D17: Guide for Educators: How to Use Multimedia Technologies to Effectively Introduce Science Fiction in Education Prepared by CARDET & partners 30/11/2013 Project Title: Science Fiction in Education Project Acronym: SciFiEd Project Number: 527471-LLP-1-2012-1-CY-COMENIUS-CMP This project has been funded with support from the European Commission. This publication reflects the views only of the author, and the Commission cannot be held responsible for any use which may be made of the information contained therein. Table of Contents Abstract ....................................................................................................................... 3 Introduction ................................................................................................................. 3 Technology, Affordances, and Learning ...................................................................... 5 Affordances.............................................................................................................. 5 Technology affordances and learning ...................................................................... 6 Design and Development ............................................................................................ 8 Phase 1: Analysis .................................................................................................... 8 Phase 2: Design ...................................................................................................... 9 Phase 3: Development............................................................................................. 9 Phase 4: Implementation ....................................................................................... 10 Phase 5: Evaluation ............................................................................................... 10 Mapping Tools to Learning Tasks ............................................................................. 11 The use of video and film in education ...................................................................... 19 Using technology to introduce Science Fiction in education ..................................... 21 References ................................................................................................................ 25 2 Abstract This deliverable will present simple tips and guidelines explaining to educators how to capitalize on the affordances offered by technology, film, multimedia, and Web 2.0 tools, in order to effectively introduce Science Fiction in education. In order to achieve this, the guide is structured in the following sections: - Introduction: overview of the use of technology in the classroom - Technology affordances: affordances of tools and their importance - Design and Development: The process of designing learning activities and mapping them to pedagogy, task, and learning outcome - Recommendations for mapping affordances, tools and Science Fiction in Education - List of resources and useful websites Introduction Technology has invaded all aspects of life. A wide range of tools are available for use at home, work, education and entertainment. Schools and teachers are asked to integrate Information and Communication Technologies (ICTs) in teaching and learning. It is often argued that technology in education will make schools more productive and efficient, will improve teaching and learning, will provide authentic and engaging learning experiences, and will better prepare students for the workforce (Cuban, 2001). International organizations such as the International Society for Technology in Education, UNESCO, and European Commission, and Centre for the Advancement of Research and Development in Educational Technology (CARDET), have established guides, plans, and standards for the use of ICTs in education and training. Although there is dramatic growth in the availability of technology to schools, there is a great deal of evidence that teachers do not use technology as expected (Aldunade & Nussbaum, 2013; Cuban, 2001; NESTA, 2012). The availability of technology is essential. Teachers are more likely to integrate ICTs into their classrooms if they have access to adequate equipment and a solid technology infrastructure. There are reasons for the limited use of technology other than the simple lack of equipment, and these reasons will likely be extremely difficult to address. They 3 touch on the realities and culture of the everyday classroom and on teachers’ knowledge, skills, beliefs, and expertise. Teachers are asked to find ways to successfully integrate ICTs in their classrooms, but often with minimal preparation and support. Researchers continue to struggle with the question whether technology can improve conventional teaching and learning. The evidence is at least inconsistent. Several research studies indicated benefits to student achievement from the use of computers for teaching (e.g., James & Lamb, 2000; Weaver, 2000). However, studies have also identified negative effects of computer use on student achievement (Papanastasiou, Zembylas & Vrasidas, 2003; Ravitz, Mergendoller, & Rush, 2002). Such mixed results suggest that the relationship between computer use and student achievement is complex and may be changing. A larger issue identified and discussed in several studies is that the theoretical framework for the integration of ICT