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Summary spring 06

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Title: Summary spring 06


1
Summary spring 06
  • Anders Mørch
  • TOOL 5100, 16.05.06 20.05.06

2
Outline
  • 4-5 foils from each of the previous
    presentations, slightly edited
  • Tries to capture the important points, but strips
    off important context
  • It requires the viewers to have read the
    presented articles, otherwise the points may not
    make sense

3
CSCW and groupware
  • What is CSCW and groupware and their relation to
    CSCL
  • Historical development
  • Basic problems addressed
  • Research areas and concepts
  • Components of groupware

4
Aspects of groupware
  • Common task / goal
  • Interface to a shared environment
  • In addition, because there are more than one
    users
  • Division of labor, explicit role assignment
  • Awareness of the others who are interacting with
    the shared environment (often not directly
    visible)

5
Relationships between HCI, CSCW, and CSCL
6
Basic concepts in CSCW
  • Ellis et al. identify the following three terms
    are basic for CSCW research and design
  • Communication
  • Coordination
  • Collaboration (sometimes divided into 2)
  • Cooperation
  • Collaboration

7
Time/place matrix
8
Extended matrix for CSCL
  • One of the approaches to CSCL we address in this
    course is to use asynchronous groupware for
    educational purposes
  • What additional dimensions or characteristics
    would be necessary or convenient to add to the
    time/place matrix in order to better account for
    the factors that emerge when groupware is put in
    an educational context, such as classrooms?

9
Basic concepts in CSCL
  • CSCL Computer Supported Collaborative Learning
  • A field concerned with collaborative learning and
    how it can be supported by computers
  • The role of technology as mediating artifact,
    i.e. mediation becomes a key concern
  • It has been compared to the role of language in
    conventional education (e.g. Vygotsky)

10
Bannons deconstruction of CSCL
  • L What do people mean by Learning?
  • CL What do people mean by Collaborative
    Learning?
  • SCL What do people mean by Support for
    Collaborative Learning?
  • CSCL What do people mean by Computer Support
    for Collaborative Learning?

11
Pitfalls of collaborative learning
  • Collaborative learning has been criticized as
    having similar problems to those identified in
    problem-based learning and cased-based
    instruction (where learners work in groups)
  • The problem of lurkers (free passengers)
  • The complexity of modeling real situations
  • Reaching closure and scaling up
  • Process becomes more important than outcome
  • Many of these issues have been addressed by
    improvements to CSCL and integration or alignment
    with related fields (CSCW, Instructional design,
    etc.)

12
Factors important to CL
  • The nature of the collaborative task e.g.
    physics problem solving vs. editing a school
    newspaper
  • The nature of collaborators (peer,
    teacher-student, student-computer, etc.)
  • The unit of analysis (individual, activity,
    group, classroom)
  • The number of collaborators
  • The previous relationship between collaborators
  • The motivation of collaborators
  • The setting of collaboration classroom,
    workplace, home
  • The time period of collaboration from minutes to
    years

13
An open issue for discussion
  • Schmidt identifies socialization as a bottleneck
    to Internet-based (distance) education , he
    believes it is not reachable by the current
    generation of virtual universities
  • Do you agree that this is the factor impeding
    distance education institutions to further
    progress, or are there other factors that needs
    to be taken into account as well?
  • Hint Think of ways for socialization to be
    redefined for the network society so that it
    better aligns with the needs of distance
    learners, the technological possibilities they
    may have at their disposal, and the practices
    that can be expected to be adopted in the near
    future

14
Paradigms of instructional technology
  • Computer-aided instruction (CAI)
  • Since ca. 1960
  • Intelligent Tutoring Systems (ITS)
  • Since ca. 1970
  • Logo-as-Latin
  • Since ca. 1980
  • Computer Supported Collaborative Learning
  • Since ca. 1990
  • Note these fields are active today, but
    sometimes under new umbrellas and evolved to meet
    new needs (e.g. instructional design, Lego/Logo,
    e-learning)

