Thursday, May 30, 2013

Angry Birds and Constructionist Theory

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.

5 comments:

  1. After reading this week’s text, I will never look at Angry Birds the same again! My little pre-k students do not realize how smart they really are; they are applying the laws of physics without even knowing it! That was just too amazing to me. I know a lot of parents might not be big on their child playing “games” at school, but some games truly do have educational value behind them. I definitely agree that we should explore more popular games to engage our students in building and constructing products. Do you currently allow your students to play educational games in the classroom or computer lab?

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    1. Yes, I do allow my students to play games. My students participate in the Fast ForWord program and if they meet their goals by Thursday, they get Free Friday where they can play "educational" games. Most choose games from coolmath.com and even though they don't seem to have educational value at first glance, the problem solving and thought processes that the students use are astounding!

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  2. Cheri,
    My question is similar to Shonda's. What games do you think work best for you, and how do they fit into the Common Core if you practice it? I teach in Virginia where we do not follow common core, but our curriculum does match a pacing guide that keeps us very busy. I would love to incorporate more grammar games, but I feel that they fall into more of the behaviorism side of learning where we have repetition and drill. I would love to do more at the high school level in Enlgish and would like to know what contructivism project have worked for you from which to build ideas.

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  3. Cheri,

    Wow, I can't thank you enough! I really did not think about Angry Birds as a classroom tool. We just finished our catapult project. The project required the students to create a catapult out of the materials provided that could launch for distance or accuracy. Angry Birds would have been a great introduction to really hook them into the lesson. I would be interested to know if you or anyone else in our class has any other games that you utilize? We really are each other's best tool. Thank you so much for sharing!!
    Brianne

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  4. Up until now I never knew that the games and/or websites you addressed and our resources addressed were educational. Simulators are great tools for students to use of all ages. They do pose as trial and error activities and allow students to make educated guesses until finding the right answer or solution. What other ideas can go along with this theory besides simulators?

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