Evolution in Blocks: Building Models of
Evolution using Blocks
Aditi Wagh, aditiwagh@u.northwestern.edu
School of Education & Social
Policy, Northwestern University
Uri Wilensky, uri@northwestern.edu
School of Education & Social
Policy, Northwestern University
Abstract
Evolution undergirds the domain of
biological sciences. Despite its centrality to the biological sciences,
commonly used representations such as graphic simulations and cladograms, while
depicting change over time, fail to provide insight into its underlying
mechanisms. We have been working on developing a restructuration for evolution
in the context of DeltaTick, a block-based programming interface in NetLogo.
Our goal is for students to build, debug and refine models of evolutionary
processes using block-based primitives in DeltaTick. We first describe the
underlying motivation, and then describe the design work we have done so far.
We conclude with a discussion of challenges and design tensions.
Keywords
Block-based programming, Restructuration,
Modeling, Evolution
Introduction
Technology is rapidly transforming the
representational basis of science education. Advances in new media technologies
are making it possible for students to engage in science and mathematics with
more ownership and enjoyment, and at younger ages than ever before. These
advances can be leveraged to develop new representational forms or
“restructurations” to encode disciplinary knowledge (Wilensky & Papert,
2006; 2010).
In this paper, we describe a
restructuration for processes underlying micro- and macro-evolutionary change.
This restructuration is being designed in the context of DeltaTick
(Wilkerson-Jerde & Wilensky, 2010), a block-based programming interface in
NetLogo (Wilensky, 1999). The motivation underlying the restructuration is
twofold; one, the paucity of rich representational building environments for
evolution; and two, to develop an environment in which students can engage
their productive intuitive knowledge about evolution to make sense of it.
Building Models of Evolutionary Change
Evolution undergirds
the ever-growing domain of the biological sciences (Gould, 2002; Kitchener,
2007). Dobzhansky's famous and often-quoted remark, “Nothing in biology makes
sense except in the light of evolution” neatly captures the centrality of
evolution to the biological sciences (Dobzhansky, 1973).
Popular representations
of evolutionary change such as cladograms and graphic simulations have been
widely studied for their impact on student learning (Ainsworth, 2009; Evans et
al, 2010; Matuk & Uttal, 2009; Soderberg & Price, 2003). While these
representations depict change over time, they fail to provide insight into the
mechanistic underpinnings of evolutionary change. They do not represent how populations
change over time. However, in order for children to develop a meaningful
understanding of evolution, we think it is essential they have access to the
underlying mechanisms of evolutionary change to be able to make sense of this
long-term phenomenon.
Agent-based models have
shown great potential in helping students learn about mechanisms underlying
systems by restructurating scientific disciplines such as physics (Sengupta
& Wilensky, 2009), chemistry (Levy & Wilensky, 2009), material sciences
(Blikstein & Wilensky, 2009) and calculus (Wilkerson-Jerde & Wilensky,
in review), to make complex and inaccessible scientific content engaging,
easier to visualize and learn.
Some prior work has
addressed using agent-based representations to teach evolution (Centola,
McKenzie & Wilensky, 2000; Wilensky & Centola, 2007). An agent-based
modeling curriculum, BEAGLE (Biological Experiments in Adaptation, Genetics,
Learning & Evolution), which primarily focuses on guided exploration of
models, has been found to facilitate learning in eighth grade science classes
(Wilensky & Novak, 2010, Wagh & Wilensky, 2012). Work done on building
models of evolution has also found that it fosters deep learning ( Wilensky
& Centola, 2007; Xiang & Passmore, 2010).
We were interested in
developing a domain-specific programming environment in which kids could
quickly build models of evolution without having to do extensive programming,
for several reasons. First, building fosters deep and meaningful learning (eg.
Bamberger, 2001; diSessa et al, 1991; Nemirovsky & Tierney, 2001; Papert,
1980). Moreover, building models enables learners to think about the mechanisms
underlying a system (Wilensky, 2003; Wilensky & Reisman, 2006). Secondly,
through interviews with middle school children, we have found that children
have a rich repertoire of knowledge about affordances and constraints of
variations in populations that influence changes in an ecosystem (Wagh &
Wilensky, 2011). Building serves as a medium for students to make their
thinking visible by externalizing their mental representations (Papert, 1980;
Lehrer & Schauble, 2000). The activity of building, debugging and revising
models will enable learners to engage, refine and revalidate this repertoire of
knowledge.
In this paper, we
discuss the design of a model-building unit in evolution in DeltaTick
(Wilkerson-Jerde & Wilensky, 2010), a block-based programming interface in
NetLogo (Wilensky, 1999). The graphical interface of DeltaTick allows for quick
constructions of models with semantic meaningfulness at the domain level.
These constructions are made using domain-specific block-based
primitives/procedures. Each block represents self-contained and autonomous
fragments of code or procedures that function as rules of behavior for agents
in the system (Kahn, 2007).
