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Digital Technologies in Science
Education:
What’s Real, What’s Hype
Eric Demoncheaux, PhD
“It is well established in many
countries that it is school science
education, not science, that
many learners are rejecting”
Michael J Reiss
Learning for a Better World: Futures in Science
Education
In book: The Future in Learning Science: What’s in it
for the Learner?
REAL AND POWERFUL
REASONS FOR SCIENCE
EDUCATION
• Creating deep and meaningful
learning experiences.
• Creating future problem solvers.
• Science challenges build resilience
and confidence by working through
the unknown.
CHALLENGES
• Overcoming students' overwhelming
concern for their image, social
status, after school activities, etc.
• Getting students to apply what they
have learnt.
• Finding a way to get students to
apply what they learn, and to
recognize how to apply the lessons.
PRECONCEPTIONS AND
MISCONCEPTIONS
• Science has a kind of built-in
curiosity.
• Tackling the misconceptions and
preconceptions leads to student self-
correction.
• Teachers need to install in students
the desire to learn more.
‘YOU CAN LEAD A HORSE TO WATER,
BUT YOU CAN’T MAKE IT DRINK’
Create a sense of purpose, of direction and future
before you teach.
You have to have a class of students that have some
willingness to learn, some desire to achieve,
however slight.
TEACH STUDENTS TO THINK BEYOND
THE TEXT
"Teaching
Science" means
getting students
to "think“.
Memorization is
necessary to
learn the
fundamentals.
To really learn
science, and to
master it,
requires the
development of
critical thinking
skills.
MEMORISATION OF FACTS
DON’T CONCENTRATE
ON MEMORIZING FACTS.
TEACH STUDENTS HOW
TO USE THOSE FACTS.
SCIENCE
NEVER
STANDS STILL
School science has to be open to new
ways of learning
Many think that new technologies
transforming learning is hype
Emerging technologies are making
their way into the classrooms and the
jury is still out on how effective they
are.
“ We still educate our
students based on
agricultural timetable, in an
industrial setting, yet
telling students and
teachers they live in a
digital age. ”
Sofoklis Sotiriou & Franz Bogner
Inspiring Science Education:
Designing the Science Classroom of
the Future. Journal of Computational
and Theoretical Nanoscience 4(11-
12):3304-3309 (2011)
Click here to access Open Discovery
Space’s portal
AVOIDING
TECHNOLOGY IS
IMPOSSIBLE
• iPads/tablets/Chromebooks in
the classroom allow us to
move away from the 'sage on
the stage' and can enhance
the learning for everyone.
• Yet, so many apps are 'nice to
have', but not 'must have’.
CAN
TECHNOLOGY
HELP?
Many schools lack
adequate facilities
for lab work.
Science could be
“done” online with
the help of pre-
recorded real
experiments and
interactive data
collection.
Online labs allow to
"flip" the science
lab.
Online labs may
prove to be cheaper
than real labs too.
YOU CAN'T LOOK
EVERYTHING UP
You can't put information to
good use if you don’t know how.
Students need to be able to
explain things clearly, completely
and accurately to others, in
speech and on paper.
WHAT IS
REAL?
• New technologies will
transform how science
is learnt.
• Students are gaining
greater control over
their own learning.
CONVERGENCE
• Different technologies such as
educational technology,
nanotechnology, cognitivie
science, artificial intelligence
are evolving towards similar
goals.
• Examples of converging online
learning platforms include
Seneca Learning, YACAPACA,
Go-Lab, or Smart Science
Education.
ONE SIZE WON’T FIT
ALL
• Solve local problems by creatively using
technologies.
• Make all stake holders an actor and
author of their own learning.
• Create opportunities for students’
interests and experiences.
• Listen to students’ voices on teaching
and learning.
SEEK OUT
PROGRAMS THAT
DON’T ALWAYS
ASK EASY
QUESTIONS
• Educational technology
offers challenges
students have the
chance to solve.
• This is a surefire way
to help develop both
creative and critical
thinking.
• When given the chance
to ‘do science’, many
students give up too
easily.
PERSISTENCE AND EDUCATIONAL
TECHNOLOGY
• Educational Technology, through gaming, can allow students to
keep at it and learn to become more persistent.
• Educational Gaming can help communicate complex concepts
and provides opportunities for deeper learning too.
UNPACKING THE
POTENTIAL OF
EDUCATIONAL GAMING
• ‘Gaming to learn’ has been around for a
long time.
• Games can help develop both non-
cognitive and cognitive skills.
• Far from dumbing down, games are hard.
• The systems of points, badges, rewards
and leaderboards can be easily replicated
in an educational context.
‘When scientists are about to carry out a
new experiment, which may take them
anywhere between a day to a year, they
manage their time so that they can regulate
the rate that information is gathered
I think that games are also very good tools
for doing this. The player can control how
long they play the game, how hard the
difficulty is. They can play the game alone or
discuss the game with others. It’s a very
dynamic process and it allows information to
be received and reused during later game
play. Due to individual scores and ‘levels’
academic progress and transfer of
knowledge can also be mapped and
evaluated.
Furthermore, games have the power to
change perceptions and introduce important
vocabulary which can be used through
Higher Education.’
