Version 1 – NEESacademy Instructional Design Brophy – May 24, 2011 Frameworks for Designing Effective Learning Environments Sean Brophy School of Engineering Education, Purdue University Co-Leader Education, Outreach and Training George E. Brown, Jr. Network for Earthquake Engineering Simulation (NEES) Abstract This white paper provides an overview of fundamental principles for designing effective challenge-based learning experiences and is the first in a series aimed at providing insights into designing learning modules deployed in the NEESacademy. The paper is organized around three major frameworks that can be used to guide the instructional design and implementation of an effective learning environment. The first is the Understanding by Design Model to describe the planning and implementation of instruction. The second is the How People Learn (HPL) framework that describes the interaction between four central dimensions of any effective learning environment. The final is the STAR.Legacy Learning Cycle, which can organize a sequence of learning activities together based on the principles of the HPL framework. Introduction As educators we want learners leaving our experiences knowing and doing more than when they entered. In short amounts of time we can familiarize them with new facts and ideas that spark their interest to learn more on their own. This knowledge might be about how things work in nature or about something engineers and scientists help define, design, and build. Or we may be working with learners for a long time and want them to know how to adapt their knowledge and skills to solve new challenges they will face. This second outcome of learning requires “learning with understanding.” Where “understanding” involves knowing that something exists, knowing how it works, and knowing with it to solve novel challenges [Broudy, 1977; Bransford and Schwartz, 1999]. Achieving this level of understanding requires learning experiences where learners spend time trying to make sense of new concepts and use that knowledge to construct something they have never constructed before. Showing and demonstrating something to the learners will make them familiar with this new knowledge. Engaging learners in activities where they generate their knowledge will result in learning with understanding. Version 1 – NEESacademy Instructional Design Brophy – May 24, 2011 Learning with understanding occurs when learners are challenged to act on what they know and to refine their understanding through sustained inquiry with the concepts. This pedagogical philosophy is fundamental to how people learn using an instructional framework called STAR.Legacy Learning Cycle (Schwartz et al., 1999). The STAR (Software Technology for Action and Reflection) Learning Cycle is similar to common models of problem solving and inquiry used by professional engineers, scientists and educators. It can engage learners in acquiring knowledge that motivates them toward goals they want to achieve. Further, the process increases the potential for learning fundamental knowledge associated with science, mathematics, engineering and technology. The goal of this white paper is to provide an overview of fundamental principles for designing effective challenge-based learning experiences1. These principles have been used to design a wide range of learning environments (e.g. classrooms, workshops, after school programs, engineering camps) to engage students in authentic problem solving experiences like design, inquiry to explain, trouble shooting to repair, and synthesizing information/data to make decisions and generate new knowledge. The paper is organized around three major frameworks that can be used to guide the instructional design and implementation of an effective learning environment. The first is the Understanding by Design Model provided by Wiggins and McTighe (1998) to describe the planning and implementation of instruction. The second is the How People Learn (HPL) framework that describes the interaction between four central dimensions of any effective learning environment. The final is the STAR.Legacy Learning Cycle, which can organize a sequence of learning activities together based on the principles of the HPL framework. The successful designer and educator should understand the fundamentals of these frameworks as part of their successful adoption and adaptation of learning materials others have constructed. The final section provides links to sites with examples and additional examples. This paper is the first in a series that provides insights into designing learning modules deployed in the NEESacademy. 1.0 Understanding by Design: Working Backwards Planning and implementing effective instruction requires careful consideration of the knowledge, skills and attitudes to be developed by the learners. With a clear picture of these goals we can define assessments to measure successful achievement of the goals and instructional methods to achieve these goals. This “working backwards” approach is based on the Wiggins and McTighe’s Understanding by Design (1999) and involves a sequence of design tasks. Also, like all design activities, the process is iterative and reflective, that is, we may return to any of the earlier tasks to refine them. We describe each of these tasks organized according to the model shown in Figure 1. The next discussion explains how to adopt learning materials previously implemented by others and integrate them into your own learning environment (e.g. classroom instruction). 