Educational Technology: A Valuable Support for Standards-based
Science and Math Education Reform
Sara Dexter, Department of Curriculum & Instruction, University
of Minnesota
New
science and math curriculum developed over the last 10 years has
brought with it new curriculum standards, learner outcomes and a
whole new way of viewing exemplary science and math teaching. Many
of these successful projects demonstrate ways technology can enhance
teaching and learning. With such exciting projects it is possible
to be blinded by the glare off of so many computer screens - the
tendency could even be to think of the technology as the primary
cause of these results. There is danger in this. When the role of
technology in education reform is overemphasized, it is usually
at the expense of the contributions of the standards and curriculum
projects, and the learning process teachers engage in when they
begin to use these materials in their instruction.
As they learn about new ideas during this implementation phase,
teachers think deeply about their classroom instruction. Teachers
learn from the process of adapting new curriculum and adjusting
classroom instruction to reflect the reforms inherent in the curriculum.
As teachers look for ways to support learning through technology,
they may grow in their own knowledge and in their ability to help
students use the full potential of the technology in the learning
process. Using technology in the context of curricular goals not
only initiates decision-making necessary to effectively use technology,
it connects those decisions to larger goals. Embedding technology
use within larger instructional goals increases the likelihood of
technology successfully aiding learning. It ensures congruency with
a teacher's day to day work and initiates the technical and pedagogical
support they will need for implementation.
Two concepts which help embed effective technology use into standards-based
education are "mindtool" and "mindware." Mindtool is a term coined
by Jonassen (1996). This metaphor conveys the use of technology
as a tool to support students working with subject area content.
This is in contradiction to learning from a computer, or about it.
Mindware is a term coined by Perkins (1995) to describe what he
refers to as learnable intelligence; these are the strategies, attitudes,
or habits that support higher-order thinking in a subject area.
Mindtool
Jonassen (1996) describes mindtools as computer applications
"that require students to think in meaningful ways in order to use
the applications to represent what they know (p. 3)." His mindtool
metaphor is premised on the idea that the use of the tool requires
learners to organize and represent their knowledge in a new way.
This new representation is achieved through thinking critically
or creatively about the information. Because learners must provide
the content to be used with for the mindtool and decide how to arrange
it within the mindtool, they are forced to be more active in their
knowledge construction.
It is through the teacher's instructional design work that computer
applications become mindtools in a classroom. Student assignments
determine whether or not a mindtool supports construction of knowledge
through critical or creative thought, not the mere presence of the
computer software. Curriculum standards also play an important role.
For example, the rigorous content standards developed in science
and math over the last ten years set the tone for the level of student
work. When these standards are combined with real-life applications
and performance assessment, they provide the important foundation
from which to design interesting, authentic, and challenging assignments.
Technology can help support that design.
Science and math teachers already know the capabilities of many
software programs. Software supports student work in areas such
as compiling graphs; sorting and ordering information through databases,
tables or lists; drawing images or graphic organizers; creating
webs or mindmaps; simulating natural phenomenon; and editing and
revising word processed documents. But in order to use these tools
to make meaning from data, students must be taught how the software
can support their thinking and, through the assignment they are
given, find a need to use it in this fashion. This stands in sharp
contrast to merely using the software's capabilities only at the
end of a project to make the work more neat and tidy.
A spreadsheet used as a mindtool might aid students in categorizing,
analyzing, calculating, and presenting skills by creating a spreadsheet,
selecting the formulas to apply and the best graphing formats to
display their work. For example, students could compile data on
wind direction and speed from different towns and then apply formulas
to calculate averages and variance to find patterns in the data.
Compare this to a non-mindtool use of spreadsheet: students add
numbers manually and then enter them into the rows and columns of
the spreadsheet. In this case the spreadsheet is simply an organizer
to provide neat display of the information.
A database used as a mindtool could compare, contrast, and categorize
information as students set up the fields and layouts of the database
and then construct queries (searches). For example, after students
consider the data they will collect in their survey about community
members' recycling habits, they then design the fields of the database
and layouts they need to best allow them to search through and display
data. Once constructed, the questions the students want to answer
become the basis of the queries they construct and run. In contrast,
a less mindtool-like use of a database might have students simply
consolidating information about planets from tables in different
books into one database. In this case, not having students design
the fields of the database means they would think less about the
nature of and relationships among the data. But, with carefully
constructed questions the database could still serve as a support
to thinking critically about the information within it.