Dr Carla Brown, Founder of Game Doctor

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Digital Technologies in Science Education

  • 1. Digital Technologies in Science Education: What’s Real, What’s Hype Eric Demoncheaux, PhD
  • 2. “It is well established in many countries that it is school science education, not science, that many learners are rejecting” Michael J Reiss Learning for a Better World: Futures in Science Education In book: The Future in Learning Science: What’s in it for the Learner?
  • 3. REAL AND POWERFUL REASONS FOR SCIENCE EDUCATION • Creating deep and meaningful learning experiences. • Creating future problem solvers. • Science challenges build resilience and confidence by working through the unknown.
  • 4. CHALLENGES • Overcoming students' overwhelming concern for their image, social status, after school activities, etc. • Getting students to apply what they have learnt. • Finding a way to get students to apply what they learn, and to recognize how to apply the lessons.
  • 5. PRECONCEPTIONS AND MISCONCEPTIONS • Science has a kind of built-in curiosity. • Tackling the misconceptions and preconceptions leads to student self- correction. • Teachers need to install in students the desire to learn more.
  • 6. ‘YOU CAN LEAD A HORSE TO WATER, BUT YOU CAN’T MAKE IT DRINK’ Create a sense of purpose, of direction and future before you teach. You have to have a class of students that have some willingness to learn, some desire to achieve, however slight.
  • 7. TEACH STUDENTS TO THINK BEYOND THE TEXT "Teaching Science" means getting students to "think“. Memorization is necessary to learn the fundamentals. To really learn science, and to master it, requires the development of critical thinking skills.
  • 8. MEMORISATION OF FACTS DON’T CONCENTRATE ON MEMORIZING FACTS. TEACH STUDENTS HOW TO USE THOSE FACTS.
  • 9. SCIENCE NEVER STANDS STILL School science has to be open to new ways of learning Many think that new technologies transforming learning is hype Emerging technologies are making their way into the classrooms and the jury is still out on how effective they are.
  • 10. “ We still educate our students based on agricultural timetable, in an industrial setting, yet telling students and teachers they live in a digital age. ” Sofoklis Sotiriou & Franz Bogner Inspiring Science Education: Designing the Science Classroom of the Future. Journal of Computational and Theoretical Nanoscience 4(11- 12):3304-3309 (2011) Click here to access Open Discovery Space’s portal
  • 11. AVOIDING TECHNOLOGY IS IMPOSSIBLE • iPads/tablets/Chromebooks in the classroom allow us to move away from the 'sage on the stage' and can enhance the learning for everyone. • Yet, so many apps are 'nice to have', but not 'must have’.
  • 12. CAN TECHNOLOGY HELP? Many schools lack adequate facilities for lab work. Science could be “done” online with the help of pre- recorded real experiments and interactive data collection. Online labs allow to "flip" the science lab. Online labs may prove to be cheaper than real labs too.
  • 13. YOU CAN'T LOOK EVERYTHING UP You can't put information to good use if you don’t know how. Students need to be able to explain things clearly, completely and accurately to others, in speech and on paper.
  • 14. WHAT IS REAL? • New technologies will transform how science is learnt. • Students are gaining greater control over their own learning.
  • 15. CONVERGENCE • Different technologies such as educational technology, nanotechnology, cognitivie science, artificial intelligence are evolving towards similar goals. • Examples of converging online learning platforms include Seneca Learning, YACAPACA, Go-Lab, or Smart Science Education.
  • 16. ONE SIZE WON’T FIT ALL • Solve local problems by creatively using technologies. • Make all stake holders an actor and author of their own learning. • Create opportunities for students’ interests and experiences. • Listen to students’ voices on teaching and learning.
  • 17. SEEK OUT PROGRAMS THAT DON’T ALWAYS ASK EASY QUESTIONS • Educational technology offers challenges students have the chance to solve. • This is a surefire way to help develop both creative and critical thinking. • When given the chance to ‘do science’, many students give up too easily.
  • 18. PERSISTENCE AND EDUCATIONAL TECHNOLOGY • Educational Technology, through gaming, can allow students to keep at it and learn to become more persistent. • Educational Gaming can help communicate complex concepts and provides opportunities for deeper learning too.
  • 19. UNPACKING THE POTENTIAL OF EDUCATIONAL GAMING • ‘Gaming to learn’ has been around for a long time. • Games can help develop both non- cognitive and cognitive skills. • Far from dumbing down, games are hard. • The systems of points, badges, rewards and leaderboards can be easily replicated in an educational context.
  • 20. ‘When scientists are about to carry out a new experiment, which may take them anywhere between a day to a year, they manage their time so that they can regulate the rate that information is gathered I think that games are also very good tools for doing this. The player can control how long they play the game, how hard the difficulty is. They can play the game alone or discuss the game with others. It’s a very dynamic process and it allows information to be received and reused during later game play. Due to individual scores and ‘levels’ academic progress and transfer of knowledge can also be mapped and evaluated. Furthermore, games have the power to change perceptions and introduce important vocabulary which can be used through Higher Education.’ Dr Carla Brown, Founder of Game Doctor