Tuesday, April 10, 2012

Team Education 2.0 – Discussant Summary by Katie Petty


Team Education 2.0 – Week 9 Case Study:

Objective:
Your team should be working together to review the same short lesson your team selected for Module 4. Review Module 5 contents to complete the following tasks:

Tasks:
1. Identify all the changes involved in the principle, and write a generality that includes the changes and the relationship among the changes. References are needed.
2. Share the proposed media selection for modifying the instruction as appropriate to each change for your Case Study. Clearly define the forms of behaviors applied to the changes. (For example, a video game is proposed to replace the PowerPoint presentation to let the students practice on Math multiplication. State the forms of behaviors applied to this change)

Intro:
Our team in Module 4, focused on a Math Game created by Natalie in Scratch. The basis of the game was that students are in a race to the finish line. Their sprite will move if they answer a series of math questions correctly. All questions are built upon the principle of how to find the area of a rectangle. We opted to discuss both tasks in a variety of e-mails and actual blog discussions. Each of us took a different path that added to the overall discussion and analysis of Module 5. In this summary, I will post a brief outline of what each team member stated and then add my portion. I will wrap up this summary with some additional items to think of and a question for the team to discuss in response feedback.

Task 1:
All of us agreed that the changes involved in the principle for the Math Game were focused on both process and casual principles. The process principle is exemplified as students need to understand the formula for finding the area of a rectangle (Length x Width). This is something that can be taught but is most effectively demonstrated through experience. Students understand the only situation that will allow their sprite to move forward in the race is when they get the answer correct.

Adelina really solidifies the generality in her explanation of how the students learn through this process. She shares in her post that Grandmaster Kim Soo stated, “understanding the basic principle of a task gives the learner common sense” (Cox, 2005). Therefore applying principles in performing a task, gives the learner a purpose. Students understand the process involved and the outcome of a task being performed. They are aware of “the why” and “the how” of performing a task. Principle surpasses or goes beyond facts (Miller, 2009). Principles offer students the opportunity to acquire skills and abilities needed to perform a specific task than mere facts and knowledge. Natalie explains that it is the physical act of the students going through the process that allows them to really learn. Nick takes it a step further by outlining the steps of the process.

Natalie takes us through the casual principle demonstrated in the game. She shares that the casual principle is applied, through memorization.  Then the game institutes cause and effect, where if you use the correct formula to get the correct answer then you are able to go to the next problem - if not, the game ends.  Because you answer correctly the race continues until you reach the finish line. Adelina calls this the solution kind of casual principle. Nick agrees when he shares that the casual principal occurs when the students receive feedback. 

I agree whole-heartedly with my team and can see all points of view in the game that Natalie created. The principle is demonstrated in the simple understanding that students have of calculating the area of a rectangle. The game reinforces this understanding through casual learning by applying the principle in game scenario. At first, I had a rough time considering this is a principle of learning as I felt it was more of a procedure. But as I read more of Dr. Merrill’s material outside of class, I discovered that a process principle is actually a fact or something solid that a student learns or is almost reminded of compared to a procedure, which is strictly memorization (Merrill, 1994). The area of a rectangle is something that we begin to understand on a basic level as youth. The greatest example of this is in the game itself. The game expects students to understand how to calculate the area of a rectangle. It does not teach you, only reinforces right or wrong. Dr. Merrill, in a different publication, explains this very succinctly when he states “If a student is unsure of how a given piece of content will eventually be used it lacks the necessary relevance. Acquiring knowledge and skill components out of context makes it very difficult for learners to form mental models about how this information applies in the real world” (Merrill, 2007). In the Math Game, students are given minimal instruction because it is a principle-based learning system and not procedure. Thus, they figure it out quickly to win the race. Natalie did an excellent job with development of the game for reinforcement of learning.

Task 2:
Our team felt that the game was an excellent tool to reinforce the area principle. However, we felt that a behavioral change that could be implemented is the 4th “E” in the 5E Constructivist Theory, or in other words…elaborate. This theory as explained in Electronic Journal of Science Education focuses on 5 various stages developed to help students develop skills, analyze and evaluate evidence, experience and discuss with their peers in order to develop their own understanding (Inquiry, n.d.). We felt that students could receive additional instruction to elaborate and thus expand their knowledge. We each took a different approach in this.

Adelina felt that the proposed media selection for modifying this instruction or Natalie’s Scratch Math Game would be, introducing students to websites such as; AdaptedMind, http://www.mathforum.com/, http://www.AAAmath.com/, http://www.coolmath.com/, http://www.figurethis.org/, http://www.mathcats.com/, http://www.easymaths.org/ to further practice what they have learned (finding the area of a rectangle).
Natalie felt that a proposed media selection that can be used for modifying the instruction instead of the Scratch Game is a YouTube video on area of a rectangle.  http://youtu.be/2vBpkgJBiZY.  http://youtu.be/nnKlXLn9pkU.  These media will show steps for the student to use the behavior solution.