15
Computer-Aided Instruction
  • Psychological roots in behavioral science
  • Focus on support for instruction in teaching
    situations (e.g. classroom) with the computer
  • The teachers role is to acquire knowledge and
    find efficient ways to share it with the students
  • Often referred to as to as the acquisition-transm
    ission metaphor of teaching and learning
  • Today often associated with instructional design,
    such as reusable learning objects and
    domain-specific repositories that domain experts
    (e.g. teachers) can search to find teaching
    material

16
Intelligent Tutoring Systems
  • The focus here, as often in CAI, is on computer
    support for individual learning
  • More emphasis on the learner than the teacher
  • Psychological roots in cognitive science and
    Artificial Intelligence (e.g. Newell Simon,
    1972)
  • The computer provides a cognitive model of human
    information processing, representing novice and
    expert problem solving, and track performance
  • An ITS provides expert advice to students as they
    solve problems in well-defined domains (e.g.
    physics, math, medical procedures)

17
Logo-as-Latin
  • Instead of learning by being taught, this
    approach focuses on learning by doing
  • Psychological roots in the developmental psych of
    Piaget and the philosophy of education of Dewey
  • Constructionism is a term that is often used as a
    label for this approach
  • The student constructs by creating and running
    micro-worlds programmed in Logo (Papert, 1980)
  • Later efforts have extended this to higher level
    languages, e.g. using Lego/Logo (e.g. Resnick,
    1990)

18
Computer Supported Collaborative Learning
  • Roots in several fields in the social sciences
    and socially oriented theories of learning (going
    back to Vygotsky, G H Mead, and others)
  • Focus on overarching concerns that attempts to
    bridge the individual-social gap in interaction
  • Common perspectives and sources of influence
  • Social constructivism
  • Socio-cultural theories
  • Situated and shared cognition

19
Three factors that influence research design and
experiments
  • Effects
  • Conditions
  • Group heterogeneity
  • Individual prerequisites
  • Task features
  • Interactions
  • Explanation
  • Control

20
Role of the computer
  • Tool for analysis
  • Interaction analysis
  • Analyzing and modeling collaborative learning
    practices, such as ..
  • Negotiation
  • Argumentation
  • Mediating artifact
  • This is not addressed in this article, but comes
    up in later articles

21
Concepts underlying CSCL research
  • Concepts of collaboration
  • Collaboration can be considered as a
    special form of interaction. Engeström (1992) has
    elaborated a three-level notion of developmental
    forms of interaction coordination, cooperation,
    and reflective communication.
  • According to another definition
    Collaboration can be defined as a process of
    participating in knowledge communities. As
    pointed out by Brufee (1993, p.3) collaboration
    is "a reculturative process that helps students
    become members of knowledge communities whose
    common property is different from the common
    property of the knowledge
  • communities they already belong to".
  • Collaboration as seen as a special form of
    interaction, and collaboration as a process of
    participation in collective activities ("working
    together"), include the idea of achieving shared
    goals. It appears that we can--that perhaps we
    must--analyze collaborative activities on both
    micro and macro levels.

22
Challenges and advantages of CSCL
  • Why has CSCL been so slowly adopted? As proposed
    by Kling (1991) in the context of CSCW, it might
    be that the meanings attached to collaboration
    are too positively loaded, or the collaborative
    settings are interpreted too narrowly referring
    only to positive phenomenon. This may restrict
    one from seeing that collaborative situations are
    also full of contradictions, competition, and
    conflicts.
  • On the other hand, technology offers the kind of
    potentials for learning which are very different
    from those available in other contexts. One
    self-evident benefit is, that computer networks
    break down the physical and temporal barriers of
    schooling by removing time and space constraints.
    The delay of asynchronous communication allows
    time for reflection in interaction. Making
    thinking visible by writing should help students
    to reflect on their own and others' ideas and
    share their expertise.

23
Technology for collaboration
  • collaborative use of technology and collaborative
    technology are different. Imagine a pair of
    students working at the computer running a
    simulation program in physics. The simulations on
    the screen can help the students to collaborate,
    by creating a referential anchor, a point of
    shared reference (Crook, 1994). This referential
    anchor can function as a "concrete" shared
    representation, can support the negotiation of
    meanings, and mediate students communication
    activities in their development of reciprocal
    understanding (Hakkarainen, et al., 1998
    Järvelä, et. al., 1999). In this case, the
    technology, the software developed for the
    individual user, is utilized in creating and
    establishing collaborative activities through its
    use as anchoring support.

