Creating motion models by manipulating
parameters that correspond to scientific conventions
Zacharoula Smyrnaiou, zsmyrnaiou@ppp.uoa.gr
Educational Technology Lab, School of Philosophy, Department of Pedagogy
Foteini Moustaki, fotmous@ppp.uoa.gr
Educational Technology Lab, School of Philosophy, Department of Pedagogy
Abstract
The literature in Science Education offers
insights on how students’ intuitions and everyday experiences interfere with their
understandings when they attempt to interpret simulations of scientific
phenomena. However, there is no much data about students’ strategies when they work
with simulations for which there are scientific conventions. Those conventions
are likely to be outside the students’ everyday experiences and far from common
intuitions like the ones about force and velocity. Designing a microworld for
simulating phenomena in 3d space, the conventions made are human inventions and
don’t make a one-to-one mapping to the language the students use in their
everyday life. In this Report we describe students’ activities as they attempt
to create models in a microworld called the “3d Juggler”. Two of the main
parameters that control the behaviour of the models created in 3d Juggler are
“shot azimuth” and “shot altitude”.
Keywords
Meaning generation, students’
strategies, models and simulations, conventions
Introduction
The Science Education literature offers insights
on how students use their intuitions and real life experiences to interpret simulations
of scientific phenomena (diSessa, 1993; Sherin, 1996,
2001; diSessa & Sherin, 1998). Designing, however, a microworld for
simulating such phenomena, several scientific conventions are made. These
conventions are highly possible not to adhere to students’ intuitions and
everyday experiences, just because they are human inventions, specifically made
for the software’s purposes.
3d Juggler (Kynigos, 2007) is a microworld (Figure 1) within which the students may
create models for simulating motions and collisions in 3d space (Smyrnaiou et al.,
2012). Apart from controlling parameters like Sphere
Mass, Gravity Pull and Wind Speed, the students may
also give their models behaviours that are defined by the “shot azimuth” and
the “shot altitude” parameters. Shot azimuth and shot altitude are conventions,
as they exist only inside the microworld and just because this is a 3d
microworld and motion inside it can be defined in the X, Y and Z direction.
We asked students to create a model within
3d Juggler that would make one of the Juggler’s balls hit a specific racket. As they addressed this “challenge”, we focused on the strategies
they devised for making sense of the “shot azimuth” and
the “shot altitude” parameters and the effect these two parameters had on the
models they were creating. Our aim was to evaluate our design choice to include
in the microworld parameters that correspond to scientific conventions.
The 3d Juggler Microworld
3d “Juggler” is based in a game-like
half-baked microworld (Kynigos, 2007). It is designed to offer students opportunities
to explore and build models of 3d motions and collisions inside a Newtonian 3d
space while playing a juggling game (Figure 1).

Figure 1: The 3d Juggler microworld
In order to play the game, the students
need to first define the initial conditions for running the model that
underpins the game. To do so, they have available: a) nine sliders - the sphere
mass, the sphere size, the shot azimuth, the shot altitude, the power (corresponds
to initial speed), the gravity pull, the wind direction, the wind speed, the
target size, b) three balls - red, green, blue, and c) three different camera views
for observing the simulation. The students set the values for each of the
physical quantities involved by dynamically changing the sliders’ values. Once
the 3d Juggler game starts, the simulation of the model shows the balls launching
in the air according to these initial conditions. If there is no wind
(direction and speed), and the gravitational pull is set to 9.81 m/sec2, the balls
move in projectile motion trajectories.
Research Design and Context of Implementation
The design-based research method (Cobb et
al., 2003) that we employed, entailed the ‘engineering’ of tools and tasks, as
well as the systematic study of the forms of learning that took place within
the specific context defined by the means of supporting it.
The study was performed at the 2nd Experimental School of Athens (Ampelokipi) with four 7th grade
Secondary School students (2 girls and 2 boys). At this grade, the students
haven’t been taught at school about motion in 3d space and haven’t yet worked
with projectile motion.
The three researchers that participated in the
session collected data using a screen-capture software (Hyper-cam), a camera
and tape-recorders. One of the researchers was occasionally moving the camera
to all the Subgroups of students to capture the overall activity and other
significant details as they occurred. Background data, like students’
worksheets and observational notes were also collected. All audio-recordings
were transcribed verbatim.
The students which participated in the
Study were divided into two Subgroups. To get familiar with the 3d Juggler
Microworld, we initially gave them a warm-up challenge and then proceeded to
the main challenge. At the main challenge phase, the students were asked to create
a model so as to make “the red ball hit the blue ball’s base and stop its
motion right there”.
In analysing the data, we first looked for
instances where meanings generation processes seemed to emerge as the students
worked with the 3d Juggler microworld, creating, running and observing models
of motions. In addition, we paid attention on how students manipulated the
variables that correspond to scientific conventions made for the purposed of
the software and used them to create models of motion in 3d space.
Specifically, we looked at an excerpt of the students’ work with the microworld
in which they try to make sense of how the “shot azimuth” and “shot altitude”
parameters affect the behaviour of the models they create.
