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Title: CS260: Lecture 2


1
CS260 Lecture 2
  • John Canny
  • Fall 2006

2
Human Learning
  • Why study human learning in HCI?

3
Why Study Human Learning?
  • A People learn to use new systems periodically
  • A As people gain familiarity with systems, they
    evolve their use of them.
  • A Learning science is one of the most-studied
    areas in social science, with effective success
    metrics.
  • A Learning is not an isolated mental process,
    its part of most everyday knowledge work
    practices (micro-genesis).
  • A To better understand adult, child and
    unschooled users.
  • A Because formal education strongly shapes the
    way people think.

4
Lev Vygotsky
  • Vygotsky was an extraordinary scholarwho studied
    Law, and taught Literature, History of Art and
    Psychology by age 22.
  • Vygotsky pursued a social perspective and took it
    very far, developing theories of knowledge,
    development, and education that were profoundly
    influential.

5
Vygotsky in Education
  • Vygotsky is (with Piaget) the leading education
    theorist of the early 20th century.
  • Vygotskys social theory of learning
  • Like Piaget he argued that children learn by
    constructing their own understanding of the world
    they experience.
  • In contrast to Piaget, he insisted that the
    world experienced by children is a social,
    rather than a natural one. i.e. games, toys, and
    books are social constructions that embody social
    norms and expectations for the child.

6
Vygotsky Genetic method
  • Another of Vygotskys ideas is his genetic
    domains
  • Onto-genesis Development by an individual
  • Socio-historical Development of the society
  • Phylo-genesis Development of the (human)
    species
  • Micro-genesis Creation of ideas concept
    learning
  • His social theory involves the interplay between
    1. and 2.
  • Thus Vygotskys approach interleaves methods that
    would be regarded as both scientific and
    humanistic.

7
Vygotskys Genetic Principle
  • Vygotskys genetic principle has extraordinary
    implications.
  • Among other things, it implies a socio-historical
    approach to understanding human behavior.
  • This approach is still popular among researchers
    in Management and Cooperative Work.
  • And much more

8
Power laws
  • One of the puzzling findings in human behavior is
    the presence of ubiquitous power law processes.
    A power law probability distribution has the
    form
  • p(x)
    1/rank(x)a
  • Where a is typically between 0 and 3 and is often
    very close to 1.
  • Power laws are not natural from a statistical
    point of view. Something very special must be
    happening to cause them.

9
Power laws
  • Processes that exhibit power-law statistics
  • The probabilities of words in the English
    language
  • Word probabilities in any reasonably large corpus
  • Number of links into a web site, click-thru of
    web sites
  • Citations in academic journals
  • Paths that users take walking through a house
  • Products purchased from a vendor
  • Size of cities, sizes of companies
  • Stock market returns, trades, volumes
  • Incomes of people many others
  • One of the strongest nontrivial facts in
    social sciences

10
Genetic processes and Power laws
  • Power laws arise (and were first studied) in
    genetics. If there are k types we assume each
    type gives birth, mutates or dies with some
    probability.
  • With a variety of choices of parameters, this
    process gives rise to power law distributions.
  • For many choices of parameters,the power is 1.

11
Genetic processes and Power laws
  • While genetic processes may explain many power
    law phenomena, they can do more than that.
  • Just as in classical genetics, a genetic process
    implies a phylogenic tree exists for the
    objects in a domain.
  • We can guess the ancestry of an item from its
    current popularity, the popularity of its
    parent, and the separation time.
  • This can help us understand the adoption and
    learning of activities.

12
Learning and existing knowledge
  • Learning is a process of (genetically) building
    new knowledge using existing knowledge.
  • Knowledge is not acquired butconstructed out of
    existingmaterials.
  • The process of applying existingknowledge in new
    settings is called Transfer.

13
ZPD
  • Learning is layered and incremental.
  • In real societies, learners are helped by others.
  • In fact learners have a zone of concepts they
    can acquire with help.
  • This is the Zone of Proximal Development (ZPD).

14
Back to learning..
  • Example Who knows what this is?

100k
15
Back to learning..
  • Example

16
Learning new applications
  • Applications are designed to fit in ordinary
    users ZPD.
  • In most cases, you cant assume that there is
    human available to help a user learn the new
    system.
  • A tutorial help system can provide much of this
    support.

17
Learning new applications
  • People learn best by doing (constructing new
    knowledge).
  • Using a system exposes a users conceptual models
    of how it works, and allows them to diagnose
    mistakes.
  • A tutorial help system should be able to
    recognize and respond to common user
    misunderstandings.