in education may not yet be well-developed, and there are reasons to believe that ICT can distract learners if not wisely used (Papanastasiou et al., 2003). Although early research has tended to focus on “the computer” as an independent variable that somehow affects the learning process, it is becoming increasingly clear that technology in and of itself does not directly change teaching or learning. Rather, the critical element is how technology is integrated into instruction. In a study conducted by Zhao et al. (2002) to examine the conditions under which technology innovations can be successful in the classroom researchers selectively chose ten cases to study in detail and identified several influences on technology integration in classrooms falling into three categories: innovator (teacher), innovation (kind of technology project), and context (school, support, infrastructure, etc.). The specific influences include the following: teacher technology proficiency, the degree to which the pedagogical approach is compatible with technology, awareness of the social and organizational culture of the school (degree to which the teacher can handle human relationships with colleagues, administrators and support stuff, managing logistics, and the like), the nature of the innovation and its distance from the school culture, its distance from existing practices, and its distance from available technology resources. Furthermore, additional influences that emerged had to do with the degree to which the innovation depended on additional technologies that had to be borrowed or purchased and on the help of other human resources. 4 Human and technological infrastructures as well as peer social support where important for the success of the innovations. Technology, Affordances, and Learning Affordances For any tool to be successfully integrated in teaching and learning, we need to consider the following three basic dimensions: its conceptual model, constraints, and affordances (Norman, 1989). A conceptual model is a description of how the tools is organized and operates (Johnson & Henderson, 2002). Constraints are the restrictions the tool places on what a user can accomplish. Affordance is a term borrowed from Gibson’s (1977, 1979) work. An affordance of a thing refers to the properties of the thing that allow it to be used in certain ways. For example, a chair affords sitting. Interactive television affords seeing and hearing students from miles away and interacting with them real time. A website designed for an online class might afford synchronous and asynchronous interaction among multiple users, the development of communities of inquiry, and the use of collaborative learning strategies. An online resource based on a good conceptual model that matches the user’s model and that takes advantage of the affordances and constraints of the Internet is likely to be usable. Video affords the presentation of stories and real-life examples of things, processes and narratives. 5 Figure 2: The relationship between technology affordances and user characteristics (Conole, 2013) Conole (2013), in discussing affordances, she argued that for Gibson, affordances are binary, they either exist or they don’t. On the other hand, shed discussed McGrenere and Ho (2000) who consider affordances in terms of two dimensions, i) the ease with which an affordance can be undertaken and ii) the clarity of the information that describes the existing affordance; each being a continuum. They argued that “the goal of design is to first maximize the necessary affordances and then maximize each of these dimensions” (p. 87). Technology affordances and learning The use of technology and media in the classroom goes back several decades. One of the biggest advantages of Web 2.0 tools and the internet is that they allow accessing of information at a nonlinear manner. Learners have control of the flow of information and access to various resources. Allowing for high learner control is an important advantage of contemporary tools. Learners can browse, search, and navigate through a rich hypermedia and look for specific information that will enable them to accomplish certain tasks at their own pace. The level of learner control is usually defined by the degree of interactivity built in the system. The assumption is that increased interactivity will produce greater attention to the information, leading to higher levels of understanding. Allowing learners to select material, paths, and 6 strategies, might not be very effective because often times learners do not have the knowledge, and experience to select the right path. However, studies have shown that careful design can enable learners to make the right choices. The multimedia nature of contemporary tools allows for more senses to be engaged, targeting multiple learning styles. Their multi-modal nature, implies that information is stored in more than one mode. Visual, verbal, and auditory information can be incorporated in such systems. Representation of information in multiple modes can improve learning and retention, only when there is an overlap between the different modalities. If for example, text and sound are representing the same piece of information, then the likelihood of that information to be learned is increased. This is supported by Paivio's (1986) dual code theory according to which information