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Design and Implementation of Pedagogies of Engagement

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1 Design and Implementation of Pedagogies of Engagement
Karl A. Smith Engineering Education – Purdue University Civil Engineering - University of Minnesota College of Engineering/ASEE Georgia Institute of Technology March 2007

2 Design and Implementation of Pedagogies of Engagement – Overview & Resources
Research – How People Learn Design & Backward Design Process (Felder & Brent, Dee Fink and Wiggins & McTighe) Pedagogies of Engagement - Instructional Format explanation (or exercise to engage workshop participants) Smith web site – University of Delaware PBL web site – Design of Challenge-Based (PBL) exercises Creating High Quality Learning Environments (Bransford, Vye & Bateman) -- Cooperative Learning (Johnson, Johnson & Smith) Course, Class Session, and Learning Module Design: From Objectives and Evidence to Instruction

3 Shaping the Future: New Expectations for Undergraduate Education in Science, Mathematics, Engineering and Technology – National Science Foundation, 1996 Goal B All students have access to supportive, excellent undergraduate education in science, mathematics, engineering, and technology, and all students learn these subjects by direct experience with the methods and processes of inquiry. Recommend that SME&T faculty: Believe and affirm that every student can learn, and model good practices that increase learning; starting with the student=s experience, but have high expectations within a supportive climate; and build inquiry, a sense of wonder and the excitement of discovery, plus communication and teamwork, critical thinking, and life-long learning skills into learning experiences. 3

4 National Research Council Reports:
How People Learn: Brain, Mind, Experience, and School (1999). How People Learn: Bridging Research and Practice (2000). Knowing What Students Know: The Science and Design of Educational Assessment (2001). The Knowledge Economy and Postsecondary Education (2002). Chapter 6 – Creating High-Quality Learning Environments: Guidelines from Research on How People Learn NCEE Report Rethinking and redesigning curriculum, instruction and assessment: What contemporary research and theory suggests. (2006). 4

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7 Designing Learning Environments Based on HPL (How People Learn)
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8 Some Important Principles About Learning and Understanding
The first important principle about how people learn is that students come to the classroom with preconceptions about how the world works which include beliefs and prior knowledge acquired through various experiences. The second important principle about how people learn is that to develop competence in an area of inquiry, students must: (a) have a deep foundation of factual knowledge, (b) understand facts and ideas in the context of a conceptual framework, and (c) organize knowledge in ways that facilitate retrieval and application. A third critical idea about how people learn is that a “metacognitive” approach to instruction can help students learn to take control of their own learning by defining learning goals and monitoring their progress in achieving them. Jim Pellegrino – Rethinking and redesigning curriculum, instruction and assessment: What contemporary research and theory suggests 8

9 Engineering The engineering method is design under constraints – Wm. Wulf, President, National Academy of Engineering The engineering method is the use of heuristics to cause the best change in a poorly understood situation within the available resources – Billy Koen, Discussion of the Method A scientist discovers that which exists. An engineer creates that which never was -- Theodore von Kármán ( )

10 Engineering = Design Design in a major sense is the essence of engineering; it begins with the identification of a need and ends with a product or system in the hands of a user. It is primarily concerned with synthesis rather than the analysis which is central to engineering science. Design, above all else, distinguishes engineering from science (Hancock, 1986, National Science Foundation Workshop). Design defines engineering. It's an engineer's job to create new things to improve society. It's the University's obligation to give students fundamental education in design (William Durfee, ME, U of Minnesota, Minnesota Technolog, Nov/Dec 1994).

11 Engineering Design Engineering design is a systematic, intelligent process in which designers generate, evaluate, and specify concepts for devices, systems, or processes whose form and function achieve clients’ objectives or users’ needs while satisfying a specified set of constraints. Engineering Design Thinking, Teaching, and Learning --

12 Skills often associated with good designers – the ability to:
tolerate ambiguity that shows up in viewing design as inquiry or as an iterative loop of divergent-convergent thinking; maintain sight of the big picture by including systems thinking and systems design; handle uncertainty; make decisions; think as part of a team in a social process; and think and communicate in the several languages of design. Engineering Design Thinking, Teaching, and Learning --

13 http://www. businessweek. com/magazine/content/04_20/b3883001_mz001
Time, April 2005

