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Notes on SimRocket clip 6 (extended)
by Gerry Stahl, September 14, 2000
In this three minute video clip, a computer simulation of a
rocket launch is introduced into a middle school science project. An analysis of
the conversation, verbalizations, social interactions, and other behaviors
captured in the video clip provide insight into a collaborative learning process
in which the students and teacher construct a shared meaning of the simulation
artifact.
In the course of a three hour project, the five students
launch one hundred simulated rockets and record the heights they reach. Working
with the teacher, they collaboratively conduct analyses of their data and make
scientific predictions. During this segment, they are learning how to launch the
rocket and record its maximum
height. In doing this, they construct meaning for the simulation as an artifact
that is interesting and that can be used in their broader project.
Video analysis provides a unique window into the very
subtle and complex social and cognitive processes that promote the collaborative
learning at work when a computer-based artifact is introduced in a classroom.
The insight gained from such an analysis can be invaluable to the software
developer who is designing the artifact. Our analysis is very preliminary and we
will not explore its ultimate implications. Rather, we will try to indicate a
number of aspects of analysis that have begun to emerge from the video clip.
From our preliminary observations of the following themes
in the video clip, we conclude that we can analyze many aspects of collaborative
learning that are normally invisible. In the particular event captured in this
video clip, a group of five thirteen year old boys engage in a scientific
activity with mixed success. On their own, they could not have used the given
computer simulation artifact as a tool for scientific experimentation. In
contrast, an adult (at least one with the teacher’s internalized skills) could
accomplish this individually. Within the group context, the students can engage
in this and understand the artifacts and procedures as meaningful.
- Episodic
experience. The students experience each rocket launch as an engaging
activity and they focus on its many unique features as a concrete event.
- Mimetic
experience. The students experience the rocket viscerally. They engage
in physical activity – primarily by creating rocket-like vocalizations –
through which they bodily identify with the rocket.
- Transparency.
The students “see through” the technology to experience the rocket
itself in its virtual world. Of course, they are also aware of the
technology and focus on it at other times, as discussed below.
- Affordances.
The students are keenly aware of what can and cannot be simulated in the
software; the group activity explores this and reflects on the proper use of
the artifact.
- Interpretive
levels. The students are facile at moving between levels of reality,
experiencing in turn: the rocket, imaginative projections of rockets, the
computer technology, and alternative software designs.
- Perspectives.
Each student has his own way of participating in the group process, as does
the teacher.
- Bodily
arrangements. The five students form two groups in front of two
computers, with periodic inter-group interactions. The teacher generally
moves behind them, but occasionally appears between the computer and the
students or causes one or more students to orient toward him.
- Gestures.
Gestures are used primarily to direct group attention toward something in
the simulation or on a data sheet, but also to point to the technology, such
as at a mouse or software icon.
- Sound
effects and exclamations. Vocalizations dominate this particular video
clip. They may be attempts to initiate communication that are not picked up
by others. They may be forms of ego-centric self-talk: utterances of
emotional reaction to experiences, which in more cognitively developed
individuals might have been internalized as silent thoughts.
- Kids
culture. The students engage in style of interaction that are
independent of the school classroom culture, and at times perhaps subversive
of it.
- Zone
of proximal development. The students each have different abilities or
styles for learning within the group.
- Situated-ness
within the activity context. The science project involves computing
effects of different rocket characteristics and firing physical model
rockets; these activity goals influence the understanding of the simulation
artifact.
- Modeling
scientific thinking. The teacher’s statements frequently model
systematic, step-wise structures of analytic thinking and precision in
expressing observations; students often pick up on this and incorporate it
in their statements, even reformulating other students’ statements in this
way.
- Data
collection and analysis skills. The data sheet for recording rocket
heights forms an important external memory artifact that is also introduced
in this video clip. The group begins to construct its meaning here. Later,
its use will become confused and the teacher will model systematic,
reflective use of this artifact.
- Isolated
tasks. Some students are highly oriented toward engaging in isolated,
teacher-assigned tasks, like launching a rocket or averaging several numbers
on a calculator (an artifact already understood by the students). Other
students are more interested in the larger experimental questions of the
activity.
- Division
of labor and coordination. Tasks such as firing rockets, observing
heights, recording heights, averaging heights, and drawing conclusions from
the averages are divided among the students through their social
interactions. The coordination of results is often problematic.
We believe that we have started to analyze a variety of
aspects of the video clip that can contribute to an understanding of
collaborative learning that takes place. This learning centers around a
computer-based artifact; we are especially interested in the role this artifact
plays in the learning. Our analysis is very preliminary:
| The
video is extremely rich and we have just begun to mine it. |
| Our
theoretical grasp of collaborative learning is sketchy and we are exploring
relevant theories and trying to synthesize them into a coherent framework
that makes sense for analyzing our data. |
| The
video recording is imperfect and it is often hard to distinguish what takes
place; we need to record similar events more carefully. |
| The
interactions in the video are fragmentary and ambiguous; we need to record
and analyze more events to disambiguate and generalize. |
| We
need to share our observations within the interdisciplinary research
community in order to refine the analysis collaboratively. |
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August 01, 2003
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