Learning Through Active Engagement

 

Learning research has shown that students learn best by actively “constructing” knowledge from a combination of experience, interpretation, and structured interactions with peers and teachers.14,15 When students are placed in the relatively passive role of receiving information from lectures and texts (the “transmission” model of learning), they often fail to develop sufficient understanding to apply what they have learned to situations outside their texts and classrooms. 16 In addition, children have different learning styles. The use of methods beyond lectures and books can help reach children who learn best from a combination of teaching approaches. Today’s theories of learning differ in some details,18 but educational reformers appear to agree with the theoreticians and experts that to enhance learning, more attention should be given to actively engaging children in the learning process. Curricular frameworks now expect students to take active roles in solving problems, communicating effectively, analyzing information, and designing solutions—skills that go far beyond the mere recitation of correct responses.

Although active, constructive learning can be integrated in classrooms with or without computers, the characteristics of computer-based technologies make them a particularly useful tool for this type of learning. For example, consider science laboratory experiments. Students certainly can actively engage in experiments without computers, yet nearly two decades of research has shown that students can make significant gains when computers are incorporated into labs under a design called the “Microcomputer-Based Laboratory” (MBL). As illustrated by the description of an MBL in Box 1, students conducting experiments can use computers to instantaneously graph their data, thus reducing the time between gathering data and beginning to interpret it.

Students no longer have to go home to laboriously plot points on a graph and then bring the graphs back to school the following day. Instead, they instantaneously can see the results of their experiment. In fairly widely replicated studies, researchers have noted significant improvements in students’ graph-interpretation skills, understanding of scientific concepts, and motivation when using the software. For example, one study of 125 seventh and eighth graders found that use of MBL software resulted in an 81% gain in the students’ ability to interpret and use graphs. In another study of 249 eighth graders, experience with MBL was found to produce significant gains in the students’ ability to identify some of the reasons why graphs may be inaccurate.

Using technology to engage students more actively in learning is not limited to science and mathematics. For example, computer-based applications such as desktop publishing and desktop video can be used to involve students more actively in constructing presentations that reflect their understanding and knowledge of various subjects. Although previous media technologies generally placed children in the role of passive observers, these new technologies make content construction much more accessible to students, and research indicates that such uses of technology can have significant positive effects. In one project, innercity high school students worked as “multimedia designers” to create an electronic school yearbook and displays for a local children’s museum. The students participating in the project showed significant gains in task engagement and self-confidence measures compared with students enrolled in a more traditional computer class.

Roschelle, J., Pea, R., Hoadley, C., Gordin, D., Means, B. (2001). Changing How and What
Children Learn in School with Computer-Based Technologies. The Future of Children, 10(2).
Los Altos, CA: Packard Foundation. 76-101.”
http://ctl.sri.com/publications/downloads/PackardChangingLearning.pdf

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