Sunday, February 8, 2015

2/9 - Kim K - Leveling Up Bonus! +10 Computer Skills

A major theme I’ve noticed is about investigating how complex phenomena can arise from simple components and simple interactions.  Most of the time, there is a lot more behind phenomena than we might think or initially observe, and one will only figure that out after deeper investigation into trying to explain the processes behind them.  Investigations are, of course, key processes to scientific inquiry, and what teachers should expect their students to learn to do naturally.
I am very excited to work with StarLogo because the possibilities for modeling different phenomena open up so much.  In our last class, I had really wanted to see how two turtle agents could be programmed to interact with each other with regards to planets’ motions within our solar system.  There are so many other uses I can think of now too.  However I did appreciate the introduction to Logo programming with NetLogo, where we could only manipulate one turtle agent.  This allowed me to get a sense of what the programming itself does without worrying about levels, and I think if I were to use Logo in the classroom, I would introduce my students to it in a similar fashion.  Asking my students to think of modeling a concept/phenomena with only one agent will allow them to realize on their own how powerful manipulating multiple agents could be.
I think that the GasLab shows how crucial programming can be for experimental labs that are not easily reproducible outside of the computer-modeling environment.  This also corresponds with their statement, “the StarLogo modeling language enables much younger and less mathematically knowledgeable students to have access to explanations that connect the micro- and macro-levels of phenomena.” This definitely supports diSessa’s discourse we read last week and is probably Wilensky and Reisman’s basis for their Thinking Like a Wolf paper where they seek to remove the barriers of formal mathematical requirements so that students can experience meaningful engagement.  Wilensky and Resiman would also agree with diSessa’s discussion about tool-rich cultures, “the way that we see the world is greatly influenced by the tools that we have at our disposal.” Which leads to my question: How do we address the major challenge of developing a better understanding of when to use which approach and why?

Modeling Problem:

How many people does it take to initiate a “human wave” at a game?  I’ve noticed that it sometimes takes a few tries to get started, so can one model the influences of this?  There are probably different levels contributing to this, such as how exciting the game is and other crowd participation that might be encouraged throughout the game.

2 comments:

  1. Kim, I think the key, as with most methods in teaching, is having a familiarity with a variety of approaches. The more you know about the strengths and weaknesses of an approach, as a teacher, the more easily you will be able to determine which to implement. Just as importantly, the better you know you students, the more easily you will be able to determine which to implement. I don’t think it would be possible to just have a standard “prescription” to put into action given the variety in student bodies and educational settings we encounter.

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  2. Dan, I agree, with increasing familiarity of these approaches, teachers will be able to figure out what methods are best for their students and lesson topics. However, I think there can be an established "knowing" that computer modeling would work great with showing students motion and kinetics but that to show the life cycle of a plant, it would be best to actually grow plants in the classroom. I think there can be basic assumptions about what methods will be most authentic to students. Yet, teachers should still always be aware of what works best for particular classes or students.

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