Results
Students’ strategies and meaning
generation processes
After the introductory activity in which
the main point was to get familiar with 3d Juggler, the students -working in
Subgroups of two- were given a new “mission” to accomplish. As in 3d Juggler one
may control the motion of three different balls starting from three different
“bases”, the students were asked to make each one of these balls hit another
ball’s base so as to gain game points. In this process, the students of Subgroup
B come to build and experiment with an overall number of 18 different models.
Running and observing their first models,
the students seem not to be able to extract any reliable conclusions as for
which physical quantities they need to change or for what values to give so as
to make their ball hit the racket. This confusion seems to appear as they students
manipulate too many variables at the same time and fail to observe the outcome
of their actions in the simulation generated. A novice researcher’s
intervention, leads them towards the direction of manipulating first the “shot
azimuth” and “shot altitude” parameter.
The students’ attempts to make “the red
ball hit the blue ball’s base and stop its motion right there”, focus around
giving specific values those two physical quantities. Still, however, the
students’ explorations seem not to focus on a systematic process of creating a
model, observing and interpreting the outcome and rebuilding it according to
the visual feedback.
After a while, they try out giving the
exact same value to both shot azimuth and shot altitude. As this doesn’t really
work, they start giving characteristic values (such as 90°). The student’s
explorations at this point focus more on giving different values to the shot
azimuth and shot altitude parameters and observing the changes in their
simulation generated. Being more and more confident after each try out that
this is the way to achieve the goal, they come to a first conclusion about the
role of the shot azimuth and shot altitude in the represented phenomenon ("the
shot altitude is about the height").
In the next models the students create,
they seem to move away from characteristic values -like 90 degrees- and try out
random values for shot azimuth and shot altitude (206° and 63°). Running models
with random values, one of the students describes in detail the simulation
generated and explains how the changes they made to the values caused the ball
to "move to the left" (phenomenological description).
Since the goal of hitting the racket still
hasn’t been accomplished, the other student decides to increase the value of the
“Power” quantity. “Power” is a parameter that -up to this point- the students
have left completely intact. The first student, observing the simulation once
again, disagrees with manipulating the “Power” parameter so as to achieve the
goal and asserts that "it has nothing to do with the force".
Giving random values for only shot azimuth
and shot altitude continues, but now it seems that the students consider that
this is not enough, as they haven’t managed to accomplish their goal. Having
rejected the Power quantity, they try out the effect of the gravitational pull
parameter. Reducing the value of the gravitational pull, the students run the
model and observe the outcome. The researcher intervenes and reminds the students
that “the experiment takes place on the Earth's surface and therefore the gravitational
pull is constant and equal to 9.81 m/sec2”. Similarly, when they
attempt to change the wind direction and wind speed, the researcher reminds them
that the challenge is not affected by “air conditions”. Searching for
parameters the values of which they haven’t changed yet, they decide to also
test how the ball’s size may help them achieving their goal. Once again, the
interpretation they give to the simulation generated leads them to exclude the
ball’s size quantity from the set of parameters they need to manipulate to make
the ball hit the racket.
As the researcher suggests once again that
they should try to modify one physical quantity at the time, the students focus
on shot azimuth and create several models changing the values for only this
parameter. While building these models, the students come across the issue of
increasing or decreasing the value of the shot azimuth for hitting the racket
with the ball. Observing systematically, model after model, the simulation
generated, they come to an understanding on what needs to be done to send the
ball on the racket, implement it and explain how increasing the value for the
shot azimuth brought the desired outcome.
However, as the ball doesn’t stop on the
racket, but falls over, one of the students suggests that they need to throw
the ball applying less “Force”. As the new value for the Force parameter doesn’t
make the ball go as far as they had predicted, they increase it once more,
eventually making the ball reach the racket and stay on it without rolling
over.
In this excerpt, coming from the students’ interactions
with the 3d Juggler microworld, we attempted to identify episodes in which the
students come to generate meanings about moving in 3d space. We focus on their strategies
when it comes to controlling and manipulating parameters that don’t apply to
their intuitions and don’t use them in their everyday lives to explain
scientific phenomena. These strategies are revisited again and again as the
students build models to test their ideas, run them to observe the visual
outcome and rebuild them according to their understandings. Thus, it seems that
those strategies feed meaning generation process as the experience the students
gain from working with their models leads them to reconsider and gradually reshape
the theories according to the new situations that rise.
Conclusions
The two Subgroups of students, both members
of a common Group, are asked to work together so as to make in the 3d Juggler microworld “the red ball hit the blue ball’s base and stop its
motion right there”. Analysing the students’ interactions as they work with the
3d Juggler microworld, we focus on their strategies for making sense of the “shot azimuth” and the “shot altitude” parameters and the effect
these two parameters have on the models they were creating. In this process we
identified strategies such as: “change one physical size
at the time and observe its effect”, “give the exact same values to both
parameters”, “give characteristic values, such as 90°, the two parameters”,
“give random values to the two parameters”, “change the value of a third parameter”,
“change/keep constant the gravitational pull on the Earth's surface”, “change/keep
constant the wind direction and wind speed”. These strategies seem to feed
students’ meaning processes, as the students test their ideas by running the
models they create and observing the outcome of their actions and reshape their
understandings accordingly.
Acknowledgements
Metafora:
“Learning to learn together: A visual language for social orchestration of
educational activities”. EC - FP7-ICT-2009-5, Technology-enhanced Learning,
Project No. 257872.
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