can be stored in the LTM in a verbal-like mode (propositional or digital), an image-like mode (iconic), or in a combination of the two. Representing information in both image and verbal-like forms has the advantage of being more easily retrieved and remembered. Another important affordance of contemporary tools is increased levels of interaction that facilitate collaboration and communication. Collaborative activities rely on constructivist approaches to teaching and learning, and which is in line with new movements towards 21st century skills. The skills needed for today’s learners are collaboration, critical thinking, communication, negotiation and authentic learning. Furthermore more, learners can use tools and build their own games, multimedia presentations and stories, thus practicing storytelling, as a key learning outcome. 7 Design and Development The most common model for mapping technologies to learning activities and outcomes is the ADDIE model presented below. Analysis Design Development Implementation Evaluation Phase 1: Analysis Analyze the learning environment and learners’ existing knowledge and skills Identify and define the learning problem/gap Identify desirable outcomes Identify any learning constraints Set the timeline for the project In any instructional setting, the audience is crucial for the design, implementation, and success of educational programs. The target audience of the course is a significant factor that will influence the decision as whether to deliver the course online or face-to-face. Below are examples of some of the questions that we were interested in answering when choosing media for teaching. • • What tools do learners have access to? Do the learners have access to computers, and the Internet? Are the learners familiar with the use of technology? 8 • How experienced are they in navigating the World-Wide-Web, using electronic mail, engaging in computer conferencing, uploading downloading files, and the like? • What do the learners already know about the subject matter of the course? • What are their attitudes towards the subject and the delivery medium? We did not have access to all this information beforehand. Therefore, we used the first three face-to-face meetings at the beginning of the course to get this information and help every student with the use of conferencing software. Some contents are more appropriate than others. For example, subjects that allow for debate, discussion, and exchanging ideas are very appropriate for tools that allow for communication, discussion and debate. In addition, it is particularly helpful to develop a detailed content outline, which illustrates the structure of the content in a meaningful way. Phase 2: Design Establish the learning objectives Create content outlines and storyboards Determine content and assessment instruments Apply instructional strategies Select technology/media to be used The goals and learning objectives are important and will guide all subsequent stages. These objectives need to be mapped to the state/country curricula and fit within the schedule of teachers work. In defining learning outcomes, make sure to consult a later section in which the revised Bloom’s taxonomy is presented, along with possible tasks and tools. The evaluation of student performance is also an important component and should be based on a variety of methods. Phase 3: Development During the development phase, educators, instructional designers and the whole team engages in developing learning activities and lesson plans, integrating the appropriate tools for each learning task. The actual lesson/unit is developed 9 Develop content and learning materials Develop handouts, presentations, etc. Produce media components (e.g. website, videos, graphics) Phase 4: Implementation During implementation teachers actually implement parts or the whole set of learning activities with real users. Implement the lesson/unit and curriculum Apply methods of delivery and testing/assessment procedures Deliver training Phase 5: Evaluation Evaluation is a fundamental process for monitoring and improving the quality of any learning intervention. Formative and Summative Evaluation Formative Evaluation is present in each stage of the ADDIE process Summative Evaluation consists of tests designed for domain specific criterionrelated referenced items and providing opportunities for feedback from the users In reality, given the complexities of human learning and classroom teaching, teachers, rarely follow the sequential path of the ADDIE model. They rather follow multiple iterations in a circular fashion, revising, trying, and revising again, following their gut feeling and past experience. 