36 Model-Facilitated Learning Ton de Jong and Wouter R. van Joolingen University of Twente, Enschede, the Netherlands CONTENTS Introduction .....................................................................................................................................................................458 Learning from Computer Models ...................................................................................................................................458 Learning by Creating Computer Models........................................................................................................................461 Model-Based Inquiry Learning.......................................................................................................................................463 Conclusions .....................................................................................................................................................................465 References .......................................................................................................................................................................466 ABSTRACT KEYWORDS In this chapter, we discuss the possible roles of models in learning, with computer models (simulations) as our focus. In learning from models, students’ learning processes center around the exploration of a model by changing values of input variables and observing resulting values of output variables. In this process, they experience rules of the simulated domain or discover aspects of these rules. Models can also play a role in the learning process when we ask students to construct models. In learning by modeling, students are required to construct an external model that can be simulated to reproduce phenomena observed in a real system. Finally, both ways of using models can be combined in what we refer to as model-based inquiry learning. Here, students encounter a computer model that they can explore by changing values of the input variables and by observing values of the output variables and then they reconstruct the model, including its internal functioning, so both models will behave similarly. Inquiry learning: “An approach to learning that involves a process of exploring the natural or material world, and that leads to asking questions, making discoveries, and rigorously testing those discoveries in the search for new understanding” (NSF, 2000, p. 2). Model: Structured representation of a system in terms of variables or concepts and their (quantitative or qualitative) relations that can be used for predicting system behavior by means of simulations. Modeling: The process of creating simulations as a means for learning. Simulation: Computer-based model of a natural process or phenomenon that reacts to changes in values of input variables by displaying the resulting values of output variables. 457 Ton de Jong and Wouter R. van Joolingen INTRODUCTION In many domains, especially in science, learning involves the acquisition and construction of models (Lehrer and Schauble, 2006). Models are defined as “a set of representations, rules, and reasoning structures that allow one to generate predictions and explanations” (Schwarz and White, 2005, p. 166). Models can be seen as structured representations of (parts of) domains in terms of variables or concepts and their interconnections. Each scientific domain has a set of externally represented domain models that are generally agreed upon by researchers working in these domains. Individuals have personal models that may be externally represented or that may be mental models (Gentner and Stevens, 1983). Scientific practice can be seen as a process of constantly adapting, refining, or changing models, under the influence of observations or of constraints set by the properties of the models themselves. In a similar vein, learning science consists of creating and adapting mental models with the aim of moving the mental model toward an expert or theoretical domain model (Clement, 2000; Snyder, 2000). Such adaptation of mental models may evolve with gradual modifications or involve more radical changes in the nature of the mental model (Chi, 1992). In its influential report, the American Association for the Advancement of Science (AAAS, 1989) stated that students need time to explore, make observations, take wrong turns, test ideas, rework tasks, build things, calibrate instruments, collect things, construct physical and mathematical models, learn required mathematics and other relevant concepts, read materials, discuss and debate ideas, wrestle with unfamiliar and counterintuitive ideas, and explore alternative perspectives. According to this description, learning resembles creating and adapting mental models by using scientific inquiry. In 2000, the National Science Foundation defined inquiry learning as “an approach to learning that involves a process of exploring the natural or material world, and that leads to asking questions, making discoveries, and rigorously testing those discoveries in the search for new understanding” (NSF, 2000, p. 2). In model-facilitated learning, the natural or material world in the above definition is replaced by a