24
From technical to social infrastructure
  • One of the major challenges of CSCL, or
    educational technology in general, is scaling-up
    how to expand and implement the good practices
    that researcher and teachers have found and
    developed.
  • Bielaczyc (2001) has presented a parallel idea.
    According to her, one of the key factors in
    successful implementation of CSCL is to build an
    appropriate social infrastructure around the
    technical infrastructure.

25
The multidisciplinary CSCL
  • CSCL can presently be characterized as consisting
    of three methodological traditions experimental,
    descriptive and iterative design.
  • Many empirical studies follow the dominant
    experimental paradigm that compares an
    intervention to a control condition in terms of
    one or more variables.
  • The ethno-methodological tradition (exemplified
    in CSCL by Koschmann et al., 2003 Koschmann et
    al., 2005 Roschelle, 1996 Stahl, 2006) is more
    suited for descriptive case analyses.
  • The iterative design tradition is exemplified by
    Fischer Ostwald (2005), Lingnau, et al. (2003)
    and Guzdial et al. (1997)

26
Summary (F4)
  • Lipponen To strengthen a set of coherent
    foundations for CSCL. This task is absolutely
    worthwhile of striving for, but also be a very
    demanding task
  • Stahl et al argued that CSCL requires a focus on
    the meaning-making practices of collaborating
    groups and on the design of technological
    artifacts to mediate interaction. Whether this
    focus can, will or should lead to a coherent
    theoretical framework and research methodology
    for CSCL remains to be seen.

27
A Model of Collaborative Knowledge-Building
  • The paper (F5) present a model of learning as a
    social process
  • Individual minds in relation to socio-cultural
  • Framework for the design of CSCL-SW (KBE)
  • 5 theories of learning (Koschmann)
  • The paper incorporating insights from these
    theories/philosophies
  • Multiple phases constitute a cycle gt
    increasingly complex questions to be posed

28
A Diagram of Personal and Social
Knowledge-Building
29
The Idea of a Computer System to Support the
Knowledge-Building Process(1)
  • A KBE should
  • go beyond a single-purpose system
  • retain a record of the knowledge that was built
    up
  • And it should therefore probably be
  • built on asynchronous, persistent collaborative
    technologies and be deployed on the Internet as a
    Web-based environment

30
Collaboration scripts
  • Collaboration script is a set of instructions
    specifying how the group members should interact
    and collaborate to solve a problem. ODonnell
    Dansereau 1992)
  • Internal or external representations
  • A CSCL-script is a computational representation
    of a collaborative script
  • A general modelling language for formalising
    collaboration scripts is missing.
  • No tool for CSCL practitioners to create, reuse,
    integrate, and customize CSCL scripts.

31
IMS-LD as collaboration modeling language
  • Existing learning process modelling language
    IMS-LD provides insufficient support to model
    group-based, synchronous collaborative learning
    activities.
  • Some attempts have been done to extend IMS-LD,
    but still no good solutions.
  • The aim for the research work presented in this
    paper is to develop a scripting language for
    formalising CSCL scripts and exploring their
    potential types of usage and system support
    possibilities

32
An approach to formalize CSCL ScriptsCSCL
Scripting language (from Miao et al., 2005)
33
Two modes in dealing with Knowledge
  • Belief Mode
  • Concerned with what we and other people believe
    or ought to believe
  • Our response to this mode is to agree or
    disagree, to present arguments and evidence for
    or against, to express and try to resolve doubts
  • Ex. ideas that presented for consideration
  • Design Mode
  • Concerned in the usefulness, adequacy,
    improvability and development potential ideas
  • The essence is IDEA IMPROVEMENT
  • Ex. There is no ultimate computer because with
    each advancement new possibilities arise for
    further advances

34
Four constructivist educational approaches in
Design Mode
  • Learning by Design (developed at Georgia Tech.)
  • Project-Based Science ( developed at the
    University of Michigan)
  • Problem-Based Learning (developed at Southern
    Illinois University)
  • Knowledge Building (developed at Ontario
    Institute of Study in Education/University of
    Toronto)