1 Much of the material for the report comes from materials developed by the author for workshops with undergraduate and graduate educators in engineering. These workshops were hosted by the VaNTH ERC. Version 1 – NEESacademy Instructional Design Brophy – May 24, 2011 Planning Objectives Model of Knowledge Implementing Evidence Materials Delivery Figure 1- Adaptation of the Working Backwards Framework 1.1 Defining Objectives: The first design task involves clearly defining the course and unit level objectives/outcomes. Objectives are defined in explicit terms. Course objectives target global outcomes for a course that require cumulative knowledge of the course (and prior courses). Sub-objectives (unit) are smaller outcomes necessary to succeed in the global course objectives. Below are several examples of some high level goals for a course: Students will be able to recall or recognize facts about vocabulary or concepts associated with fundamental concepts defining domain knowledge. Students will be able to analyze forces applied to a civil structure system in both static and dynamic conditions. (mechanics, physics biomechanics) Students will be able to analyze basic structures and explain how they function in terms of fundamental principles (introduction to statics) Students will be able to explain the impact of various soil conditions on ground motion and its ability to transfer energy Students will be able to identify characteristics of a force versus displacement graph Students will be able to design and test scale models of various earthquake engineering innovations. Students will be able to describe quantitatively the pros and cons of various design options for making a structure resistant to earthquakes Students will be able to quantify effects of energy transfer through a structure using mathematical models, basic and physical concepts (e.g. force and motion) Students will be able to troubleshoot amplifier circuits that measure low voltage low frequency signals (e.g. strain gauge measurements of compression and tension of a steel structure) Such objectives typically use action verbs like recall, analyze, explain, quantify, compute, troubleshoot, and design to identify what students should be able to demonstrate. These kinds of objectives can map well onto the refined version of Bloom’s Taxonomy (Krathwohl, 2002). Note that this makes them natural descriptors of the kind of assessment methods to provide evidence that students meet these objectives. A simple outline for thinking about this step could include reflecting on these sentence starters: COURSE OBJECTIVES REVIEWED: By the end of this course (unit) students will be able to… SUB OBJECTIVES (performance measures): Accomplishing these objectives will require that students be able to… Version 1 – NEESacademy Instructional Design Brophy – May 24, 2011 POTENTIAL DIFFICULTIES: Typical instructional difficulties that I predict will occur… The completion of these items will be an evolving process. You may find yourself continually returning to these items and refining them as you think more and more about the instructional plan and what you learn after implementing the materials time and time again. 1.2 Prioritize the knowledge, skills and attitudes to be developed. The second design task (NEES adaptation) requires creating a model of how the various course concepts articulate and inform one another. Table 1 can be used to prioritize the concepts and skills related to achieving the learning outcomes for the class you are considering revising/designing. Enduring Understanding concepts are fundamental to achieving the course objectives and fundamental to the domain in general. Important To Know and Do ideas and skills are necessary for achieving the objectives, but do not necessarily need to be mastered by the end of the course. Concepts Worth Being Familiar With are things not critical to performing a desired outcome of the course, but students should be aware of their association with the course objectives. [Note: These objectives align well with what can be accomplished in various learning settings. For example, short term outreach activities present concepts for each of these priorities, but will =mainly focus on familiarizing learners with a range of concepts. Achieving the enduring understanding requires a more sustained inquiry.] Version 1 – NEESacademy Instructional Design Brophy – May 24, 2011 TABLE 1 - Establishing Curricular Priorities (Wiggins and McTighe format) PRIORITIZING COURSE KNOWLEDGE Enduring Understanding: Important To Know and Do: Worth Being Familiar with: 1.2.1 Knowledge map of the course content: Table 1 could result in a list of facts and concepts targeted for learning. This list should provide additional detail to learning objectives stated earlier. However, it may not provide a structure of the knowledge needed to support how students learn. An organizing structure can help make sense of the knowledge in a way that readies us as educators to anticipate how we want learners to think about the knowledge. Further, it can help articulate where concepts are difficult to learn. A concept map can be used to identify the major pieces of knowledge to be learned and the relationship between these items. This map can then be used to align clusters of knowledge concepts with specific context when that knowledge is used. For example, challenge-based instruction involves presenting challenges that require students to make connections between what they know and problems they need to solve. A method for how to construct detailed knowledge maps will be explored in another paper in this series. 