CESI Conference January 2002 St.Patrick's College |
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Light
on the Voices
Narrative Inquiry into Conceptual Change Learning in Primary Science through the use of a Multimedia program in a Constructivist Environment |
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Loreto
A. OConnor N.T. M.Ed. Grad. Dip. ICT
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This narrative inquiry into conceptual change learning in primary science is a qualitative study, using an ethnographic framework. The research was conducted over a six-month time frame, with a Fifth Class in a primary school. The particular experience that rooted the inquiry was a novel multimedia program, designed by the researcher and situated in a constructivist environment. The topic of exploration was Electricity. Data collection and analysis were grounded in three Strands of Inquiry: Science in Study, Science in Action and Science in Design, thus permitting a tri-foci perspective. The inquiry was informed by both content-free and content-specific software. The over-riding endeavour of the researcher was to ascertain if the pupils pre-conceptual ideas on Electricity could be modified, towards a more scientific understanding of the topic. The inquiry recorded the impact of multimedia on that cognitive development, from which a schema of four themes emerged. Data (observational, quotive, representational) established that the use of multimedia as a tool to enhance conceptual understanding in science is an effective one. Findings pointed to improved cognitive and social development as a result of group work, peer tutoring and situated learning. A crucial sub-theme that pervaded the data was that of the benefit of multimedia authoring whilst using content-free software (PowerPoint). In sharp counterpoint, content-specific software left a caveat in the learning environment. The research outlines the role of images, the multisensory nature of multimedia, design, authoring and presentation of a multimedia artefact and the emergent teacher roles arising from a constructivist multimedia teaching paradigm. In essence, the findings of this research reinforce the constructivist nature of using such methodologies and the intrinsic educational value of this approach. They consolidate the present literature, which is highlighting the use of multimedia as a tool to learn with, rather than from. Introduction Rationale and Background Rationale for using Multimedia The challenge in education is to provide students with skills that will enable them to read and understand customary written texts, as well as interpret mass media and computers. The students information skills will be increasingly valued in the future. Multimedia is one such source. This is an essential part of the learning process now and in the future. Boyle (1997: 77) writes that the multimedia artefact, often a tool rather than a complete system, becomes an enabling component within the wider context of teacher and learner, while Von Glaserfield (1989) recognises that educational success for pupils is achieved through a facilitating and enabling relationship, thereby, enhancing the students skills and developing self-confidence, initiative and resourcefulness. However, more recently, Olson (2000) exhorts teachers to look critically at this Trojan horse in our midst. Science and Multimedia What the Literature says Conceptual Change Learning To address this realistic cognitive situation, CCL therefore is the theory particularly concerned with the development of scientifically accurate understanding. Constructivism and Primary Science · Our perception of the world is seen to be subjective · The affective dimension in learning. How we feel about the ideas being presented in our learning experiences affects our learning about them (Claxton, 1991). To learn science from a constructivist philosophy implies direct experience with science as a process of knowledge generation in which prior knowledge is elaborated and changed on the basis of fresh meanings negotiated with peers and teachers. Watts (1991) outlines a structure of work that approaches some of the central principles of constructivism in science teaching. In general it can be seen to: · Provide opportunities to explore and elaborate pupils understandings of science · Promote active learning, and actionable learning · Engender shared teamwork and collaborative group activity · Work through the use of open-ended investigations, where there are few right answers · Make science relevant, enjoyable, fruitful, plausible and highly motivational. However, constructivism is not seen without limitations. Both Matthews (1993, 1995) and Driver at al. (1994: 7) have expressed cautions about adopting too literal an interpretation of constructivist principles stating that; learners need to be given access not only to physical experiences but also to the concepts and models of conventional science. Constructivism and Multimedia Students-as-producers-of-technologies (as in this research) engage in much more meaningful learning than students-as-receivers-from-instructional-technologies. With no technology is this belief more obvious than with multimedia. The basic tenet of students constructing and presenting their own material from experiential situations gives them a deeper understanding of the content of their study (Jonassen et al., 1996; Ruokamo-Sari and Pohjolainen, 1997). The goal of any student-as-multimedia designer approach (authoring) is to promote student learning by requiring students to assemble information, transform and translate the information, evaluate the knowledge, revise the knowledge and draw conclusions. These goals would demonstrate an understanding by creating a comprehensive and multimedia artefact. Researchers who have used a students-as-designers multimedia approach share common findings (Lehrer, 1993; Liu and Routledge, 1996; Nicaise and Crane, 1999). · Students seem to enjoy the flexibility of approaching subject matter in different ways · Students express enjoyment with being able to work in a collaborative setting, rather than individually · They become intrigued with expressing their thoughts, ideas and conclusions using visual, written, and aural mediums. This compels, as well as motivates the students to use the applications capabilities to creatively represent what they know or what they have learned · It encourages students to assume a greater responsibility for learning. These researchers are indicating that a move toward a constructivist methodology could be greatly empowered through the