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ComputerSupported Learning Environments

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Title: ComputerSupported Learning Environments


1
Computer-Supported Learning Environments
  • Andy Carle
  • acarle_at_cs.berkeley.edu
  • CS 260 Fall 2006

2
Outline
  • Review of learning principles
  • Design Patterns for Education
  • The Pedagogical Patterns Project
  • PACT
  • Constructionist Learning Systems
  • Microworlds
  • Group Learning Systems
  • Peer Instruction Systems
  • Integrated Learning Environments

3
Building Understanding
  • Learning is a process of building new knowledge
    using existing knowledge.
  • Knowledge is not acquired in the abstract, but
    constructed out of existing materials.
  • Like any other human process, HCI
    researchers/practitioners seek to mediate
    learning via technology.

4
Constructivism
  • Piaget Learners construct new knowledge from
    their experiences via cycles of accommodation and
    assimilation
  • Accommodation The process of reframing ones
    mental representation of the world to be in line
    with new experiences
  • Assimilation Internalizing new experiences that
    fit the model one has already developed
  • Constructivism is not a pedagogy

5
Constructionism
  • A pedagogy designed to explicitly facilitate the
    learning methods suggested by constructivism
  • Developed by Seymour Papert and colleagues at MIT
    in the 1960s
  • Explicitly claims that the construction of
    external artifacts is critical to the building of
    internal models
  • Works even better with social artifacts

6
Scaffolding
  • Refers to the process of shaping the learners
    experience while learning, by creating a
    scaffold to guide their actions.
  • Generally, the teacher begins by doing most or
    all of the task.
  • The task is repeated, with the learner doing more
    and more of it.
  • Eventually, the learner does the entire task
    themselves the scaffold is removed.

7
Scaffolding and ZPD
  • Scaffolding produces a steady progression through
    the learners ZPD (Zone of Proximal Development)

ZPD
Inaccessibletasks
Solo tasks
Scaffolded learning
8
Design Patterns
  • An abstraction of a commonly recurring design
    problem and its contextualized solution
  • Designed to inform users working in different
    contexts
  • Originated by Christopher Alexander in the study
    of architectural design problems
  • Each pattern describes a problem which occurs
    over and over again in our environment, and then
    describes the core of the solution to that
    problem, in such a way that you can use this
    solution a million times over, without ever doing
    it the same way twice - Alexander
  • A process by which ordinary people can capture
    the essence of a design decision by seeing how
    experts think about common problems in the domain

Alexander, Ishikawa, Silverstein, 1977.
9
The Pedagogical Patterns Project
  • Goals
  • Recreate the success of design patterns in
    architecture and software engineering in the
    space of pedagogical theory
  • Identify and disseminate context-neutral
    abstractions of best practices for teaching
  • Encourage instantiation of these patterns in
    diverse situations
  • Early work by Sharp, Manns, Prieto, and
    McLaughlin focused on teaching object-oriented
    programming concepts
  • Subsequent work by Joe Bergin extended the focus
    to general CS education
  • Pattern Format
  • Description of the problem
  • Forces governing the application of the pattern
  • Description of the solution
  • Advice on implementing the solution

Sharp et al., 2000. http//www.pedagogicalpatterns
.org/
10
A Pedagogical Pattern Early Warning
  • You teach a course in which ideas build upon one
    another and students will be lost if they do not
    understand early material
  • Your students may not realize that they are
    falling behind or that they have misconceptions,
    but you are in a better position to recognize it.
    Students may waste time and effort if they have
    fallen behind or have misunderstood, but time is
    short. If your students fall behind or miss early
    material it will be difficult for them to catch
    up and succeed.
  • Therefore, give them early warning when you see
    that they are not coping with the amount of work,
    or they have misunderstood some topic. Advice is
    best if it points a path to success, not just
    pointing out the roadblock. The earlier you give
    the advice, the better chance for success in the
    student. This can take many forms. If your course
    has special pitfalls for the student, you can
    publish these on your course FAQ.
  • It helps if you give frequent short exams and
    quickly return the marked papers. Some
    universities require exams in every course every
    Friday, for example.

from Bergin et al., Feedback Patternshttp//www
.pedagogicalpatterns.org/current/feedback.pdf
11
Problems in Practice
  • Pedagogical patterns have a tendency to be too
    abstract to be useful.
  • Difficult to apply to a new context
  • Pattern-informed environments rarely reveal clues
    about the underlying patterns to the untrained
    observer
  • Collaboration between content experts and
    pedagogical specialists is rare
  • Individuals that can fill both roles are even
    more scarce.