1.3 Defining appropriate assessment of learning: The third design task is deciding what evidence you will accept as proof that students have mastered the objectives. What assessment methods you will use – tests, papers, homework problems, one-on-one conversations, projects, etc.? Wiggins & McTighe delineate the following categories for assessment: Method: Performance Tasks/Projects - authentic tasks mirroring actual issues/problems requiring production and/or performance. They differ from prompts in several ways: Feature real/simulated setting involving realistic constraints Typically require addressing an identified audience Based on a specific purpose relating to the audience Worth being familiar with Important to know and do Enduring Understanding Version 1 – NEESacademy Instructional Design Brophy – May 24, 2011 Allow greater opportunity to personalize the task Task, criteria, and standards are known in advance Method: Academic Prompts - open-ended questions and/or problems requiring first critical thinking and then a response, product, or performance. Require constructed response under exam condition No single best answer or strategy (open) Involve analysis, synthesis, or evaluation Require explanation/defense of answer/method given Worth being familiar with Important to know and do Enduring understanding Understanding Method: Quiz and Test Items - simple, content-focused questions Assess factual information/concepts/discrete skill Worth being familiar with Use selected-response or short-answer formats Typically have a single, best answer (convergent) Important to know and do Are easily scored Enduring Understanding Method: Observation/Dialogue Evaluate students techniques and methods for performing tasks Ask questions as they engage in task. Method: Informal Checks for Understanding Short, simple, formative assessment technique to elicit students’ current understanding Use similar methods as above, but use less rigorous and less time consuming scoring methods to evaluate performance. 1.4 Materials selection and design: The fourth design task is selecting and/or developing learning materials that will help students master the objectives – lecture, problems, simulation, text, article, video, experiment, etc. The effective use of these will occur when the first design tasks are well understood and integrated into a plan of action. Many online resources are available for use. This document is based on materials developed for bioengineering (vanth.org) and earthquake engineering (nees.org). Other digital libraries are listed at the end of this document. 1.5 Interactions with the students (Delivery does not always mean transmitting information). The final design task is determining how these materials should be delivered (e.g., listening to a live lecture, reviewing a taped lecture, discussing/questioning concepts with instructor and peers, independently working homework problems, collaboratively problem-solving in the classroom, observing a simulation, conducting inquiry tasks with a simulation, reading an assigned text, reading a journal article, researching a topic, reading and reporting on reserve articles, reading and writing a critique of reserve articles, viewing a video, conducting a lab experimentation, etc.). There are wide ranges of learning experiences, many mediated with technology, that provide excellent opportunities for learning. The learning potential from these activities will depend on the level students take action with the material and how they reflect on what they know about these materials to best perform a desired goal. These are explored in the following sections and more explicit methods articulated in a future paper in the series. Version 1 – NEESacademy Instructional Design Brophy – May 24, 2011 2.0 Considering Current Learning Theory Current learning theory is laid out in the National Research Council publication How People Learn: Brain, Mind, Experience, and School (Bransford, Brown & Cocking, 1999). The report synthesizes current theories of how people know and evaluated effective learning environments to determine the critical dimensions that make them successful (see Chapter 6). They took what was learned from these effective practices to generate the HPL framework as a tool to design and/or critically evaluate learning materials/environments. Figure 2 - How People Learn Framework diagram and cover of the NAS report The HPL framework posits that the greatest learning occurs with the balancing and alignment of four dimensions or “centerednesses.” Optimal learning occurs from instruction that is