Multimedia authoring tools (such as HyperStudio, Linkway, or
Digital Chisel) can be mindtools when they stimulate students' creative
and critical thought through the analysis and synthesis required
for an effective multimedia product. For example, imagine the thinking
required to design the layout , choose their topic and research
the content. The mindtool-ness, and the thinking required of students,
decreases if the teacher instead allows the use of a common template
in which to compile the research findings.
These examples of mindtools show how commonly available software
can be used to help students be critical and creative thinkers.
Note that the use of technology does not automatically make it a
more thoughtful assignment. Rather, thought-provoking assignments
and mindtool-like uses of computers result from the instructional
design skills of the teacher. This outcome is more likely when the
basis of a teacher's instructional design includes rigorous content
standards, a desire to make assignments authentic, an assessment
method that includes performance assessment, and the mindtool metaphor.
Mindware
Mindware is the strategies, attitudes, or habits that support
intelligent behavior. The mindware concept frames intelligence as
reflective, and mutable. This contrasts the more traditional view
of intelligence as innate, or context specific and the result of
experience (Perkins, 1989, 1991, 1995).
Mindware:
- allows us to effectively support our thinking by guiding
and recording our thoughts for additional refinement;
- relies upon metacognition (being aware of and monitoring
our own thinking processes) so that we organize and direct our
thinking in useful ways; and
- requires that we receive modeling and instruction in thinking
strategies, and the attitudes or habits which support them (such
as persistence and seeking accuracy), and talk about their use.
In a science or math classroom, the mindware necessary to support
the use of mindtools might borrow from the media/library sciences,
a language arts curriculum, scientific methods or problem solving
strategies. The habits and traits needed to successfully use technology
to access, process, and communicate come from a range of areas and
students may already receive some instruction in them. However,
to aid the transfer of mindware to new content areas, students must
see it modeled and then discuss how the it may need to be adapted
for a different context.
Mindware needed when accessing information
Success in the information age requires not only that we are
able to digitally access information but that we are critical and
effective thinkers when we do so. Knowing how to ask for information
through search engines such as CD-ROMS and the Internet, and then
how to select the best sources demands learners have several mindware
strategies.
For example, students using the WWW to look up information on
"Greenhouse Effect", could just type that in to a search engine
and, as I did, get over 5,000 "hits." They might only look at the
first 10 or so and hope they were indeed the best sources of information.
This illustrates how technology does not automatically extend students
access to quality information because the best sources of information
may not turn up first on the list. To teach a student to efficiently
access the most relevant sources of information requires the student
have a search strategy in mind. Students should also be able to
generate a variety of keywords to use, and know how to recognize
clues on web pages that indicate the validity of the source.
Here is an example of a strategy a student can use to help identify
the most relevant descriptors with which to work in a search engine
(Stripling, 1988). The strategy is simple; the student answers a
series of questions about the subject they want to search:
- Another way to spell it or say it.
- A larger subject that might include yours.
- A smaller topic that might be worth looking up.
- Another subject your topic may overlap.
- Any dates, locations, or specific names related to your
topic.
- For famous person: where and when did he or she live? What
is he or she famous for?
- What subject or discipline is your topic a part of?
After students locate sources of information, they must use their
mindware (i.e. apply a strategy) to determine the reliability and
authority of the information. For example, they could validate the
quality and appropriateness of information by applying the strategy
of scanning for the author's name and credentials, the date of publication,
the publisher, and the number and type of references provided.
It is important to point out that the effectiveness of this search
strategy depends upon both content area knowledge and technology
skills. Simply knowing the strategy does not provide answers to
these questions, nor does mere access to the Internet. Content area
knowledge, mindware, and technology have to work in combination
in order to aid student learning.
Mindware needed when processing information
Success with standards-based science and math curriculum in the
information age also requires that our learners are able to critically
and effectively process the information they access. Reading comprehension
skills are the basis of effective information processing. Reading
students must be able to employ critical thinking skills to resolve
points of disagreement between authors and analyze information for
bias and opinion. They must use metacognitive processes so that
they review their understanding of information in light of prior
knowledge and revise their schema accordingly. They must also recognize
how information technologies themselves can help them to process
information.
