Title: Vorlesung KI
1Didactic Design through Storyboarding Standard
Concepts for Standard Tools Klaus P.
Jantke German Research Center for Artificial
Intelligence The Competence Center for e-learning
(CCeL) Saarbrücken, Germany Rainer Knauf Faculty
of Computer Science and Automation Chair of
Artificial Intelligence Technical University of
Ilmenau Ilmenau, Germany
21 Introductory Remarks
What kind of knowledge is required for
designing e-learning systems?
Topical Knowledge Domain Area of Studies
badly under-estimated
Didactic Knowledge Learner-Machine Interaction
IT-related Knowledge Implementation Technologies
Many more disciplines are involved Ergonomics,
Social Sciences, Psychology, ... The design of
an e-learning systems is a quite
interdisciplinary project.
3- How to promote didactic knowledge when designing
(e-) learning systems? - How to include didactic variants of presenting
materials? - What determines the variants?
- teaching methods?
- available material?
- the environment a room, a green meadow, air
conditions, . - the learners their pre-skills, their number,
- the teacher(s)
- machine(s) or human(s)
- topical skills
- social skills
- IT-related knowledge
- - what else?
- How to choose an appropriate variant according to
the particular circumstances during the learning
process?
- Here, we suggest an AI-typical approach to face
these issues - Propose a modeling concept for Didactic
Knowledge Storyboards - Suggest a (standard-) tool to develop and process
such models Viso
42 Storyboards so far
- Some people promise they are useless when using a
certain platform for developing e-learning
systems
5- Others offer storyboarding as an important
service for developing e-learning systems, but - limit it to a concept of organizing
software-technological documents at a high level
design and - dont model the learning process with it.
- This is not appropriate to model humans learning
process. - Again, others, admit the usefulness of
storyboards, but have a quite unsophisticated
imagination of it, which is far away from a
workflow directed technology to implement
learning platforms
63 Motivating Didactic Design
What learning?
- Learning is a process of (re-)constructing
knowledge - by actively dealing with
- content represented as media objects
(textbooks, slides, talks, movies, - course
material) - human actors teachers, tutors, co-learners
- in a certain location characterized by
- room conditions
- presentation equipments
-
- by a certain form of interaction between the
(human and non-human) agents - influenced by soft factors like
- the agents moods
- formal and social relations of agents to each
other - individuals outside the learning process
- driven by
- the learners pre-conditions and needs
Since at least (4) and (5) are very individual,
different learners may construct different
knowledge in the same environment settings (1),
(2) and (3).
74 Storyboarding - Our Concept
- Objectives and differences to concepts so far
- driven by the human learning process,
- not by software-technological concepts
- supporting the development of technology enhanced
learning, - not the design of e-learning systems
- organizing learning experience,
- not learning materials
- concentration on the learners activities,
- not on the use of e-learning systems
- More generally, technological progress
- has to support the satisfaction of natural
human wishes (like learning, e.g.) by providing
tools that help to perform appropriate activities
and - must not force humans to adapt their natural
desires and activities to current (software-)
technological standards or tools. - Requirements to the Storyboard approach to
support didactic design - clarity by providing a formal high-level modeling
approach, which enjoys - simplicity and
- visual appearance
8- Core notion
- A storyboard is a graph with annotations to its
nodes and edges - Nodes are scenes or episodes the edges specify
transitions between them. - Scenes are atomic and may be implemented in
different ways. - Episodes are composite and are described by
sub-graphs. - Key annotations to nodes specify actors and
locations. - Free text annotations to nodes and edges may
represent didactic intensions.
- More specifically,
- nodes that represent episodes may be expanded by
sub-graphs storyboards are hierarchically
structured graphs by their very nature - comments to nodes and edges are intended to carry
information about didactics, i.e. educational
meta-knowledge. Goals are expressed and variants
are sketched - edges may be colored to carry information about
activation constraints and any variants of their
adaptive availability. Certain colors may have
some fixed meaning like usage for certain
educational difficulties - actors and locations are assigned to atomic
nodes, only and - certain scenes represent documents of different
media types like pictures, videos, oral talks,
PDFs, Java applets, formatted texts,
9An example Annotations to a (atomic) scene
10Peculiarities of the proposed concept
- Again, storyboards do not organize materials, but
experience related to materials. - The agents are not limited to computers (as the
source of knowledge transfer) and humans (as the
destination of knowledge transfer). - The documents are not limited at all to any
e-learning system's content, but allow for a
large variety of document types (scripts, slides,
books, ). - The setting doesn't have to be a learner sitting
in front of a computer, but also a group of
learners, co-learners, teachers, software agents,
in a lecture room, at a coffee place, at a
green meadow, - Both online and offline experiences are involved.
- Episodes may have alternative implementations
(online vs. offline, e.g.) - Didactic concepts result in developing patterns
of graph structures and thus, become explicit,
visible, and subject of quality assurance.
115 Storyboarding in Practice
- Basic principles
- Top-down design
- Keep an overview by
- starting with a top-level storyboard of about 6
nodes and becomes subject of refinement - developing small graphs only and
- nesting them appropriately
- Collect scenes and episodes first and discus
their appropriate linking later
An Example A Data Mining Course
- Here, we chose a problem-oriented, explorative
style of transferring knowledge. - principle 1 start by a top-level graph
- principles 2 and 3 ended up with
- an 11 nodes initial top-level graph with one
episode unlinked at all - which turned to a 13 nodes graph with all nodes
linked and introducing - different design variants
- different colors of edges to reflect different
learners preferences
12Top Level Storyboard of the Example
- Episode Introductory Case Study can be
implemented in different ways - Individual studies with a Web-based system
(JANTKE) - Classical lecture (KNAUF)
- Discussion group offline (an option for others)
- What about the lonely node Stories of Success ?
- In the early design stages its integration has
been left open until we found a didactically
motivated integration
13Didactically Driven Paths - Embedding Stories
of Success
- Generally, all transitions are accessible by all
learners. - Guidance offered to particular learners are
didactically driven - Light blue edges transitions recommended for
illustration oriented learners
Variant 1 Using this episode for repeated
motivation
Variant 2 Using this episode for final
illustration
14Alternative Node Implementations - Refining
the episode Introductory Case Study Revisited
Depending on the available resources, the actors
preferences, the implementation of a node may
differ.
This node has three implementation variants
- An episode State of the Affair Summary
- A scene Spam Mail Classification Revisited
implemented by lecture slides (KNAUF) - A training-oriented Open Space scene (JANTKE)
- extended by the human actors (Learner,
Co-learner, Trainer) - commented by an informal description of (required
prerequisites and didactic intentions)
The latter variant nicely illustrates that the
approach goes far beyond the issue of designing
e-learning environments!
156 Summary and Outlook
- Storyboarding is a way of managing didactic
knowledge for organizing learning experience. - The proposed concept leads far beyond the limits
of software engineering. - All didactic forms including collaborative and
competitive work and classical learning forms may
be included. - Didactic design becomes explicit and subject of
quality assurance. - As a vision, the comprehensive use of this
approach will lead to typical design patterns of
successful storyboards. - Thus, it is the first step towards exploring and
learning (new) general didactic knowledge as
graph-templates by analyzing particular
successful storyboards.
to (5) A problem-driven, explorative didactic
template seems to be