Developing 21 Century Skills Through A Constructivist-Constructionist Learning Environment
Developing 21 Century Skills Through A Constructivist-Constructionist Learning Environment
Abstract
Science and technology innovation and 21st century skills are increasingly important in the
st
21 century workplace. The purpose of this study is to propose an instructional strategy that develop
constructivist-constructionist learning environment that simultaneously develop chemistry knowledge
and 21st century skills. Based on constructivist and constructionist learning theories, we identified
three central guiding principles for this study: (1) engage students in discovery and problem solving
task through teamwork, (2) provide opportunities for communicating ideas, and (3) involve students
in the process of design. An intervention module, Malaysian Kimia (chemistry) Digital Game known as
MyKimDG, was developed as a mechanism for creating the learning environment. In this study,
students were required to work collaboratively to design educational media that help their peers who
face difficulty in learning particular concept. They were guided to go through the IDPCR (Inquiry,
Discover, Produce, Communicate and Review) phases. It is hypothesized that MyKimDG can create
learning environment that allows students to deepen subject content knowledge and practice various
21st century skills in real situation. This study employed quasi-experimental study with non-equivalent
control group pretest-posttest control group design. Results suggest that this approach is able to
improve the acquisition of chemistry knowledge and high productivity skill.
Introduction
As science and technology (S&T) innovations are increasingly important in the global
economy market of the 21st century, Malaysia needs to produce students who are capable of
generating S&T innovation to contribute to the well-being of mankind as well as to trigger
the country’s economic growth. To become S&T innovators, students must be STEM
(Science, Technology, Engineering and Mathematics) literate. STEM literate students will be
capable of identifying, applying, and integrating STEM concepts to understand complex
problems and generate innovation to solve the problems (Chew, Noraini, Leong & Mohd
Fadzil, 2013). Thus, STEM literate students must have mastered the knowledge of science.
Competent STEM literate students also need to become proficient in various new skills that
are known as “21st century skills”. For instance, innovation and problem solving in today’s
world is driven by the formation of networks with multiple parties including experts and
researchers with related interests as well as consumers and customers. 21st century skills
enable one to communicate and collaborate effectively with various parties.
Nevertheless, Malaysian students’ achievement in science and 21st century skills are
not satisfactory. For instance, in the Programme for International Student Assessment
(PISA) 2012 (OECD, 2014b) results, Malaysian students’ achievement in science and
mathematics ranked in the bottom third of participating countries. In addition, Trends in the
International Mathematics and Science Study (TIMSS) 2011 (IEA, 2012) revealed that up to
38 percent of Malaysian students did not meet the minimum benchmarks in science. In
Lay Ah-Nam, Kamisah Osman
terms of 21st century skills, studies have reported that Malaysian students’ development of
21st century skills is not encouraging across all levels of education from the secondary to the
undergraduate level. For example, the results of PISA 2012 assessment on creative
problem-solving (OECD, 2014a) showed that the achievement of 15-year-old students in
tackling real-life problems is ranked 39th out of 44 participating countries. Additionally,
Tengku Faekah (2005) and Hew and Leong (2011) reported that the level of Form Four and
Pre-University students’ information and communications technology (ICT) skills is low.
Moreover, Hazilah, Johari, Zaihosnita, Saidah and Hamizah (2013) found that the
communication and problem solving skills for undergraduate students is at the moderate
level.
The above problems and situations have raised concerns about the lack of S&T
human capital for the nation’s economic growth by 2020. Hence, science education in
Malaysia should emphasize simultaneously acquiring science knowledge and 21st century
skills. Based on constructivist and constructionist theories of learning, the Malaysian Kimia
(chemistry) Digital Game module (MyKimDG) has been developed as a mechanism for
accomplishing the desired goals. The primary focus of MyKimDG is on creating learning
environments that promote the acquisition of science knowledge and 21st century skills. In
MyKimDG, students were guided to go through the IDPCR (Inquiry, Discover, Produce,
Communicate and Review) phases. The purpose of this paper is to describe the conceptual
framework of the MyKimDG module and its impact on students’ scientific knowledge and 21st
century skills.
1991). Papert (1980) has stated that “The computer is the Proteus of machines. Its essence
is its universality, its power to simulate. Because it can take on a thousand forms and can
serve a thousand functions, it can appeal to a thousand tastes”. However, he stressed that
the main focus is not on the computer but on the minds of learners (Papert, 1980).
In summary, the constructivist and constructionist learning theories assert the
following ideas:
Knowledge reconstruction: Learner constructs new understanding pursuant to
his/her existing knowledge.
Collaboration: Peer collaboration may trigger cognitive conflict and this may result
in reconstruction of ideas.
Exploration: Understanding is lifted when learners discover new knowledge
themselves.
Learning through designing: Learning can be enhanced if learners are involved in
designing artefacts from their own ideas.
