Problem-Based Learning Meets Case-Based Reasoning in the Middle-School Science Classroom: Putting Learning by Design(tm) Into Practice
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Citations
Education for Life and Work: Developing Transferable Knowledge and Skills in the 21st Century
A Scaffolding Design Framework for Software to Support Science Inquiry
A conceptual framework for integrated STEM education
Advancing Engineering Education in P-12 Classrooms
Engineering in K-12 Education: Understanding the Status and Improving the Prospects.
References
How people learn: Brain, mind, experience, and school.
The role of deliberate practice in the acquisition of expert performance.
Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities
Case-based reasoning
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Frequently Asked Questions (13)
Q2. What are the main factors that affect student learning?
Social issues, personality issues, capabilities of teachers, the comfort of the classroom, and other issues all play a role in student learning, muddling the best educational designs or allowing poor ones to work despite their weaknesses.
Q3. What is the advantage of electronic white boards?
Electronic white boards have the added advantage of allowing connections to be marked between items in the different columns, and, in general, allowing connections to be made between white board entries and their justifications and other products of deliberations.
Q4. What can be done to help students develop ideas and solutions?
Making case libraries available to learners not only can help them generate ideas and solutions, it can also promote flexibility.
Q5. What is the purpose of the cognitive model underlying case-based reasoning?
While originally derived to explain reasoning and problem solving, the cognitive model underlying case-based reasoning also provides an explanation of the role memory plays in reasoning -- how memory is accessed during reasoning and how reasoning contributes to changes in the content and organization of memory.
Q6. What is the role of reflection in problem-based learning?
Problem-based learning gives reflection on problem-solving activity a central role, and specifies roles for students as researchers who discover knowledge and teachers as facilitators of this constructivist process.
Q7. What is the way to learn from a problem?
(1) The most effective problems for learning will be those where students can acquire feedback along the way that allows them to recognize the holes and misconceptions in their knowledge, refine their knowledge and reasoning strategies, and evaluate the goodness of their knowledge and reasoning strategies.
Q8. Why is PBL used in medical schools?
Because the problems are complex, students work in groups, where they pool their expertise and experience and together grapple with the complexities of the issues that must be considered.
Q9. What is the importance of a reflective summary?
Particularly critical to promoting successful problem solving is asking for reflective summaries at times when they feel that it is time to bring together all the disparate pieces of the deliberations.
Q10. What is the role of the teacher in the design of effective learning activities?
Designing effective learning activities thus requires (1) cognitive (and social) theory to provide guidelines about learning, (2) classroom methodology, or lessons of practice, to provide guidelines about operationalization, and (3) trial, analysis, and refinement (Linn & Songer, 1988) over time aimed toward operationalizing the activities well.
Q11. What is the meaning of "Revisiting" a concept?
Since a single experience with a concept shows only one way it can be used, cognitive flexibility theory (Spiro, et al, 1988) suggests that concepts be revisited from several points of view.
Q12. How can students learn to use CBR well?
Using CBR well can be learned, the authors believe, by carrying it out and reflecting on its use, just as PBL does to facilitate learning other cognitive skills.
Q13. What is the way to facilitate looking forward?
Looking forward, for example, might be facilitated by asking students to create electronic cases based on their experiences to help others solve later problems.