knowledge-, learner-, assessment-, and community-centered as shown in Figure 2. Knowledge-centered learning environments offer well-organized content instruction, with an emphasis on sense-making and knowledge construction. The knowledge map discussed in section 1.2.1 can help to organize and evaluate the knowledge to be learned and how it could be learned. Knowledge involves facts, concepts, principles, skills, and values (epistemologies and practice of the discipline) needed to perform the various tasks associated with the learning objectives. Learner-centered lessons pay careful attention to the knowledge, skills, attitudes, and beliefs that students bring to the learning environment (e.g. classroom, workshop, outreach activity). Learnercentered instruction helps students make connections between their previous knowledge and the current academic task. Learner-centered lessons involve real-life examples that provide a meaningful and familiar context for the students. Assessment-centered instruction focuses primarily on formative assessment – that is, assessment that informs the educator about how well students understand what is being taught and informs students of their own level of understanding. The idea is for students to act on what they know by performing Version 1 – NEESacademy Instructional Design Brophy – May 24, 2011 meaningful tasks, evaluating their performance, revising it, and improving the quality of their thinking and learning. The idea is that you as the instructor need opportunities to assess students’ learning so that you may evaluate, revise, and improve the quality of your instruction. Assessments are also summative and used to evaluate how well students have achieved the learning objectives. Community-centered instruction involves opportunity for connections with peers, the instructor, and the professional community. These opportunities occur both in and out of the classroom – e.g., collaborating in small groups during class, make reference to students’ belonging to a special “engineering culture, ” belonging to a professional society, engaging in an out-of-class study group, etc. This dimension emphasizes the value of learning with others. That includes learning to communicate with others so teams can collectively build knowledge together. Know about what is, how to use it, and knowing with it. So, how can these “centerednesses” be blended and balanced into a lesson? The Legacy Cycle provides an organizational structure with many opportunities to include each of these dimensions into the learning process. The next section outlines this general framework. 3.0 Legacy Learning Cycle The STAR.Legacy Learning Cycles can balance the four dimensions of the HPL framework by engaging students in a series of experiences that require them to interact with what they know and refine their thinking as they observe their own limits of understanding. The cycle consists of six phases that can be implemented in a wide variety of ways. Figure 3 illustrates a Learning Cycle designed for Earthquake Engineering. The cycle starts with posing learners with a Challenge they have some familiarity with, but need to research more to better comprehend the problem, identify potential solutions, and then generate and execute a plan to solve it. Support for this process comes through the other phases. Students Generate Ideas about how they might solve the challenge along with questions they need answered to solve the challenge. Next they can compare their ideas with Multiple Figure 3 - STAR.Legacy Learning Cycle (for earthquake engineering) Perspectives provided by others. A compare and contrast activity can help to identify potential factors or questions they did not consider in their initial idea generation. The combination of these three phases provide students with the conditions so that they can apply their knowledge, generate questions they would like answered and provides an opportunity to self assess what they know compared with others. These activities have prepared students to learn through activities of inquiry, testing and refinement. The next phase of Research and Revise consists of learning activities that help students gain new knowledge and skills to answer the questions they have generated and to learn more about how to better solve the initial challenge. As part of their research they will need to Test Their Mettle with what they’ve learned. This could be as simple as answering questions on a quiz, or running an experiment and analyzing the results. With what they’ve learned they will need to revise their thinking and then act on Version 1 – NEESacademy Instructional Design Brophy – May 24, 2011 this new knowledge to test their understanding. These two phases are the heart of the instructional process of acquiring new knowledge and will take the most time and instructional guidance by the instructional team. This may include didactic teaching and uses the major challenge as a way to ground the content of the lesson in an authentic experience. The sequence of lessons must include opportunities for students to generate their own knowledge and use it productively in various assessment tasks that demonstrate their progress toward the desired learning objectives. Eventually, learners will take what they have learned to Go Public. This final phase requires the learners to synthesize what they have learned to either provide a solution to the initial challenge, or to a similar challenge but in a different context, or both. Each phase provides opportunities to engage learners in the skills to solve engineering problems like design, troubleshooting, experimentation and analysis. A template can be used to help plan and organize a Legacy Cycle. Appendix A provides a sample of this template used in a bioengineering context. 