Technological literacy: Learners use technology efficiently and effectively to
achieve specific goals.
Based on the constructivist and constructionist learning theories, the authors
identified three central guiding principles for this study:
1. Engage students in discovery and problem solving tasks through teamwork.
Students should be allowed to work together to learn and discover idea or concepts.
Therefore, it is essential to engage students in collaborative discovery task. Taking part in
these collaborative task deepen students’ understanding as they discover or construct new
understanding for themselves. Group members help each other and act as co-constructors
of knowledge. This approach also assists students in acquiring problem-solving skills,
scientific literacy, and stimulating their own thinking. Furthermore, it improves students’ 21st
century skills such as collaboration, communication and interpersonal skills because students
are able to practice in real world contexts.
2. Provide opportunities for communicating ideas.
Students should have opportunities to engage in discussion, and to share and exchange
ideas in groups. Design justification is one way to engage students in discussion or
communicating ideas. When engaging in design justification, students listen to input from
peers and defend their ideas. Peer input may trigger cognitive conflict and sharpen students’
awareness of their alternative ideas when they share their ideas from their own perspective.
Such scaffolding will inevitably result in self-assessing and restructuring of existing ideas,
and hence towards deeper levels of understanding. Justification of design is parallel to the
strategy of argumentation in science education (Bryan, Moore, Johnson, & Roehrig, 2016).
Collaborative and argument-driven classrooms were reported to be more successful than
traditional classrooms for improving academic achievement (Capar & Tarim, 2015;
Demircioglu & Ucar, 2015).
3. Involve students in the process of design.
Problem solving requires students to integrate knowledge across disciplines, especially
engineering and technology (Lee & Kamisah, 2015). Therefore, it is important to engage
students in design projects as design projects are often interdisciplinary, bringing together
knowledge from STEM subjects as well as other disciplines (Resnick, 2003). Design projects
allow students to apply the science and mathematics to the engineering design (Bryan et al.,
2016). The applications of science knowledge and practices to engineering have contributed
to the technologies and the systems that support them that serve people today (National
Research Council, 2012). ITEA (2000) defines technology as “the innovation, change, or
modification of the natural environment in order to satisfy perceived human wants and
needs”. Clearly, technology means innovations or products that solve problems and extend
human capabilities. However, the focus is not on the technology or product alone, but also
on the process of design. The ultimate aim is promoting technological literacy. Students
must be technologically literate to live, learn, and work successfully in today’s Digital Age.
To establish a learning environment based on the three central constructivist-
constructionist guiding principles, activities in MyKimDG were designed so that students
engage in discovery activities through teamwork. In addition, they are required to work
collaboratively to design educational media that help their peers who face difficulty in
learning particular science concepts. In this process, the designers (or students) create
educational media based on their understanding. The products may be used for discussion -
they share their products and design process with others, and reflect on their experiences.
Eventually, they refine their products based on group consensus. Contemporary
technologies such as ICT can be leveraged to communicate, collaborate, solve problems,
accomplish tasks and as construction material.
The discovery and educational media design activities in MyKimDG have been
formulated based on the BSCS 5E Instructional Model (Bybee et al., 2006) and Creative
Design Spiral (Rusk, Resnick, & Cooke, 2009). To increase the effectiveness of MyKimDG,
the phases of the BSCS 5E Instructional Model and Creative Design Spiral have been
modified and standardized. The resultant phases are Inquiry, Discover, Produce,
Communicate and Review (IDPCR). The acronym IDPCR also aims to help students
remember the five important domains of 21st century skills, i.e. Inventive thinking, Digital-
age literacy, high Productivity, effective Communication and spiritual values (nilai
keRohanian) identified by Kamisah and Neelavany (2010). Table 1 shows the IDPCR phases,
and related phases of the BSCS 5E Instructional Model and Creative Design Spiral. It is
important to point out that the IDPCR phases do not always follow in order. For instance, at
any phase, students can communicate information or findings to people from many different
backgrounds and specialties to gain input from them. They are also encouraged to
communicate in groups and report back with their findings at any phase. In Table 2, the
authors present the instructional activities outline of MyKimDG.
Table 1. IDPCR phases and related phases of the BSCS 5E Instructional Model
and Creative Design Spiral
Objectives
The authors developed the MyKimDG and carried out the study to identify the
effectiveness of MyKimDG on students’ achievement in chemistry and 21st century skills. It is
hypothesised that the MyKimDG may help deepen students’ conceptual understanding in
chemistry. At the same time, it provides students with opportunities to develop their 21st
century skills.
Methodology
Research design
The study is quasi-experimental with a non-equivalent control group pretest-posttest
design. There were two intervention groups: the treatment group and the control group.
Subjects in the treatment group learned the Salt topic using the MyKimDG developed by the
authors. On the other hand, the control group subjects were instructed in conventional
methods using learning materials (i.e. text book and practical book) mandated by the
national curriculum for Chemistry.