35
Problem-based learning vs. kn bldg
  • Problem-Based Learning
  • Learners are expected to determine what
    information they need to solve the problem and
    work together to achieve the solution with a
    little direct help from the instructor.
  • Is often treated as synonymous with project-based
    learning.
  • Originated in the medical school to solve problem
    encounter in practice Grows out in different
    tradition and focus
  • Disadvantage Is not focused on tangible end
    product. The end product is a problem solution
    purely conceptual artifact.
  • Knowledge Building
  • Defined as creatively work with ideas that
    really matter to the people doing the work
  • work directly aimed at creating and improving
    broadly significant theories, problem
    formulations, interpretations and the like.
  • Is the least bound to a particular activity
    structures and it is not confined to particular
    occasions or subjects but pervades (or spread
    through) mental life and they claim in and out
    of school!!

36
Knowledge building vs. knowledge construction
  • Knowledge building May be defined as the
    production and continual improvement of ideas of
    value to a community, through means that increase
    the likelihood that what the community
    accomplishes will be greater than the sum of
    individual contributions and part of broader
    cultural efforts. Bereiter Scardamalia, 1987,
    1989, 1993.
  • Knowledge construction Is evidenced by the
    accretion (accumulation) of interpretations on an
    information base that is simultaneously expanded
    by information seeking and transformations.
    Suthers, 2005

37
Technology to support knowledge building
  • Computer Support Intentional Learning Environment
    (CSILE)
  • Knowledge Forum

38
CSILE Study (Hakkarainen et al)
  • The aim is to study how different practices of
    CSCL learning influenced the epistemological
    nature of students inquiry.
  • The focus is in examining the condition for which
    CSCL facilitates higher-level practice inquiry in
    different classroom cultures ( Canadians and
    Finnish CSILE groups).
  • Can be abstracted as from potentially
    culture-specific factors
  • It is based on a conceptual, qualitative and
    quantitative analysis
  • It does not give direct information about
    psychological process involved in CSILE use

39
Method
  • Qualitative analysis of notes stored in CSILE
    database
  • Five steps scale research questions
    classification
  • Isolated Facts
  • Partially Organized Facts
  • Well-organized Fact
  • Partial explanation
  • Explanation
  • Production was made at the level of ideas and
    several observation
  • Interaction was analyzed through the content of
    their written communication with the use of CSILE
    network

40
Results 1
  • Canadian Classroom A
  • has prominent role of a explanation-oriented
    process of inquiry
  • Higher proportion of explanation-seeking research
    questions, explanatory level of scientific
    information and intuitive knowledge
  • Canadian Classroom B and Finnish
  • Focused on processing factual knowledge and
    empirical generalization
  • Low proportion of explanation-oriented inquiry

41
Recommendations
  • All students, regardless of their individual
    cognitive competencies, might remain at more
    elementary level without the guidance of a
    teacher
  • Students needs a great deal of pedagogical and
    epistemological guidance to participate at a
    process of level of inquiry analogous to
    scientific inquiry
  • There is a need of the teacher to have a
    pre-service function and conceptual understanding
    of advanced processes of knowledge-seeking
    inquiry

42
Video-based research (workshop)
  • Emphasis on describing in detail the wholeness
    of what is going on in a particular activity or
    situation.
  • Video-based Interaction Analysis (Jordan and
    Henderson,1995), consists of
  • the in-depth micro-analysis of how people
    interact with one another,
  • their physical environment,
  • and the documents, artifacts, and technologies in
    that environment.
  • Jordan (1992) used video data to explicate how
    authoritative knowledge is distributed in two
    highly computerized settings
  • an airline operations room, where knowledge is
    continually jointly produced
  • and a hospital setting, where it is vested in the
    technology and the physician.