model. These models can take many forms (e.g., a simplified sketch or a concept map; see Gobert, 2000); however, in this chapter, we speak of learning from models only when students can interact with the model, which means that they can manipulate input to the model with a reaction of the model as a result. As a further specification, we focus on computer models (simulations) (de Jong, 1991) in this chapter. This 458 restriction means that the models we discuss are executable; that is, they use some computational algorithm to generate output (i.e., a change in the values describing the model’s state) on the basis of students’ input (Hestenes, 1987). This process is called simulation. In learning from models, students’ learning processes center around the exploration of a model by changing values of input variables and observing resulting values of output variables. In the process, they experience rules of the simulated domain or discover aspects of these rules (de Jong, 2006a). Models can also play a role in the learning process when we ask students to construct models. In this learning by modeling, students are required to construct an external model, with the objective of making the model behave as much like the real system as possible (Penner, 2001). Finally, both ways of using models can be combined in what we refer to as model-based inquiry learning. Here, students receive a model that they can explore by changing values of the input variables and observing values of the output variables. They then have to reconstruct this model, including its internal functioning, in such a way that both models will behave similarly (Löhner et al., 2005; van Joolingen et al., 2005). In this chapter, we discuss three approaches to using models in education: one in which students try to grasp the properties of an existing model (learning from models), one in which students learn from creating models (learning by modeling), and a way of learning in which these two forms are combined. In doing so, we concentrate on learning in the science domains. LEARNING FROM COMPUTER MODELS In learning from computer (simulation) models, students try to build a mental model based on the behavior of a given model with which they can experiment. There is a large variety of models and of possible ways to interact with them (van Joolingen and de Jong, 1991), but students basically interact with a computer model through a model interface that allows them to change values of variables in the model and that displays the computed results of their manipulations in one way or another. Computer technology supporting learning from computer models began to be developed in the late 1970s and 1980s. Of course, many simulations existed that were used more or less directly in an educational context, but only a few systems were specifically geared toward education. Many of these systems primarily concerned either operational models or a combination of operational and conceptual models. Model-Facilitated Learning SOPHIE, for example, was an environment for teaching electronic troubleshooting skills, but it was also designed to give students insight into electronic laws, circuit causality, and the functional organization of particular devices (Brown et al., 1982). QUEST also focused on electronic circuit troubleshooting (White and Frederiksen, 1989). QUEST used model progression; circuits became increasingly more complex as students progressed through QUEST, and they could view circuits from different perspectives (e.g., a functional or a behavioral perspective). Another system that combined the learning of operational and conceptual knowledge was STEAMER. This system simulated a complex steam propulsion system for large ships (Hollan et al., 1984). Systems such as MACH-III for complex radar devices (Kurland and Tenney, 1988) and IMTS (Towne et al., 1990) also focused on troubleshooting. Smithtown was one of the first educational simulations that targeted a conceptual domain (economic laws) and that included several support mechanisms for students (Shute and Glaser, 1990). In Smithtown, students could explore simulated markets. They could change such variables as labor costs and population income and observe the effects on, for example, prices. A further example of early conceptual simulations for education was ARK (Alternate Reality Kit), a set of simulations on different physics topics (e.g., collisions) that provided students with direct manipulation interfaces (Scanlon and Smith, 1988; Smith, 1986). Although scaffolds were already present to some degree in the systems cited here, research has emphasized the awareness that learning from models can only be successful if the student is sufficiently scaffolded. Unscaffolded inquiry is generally seen as not fruitful (Mayer, 2004). Cognitive scaffolds can be integrated with the simulation software and aim at one or more of the inquiry processes mentioned above. Overviews of systems that contain cognitive scaffolds have been presented by de Jong and van Joolingen (1998), Quintana et al. (2004), Linn et al. (2004), and recently de Jong (2006b). Identifying the basis of adequate scaffolding requires a detailed insight into the learning processes associated with