I thought that the articles provided a good overview of the affordances and constrains of modeling instruction that we have been discussing all semester. We've expressed our concern over time limitations, content coverage, accountability to standards, and student fluency with practices and technology. Braunschweig's article was pretty thorough at situating these concerns, but his inclusion of student reflections highlighted why modeling is such an important design choice for science instruction. However, I also felt that these testimonials were a bit stiff and generic; honestly, I felt like they sounded like advertisements, aimed at teachers who were on the fence about using modeling.
I'm not sure if I'll be teaching in a science classroom in the future, but I do see modeling as having a large role in my future work in Vanderbilt's PhD program as I work on SURGE Symbolic. In this game, students create and manipulate multiple representations of motion as they move an avatar across their screen. I'll be interesting in seeing how students move between representations as they use the game and how other modeling activities and questioning discussions are used to support learning in classrooms. The articles for this week all mentioned white-boarding as opportunities for students to present their models and arguments to the class; I'm curious how these opportunities can be embedding in a modeling game.
- In the articles, scientific modeling is a collaborative endeavor: students work in groups to design experiments, discuss arguments, and critique presentations, and the teacher facilitates these processes. Could these processes be done on one's own (i.e., can students work on scientific modeling individually, with the same success)?
- These articles don't seem to use programming for modeling, and only vaguely mention computational models in relation to creating mathematical models. How do you see coding and/or graph-fitting at work in your future practice?
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