10 Mapping Tools to Learning Tasks The most known classification of educational outcomes is the one proposed by Bloom (1956) and his colleagues, and which was recently revised (Anderson and Krathwohl’s, 2001). The Table below presents both classifications. First Classification Evaluation Synthesis Analysis Application Comprehension Knowledge Revised Classification Creating Evaluating Analyzing Applying Understanding Remembering According to Bloom’s revised taxonomy, learning objectives are divided into three areas: the cognitive, the emotional and the psychomotor. The learning objectives of the cognitive area include the following categories: remembering, understanding, applying, analyzing, evaluating and creating. The six levels are the taxonomy of cognitive objectives and Bloom's revised hierarchy: the first category (remembering) is the lower level while the sixth (creating) is the upper level and the ultimate goal. The classification represents a continuum from lower order thinking skills to higher order thinking skills. Churches (2008) has extended these classification to include processes that relate to digital learning. Bower et al. (2013) presented this in a way to illustrate the relevance according to level. (Churches’ additional digital processes listed in italics): Remembering o Recognising, listing, describing, identifying, retrieving, naming, locating, finding o Bullet pointing, highlighting, bookmarking, social networking, social bookmarking, favouriting/local bookmarking, searching, googling Understanding o Interpreting, Summarising, inferring, paraphrasing, classifying, comparing, explaining, exemplifying o Advanced searching, blog journaling, twittering, categorising, commenting, annotating, subscribing Applying o Implementing, carrying out, using, executing 11 o Running, loading, playing, operating, hacking, uploading, sharing, editing Analysing o Comparing, organising, deconstructing, Attributing, outlining, finding, structuring, integrating o Mashing, linking, tagging, validating, reverse-engineering, cracking Evaluating o Checking, hypothesising, critiquing, experimenting, judging, testing, detecting, monitoring o Blog/vlog commenting, reviewing, posting, moderating, collaborating, networking, refactoring, alpha/beta testing Creating o Designing, constructing, planning, producing, inventing, devising, making o Programming, filming, animating, blogging, video blogging, mixing, remixing, wiki-ing, publishing, videocasting, podcasting, directing/producing Bower, Hedberg, and Kurswara (2011) argued that a range of learning designs that use Web 2.0 technologies can be mapped as presented in Table 1. 12 Knowledge Dimension Remember Microblogging – document and share new items of factual knowledge with a group as they come to hand (D). Factual Knowledge Conceptual Knowledge Procedural Knowledge Wikis – identify the main concepts relevant to the topic on the wiki (C). Image creation – draw an image to represent a concept or set of concepts (C). Podcasting – listen to a podcast of a lecture and attempt to recall the main concepts (T). Video – watch a video of a process and recall the key stages (T). Podcasting – create a podcast describing a process that has been observed Cognitive Process Dimension Understand Apply Analyse Evaluate Social Image Wikis – Social bookmarking creation – analyse the bookmarking – bookmark construct an definitions – post with facts image that provided by comments relevant to a represents or peers and evaluating the certain topic describes an provide quality of (D). item of them with factual Podcasting – knowledge constructive information provide (C). comments saved to the definitions of on how to group social terms on an improve bookmarking audio (D). site (D). Blogs – discussion board (D). evaluate the factual quality of information on peer blogs and post constructive feedback (D). Blogs – Digital Wikis – Wiki – storytelling construct/a evaluate the explain the concepts and – create a djust a quality of peer issues of a story that knowledge conceptual topic as they exemplifies/a network so explanations arise (C). pplies a that it and make Presentation concept (C). appropriatel alterations/sug tools – Video – y gestions as represent and create a interrelates appropriate present the video that concepts (CC). Blog – knowledge applies the (C). and concepts you Podcasts – evaluate the relationships have learnt to collaborativ conceptual of a a concrete ely analyse quality of peers conceptual situation (C). an image or based on their domain (C). artefact blog postings Wikis – using and provide explain a set Voicethread them with of concepts (D). constructive on a wiki (C). feedback (CC). Mindmaps – draw a mindmap representatio n of a concept or domain (C). Podcasting – Blogs – Video – Blogs – describe to create a analyse the evaluate the your peers on portfolio way in production Voxopop explaining which process that about the best stages of a peers/self peers have way to products performs a described and perform a development process by post process and (C). posting constructive then provide Desktop comments feedback (D). Desktop constructive recording – on the feedback to create a video page recording – Create Image creation – use a collaborative whiteboardi ng tool to create new definitions for an area of innovation being considered (CC). Shared document creation – collaborative ly construct a report/camp aign that addresses the key issues of a topic of study (CC). Mindmaps – demonstrate a new conceptual understandi ng or innovation using a mindmap (C). Image creation – draw a flowchart to explain a new process (C). 