Monday 26 November 2012

Essay STELLA



Title
Simulation integrated in teaching and learning process.

Objectives
To know what is simulation and how to use simulation during teaching and learning process by using STELLA.

Introduction
One of the most powerful tools for analysis and learning with a computer is simulations. A computer simulation is a mathematical model of the significant variables and relationships of an activity or system. Computer simulations are also define as computer-generated dynamic models that present theoretical or simplified models of real-world components, phenomena or processes. The variables and relationships that represent the computer simulation system tend to be very complex. Through the processing power of the computer the variables can be manipulated and the relationships explored. Computer simulation can include animations, visualizations, and interactive laboratory experiences. Computer simulations can make interactive, authentic, meaningful learning opportunities become possible.

Learners can observe, explore, recreate, and receive immediate feedback about real objects, phenomena, and processes that would otherwise be too complex, time-consuming, or dangerous. Researchers studying the use of simulations in the classroom have reported positive findings overall. The literature indicates that simulations can be effective in developing content knowledge and process skills, as well as in promoting more complicated goals such as inquiry and conceptual change. In the best simulations the systems are represented graphically so the user can see the system change. Many of the more popular computer games are simulations. The best simulations for education model real-life activities such as communities and businesses. Computer simulations allow youth to control and explore complex activities. Many activities, like flying an airplane or managing a city, are cost/time prohibitive or even impossible for most youth.

A good simulation is the next best option to the real activity. Teaching with computer simulations is totally different than a traditional classroom model. Teaching with computers, especially simulations, is maddeningly learner directed. Each learner proceeds in the direction and at the pace best suited for them. At times, teaching with computers can be disconcerting or bothered to someone who is most comfortable in a well sequenced classroom. The success of computer simulations use in science education depends on how they incorporated into curriculum and how teacher use it. The most appropriate use of computer simulations are for a supplementary tools for classroom instruction and laboratory. Multimedia supported, highly interactive, collaborative computer simulations appealing growing interest because of their potentials to supplement constructivist learning. They offer inquiry environments and cognitive tools as a platform for learning and apply problem-solving skills. Computer simulations are good tools to improve student’s hypothesis construction, graphic interpretation and prediction skills. Computer simulations also have potential for distance education laboratories.

Gains in student understanding and achievement have been reported in general science process skills and across specific subject areas, including physics, chemistry, biology, Earth and space science (Kulik 2002). Although conventional instructional materials such as textbooks present two dimensional representations, simulations can offer three-dimensional manipulative that bring the subject matter to life. Visualization results in the development of mental constructs that allow one to think about, describe, and explain objects, phenomena, and processes in a more true-to-life form. These are just the habits of mind scientists rely upon in their daily work. For example, after comparing simulated and hands-on dissection labs, Akpan and Andre (2000) concluded, “The flexibility of these kinds of environments makes learning right and wrong answers less important than learning to solve problems and make decisions. Simulations promote learning about what-ifs and possibilities, not about certainties”.

Computer simulations give students the opportunity to observe a real world experience and interact with it. Strauss and Kinzie, 1994 state that simulations are useful for simulating labs that are impractical, expensive, impossible, or too dangerous to run. Due to Zietsman, 1986; Stieff, 2003, computer simulations can contribute to conceptual change, while Sadler et al. 1999 state that computer simulation provide open-ended experiences for students. From Mintz, 1993; White and Frederiksen, 2000; Windschitl, 2000; Dwyer & Lopez, 2001, computer simulation provide tools for scientific inquiry and from Woodward et al., 1988; Howse, 1998 computer simulation gives students problem solving experiences. Computer simulations also have potentials for distance education according to Lara & Alfonseca, 200; McIsaac and Gunawardena, 1996.

Overall, the research shows that interaction with computer simulations resulted in measurable achievement gains and indicates that simulations are equally, if not more, effective than traditional methods. Access to multiple representations of phenomena, the ability to manipulate the environment, ease of posing and testing multiple hypotheses, and ability to control variables are consistently cited in the research as contributing to the effectiveness of computer simulations. Other noted benefits to consider when comparing instructional approaches include cost and time efficiency, student enthusiasm, high engagement, and on-task behaviour while working with simulations. Effectiveness, however, varies based on design features, support measures, and sequencing of simulation activities within the curriculum (Bayraktar 2002 ; Kulik 2002).

