Constructivism is creating knowledge
from experiences and constructionism is building on knowledge by building or
creating a product. This week’s
instructional strategy is generating and testing hypotheses. How can technology assist in testing hypotheses
and at the same time be constructionist based?
The four steps a teacher should use to
help students generate and test hypotheses are (1) systems analysis, (2)
problem solving, (3) experimental inquiry, and (4) investigation (Pitler,
Hubbell, & Kuhn, 2012). Observing
the steps, one would think this lends itself to mostly science classes, but
there are other uses. One of the most
time consuming tasks is collecting and gathering data. Technology can assist with gathering data so
that more time can be spent on interpreting the data and creating a final
product. Classrooms can use probes that
connect to computers that automatically input data. Once the data is easily collected due to
technology, students can then spend their time predicting and testing their
hypotheses.
Another data gathering and all-around
cool tool are simulators. Students can
predict what will happen if they choose a certain action, perform the action in
the simulator and evaluate their predictions.
Some great simulators are Zoo Matchmaker, Hurricane Strike!, Star Chart,
and Angry Birds. Yes, Angry Birds
applies physics and is big on trial and error, or generating and testing
hypotheses. Maybe we should explore more
popular games to further engage our students in building and constructing
products.
References
Pitler, H., Hubbell, E. R., & Kuhn, M. (2012). Using
technology with classroom instruction that
works (2nd ed.). Alexandria, VA: ASCD.