43
Advantages ?
  • The ability to document nonverbal behavior and
    interpersonal communication (facial expressions
    and emotions).
  • It preserves the activity as its unfolding, so
    that the data material can be validated by other
    researchers.
  • Viewing it several times
  • Comments from others
  • Captures multiple views of a situation.
  • Enables the researcher to participate in the
    activity

44
Limitations ?
  • Do the recordings manipulate the reality?
  • Note without an exceptionally wide-angled lens,
    no camera can record all activity in a classroom
  • Capturing too much can also be a problem
  • Confidentiality can be a problem
  • Time consuming and expensive
  • Large amount of data
  • Expensive equipment
  • Subjects may get influenced by the presence of a
    camera

45
Empirical studies
  • The literature about distance education is
    dominated by enthusiastic studies and accounts
  • But some studies report the importance of
    students isolation in distance education course
  • Original research question was How do the
    students in B555 overcome their feelings of
    isolation in a virtual classrom to create the
    sense of a community of learning?

46
Methods
  • Three different techniques was used
  • Observation Online classrom discussion was
    observed to grasp how the instructor facilitated
    the dialogue among the students. And it was
    observed how each student interacted with the Web
    site
  • Interview Was conducted immediately after the
    students had finished their tasks on the Web
  • Document review Examination of various types of
    documents realted to B555, including the course
    syllabus, reading assigment, and the cataogs
    course description. And the instructors personal
    log

47
Discussion
  • From the interviews and the observations it
    appared that there were two foci of fustrations
    among the students, the first was on the
    technological problems and the second was on the
    course content and the instructurs practices in
    managing her communications with the students
  • The Instructor belived that she had reduced the
    students fustrations during the semester, but
    this was shown not to be true, as the student
    only had expressed some of their fustrations to
    the Instructor

48
Findings contd
  • Most articles about distance education emphasize
    the positive aspects
  • Only a few scholars examine important limitations
    and pervasive problems
  • According to the authors is time to seriously
    consider the actual experience among students in
    distance education courses an to critically
    discuss the phenomena of distance education
  • It is also question if technology can improve
    pedagogy with little special effort

49
Study 2
  • The objective of the study was to intensivly
    examine the patterns of female and male
    studentsparticipation in computer-supported
    collaborative learning in two classrooms
  • There are significant differences between male
    and female students in their attitudes towards,
    knowledge about, or use of computers (Durnell
    Thompson, 1997, Hakkarainen et.al, 2000, Scott,
    Cole Engel, 1992)
  • Male students are generally more enthusiastic
    about the use of information and communication
    technologies
  • Female students experience computer phobia or
    tend to minimize the use of their computers

50
Method
  • Participants Classrooms A and B
  • Classroom A, 19 female, 9 male
  • Classroom B, 10 female, 20 male
  • Study material The CSILE database
  • Qualitative analysis of the students written
    comments posted to the database within one
    academic year
  • The comments was first partitioned into ideas
  • Then the comments were classified according to
    type of communicative idea (agreement, neutral or
    disagreement)
  • - Communicative ideas within a comment were
    analyzed by specifying the object of inquiry
    Linguistic form, research question, research
    methods, information, explanation, other or
    unspecified

51
Results 1
52
Results contd
  • Patterns of interaction
  • The analysis indicated that CSILE
    studentsnetwork of interaction was rather dense
    in both of the classroms
  • Also indicated that the students preferred to
    communicate within their own gender group. This
    was stronger in classroom A than classroom B

53
Interaction analysis (workshop)
  • Capture speech, gestures, use of artefacts
    (social and material), distributed activity
  • Individual/Collective/Relations
  • How detailed trajectories
  • in relation to time, space, semiotic layers?
  • Multiple levels (zooming)
  • Transcriptions

54
Problem identification
  • The black box of peer group learning
    (Kumpulainen, K., Mutanen, M., 1999).
  • The Phenomenon? Meaning making, new type
    activity, negotiations
  • Unit of analysis? Episodes?
  • When/How can we make assumptions and claims from
    qualitative data? Corpus? Theory (abduction)?
    From review of literature?

