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Learning-for-use: A framework for the design of technology-supported inquiry activities
401
Citations
35
References
2001
Year
Inquiry-based LearningE-learningEducationAmbitious ContentInstructional ModelsInstructional Design ModelsInstructional DesignInteractive LearningInstructional MaterialsLearning EnvironmentInstructional TechnologyLearning SciencesDesignInquiry ActivitiesLearning AnalyticsLearning MethodologyContent LearningProject-based LearningComputer-based EducationLearning Systems DesignLearning DesignTechnology-supported Inquiry ActivitiesDigital Learning
Science education reform faces the challenge of meeting ambitious content and inquiry standards, yet integrating content and process in learning activities can enhance authentic student experiences and deepen understanding. The article explores technology-supported inquiry learning as a means to integrate content and process using the Learning-for-Use model. The Learning-for-Use model describes the learning process and guides the design of content-intensive, inquiry-based science activities, exemplified by the Create‑a‑World Project that uses WorldWatcher for open-ended Earth science investigations. The authors present general guidelines for designing inquiry activities that support content learning and leverage computing technologies, drawing on the model and the example. © 2001 John Wiley & Sons, Inc., J Res Sci Teach 38:355–385.
Meeting ambitious content and process (inquiry) standards is an important challenge for science education reform particularly because educators have traditionally seen content and process as competing priorities. However, integrating content and process together in the design of learning activities offers the opportunity to increase students' experience with authentic activities while also achieving deeper content understanding. In this article, I explore technology-supported inquiry learning as an opportunity for integrating content and process learning, using a design framework called the Learning-for-Use model. The Learning-for-Use model is a description of the learning process that can be used to support the design of content-intensive, inquiry-based science learning activities. As an example of a technology-supported inquiry unit designed with the Learning-for-Use model, I describe a curriculum called the Create-a-World Project, in which students engage in open-ended Earth science investigations using WorldWatcher, a geographic visualization and data analysis environment for learners. Drawing on the Learning-for-Use model and the example, I present general guidelines for the design of inquiry activities that support content learning, highlighting opportunities to take advantage of computing technologies. © 2001 John Wiley & Sons, Inc. J Res Sci Teach 38: 355–385, 2001
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