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15 Ideo's five-point model for strategizing by design: Hit the Streets
Design Thinking Discipline Thinking Ideo's five-point model for strategizing by design: Hit the Streets Recruit T-Shaped People Build to Think The Prototype Tells a Story Design Is Never Done Tom Friedman Horizontalize Ourselves AAC&U College Learning For the New Global Century

16 Effective Course Design
(Felder & Brent, 1999) ABET EC 2000 Bloom’s Taxonomy Course-specific goals & objectives Goals and Objectives Classroom assessment techniques Technology Cooperative learning Students Instruction Assessment Other experiences Tests Other measures Lectures Labs

17 A Self-Directed Guide to Designing Courses for Significant Learning
L. Dee Fink Creating significant learning experiences. Jossey-Bass.

18 Backward Design Wiggins & McTighe
Stage 1. Identify Desired Results Stage 2. Determine Acceptable Evidence Stage 3. Plan Learning Experiences and Instruction Wiggins, Grant and McTighe, Jay Understanding by Design. Alexandria, VA: ASCD

19 Worksheet for Designing a Course/Class Session
Ways of Assessing Actual Teaching-Learning Helpful Resources: Learning Goals for Course/Session: This Kind of Learning: Activities: (e.g., people, things) 1. 2. 3. 4. 5. 6.

20 The Purdue 2020 Curricula Pillars
Purdue’s Engineer of 2020 Program Outcomes Vision: Purdue Engineers will be prepared for leadership roles in responding to the global technological, economic, and societal challenges of the 21st century. Strategy: We will provide educational experiences that develop students’ technical strength, leadership, innovation, flexibility, and creativity to enable them to identify needs and construct effective solutions in an economically, socially, and culturally relevant manner. Abilities leadership teamwork communication decision-making recognize & manage change work effectively in diverse & multicultural environments work effectively in the global engineering profession synthesize engineering, business, and societal perspectives science & math engineering fundamentals analytical skills open-ended design & problem solving skills multidisciplinarity within and beyond engineering integration of analytical, problem solving, and design skills Knowledge Areas innovative strong work ethic globally, socially, ethically, intellectually, and technologically responsible adaptable in a changing environment entrepreneurial and intrapreneurial curious and persistent lifelong learners Traits Purdue Engineers will be uniquely prepared to respond to the societal and technological needs of the 21st Century. This will be accomplished by an educational experience that fosters innovation, flexibility, and creativity to perceive needs and construct effective solutions that address global challenges in an economically, socially, and culturally relevant manner. The Purdue 2020 Curricula Pillars

21 Backward Design Stage 1. Identify Desired Results
Filter 1. To what extent does the idea, topic, or process represent a big idea or having enduring value beyond the classroom? Filter 2. To what extent does the idea, topic, or process reside at the heart of the discipline? Filter 3. To what extent does the idea, topic, or process require uncoverage? Filter 4. To what extent does the idea, topic, or process offer potential for engaging students?

22 Backward Design Stage 2. Determine Acceptable Evidence
Types of Assessment Quiz and Test Items: Simple, content-focused test items Academic Prompts: Open-ended questions or problems that require the student to think critically Performance Tasks or Projects: Complex challenges that mirror the issues or problems faced by graduates, they are authentic

23 Backward Design Approach:
Desired Results (Outcomes, Objectives, Learning Goals) 5 minute university Evidence (Assessment) Learning Taxonomies Plan Instruction Cooperative Learning Planning Format & Forms

24 Taxonomies Bloom’s taxonomy of educational objectives: Cognitive Domain (Bloom & Krathwohl, 1956) A taxonomy for learning, teaching, and assessing: A revision of Bloom’s taxonomy of educational objectives (Anderson & Krathwohl, 2001). Facets of understanding (Wiggins & McTighe, 1998) Taxonomy of significant learning (Dee Fink, 2003)

