Abstract

Previous research has established that embodied modeling (role-playing agents in a system) can support learning about complexity. Separately, research has demonstrated that increasing the multimodal resources available to students can support sensemaking, particularly for students classified as English Learners. This study bridges these two bodies of research to consider how embodied models can strengthen an interconnected system of multimodal models created by a classroom. We explore how iteratively refining embodied modeling activities strengthened connections to other models, real-world phenomena, and multimodal representations. Through design-based research in a sixth grade classroom studying ecosystems, we refined embodied modeling activities initially conceived as supports for computational thinking and modeling. Across three iterative cycles, we illustrate how the conceptual and epistemic relationship between the computational and embodied model shifted, and we analyze how these shifts shaped opportunities for learning and participation by: (1) recognizing each student’s perspectives as critical for making sense of the model, (2) encouraging students to question and modify the “code” for the model, and (3) leveraging multimodal resources, including graphs, gestures, and student-generated language, for meaning-making. Through these shifts, the embodied model became a full-fledged component of the classroom’s model system and created more equitable opportunities for learning and participation.

Highlights

  • Computational modeling is a powerful tool for helping K-12 students explore and learn about complex systems [1,2,3]

  • We propose that embodied modeling activities have the potential to further expand the range of multimodal resources available for meaning-making, by inviting students to shift their perspective of a complex system by taking on the role of agents within the system

  • We illustrate how the conceptual and epistemic relationship between the computational and embodied model shifted with each cycle of the design, and we analyze how these shifts shaped opportunities for learning and participation, for students classified as English learners (ELs)

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Summary

Introduction

Computational modeling is a powerful tool for helping K-12 students explore and learn about complex systems [1,2,3]. Researchers have worked to design programming environments and learning activities that make computational modeling more accessible. One such approach to support computational modeling is embodiment or enactment. Students role-play agents in a system (e.g., plants and animals in an ecosystem) to explore agent actions and interactions, as well as system-level, emergent phenomena from the perspective of these agents [4,5,6,7]. Students typically follow rules, which are sometimes framed as the “code” or “program” for the agents in the embodied model

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