use of multimedia, especially in the student-as-designer approach in school. This education with technology leads to meaningful learning. When given the opportunity, students of all ages readily experiment with technologies, articulate their beliefs, and construct, co-construct, and criticize each others ideas. When learners are allowed to assume ownership of the product, they are diligent and persevering builders of knowledge. Multimedia and Science Science multimedia software demonstrates how it can support the different learning styles of learners. It provides fixed paths through a multimedia learning experience each corresponding to and supporting different styles of learning. A more flexible solution is that it provides multiple paths of navigation through the instructional materials to support the learner in their choice of path whether to obtain information resources, sample problems or practice opportunities (Laurillard, 1993). The use of multimedia in science teaching and learning can extend access to learners in at least three ways: · By letting them see processes which may be too fast, too slow or too dangerous to observe live, in real time · By helping to explain and illustrate some of the difficult concepts in science · By allowing them to do experiments that would otherwise be impossible (Collins, Hammond and Wellington, 1997: 72). Research to date has shown a number of important findings from the use of multimedia in primary science. The Beichner Study (1994) reported a project in which junior high school students developed multimedia displays to teach science to themselves and others. It examined the cognitive and affective impact of multimedia tasks on these pupils. The recorded impact of their involvement in the initiative was considerable: 1. From the outset the pupils were motivated and demonstrated great concern for accuracy in their displays. 2. Pupils gained independence in their tasks and quickly assumed responsibility for content and editing decisions. 3. Pupils were competent in accessing wide ranges of material and sources to find content they needed. 4. Pupils displayed enjoyment and tremendous enthusiasm for the project. Recent progress in technology, which makes it more accessible and methodologically sound, tips the balance in favour of using multimedia as a cognitive tool in the construction of knowledge. Multimedia has all the attributes of making this knowledge more meaningful. However, in science teaching, exclusive use or overuse of multimedia software could lead to a distorted view of science. Indeed, there are opinions pointing to the lack of good evidence that learning can benefit significantly from technology. Research Methods All direct experience is qualitative and qualities are what makes life experience directly precious. The Role of the Ethnographer The conceptual lens of inquiry to tease these questions is that of ethnography. The process of ethnography is original fieldwork and its rationale grew from modern anthropologists encounters with and attempts to understand others. Fieldwork involves the prolonged intensive and direct involvement of the researcher in the lives and activities of the group in question (Hitchcock and Hughes, 1995). Ethnographic methods rely substantially on participant observation and its utilization of a wide range of data sources. However, the oxymoron participant observation also implies simultaneously emotional involvement and objective detachment. Ethnographers attempt to be both engaged participants and coolly dispassionate observers of the lives of others (Hammersley and Atkinson, 1983). The participant side of participant-observation affords nearness, while the observer side lends farness (Browne, 1985: 55). This twofold understanding of reflexivity allowed me perform the necessary functions: the collection of rich, qualitative data, while simultaneously mediating in the interpersonal contexts of the classroom to see, read and interpret what lay beneath the layers of data. Strands of Inquiry At the outset, a micro pre-research was initiated in order to establish the pre-conceptual understanding, or alternative frameworks (Driver, 1991) the pupils held on the topic of Electricity. Throughout the research, themes emerged from the salient, pervasive findings. At the culmination, total insight was reached on the conceptual changes and related issues by analysis of the data collected observational data, KWL charts, concept maps, diaries, journals, interviews and quotive data. Findings of the Research These were narrated as stories. · The Science Story narrated the impact of a multimedia program on the development of the scientific conceptual understanding in the topic Electricity. · The Pupil Story narrated the extent to which the pupil, the protagonist in the story, is affected both from an individual and group perspective, in a multimedia constructivist environment. · The Multimedia Story narrated the role of multimedia, as a cognitive tool to learn with rather than from, to assist in the pedagogical process of conceptual change. · The Teacher Story narrated the extent to which the images of the teacher are an enduring and recurring factor penetrating all classroom behaviour. For further elucidation, conclusions and insight gained are divided into the four thematic strata, which emerged from the data gleaned over the research. Of necessity, and realistically, these are interrelated and woven inextricably in the crosscurrents of implications and recommendations for the future. Conclusions and Insight into the Science Story In Strand One, the instructional presentation in multimedia, the pupils were introduced to a new vocabulary of scientific language. These new scientific terms and notations were reinforced in Strand Two, in groupwork using software. Yet, the pupils reverted to using their own customised, everyday language. This bears out Kellys (1969) theory on language where the intended meaning of a lesson is not automatically transferred to the mind of the pupil, due to the language used and the context it is used in. This research suggested pupils frequently use analogies/similes to explain concepts (analogy of a drawbridge, wheel of a bicycle). By using the analogy of the bicycle wheel, the concept of circuits was maintained, and elaborated to incorporate the pupils experiences and interests. The documented data established the existence of mismatches between the ideas of the pupils and those of the teacher. From the teachers point of view, the scientific activity is clear. From the perspective of the pupil, what to do is not understood or the