For example, being an effective analyst requires you possess
knowledge of what you are looking for and that you employ a systematic
search process. This means that students must be taught about bias,
fact, opinion, and propaganda in its various forms; they must also
learn what makes information reliable as well as a general search
pattern for it.
Beyer (1987) suggests this simple search pattern for analyzing
information:
- Identify the purpose of your analysis.
- Determine the clues, or evidence, you will look for to accomplish
the purpose of this analysis.
- Search the data piece by piece, or line by line to find
these clues or evidence.
- Identify any pattern of relationships among the data, clues,
or evidence.
- State the results of your analysis, providing evidence to
support your results.
In addition, a number of specific analysis patterns have been
developed for validation of World Wide Web sources. Several can
be found at: Evaluating published resources, from Widener University/Wolfgram
Memorial Library, Widener University, Chester, PA. Compiled by:
J. Alexander & M. Tate: July 1996. Additional sources which
articulate how to teach thinking skills are the Dimensions of Learning
materials (e.g. see Marzano & Pickering, 1997) and Barry Beyer's
work (1997, 1998).
Mindware needed when communicating information
The math and science standards emphasize that our learners are
able to effectively communicate what they have learned. This emphasis
increases the authenticity of students' work by emphasizing their
need for an audience. It underscores the belief that by using information
to create a product a student can demonstrate mastery of content
(i.e. performance assessment). Of all the benefits technology offers
to students this one is probably the most obvious to teachers. Many
teachers already ask for a HyperStudio stack or a PowerPoint presentation
as a way to demonstrate what students have learned during their
study of a topic.
I assert, however, that simply teaching students the operation
of the software and allowing them time to create a product is a
far cry from using a mindtool to create an effective non-linear
multimedia report or provide a bullet point research summary. Just
as we do not teach students cursive writing and assume they can
write an effective paragraph, we must not simply teach students
how to create fancy, brightly colored slides and call it effective
communication because now it is digital. Students' communication
skills must be in accordance with their requirement to use computer
software as a mindtool.
For example, construction of a multimedia document or a web page
with hypertext requires students to have a firm grasp of their main
and subordinate ideas. Effective hypertext design uses these natural
divisions to allow readers to branch off to pursue information of
greater and lessor interest to them. Multimedia production also
begs that students have a firm grasp on design principles and the
use images or sound to supplement communication. Students producing
communications with digital sources of information also need a clear
understanding of plagiarism and copyright. None of these are innate
skills. They must be taught. They must become part of the mindware
students can draw upon when using mindtools to communicate curriculum
content.
Effective communication has always been a primary outcome of
the language and visual arts curriculum areas. Current curriculum
already teachs outlining skills, paragraph construction, and creating
and interpreting visual images. Science and math teachers who are
enthusiastic for the positive impact mindtools can make on teaching
and learning must look across the curriculum to learn what mindware
students already learn and what must still be taught. Science and
math curriculum standards help us to identify the procedural knowledge
most important in these content areas. In order for students to
think of them as strategies and skills to draw upon while using
mindtools in their science and math classes, mindware must be presented
as a model. Students need time to practice and internalize this
procedural knowledge.
Conclusion
Remembering the teacher's role as the designer of classroom instruction
helps us to see how standards-based curriculum reform, mindtools,
and mindware can be coordinated. The math and science curriculum
standards articulate key declarative and procedural knowledge. They
have also set the stage for using performance assessments as one
way to capture and encourage authentic student work. But it is the
teacher's day to day instructional planning which brings those elements
together for education reform. The concepts I have introduced here,
mindtools and mindware, are offered as ways to help teachers think
about technology use during their instructional planning. Together,
mindtools and mindware frame how technology can be a support to
students as they use thinking strategies to critically and creatively
examine subject area content. Mindtools helps us to define effective
use of technology; mindware can be a checkpoint during a teacher's
instructional design process. We want technology to support effective
instruction and not to let the hardware and software itself become
the focus. Yet, even as I argue that technology use should be considered
a part of planning for curriculum, instruction, and assessment,
I must also point out that it is a special case. It is a challenging
task to get the hardware and infrastructure purchased, installed,
and set-up; not to mention selecting the appropriate software and
devising training for it. In many schools and districts this is
being done with few, if any, extra staff members. To be successful
requires strong leadership and vision for both the technical aspects
of this work and the pedagogical aspects. The integration of technology
into instruction as teachers also implement standards-based educational
reform is a complex process. It is essential that we focus on integrating
technology, not simply using it, so it becomes a meaningful support
for the teaching and learning processes. The concepts of mindtools
and mindware can assist in achieving this goal by focusing our attention
on the instruction design process and one of its core components,
curriculum standards.
