| Australian Journal of Educational Technology 2001, 17(1), 64-79. |
AJET 17 |
David F. Treagust
Curtin University of Technology
This paper describes the fruitful interaction between educational research on constructivism and the development and use of a multimedia computer program. The software uses interactive digital video clips to present sixteen real world demonstrations to Physics students. It is designed to be used by pairs of students to elicit their pre-instructional conceptions of Force and Motion and encourage discussion about these views. A predict-observe-explain (POE) strategy is used to structure the learners' engagement with the video clips. The choice and sequence of the video clips, as well as the multiple choice options available to students in the prediction phase of each task was informed by misconception research in physics education. All multiple choice selections and written responses made by users are recorded automatically in a text file on the computer hard drive.
Probing student understanding
If students are to experience meaningful learning they must review and if necessary reform their strongly held personal views. Hence, the elicitation of student ideas is central to any teaching approach informed by constructivism (Driver & Scott, 1996). Student interviews, concept maps, student journals and diagnostic multiple choice tests are techniques which have been used as probes of student understanding for these purposes (Treagust, Duit & Fraser, 1996). As well as identifying preconceptions, the process of eliciting students' pre-instructional ideas can also offer an opportunity for student learning (Treagust, Duit & Fraser, 1996). From a social constructivist perspective, if students' ideas are elicited in a social setting, they receive an opportunity to articulate and clarify their own preconceptions, reflect critically on their own and others' ideas and co-construct reformulated ideas.
The predict-observe-explain (POE) strategy
White and Gunstone (1992) have promoted the predict-observe-explain (POE) procedure as an efficient strategy for eliciting and promoting discussion of students' science conceptions. This strategy involves students predicting the outcome of a demonstration, committing themselves to a possible reason for their prediction, observing the demonstration, and finally explaining any discrepancies between their prediction and observation. Whether used individually or in collaboration with other students, POE tasks can help students explore and justify their own individual ideas, especially in the prediction and reasoning stage. If the observation phase of the POE task provides some conflict with the students' earlier prediction, reconstructions and revision of initial ideas are possible (Searle & Gunstone, 1990; Tao & Gunstone, 1997).
Constructivism and educational software design
The behaviourist paradigm dominated early developments in educational software. Drill and practice and tutorial programs (and more recently, artificial intelligence developments) were designed primarily for reinforcement of concepts. However, many writers (Jonassen, 1994; Duffy & Cunningham, 1996; Harper & Hedberg, 1997) have encouraged a shift in emphasis to more constructivist software, engaging learners collaboratively in open ended, exploratory learning environments where students can construct meaningful knowledge. Squires (1999) suggests that a recurrent theme in most guidelines for the development of constructivist software is that learning should be authentic. He suggests that constructivist software should allow for 'cognitive authenticity' by promoting opportunities for learners to express personal ideas and opinions and articulate ideas, experiment with ideas, engage in complex environments which are representative of interesting and motivating tasks and receive opportunities for intrinsic feedback. He also suggests that constructivist software should allow for 'contextual authenticity' by relating tasks to the real world, encouraging collaborative learning in which peer group discussion is prominent and encouraging the role of a teacher as a facilitator of learning.
Computer-controlled digital video in physics education
'Interactive video' could be defined as any video which the user has more than minimal 'on-off' control over what appears on the screen. The 'media attributes' (Salomon, Perkins & Globerson, 1991) of interactive digital video include: 'random access', allowing users to select or play a segment or individual frame (picture) with minimal search time; 'still frame', allowing any frame of the video clip to be clearly displayed for as long as the user wishes to view it; 'step frame', enabling users to display the next or previous frame, and 'slow play' enabling the user to play the video at any speed up to real time in a forward or backward direction. (NB. Videotape does not fully allow this as an individual frame degrades if displayed for a long time and random access is difficult. Alternatively, digitised video, either on a computer or a videodisc player, enables these features.)
