Abstract
The Biology Sleuth was developed to provide a testbed in which the
distribution of critical resources could be varied and the consequent
effects on group dynamics and individual learning could be studied. The
primary teaching goal of The Biology Sleuth is to teach important
problem-solving skills (specifically, diagnostic reasoning) to high school
students. In order to meet this goal a cooperative learning [3] environment
has been developed in which students work in groups, aided by each other,
software, and the classroom teacher.
Keywords:
Multimedia; Hypermedia; Educational Applications; Design Rationale.
Introduction
The Biology Sleuth has been developed to study how access to critical
resources affects group dynamics and how, in turn, these new group dynamics
affect individual performance or learning. The Biology Sleuth focuses on
one type of problem-solving, diagnostic reasoning, to high school students.
The system is centered around the following four teaching goals:
- 1.Help students form hypotheses to explain data.
- 2.Teach students that several alternative hypotheses may explain the same
pattern of data.
- 3.Teach students that further testing may allow the refinement of a set of
hypotheses.
- 4.Help students to identify pieces of data which may be more diagnostic
than others, and that this diagnosticity depends on the set of hypotheses
being considered.
Designed for use in a classroom setting, The Biology Sleuth provides
students with opportunities to increase their understanding of diagnostic
reasoning, to reinforce and extend their knowledge of concepts relevant to
the biological and health sciences, and to support incidental learning of
skills (computer literacy, social and communication skills, algebra,
reading graphs, and interpreting data) and knowledge (geography and
history).
The Biology Sleuth Software.
There are two main components in the
software. The first allows access to factual information about ten
different diseases. The types of information provided include common
questions about the illnesses, a bibliography of materials about the
diseases which have been judged appropriate for secondary students, and a
variety of quicktime movies or text files developed to make particular
points about those diseases.
The second component is a problem-based learning environment [1] with a
series of problem-solving exercises in which students must determine which,
if any, diseases could account for a patient's symptoms. The nine
exercises include a history, a set of symptoms, and clinical results for a
hypothetical patient. The student's task is to identify which, if any, of
the given diseases could be causing that patient's symptoms. This learning
environment incorporates students' interactions with the computer, with
other artifacts, with other students working at the same computer, with
other groups of students working in the same classroom, and with the
teacher as teaching resources.
Role of the Teacher.
The classroom teacher is meant to play a very active
role when using The Biology Sleuth. He or she provides students with a
preliminary description and brief demonstration of the system's
functionality at the beginning of the class session. Once the
problem-solving activity begins, this teacher circulates throughout the
classroom answering students' questions. These questions may be about
system vocabulary or the manner in which information should be entered in
the computer system, about biology or health science concepts, or about
problem-solving strategies. The teacher may also ask probing questions of
students to help them make stronger connections between knowledge they have
obtained elsewhere and their experience with the Biology Sleuth. To assist
the teacher in this role, the system beeps loudly when an incorrect answer
has been entered. This sound alerts the teacher that a group may need his
or her assistance to understand the problem-solving task. (It also
provides positive feedback that the teacher and the rest of the class can
hear when a group is successful.)
Role of Other Students.
Students work together in groups of three. While
three students sit together at a single computer, each individual in the
group has access to his own chart. This chart is a two-dimensional table
which lists the different diseases the students might entertain as
hypotheses for that problem-solving case and indicates the test results
typical for those ailments.
The use of this table (a copy of which is given to each student) is
intended to encourage students to first form their own individual
hypotheses when presented with the data for a particular patient. Once
those hypotheses have been formed, the group must, however, enter a single
answer into the computer, thus encouraging the students to discuss the
hypotheses that they have formed and the methods by which they were
generated. These conversations are expected to increase the likelihood
that students will detect and correct each other's errors. Once errors
are detected, students may attempt to remediate those errors for themselves
or talk with the teacher.
Such a cooperative learning strategy encourages acts of peer teaching which
are valuable learning experiences for both the speaker and the student
listening to his explanation [4]. The student who describes how to reach
some solution is generating an explanation for the actions he has taken to
arrive at it, often deepening and reinforcing his understanding of the
solution [2]. The student who listens to this explanation may gain
understanding from both hearing the explanation itself or from realizing
that his knowledge is faulty or incomplete. The latter realization is
important if he is to improve his performance.
System Evaluation.
The Biology Sleuth has been evaluated at 11
schools, including rural, suburban and inner city schools. Formative
evaluations were performed at the first 10 sites.
Pre/Post-Test comparisons were made to assess the effect of The Biology
Sleuth on specific problem-solving skills (using a between-subjects design)
in a summative evaluation at the 11th site, which was a rural public
school. Of the 40 students who participated, twenty-six were
African-American, twelve were Anglo-American, and two were
Hispanic-American. Seventeen were male and twenty-three were female. All
were of low socio-economic status.
Question #1: Ability to identify a plausible hypothesis for a pattern of
data: Pre-test: 58%; Post-test: 89%; Improvement: 31%.
Question #2: Ability to identify the most diagnostic test to narrow a given
set of hypotheses. Pre-test: 17%; Post-test: 63%; Improvement: 46%.
The students' improvement on the first question is statistically
significant with p < .05 and the second question is significant with p <
.01. These results are especially exciting as they were achieved in a
single 45 minute class period.
SUMMARY
Rigorous (but small scale studies) suggest that the cooperative learning
approach and the problem-based learning strategies implemented in The
Biology Sleuth provide a very powerful tool for teaching problem-solving
skills to populations that are at risk of academic failure and are
typically underrepresented as professionals in science. Now that this
system has been established, it is being used as a testbed to study how
access to resources affects group dynamics and, consequently, individual
performance and learning.
References
- 1. Barrows, H. S. A taxonomy of problem-based learning. Medical Education.
Vol. 20. (1988). 481-488.
- 2. Chi, M.T.H., Bassok, M., Lewis, M.W., Reimann, P., Glaser, R.
Self-Explanations: How Students Study and Use Examples in Learning to Solve
Problems. Cognitive Science, 13, (1989).145-182
- 3. Slavin, R. E. When Does Cooperative Learning Increase Student
Achievement? Psychological Bulletin. 94. (1983). 429-445.
- 4. Smith, K. A. Educational Engineering: Heuristics for Improving Learning
Effectiveness and Efficiency. Engineering Education. Feb. 1987. 274-279.