18
Learning and experience
  • Learning is most effective when it connects with
    the learners real-world experiences.
  • The knowledge that the learner already has form
    those experiences serves as a foundation for knew
    knowledge.

19
Learning and transfer
  • Transfer is certainly enhanced by similarity
    between the old and new contexts.
  • What other factors should affect transfer?

20
Transfer and understanding
  • Transfer depends on thorough learning in the
    first situation (learning with understanding).
  • The more thorough the understanding in the first
    situation, the more easily knowledge will
    transfer.

21
Understanding
  • By understanding we mean that a person has a
    mental model of why a thing behaves as it does.
  • This model allows the person to predict how the
    thing behaves in other situations, and to
    explain their reasons for that conclusion.

22
Transfer and Generality
  • Generality of existing knowledge has the learner
    already seen it applied in several contexts?

23
Transfer and Motivation
  • Motivation is the new knowledge useful or
    valuable?
  • Motivation encourages the user to visualize use
    of the new knowledge, and to try it out in new
    situations.
  • Students are usually motivated when the
    knowledge can be applied to everyday situations.

24
Transfer and Abstraction
  • Is the existing knowledge abstract or specific?
  • Abstract knowledge is packaged for portability.
    Its built with virtual objects and rules that can
    model many real situations.
  • E.g. clipart

25
Summary
  • Factors affecting transfer
  • Real-world experience
  • Degree of Understanding (the earlier concept)
  • Generality of the earlier knowledge
  • Motivation
  • Abstraction

26
Metacognition
  • Metacognition is the learners conscious
    awareness of their learning process.

Metacognitionhelps transfer
27
Metacognition
  • Strong learners carefully manage their learning.
  • For instance, strong learners reading a textbook
    will pause regularly, check understanding, and go
    back to difficult passages.
  • Weak learners tend toplough through theentire
    text, then realize they dontunderstand and
    startagain.

Have I learnedthis yet?
28
Metacognition
  • Another very good strategy is to predict the next
    main point in an argument before you read it
  • What would a user interview be like?
  • What techniques will improve learning?
  • Then when you see thereal answer, the
    newknowledge will tie withreal experience
    theexperience you just had.

Let me guess whats comingnext..
29
Structuring Learning
  • A similar strategy is very effective for
    teaching.
  • Ask students to work on a problem first, trying
    out their own approaches.
  • Then provide an explanation (a set of principles
    to explain the problems behavior).

Reading, lecture
Problem, lecture
Problem work only
30
Structuring Learning
  • Again this gives students some rich and immediate
    experience with the problem.
  • When the explanation is given, students can
    relate the new information with the experience
    they just had.

Reading, lecture
Problem, lecture
Problem work only
31
  • Break

32
Piaget Stages of learning
  • Piaget observed very systematic progression of
    knowledge in young children through stages
  • Sensori-motor (acting, observing, remembering)
  • Semiotic or symbolic (naming things)
  • Concrete operations (relationships,
    transformations)
  • Propositional or formal thought

33
Sensori-motor stage (lt 2 years)
  • Conditioned behaviors, and first hand-eye
    coordination.
  • Grasping, manipulating things.
  • Some indirect manipulation.
  • Object persistence.

34
Semiotic stage (gt1.5 years)
  • Children continue to play with missing objects,
    and may use gesture to invoke them.
  • This soon turns to imaginary play.
  • Drawing.
  • Speech naming first the things that are
    present.
  • Then referring to things thatare not present,
    and to the past and future.

35
Concrete thought (2-7,7-11 years)
  • Concrete thought a system of (real) objects,
    relationships, and operations on them.
  • Children understand things by being able to
    relate them to similar things, and to predict the
    consequences of their actions.
  • They can plan and act to achieve a desired
    outcome.

36
Concrete thought
  • But early concrete thought is still tied to
    direct experience it is not de-centered.
  • E.g. children in this stage can navigate through
    their neighborhood, changing their route if
    needed.
  • i.e. they can mentally model and predict the
    results of their actions.
  • But they cannot indicate that route abstractly,
    say on a map.

37
Concrete thought
  • Concrete thought includes rich spatial and
    temporal relationships.
  • Visual design is a concrete process.

38
Formal thought (11 years)
  • Objects and operations no longer need to relate
    to the world. Things dont need to be true or
    consistent. Thinking is a game.
  • Operations are more abstract, and often
    complementary e.g. joining-separating.
  • Children learn a number of principles, like
    reversibility, proportion, chance.