'Interactive video' makes possible the detailed study of interesting laboratory or real life events and is considered an important technology in the area of computer based learning in science (Weller, 1996). The clips can show dangerous, difficult, expensive or time consuming demonstrations not normally possible in the laboratory (Hardwood & McMahon, 1997). For example, one clip used in this study showed footage of an astronaut performing a demonstration on the moon. Such real-life scenarios can make science more relevant to the students' lives (Duit & Confrey, 1996; Jonassen & Reeves, 1996), and help students build links between their prior experiences and abstract models and principles of physics (Escalada & Zollman, 1997). Through the use of the digital video facilities, students have access to a more sophisticated way of observing events. Video clips also allow students to view accurate and reliable replications of demonstrations (Bosco, 1984).
Making quantitative observations using digital video clips:
Video-based laboratories
Interactive video presentations can be used to make measurements and gather data about events. Computer digital video systems allow students and teachers to capture video of experiments they perform themselves by storing the video on their computer's hard drive. When connected to spreadsheets, students can then use the interactive video clips to efficiently gather data and make graphs and other representations to analyse and model their data. Many studies have shown these 'video based labs' to be motivating and authentic learning experiences for students (Beichner, 1996; Rubin, Bresnahan & Ducas, 1996; Laws & Cooney, 1996; Rodriguez et al., 1999; Gross, 1998). Squires (1999) describes these video based labs as facilitating a constructivist learning environment. They promote open ended exploration in an authentic learning environment; particularly when the learner chooses and captures their own film clips.
Making qualitative observations using digital video clips
An important learning outcome in most Physics courses is for students to learn to observe their own world more carefully. The use of digital video gives teachers and students sophisticated 'tools' to observe dynamic processes and physical phenomena in intricate detail. The ability to 'slow down time' (using 'slow motion' or 'frame by frame' facilities) makes the video medium most suitable for students to observe and consider 'time dependant' phenomena prevalent in many Physics episodes, particularly in the Mechanics domain.
The computer environment permits more intimate, small group interactions with the POE tasks, giving students control of the demonstrations and allowing the teacher more time to interact with students. These collaborative small groups encourage the social interactions and personal reflections which are essential for peer learning (Linn, 1998). Finally, the computer environment supports the sequencing and presentation of the POE tasks. For example, the program discussed in this paper does not allow the students to view the video of a demonstration (the observation phase) until their predictions and reasons are completed. (Indeed it is not possible to change these responses after viewing the video clip.) The computer program also automatically and efficiently places students' written responses into a text file for further analysis.
Affective learning outcomes for students
The challenging, real world contexts presented in the program should stimulate students' intrinsic interest and curiosity in various mechanics related events and related principles. Hence the program should create student awareness and appreciation of the integral relationship between Physics and students' everyday lives.
Benefits for instructor
The computer program documents the elicited views of the students in text files on the computer hard drives. These pre-instructional conceptions can be used to guide future learning episodes (Ausubel, 1968). Unlike traditional whole class, instructor-led POE demonstrations, the program should provide an opportunity for the teacher to engage in small group discussions with students as they engage in the POE tasks. The program should also provide a stimulus for later whole class discussions. Indeed, the instructor version of the program contains the 'correct science views' for each POE task.
Some of these tasks have a rich history and have been considered by many scientists over the centuries. For example Task 12 (see Figure 1) involves the famous scenario of a ball released from the mast of a moving sailing boat. Students needed to predict where the ball would land: behind, below or in front of the mast. (Most students predict that the ball will land behind the mast rather the below it!) Galileo Galilei (1632) discussed this problem in detail in the 'Dialogue Concerning Two Chief World Systems'. Three video clips (Tasks 1, 2 and 9) were related to vertical motion only. They were designed to elicit alternative viewpoints relating to one-dimensional motion. The remaining videos covered both half flight and full flight projectiles. Projectiles used in the video clips covered both active launches (eg. a person throwing a ball) and passive launches from 'carriers' (Millar & Kragh, 1994).