Nick felt that YourTeacher.com's Geometry app would be perfect in this situation.  While expensive, the app offers an entire year worth of math lessons.  Each lesson is complete with interactive practice that shows each step that students should take to solve the problem, independent practice worksheets so students can hone their skills, and tutoring videos which show person solving example problems. Using the app students will be asked to use the predict behavior principle to answer to certain math activities.  Students will have to use prior knowledge to solve the problem.  Students might be asked to explain how they to use the explain behavior principle to show what steps they took to reach the solution.  Finally, students will be asked to use the solution behavior principle when they are asked to figure out which formula to apply to a problem and to find the correct solution.  These are common among story problems. 

I felt that a great app to expand and enhance this knowledge and bring about the change desired in learning was Alice.org. Alice has been demonstrated to engage students to think beyond the challenge or problems they are presented with. In a video blog by Dai Barnes, this is demonstrated as students create their own virtual worlds (Barnes, 2008). By applying the actual principle of creating a rectangle with area, the students will take the principle knowledge that they master through process and embed casually in the Math Game and will be apply to use that knowledge in a semi-realistic environment. If perfected, we could grow this further by delving into 3D world creation in Second Life or other experiential gaming / learning systems.

Question for Group:
So, we have delved into principles both process and casual and even taken our little Math Game and expanded into a multitude of resources. The question I would pose to my team is how would you take what you have learned up to this point and expand one of your learning tools that you use to teach students?

My Answer:
My idea is to enhance my class with Slam Poetry. Every year, as part of the English TEKS we must focus on poetry and it is dreaded by every student and teacher too. We tend to use invariant task memorization, and a variety of procedural learning to focus on it. This year, I want to focus more on casual principle by allowing the student to do any poetic verse in the form of Slam Poetry. I will use the 5E method in my teaching by giving a hook (Taylor Mali compared to rapper Eminem) – the Engage section. I then will work in the explain by sharing various texts that might have been considered Slam Poetry back in the day (i.e. Shakespearean Plays). I will then have the students Explore and we will all Elaborate. I will wrap up by having then Evaluate the lesson. This is how I plan to put to practice this week’s module.

References:

Barnes, D. (2008, December 17). Creating a virtual world [Online forum comment].


Cox, S. G. (2005). The Importance of Teaching Basic Principles. Grandmaster Kim

Soo, 10th. Dan & Founder, Chayon-Ryu Martial Arts

Inquiry, the learning cycle, & the 5e instructional model. (n.d.). Retrieved from

http://www.google.com/url?sa=t&rct=j&q=5e constructivist learning

cycle&source=web&cd=9&ved=0CGkQFjAI&url=http://www.kacee.org/files

/Inquiry%20&%205E%20Instructional%20Model.pdf&ei=sliCT9eTEuOy2w

Xb0-CaBw&usg=AFQjCNEx4e-4ZcbhzjRPfVbeS_XWRP2bnw&cad=rja.

Merrill, M.D. (1994). Instructional Design Theory. Englewood Cliffs, NJ: Educational

Technology Publication.

Merrill, M.D. (2007). A task-centered instructional strategy. Journal of Research on

Technology in Education, 40(1), 33-50.

Miller, R. K. (2009). More Important to Teach Principles than Facts.

Reigeluth, C. M. (2012). Instructional-Design Theories Home page. Retrieved April 3,

2012, from http://www.indiana.edu/~idtheory/methods/methods.html.

Shen, C., & Tsai, H. (2009). Design Principles of Worked Examples: A Review of the

Empirical Studies. Journal of Instructional Psychology, 36(3), 238+. Retrieved

April 3, 2012, from Questia database:

Monday, April 9, 2012

Tech Grads Research and Summary


The process of learning a procedural task, such as converting fractions to percentage, using the instructions is most helpful for performance and learning. It is often assumed that instructions should be read before performing a task, but more often than not people do not look at the instructions until they do not know (or cannot guess) what to do next Eriksdotti (2011). Therefore, should reading the instructions and/or procedures before doing a task or using them as reference, influences the learning of a procedural task or it's outcome. 

Providing principles in instructions is believed to help learners understand, and in turn make them better able to process. Providing principles can be beneficial for learning and transfer under specific conditions. As Pam mentioned, that according to Eriksdotti (2011), including principles helps the learner to not only understand but to complete given tasks. 

Rachel further adds by adding enrichment tactics such as generalities guides the learner from examples of observation to that of exploration. Rachel then clarifies by explaining that math lessons on generalities developed from principles may fall into the top two boxes, but until a student can apply the generality, it will not become an ingrained skill. 