There are many examples of simulation. Some of the examples are Virtual Planetarium Software, Virtual Optics Bench, Explore Learning Mouse Breeding and STELLA software. Virtual planetarium simulations allow students to investigate astronomy from any perspective, from any place on Earth, at any point in time, under the ideal conditions of a controlled environment such as no obstructions, clouds, or fog. For example, a commercial virtual planetarium program called Starry Night can be used in a class demonstration to answer the question such as how do stars appear to move in the sky. Although it by no means replaces the experience of an evening field trip to view the stars, the student can select their own location, current date, and time to keep the investigation authentic and meaningful to them. We and the students can make preliminary predictions, then view and review the motion of the stars through the sky.

We can engage students in conversation about their observations, having them generate additional questions and revise their predictions, then develop their own definition of circumpolar stars. By further investigating Polaris, Ursa Major, and the Big Dipper from the equator and the North Pole, for instance, students can notice the differences in the apparent motion of the stars, depending on their viewpoint. Discussion with students about all the possible explanations will leading students to understand that the apparent movement of the stars is due to the Earth’s rotation. Through this software, we can encourage the students to make their own observations of the stars in the night sky from home and share their findings in class over the course of the next week. Students should be made aware that distortions on the edges of the Moon and other planetary bodies result from attempting to represent a three-dimensional object on a two-dimensional computer screen.

The second example of simulation is Virtual Optics Bench. Virtual Optics Bench is a java applet that takes instruction using ray diagrams to a new level. We can have access to concave and convex lenses and mirrors, point light sources, culminated light sources, and objects for showing real and virtual images with the click of a mouse. In this dynamic environment, students are able to visualize and investigate the effects of changing parameters, such as the focal length of a lens or the location of a light source. A lesson may begin with students experimenting with a variety of lenses, noticing differences in the appearance of an image when viewed through lenses of various curvatures. After introducing the term focal length as a description of how curved a lens is, we as the teacher can pose a question such as what impact does the focal length have on the position and size of the image formed. Initial qualitative observations can be extended to a more in-depth quantitative analysis using the Virtual Optics Bench. Although doing so with the traditional approach of drawing ray diagrams is time-consuming and tedious for students, this inquiry investigation is easily accomplished with the computer simulation. Students can make and test their predictions using the Virtual Optics Bench.

The third example is Explore Learning Mouse Breeding. This software allow students to perform virtual genetic experiments. Students can use this simulation to explore many questions such as can dark-haired parents produce light-haired offspring. The Mouse Breeding simulation is appropriate for students to use on their own in the computer lab, individually or in small groups. Students should keep track of their results, including parent genotypes, Punnett squares, and phenotype ratios, in a lab notebook. Students can breed various pairs of mice, making predictions first and then running simulated trials. Experiments might include pairing two black-fur mice, two white-fur mice, a purebred black-fur mouse with a purebred white-fur mouse, and two of the resulting hybrid mice. Students will discover that the recessive white fur trait returns, and we can discuss with them why the experimental outcomes do not always match those of the Punnett square and direct students back to the initial question.

            The forth example of simulation is STELLA software. In this topic, we will discuss further about STELLA software as one of the simulation in teaching and learning process. STELLA software is easy-to-use. STELLA models provide endless opportunities to explore by asking questions and watching what happens thus inspiring the exciting moments of learning. Many educators and researchers use STELLA to study everything from economics to physics, literature to calculus, chemistry to public policy. STELLA supports diverse learning styles with a wide range of storytelling features. Diagrams, charts, and animation help visual learners discover relationships between variables in an equation. Verbal learners might surround visual models with words or attach documents to explain the impact of a new environmental policy. STELLA is used to stimulate a system over time, jump the gap between theory and the real world, enable students to creatively change systems, teach students to look for relationships  and clearly communicate system inputs and outputs and demonstrate outcomes.