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The next screen asks the students to give a reason for their prediction. This two-tiered strategy (Treagust, 1987) allows the student to articulate the reasoning behind their initial multiple choice selection. This reasoning stage can be challenging but is an important stage as many students make a correct prediction but describe incorrect reasons. Students write their responses (in full sentence form) in a 'text input box' shown on the screen. All text input from users is recorded as a text file on the hard drives. The software does not allow students to proceed to the observation (of the video) stage unless they have fully committed themselves to their prediction and reasons. If they want to go 'backwards and forwards' and edit their prediction or reasons, they can do this, but not after proceeding to the observation stage.
This ability of the multimedia program to structure these capabilities is crucial to the effectiveness of the POE strategy in the small group setting and the level of learner control of the POE tasks. The next screen allows the students to observe the video of the event. After approximately 10 seconds, another 'text input box' shows on the screen (underneath the video clip) to allow students to describe and record their observations in detail. Students can replay and manipulate the video clip as many times as they wish before proceeding. The 'explanation' phase is the focus of the final screen for each task. This is perhaps the most difficult stage for students as they have to again describe in writing any differences between their prediction and observation.
Students generally reacted positively to the program. Meaningful conversations were observed and data from the audio tapes indicated that students articulated their ideas and often negotiated 'shared meanings'. Feedback from the student questionnaires indicated that the students also perceived meaningful conversations taking place during their engagement with the program. Students' written responses to the tasks (recorded on the computer) revealed pre-Newtonian conceptions, however, it was the 'reasons' for these predictions which revealed many alternative science views. This often occurred after a correct prediction. Fortunately there were no major programming 'bugs'. However, students used the questionnaires to make valuable suggestions for improvements in the program. The lack of a 'back' button to return to responses on previous screens for editing purposes was a common criticism. (Although this would never be considered after the observation stage of the POE tasks!) The inability to edit written responses was another complaint.
The three academics from Curtin University reacted positively to the program. They used a special technique where their faces and conversations were filmed simultaneously with the contents of the computer screen. The videotape then shows the users working as an 'inserted picture' on the main computer screen. (This technique is discussed in Yeo, Loss, Zadnik, Harrison & Treagust, 1998.) They made many helpful suggestions about screen design and also the language used in the tasks. Their main criticism however was that correct 'science views' for each task were not given at all. Consequently a special 'instructor's version' of the program was made which included answers to each task.
It was decided that a multiple choice format was not suitable for tasks involving pathway predictions. There were too many possible outcomes to be covered by multiple choice options and more detailed data could be gained from student drawings of these pathways (White & Gunstone, 1992). Hence tasks 3 to 8 were designated 'drawing tasks' where students' predictions would not be recorded on the computer but instead would be recorded on paper. A future version of this program will allow students to draw and 'submit' electronic drawings to be saved on the computer with the user's text responses.
The sequence in which students did the sixteen tasks was also changed. Guidelines for the development of constructivist software generally encourages a 'low structure' non-linear sequencing, and a high degree of 'student access' to material providing students with many navigational opportunities (Kennedy & McNaught, 1997). However this was not possible for this particular program. The observation of certain video clips could easily influence students' responses in subsequent tasks. Hence the tasks where students had to draw their predicted and observed pathway needed to be in the first part of the program.
The trials also resulted in many other minor but important changes to the program. The format of the text file (which recorded student responses) was made more user friendly. A compulsory tutorial (at the start of the program) was developed to help students gain familiarity with the software. The ability to 'go back' to written responses and edit them (a strong criticism of the beta version) was also incorporated into the final version of the program, although it was still not possible to change predictions and reasons after viewing the video clips. Screen design issues were also addressed including changing the background colour back to white for ease of reading, addition of small icons on most screens, and the addition of arrows to point out important parts of graphics.
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| Authors: Matthew Kearney Faculty of Education, University of Technology, Sydney PO Box 222 Lindfield NSW 2070, Australia Matthew.Kearney@uts.edu.au
David F. Treagust
Please cite as: Kearney, M. and Treagust, D. F. (2001). Constructivism as a referent in the design and development of a computer program using interactive digital video to enhance learning in physics. Australian Journal of Educational Technology, 17(1), 64-79. |