Monday, October 7, 2013

Journal Post #7 Problem Solving and Inquiry Learning with Software and Web Tools

Focus Question: What are intelligent tutoring systems and how can students and teachers use them successfully?

Photo Credit to yish on Flickr

      Intelligent tutoring systems are computer programs that allow students to be tutored without human interaction. As students answer questions shown to them, the program tracks their answers and then provides the next question based on previous answers and observed skill level and/or learning style. The lack of human interaction has been proven to affect overall self-confidence which I find fascinating. The fact that the computer program can track and display results not only quickly but objectively is incredible.
      Intelligent tutoring systems are not all inquiry based but many are. This is accomplished with the use of real-life scenarios ie) math problems involving world hunger. Creating stories and asking for feedback is a great way to promote inquiry based learning. Overall I think these programs are a great way to keep students on track but as a former tutor I really do enjoy the human interaction involved with tutoring. However, because these online programs have been proven to work, I think they're really beneficial in a classroom setting.

Tech Tool 7.1: Discovery Learning Using Squeak and Scratch

Photo Credit to hunter0405 on Flickr

      This Tech Tool discusses two web tools, Squeak etoys and Scratch. Squeak etoys is a program that allows elementary and middle school aged students to participate in problem solving activities. This program is specifically targeted towards math and science students, but it can be used for many academic endeavors.
      The second web tool discussed is Scratch. Scratch is actually a toolkit that's incredibly interactive. Students are able to create their own games and software. Very similar to an easy to use version of Photoshop, students are able to work in both 2D and 3D while they create stories, pictures, videos, websites, and a plethora of other things.
      The main reason these two programs are discussed is because they allow students to create their own rules and build/create/invent anything assuming they have the support of their educators. These are great tools as they really enable the student and remove the stigma of following mundane rules to create someone else's idea. I'm now a big fan of both of these programs and I look forward to exploring them in depth.

Chapter Summary: Problem Solving and Inquiry Learning with Software and Web Tools

Photo Credit to zstasiuk on Flickr

      Chapter seven consists of multiple topics that contribute to the overall idea of integrating technology into inquiry based classrooms. The first section is about using computers and software that's educational. It discusses Word, Excel, Databases, etc. The section continues on to explain the process of evaluating the aforementioned software to ensure it's educational and not invasive.
      The first computer program I remember using in school was a typing program that I hated. Now that I type almost 100 wpm I suppose I owe it a thank you, but at the time I despised it. Once I got to my technology class in middle school and learned how to create blueprints and spill my thoughts onto a page it became much easier to accept the idea of educational computer software. The lack of limitations always encouraged me to continue creating.
      The next section is about using this software with inquiry based learning. It discusses software that involves composing and calculating ie) Word and Excel. These allow students to build, invent, and create – a process which doesn't have one correct answer. These programs are very hands-on and visual which means the process in it's entirety has very few limitations. I personally find it much easier to think when I'm sitting in front of a blank Word document than with a pen in my hand – something about that flashing cursor makes me want to keep trying.
      Additionally, the chapter discusses computer games used in the classroom. I've seen a lot of this during my observations at local schools. Many classrooms have computer “stations” that groups of students visit during “station rotations”. These games involve a lot of interaction and promote problem solving skills as most games have goals and objectives.
      The rest of the chapter discusses intelligent tutoring systems. These systems are essentially in-person tutors without the human-to-human interaction. The systems track student responses and asks the following questions based on tracked information and potential skill levels. Hints appear with problem solving tips to encourage students to think analytically. These programs are a great way to keep students up to speed with the rest of the class and promote inquiry based learning throughout the entire process.

Photo Credit to thomasgegenhuber on Flickr

References
Maloy, R. W. (2011). Problem Solving and Inquiry Learning with Software and Web Tools. Transforming learning with new technologies (p. 175-205). Boston: Pearson/Allyn and Bacon. 

1 comment:

  1. I started a MOOC called Learning Creative Learning via MIT earlier this year and a couple of our projects revolved around Squeak and Scratch. :) Like Legos there's room for creativity and problem-solving that comes natural instead of stilted and programmed. Definitely download and play! :) Like your photo choices, too.

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