 Results and discussion

        Standard pattern of population when no lynx is harvest
 

      Pattern of population for lynx and hares when number of lynx harvest is 100 

 

      Pattern of population for lynx and hares when number of lynx harvest is 380


      Pattern of population for lynx and hares when number of lynx harvest is 750
 
 
Discussion

There are 4 patterns of population in this experiment. First, standard pattern of population when no lynx is harvest. Second, pattern of population for lynx and hares when number of lynx harvest is 100. Third, pattern of population for lynx and hares when number of lynx harvest is 380 and lastly pattern of population for lynx and hares when number of lynx harvest is 750. In this experiment, our predator is lynx while our prey is hares. A predator is an animal that kills and eats other animals for food. The animals that it eats are called prey. A prey animal is usually smaller and less powerful than the predator that eats it. All members of a species hunt the same animals for prey, and all prey animals have the same predators as their enemies. Many predators live on land, but they can be found in many different habitats, such as swamps, deserts, oceans, coral reefs, and even your home or backyard.

A predator is also a carnivore, which means that it eats the meat of other animals. Prey is food for other animals, but not all food is prey. For example, many animals are herbivores, which means that they eat only grasses and plant foods. Animals that are omnivores eat both plants and animals. In a given territory, predators compete with each other for the prey animals available. Prey animals are constantly aware of the possibility of being attacked, and experience fear of the predator or signs of its presence. Many animals are both predators and prey animals. This means that while an animal is hunting for its food which refer to another animal, it can become prey at any time if a larger predator attacks it. For prey, an encounter with a predator means life or death. But for a predator, the only thing that is at stake is a meal.

The first diagram show a standard pattern of population for both lynx and hares when no lynx is harvest. When there is no lynx is harvest, the population of lynx and hares are constant. The population of lynx always higher compared to population of hares. Eventhough the population of hares is lower than population of lynx, the number is still constant. This is due to prey adaptations. An adaptation is a body part or characteristic that an animal has that suits its environment and allows the animal to survive. Second diagram show the pattern of population for lynx and hares when number of lynx harvest is 100. When the size of lynx harvest is 100, there is change in the pattern of population for both prey and predators. When the population of lynx slightly decrease by 100, the population of the prey which is hares faces a slightly increase. When the population of predator which is lynx start to increase back, population of hares also faced a small increases. However when the population of lynx at the maximum number, the population of hares start to decrease. This process continued and repeated.

Third diagram show the pattern of population for lynx and hares when number of lynx harvest is 380. At the beginning, we can see a slightly drastic drop of the population number for the lynx. When this occur, we can see a slightly rapid growth in the population number of the prey which is hares. When the number of lynx population start to increase until it reached maximum, number of hares population start to decrease. This is due to the maximum hunting by the lynx. The decrease of the hares population cause a decrease in lynx population too. This happen because lack of food available for lynx. When the lynx population start to decrease, hares population start to increase back. The process continued and repeated.

The forth diagram show the pattern of population for lynx and hares when number of lynx harvest is 750. Due to a very large number of lynx harvest, the population of lynx faced a drastic drop. This cause the population of hares to increase drastically. When the population of hares is big, this promote an increase in lynx population due to abundance of food supply. When the number of lynx population is maximum, the population of hares is the minimum. This minimum population promote decreasing in lynx population due to limited food supply. This process continued and repeated. As we can see, this simulation show a process that took many years to happen. To see the increasing and decreasing for both lynx and hares population, it took about 15 years and above. By using simulation, we can make a prediction many years ahead. This is one of the advantages of using simulation. Using simulation in teaching and learning process will also give the same feedback. Teacher and students will be able to make prediction when they make an experiment by using simulation techniques.  

Conclusion
As the conclusion, simulation gives lots of benefit to teacher and student in teaching and learning process. By using simulation, we not only can saves time but also money. Using simulation also allow a dangerous experiment to be done. In the future, teachers should use simulation more frequently if it is needed because simulation can help student to increase their motivation and encourage them to make prediction in any situation.


References 

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Randy L. Bell and Lara K. Smetana, Using Computer Simulations to Enhance
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Teaching and learning with computer simulations (2012). Access from contestsimulation.pdf
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