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Introduction: |
Creating an Integrated Science Learning Environment, Dr.
Rebekah Nix |
ISLE Model Rationale
New learning environments are either being created or are presently evolving
to supply the demands of local business and the global society. Time and space
no longer limit the possibilities for lifelong learning. Compared to the rapid
pace of everyday operations fueled by the ‘information explosion’, advances in
science education are slow-going, at best (Kuhn, 1970). To keep up with today’s
‘Nintendo Generation’, educators need a new perspective – and they need it now!
The information revolution has provided overwhelming opportunities and options
for virtually anyone who is interested.

Placing new content in personally-relevant contexts is the ultimate challenge
of learning. Subjects traditionally perceived as a series of distinct facts,
such as the sciences, are particularly difficult to internalize and to apply in
meaningful ways across variable situations. This ability to transfer knowledge
and skills is critical in today’s changing society. In addition, decisions are
no longer black or white, right or wrong. Choices are typically based on the
better selection of several possibilities. The ability to perceive the ‘bigger
picture’ with innovative critical thinking and creative problem-solving skills
is a new requirement for success.
The purpose of my doctoral research was to evaluate a new teaching model for
long-term professional development designed to foster a constructivist approach
to science education. Maintaining a comfortable, non-intrusive, team-oriented
environment is critical to achieving the desired outcomes. Making the case for
development of a comprehensive ‘theory of education’, Novak (1998) emphasizes
that: “Successful education must focus on more than the learner’s thinking.
Feelings and actions are also important” (p. 9). Therefore, the Integrated
Science Learning Environment (ISLE) model involves a multi-faceted milieu to
address the three basic forms of learning: acquisition of knowledge, change in
emotions or feelings, and gain in physical or motor actions or performance.
This study evaluated a new Integrated Science Learning
Environment (ISLE) that bridged the gaps between the traditionally separate
classroom, field trip, and information technology milieus. As part of a
deliberately designed professional development program, secondary school
teachers contributed to a multi-level virtual field trip website that was based
on an extended field trip to a natural area. Relevant applications of
information technology were modeled in pre-trip lessons, employed during the
field trip, and utilized in developing post-trip presentations.
Conceptual/Theoretical Framework
Interlocking conceptual and logistical frameworks were applied uniformly in
the classroom and in the field. A cyclical program design reinforced key
scientific, pedagogical, and technological issues to minimize the potentially
detrimental effects of information overload and non-linear processing. This
unique aspect of the ISLE model enabled all participants to see their role
within the ‘big picture’. As the common elements (knowledge) and basic
components (understanding) in each realm became evident, the power of transfer
for both content and concept was realized. Figure 1 illustrates how the final
product of the ISLE program (virtual field trip) was constructed by linking the
supporting learning environments on each fundamental level: newness,
massiveness, and appropriateness.

Figure 1.A shows that, in the traditional framework, there would be three
separate and perpendicular planes in which activities would occur independently
from the other learning environments. In the ISLE model, the conceptual
framework is shifted from an effective perspective (pertaining to physical
aspects) to an affective perspective (pertaining to emotions or feelings).
Specifically, the virtual field trip project changes the program focus from the
physical environment (field trip, classroom, or information technology) to the
basic issue challenging learning in each milieu (newness, massiveness, or
appropriateness).
As shown in Figure 1.B, a single and integrated plane is constructed in which
activities can occur contiguously throughout the three learning environments.
The outcome is a tangible representation of the constructivist paradigm, enabled
by a process approach to implementing information technology in science
education. Implementation of information technology reinforced the conceptual
design and therefore was evident in all stages of the program – although
never the focus in the classroom or field trip milieus. Real-world
applications of relevant tools and resources were covertly employed to join the
university classroom and the field trip experience seamlessly. In creating a
singular group dynamic by requiring an integrated project (virtual field trip)
rather than promoting multiple individual efforts, the inhibiting effects of
site novelty, information overload, and the three-day phenomenon typically
experienced on field trips could be placed in context and therefore be more
manageable and understandable.
Kuhn, T. (1970). The structure of scientific revolutions.
Chicago: The University of Chicago Press.
Novak, J.D. (1998). Learning, creating, and using knowledge: Concept
maps as facilitative tools in schools and corporations. Mahwah, NJ:
Lawrence Erlbaum Associates, Publishers.
Now, since the seminars are presented as video
clips, let’s make sure that your system is set up to view them.