39
Formal thought caveats
  • Researchers have found that the transition to
    formal thought is not as reliable as Piaget had
    thought.
  • Many features of this stage are missing in
    children who do not attend school.
  • This stage corresponds with the transition from
    learning from experience (pre-school), to
    learning from texts (school).

40
Aside Design for Developing Regions
  • Users in developing regions often have limited
    formal schooling. This leads to systematic
    challenges
  • Users are not comfortable with formal objects
    such as a red square, i.e. they do not treat
    objects as sets of attributes, but as concrete
    things.
  • Graphic (picture representations) are OK, but
    should not be too abstract.
  • Users favor representations of people doing
    actions.
  • Users expect consistency and realism.

41
Formal thought (7 years)
  • Side-effects of abstract representations
  • Context disappears things are just true or
    false everywhere.
  • Rules are very powerful, and both the rules and
    the reasoning must be accurate, or false
    conclusions will be drawn.
  • Detail must be discarded or the rules may
    conflict.

42
Thought styles
  • Designers and other visually-oriented people
    usually favor concrete thought
    context-dependent, rich representations.
  • Technologists and mathematically-oriented people
    favor formal thought context independent,
    sparse representations, rich consequences.

43
A mismatch
  • Many interface researchers (technologists) tried
    to build UI design tools using abstract interface
    specs (UIMSes)
  • the designer specifies rules about the interface
    and the system finds a solution satisfying
    them.
  • Real designers hated this idea. They lost control
    over spatial relationships and overall layout
    which was lost in the rules.

44
Macro and micro-Piaget
  • Piagetian stages are often evident in learners
    acquisition of particular concepts.
  • i.e. the learners first experience is
    sensori-motor if I do X, then Y happens.
  • They develop a language for naming the
    operations, objects, groups of objects etc.
  • They acquire concrete understanding of the
    systems operation I can change state X to Y
    using operation Z.
  • Finally, they may develop a formal understanding
    of how the system works (as explicit rules).

45
Piagets progression
  • The Piagetian progression can be a good model for
    the progression in learning new concepts, like
    how to use a computer program.
  • Look for a Sensori-motor ? Symbolic ? Concrete ?
    Abstract progression in your own learning, and in
    your users.

46
Inquiry cycles
  • Inquiry-based learning makes students
    meta-cognitive strategy explicit.
  • It also treats learning as a kind of scientific
    research.

47
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)

48
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.

49
Inquiry cycles
  • See http//thinkertools.soe.berkeley.edu
  • Thinkertools uses software agents to personify
    the different stages in inquiry cycles.
  • The agents help scaffold the child through the
    cycle.

50
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.

51
Scaffolding and ZPD
  • Scaffolding produces a steady progression through
    the learners ZPD (Zone of Proximal Development)

ZPD
Inaccessibletasks
Solo tasks
Scaffolded learning
52
Scaffolds and Tools
  • First-generation learning tools were electronic
    flashcards
  • System flashes a new item on the screen
  • User has to enter the right input (typing,
    multiple choice etc.)
  • System learns users weaknesses, and focuses its
    examples on those weak cases.
  • Quite effective for low-level learning (e.g.
    Morse code).

53
2nd Generation Scaffolds
  • Allow exploration of a knowledge domain
  • Caclulators, spreadsheets, graphing programs,
    probes etc.
  • Modeling/Simulation (e.g. Interactive Physics)
  • Matlab packages

54
MicroWorlds
  • An idea promoted by Seymour Papert (creator of
    Logo).
  • A Microworld is a simplified model of the
    physical world, which emphasizes certain physical
    principles and omits other detail.
  • E.g. 2D geometry (turtle geometry).

55
MicroWorlds
  • Microworlds encourage less structured exploration
    by learners.
  • The idea is that the learners discoveries will
    be driven more by their own goals, leading to
    better learning.
  • The structure of the Microworld should ensure
    that they make the right inferences.

56
Feedback, Reflection, Revision
  • One of the most important principles in
    learner-centered design is Early Feedback
  • The learner should be given feedback as soon as
    possible as they form new concepts.
  • This can take the form of a multiple-choice
    question so the answers can be given
    immediately.

57
Feedback, Reflection, Revision
  • Reflection tools encourage meta-cognition.
  • Thinkertools which we mentioned earlier
    encourages learners to follow an inquiry cycle.

58
Feedback, Reflection, Revision
  • Small-group discussion is another way to
    encourage reflection.
  • Discussion makes each learner reflect on their
    understanding to explain to others, and to
    interpret others explanations.
  • Systems that do this CSILE (Vanderbilt)

59
Feedback, Reflection, Revision
  • 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.
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