4.0 Links to Examples of STAR.Legacy Modules and Resources The Legacy cycle has been used with a range of learners. VaNTH was an Engineering Research Center that used this approach to enhance bioengineering education and was enhanced with technology. Some of the modules and research associated with VaNTH are listed below along with some other application of the Legacy Cycle for other domains. NEES – NEES.org – Single Story Analysis Module 1 Learning Objectives and Theory http://nees.org/resources/941/download/SSAnalysis_M1_LearningObjectives_v1.pdf Learning series embedded in the HUB – http://nees.org/resources/885/about Interactive pdf version of Legacy Cycle – http://nees.org/resources/886/download/Structures_Learning_Module.pdf UTAustin – Dr. Petrosino has teachers developing Legacy Cycles as part of their training. The site provides a summary of the original version of the Legacy cycle defined by its originators and links to works in progress by teachers http://www.edb.utexas.edu/visionawards/petrosino/ VaNTH Engineering Research Center (VaNTH) – http://vanth.org – original implementers of using STAR.Legacy for Engineering Education VaNTH Portal - https://repo.vanth.org/portal - This site provides a library of resources related to the HPL Framework and how it was used in biomedical engineering education. How People Learn summary - https://repo.vanth.org/portal/public-content/how-peoplelearn/how-people-learn STAR.Legacy Summary - https://repo.vanth.org/portal/public-content/star-legacy-cycle/starlegacy-cycle Courseware List of Learning Modules - https://repo.vanth.org/portal/matrix Version 1 – NEESacademy Instructional Design Brophy – May 24, 2011 VIBES – a spin off of VaNTH for K-12 Teacher Training in using bioengineering to teach science instruction. http://www.vanth.org/vibes/ IRIS Center (http://iris.peabody.vanderbilt.edu/index.html) – This site is for pre-service teacher education in special education. Their description HPL and Legacy cycles are at http://iris.peabody.vanderbilt.edu/hpl/chalcycle.htm. Some Research Results from the VaNTH Effort R. J. Roselli and S. P. Brophy, “Effectiveness of challenge-based instruction in biomechanics,” J. Eng. Educ., vol. 93, no. 4, pp. 311–324, Oct. 2006. http://www.jee.org/2006/october/8.pdf Martin, Taylor, Anthony J. Petrosino, Stephanie Rivale, and Kenneth R. Diller. 2006. The development of adaptive expertise in biotransport. New Directions for Teaching & Learning (108): 35–47. http://onlinelibrary.wiley.com/doi/10.1002/tl.254/pdf Martin, T, Rivale, SD, and Diller, KR. Comparison of Student Learning in Challenge-based and Traditional Instruction in Biomedical Engineering. Annals of Biomedical Engineering, Vol. 35, No. 8, August 2007 http://www.bme.utexas.edu/docs/kd/AnnBME.35.2007.1312-1323.AdaptExprts.pdf 5.0 Implications for Learning and Instruction The goal of the white paper is to provide a quick entry into the theories and principles associated with designing effective learning experiences. These factors must be considered whether the goal is to make learners familiar with facts or if the goal is preparing learners to transform their ideas into innovations. The design process centers on the needs of the learners, the goals of the knowledge to be learned and the assessments needed to track progress of the learners toward the goals. By considering the setting for learning and the community they want to join, the successful designer will identify ways that motivate their learners to seek new interests and knowledge they can use productively. Therefore, the designer could use these frameworks as prompts, or heuristics, for identifying issues and opportunities they need to consider. They can use them to generate questions about what more they need to investigate that will make their learning environment more effective. The Understanding By Design model provide heuristics and strategies for identify and organizing learning goals and align them with assessments methods before jumping into the activity design. The How People Learn Framework provides important links into theories of learning and knowing that can stimulate ideas about the kinds of experiences learners engage in. The STAR.Legacy cycle provide an instructional model for organize learning experiences that that naturally engage learners in a process of active learning associated with the HPL framework. The ideas in this white paper will are explored in more detail in future white papers on knowledge mapping, assessments of and for learning and the designing challenge based learning experiences for STEM education. These papers will provide additional context for using these frameworks at effective design tools. Version 1 – NEESacademy Instructional Design