressed application by requiring the learner to apply the presented concepts.
The two strategies that our group would employ if we were required to redesign our Alice or Scratch projects are pre-assessment and chunking. Pre-assessment would be used in the analyze phase to identify needs and analyze learners while chunking would be used during the design phase to ensure we do not overwhelm the learner with information.
            Rachel’s post prompted a discussion on our use of the flowcharts in the design process. We all felt that they aided in our understanding of the task and see their benefits in the classroom. I wanted to extend the discussion by researching the use of digital graphic organizers as an instructional tool.



Research:
  
A New Use for Semantic Maps outlines the use of concept mapping as a pre-assessment technique in science. The author outlines the seven steps to use the maps effectively and provides the analysis for two science concept maps.

Wolfinger, D. M. (2006). A new use for semantic maps. Science and Children, 43(4), 48-51


Comparing Hand Drawn and Computer Generated Concept Mapping presents the findings of a 2004 study to find out if concept maps created with computer software are more complex than concept maps created with paper/pencil tools and if students prefer to use computer tools or pencil/paper tools to create concept maps. I want you to read this article to see if your classroom experiences support the author’s findings. This article can be found in the Education Full Text (H.W. Wilson) of EBSCOHost in SHSU’s Newton Gresham Library.

Royer, R., & Royer, J. (2004). Comparing Hand Drawn and Computer Generated Concept Mapping. The Journal of Computers in Mathematics and Science Teaching, 23(1), 67-81.


Using Technology to Support Visual Learning Strategies presents the research base for using digital visual learning tools to organize information, clarify relationships between concepts and develop high order thinking skills in students. Visual learning techniques as well as adaptations for students with special needs are outlined.

O'Bannon, B., Puckett, K., & Rakes, G. (2006). Using technology to support visual learning strategies. Computers in the Schools, 23(1/2), 125-137. doi:10.1300/J025v23n01•11.

 

Discussion Question for Group:
 On page 69 Royer, R. and Royer, J. (2004) suggest that if meaningful learning occurs when students identify relationships, more meaningful learning occurs if students have access to tools that provide them the opportunity to create more complex maps. Do you agree or disagree with this position? As classroom teachers time is valuable. Is the time needed to introduce and demonstrate technology tools worth the benefits or can we get the same result with a paper and pencil?

Saturday, March 3, 2012

Stephanie Godare - TechGrads


I created a simple Civics review game that focuses on the basic concepts of the legislative branch. It is purely an invariant task, because it just assesses if the student can recall information that they had to memorize. For example, "How many people make up the Senate?" Answer: 100. There is no variation to the question. It will always be 100 unless there is a change to our constitution in the future. 
The type of memorization that I used in the Civics game is association. "Association is a one to one correspondence between two items," according to Reigeluth (1999). The association is how many people make up the Senate (stimulus) = 100 (response) based on the constructionist theory. 
In order to teach association memorization, I use the routine tactic: Presentation, Practice, Feedback. 
Reigeluth describes that it is important to tie items together by incorporating acronyms, mnemonics, visuals, patterns, or other tricks (1999). 
I go over the basic qualifications and organization of the legislative branch. During instruction, I ask the students ways that they could remember the information. Usually, they shout out new ideas that I could not think of myself. Plus, it helps reenforce learning because they are putting their own meaning to the instruction. This year the students associated that the Senate was smaller so it only has 100 people. The two S's help the students recall the information.  The students practice the information by creating flow charts and other visual graphic organizers, along with recalling the information in the daily warm-ups. The game that was created using Scratch will assess if the student knows the information. It is designed to give the student immediate feedback by letting the student if they got it correct or wrong.

Reference: 
Reigeluth, C. (1999). Principles for learning invariant tasksInstructional-Design Theories Site.Retrieved from  http://www.indiana.edu/~idtheory/methods/m2c.html  

Wednesday, February 29, 2012

Education 2.0 - Nick Goodson - Week 5


1.   What principles for learning invariant tasks had accomplished in this Alice or Scratch project? Explain the reasons with references.

My Alive project taught students how a camera worked.  There were several principles used such as creating strong links and prior knowledge.  This was done by connecting things learned in the past and in other subjects to what was being taught.  An example of this is how sunlight works and how the human works.  Also, my project was visual oriented which also aids in recall.  You could see the actions taking place on the screen as the camera performed its functions.  (Reigeluth, 1999)

2.   What principles for teaching invariant tasks had accomplished in this Alice or Scratch project? Explain the reasons with references.

My project contained informational as well as motivational feedback.  Questions were asked of the student.  When they gave their reply, they were given a response based on their answer.  The learner was also given a scenario and was asked to reason out what would be the outcome. 