learning from models (de Jong and van Joolingen, 1998). The overall learning process that is associated with learning from models is a process of scientific discovery or inquiry. The National Research Council in 1996 defined inquiry as a multifaceted activity involving making observations, posing questions, examining various sources of information, planning investigations, reviewing what is known, using tools to gather and interpret data, proposing explanations and predictions, and communicating findings; inquiry requires the identification of explicit assumptions, the use of critical and logical thinking, and the creation and consideration of alternative explanations (NRC, 1996). This description lists a large set of processes that constitute inquiry learning. De Jong (2006b) presented a number of processes that encompass the processes mentioned in the NRC definition: orientation, hypothesis generation, experimentation (i.e., experiment design, prediction, data interpretation), drawing a conclusion, and making an evaluation. In orientation, the general research issue is determined and the student makes a broad analysis of the domain; in hypothesis generation, a specific statement (or a set of statements, for example, in the form of a model) about the domain is chosen for consideration; in experimentation, a test to investigate the validity of this hypothesis or model is designed and performed, predictions are made, and outcomes of the experiments are interpreted; in conclusion, a conclusion about the validity of the hypothesis is drawn or new ideas are formed; and, finally, in evaluation, a reflection on the learning process and the domain knowledge acquired is made. A central and developing product in the inquiry learning process is the student’s mental model of the domain (White and Frederiksen, 1998). Figure 36.1 presents a diagrammatic attempt to depict the development of a student’s mental model throughout the inquiry process. In this figure, the mental model in orientation has loose ends, relations are not yet defined, and variables are missing. When a student generates a hypothesis, a relation between variables is selected, and an idea (still uncertain) about this relation is formed. Of course, the ideas that are formed in the hypothesis phase are not necessarily constrained to single hypotheses but may refer to broader parts of a model (see the next section). In experimentation, a move to more manipulable variables is made. When designing an experiment, the conceptual variables are operationalized in variables that can be manipulated. In prediction, the hypothesis that was stated is translated into observable variables. In data interpretation, the outcomes of the experiment are known, and an understanding of the data must be reached. Stating a conclusion involves returning to a more theoretical level, in which the data that were interpreted are related to the hypothesis or mental model under consideration and decisions on the validity of the original ideas are made. In Figure 36.1, the process of experimentation is at the level of manipulable (operationalized) variables, whereas the domain view in the processes of orientation, hypotheses, and conclusion is at the level of theory. Ideally, a student’s view of the domain should go from orientation through hypotheses to conclusion, 459 Ton de Jong and Wouter R. van Joolingen Orientation A B Hypotheses Conclusion A A +? + B B 1, 2, 3, 4 4, 5, 6, 7 Experimentation Figure 36.1 An overview of the student’s mental model of inquiry processes (ovals are variables, lines represent relations). (From de Jong, T., in Dealing with Complexity in Learning Environments, Elen, J. and Clark, R.E., Eds., Elsevier, London, 2006, pp. 107–128. With permission.) resulting in a correct and complete mental model of the domain. In practice, however, after going through these learning processes a student’s mental model will often still have some open ends (an orientation character), unresolved issues (a hypothesis aspect), and some firm ideas (conclusions, but still some of these may be faulty). This emphasizes the iterative character of the inquiry learning process. The processes mentioned above directly yield knowledge (as is reflected in the developing view of the domain). de Jong and Njoo (1992) refer to these processes as transformative inquiry processes, reflecting the transformation of information into knowledge. Because inquiry learning is a complex endeavor with a number of activities and iterations, de Jong and Njoo (1992) added the concept of regulation of learning, comprised of processes aimed at planning and monitoring the learning process. Together, transformative and regulative processes form the main inquiry learning processes (de Jong and van Joolingen, 1998). Evaluation takes a special place, located somewhere between transformative and regulative processes. In evaluation (or reflection), students examine the inquiry process and its results and try to take a step back to learn from their experiences. This reflection may concern the inquiry process itself (successful and less successful actions) as well as the domain under investigation (e.g., general domain characteristics). As is the case with all inquiry processes, evaluation activities can occur at any point in the cycle, not just during evaluation. Evaluation activities can influence the inquiry process itself and thus have a regulative character. 