In what follows, we
describe our ongoing design work. Specifically, we describe some of the new
features of DeltaTick and then discuss some of the design challenges.
DeltaTick: The Design
DeltaTick was originally designed and built
by Wilkerson-Jerde & Wilensky (2010). In this design project, we are doing further design work in
DeltaTick to make it a felicitous environment to model evolutionary processes.
The overarching goal of this project is to restructurate micro and macro
evolutionary mechanisms into blocks that serve as primitives for
model-building. These block-based primitives represent agent-level interactions
that underlie evolutionary change.
When interacting with DeltaTick, learners
can build models of ecological systems by defining one or more species and/or
an environment for the species. They can then assign blocks or behaviors to the
species to model different kinds of agent-level interactions, run the model,
and then debug or revise it. The goal is for learners to engage in model-building
to fluidly navigate between aggregate-level evolutionary change and agent-level
interactions that results in that change.
Trait Blocks: Define traits & variations for a species
Species (breeds, in NetLogo parlance) created in DeltaTick can be assigned variables to
model variation in a population. A variable is presented as a Trait and
values corresponding to a variable are called Variations. Learners can
assign Traits to Species, and define Variations for a Trait.
For example, a learner can create a species, “frogs” and then define a trait
such as “color of skin” and “red” and “green” as corresponding variations for
the trait.
Fig 1: LEFT: Selecting a trait & variations; RIGHT:
Assigning behaviors in TRAITBLOCKS
Once a trait is defined, it is represented
as a TRAIT BLOCK in the environment. Each TRAIT BLOCK has a drop-down list of Variations defined for that Trait. Learners can use a TRAIT BLOCK in their model to
assign behaviors with different probabilities to individuals with different
variations. For instance, in the case of frogs, a learner could build a model
in which Red-Frogs are eaten with a probability of .4 while Green-Frogs are
eaten with a probability of .1 when the frogs live in a pond with green weed.
The goal is to enable learners to assign
behaviors with different settings for individuals with different variations.
Behaviors blocks: Blocks as primitives. Blocks as procedures.
In DeltaTick, a behavior block represents a
fragment of code that encapsulates a procedure. These blocks represent rules
for the individuals in the world to follow. We have developed a library of
blocks that, we believe, are moderately generic in their ability to capture a
variety of scenarios of natural selection.
Each behavior block comes with input boxes
that allow learners to specify certain values for a particular behavior. For
instance, one of the blocks in the library is called CHASE. The CHASE block
comes with four input options; who?, at-what-speed?,
notice-within-what-distance?, and probability-of-chasing?. Similarly, SPOT is a
block that is accompanied by three inputs; who?, within-what-distance?, and
with-what-probability?. These input boxes enable learners to specify, at a
finer-grained level, the nature of individual-level interactions. For instance,
by varying the input in “within-what-distance?” of the SPOT block, learners can
model variation in the ability to sense (see, hear, smell or touch) other
individuals in the environment. (see Figure 1)
We're currently working on developing
libraries for other evolutionary processes such as genetic drift and
speciation.
Environment Blocks
Learners can also select an environment for
the species they have created from a list of pre-defined Environments in
DeltaTick. In its current version, an Environment is conceptualized as a
resource that provides food for the Species (eg. Grass). The Environment is represented in the form of patches in the NetLogo model. When food
(grass) at any patch is consumed, the model waits for a pre-defined period of
time before growing grass. Species and Environments can interact
with each other. Each Environment comes with a library of block-based
primitives specific to it (eg. Grow-grass).
Operator Blocks
When building models within DeltaTick,
learners can also build an OPERATOR BLOCK. These blocks allow learners to
assign behaviors to more than one group of individuals at one time. For
instance, imagine a model of a fictional species, Bogsters that vary with
respect to their color and strength-of-legs. A learner can define an OPERATOR
BLOCK to assign behaviors to individuals who are red and short-legged. These
blocks can be defined using the “and”, “or” or “neither” operator.
Challenges & Design tensions
As we continue working on the design of
this environment, we find ourselves grappling with two design tensions. The
first one involves designing primitives of the right size that are generative
enough in their ability to build different kinds of models, and yet are
meaningful to middle school children. It is very important to us that learners
feel that their intuitive knowledge is relevant, and more importantly,
legitimate, when building models. In alignment with this priority, our focus
has been to parse mechanisms of evolutionary change into block-based primitives
that will make sense to middle school children. This focus has proved to be a
challenge especially in designing a library for macroevolution.
A related design tension lies in seeking a balance
between making the environment open-ended so learners can build personally
meaningful models, and pre-designing a library of blocks that are adequate and
meaningful in the context of undetermined species and traits. These tensions
continue to influence and inform our design decisions as we further develop
this environment.
Acknowledgements
A majority of this work has been done in the context of learners
exploring models of evolutionary change. Exploration involves running
experiments with pre-built models in which the agent-level mechanisms had
already been coded for the students.
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