55
Methods for design
  • In the same way we have methods for evaluation we
    have methods for design
  • I have chosen to put different approaches to
    design under the umbrella of design techniques
    and to focus on them in detail
  • There are other ways to approach design, some of
    them more general, others specific

56
Design techniques
  • Scenario-based design
  • Empirical-based design
  • Participatory design
  • Theory-based design
  • Evolutionary design
  • The techniques are partially overlapping and are
    often used in combination

57
Empirical-based design (also called iterative
design, prototyping)
  • Suggest answers to empirical questions
  • Involving real users in order to support their
    needs, not the needs of system developers,
  • Iterations of system building and evaluation with
    users
  • Evaluation is often done in usability labs, but
    can also be done using other means

58
Participatory design
  • User participation in the early phases of system
    development
  • Users are considered equal partners with
    developers
  • Often referred to as Scandinavian approach to
    system development (democratic design)
  • Understand what goes on at the workplace and in
    the interaction between workers
  • Technology is mediating artefact alongside
    other artefacts such as profession-oriented
    languages
  • Mutual learning and use of low-fidelity
    prototyping techniques

59
Evolutionary design
  • Develop a new system based on an existing one
  • This is often the default approach for many
    developers, even without being aware of it,
    because many developers have a repertoire of
    tools to build from
  • Start from something that already works and
    available to low level inspection and code reuse
  • Find out what can be improved and add the
    improvements to the existing working system
  • Can be used in different ways
  • within one system (e.g. extending an open source
    system)
  • from one generation of system to another (e.g.
    product families)
  • and from one technology to another (mock up to
    computer display)

60
Knowledge building using Knowledge Forum (see PDF)
  • Separate foils
  • The Learning Sciences
  • CSILE/KF
  • Projects A KB perspective
  • Core elements
  • Screen dumps of Knowledge Forum (should
    understand how the system is used by students)
  • Scaffolds (check this in particular)

61
Reusable learning objects
  • Movements in the Learning Object Economy
  • Historical summary showing various definitions
    and criticizing them
  • Towards a Concept of the Reusable Learning Object
    (LO)
  • Setting the principles of LO foundation
  • Creating Learning Objects
  • LOs and principles of learning intent and
    reusability
  • Developing Learning Objects
  • Conceptualization and Collaborative development
  • Standards and Specifications for Developing
    Learning Objects
  • Standards enables genuinely sharable and reusable
    content objects
  • Learning Objects and Electronic Books
  • Differences between e-books and material books
  • The role of LOs in the construction of e-books
  • Conclusion

62
Multiple definitions of learning objects
  • Draft Standard for Learning Object Metadata v6.1
  • LO is defined as any entity, digital or
    non-digital. Non-digital objects such as computer
    hardware and digital objects like images enjoy
    the same conceptual status, thereby making it
    impossible to use the term Learning Object in a
    meaningful way.
  • Wiley, David. A. (2002)
  • LO is any digital resource that can be reused to
    support learning. a broad characterization
    classifying every digital asset as a LO.
  • L'Allier, James J. (1997)
  • LO is the smallest independent structural
    experience that contains an objective, a learning
    activity and an assessment."
  • Based on these foundational principles LO can be
    defined as
  • A Learning Object is an independent and
    self-standing unit of learning content that is
    predisposed to reuse in multiple instructional
    context

63
Conclusions
  • LOs are the most meaningful and effective way of
    creating content for e-learning
  • The current definitions and practices of LOs are
    confusing and arbitrary
  • They will never be able to avail themselves of
    the flexibility, scalability and speed offered by
    information technology
  • Necessary with a commonly accepted, accurate and
    functionally effective definition of a LO
  • Establish a concept of the LO that clearly lays
    out the principle basis on which it is founded
  • Need to reengineer the design and development
    process of LOs
  • Developers should embrace a multidisciplinary and
    cooperative model of development

64
Description of the ITCOLE software
  • The pilot version FLE2 (now 3) is cross platform
    and HTML based for end users
  • The ITCOLE/ Fle3 environment will contain several
    tools
  • Virtual Web Top storing and sharing documents,
    java applets etc.
  • KB module facilitates between-user interaction,
    multiple discussions
  • Jam session encourages free flow of ideas
    allows experimentation
  • Meeting room collaborative multi-user
    applications (whiteboard, chat etc.)
  • Library - store, publish and browse diff.
    learning materials
  • Provide external structures that help a student
    to participate in expert like processing of
    knowledge without increasing the cognitive
    processing load.
  • Participation in depth learning, scaffolding the
    users
  • Tools for students to record and visually
    represent their activity
  • Challenge design interface helping users to
    manage knowledge produced
  • Important challenge of ITCOLE is to design tools
    that help to represent progress of discussions by
    graphical means.