460 Smaller scale evaluations of inquiry learning often concentrate on assessing the effects of different types of scaffolding. This work shows that the effectiveness of inquiry learning can be greatly improved by offering students adequate scaffolds (de Jong, 2006a,b). Largescale evaluations of technology-based inquiry environments comparing them to more traditional modes of instruction are not very frequent, but a few of these large-scale evaluations do exist. Smithtown, a supportive simulation environment in the area of economics, was evaluated in a pilot study with 30 students and in a large-scale evaluation with a total of 530 students. Results showed that after 5 hours of working with Smithtown, students reached a degree of micro-economics understanding that would have required approximately 11 hours of traditional teaching (Shute and Glaser, 1990). The Jasper project offers another classic example of a large-scale evaluation. The domain in this project is mathematics, and students learn in real contexts in an inquiry type of setting. Although Jasper is not a pure inquiry environment, the learning has many characteristics of inquiry, as students collect and try to interpret data. Evaluation data involving over 700 students showed that students who followed the Jasper series outperformed a control group that received traditional training on a series of assessments (Cognition and Technology Group at Vanderbilt, 1992). White and Frederiksen (1998) described the ThinkerTools Inquiry Curriculum, a simulation-based learning environment on the physics topic of force and motion. The ThinkerTools software guides students Model-Facilitated Learning through a number of inquiry stages that include experimenting with the simulation, constructing physics laws, critiquing each other’s laws, and reflecting on the inquiry process. ThinkerTools was implemented in 12 classes with approximately 30 students each. Students worked daily with ThinkerTools over a period of a little more than 10 weeks. A comparison of the ThinkerTools students with students in a traditional curriculum showed that the ThinkerTools students performed significantly better on a (short) conceptual test (68% vs. 50% correct). Even the students who scored low on a test for general basic skills from the ThinkerTools curriculum had a higher average conceptual physics score (58%) than the students who followed the traditional curriculum. Hickey et al. (2003) assessed the effects of the introduction of a simulation-based inquiry environment (GenScope) on the biology topic of genetics. In GenScope students can manipulate genetic information at different levels: DNA, chromosomes, cells, organisms, pedigrees, and populations. Students, for example, can change the chromosomes (e.g., for presence or absence of wings or horns) of virtual dragons, breed these dragons, and observe the effects on the genotype and phenotype of the offspring. A large-scale evaluation was conducted involving 31 classes (23 experimental, 8 comparison) taught by 13 teachers and a few hundred students in total. Overall, the evaluation results showed better performance by the GenScope classes compared to the traditional classes on tests measuring genetic reasoning. A follow-up study with two experimental classes and one comparison class also showed significantly higher gains for the two experimental classes on a reasoning test, with a higher gain for students from the one of these two groups in which more investigation exercises were offered. Another recent example is the River City project. The River City project software is intended to teach biology topics and inquiry skills. It is a virtual environment in which students move around with avatars. River City contains simulations, databases, and multimedia information. Students have to perform a full investigation following all of the inquiry processes listed above and end their investigation by writing a letter to the mayor of the city. Preliminary results of a large evaluation (involving around 2000 students) of the River City project showed that, compared to a control group who followed a paper-based inquiry based curriculum, the technology-based approach led to a higher increase in biology knowledge (32 to 34% vs. 17%) and better achievement on tests for inquiry skills (Ketelhut et al., 2006). Linn et al. (2006) evaluated modules created in the Technology-Enhanced Learning in Science (TELS) center. These modules are inquiry based and contain simulations (e.g., on the functioning of airbags). Over a sample of 4328 students and 6 different TELS modules, an overall effect size of 0.32 in favor of the TELS subjects over students following a traditional course was observed on items that measured how well students’ knowledge was integrated. LEARNING BY CREATING COMPUTER MODELS Apart from observing simulations based on formal models, students can also learn from constructing these models themselves (Alessi, 2000). This approach is in line with the basic ideas behind constructionism (Harel