Title: Summary spring 06
1Summary spring 06
- Anders Mørch
- TOOL 5100, 16.05.06 20.05.06
2Outline
- 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
3CSCW and groupware
- What is CSCW and groupware and their relation to
CSCL - Historical development
- Basic problems addressed
- Research areas and concepts
- Components of groupware
4Aspects 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)
5Relationships between HCI, CSCW, and CSCL
6Basic 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
7Time/place matrix
8Extended 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?
9Basic 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)
10Bannons 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?
11Pitfalls 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.)
12Factors 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
13An 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
14Paradigms 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)
15Computer-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
16Intelligent 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)
17Logo-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)
18Computer 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
19Three factors that influence research design and
experiments
- Effects
- Conditions
- Group heterogeneity
- Individual prerequisites
- Task features
- Interactions
- Explanation
- Control
20Role 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
21Concepts 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.
22Challenges 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.
23Technology 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.
24From 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.
25The 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)
26Summary (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.
27A 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
28A Diagram of Personal and Social
Knowledge-Building
29The 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
30Collaboration 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.
31IMS-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
32An approach to formalize CSCL ScriptsCSCL
Scripting language (from Miao et al., 2005)
33Two 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
34Four 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)
35Problem-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!!
36Knowledge 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
37Technology to support knowledge building
- Computer Support Intentional Learning Environment
(CSILE) - Knowledge Forum
38CSILE 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
39Method
- 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
40Results 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
41Recommendations
- 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
42Video-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.
43Advantages ?
- 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
44Limitations ?
- 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
45Empirical 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?
46Methods
- 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
47Discussion
- 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
48Findings 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
49Study 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
50Method
- 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
51Results 1
52Results 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
53Interaction 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
54Problem 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?
55Methods 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
56Design 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
57Empirical-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
58Participatory 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
59Evolutionary 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)
60Knowledge 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)
61Reusable 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
62Multiple 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
63Conclusions
- 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
64Description 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.
65Design 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
66Pedagogical 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.
67Claims
- 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.
68Methods
- 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)
69Findings from the simulation experiment
70Pedagogical agent dimensions
- Four dimensions which are relevant to adopt
- Presentation
- Intervention
- Task
- Pedagogy
- a) collaboration principles
- b) knowledge building
71Definition 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)
72Supporting 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
73Argumentation 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
74Components 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)
75How 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?