25 The Six Major Levels of Bloom's Taxonomy of the Cognitive Domain (with representative behaviors and sample objectives) Knowledge. Remembering information Define, identify, label, state, list, match Identify the standard peripheral components of a computer Write the equation for the Ideal Gas Law Comprehension. Explaining the meaning of information Describe, generalize, paraphrase, summarize, estimate In one sentence explain the main idea of a written passage Describe in prose what is shown in graph form Application. Using abstractions in concrete situations Determine, chart, implement, prepare, solve, use, develop Using principles of operant conditioning, train a rate to press a bar Derive a kinetic model from experimental data Analysis. Breaking down a whole into component parts Points out, differentiate, distinguish, discriminate, compare Identify supporting evidence to support the interpretation of a literary passage Analyze an oscillator circuit and determine the frequency of oscillation Synthesis. Putting parts together to form a new and integrated whole Create, design, plan, organize, generate, write Write a logically organized essay in favor of euthanasia Develop an individualized nutrition program for a diabetic patient Evaluation. Making judgments about the merits of ideas, materials, or phenomena Appraise, critique, judge, weigh, evaluate, select Assess the appropriateness of an author's conclusions based on the evidence given Select the best proposal for a proposed water treatment plant

26 (Anderson & Krathwohl, 2001).

27 The Cognitive Process Dimension
Remember Understand Apply Analyze Evaluate Create Factual Knowledge – The basic elements that students must know to be acquainted with a discipline or solve problems in it. a. Knowledge of terminology b. Knowledge of specific details and elements Recall Restate Employ Distinguish Select Arrange Conceptual Knowledge – The interrelationships among the basic elements within a larger structure that enable them to function together. a. Knowledge of classifications and categories b. Knowledge of principles and generalizations c. Knowledge of theories, models, and structures Define Describe Translate Compare Defend Combine Procedural Knowledge – How to do something; methods of inquiry, and criteria for using skills, algorithms, techniques, and methods. a. Knowledge of subject-specific skills and algorithms b. Knowledge of subject-specific techniques and methods c. Knowledge of criteria for determining when to use appropriate procedures Relate Identify Demonstrate Contrast Interpret Construct Metacognitive Knowledge – Knowledge of cognition in general as well as awareness and knowledge of one’s own cognition. a. Strategic knowledge b. Knowledge about cognitive tasks, including appropriate contextual and conditional knowledge c. Self-knowledge Review Express Examine Deduce Discriminate Propose The Knowledge Dimension Imbrie and Brophy, 2007

28 Facets of Understanding
Wiggins & McTighe, 1998, page 44 When we truly understand,we Can explain Can interpret Can apply Have perspective Can empathize Have self-knowledge

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30 Backward Design Stage 3. Plan Learning Experiences & Instruction
What enabling knowledge (facts, concepts, and principles) and skills (procedures) will students need to perform effectively and achieve desired results? What activities will equip students with the needed knowledge and skills? What will need to be taught and coached, and how should it be taught, in light of performance goals? What materials and resources are best suited to accomplish these goals? Is the overall design coherent and effective?

31 Challenged-Based Learning
Problem-based learning Case-based learning Project-based learning Learning by design Inquiry learning Anchored instruction John Bransford, Nancy Vye and Helen Bateman. Creating High-Quality Learning Environments: Guidelines from Research on How People Learn

32 Problem-based learning is the learning that results from the
Problem-Based Learning (PBL) -- Small Group Self-Directed Problem Based Learning -- Problem-based learning is the learning that results from the process of working toward the understanding or resolution of a problem. The problem is encountered first in the learning process. (Barrows and Tamblyn, 1980) Core Features of PBL Learning is student-centered Learning occurs in small student groups Teachers are facilitators or guides Problems are the organizing focus and stimulus for learning Problems are the vehicle for the development of clinical problem-solving skills New information is acquired through self-directed learning

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34 Cooperative Learning:
Key Concepts •Positive Interdependence •Individual and Group Accountability •Face-to-Face Promotive Interaction •Teamwork Skills •Group Processing

35 Active Learning: Cooperation in the College Classroom
Informal Cooperative Learning Groups Formal Cooperative Learning Groups Cooperative Base Groups See Cooperative Learning Handout (CL College-804.doc)

36 Pedagogies of Engagement: Classroom-Based Practices

37 “Learning ‘about’ things does not enable students to acquire the abilities and understanding they will need for the twenty-first century. We need new pedagogies of engagement that will turn out the kinds of resourceful, engaged workers and citizens that America now requires.” Russ Edgerton (reflecting on higher education projects funded by the Pew Memorial Trust)

38 It could well be that faculty members of the twenty-first century college or university will find it necessary to set aside their roles as teachers and instead become designers of learning experiences, processes, and environments. James Duderstadt, 1999 We never educate directly, but indirectly by means of the environment. Whether we permit chance environments to do the work, or whether we design environments for the purpose makes a great difference. John Dewey, 1906


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