Evobuild: a Quickstart Toolkit for Programming Agent-Based Models of Evolutionary Processes

Evobuild: a Quickstart Toolkit for Programming Agent-Based Models of Evolutionary Processes

J Sci Educ Technol https://doi.org/10.1007/s10956-017-9713-1 EvoBuild: A Quickstart Toolkit for Programming Agent-Based Models of Evolutionary Processes Aditi Wagh1 & Uri Wilensky2 # Springer Science+Business Media, LLC 2017 Abstract Extensive research has shown that one of the ben- demonstrate that although students came from a range of ac- efits of programming to learn about scientific phenomena is ademic backgrounds without prior programming experience, that it facilitates learning about mechanisms underlying the and all students spent the same number of class periods on the phenomenon. However, using programming activities in activities including the time students took to learn program- classrooms is associated with costs such as requiring addition- ming in this environment, EvoBuild students showed greater al time to learn to program or students needing prior experi- learning about evolutionary mechanisms. We discuss the im- ence with programming. This paper presents a class of pro- plications of this work for design research on programming en- gramming environments that we call quickstart: vironments in K-12 science education. Environments with a negligible threshold for entry into pro- gramming and a modest ceiling. We posit that such environ- Keywords Technology . Science education . Computer ments can provide benefits of programming for learning with- modeling . Evolution out incurring associated costs for novice programmers. To make this claim, we present a design-based research study conducted to compare programming models of evolutionary Computational modeling is one of the core disciplinary processes with a quickstart toolkit with exploring pre-built practices in K-12 science education (NGSS Lead States, models of the same processes. The study was conducted in 2013). One form of computational modeling is having six seventh grade science classes in two schools. Students in learners engage in programming to model mechanisms the programming condition used EvoBuild, a quickstart underlying a scientific phenomenon in the form of code. toolkit for programming agent-based models of evolutionary Programming to model scientific phenomena involves processes, to build their NetLogo models. Students in the ex- learners iteratively constructing and debugging a program ploration condition used pre-built NetLogo models. We that instantiates mechanisms that underlie it. This has been found to be a powerful way of coming to appreciate and understand mechanisms underlying phenomena (e.g., Electronic supplementary material The online version of this article Papert 1980;Sherin2001; Simpson et al. 2005;Wagh (https://doi.org/10.1007/s10956-017-9713-1) contains supplementary 2016;Wilensky1999a; Wilensky and Reisman 2006). material, which is available to authorized users. As learners engage in programming, the materials they use to construct the program include primitives in the * Aditi Wagh [email protected] environment. The form and grain size of these primitives is an important consideration in design (e.g., Simpson Uri Wilensky et al. 2005;Wilensky2003). The nature of primitives [email protected] plays an important role in influencing perceptions and learning (Weintrop 2015), activating relevant forms of in- 1 Department of Education, Tufts University, Paige Hall, tuitive knowledge learners can draw on (e.g., Bamberger Medford, MA 02155, USA 2001; Papert 1980), how they plan and break down the 2 2120 Campus Drive, Evanston, IL 60208, USA task (Louca and Zacharia 2007),andsoon. J Sci Educ Technol This manuscript presents a class of programming environ- 2010), ViMAP (Sengupta et al. 2013), BehaviourComposer ments that we call quickstart environments. Primitives in these (Kahn 2007b; Kahn and Noble 2010), Visual AgenTalk in environments combine visual programming with orientation Agentsheets (Repenning and Sumner 1995), and NetTango to curricular domains. We use the descriptor Bquickstart^ to (Horn and Wilensky 2011). Some environments such as highlight how quickly and effortlessly even novice program- Stagecast Creator (Smith et al. 1996) involve graphical pro- mers are able to begin programming in these environments. gramming without blocks. In general, the graphical nature of However, these environments are limited in the extent to primitives in these environments makes it possible for novice which sophisticated models can be built with them. These programmers to begin programming more easily as compared features make these environments particularly felicitous for to in a text-based environment. short-term, one-off uses in classrooms with programming Finally, one class of programming environments provides novices. In this manuscript, we present an example