65
Design objectives
  • The objective for ITCOLE is to build a
    pedagogical interface for educational use
  • The objective can be divided into three main
    aims
  • Scalability universal access for different
    user/browser configurations
  • Usefulness - full set of features to enable
    collaborative KB - system functionality
  • Usability user friendly and attractive
    graphical design flexible and customizable
  • Some screenshots from Fle3 http//fle3.uiah.fi/
    screen_shots/index.html

66
Pedagogical agents in CSCL
  • Goal / intentions
  • To integrate pedagogical agents with
  • collaborative environments (synchronous and
    asynchronous)
  • Findings/Contributions
  • A design space for classifying pedagogical
    agents presentation, intervention, task, and
    pedagogy,
  • A series of attempts that shows it is possible to
    take advantage of statistical information in
    collaborative learning environments without
    detailed student modeling,
  • An approach to represent common attitude and
    principles associated with collaborative
    performance, and
  • customizable agents to address the imprecision
    dilemma associated with providing agent-based
    assistance in poorly structured knowledge domains.

67
Claims
  • A distributed learning environment has a set of
    rules and roles for how to interact.
  • These rules and roles are not straight
    forward for most participants. The player need
    to learn at least one role in order to
    successfully participate e.g. to be a
    collaborator.
  • When this set of rules-and-roles is internalized
    and shared among the other users, it may improve
    participation and collaboration.
  • If software agents are allowed to reason with
    these representations, conceptual awareness can
    be trigged by a computational mechanism.

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Methods
  • Inspiration from related work (evolutionary
    design)
  • Teamwave Workplace
  • Future Learning Environment (FLE)
  • Empirical studies
  • Wizard of Oz technique (simulation experiment)
  • Trials in high schools (design experiment)
  • Iterative design (integrating agents with the
    systems and evaluating the results)

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Findings from the simulation experiment
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Pedagogical agent dimensions
  • Four dimensions which are relevant to adopt
  • Presentation
  • Intervention
  • Task
  • Pedagogy
  • a) collaboration principles
  • b) knowledge building

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Definition of awareness conceptual awareness
  • an understanding of the activities of others,
    which provides a context for your own activity
    (Dourish Bellotti, 1992)
  • an understanding of the generalized activities
    of others, which provides a context for your own
    activity (Mørch, Jondahl Dolonen, 2005)

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Supporting argumentation discourse
  • Classroom instruction need to be centred around
    students active learning and take into account
    research that demonstrates that students prior
    knowledge is significant factor for active
    learning
  • That the focus on students work should transcend
    the declarative to include procedural and
    strategic knowledge reason and reflect
    meta-cognitively on their own learning and the
    construction and evaluation of scientific
    knowledge

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Argumentation in classrooms
  • This requires a focus on
  • How evidence is used in science for the
    construction of explanations
  • Evaluate the selection of evidence and the
    construction of explanations
  • Debate and argumentation around competing
    theories, methodologies and aims are central to
    doing and learning science
  • This requires that students engage in practicing
    and using this form of discourse in a range of
    structured activities
  • This will support the social construction of
    knowledge, exposing student thinking and enabling
    its critical evaluation by the teacher, the
    student and his/her peers
  • This is central to CSCL

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Components of argumentation
  • Argumentation as a war that seeks to establish a
    winner, or ..
  • as a social and collaborative process necessary
    to solve problems and advance knowledge
  • (e.g. Toulmin warrants and backings used to
    make claims are shaped by the guiding conceptions
    and values of the field/community)

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How can teachers foster and improve the quality
of the argument?
  • Encourage and sustain argument oriented discourse
    (warrant, claim, backings, qualifiers)
  • Content oriented?
  • These two aspects are intertwined
  • arguments are more general and the content is
    more specific
  • Combination of multiple techniques to foster
    sustained argumentation practices such as
    student presentations, small-group discussions,
    teaching argumentation skills and discourse
  • How can CSCL take these issues into account?
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