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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] Centre for Research in IT in Education, School of Education and School of Computer Science & Statistics Trinity College Dublin, The University of Dublin, Ireland <CSEDU Conference April 2016> slideshare.net/tangney/csedu16-mantle
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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

Bridge21 Model of Groupwork

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

Brain Game in Practice…

Brain Team

Trinity College Dublin, The University of Dublin

Implementation – Through Email

Trinity College Dublin, The University of Dublin

Research Study

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

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Data Collection Time Line

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Analysis

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

Bibliography

Trinity College Dublin, The University of Dublin

Abbott, L. 2007. Mantle of the Expert 2: Training materials and tools. Essex, UK: Essex County Council.

Aitken, V. 2013. Dorothy Heathcote’s Mantle of the Expertapproach to teaching and learning: A brief introduction. Connecting curriculum, linking learning,34-56.

Bell, S. 2010. Project-based learning for the 21st century: Skills for the future. The Clearing House, 83(2), 39-43.

Bennett S., Maton K., and Kervin L. 2008. The ‘digital natives’ debate: A critical review of the evidence. British journal of educational technology. 39(5): p.775-786.

Blatner, A. 2013. Warming-up, action methods, and related processes. The Journal of Psychodrama, Sociometry & Group Psychotherapy, 61 (2).

Bruce, C. S. 1999. Workplace experiences of information literacy. International journal of information management, 19(1), 33-47.

Diehl, W., Grobe, T., Lopez, H., & Cabral, C. 1999. Projectbased learning: A strategy for teaching and learning. Boston, MA: Center for Youth Development and Education, Corporation for Business, Work, and Learning.

Eisenberg, M. B., Lowe, C. A., & Spitzer, K. L. 2004. Information literacy: Essential skills for the information age. Greenwood Publishing Group, 88 Post Road West, Westport, CT 06825.

Heathcote D, & Bolton G 1994. Drama for learning: Dorothy Heathcote’s Mantle of the Expert approach toeducation. Portsmouth, NH: Heinemann Press. Heston,

Heathcote, D., & Herbert, P. 1985. A drama of learning: Mantle of the expert.Theory into practice, 24(3), 173- 180.

Trinity College Dublin, The University of Dublin

Herrington, J., Oliver, R., & Reeves, T. C. 2003. Patterns of engagement in authentic online learning environments. Australian journal of educational technology, 19(1), 59-71.

Hong, N.S., 1998. The relationship between well-structured and ill- structured problem solving in multimedia simulation. Unpublished Doctoral Dissertation. The Pennsylvania State University Press.

James, M and Lewis, J. 2012. Third Generation Assessment in a Primary Classroom In Gardner, J.N and Gardner J. (Eds.) Assessment and Learning (2012). Sage.

Jones, B. F., Rasmussen, C. M., & Moffitt, M. C. 1997. Real-life problem solving: A collaborative approach to interdisciplinary learning. Washington, DC: American Psychological Association.

Johnston K., Conneely C., Murchan D., Tangney B. 2015, Enacting key skills-based curricula in secondary education: lessons from a technology-mediated, group based learning initiative. Technology, Pedagogy andEducation, 2015. 24(4): p. 423-442.

Kay, K. 2010. 21st century skills: Why they matter, what they are, and how we get there. 21st century skills: Rethinking how students learn, 2091-2109.

Lawlor, J., Conneely, C., & Tangney, B. 2010. Towards a pragmatic model for group-based, technology mediated, project-oriented learning–an overview of the B2C model. In Technology Enhanced Learning. Quality of Teaching and Educational Reform (pp. 602-609). Springer Berlin Heidelberg.

Lawlor J., Marshall K., Tangney B. 2015. Bridge21 –Exploring the potential to foster intrinsic student motivation through a team-based, technology mediated learning model, Technology, Pedagogy and Education, 1-20.

Trinity College Dublin, The University of Dublin

Lombardi, M. M. 2007. Authentic learning for the 21st century: An overview. Educause learning initiative, 1(2007), 1-12.

Mitra, S., & Dangwal, R. 2010. Limits to self-organising systems of learning—the Kalikuppamexperiment. British Journal of Educational Technology, 41(5), 672-688.

Moore, R., Lopes, J., 1999. Paper templates. In TEMPLATE’06, 1st International Conference on Template Production. SCITEPRESS.

Moursund, D. 1999. Project-based learning usinginformation technology. Eugene, OR: International Society for Technology in Education.

Sullivan K., Marshall K., and Tangney B. 2015. Teaching without teachers; peer teaching with the Bridge21 model for collaborative technology-mediated learning. Journal of IT Education: Innovation in Practice, 2015. 14: p. 63-83.

Tangney B., Bray A., and Oldham E. 2015. Realistic Mathematics Education, Mobile Technology & The Bridge21 Model For 21st Century Learning – A Perfect Storm, in Mobile Learning and Mathematics: Foundations, Design, and Case Studies, Crompton H. and Traxler J., Editors. Routledge. p. 96-105.

Thomas, J. W. 2000. A review of research on project-basedlearning. Retrieved from http://www.bobpearlman.org/BestPractices/PBL_Research.pdf 1/Feb/2016.

Van Der Meij, H., & Boersma, K. 2002. Email use in elementary school: An analysis of exchange patterns and content. British Journal of Educational Technology, 33(2), 189-200.

Wickham C., Girvan C., and Tangney B. 2016. Constructionism and microworlds as part of a 21st century learning activity to impact student engagement and confidence in physics, in Constructionism 2016. Bangkok. In press


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