12
Pattern Annotated Course Tool
  • Research project intended to bridge the gap
    between pedagogical patterns in theory and in
    practice
  • Visual editor in which expert course designers
    can create representations of their own courses,
    complete with references to pedagogical patterns
  • Novice instructors can see patterns instantiated
    in a context that they can relate to directly

13
Learning Theory in PACT (1/2)
  • Make Thinking Visible
  • Enable virtual navigation for exploring complex
    (physical) systems
  • Model scientific thinking
  • Provide knowledge representation tools
  • Help Students Learn From Each Other
  • Encourage learners to learn from others
  • Scaffold the process of generating explanations

14
Learning Theory in PACT (2/2)
  • Promote Autonomous Life Long Learning
  • Encourage reflection
  • Engage learners as critics
  • Make Theory Accessible
  • Connect to personally relevant examples
  • Provide students with templates to help reasoning
  • Reduce complexity to help learners recognize
    salient information

15
Demo
  • PACT is available for download from
    http//www.cs.berkeley.edu/acarle/PACT/

16
Constructionist Learning Systems
  • Microworlds
  • Logo, Microworlds, Boxer
  • Group Learning Systems
  • TVI, DTVI, Livenotes
  • Peer Instruction Systems
  • Flashcards, PRS
  • Integrated Learning Environments
  • WISE, UC-WISE
  • Inquiry Based Systems
  • Thinker Tools, Inquiry Island

17
Microworlds
  • Give students a sandbox in which they can explore
    and test their mental models
  • Provide far more functionality than would be
    obviously useful to beginners
  • Usually with no explicit scaffolding to keep them
    away from advanced features
  • Microworlds encourage less structured exploration
    by learners.
  • The learners discoveries should be driven more
    by their own goals, leading to better learning.
  • The structure of the Microworld should ensure
    that they make the right inferences.

18
Patterns
  • Built-In-Failure
  • Test Tube
  • Try it Yourself
  • Larger than Life
  • Real World Experience

19
Logo
  • The Logo project began in 1967 at MIT.
  • Seymour Papert had studied with Piaget in Geneva.
    He arrived at MIT in the mid-60s.
  • Logo often involved control of a physical robot
    called a turtle.
  • The turtle was equipped with apen that turned it
    into a simpleplotter ideal for drawing
    math.shapes or seeing the trace of asimulation.
  • Original turtle (Irving) could go forwards,
    backwards, left, right,and could ring a bell.

20
Logo
  • Early deployments of Logo in the 1970s happened
    in NYC and Dallas.
  • In 1980, Papert published Mindstorms outlining
    a constructionist curriculum that leveraged Logo.
  • Logo for Lego began in the mid-1980s under Mitch
    Resnick at MIT.

21
Logo
  • The Microworlds programming environment was
    created by Logos founders in 1993. It made
    better use of GUI features in Macs and PCs than
    Logo.
  • In 1998, Lego introducedMindstorms which had a
    Logo programming language with a visual
    brick-based interface.

22
Logo
  • Logo was widely deployed in schools in the 1990s.
  • Logo is primarily a programming environment, and
    assignments need to be programmed in Logo.
  • Unfortunately, curricula were not always
    carefully planned, nor were teachers
    well-prepared to use the new technology.
  • This led to a reaction against Logo from some
    educators in the US. It remains very strong
    overseas (e.g. England, South America).

23
Uses of Logo
  • Logo is designed to create Microworlds that
    students can explore.
  • The Microworld allows exploration and is safe,
    like a sandbox.
  • Children discover new principles by exploring
    a Microworld.
  • e.g. they may repeat some physics experiments to
    learn one of Newtons laws.

24
Boxer
  • Boxer is a system developed at Berkeley by Andy
    diSessa (one of the creators of Logo).
  • Boxer uses geometry (nested boxes) to represent
    nested procedure calls.
  • It has a faster learning curve in most cases
    than pure Logo.

25
Strengths of Logo
  • Very versatile.
  • Can create animations and simulations quickly.
  • Avoids irrelevant detail.
  • Tries to create experiences for students (from
    simulations).
  • Provides immediate feedback students can change
    parameters and see the results right away.
  • Representations are rather abstract which helps
    knowledge transfer.

26
Weaknesses of Logo
  • Someone else has to program the simulations etc
    their design may make the principle hard to
    discover. Usability becomes an issue.
  • The experience with Logo/Mindstorms is not
    real-world, which can weaken motivation and
    learning.
  • The discovery model de-emphasizes the role of
    peers and teachers.
  • It does not address meta-cognition.

27
Group Learning Systems
  • Students tend to synthesize material more
    thoroughly when they feel that they are creating
    a social artifact
  • Strong mental associations are constructed
    between abstract course contents and concrete
    concepts, such as other people or a particular
    conversation
  • Patterns
  • Invisible Teacher
  • Groups Work
  • Study Groups

28
TVI
  • TVI (Tutored Video Instruction) was invented by
    James Gibbons, a Stanford EE Prof, in 1972.
  • Students view a recorded lecture in small groups
    (5-7) with a Tutor. They can pause, replay, and
    talk over the video.
  • The method works witha live student group,
    butalso with a distributedgroup, as per the
    figureat right.

29
DTVI
  • Sun Microsystems conducted a large study of
    distributed TVI in 1999.
  • More than 1100 students participated.
  • The study showed significant improvementsin
    learning for TVIstudents, compared tostudents
    in the livelecture (about 0.3 sdev).

30
DTVI
  • The DTVI study produced a wealth of interesting
    results
  • Active participation was high (more than 50 of
    students participated in 50 of discussions).
  • Amount of discussion in the group correlated with
    outcomes (exam scores).
  • Salience of discussion did not significantly
    correlate with outcome (any conversation is
    helpful??).

