
When you are teaching students in a classroom there will always be a few tapping their pencils, rummaging through their pencil box, or swaying their chair back and forth. Many students get antsy when they are sitting in a chair and are forced to listen quietly and have no discussions. Constructionism is the theory of learning; As stated by Dr. Orey, “people learn best when they build an external artifact or something they can share with others” (Laureate Education, 2009). When students are given the opportunity to explore a concept by manipulating, building, or creating something, it will increase interest and help them retain the information better compared to simply reading about it.
Pitler et al. (2007) explain that students who are given the opportunity to use technology to learn a new concept or build knowledge of an old concept, it allows students to gain a deeper understanding and requires them to use critical thinking skills. Spreadsheets for example are a great tool to use for teaching hypothesis in mathematics and science. Students can make predictions, collect data, analyze the data for patterns, and create and revise their hypothesis.
“Using data collection tools enables students to see the bigger picture and recognize patterns” (Pitler et al., 2007,p. 210). One science class compared pH levels of water in their community with others to see if their city gets acid rainfall (Pitler, et al., 2007). Other tools that students and teachers should use are web resources and gaming software. In gaming software (think Oregon Trail or Battle Ship Online) it allows students to use what they already know, make decisions, and see the outcome of their actions and predictions. “Simulation software also can provide incredibly engaging learning environments, resulting in increased motivation and retention in learning” (Pitler, et al., 2007, p. 213).
Giving students problems without the solution is a great way for them to learn. It is up to them and their peers to come up with a list of solutions and try to solve the problem. This could be using in content areas (math, science, language arts) or real-life situations. Allowing students to create a hypothesis and giving them tools to discover the solution is helping prepare them for the future; in life and in their career.
References:
Laureate Education, Inc. (Executive Producer). (2008). “Cognitive learning theories” [Educational video].
Pitler, H., Hubbell, E., Kuhn, M., & Malenoski, K.(2007). Using Technology with Classroom Instruction that Works. Alexandria, VA: ASCD
Web sites to visit:
http://office.microsoft.com (spreadsheet templates, help, and how-to’s)
www.globalschoolnet.org or http://collaboratory.nunet.net (collaborate project website)
www.making-history.com (WWII strategy game)
http://davidmcdivitt.wordpress.com (Mr.McDivitt’s blog about gaming and his student’s experience)
www.smogcity.com (weather/population/emissions interactive website)
www.pbs.org/wgbh/buildingbig (learn about bridges, domes, skyscrapers, dams, and tunnels)
www.ciconline.org/windward (game about weather/wind patterns)
http://meted.ucar.edu/hurrican/strike/index.htm (Simulation of hurricanes)