Subjects of study
A total of 138 (56 males and 82 females) Form Four students (16 years old) from
four secondary schools in one of the districts in Malaysia were involved in the study. Two
schools were randomly selected as the treatment group and another two schools were
assigned as the control group. The students then completed the pre-test to ensure that
students from the both groups were homogenous in terms of existing knowledge in the Salt
topic and 21st century skills. Independent-samples t-test results showed that both groups
had no significant difference in prior knowledge in the Salt topic and 21st century skills.
Instruments
Achievement test
The achievement tests were administered in the form of a pre-test and post-test
before and after the intervention. Items in the pre-test and the post-test were similar in
terms of the level of Bloom’s taxonomy and the concepts tested. The pre-test was used to
identify students’ existing knowledge before interventions. The post-test scores were used to
compare the effectiveness of interventions (i.e. conventional method and MyKimDG) in
increasing student achievement in the topic of Salt.
M-21CSI questionnaire
This questionnaire is a Likert scale questionnaire developed by Tuan Mastura,
Kamisah and Nurazidawati (2012). There are five domains of 21st century skills involved:
digital age literacy, inventive thinking, effective communication, high productivity, and
spiritual values. The Cronbach’s alpha of each of the domains ranged from 0.80 to 0.93. The
overall Cronbach’s alpha of the M-21CSI was 0.97. The questionnaire was given to the
subjects before and after the interventions. The pre-test was used to measure students’
existing 21st century skills level before interventions. The pre-test and post-test scores were
used to evaluate the impact of the interventions in increasing students’ 21st century skills
level.
Table 6. Descriptive statistics and results of paired-samples t-test for high productivity
Discussion
Our findings suggested that learning through MyKimDG was more effective than the
conventional method at supporting a higher achievement in the salt topic as well as the 21st
century skills level. In particular, it is shown that MyKimDG may help students develop one
of the domains of 21st century skills, namely, high productivity skill. The high productivity
skill in this study consists of three dimensions: (i) prioritize, plan, and manage for results,
(ii) effective use of real-world tools, and (iii) ability to produce relevant and high-quality
products.
Generally, the practice in Malaysian science classrooms is very much taught by
conventional methods that use learning materials mandated by the Ministry of Education
(i.e. text book and practical book). The conventional methods employed by science teachers
generally focus on knowing content in the learning materials for summative assessment
purposes (Ministry of Education, 2013). In some science classrooms, teachers’ practices do
not reflect the real constructivist learning approach required by the Malaysian Science
Curriculum (Sim & Mohammad Yusof, 2015; Tan & Mohammad Yusof, 2014). In addition,
there was little evidence of discussion. Teachers tend to think that only practical activity
promotes understanding and forget that understanding can be supported through discussion
(Newton, 2005). Discussion which involves idea exchange, reasoning and argument from
evidence may sharpen students’ awareness of their alternative ideas to promote deep
understanding. In this partially student-centred approach, direct teaching and rote learning
were generally still dominant. As a result, students had difficulties understanding science
concepts meaningfully.
Contrary to the conventional method, MyKimDG created a learning environment that
allows students to work together to learn and discover ideas or concepts. Activities in
MyKimDG were designed to engage students in self-assessing their ideas, communicating
their ideas and making decisions based on the group’s consensus. They were also engaged
in design or product justification. In these processes, students listened to input from peers
and defended their ideas. Peer input might have triggered cognitive conflict and resulted in
reconstruction of existing ideas. Such support or mental scaffolding can deepen students’
understanding. Furthermore, they were given opportunities to engage in collaborative digital
games modifying and designing projects. They were required to carefully plan, utilize time
and 21st century tools and resources toward the goal of creating digital games to help their
peers who face difficulty in learning a particular chemical concept. At the end of the project,
they were also asked to improve and produce higher quality games that incorporate the best
aspects of other groups’ designs. The findings showed that this approach was able to
increase students’ high productivity skill because students were able to immerse themselves
in the real-world practice.
Conclusion
MyKimDG has been developed to establish constructivist-constructionist learning
environments that simultaneously put conceptual understanding and 21st century skills
development in the center of learning. The implementation of MyKimDG immersed students
in collaborative discovery and problem solving. Students were guided through the IDPCR
phases to explore subject content knowledge and design educational media related to
science concepts using ICT. They applied the knowledge they had learned to create
educational media in groups. The findings showed that the MyKimDG developed in the study
was proven to have the ability to increase students’ achievement in chemistry and their high
productivity skills. In conclusion, the MyKimDG can create a learning environment that
allows students to deepen subject content knowledge and practice various 21st century skills
in real situations, hence produce students who have a strong foundation of science
knowledge and design process, as well as able to work and communicate effectively in
groups to generate innovations.
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