Title: Computer-Supported Learning Environments
1Computer-Supported Learning Environments
- Andy Carle
- acarle_at_cs.berkeley.edu
- CS 260 Fall 2006
2Outline
- Review of learning principles
- Design Patterns for Education
- The Pedagogical Patterns Project
- PACT
- Constructionist Learning Systems
- Microworlds
- Group Learning Systems
- Peer Instruction Systems
- Integrated Learning Environments
3Building Understanding
- Learning is a process of building new knowledge
using existing knowledge. - Knowledge is not acquired in the abstract, but
constructed out of existing materials. - Like any other human process, HCI
researchers/practitioners seek to mediate
learning via technology.
4Constructivism
- Piaget Learners construct new knowledge from
their experiences via cycles of accommodation and
assimilation - Accommodation The process of reframing ones
mental representation of the world to be in line
with new experiences - Assimilation Internalizing new experiences that
fit the model one has already developed - Constructivism is not a pedagogy
5Constructionism
- A pedagogy designed to explicitly facilitate the
learning methods suggested by constructivism - Developed by Seymour Papert and colleagues at MIT
in the 1960s - Explicitly claims that the construction of
external artifacts is critical to the building of
internal models - Works even better with social artifacts
6Scaffolding
- 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.
7Scaffolding and ZPD
- Scaffolding produces a steady progression through
the learners ZPD (Zone of Proximal Development)
ZPD
Inaccessibletasks
Solo tasks
Scaffolded learning
8Design Patterns
- An abstraction of a commonly recurring design
problem and its contextualized solution - Designed to inform users working in different
contexts - Originated by Christopher Alexander in the study
of architectural design problems - Each pattern describes a problem which occurs
over and over again in our environment, and then
describes the core of the solution to that
problem, in such a way that you can use this
solution a million times over, without ever doing
it the same way twice - Alexander - A process by which ordinary people can capture
the essence of a design decision by seeing how
experts think about common problems in the domain
Alexander, Ishikawa, Silverstein, 1977.
9The Pedagogical Patterns Project
- Goals
- Recreate the success of design patterns in
architecture and software engineering in the
space of pedagogical theory - Identify and disseminate context-neutral
abstractions of best practices for teaching - Encourage instantiation of these patterns in
diverse situations - Early work by Sharp, Manns, Prieto, and
McLaughlin focused on teaching object-oriented
programming concepts - Subsequent work by Joe Bergin extended the focus
to general CS education - Pattern Format
- Description of the problem
- Forces governing the application of the pattern
- Description of the solution
- Advice on implementing the solution
Sharp et al., 2000. http//www.pedagogicalpatterns
.org/
10A Pedagogical Pattern Early Warning
- You teach a course in which ideas build upon one
another and students will be lost if they do not
understand early material - Your students may not realize that they are
falling behind or that they have misconceptions,
but you are in a better position to recognize it.
Students may waste time and effort if they have
fallen behind or have misunderstood, but time is
short. If your students fall behind or miss early
material it will be difficult for them to catch
up and succeed. - Therefore, give them early warning when you see
that they are not coping with the amount of work,
or they have misunderstood some topic. Advice is
best if it points a path to success, not just
pointing out the roadblock. The earlier you give
the advice, the better chance for success in the
student. This can take many forms. If your course
has special pitfalls for the student, you can
publish these on your course FAQ. - It helps if you give frequent short exams and
quickly return the marked papers. Some
universities require exams in every course every
Friday, for example.
from Bergin et al., Feedback Patternshttp//www
.pedagogicalpatterns.org/current/feedback.pdf
11Problems in Practice
- Pedagogical patterns have a tendency to be too
abstract to be useful. - Difficult to apply to a new context
- Pattern-informed environments rarely reveal clues
about the underlying patterns to the untrained
observer - Collaboration between content experts and
pedagogical specialists is rare - Individuals that can fill both roles are even
more scarce.