References
Beyer, B. (1987). Practical strategies for
the teaching of thinking. Boston: Allyn & Bacon.
Beyer, B. (1988). Developing a thinking skills
program. Boston: Allyn & Bacon.
Jonassen, D. (1996). Computers in the classroom:
Mindtools for critical thinking. Englewood Cliffs, NJ: Merrill.
Marzano, R. J. & Pickering, D.J. (1997).
Dimensions of learning, teacher's manual (2nd ed.). Alexandria,
VA: ASCD.
Perkins, D. (August, 1989). Mindware: The
new science of learnable intelligence. Paper presented at Fourth
International Conference on Thinking, San Juan, Puerto Rico.
Perkins, D. (1991). Mindware and the metacurriculum.
In D. Dickinson (Ed.) Creating the future: Perspectives on educational
change. Seattle, WA: New Horizons for Leaning.
Perkins, D. (1995). Outsmarting IQ: The emerging
science of learnable intelligence. NY: Free Press.
Stripling, B. & Pitts, J. (1988). Brainstorms
and Blueprints: Teaching library research as a thinking process.
Englewood, CO: Libraries Unlimited.
| Technology examples that include science and
/or math curriculum
The National Geographic Kids Network is a science
and geography curriculum facilitated by the World Wide
Web. The Kids Network turns elementary school students
into working scientists by allowing them to conduct
scientific research on seven different curriculum units
such as acid rain, solar energy, nutrition, water quality,
weather, and trash disposal. After the students investigate
these real-world scientific issues, they use the Internet
to share their data, as well as information about their
communities and themselves, with other youngsters all
over the world. Through these activities the Kids Network
fosters young students' interest in science topics,
teaches them key principles of scientific inquiry, and
expands their knowledge of the world beyond the classroom.
Global Lab is another example of how communication
between students through the Internet can facilitate
sharing of data and understanding. Global Lab is an
international science program that engages students
in investigative science. The program leads students
through observing and monitoring a local study site,
and on into telecommunications-based collaborations,
data sharing and data analysis with a world-wide network
of students. Through interdisciplinary (Biology, Chemistry,
Physics, Geology) investigations of local and global
environments, students explore major science concepts
and develop research skills and strategies. Students
use electronic instrumentation to collect data in the
field and lab and use telecommunications and the World
Wide Web to collaborate with their peers around the
world.
The Voyage of the Mimi is an example of how technology
can extend the ways in which students interact with
science and math concepts. The Voyage of the Mimi is
an interdisciplinary, thematic, multimedia approach
to teaching and learning science and math for the middle
grades. The curriculum is based on the story of the
72' ketch Mimi and her crew, who set out to locate and
study whales. The program combines laserdiscs, computer
software, sensors, and print materials to present an
integrated set of concepts in mathematics, science,
social studies, and language arts. The software components
help students internalize the skills and concepts explored
in the video material, enabling them to experience hands-on
science and problem-solving simulations.
The Adventures of Jasper Woodbury video series, designed
for use in grades 5 and up, fosters logical and critical
thinking, deductive reasoning and cooperative work skills,
and includes links across the curriculum to science,
social studies, and literature. Most importantly, it
meets the National Council of Teachers of Mathematics
(NCTM) standards for teaching math. Each Jasper episode
begins with a short video story in which Jasper or his
friends confront a problem to be solved. Students then
work in small groups to re-explore the video to define
sub-problems and find the information needed to solve
them. Finally, students present their solutions to their
classmates and discuss the effectiveness of different
approaches.
The Geometer's Sketchpad is a software program that
allows students to explore algebra, trigonometry, and
calculus. As a geometry construction and exploration
tool, Sketchpad can allow students to make their own
discoveries of geometry concepts. Students can draw
an object with Sketchpad, then experience its aspects
by dragging the object with the mouse. All geometric
relationships will be preserved, allowing students to
examine an entire set of similar cases quickly. Sketchpad
encourages a process of discovery in which students
first visualize and analyze a problem, then make conjectures
before attempting a proof.
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