WWC review of this study

Supporting learning of variable control in a computer-based biology environment: Effects of prompting college students to reflect on their own thinking.

Lin, X., & Lehman, J. D. (1999). Journal of research in science teaching, 36(7), 837-858.

  •  examining 
    45
     Students
    , grade
    PS

Reviewed: May 2019

At least one finding shows promising evidence of effectiveness
At least one statistically significant positive finding
Meets WWC standards without reservations
Academic achievement outcomes—Statistically significant positive effect found for the domain
Outcome
measure
Comparison Period Sample Intervention
mean
Comparison
mean
Significant? Improvement
    index
Evidence
tier

Contextually dissimilar problem - Reason Justification vs. No prompt

Computer-based biology environment vs. Business as usual

0 Days

Full sample;
45 students

3.47

1.70

Yes

 
 
42
 

Contextually similar problem - Reason Justification vs. No prompt

Computer-based biology environment vs. Business as usual

0 Days

Full sample;
45 students

18.09

16.39

No

--

Contextually dissimilar problem - Rule-based vs. No prompt

Computer-based biology environment vs. Business as usual

0 Days

Full sample;
45 students

2.52

1.70

No

--

Contextually dissimilar problem - Emotion-focused vs. No prompt

Computer-based biology environment vs. Business as usual

0 Days

Full sample;
45 students

2.31

1.70

No

--

Contextually similar problem - Rule-based vs. No prompt

Computer-based biology environment vs. Business as usual

0 Days

Full sample;
45 students

16.69

16.39

No

--

Contextually similar problem - Emotion-focused vs. No prompt

Computer-based biology environment vs. Business as usual

0 Days

Full sample;
45 students

16.59

16.39

No

--


Evidence Tier rating based solely on this study. This intervention may achieve a higher tier when combined with the full body of evidence.

Characteristics of study sample as reported by study author.


  • Female: 95%
    Male: 5%
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    Midwest

Setting

The study took place in an introductory biology course for elementary education majors at a major Midwestern university.

Study sample

Most of the students in the study were sophomores or juniors, and almost all (95%) were female.

Intervention Group

Both intervention and comparison students completed the same computer-based simulation of a biology lab activity. Intervention students received prompts at three points in the simulation. One group received "reason justification" prompts, another group received "rule based" prompts, and the third group received "emotion focused" prompts. The prompts were designed to support metacognition and lead to deeper learning of the content.

Comparison Group

The comparison students completed the same computer-based simulation of a biology lab activity as the intervention students, but they did not receive any metacognitive prompts.

Support for implementation

The computer simulation involved an on-screen biologist who presented several experiments that she designed but that were purposely inconclusive because some variables in the experiments were not controlled. Students were invited to help fix the experiments. ""To solve Paula’s problems, students needed to be able to (a) identify the types of problems Paula had and why she could not draw any conclusions; (b) understand the general idea of control of variables; (c) decide which variables would have most potential to affect the results of the problem; (d) identify confounding variables that might obscure the results; (e) isolate variables as well as combine the variables appropriately; (f ) identify experiments that did not produce useful data and repair them; (g) find appropriate ways to measure and explain the results; (h) understand random behavior to interpret experimental outcomes; and (i) replicate experiments to verify results."" (p. 842). The prompts were embedded in three places in the simulation: (1) after the students had been presented with the experiment; (2) after the students had selected materials and supplies for their experiment; and (3) after they had drawn conclusions from their experiments. The technology was the simulation. The study tested the effectiveness of prompts for enhancing learning from simulations.

 

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