of a domain-specific primitives that combine graphical program- quickstart environment called EvoBuild and present a ming with orientation to a curricular domain. These primitives design-based research study to demonstrate that such environ- serve as Bmicro-behaviors,^ Bsmall, coherent, and indepen- ments can provide benefits of programming associated with dent program fragments^ relevant to a target curricular do- learning about mechanisms without incurring costs related to main (Kahn 2007a, p. 931). They are designed to align with spending additional time to learn programming. learners’ ways of thinking to reduce the distance between novices and the curricular domain (e.g., Bamberger 2001; Rader et al. 1998). Like other graphical blocks-based environ- RangeofPrimitivesUsedinProgramming ments, these toolkits reduce syntax issues with a visual, drag- Environments for K-12 Education and-drop interface. In addition, by providing a constrained library of primitives that can be combined in different ways Programming environments for K-12 education include vari- to model the core dynamics of a target curricular domain ous forms of primitives. Some programming environments (Wilkerson et al. 2015), they further substantially lower the provide text-based primitives that are general-purpose and entry associated with programming for use in K-12 science do not orient specifically to a single discipline. Some of the classrooms. earliest work on programming for K-12 education was done The forms of primitives carry costs and benefits related using Logo—an environment that provides text-based primi- to use in K-12 classrooms (e.g., Ioannidou et al. 2003). tives for modeling mathematical and scientific phenomena For instance, some of the costs associated with using (Papert 1980). Primitives in Logo were designed to draw on general-purpose text-based environments include the time learners’ body syntonic knowledge to lower the threshold for investment required for teaching programming to novices entry into programming. Though Logo primitives had embed- (Xiang and Passmore 2010)orrequiringsomepriorexpe- ded structures of turtle geometry, they were not constrained to rience with programming. Though these environments can a specific disciplinary domain and were used to program sim- be low threshold environments (e.g., Logo), they require ulations of other scientific and mathematical phenomena (e.g., some initial investment of time in learning to code. When Harel & Papert, 1991). Hence, Logo can be classified as a amortized over the many potential uses of programming general-purpose text-based programming environment. in STEM and across all subjects, these costs can be min- Another example of a similarly classified environment is imal. The general-purpose nature of these primitives of- NetLogo (Wilensky 1999b). NetLogo inherits elements of tur- fers greater flexibility and potential for sophistication in tle geometry from Logo. It is also designed for representing model construction. This allows for the benefit of a high complex emergent systems and includes primitives to repre- ceiling that can enable students to program increasingly sent individual-level rules and interactions. Many of the prim- sophisticated models in the environment over several itives in NetLogo also draw on learners’ knowledge about class periods. Indeed, prior work has shown that text- their bodies and interactions in the world, thereby lowering based programming can be a powerful way to learn sci- the threshold for learning to program. However, NetLogo ence (e.g., Blikstein and Wilensky 2009; Kafai et al. primitives are also not targeted towards a specific disciplinary 1997; Louca and Zacharia 2007; Wilensky 1999a; domain and are general-purpose. Wilensky and Reisman 2006). However, when considered Other environments provide primitives that are semantical- for short-term use, the costs associated with time invest- ly general-purpose but visual in form. Many of these environ- ment can be more significant. ments provide graphical primitives in the form of blocks as Increasing the adoption of programming activities in sci- objects to manipulate and combine in different ways to write a ence classrooms is an important goal. There has been abun- program. Some examples of such environments are Scratch dant research on the affordances of engaging in programming (Resnick et al. 2009), StarLogo TNG (Klopfer et al. 2005), to articulate and debug one’s understandings of a phenome- DeltaTick (Wilkerson et al. 2015; Wilkerson and Wilensky non. Programming has been found to facilitate learning about J Sci Educ Technol mechanisms and structures underlying a phenomenon (Sherin learning about phenomena with complex mechanisms. This 2001; Wagh 2016;WilenskyandReisman2006), accommo- manuscript examines programming in a quickstart environ-

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