13 (C). Metacognitive Knowledge one another (D). Digital storytelling – observe an online storyboard and be able to explain the reasons for the processes’ sequence of stages (T). desktop recording that demonstrates how to perform an IT process (C). Video – create a video that demonstrates the application of a kinaesthetic process (C). Mindmaps – Mindmaps – Blogs – describe own explain own explain how cognition using thinking own a mindmap (C). based on approaches theories of to learning thinking using changes as a mindmap the subject (C). progresses and as a result of reflecting on learning own processes (C). (D). evaluate the efficiency of peer/self IT process (C). Video – evaluate performance of a kinaesthetic process and provide constructive feedback (D). Blogs – analyse own learning processes throughout a unit of study (C). Blogs – evaluate the degree to which own learning processes improve as a result of selfreflection (C). Mindmaps – suggest more efficient ways of thinking as a mindmap (C). Table 1 – A framework of Web 2.0 learning designs (Bower et al. 2011) In every educational course and lesson, it is important to address a number of levels, and not just one. The table below presents some ideas matching the level of educational outcome, with example of task and tools/media that can support it. The table below was informed by Bower (2011), Beetham and Sharpe (2013) and Conole (2013). 14 Bloom’s (revised) taxonomy Creating Example learning tasks with a digital literacy component Develop learning material • Web design tools • Animation building tools • Presentation tools e.g. PowerPoint, Keynote, Prezi • e-book building sites • Wikis and Blogs • Online quiz generators Design an artifact • Computer-aided design software e.g. Google SketchUp • Graphic design software e.g. Adobe Illustrator • Project management tools • Reference management tools (END note, refworks) • Open and public data sets • Google scholar • Digital video camera • Audio capture device • Video and/or audio editing software • Screen capture software Design a research project Make a video, a film, a podcast or presentation about a topic Evaluating Relevant digital tools, applications and services (examples only) Set up an online community • Community building sites e.g. ning, elgg • Social networks and media sharing sites e.g. Edmondo, Facebook • Online conferences including MOOCs Share solutions to a problem online and review and comment • Comments and track changes in Microsoft Word • Commenting function in Google Docs • Review or comment in social media sites • Annotation of pdf files Evaluate online resources • Google, Google Scholar and other search engines • Scholarly databases and catalogues with search facilities • Open repositories and data archives with search facilities • Wiki post or other digital medium for reporting findings Moderate a discussion • Text-based conferencing • Video conferencing • Collaboration environment e.g. collaborate 15 Analysing Edit a document with multiple contributions • Wikispaces or wiki site • Presentation software • Collaborative authoring software e.g. Google Docs • Social referencing tool or shared bookmarking e.g. delicious Describe and apply a method for reaching a decision Identify patterns in data/evidence • Decision-analysis software • Mapping software Debate, argue, defend, by providing evidence Applying • Dedicated data analysis software with features such as sort, filter, formula and equations • Visualization apps e.g. wordle • Geotagging and mapping • Open and public data sets • Blog post or wiki page with links (internal or external) • Spreadsheet or database application with graphical outputs used as evidence • Discussion boards Collect and analyse questionnaire data • Googleforms, SurveyMonkey • Statistical analysis software e.g. SPSS Collect and analyse interview data • Video camera • Audio capture device • Qualitative data analysis software e.g. nVivo, HyperRESEARCH Predict and explain what happens in a simulation or virtual world Develop a mind-map of a given topic or problem space • Simulation • Game-based environment • Virtual world/virtual reality environment Demonstrate a complex method, practice or process • Audio or screen capture technology e.g. Camtasia, screencast, Audacity • Digital video to capture a performance • Illustration software e.g. Adobe Illustrator • Presentation software • Virtual world Explore a case study or situation through a simulation • • • • • Mind mapping software • Process analytics • Geotagging and geomapping Simulation Game-based environment Virtual world e.g. second life Google Earth 16 Aggregate, curate or organize materials • Social bookmark systems e.g. delicious • Aggregation services e.g. Tumblr, Pinterest • Digital writing e.g. word processing, wiki post, blog post Reuse, repurpose materials • Editing software • Digital writing e.g. word processing, wiki post, blog post • Mind mapping software e.g. Cmap, Mindmeister, XMind • Graphical features of presentation and writing software e.g. Prezi • Aggregation services e.g. Tumblr, Pinterest Understanding Mind mapping Reproduce ideas from one medium in another • Any digital production medium e.g. video, audio, photographs, drawing, animation, or multimedia e.g. web, blog post Select search terms to locate relevant materials • Google, Google Scholar and other search engines • Scholarly databases and catalogues with search facilities • Hashtags e.g. across Twitter, blogs, online discussions • Open repositories e.g. of learning resources Organize relevant materials through tagging, filtering or categorizing • Keyword tagging in media sharing sites e.g. YouTube, SlideShare Tagging on blogs and wikis • Online file management sites e.g. Evernote, Dropbox, Scrapbook Take a quiz or poll to test understanding • Electronic voting devices (with suitable questions and feedback) • Online quiz generated by e.g. institutional question and test software or online quiz generator such as Hot Potatoes Practice writing • Any word processing tool • Wiki, Blog, online discussions. Gather examples or illustrations of a concept • Wiki page with links • Bookmarking site e.g. delicious, Digg, StumbleUpon • Twitterfeed • Subscription sites/aggregators e.g. RSS feeds, bloglines, blogger, Firefox extensions Explore pathways through a topic • Interactive learning resource or virtual tutorial • Open learning resource or repository of resources • Mindmap or graphical presentation (read mode) 17 Remembering Label a diagram • Online whiteboard, collaborative writing/drawing apps • Diagrams to be labeled can be created in e.g. Adobe Flash, Hot Potatoes, some question and test software Make a recording, upload and tag it • • • • • Take a quiz or poll to answer factual questions • Digital audio device Digital video or stills camera Media sharing site e.g. Flickr, Vimeo Media repository Electronic voting devices (with suitable questions and feedback) Online quiz generated by institutional question and test software Open learning repository e.g. OCW, OpenLearn iTunesU institutional VLE with podcasts Identify and download a video, podcast, online tutorial or lecture • Locate online resources using given terms/criteria or from a known source Practice a basic skill or process in a simulated environment • Google, Google Scholar and other search engines • Scholarly databases and catalogues • Open repositories e.g. of learning resources • • • • • • Simulation Virtual world Games – based environment Haptic environment 18 The use of video and film in education Since its invention, the moving image has played a very important role in education and entertainment. Because of its visual nature and mass appeal, film has been very influential in shaping public opinion, and influencing culture. The use of film and video in education goes back several decades. Film and video can help develop the literacy skills of students and allow them to experience worlds they will not be able otherwise to do. Film and media are parts of culture and kids should learn to use them, critic them, deconstruct them and develop critical media literacy skills at school. Using film and video in the curriculum can help kids become more critical viewers and consumers and producers of media messages. Koumi (2006) argues that video presents many advantages for teaching and learning which can be classified in three main categories. Assisting learning and skills development by: 1. Composite pictures (e.g. split screen) 2. Animated diagrams and exploring processes 3. Visual metaphor/symbolism and analogy 4. Modelling a process by simplifying certain aspects 5. Illustrating concepts with real world examples 6. Condensing time by editing real time and presenting abbreviated versions 7. Juxtaposition of contrasting examples to illustrate differences 8. Narrative strength of video and film which is rich in visual and auditory information 9. Demonstration of skills by experts in various sectors including vocational education, crafts, and argumentation Providing vicarious experiences by presenting otherwise inaccessible sites and experiences: 1. Dynamic pictorial change or movement 2. Places (dangerous, overseas locations, etc.) 3. Viewpoints e.g. aerial, close up 4. Technical processes or equipment 5. 3D objects 6. Slow and fast motion 19 7. People and animals interacting in real or fictional ways 8. One-off or rare events 9. Chronological sequence and duration 10. Resources and material for viewers to analyze 11. Staged events for complex experiments or dramatized enactments Nurturing (motivation and feelings): 1. Stimulate interest to learn 2. Provoke viewers to act 3. Motivate them to use a strategy by showing its success 4. Alleviate isolation by showing live video feed of teacher in remote areas 5. Impact/change attitudes 6. Reassure and help build confidence 7. Provide authentic learning opportunities by showing application of processes and tools in solving real world problems (Koumi, 2006 p. 3-4). Film and video can help develop the literacy skills of students and allow them to experience worlds they will not be able otherwise to do. Film and media are parts of culture and kids should learn to use them, critic them, deconstruct them and develop critical media literacy skills at school. Using film and video in the curriculum can help kids become more critical viewers and consumers and producers of media messages. Some possible ways of using film in the classroom are: - Encourage kids to develop film clubs in schools to view and discuss films - Select films that match curricula objectives and use them as introduction to the lesson and themes to be discussed - Design activities which will engage kids in producing films and videos for specific purposes. 