Constructivist Learning and Mantle of the Expert Pedagogy
A Case Study of an Authentic Learning Activity, the “Brain Game”, to Develop 21St Century Skills in Context
Grace Lawlor & Brendan Tangney
[email protected] [email protected] for Research in IT in Education, School of Education and School of Computer Science & StatisticsTrinity College Dublin, The University of Dublin, Ireland
<CSEDU Conference April 2016> slideshare.net/tangney/csedu16-mantle
Trinity College Dublin, The University of Dublin
21st Century Learning
“The European framework for key competences sets out the knowledge, skills and attitudes required in the knowledge society that should be placed at the core of competence development in schools”. Improving Competences for the 21st Century, European Commission (2008)
Trinity College Dublin, The University of Dublin 3
Irish Secondary School Education
Year 1•Age ~13 – Junior Cylce
Year 2•Age ~14 – Junior Cycle
Year 3•Age ~ 15 – Junior Cycle
•State Examination – Junior Certificate
Year 4 •Age ~16 – Transition Year – flexibilty in curriculum
Year 5•Age ~17 – Senior Cycle
Year 6
•Age ~ 18 – Senior Cylce
•HIGH STAKES STATE EXAMINATION
•Grades are sole requirement for entry to 3rd level
Trinity College Dublin, The University of Dublin
Educational system/context
Teacher professional development and pre-
service education
Evidence base
Develop activities & design principles
Train students
Model of 21st T&L
Bridge21LongitudinalDesign Based ResearchInitiative in TrinityCollege Dublin
(Anderson 2012)
Trinity College Dublin, The University of Dublin
Educational system/context
Teacher professional development and pre-
service education
Evidence base
Develop activities & design principles
Train students
Model of 21st T&L
Presentation FocusStudents & Authentic Learning
Bridge21 Model of 21sT&L
Authentic Learning – The Brain Game
Reaction of Students
Trinity College Dublin, The University of Dublin
The Bridge21 Pedagogical Model
(Lawlor et al 2015, Johnston, Conneely et al 2015)
Trinity College Dublin, The University of Dublin
Project Based Learning for 21st Century Skills Development
The Project Based Learning approach lends itself to the acquisition of 21st Century Skills such as collaboration and problem solving. (Bell,2010)
BUT“So we need to train our teachers to structure for a learning situation to happen rather than a sharing of information in a “final” way to take place. We will have to train them to withhold their expertise to give their students opportunity for struggling with problems before they come to teachers knowledge and reach an answer because of the work they do rather than the listening they have done.” (Heathcote D, & Bolton 1994)
Trinity College Dublin, The University of Dublin
Authentic Learning Project Based Learning
Real-life, complex problems(Herrington, Oliver and Reeves, 2003; Lombardi 2007)
Complex tasks based on a problem or challenge(Jones, Rasmussen and Moffitt 1997)
Collaborative learning(Herrington, Oliver and Reeves, 2003)
Collaborative learning(Diel, Grobe, Lopez and Cabral, 1999)
Multiple information sources(Herrington, Oliver and Reeves, 2003)
Use of real world content within project (Moursund, 1999)
Deliverable product(Herrington, Oliver and Reeves, 2003)
Deliverable outcome((Jones, Rasmussen and Moffitt 1997)
Trinity College Dublin, The University of Dublin
Mantle of the Expert
• Inquiry based approach to teaching and learning from field of drama studies (Heathcote, 1994)
• Students reach learning outcomes by assuming roles as “experts” within an imagined enterprise
• Problems are always framed as professional tasks so that learning has relevant and immediate purpose(Aitken, 2013)
• Typically used in Primary school settings
Trinity College Dublin, The University of Dublin
The Brain Game – Mantle of the expert role play compressed time sequence
Brain Game
Role play through email
Ill defined problem
Sustained pressure and
challenge
Collaborative Working
Real information
Sources
Authentic Deliverables
Trinity College Dublin, The University of Dublin
Context – Social Outreach Project
• Leadership training workshops
• 11 Dublin Schools
• 150 Students aged 13-14
Training Students To Embark On A Community Based Project
Trinity College Dublin, The University of Dublin
Implementation – Two Workshops
• Icebreakers• Brain Game-
directed project themes
• Discussion• Post Workshop
Questionnaire
• Project pitches• 2nd Brain-
Game with real community project ideas
• Discussion• 2nd Post
Workshop Questionnaire
2 Months
Trinity College Dublin, The University of Dublin
An Authentic Learning Experience The Brain Game - The Task Stage 1
• Teams presented with Broad Topics
a) Helping the Elderly
b) Anti-Social Behaviour
c) Healthy Living
• Teams asked to plan 3 events/initiatives to promote awareness of topic
• Deadlines set for deliverables at close of each “month” e.g: report made, venue booked, budget proposals
• All external communications for project via email through a “Brain” (Teacher in role)
October
30 Mins
November
30 Mins
December
30 Mins
January
30 Mins
Trinity College Dublin, The University of Dublin
An Authentic Learning Experience The Brain Game - The Task Stage 2
• Two months later
• School groups decide on own topics and events prior to “Brain Game”
• “Brain Game” played again
• At end of task students prepare a presentation on their chosen project, challenges and experiences during task.
February
30 Mins
March
30 Mins
April
30 Mins
May
30 Mins
Trinity College Dublin, The University of Dublin
Research Questions
1. How did the use of technology enhance the Brain Game intervention?
2. Which distinct skills were addressed and developed during the intervention?
3. How authentic was the experience for participants in relation to the real community projects they faced?
Questions
Trinity College Dublin, The University of Dublin
Perceived Value of Experience
• Likert choice question with open response in post-workshop 1 and 2 questionnaires, 118 (n=123) answered “Valuable” or “Very Valuable”
“Great questions by Brain like real life”
“It helps you to be a better leader, to communicate with others and to organise things”
Trinity College Dublin, The University of Dublin
Use of Technology
• When asked how useful they considered the application of technology in both workshops 111 (n=123) participants chose “Very Useful” or “Useful”
• Prevalent theme was “use of email” which could refer to either basic application or email as a skill in formal correspondence.
“It´s how you communicate with companies.”
“We had access to a lot of useful information and we could make better decisions with this.”
“We needed to estimate the prices of things we needed to get.”
Trinity College Dublin, The University of Dublin
Skills Development
• Analysis of Stage1 data suggested that students perceived themselves as developing skills in four areas
Leading a project
Using computers to
manage projects
TeamworkPresentation
Skills
Trinity College Dublin, The University of Dublin
Skills Development Continued
• In Stage2 questionnaires participants indicated on a likert scale how to what extent they felt they had developed identified skill (n=123).
Trinity College Dublin, The University of Dublin
Key Findings of Study
• Findings of this study suggest that the “Brain Game” intervention afforded participants an authentic opportunity to develop key 21C skills in collaboration, communication, technology literacy and leadership.
• Focus group interviews suggest that “Brain Game” intervention served as an impetus for developing skills and experience for real community projects.
Trinity College Dublin, The University of Dublin
Limitations and Future work…
• Relies on self-reporting by students
• Limited to one context, advanced study would apply the intervention to a number of learning contexts for greater validity to findings
• Scope to gather more data from students and examine the “Brain Game” intervention within the context of ongoing TA21 research project
Trinity College Dublin, The University of Dublin
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