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Multiple Representations of Ideas about Science - Brian Gravel

This research project aims to learn how students express their ideas about science, math, and engineering in various systes of representation. Systems include drawing, building, oral language, and stop-action movies using the CEEO's SAM Animation software.

Investigators

Collaborators

Funding Source

This material is based upon work supported by the National Science Foundation under Grant No. 0511979. (Any opinions, findings and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation)

Goals

The overarching goal of this research is to investigate the use of animation as both an exploration and reporting tool in the teaching of science and engineering. Using SAM (Stop Action Movie making software), students can create simple frame-by-frame animations of science and engineering concepts. These animations can either be explanations of concepts or predictions of experiments and physical phenomena. In the domain of physics, animation software gives the student control of (1) time, (2) distance, and (3) the relationship between time and distance. This level of componential control provides students with a new way of investigating motion in both 1-D and 2-D situations.

This technological environment provides for an interesting venue to research group dynamics. Specifically, issues of distributed cognition and congitive thresholds are of interest in the animation creation environment. Questions to ask include does this environment foster exposure of mental models to comparisons with group mates and thus potentially altering the cognitive thresholds of the group members. Vygotsky's Zone of Proximal Development work is very applicable to the environment we envision and will be included in the theoretical framework of this research.

Research Questions

The research questions for this project are:

  • Can students represent their mental models for physical phenomena through animation software?

  • Does the process of creating animations lead to deeper investigation, reflection, or analysis of concepts rather than traditional lecture or demonstration based instruction among students?

  • Can students learn to accurately predict physical scenarios using stop action movie making?

Experiment Description

A pilot study is scheduled for Winter/Spring of 2008 with participants coming from the 7th and 8th grade at the King Open School in Cambridge, MA. The study consists of each student participating in three interview-based sessions where they will produce representations in various systems. The science task/exploration in question is the linked syringe problem (below). In this demonstration, the outlets (nozzles) of each syringe are linked using a piece of clear plastic tubing. As the participant pushes the plunger of one syringe down, the other plunger extends.
 

  

 

Students will be asked to explain what they see verbally, in drawing form, through a stop-action movie, and in a physical construction task. In the construction task, students must first plan what they might build to help explain what they see, then they will select from a collection of raw materials to build something that explains the linked-syringe actions.
 

The purpose of the pilot study is to answer the research questions above. I am interested in seeing how these representations produced in different systems (Oral language, drawing, animation, physical construction) are alike and different for each child and across the population of children. Results of this pilot study are pending.

Related Publications

  • Church, W., Gravel, B.E., Rogers, C. (2007) “Teaching Parabolic Motion with Stop Action Movies.” International Journal of Engineering Education, 23(5), p. 861-867.

Associated Web Links

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