The aim of this review is to identify specific types of guidance for supporting student use of online labs, that is, virtual and remote labs, in an inquiry context. To do so, we reviewed the literature on providing guidance within computer supported inquiry learning (CoSIL) environments in science education and classified all identified guidance according to a recent taxonomy of types of guidance. In addition, we classified the types of guidance in phases of inquiry. Moreover, we examined whether the types of guidance identified for each inquiry phase were found to be effective in promoting student learning, as documented in the CoSIL research. This review identifies what types of effective guidance currently exist and can be applied in developing future CoSIL environments, especially CoSIL environments with online labs. It also highlights the needs/shortcomings of these available types of guidance. Such information is crucial for the design and development of future CoSIL environments with online labs.
The present study employed a quasi-experimental design to assess a computerbased tool, which was intended to scaffold the task of designing experiments when using a virtual lab for the process of experimentation. In particular, we assessed the impact of this tool on primary school students' cognitive processes and inquiry skills before and after the study's treatment, using pre-and post-tests. Our research design involved a group of students who used the computer-based tool/scaffold to design the study's experiments (experimental condition) and a group of students who used a paper-and-pencil worksheet as a scaffold to design the same experiments (control condition). The primary finding of the study was that the use of the computer-based experiment design tool had a more positive effect on students' inquiry skills related to identifying variables and designing investigations than the paper-and-pencil one. This might be attributed to the functionalities provided only by the computer-based experiment design tool, which enabled students to focus their attention on crucial aspects of the task of designing experiments through (1) maintaining values for constant variables when planning experimental trials and (2) the provision of instant feedback when classifying variables into independent, dependent and controlled variables. Moreover, students in the two conditions displayed differing patterns of interactions among cognitive process and inquiry skills. Implications for designing and assessing similar computer-based scaffolds are discussed.
The goal of this study was to investigate the effect of two different cooperative learning approaches, namely, the Jigsaw Cooperative Approach (JCA) and the Traditional Cooperative Approach (TCA), on students' learning and practices/actions within the context of a WebQuest science investigation. Another goal of this study was to identify possible problems that students face within the context of a WebQuest when following either approach and to provide suggestions for developing web-based learning tools that enable students to overcome these problems. The sample of the study consisted of 38 seventh-graders, who, according to their science teachers, had prior experience with TCA and JCA. All participants studied about the ecology, architecture, energy and insulation of CO 2 -friendly houses through the use of a WebQuest science investigation. The data collection involved conceptual tests, screen-video captured data and interviews. Results revealed no differences between the two approaches, in terms of enhancing students' understanding of concepts related to CO 2 -friendly houses, because of (a) JCA students' inability to apply one of the JCA components, namely, teaching one another about learning material they solely studied, and (b) the fact that the JCA students started applying the TCA after failing teaching one another in the context of JCA. Finally, a number of problems that students faced within the context of a WebQuest science investigation when following the JCA or TCA were identified.
We examined student performance in a computer-supported learning environment after students undertook, among others, a graphing task within an inquiry context.Students were assigned in two conditions: (a) Students were given one variable, and they had to select the second one to construct their graph; (b) students were given four variables, and they had to select two to construct their graph. Both conditions problematized student work by triggering retrospective action, where students returned to previous stages of the learning activity sequence. Retrospective action correlated positively to knowledge gains in Condition 2, where students were more likely to revisit earlier stages of their inquiry. Time-on-task, when students passed through learning tasks for the first time, correlated negatively with retrospective action (second pass), which indicated that there was a minimum amount of time needed to effectively execute tasks. Trade-offs between time-on-task (first pass) and retrospective action demarcate a novel field of research.
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