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Feature

 

[Hand Holding a Mouse]

The Problem Cycle

A Model for Computer Education

By Margaret Lloyd

In this issue’s feature article, Margaret Lloyd uses the metaphor of a bicycle to advocate the teaching of problem solving and computer-mediated solutions rather than simply providing students with key-press worksheets that teach specific applications.

Members OnlyDownload the full article (PDF, 473 KB, PDF Instructions)

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Turn on images or use an image-capable browser 
to view the content.How the Cycle Begins

The teaching methodology described by the problem cycle model begins with software, which is introduced through demonstration, tutorials, and examples. In this way, students acquire both the concrete tools for application and the technological and intellectual context for their learning. According to Jane Kenway (1995), “technology is a context within which learning occurs and about which learning must occur” (p. 25).

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Turn on images or use an image-capable browser 
to view the content.Students then perform simple tasks to gain knowledge (structures, formats, and operations) and confidence by successfully using the software.


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Turn on images or use an image-capable browser 
to view the content.The problem—a separate entity from the software that requires the application of such higher-order skills as analysis, synthesis, evaluation, and communication—is then set.

 

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Turn on images or use an image-capable browser 
to view the content.To solve problems, students need external and internal support. External support comes from teachers and peers, and internal support comes through communication, research, preexisting knowledge, and motivation.

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Turn on images or use an image-capable browser 
to view the content.Proficiency is measured by how well a student links existing or engendered internal skills to the knowledge and confidence gained by using the software.

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Turn on images or use an image-capable browser 
to view the content.The process so far not only suggests a methodology for teaching computing, but also outlines criteria for assessing content knowledge, practical proficiency from applying the knowledge, and affective outcomes or confidence. As marked by the triangle, these became my operational or alpha objectives in assessing student’s work. They reflect De Bono’s (1976) notion that thinking (or problem solving in this case) is the operating skill by which intelligence acts on experience.

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Turn on images or use an image-capable browser 
to view the content.The set problem presupposes a solution—and, ideally, more than one probable or acceptable solution. In an academic environment, a solution is a discrete entity with its own clearly defined set of criteria. Effective solutions mirror or parallel the set problem.

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Turn on images or use an image-capable browser 
to view the content.To bridge the cognitive space between problem and solution, the learner needs to take ownership, redefine the problem in personal terms, use the software creatively (an extension of knowledge and confidence), interpret and communicate ideas and alternatives, extrapolate a solution from beyond the given context, perceive patterns, and analyze or synthesize. The “bridging”—the application of the resources (contained by the triangle and greater than its parts) to the solution (marked by the linking bar)—becomes the measure of more critical beta objectives.

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Turn on images or use an image-capable browser 
to view the content.The Cycle’s Completion

Indeed, all we need now are handlebars, brakes, reflectors, a seat, and probably a bell—and we really do have a “problem-solving cycle."

Implications for Education

Devising problems to be solved by computer mediation, rather than calling on specific macros from specific software, changes the nature of the task offered to students. Problems should be defined in terms of operational or critical learning goals rather than rely on mechanistic duplication with the computer used in a context of action. Assessment is a process, not an answer.

A critical understanding is that “in times of change, learners inherit the earth, while the learned find themselves beautifully equipped to deal with a world which no longer exists” (Hoffer, as cited in Ray, 1991, p. 10). When I began to teach computing in 1988, I developed “key-press” worksheets for software applications that have since disappeared. I wasted my students’ time, making them master now-defunct software. I sometimes wonder what my DOS 2.0 gurus (still only 20-somethings) are doing now. Are they reciting commands to their own young children? Do they still revere their dual-floppy-drive XT machines?

Software and hardware development would not stop for my beautifully detailed worksheets. I could not accommodate (i.e., change the world), so I had to assimilate (i.e., change my thinking to fit the world). This Piagetian change led to the strategies outlined here. I stopped teaching computing and started offering computer-mediated problems with a progression from operational skills to higher-order thinking skills (as reflected by the stages of the problem cycle model). The mandatory lower levels of a spreadsheet problem, for example, involved simple template design and data entry. Higher levels involved “what if” or hypothetical questions that asked for an extrapolation of findings from outside that were optional and depended on interest, motivation, proficiency, and skill. Students were encouraged and supported in their attempts to reach higher levels.

Adopting unchanging tenets of problem solving allows educators to weather changes in technology. Applying higher-order thinking strategies in using a database has little to do with the hardware platform or network configuration being used. Moving forward to new basics rather than moving back to old ones means that students are better equipped. New basics, articularly information literacy, acknowledge the changes wrought by technology but do not seek to constrain them or reduce them to a fixed and formulaic curriculum.

The following 10 tested strategies are applied in the problem-cycle methodology.

  1. Do not teach computing. Instead, facilitate problem solving; this requires computer-mediated solutions.
  2. Adopt unchanging tenets such as (a) the problem precedes the solution and (b) the process is more important than the solution.
  3. Accept that a solution is not necessarily an answer: It may be the algorithm or process leading to an answer. The problem-solution relationship is better as a one-to-many rather than a convergent one-to-one or single answer.
  4. Encourage trial and error, discovery learning, peer tutoring, and meta-cognition so that students troubleshoot rather than just press keys.
  5. Model the acceptance of problems and proactive response as part of the process rather than as indications of failure. Doing otherwise means staying in a safety zone (and never finding the limits to what can be achieved) or being paralyzed into inaction because of a fear of failure.
  6. Move forward to new basics rather than back to old ones.
  7. As far as practical, do not devise product-specific tasks that make product proficiency preeminent (“product” here means any proprietary software package).
  8. Encourage the development of personal benchmarks.
  9. Provide students with conceptual structures of computing through linking the unknown to the known.
  10. Adopt these self-same strategies to guide your own learning.

Summary

The problem-solving cycle worked for me because it put me in touch with what I was really doing. I was teaching, not impersonating a software manual or online tutorial. I had moved from what was effectively a transmission model of teaching that focused on the correct performance of a task to a more constructivist and sociocultural model. This changed more than what and how I taught: It changed who I was. In the new model, I set challenges and guided the conversation rather than controlled the process from the outside. Students ceased to be recipients; they became participants in the process. Teacher and learner both became cyclists.

King Canute (ca. 1028) tried to halt the incoming tide by raising his hand. The waves you face today are those of changing technology, school restructuring, and shifting sociological demands. The massive forces arrayed against your classroom cannot be stopped or tempered. So you must devise logical pragmatic strategies to conquer them. Mine just happens to look like a bicycle. If only Canute had owned one.

Margaret Lloyd, mm.lloyd@qut.edu.au

References

Alasuutari, P. (1995). Researching culture: Qualitative method and cultural studies. Thousand Oaks, CA: Sage

De Bono, E. (1976). The CoRT thinking program. New York: Pergamon Press.

Kenway, J. (1995). Technological trends: Issues for schooling. In R. Lingard & F. Rizvi (Eds.), External environmental scan (pp. 3–7). Brisbane, Queensland, Australia: Department of Education (Queensland).

Papert, S. (1980). Mindstorms: Children, computers and powerful ideas. New York: Basic Books.

Ray, D. (1991). Technology and re-structuring—Part II: New organizational directions. The Computing Teacher, 18(7), 8–12.

  Sidebar: A Problem Cycle Unit

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