3.   If you are required to redesign this project with Alice or Scratch, how would you apply the Development Process to complete this task? (Analyze, Design, Develop/Produce, & Implement)

At the beginning of the program, I would include a list of objectives and goals so that the student knows what they are about to do.  I would include more repetition.  Possibly, make a separate display where the student has to interact more and make decisions based on what they just learned.  In other words I show them how a camera works, then they have to make one work by initiating the steps in the correct order. 

Reigeluth, C. (1999, March 10). Principles for teaching invariant tasks. Retrieved from http://www.indiana.edu/~idtheory/methods/m2e.html

TechGrads - Christa Tucker


1.     What principles for learning invariant tasks had accomplished in this Alice or Scratch project? Explain the reasons with references.

Retrieval from memory occurs through links among nodes, and the links become stronger each time they are used (Reigeluth, 1999).  Although getting information into memory maybe an easy process, the difficulty is to retrieve information from memory. The challenge then becomes to create links strong enough to retrieve information as quickly and effortlessly as possible in a way that the interface, graphics or media does not constitute a limitation to learning.  Therefore, one of the goals of my Alice project was to convey to the learner an instructional design that aids the learning process.  When an instructional interface has too many features to be remembered, it can constitute a barrier to the learning process: the more items, the harder the task. Thus, cognitive load is a very important principle of learning that has to be considered when designing instructional multimedia (Reigeluth, 1999).

2.     What principles for teaching invariant tasks had accomplished in this Alice or Scratch project? Explain the reasons with references.

The application principle: Learning is promoted when learners are able to apply the new knowledge.  For my Alice project to be effective, the learner must be able to apply the concepts that were presented. 

3.    If you were required to redesign this project with Alice or Scratch, how would you apply the Development Process to complete this task?

Given that this was my first attempt at either the Alice or Scratch project, I would take more time to pre-assess the learner and use feedback in order to redesigned to ensure instructional effectiveness. 

Reigeluth, C. (1999). Principles for teaching invariant tasks. Instructiona-Design Theories Site.Retrieved from http://www.indiana.edu/~idtheory/methods/m2e.html 





Tuesday, February 28, 2012

Tech Minds - Becky Navarro

1.What principles for learning invariant tasks had accomplished in this Alice or Scratch project? Explain the reasons with references.  


The three learning principles are creating links that are strong, dividing learning into 5-7 chunks of items, and relating to prior knowledge.  As mentioned by learning researchers, the problem is not getting information into our memory, but bringing it back.  The more you use a concept, less trouble you will have retrieving it.  So it proves that when I created the Alice or Scratch project I was able to connect back to my prior knowledge.  I studied computer programming more than 10 years ago and even though both programs are user-friendly, my prior knowledge did help me link concepts together and have the ability to recognize how the language works.  I grasp logical statements quick as all programming languages apply these the same, except with different syntax.  What made my learning easier was using visuals through the use of tutorials (Alice) and shared projects (Scratch) available. Alice tutorials introduced concepts from lowest levels to higher levels of application.  First tutorial was about the screen and objects and then tutorials started getting more complex.  I was able to understand many concepts, yet since Alice was new program to me I had play a tutorial, follow step by step, and then create mine.  


2. What principles for teaching invariant tasks had accomplished in this Alice or Scratch project? Explain the reasons with references. 


Principles of teaching variant tasks include routine, enrichment, and motivational tactics.  I developed a jeopardy game using Scratch  where I had several academic categories and the user would choose which categories and what points to answer.  This presentation relates to the routine tactic since it contains the way information is presented, practice, and feedback.  The user after reading instructions knew they had to answer a question and then will get a different feedback, depending if it was right or wrong.  Indirectly the enrichment tactic was also used when I used chunking through categorizing information in different academic subjects that way the student will know what subject the question will focus on.  Finally, the motivational tactic was also implemented by providing proper feedback and when they got a right answer users would get a positive message, while if they got a wrong answer they will get an encouraging message.  At the end, their score would issue them satisfaction.


  1. 3. If you are required to redesign this project with Alice or Scratch, how would you apply the Development Process to complete this task? (Analyze, Design, Develop/Produce, & Implement).

Analyze - If I had to redesign this project, I would consider changing objectives, since I was skeptical to how Alice worked I chose a simple project and so did not address any preferred objectives.  I used Alice more as an informative animation.
Design - Instead of an informative animation, I would design a concept game or might add a game after the animation.
Develop/Produce - I would add a summary page at the end of the project so students can reflect on what they should have learned.
Implement- Have them see the animation, play the game, and then assess what they have learned.  Based on results I would then have to implement new changes, if needed.

References:

Reigeluth, C. (1999). Principles for learning invariant tasksInstructional-Design Theories Site.Retrieved from  http://www.indiana.edu/~idtheory/methods/m2c.html  


Reigeluth, C. (1999). Principles for teaching invariant tasksInstructiona-Design Theories Site.Retrieved from http://www.indiana.edu/~idtheory/methods/m2e.html