Researchers in the science education community make extensive use of cognitive clinical interviews as windows into student knowledge and thinking. Despite our familiarity with the interviews, there has been very limited research addressing the ways that students understand these interactions. In this work, we examine students' behaviors and speech patterns in a set of clinical interviews about chemistry for evidence of their tacit understandings and underlying expectations about the activity in which they are engaged. We draw on the construct of framing from anthropology and sociolinguistics and identify clusters of behaviors that indicate that students may alternatively frame the interview as inquiry, an oral examination, or an expert interview. We present two examples of students shifting between frames during the course of individual interviews. By examining the surrounding interaction, we identify both conceptual and epistemological interviewer cues that facilitate and constrain frame shifts. We discuss the implications of dynamic student framing, that is identifiable in student behaviors and discourse, for researchers who use clinical interviews to map student's intuitive science knowledge. © 2012 Wiley Periodicals, Inc. Sci Ed 96:572–599, 2012
Visual representations are ubiquitous in modern-day science textbooks and, have in recent years, become an object of criticism and scrutiny. This article examines the extent to which changes in representations in textbooks published in the United States over the past six decades have invited those critiques. Drawing from a correlational analysis of a corpus of 34 US middle school physical science textbooks, continuities are established with respect the purposes that most textbook images serve and the numbers of schematic representations that are used. Changes are observed in the overall total number of representations in textbooks and in the proportion of representations that are photographic. Individual, interpretive cases of representations over time are presented to further illustrate the continuities and changes that have taken place. Specifically, high-fidelity images, such as photographs, are shown permeating or replacing schematic and explanatory images in the interest of promoting familiarization to students. This shifting emphasis toward familiarization is discussed as a specific cause for concern about quality and utility of representations in modern-day US science textbooks.
This paper examines the idea that contemporary strategic board games represent an informal, interactional context in which complex computational thinking takes place. When games are collaborative – that is, a game requires that players work in joint pursuit of a shared goal -- the computational thinking is easily observed as distributed across several participants. This raises the possibility that a focus on such board games are profitable for those who wish to understand computational thinking and learning in situ. This paper introduces a coding scheme, applies it to the recorded discourse of three groups of game players, and provides qualitative examples of computational thinking that are observed and documented in Pandemic. The primary contributions of this work are the description of and evidence that complex computational thinking can develop spontaneously during board game play.
This article is concerned with commonsense science knowledge, the informally gained knowledge of the natural world that students possess prior to formal instruction in a scientific discipline. Although commonsense science has been the focus of substantial study for more than two decades, there are still profound disagreements about its nature and origin, and its role in science learning. What is the reason that it has been so difficult to reach consensus? We believe that the problems run deep; there are difficulties both with how the field has framed questions and the way that it has gone about seeking answers. In order to make progress, we believe it will be helpful to focus on one type of research instrument—the clinical interview—that is employed in the study of commonsense science. More specifically, we argue that we should seek to understand and model, on a moment‐by‐moment basis, student reasoning as it occurs in the interviews employed to study commonsense science. To illustrate and support this claim, we draw on a corpus of interviews with middle school students in which the students were asked questions pertaining to the seasons and climate phenomena. Our analysis of this corpus is based on what we call the mode‐node framework. In this framework, student reasoning is seen as drawing on a set of knowledge elements we call nodes, and this set produces temporary explanatory structures we call dynamic mental constructs. Furthermore, the analysis of our corpus seeks to highlight certain patterns of student reasoning that occur during interviews, patterns in what we call conceptual dynamics. These include patterns in which students can be seen to search through available knowledge (nodes), in which they assemble nodes into an explanation, and in which they converge on and shift among alternative explanations. © 2011 Wiley Periodicals, Inc. J Res Sci Teach 49: 166–198, 2012
This paper examines the idea that contemporary strategic board games represent an informal, interactional context in which complex computational thinking takes place. When games are collaborative – that is, a game requires that players work in joint pursuit of a shared goal -- the computational thinking is easily observed as distributed across several participants. This raises the possibility that a focus on such board games are profitable for those who wish to understand computational thinking and learning in situ. This paper introduces a coding scheme, applies it to the recorded discourse of three groups of game players, and provides qualitative examples of computational thinking that are observed and documented in Pandemic. The primary contributions of this work are the description of and evidence that complex computational thinking can develop spontaneously during board game play.
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