20 Using technology to introduce Science Fiction in education Technology tools are one way to expose children to engaged learning. Indeed, as researchers have begun to understand more about the situations in which students learn best, they have found that “the structure and resources of traditional classrooms” are often inadequate and that “technology – when used effectively – can enable ways of teaching that are much better matched to how children learn” (Roschelle et al., 2000, p.79). With the advent of the Internet and the multiple formats that can be communicated over the World Wide Web, we now have several new and exciting ways to present information. The Web allows the incorporation of animation, moving pictures, and sound into lessons, which extends our abilities to present materials that encourage student interaction with the subject matter. Pictures and animations help bring to life scientific principles, and multimedia allows students to take a more active role in learning: they can watch experiments in action, see microorganisms up close, and use a mouse or keyboard to navigate images, simulations and interactive material. One of the advantages of using multimedia is to convey information quickly and effectively to all students – and keep them interested in learning (Savage and Vogel, 1996). Some of the overall advantages of the use of multimedia as part of the curriculum are: • Visually demonstrate scientific ideas and concepts • Instill a sense of wonder and excitement in students about the world around them • Present local, relevant case studies • Provide examples of real people practicing science • Generate student interest in science careers • Offer current research, theories and perspectives on a topic • Connect students with faraway or inaccessible places • Promote 21st century skills, including critical thinking, problem solving and communication skills • Provide a common experience shared by all students 21 Among the educational advantages of multimedia one can identify: - Flexibility - Easiness in use/access - Visual impact - Connectivity - Diversity of the possibilities/contexts of use for educational purposes - Interactivity - Learning by doing (instead of simply watching) Science Fiction: Theoretical Perspectives Science fiction is literature, as opposed to expositions of theories, facts, abstractions, and probabilities. Science fiction is a narrative vehicle by which reality (a hypothetical reality of course) is experienced vicariously in the form of a story with drama, characters, plot, and concrete settings. There is a clear difference between reading and thinking about a theory, a set of predictions, or a hypothetical future scenario, and reading and thinking about a story where these predictions are realized in the context of drama, unique characters, and an unfolding plot. These are different modes of consciousness. In literature, the reader feels the scenario and participates vicariously in the action, the tension, and the drama. (Thomas Lombardo, Multidisciplinary and Interdisciplinary Approaches to Futures Education, Journal of Futures Studies, June 2010, 14(4): 121 - 134). Science fiction has its theoretical roots in narrative, a form of scientific text, most common in everyday discourse. As Avraamidou (2009) described, Our lives are told and represented through narratives; history is of itself a narrative, albeit contested and with plural accounts; literature is the embodiment of narrative with it classic genres of romance, irony, tragedy, and comedy; others contend that economics is enriched by the narrativist perspective, as our law and the social sciences.(p. 1986). 22 The necessary component of narrative (e.g., science fiction stories) according to Avraamidou (2009) are presented below: Murmann and Avraamidou (2013) argued about the role of narrative in science education: Narrative is considered our main form of communication and has been studied and represented in a number of disciplines, such as education, sociology, human psychology, philosophy, history, fiction, film, and others. It is our main form of discourse and present in the life of children from a very young age (p. 4) Various researchers have argued about the value and significant role of narrative as a tool to communicate scientific ideas, and more generally, science to the public (Avraamidou, 2009; Murmann & Avraamidou, 2013, Montgomery, 1996; Norris et al., 2005). According to these researchers narratives (e.g., science fiction) hold great potential for nurturing student interest and enhancing student motivation for engagement in learning. Some of the advantages that science fiction has to offer, as summarized by Conle (2003) are the following: advances in understanding (e.g., productive meaning making as the result of narrative encounters); increased intepretive competence (e.g., competence in finding multiple interpretations of a particular phenomenon or event); richer practice repertoires (e.g., narrative repertoires that become part of one’s personal practical knowledge); changes in life (e.g., autobiographical narratives cause changes in personal lives); and visions gained (e.g., moral modelling agendas). 