Question: Should we allow students to use discovery and prior knowledge to develop procedure task? Or should teachers present procedures at the onset of each lesson?

References

Eiriksdottir, A. (2011). The role of principles in instructions for procedural tasks: timing of use, method of study, and procedural instruction specificity (Doctoral dissertation). Georgia Institute of Technology, Atlanta,Georgia.

Reigeluth, C. (1999). Principles for teaching invariant tasks. Retrieved April 2, 2012, fromhttp://www.indiana.edu/~idtheory/methods/m2e.html

Suggested reading:  

Eiriksdottir, E., & Catrambone, R. (2011). Procedural instructions, principles, and examples: how to structure instructions for procedural tasks to enhance performance, learning, and transfer. Human Factors53(6), 749-770. (Online version: http://hfs.sagepub.com/content/53/6/749)

If the goal is good learning and transfer, then instructions should be more abstract, inducing learners to expend the necessary cognitive effort for learning.  Therefore, the objective of this article is to investigate how instructions can be constructed to enhance performance and learning of procedural tasks. 




Test

This is a test.

Tuesday, April 3, 2012

Tech Grads- Group Discussion- Week 9

 Case Study:

Your team should be working together to review the same short lesson your team selected for Module 4. Review Module 5 contents to complete the following tasks:

1. Identify all the changes involved in the principle, and write a generality that includes the changes and the relationship among the changes. References are needed
.

Our group had a Skype chat to discuss the Week 9 case study. For Module 5 our group’s lesson was on converting fractions to percentages which is a linear procedure with no branching procedures or decision steps.  
The learner will be able to convert a fraction to a percent.
1. Divide the numerator by the denominator
2. Multiply the answer by 100
3. Round the answer to the specified place value
4. Add a percent sign

According to Eiriksdotti (2011) including principles in instructions for procedural tasks may help learners understand and complete tasks. When students encounter more complex problems that require them to determine how they should convert a fraction they would need to use a process principal.  


2. Share the proposed media selection for modifying the instruction as appropriate to each change for your Case Study. Clearly define the forms of behaviors applied to the changes.
Reigeluth (199) states that dynamic demonstrations should be used in instruction when possible with mediums such as video or computer assisted instruction. Our group found 2 modifications we could make to the instruction for converting fractions.  They will benefit from being able to convert between the various representations and knowing when to apply the procedures for each conversion. Students will need to learn to convert fractions to mixed numbers, decimals, fractions and percents.

Dynamic Example #1:
Video:  http://www.khanacademy.org/math/arithmetic/fractions/v/converting-fractions-to-decimals  Students can view the video to reinforce the procedures for converting fractions or as a tutorial if they are still struggling to complete tasks.

Dynamic Example #2”
Students that are interested in music will find this video enjoyable. It has a catchy tune and describes the steps to converting fractions in simple terms with visual examples.

Both of these examples will help the students describe what should occur and the steps they should occur in. This would be an example of what Reigeluth refers to as description in the application of the principle.


References

Eiriksdottir, A. (2011). The role of principles in instructions for procedural tasks: timing of use, method of study, and procedural instruction specificity (Doctoral dissertation). Georgia Institute of Technology, Atlanta, Georgia.

Reigeluth, C. (1999). Principles for teaching invariant tasks. Retrieved April 2, 2012, from http://www.indiana.edu/~idtheory/methods/m2e.html

Team Education 2.0 Week 9 - Nick Goodson

1.  Identify all the changes involved in the principle, and write a generality that includes the
changes and the relationship among the changes.

In Natalie's scratch game, the process principle is students solving various math problems using prior knowledge they've obtained.  The process principle involves following each step of a mathematical formula to solved the problem that has been presented.  The casual principal occurs when the students receive feedback.  As students get the question correct, one character moves forward.  If the question is wrong then the other characters moves.  the overall goal is for the character representing correct answers to reach the finish line first. 

2. Share the proposed media selection for modifying the instruction as appropriate to each change for your Case Study. Clearly define the forms of behaviors applied to the changes.  For example, a video game is proposed to replace the PowerPoint presentation to let the students practice on Math multiplication. State the forms of behaviors applied to this change. 

YourTeacher.com's Geometry app would be perfect in this situation.  While expensive, the app offers an entire year worth of math lessons.  Each lesson is complete with interactive practice that shows each step that students should take to solve the problem, independent practice worksheets so students can hone their skills, and tutoring videos which show person solving example problems. Using the app students will be asked to use the predict behavior principle to answer to certain math activities.  Students will have to use prior knowledge to solve the problem.  Students might be asked to explain how they to use the explain behavior principle to show what steps they took to reach the solution.  Finally, students will be asked to use the solution behavior principle when they are asked to figure out which formula to apply to a problem and to find the correct solution.  These are common among story problems. 

