The two readings for this week focused on how students can
learn science from informal education settings. Quinn and Bell focused on how
designing, making and playing can support and help the goals of the A Framework
for K-12 Science Education, of which we read earlier in the semester. Braund
and Reiss argue that out-of-school experiences would benefit science learners.
Motivating and interesting students seems to be the
overarching theme for why informal science education should be used in schools.
Braund claims that out-of-school trips and projects would allow students to
experience ‘authentic’ science. Quinn has similar feelings, and says projects
and out of school experiences would allow students more autonomy in what they
learn, which would boost their intrinsic motivations to learn. He calls it
identity-driven, which reminded me of the Buehl chapter on identities. Other earlier
reading touched on this idea as well. In the modeling, argumentation and
explanation papers, the authors argue that students should have the ability to
choose a question they wanted to answer. Teachers can scaffold what questions could
be asked, but the students should want to find out the answers. Quinn and
Braund argue that informal education could lead to student interest, as it
would be student driven. Furthermore, it can give students a positive idea of
what practicing science and engineering is like. I liked the example, where
physics students to can to a theme park to see physics and engineering
practices at work. However, going back to Beuhl’s identities and motivating
students; how can we motivate a student who’s strengths are not in the science,
engineering, or computational fields?
While field trips can offer out of school learning experiences, the authors possibly meant for experiences completely unrelated to school. The authors were encouraging students to find moments of excitement in learning that could inspire students to pursue their individual learning. By doing so, students could recognize this learning experience and further follow it while in the classroom. The design, making and playing method provided autonomy for students. Students could vote for an observation from the class and choose to investigate it. The instructor would have to scaffold these projects so that they are cognitively engaging and require students to explain and argue about evidence.
ReplyDeleteI'm interested in what the DMP model would look like in the secondary classroom. What exactly is playing for seniors in high school? Can playing be explain and argue? Or maybe use and refine your model? I think that it can fit in there, but those don't sound quite as fun as play.
ReplyDeletePlaying in a classroom could look like a the game of tag "Catch one...Catch all" where one person tags a classmate, then both people become "it" and tag everyone else until the last person is tagged. This game could be made to be an analogy like infectious disease spread. You could make alterations to the game to represent factors of infectious disease transmission (no running- makes classmates more susceptible, tag with two hands- one hand is exposure, two hands is infection) they could then be introduced to the concept, and have to make connections between what they know about infectious disease and the game that they just played. This could be done with other ecological interactions as well, you could talk about predator prey interactions. You could do a dating game in the class and talk about the traits that are preferenced by women, that may lead to selection for specific traits. This however could be very risky depending on the grade and maturity level.
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