Brophy – May 24, 2011 Acknowledgements This white paper is made possible by a grant from the National Science Foundation as part of the George E. Brown Network for Earthquake Engineering Simulation. (NSF Award #0927178 from the Civil, Mechanical and Manufacturing Innovation (CMMI) Division). References Bransford, J., A. Brown, and R. Cocking, (Commission on Behavioral and Social Science and Education, National Research Council), “How People Learn: Body, Mind, Experience and School,” National Academy Press, Washington D.C., 2000. Available online at http://www.nap.edu/html/howpeople1/. Bransford, J. D. & Schwartz, D. L. (1999). Rethinking transfer: A simple proposal with multiple implications. In A. Iran-Nejad and P. D. Pearson (Eds.), Review of Research in Education, 24, 61-100. Washington, D.C.: American Educational Research Association Broady, H. S. (1977), Types of knowledge and purposes of Education. In R. C. Anderson, R. J. Spiro, and W. E. Montague (Eds), Schooling and the acquisitions of knowledge (pp. 1-17), Hillsdale, NJ: Erlbaum. Krathwohl, D.R. 2002. A revision of Bloom's taxonomy: An overview. Theory into practice 41 (4):212-218. Joeng, H., Biswas, G., Johnson, J. & Howard, L. Analysis of productive learning behaviors in a structured inquiry cycle using hidden Markov models. Accepted to The 3nd Int. Conf. on Educational Data Mining (EDM 2010). Schwartz, D. L, Brophy, S., Lin, X. & Bransford, J. D. (1999) Software for managing complex learning: Examples from an educational psychology course. Educational Technology Research and Development. 47(2). p 39-60 Wiggins, G., and J. McTighe, “Understanding by Design,” Merrill Education/ASCD College Textbook Series, ASCD, Alexandria,Virginia, 1998. Version 1 – NEESacademy Instructional Design Brophy – May 24, 2011 APPENDIX A – Worksheet table for planning a lesson CHALLENGE QUESTION: A question that frames the module and engages students in authentic activities like design, troubleshooting, analysis, planning, decision making with data. Examples: If you are recovering from a broken left hip, in which hand should you hold a cane as you regain walking skills? As a bio engineer you are trying to maximize the longevity of cells in a bioreactor. What things will influence/determine how long the cells will live? What question could you pose that would frame the content you wish to teach, relate to real life/student interest/future goals, and be something that students know enough about to get started? GENERATE IDEAS MULTIPLE PERSPECTIVES An activity that causes students to display their current knowledge/ideas/perceptions. Note that this can also be done in the form of two questions: (1) What things do you know that could help you answer this question? (2) What things would you need to know to answer this question? Two or more outside resources that provide information related to the topic of the challenge. Possible activities (all should include some type of written record): Individually writing a narrative Whole-group brainstorming Small group brainstorming with public sharing Think-write-pair-share Think-write-pair-shared-squared with public sharing. A. B. How will you have students brainstorm? What do you predict (and hope) students will say? Possible sources: Outside expert (live) Outside expert (on video) Outside expert (transcripted paragraph[s]) Web site(s) Textbook excerpt Magazine article, Clip from video CD What are two or more initial perspectives or sources of information you might have students experience? Consider video clips, journal articles, newspaper articles, textbooks, maps, scripted personal interviews, specialists, etc. that you might present. RESEARCH & REVISE Students are provided and seek additional information. This may be in the form of lecture, readings, websites, experiments (physical and analytical) etc. Students revise their original ideas based on new information Possible venues: In-class lectures Textbook and other readings All others listed in Multiple Perspectives Interactive simulation (Note that the majority of the “teaching time” is in this section.) Where some places and/or what are are some sources you might send students to gather more information? Consider the internet, people (phone interviews), other texts beyond the textbook, etc. Include your own lecture presentations to the class. TEST YOUR METTLE Students try out their ideas. Note that this is a formative feedback activity; if the “test results” are not positive, students may return to the Research & Revise step again. Possible venues: Seek feedback from other students on product* Seek feedback from the teacher on product* *poster, essay, game, practice test, role play, etc. GO PUBLIC Students display final conclusions Possible venues: Test Oral presentation Poster/Project Report Role play Video documentary (Note that depending on the success of Test Your Mettle, students may again cycle back to Research and Revise – multiple times.) What ways can students get formative assessment on their thinking? How can they try out their ideas? Consider academic games, projects, student presentations with peer review, etc. What test or completed projected could students submitted for a grade; what presentation could they give? What other ideas do you have?