and Papert, 1991; Kafai, 2006; Kafai and Resnick, 1996), of which the main focus is “knowledge construction that takes place when students are engaged in building objects” (Kafai and Resnick, 1996, p. 2). Objects that are constructed can be physical objects and artifacts (Crismond, 2001), drawings (Hmelo et al., 2000), concept maps (Novak, 1990), computer programs (Mayer and Fay, 1987), instruction (Vreman-de Olde and de Jong, 2006), and more. In this section, we focus on constructing executable models, the same kind of models that are explored in the situations described in the previous section; instead of exploring these models, the students’ task becomes one of constructing them. Science has always used models to understand a domain. Simulation as a tool to predict a model’s behavior was one of the first applications of computers as they became available shortly after World War II. The use of constructing models in the process of learning science goes back to the early 1980s, when Jon Ogborn created the Dynamical Modelling System (DMS) (Ogborn and Wong, 1984). In this system, students could create a model of a dynamical system by entering equations that described an initial state and the change of that state over time. Even before these attempts, Jay Forrester had developed his ideas on system dynamics, a way of representing processes in business organizations, which soon acquired a wider use as a versatile tool to model any kind of system (Forrester, 1961). An example of a system dynamics model is provided in Figure 36.2. This model uses the system dynamics notation introduced by Forrester (1961). The water level is represented by a stock (rectangle) and the outflow as a flow (the thick arrow pointing to the cloud. The thin arrows indicate relations between the variables. At first, system dynamics models were created as drawings that were used as a tool for reasoning. Later these models were used as a guideline to create computer 461 Ton de Jong and Wouter R. van Joolingen Water_Level Leak_Size Outflow_Rate Figure 36.2 System dynamics model of a leaking water bucket. programs, and eventually systems such as STELLA (Steed, 1992) were introduced that allowed direct simulation of system dynamics models. The educational value of these systems was immediately recognized, and other systems following the same basic system dynamics ideas such as Model-It (Jackson et al., 1996) and Co-Lab (van Joolingen et al., 2005) were created. These newer systems improved on user-friendliness by offering alternative ways of specifying the model, but they adhere to the same basic principle: The student specifies a model drawn as a graphical structure that can be executed (simulated), yielding outcomes that are the consequences of the ideas expressed in the model. Through all of these developments we see an evolution toward tools that make it easier for students to create formal models. A modeling activity starts from a scientific problem. Students generally find it very difficult to generate an adequate research question, and they often need help in arriving at a good research question (White and Frederiksen, 1998); therefore, students are often provided with an assignment that asks them to model a certain phenomenon (van Joolingen et al., 2005; White, 1993). The overall goal of a student is to create a model in such a way that the behavior of the model mimics the behavior of a theoretical model or the behavior of a real phenomenon. Hestenes (1987) described a (formal) model as a mathematical entity that consists of named objects and agents, variables to define the properties of these objects, equations that describe the development of variable values over time, and an interpretation that links the modeling concepts to objects in the real world. This characterizes the model as a computational (runnable, executable) entity that can be used for simulation. More recently, the modeling literature has also included qualitative models in which the development of variable values is defined in terms of (qualitative) relations rather than equations (Dimitracopoulou et al., 1999; Jackson et 462 al., 1996; Papaevripidou et al., 2007; Schwarz and White, 2005; van Joolingen et al., 2005), but this does not essentially change Hestenes’ conceptualization. Hestenes’ (1987) conceptualization suggests that to construct a model students need to iterate through three types of processes: orientation, in which the objects and variables are identified and defined; specification, in which the relations and equations between variables are specified; and evaluation, in which the outcomes of the model are interpreted in terms of the real world and matched to expectations. In orientation, the student identifies objects and variables and makes an initial sketch of the model; in specification, the relations between the variables are specified in a qualitative or quantitative form that allows computation, and additional variables may be introduced. In evaluation, the model structure is assessed, model output is evaluated against outcome expectations, and the model output is compared with observations. Initial evidence suggests that learning by modeling has positive effects on the understanding of dynamic