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Economics
students enrolled in large lecture courses rarely have the opportunity
to interact with course content. Too often the students attend lectures,
take notes, and generate similar responses on quizzes, but because
of the lack of student interaction, do not gain a deep understanding
of the material or the ability to analyze and relate multiple concepts.
The outcomes are often short-term knowledge and comprehension gains,
rather than the ability to analyze and interpret complex economic
events. A recent solution to this problem in economics education
has been to incorporate classroom experiments into teaching principles
of economics, a strategy that has been shown to improve student
learning (Gremmen & Potters, 1997). In addition, a growing body
of instructional technology research indicates that simulated experiences
allow students to develop more advanced mental models of course
concepts (Land & Hannafin, 1997; Snir & Smith, 1995; White
& Frederiksen, 2000), and to transfer these models to help solve
related problems (Jacobson & Spiro, 1995).
The
problem with classroom simulations is they are not possible to conduct
in large lecture courses. Since reducing class size is impractical,
a large number of graduate student assistants are required to supervise
recitation sections. Our experiments are leveraging the developing
wireless infrastructure at Virginia Tech to make it possible to
conduct these simulations in large lecture classes. This will allow
the improved quality of education to be maintained at a reduced
cost.
Wireless
technology itself has clear advantages over paper-and-pencil simulations.
Because of the speed and flexibility of the wireless system, multiple
simulations can be run in the large lecture classroom, allowing
students to switch roles and experience the same market from different
perspectives (e.g., high-cost seller, low-cost seller). It also
would allow instructors to answer student questions by immediately
conducting a new simulation to illustrate the answer. Students can
engage in "what if" reasoning, proposing their own simulations,
and then facilitating these new market simulations to correspond
with student hypotheses (e.g., "everyone who bought high at
9, now try selling low at 4 to test Keith's prediction.") In
addition, the wireless system will capture the data from the exercises.
Students can then access the data on a dedicated website, manipulating
the data using standard spreadsheet and statistical software to
test hypotheses. The website can be used to disseminate additional
out-of-class exercises to reinforce and extend the lessons of the
classroom simulations.
References
- Gremmen,
H., & Potters, J.(1997). Assessing the efficacy of gaming
in economic education. Journal of Economic Education, Fall. 291-303.
- Jacobson,
M. J., & Spiro. R. J. (1995). Hypertext learning environments,
cognitive flexibility, and the transfer of complex knowledge:
An empirical investigation. Journal of Educational Computing Research,
12(4), 301-333.
- Land, S.,
& Hannafin, M.J. (1997). Patterns of understanding with open-ended
learning environments: A qualitative study. Educational Technology
Research and Development, 45(2), 47-73.
- Snir, J.,
& Smith, C. (1995). Constructing understanding in the science
classroom: Integrating laboratory experiments, student and computer
models, and class discussion in learning scientific concepts.
In D. N. Perkins, J. L. Schwartz, M. M. West, & M. S. Wiske
(Eds.), Software goes to school: Teaching for understanding with
new technologies (pp. 233-254). New York: Oxford University Press.
- White,
B. Y., & Frederiksen, J. R. (2000). Technological tools and
instructional approaches for making scientific inquiry accessible
to all. In M. J. Jacobson, & R. B. Kozma (Eds.), Innovations
in science and mathematics education (pp. 321-359). Mahwah, NJ:
Lawrence Erlbaum Associates.
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