31
Livenotes
  • TVI requires a small-group environment (small
    tutoring rooms).
  • Livenotes attempts to recreate the small-group
    experience in a large lecture classroom.
  • Students work in small virtual groups, sharing a
    common workspace with wireless Tablet-PCs.
  • The workspace overlaysPowerPoint lecture
    slides,so that note-taking andconversation are
    integrated.

32
Livenotes Interface
33
Livenotes Findings
  • The dialog between students happens spontaneously
    in graduate courses where student discussion is
    common anyway.
  • It was much less common in undergraduate courses.
  • Students have different models of the lecture
    something to be captured vs. some that is
    collaboratively created.

34
Livenotes Findings
  • But what was very common in undergraduate
    transcripts was student dialog with the
    PowerPoint slides
  • Students oftenadd their ownbullets.

35
Peer Instruction Systems
  • Peer instruction (Mazur) is a pattern that
    encourages all these steps
  • Students are given a multi-choice question
  • They write down an individual answer
  • The class votes their answer
  • Students discuss in small groups, then answer
    again.
  • Another vote is taken
  • The instructor explains the right answer.

36
Patterns and Purpose
  • Invisible Teacher
  • Other students are able to recognize
    misconceptions in an individual that an
    instructor may not be able to anticipate
  • Active Student
  • Students that know they will need to prove their
    understanding to a peer tend to engage in the
    learning process more actively
  • Own Words and Early Warning
  • Students often under-appreciate the basic
    concepts of a course while focusing on the
    details of particular methods. By having
    students address non-trivial questions in their
    own words with their fellow students one can
    expose this underlying lack of understanding.

37
Flashcards
  • Inexpensiveand easy
  • Difficultto process

38
Personal Response System
  • Completely anonymous response
  • Ensures near 100 participation
  • Allows recording of input, confidence levels, and
    instant summary of answers

39
Inquiry-Based Systems
  • A development of Piaget based on similarities
    between child learning and the scientific method.
  • In this approach, learners construct explicit
    theories of how things behave, and then test them
    through experiment.
  • The ThinkerTools system (White 1993) realized
    this approach for force and motion studies.

40
Inquiry cycles
  • Inquiry-based learning makes students
    meta-cognitive strategy explicit.
  • It also treats learning as a kind of scientific
    research.

41
Inquiry cycles
  • Question a new problem for the learner
  • Hypothesis Learner proposes a solution or a way
    to understand the problem better
  • Investigate Learner figures a way to try out the
    hypothesis (often an experiment)

42
Inquiry cycles
  • Analyze understand the results of the
    investigation.
  • Model Construct a model or principle for whats
    going on.
  • Evaluate Evaluate the model, the hypothesis,
    everything that came before.

43
ThinkerTools
  • The tools include simulation (for doing
    experiments) and analysis, for interpreting the
    results.

44
ThinkerTools
  • Students can modify the laws of motion in the
    system to see the results (e.g. Fa/m instead of
    ma).

45
Agents Inquiry Island
  • An evolution of the ThinkerTools project.
  • Inquiry Island includes anotebook, which
    structuresstudents inquiry, and personified
    (software agent) advisers.

46
Inquiry Island
  • Task advisers
  • Hypothesizer, investigator
  • General purpose advisers
  • Inventor, collaborator, planner
  • System development advisers
  • Modifier, Improver
  • Inquiry Island allows studentsto extend the
    inquiry scaffoldusing the last set of agents.

47
Integrated Learning Environments
  • Web-Based Inquiry Science Environment (WISE)
  • UC Berkeley TELS group
  • Middle School High School science classes
  • UC-WISE
  • TELS group CS Division
  • UC Berkeley Merced lower division CS courses
  • Sakai
  • Multiple institutions
  • Called bSpace in the UC system

48
The WISE Way
  • Simple authoring environment to encourage
    iteration and experimentation by the teacher
  • Inquiry-driven learning environment in which
    students learn about a topic while constantly
    having their understanding checked
  • A gateway to peer instruction, group learning,
    and various microworlds

49
UC-WISE Goals
  • to provide technology and curricula for
    laboratory-based higher education courses that
    incorporate online facilities for collaboration,
    inquiry learning, and assessment, and to
    investigate the most effective ways of
    integrating this technology into our courses
  • to allow instructors to customize courses,
    prototype new course elements, and collect review
    comments from experienced course developers.

50
UC-WISE Features
  • Learning Management System
  • Cohesive collection of lessons, tasks,
    assignments, assessments, and related info
  • Collaborative Tools
  • Brainstorms, discussion forums, collaborative
    reviews
  • Inquiry-Based Tools
  • Web-Scheme, Eclipse exercises, Web-Java
  • Meta-Cognitive Tools
  • Quick quizzes, extra brain, peer assessment

51
Results
  • Early Warning patterns are easily instantiated
    using quizzes and brainstorms in UC-WISE
  • These activities have become the key to
    successful UC-WISE courses
  • Real time feedback affords TVI-like intervention
    by the lab TA
  • The courses are viewed as very time-intensive,
    but worthwhile
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