2. Inquiry - Learning Skills of Inquiry inside and outside the Major

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Implications of Technology for the Content and Outcomes of a College Education"

The second of five outcomes of a liberal education as described by the Association of American Colleges and Universities: 

2)   Deep understanding and hands-on experience with the inquiry practices of disciplines that explore the natural, social, and cultural realms—achieved and demonstrated through studies that build conceptual knowledge by engaging learners in concepts and modes of inquiry that are basic to the natural sciences, social sciences, humanities, and arts;

Professionals in almost every discipline now use technology-based tools to think in new ways.  For example, statisticians explore data differently now, using new statistical procedures and displaying results graphically.  Technology-based tools enable relative novices to ask meaningful questions of their own – literature students learning a bit about inquiry in biology, and vice versa. In addition to these "power tools for novices," technology is playing other roles in helping people from all fields learn skills of inquiry.  One often over-looked impact of technology on education in inquiry: making it more feasible for students to do research off-campus, and thus enlarging the variety of meaningful projects on which students can do research -- see Outcome 4 for some examples of this type.

  • Doing research as a way of learning to do research: Digital technology has vastly increased the types of inquiry that are done by professionals, and the types of inquiries that can be done by undergraduates.  Most people think first of the Web and Google, but that's only a small fraction of what's already happening.

    • This web page of examples, developed by Prof. Allen Gathman of Southeast Missouri as part of his role in one of our webcasts on IT and general education, illustrates a series of assignments that can be done by undergraduates over several courses that help them learn increasingly sophisticated skills of research (in genetics, in this particular case).

  • Simulations are one way in which technology can make it more feasible for large numbers of students to learn new forms of inquiry. Simulations can play many roles. Simple simulations that embody what the student is to learn (e.g., a chess program; a simulation that allows the user to combine simulated chemicals and see videos of the results). Such simulations don't themselves teach skills of inquiry. But other kinds of simulations, some described below, embody enough complexity and provide enough 'scaffolding' that novices can do meaningful research. Some operate on rules or theories that users can't change ('black box' simulations) while others allow the users to simulate the operation of their own theories.

    • BioQUEST creates, collects and distributes realistic research simulations. Students can practice what BioQUEST calls the “Three P’s”: problem posing (creating a research problem to do in the simulated world, such as a genetics experiment or a biochemical analysis), problem solving (carrying out the research and developing a conclusion based on the evidence), and persuasion (persuading first a peer and then the instructor that the experimental evidence is sufficient to support the student’s conclusion.  One nice feature of the BioQUEST software: not even the instructor can ‘open’ the simulation to find the right answer. The instructor, like the peers and the student investigator, must examine the problem, the chain of experiments, and the resulting evidence in order to assess the student’s work.

    • The University of Mississippi PsychExperiments site makes dozens of simulated psychology experiments available free to learners and institutions around the world. 

    • To help its own students and others (including school age children) learn the skills of inquiry used by engineers, the US Military Academy at West Point has created a bridge-building simulation.

    • Some students gain insight into physics through this simulated cannon on the University of Oregon's web site using either pure trial and error, or else thinking as a scientist would: charting data points, creating a mathematical equation that describes those data points, and then using the equation to predict where the cannonball will fall when 'fired' in a new way.  Students at West Point study calculus with this simulator as well as with toy cannons that fire light-weight plastic balls. They use the same method of data collection, analysis, and prediction. Here's a photo of one team that's just used its data and its mathematical skill to hit the target in the foreground.

    • Wolfgang Christian's "Physlet" site at Davidson offers a variety of physics simulations.

    • Want to look for more simulations in a variety of disciplines? One good source for simulations (and many other online academic resources) is MERLOT.  Accounts are free. If your institution or system becomes a member, you can become a peer reviewer (the best way to learn about MERLOT's resources). TLT Group subscribing institutions get a discount on MERLOT fees, and vice versa.

  • Analysis through new ways of representing data

    • One way for students to learn is through close study of the data. As archaeology students in a course taught by Prof Lynn Schwartz Dodd of the University of Southern California discovered, computers provide new options for studying the three dimensional relics of vanished civilizations. To see movies and analyses of their 3-D reconstructions of Troy and of the Baths of Caracalla, and for other undergraduate projects using multimedia as a tool for analysis and communication, click here to see the Project Showcase page of the Institute for Multimedia Literacy at USC.  IML is a real leader in pioneering the creative, academic use of multimedia by undergraduates studying in general education courses as well as a wide variety of majors.

    In what ways do the uses of information technology in the wider world have implications for what all students in higher education should learnIf you know of examples that can be used to expand this web page, please let me know!

    - Stephen C. Ehrmann, ehrmann@tltgroup.org

    Return to "Beyond Computer Literacy:
    Implications of Technology for the Content and Outcomes of a College Education

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