Reigeluth, C. M. (2012). Instructional-Design Theories Home page. Retrieved April 3, 2012, from http://www.indiana.edu/~idtheory/methods/methods.html.

Shen, C., & Tsai, H. (2009). Design Principles of Worked Examples: A Review of the Empirical Studies. Journal of Instructional Psychology, 36(3), 238+. Retrieved April 3, 2012, from Questia database: http://www.questia.com/PM.qst?a=o&d=5035001455

Tech Minds - Research by Lauren Schwartz

Summary of Discussions
After our discussion ventured away from figuring out what exactly we wanted to change about our lesson from module 4, we ended up deciding on adding in the labels that go along with a subtraction problem (Minuend - Subtrahend = Difference), breaking down the steps of performing a subtraction problem with and without borrowing, and using manipulatives to help solve the problem. We were able to find various videos that showed these things in action, as well as a BrainPOP video that broke down subtraction (using manipulatives) and had extended activities that could be done within the concept of subtraction. After discussing with my group members, I wanted to research the use of manipulatives in math and how helpful they are for students. I have noticed many times that just by giving students objects to have their hands-on, or giving them scratch paper to make drawing, their results have improved greatly.

Articles
Burns, M. (2012). 7 Musts for Using Manipulatives. Scholastic. Retrieved from http://www.scholastic.com/teachers/article/7-musts-using-manipulatives-0

This article is amazing in that it gives a teacher 7 things they should do in order to use manipulatives in the classroom. I have seen, firsthand, in a prekindergarten classroom what happens when you give students new manipulatives and expect them to "work" with them right away without giving them an avid amount of "play-time" with the new objects. I also really liked that one of her things to do was to allow parents to use the manipulatives. Not only does this let parents see how they can help their students by letting them use small things around the house when doing homework, but it may even open their eyes to the fun of math. The writer of this article is the creator of Math Solutions inservice programs that are offered nationwide.

Shaw, J. (2002). Manipulatives Enhance the Learning of Mathematics. Houghton Mifflin Mathematics. Retrieved from http://www.eduplace.com/state/author/shaw.pdf

This is a great article to introduce the concept of using manipulatives in math and to explain the uses and functions of them. It gives a variety of examples of how to implement manipulatives into your classroom while describing how they can benefit the students, and in turn increase the learning being done.

Donavan, J. (2008). Teaching Mathematics with Virtual Manipulatives. Tech & Learning. Retrieved from http://www.techlearning.com/article/45397

This is a great article for virtual teachers or virtual classrooms or even for showing students how they can use manipulatives via the computer and the Internet. In districts where money is not always readily available to replace the lost or misplaced manipulatives or to just get new ones, virtual manipulatives are a great alternative since they are free and it is easy to obtain a class set. Some examples of virtual manipulatives include: base 10 blocks, pattern blocks, cuisinaire rods, etc.

BEST Article
I really like all three of these articles, and definitely think they should all be read to learn a bit more about using manipulatives in math, but my favorite article is the first one mentioned above "7 Musts for Using Manipulatives". I really like that it gave the reader 7 things that should be done before, during, and after the use of manipulatives. Many of them I knew to do and had a bit of a "Duh!!" moment, but there were others that I thought would be great ideas, like the class charts and allowing parents to play with the material as well.

Questions
1.  Do you use manipulatives in your classroom? If so, do you use them for math only (the best article above said they could also be a good source for writing - to describe them)?
2.  If you do not use manipulatives, have you noticed your children using them on homework or have you allowed them to use them?

Team Education 2.0 Week 9 -


Team Education 2.0 Week 9 – Natalie Price



Module 5: Principle Using

1.      Identify all the changes involved in the principle, and write a generality that incudes the changes and the relationship among the changes. References are needed.



Looking at the my Game Scratch, there must be an understanding of what formula is need to fine the area of a rectangle.  The process principles that are used is to apply the knowledge of how to find the area of the rectangle.  Then the casual principle is applied, through memorization.  Then the game institutes cause and effect, where if you use the correct formula to get the correct answer the you are able to go to the next problem.  “if not, the game ends.  Because you answer correctly the race continues until you reach the finish line.

References:



 Share the proposed media selection for modifying the instruction as appropriate to each change for your Case Study. Clearly define the forms of behaviors applied to the changes.

For example, a video game is proposed to replace the PowerPoint presentation to let the students practice on Math multiplication. State the forms of behaviors applied to this change.

 A proposed media selection that can be used for modifying the instruction instead of the Scratch Game is a YouTube video on area of a rectangle.  http://youtu.be/2vBpkgJBiZY.  http://youtu.be/nnKlXLn9pkU.  These media will show steps for the student to use the  behavior solution.  Math software like AdaptedMinds is also a media selection that can help students to learn and practice the skill. This would take in the behavior of explanation and solution.