systems. Kurtz dos Santos et al. (1997) reported transfer from a modeled domain to a new one. Schecker (1998) found that after a mechanics course using STELLA, five out of ten pairs of students were able to construct a qualitative causal reasoning chain on a new subject. Mandinach (1988) found that modeling led to better conceptual understanding of the content and the solution and an increase in problem-solving abilities. Mandinach and Cline (1996) noted a marked improvement in students’ inquiry skills as an effect of modeling. Schwarz and White (2005) found that students who had received a modeling facility as part of a ThinkerTools (White and Frederiksen, 1998) environment improved on an inquiry post-test and on far transfer problems. Papaevripidou et al. (2007) found that students who used a modeling approach with a modeling tool acquired better modeling skills than students who used a more traditional worksheet and were also able to model the domain in an increasingly sophisticated way. Apart from these first results, evidence to support these claims of learning by modeling is still scarce, especially when it comes to experimental studies (Löhner, 2005). Research is limited to qualitative studies that provide mainly anecdotal evidence, often with only two (Resnick, 1994; Wilensky and Reisman, 2006) or even one (Buckley, 2000; Ploger and Lay, 1992) subject. Spector (2001) attributes this lack of focus on quantitative evidence to the fact that most researchers in this field believe that the standard measures of learning outcomes are not adequate for a serious evaluation of learning in these environments. Although this may be true, it indicates a mission for Model-Facilitated Learning the field to try to implement instruments that actually assess the knowledge that is acquired through learning by modeling. An instrument to measure system dynamics thinking, operationalized as the ability to interpret data in terms of a model and to distinguish a value and its rate of change, has been developed by Booth Sweeney and Sterman (2000). The focus of this instrument is limited to some basic skills in systemdynamics-based modeling. Van Borkulo and van Joolingen have developed an instrument that aims to cover the complete range of knowledge types addressed by learning based on the creation of models. In their overview, the different learning outcomes are operationalized into four categories of test items, related to the kind of reasoning process for which the knowledge is used. Reproducing factual domain knowledge is the first category, relating to the idea that in modeling one acquires knowledge about the domain. Model-based reasoning appears as applying a model to given situations, more specifically as predicting and explaining model behavior, by performing a mental simulation of the model. Learning about modeling is reflected in two categories: evaluating a model— that is to say, determining its correctness or suitability for a given goal—and creating a model or parts of it. These four categories can be evaluated at two levels: the node level of individual relations in a model and the structure level, in which the effects of multiple interacting relations are at stake. Moreover, the categories of apply, evaluate, and create can be considered at both a domain-general and a domain-specific level. Initial tests with this instrument show that it can detect various aspects of model-based reasoning. Such instruments should eventually lead to systematically collected evidence of the benefits of learning by modeling as well as more detailed knowledge on supporting modeling processes. MODEL-BASED INQUIRY LEARNING Much of the modeling literature sees modeling as a stand-alone activity. In most of the activities described, the modeling process takes place in the absence of data that are to be modeled. As such, modeling remains a purely theoretical activity. Löhner et al. (2003) as well as Schwarz and White (2005) presented work in which models are used to describe data generated from a given simulation. Modeling thus becomes an integrated part of the inquiry process. In this section, a short description of a specific learning environment, Co-Lab (van Joolingen et al., 2005), is presented. CoLab offers an environment in which students can work on scientific inquiry tasks collaboratively in small groups and in which they are offered a modeling tool. In Co-Lab, students have the opportunity to explore existing models, to create formal models with a dedicated modeling language based on system dynamics, and to compare their own model outcomes with the data generated by a given simulation or collected from an experiment. A typical Co-Lab task is to construct a model of a phenomenon that is found within the environment, either as a simulation or as a remote laboratory that can be controlled from a distance. In one Co-Lab environment, for example, students can connect to a small greenhouse that contains a plant, along with sensors that measure the levels of CO2, O2, and H2O, as well as the temperature and the intensity of the light. The goal for this environment is to construct a model that describes the rate of photosynthesis as a function of the amount of available light. To