Reflection on Examples of Technology in Activities (By Christopher Fulton)

While riding my bike home from work, in the shade of large trees which separate the park from the street, I was struck with the idea that the science activity "Investigating Rate of Evaporation" draws heavily on ideas contained within René Descartes text, Meditations. One reading of the well-known passage found in Meditation I, "I think, therefore I am," takes sensory perception as a very certain starting point. It is sensory perception that, argues Descartes, allows sensing beings to come to know something fundamental, something fundamental about the world or a state of mind. Similarly, the activity "Investigating Rate of Evaporation," begins with a visual example. It is from sensory perception of a simulation from which learners, arguably, come to learn and understand something about how the world works. By observing and seeing the simulator run, learners are able to develop a model of how the world works. In this case, the learners would develop a mental model of how things dry.Our quick look at the activity "Investigating Rate of Evaporation," gave many of us the impression that the activity draws heavily on a cognitive theory of learning.As requested, I'll provide a few very brief comments on the strengths and weakness of the activity; comments which surely don't do much justice to the effort which went into creating the Flash-based object and activity. One strength of the technology employed in the activity "Investigating Rate of Evaporation," is, in my eyes, is that it is a quick and possibly effective simulator. The simulator runs very quickly. A similar experiment would take quite a long time to do. This technology, the Flash-based simulator, also has the potential to involve and engage individual learners at individual machines.One critical weakness may be related to the learning outcomes. The learners are expected to learn about the relationship between area and drying rate. The simulator may not highlight the key concepts needed to solve the subsequent word problem. At first glance, it appears that the simulator only gives the drying rate in terms that are abstract. The speed or rate at which an area drive is not stated in meaningful turns in the simulator.One concern I have about the approach used in the example activity we looked at is, however efficient, it is somehow compartmentalizing knowledge by considering only evidence which is detached from real-world conditions. What strong reason do learners have to believe the model is valid? The simulation model is disconnected from the world and thus a gap between knowledge of the real world and the world of ideas is created. Put in other terms, knowledge of how to drive a car in a video game would not qualify one to drive a real car in the real world.

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