skills needed are not recognised. This echoes the findings of Tasker and Lambert (1981), which illustrate the frequencies of discrepancies between teacher intentions and pupil responses. The impact of the constructivist paradigm was best evidenced in Strand Three, where the pupils were immersed in the design and presentation of a multimedia artefact. The pupils were involved in constructive and active learning. They were afforded an opportunity to explore and elaborate their understandings in Electricity, and to test their ideas. However, the observational data indicated some inherent dangers in pupils construction of ideas. This correlates with the theories of Driver et al. (1994) and Matthews (1993, 1995) who are critical of the constructivist approach, which implies that students who construct their own understanding of the world are building scientific understanding. They may not be! The pupils needed access both to scientific concepts and models of Electricity, and teacher intervention. Constructivists are anxious to avoid these practices. Conclusions and Insight into the Pupil Story Discussion, involvement, collaboration and group dynamics were all factors leading to positive social interaction. This also influenced and led to valuable cognitive development. This finding correlates with researchers, Hamm and Adams (1992), and Light (1983: 48), who states that conditions have to be such that pupils, engage both with the task and with one another in the course of their learning. The impact of peer tutoring was evidenced in accelerated collaborative thinking and learning. However, observational data evidenced the potential for resentment and antagonism. The researcher suggested intervention by the teacher, as a requirement to avoid socio-cognitive conflict and in maintaining pre-determined rules. Findings concluded that pupils were competent, assured and assertive when the learning was situated or grounded in a context that was relevant to their own lives. This contextualised learning was clearly in evidence when the pupils visited Ardnacrusha and were affirmed in their thinking processes and questioning. This finding is in consonance with that of Collins (1998). Conclusions and Insight into the Multimedia Story The use of images, as a medium for attention grabbing and interest captivation did entice the pupils to learn, albeit in a covert, subconscious manner. But, a total reliance on multimedia to teach science raised doubts. Present literature is raising similar questions, although answers are inconclusive (Collins, Hammond and Wellington, 1997). In sharp counterpoint, children with Special Needs appear to perform best in a multisensory environment, since they have a visual learning style. This may be the sole medium of learning suitable to their needs in the classroom context. This reinforces the theory of Kress and Van Leeuwen (1996) who contend that children remember more and are more active when they experience both pictures and words together. The crucial question of the existence of high quality software appeared to penetrate Strands One and Two of the inquiry. In Strand One, the use of an instructional presentation designed by the researcher, the pupils appeared to display satisfaction, and consequently, achieved a general degree of conceptual understanding. It was suitable to the pupils ability, their prior knowledge, and allowed easy navigation for the pupils to progress. The use of pre-designed or content- specific software in Strand Two did not appear to be quite as satisfactory, relevant or productive for the pupils. This suggests that the elements of educational software should focus on sound cognitive developments for pupils. In Strand Three, where the pupils were authors of a multimedia artefact, an opportunity was provided for valuable cognitive experiences skills in exploring, discussing, planning, questioning, designing, presenting. It appears that content-free software (i.e. PowerPoint) provides optimum opportunities to pupils to consolidate knowledge in an alternative medium and to use many valuable skills. Observational and quotive data correlate with the findings of researchers (Kress and Van Leeuwen, 1996; Lehrer, 1993; Liu and Routledge, 1996; Nicaise and Crane, 1999) into the student-as-designer approach in multimedia. These are: enjoyment of pupils, students assuming responsibility for and ownership of learning, the multimedia and multisensorial element of learning, and the flexibility the approach lends to learning. The finished artefact (Appendix A) is evidence of these. The findings totally refute those of Plowman (1999) who says that multimedia may rob the pupils of all imagination. In this case, the pupils were afforded ample opportunity to design their work creatively. Conclusions and Insight into the Teacher Story Recommendations · In the light of the evidence obtained in this pre-research, the findings recommend that the teacher firstly establishes the pupils alternative frameworks, by way of elicitation, concept mapping etc., prior to building new conceptual understanding. · It is realistic to suggest that scientific learning and skills be contextualised or situated, so that they reflect how the knowledge will be useful in real life. · Groupwork is a powerful methodological strategy and should be employed both for social and cognitive development. Intervention by the teacher is required to avoid socio-cognitive conflict and in maintaining pre-determined group rules. · As demonstrated in the findings, the potential of content-free software must be recognised. Presently, it appears the emphasis is on easy-to-use child friendly software. But, the skills of exploring, planning, design and presentation are those most valuable, leading to life long learning, as prescribed in the Primary School Curriculum, Introduction (1999: 31). Content-free or open framework software is a most powerful tool for the merging of this amalgam of skills, where the pupils become students-as-authors. It is a tool to learn with, rather than from. · The use of multimedia is recommended as an approach to reinforcement of scientific knowledge. As representational data showed, imagination and creativity are not decreased or quenched. · The teacher as motivator must systematically ground science teaching in the principles and practices of the scientific method of observing, asking questions, predicting, hypothesising, interpreting, recording, and communicating results. · The teacher as guide must focus on a flexible and developmental progression, which allows for an invariant sequence of curriculum strands and themes. |