accomplish this, students can use the data obtained from the sensors and manipulate the intensity of light by repositioning a lamp (specially made for use in greenhouses) and determining when it should be on or off. They can thus create graphs that yield the photosynthesis rate for each level of lighting. Combining these results allows them to model the photosynthesis rate as a function of the light level. A Co-Lab environment is divided into different buildings, with each building consisting of a number of floors. A building represents a domain (in this case, greenhouse effect), and a floor represents a subdomain (e.g., photosynthesis) or a specific level of difficulty, similar to the idea of model progression also found in SimQuest (van Joolingen and de Jong, 2003) and in earlier work by White and Frederiksen (1990). Each floor is composed of four rooms: the hall, a lab room, a theory room, and a meeting room. The photosynthesis scenario in this Co-Lab environment starts in the hall, the default entry room for all CoLab environments. In the hall, students meet each other and find a mission statement that explains the goal of the floor in the form of a research problem (e.g., creating a model that explains the photosynthesis rate); they also receive some background information they need to get started. After having read this mission statement, they can move to the lab, in which they find a remote connection to the greenhouse. They can see the greenhouse through a webcam, and they can control it and inspect the greenhouse parameters using a dedicated interface. They can start a measurement series and plot the development of the data in a graph. Data obtained this way can be stored as datasets in an object repository. In the theory room, students find a system dynamics modeling tool that 463 Ton de Jong and Wouter R. van Joolingen Phenomenon to explore Comparing output with data Background information Modeling the phenomenon Figure 36.3 Example of a modeling tool. (Courtesy of Co-Lab.) allows for both qualitative (relations such as “if A increases then B increases”) and quantitative (equations) modeling. In the theory room, students can inspect the datasets they have stored in the repository (which is shared across rooms) and use these as reference for their model. This can be done by plotting model output and observed data in one graph and comparing the two, or by using the observed data as an element in the model. Finally, students can plan and monitor their work in the meeting room. They can review important steps in the inquiry and modeling processes, such as planning experiments and evaluating models, using a process coordinator (Manlove et al., 2006). They can make notes that record the history of their learning process and can eventually be used as the basic ingredients for a report that they write to conclude the activity. Co-Lab’s main characteristic is that it combines learning from models and learning by modeling in one environment. These activities take place in the lab and theory room, respectively. In doing so, the environment offers opportunities to make the learning process more transparent. Hypotheses become visible as models or parts of models, their predictions can be made visible as model output, and the validity of models can be assessed with reference to the data collected from the domain model present in the lab. It is also possible to assess student’s models based on a structural comparison of the model with a reference model (Bravo et al., 2006), indicating that the domain model may operate not only as a source of data but also as a resource for tutoring. 464 Figure 36.3 shows an example from the Co-Lab learning environment. The editor displays a model in the system dynamics formalism that is also used by STELLA and PowerSim. The graph shows the result of running this model (of warming of the Earth under the influence of solar radiation). In this example, the student has created a model of a physics topic (a black sphere problem) and has run the model to inspect its behavior. The model is expressed in terms of a graphic representation linking different kinds of variables, as well as equations or relations that detail the behavior of the model. The results can be expressed as graphs (as in Figure 36.3), tables, and animations. Co-Lab has been evaluated in a number of experimental studies focusing on specific aspects of the environment. Sins et al. (2007) found that learners with task-oriented motivation performed more deep learning processes such as changing and running the model with a reference to prior knowledge, which in turn led to better models. They believe that the mode of communication between collaborators (online chat vs. face to face) influences the modeling process. Chatting learners used the modeling tool not only as a place to construct the model but also as a means of communication, resulting in many more small changes to the model they were constructing. Manlove et al. (2006) found that providing learners with regulative support in the form of a so-called process coordinator led to better performance on the modeling task. This finding highlights the need for instructional support in this kind of complex learning