23 As a review of the literature indicates science fiction provides an empowering learning tool and an excellent resource that makes science more attractive. In addition, science fiction can be used to support students’ understandings about the nature of science and the work of scientists, given its potential to portray scientists’ characteristics and the environments in which they work. Using technology to support the introduction of Science Fiction in Education Some practical suggestions on how to use technology to support the introduction of Science Fiction in education are provided below. Selecting some commercial movies, looking for ways to take educational advantage of them, and focusing on the audiovisual language to realize if this movie is able to communicate with the students. Focusing on the scientific content presented on scenes in the movie. Focusing on the way the scientific knowledge is presented, checking for possible mistakes and to think how the science can be contextualized in the science classroom. Select and editing short sequences more suitable for use in the teaching and learning of science. Using these episodes to organize classroom’s activities based on selected episodes of the movie as a cultural tool to contextualize the scientific content and motivate students in science classes. Movies proposed http://www.youtube.com/watch?v=ELwPSiBtqUQ&list=PL6dOrbWBmgRpvV71rJoFhtAUMlsZfYHL http://www.youtube.com/watch?v=K5dS8hu-_W4 http://www.youtube.com/watch?v=FfOqqEj_ip0 http://www.youtube.com/watch?v=9ZuhXwhoLKY http://www.youtube.com/watch?v=XyXSCURYb8s&list=PL0B3F8A3DC72F152A http://www.youtube.com/watch?v=CaVLaD4vfBc&list=PL039358C257A90097 24 References Aldunate, R. & Nussbaum, M. (2013). Teacher adoption of technology. Computers in Human Behavior, 29(3), 519-524. Anderson, L., & Krathwohl, D. (2001). A taxonomy for learning, teaching and assessing: A revision of Bloom's taxonomy of educational objectives. New York: Longman. Avraamidou, L. & Osborne, J. (2009). The role of narrative in science education. International Journal of Science Education 31(4), 1-25. Beetham, H. & Sharpe, R. (2013). Rethinking Pedagogy for a Digital Age: Designing for 21st Century Learning (2nd edition) New York: Routledge. Bloom, B. S. (1956). 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Integrating science, mathematics, and technology in middle school technology-rich environments: A study of implementation and change. School Science & Mathematics, 100(1), 27-36. Koumi, J. (2006). Designing video and multimedia for open and flexible learning. London: Routledge. NESTA (2012). Decoding learning: The proof, promise and potential of digital education. [WWW document]. URL: http://www.nesta.org.uk. 25 McGrenere J. and Ho W. (2000). Affordances: clarifying and evolving a concept. Proceedings of Graphics Interface, Montreal May 2000, available online at: http://www.dgp.utoronto.ca/~joanna/papers/gi_2000_affordances.pdf, accessed 11th August 2011. Montgomery, S. L. (1996). The scientific voice. New York: Guilford Press. Murmann, M. & Avraamidou, L. (2013). Animals, Emperors, Senses: Exploring a story-based learning design in a Museum setting. International Journal of Science Education. iFirst. DOI: 10.1080/21548455.2012.760857 Norman, D. A. (1989). The design of everyday things. New York: Doubleday. Norris, S. P., Guilbert, S. M., Smith, M. L., Hakimelahi, S., & Phillips L. M. (2005). A theoretical framework for narrative explanation in science. Science Education, 89, 535–563. Paivio, A. (1986). Mental representations: A dual coding approach. NY: Oxford University Press. Papanastasiou, E., Zembylas, M., & Vrasidas, C. (2003). When computer use is associated with negative science achievement. Journal of Science Education and Technology, 12(3), 325-332. Ravitz, J., Mergendoller, J., & Rush, W. (2002, April). Cautionary tales about correlations between student computer use and academic achievement. Paper presented at annual meeting of the American Educational Research Association, New Orleans, LA. U.S. Department of Education (2013). Expanding Evidence Approaches for Learning in a Digital World. [WWW document]. URL http://www.ed.gov/edblogs/technology/evidence-framework/. Vrasidas, C. & Glass, C V. (2005). (Eds.). Online professional development for teachers. Greenwich, CT: Information Age Publishing, Inc. Vrasidas, C., & Glass, C. V. (2007). Teacher Professional Development and ICT: Strategies and Models. In Smolin, L., Lawless, K., & Burbules, N. (Eds.). Information and Communication Technologies: Considerations of Current Practice for Teachers and Teacher Educators. Chicago, IL: National Society for the Study of Education. Vrasidas, C., Glass, C V., & Zembylas, M. (2009). (Eds.). ICT for education, development and social justice. Greenwich, CT: Information Age Publishing, Inc. 26 Weaver, G. C. (2000). An examination of the National Educational Longitudinal Study (NELS: 88) database to probe the correlation between computer use in school and improvement in test scores. Journal of Science Education and Technology, 9, 121-133. Zhao, Y., Pugh, K., Sheldon, S., & Byers, J. L. (2002). Conditions for classroom technology innovations. Teachers College Record, 104(3), 482-515. Websites http://www.teachwithmovies.org/index.html http://www.ucalgary.ca/hic/issues/vol6/4 http://blogs.plos.org/scied/2013/10/07/science-education-through-science-fiction/ http://www.teachthought.com/literacy-2/30-storytelling-tips-for-teachers/ http://www.filmclub.org/ http://www.bfi.org.uk/education-research/education Look Again: A teaching guide to using film and television with three- to eleven-year olds. Accessed online at http://www.google.com.cy/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&v ed=0CCkQFjAA&url=http%3A%2F%2Fwww.unicef.org%2Fmagic%2Fresources%2F bfi_Education_LookAgain_TeachingGuide.pdf&ei=k2PRUu3lHMOCtAbMqICgCg&us g=AFQjCNHqt1uA34J1g7omroBmALls6hvbNw&bvm=bv.59026428,d.Yms 27
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