environment. Model-Facilitated Learning CONCLUSIONS In this chapter, we have discussed three modes of learning in which (computer) models play a pivotal role. One is learning from models in which students gather knowledge about a model underlying a simulation through inquiry learning. The second one is learning by modeling, in which students learn by creating models. Finally, we presented an example of a system in which both ways of learning are combined, yielding an integrated process of inquiry. Learning from models and learning by modeling share a number of characteristics, but there are also differences. Both ways of learning generate knowledge of the domain that is involved in the model (e.g., a physics topic such as motion). Penner (2001) asserts that the main difference between learning from models in simulation-based environments and learning by modeling is that in the first case the underlying model stays hidden to the students (they have no direct access to this model), whereas in learning by modeling the exact characteristics of the model are central. As a consequence, a more intuitive type of knowledge is more likely to evolve in learning from models (Swaak et al., 1998), whereas in learning by modeling more explicit conceptual knowledge is likely to be acquired (White and Frederiksen, 2005). In both approaches, more general, process-directed knowledge is supposed to be acquired. Löhner (2005), for example, identified learning about modeling and the modeling process as an important learning outcome of learning by modeling. Learning about modeling is seen as important because science and technology have become increasingly important in society; reasoning with models, including model construction as well as awareness of the limitations of scientific models, is therefore seen as an important part of the science curriculum (Halloun, 1996). From modeling-based curricula, students should improve their modeling skills—that is, show effective modeling processes and also obtain a better understanding of the epistemology of modeling (Hogan, 1999; Hogan and Thomas, 2001). Model-based reasoning skills reflect the ability to use a model instrumentally to predict or explain behavior that can be observed in a modeled system. This means, for example, being able to predict the development of the temperature of the atmosphere under the influence of an increasing CO2 concentration from a model of climate change (given or self-constructed). This requires mental simulation of the model—that is, reasoning from the relations given to projected values of variables or in the reverse direction, from observed values of variables to relations that explain these observations. Knowledge about performing sound scientific investigations is acquired in inquiry learning. This includes more general skills such as knowing how to follow an inquiry cycle (White and Frederiksen, 2005) as well as more specific knowledge of experimentation heuristics (Veermans et al., 2006) or strategies on how to cope with anomalous data (Lin, 2007). For a more complete overview, see Zachos et al. (2000). These inquiry skills are seen as important for students to become self-directed researchers. The learning processes involved also show similarities. The processes of scientific inquiry as we have identified them (orientation, hypothesis generation, experimentation, and conclusion) strongly resemble the modeling processes (orientation, specification, and evaluation). There are, however, two basic differences. First, a hypothesis (or set of hypotheses) as present in learning from models does not have to form a runnable model. Second, in learning by modeling experimentation is not necessary to gather data for creating a model; instead, students can gather their information from many sources and use this as input for creating their model. One of the assumptions underlying the combination of learning from models and learning by modeling (as in the Co-Lab environment) is that both approaches can reinforce each other. Evidence for this claim can be found in Schwarz and White (2005). They found that students who received a modeling facility in ThinkerTools also improved on a test of inquiry skills. A comparison of the modeling-enhanced Thinker-Tools curriculum with a traditional ThinkerTools curriculum showed no overall differences in an inquiry skills test except for a subscale measuring the students’ ability to formulate conclusions. A correlational analysis of students who followed the ThinkerTools curriculum with a modeling facility showed that at the pretest there were no significant correlations among knowledge of modeling, inquiry, and physics. At the post-test, however, these three tests correlated significantly, indicating that development in each of these three knowledge areas is mutually reinforcing. Whatever approach is chosen, it is clear that students cannot perform inquiry, modeling, or a combination of the two without scaffolding (Klahr and Nigam, 2004; Mayer, 2004). In inquiry research, a large set of cognitive tools for inquiry has now been developed (for recent overviews, see de Jong, 2006a,b; Linn et al., 2004; Quintana et al., 2004). 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