12Pattern Annotated Course Tool
- Research project intended to bridge the gap
between pedagogical patterns in theory and in
practice - Visual editor in which expert course designers
can create representations of their own courses,
complete with references to pedagogical patterns - Novice instructors can see patterns instantiated
in a context that they can relate to directly
13Learning Theory in PACT (1/2)
- Make Thinking Visible
- Enable virtual navigation for exploring complex
(physical) systems - Model scientific thinking
- Provide knowledge representation tools
- Help Students Learn From Each Other
- Encourage learners to learn from others
- Scaffold the process of generating explanations
14Learning Theory in PACT (2/2)
- Promote Autonomous Life Long Learning
- Encourage reflection
- Engage learners as critics
- Make Theory Accessible
- Connect to personally relevant examples
- Provide students with templates to help reasoning
- Reduce complexity to help learners recognize
salient information
15Demo
- PACT is available for download from
http//www.cs.berkeley.edu/acarle/PACT/
16Constructionist Learning Systems
- Microworlds
- Logo, Microworlds, Boxer
- Group Learning Systems
- TVI, DTVI, Livenotes
- Peer Instruction Systems
- Flashcards, PRS
- Integrated Learning Environments
- WISE, UC-WISE
- Inquiry Based Systems
- Thinker Tools, Inquiry Island
17Microworlds
- Give students a sandbox in which they can explore
and test their mental models - Provide far more functionality than would be
obviously useful to beginners - Usually with no explicit scaffolding to keep them
away from advanced features - Microworlds encourage less structured exploration
by learners. - The learners discoveries should be driven more
by their own goals, leading to better learning. - The structure of the Microworld should ensure
that they make the right inferences.
18Patterns
- Built-In-Failure
- Test Tube
- Try it Yourself
- Larger than Life
- Real World Experience
19Logo
- The Logo project began in 1967 at MIT.
- Seymour Papert had studied with Piaget in Geneva.
He arrived at MIT in the mid-60s. - Logo often involved control of a physical robot
called a turtle. - The turtle was equipped with apen that turned it
into a simpleplotter ideal for drawing
math.shapes or seeing the trace of asimulation.
- Original turtle (Irving) could go forwards,
backwards, left, right,and could ring a bell.
20Logo
- Early deployments of Logo in the 1970s happened
in NYC and Dallas. - In 1980, Papert published Mindstorms outlining
a constructionist curriculum that leveraged Logo.
- Logo for Lego began in the mid-1980s under Mitch
Resnick at MIT.
21Logo
- The Microworlds programming environment was
created by Logos founders in 1993. It made
better use of GUI features in Macs and PCs than
Logo. - In 1998, Lego introducedMindstorms which had a
Logo programming language with a visual
brick-based interface.
22Logo
- Logo was widely deployed in schools in the 1990s.
- Logo is primarily a programming environment, and
assignments need to be programmed in Logo. - Unfortunately, curricula were not always
carefully planned, nor were teachers
well-prepared to use the new technology. - This led to a reaction against Logo from some
educators in the US. It remains very strong
overseas (e.g. England, South America).
23Uses of Logo
- Logo is designed to create Microworlds that
students can explore. - The Microworld allows exploration and is safe,
like a sandbox. - Children discover new principles by exploring
a Microworld. - e.g. they may repeat some physics experiments to
learn one of Newtons laws.
24Boxer
- Boxer is a system developed at Berkeley by Andy
diSessa (one of the creators of Logo). - Boxer uses geometry (nested boxes) to represent
nested procedure calls. - It has a faster learning curve in most cases
than pure Logo.
25Strengths of Logo
- Very versatile.
- Can create animations and simulations quickly.
- Avoids irrelevant detail.
- Tries to create experiences for students (from
simulations). - Provides immediate feedback students can change
parameters and see the results right away. - Representations are rather abstract which helps
knowledge transfer.
26Weaknesses of Logo
- Someone else has to program the simulations etc
their design may make the principle hard to
discover. Usability becomes an issue. - The experience with Logo/Mindstorms is not
real-world, which can weaken motivation and
learning. - The discovery model de-emphasizes the role of
peers and teachers. - It does not address meta-cognition.
27Group Learning Systems
- Students tend to synthesize material more
thoroughly when they feel that they are creating
a social artifact - Strong mental associations are constructed
between abstract course contents and concrete
concepts, such as other people or a particular
conversation - Patterns
- Invisible Teacher
- Groups Work
- Study Groups
28TVI
- TVI (Tutored Video Instruction) was invented by
James Gibbons, a Stanford EE Prof, in 1972. - Students view a recorded lecture in small groups
(5-7) with a Tutor. They can pause, replay, and
talk over the video. - The method works witha live student group,
butalso with a distributedgroup, as per the
figureat right.
29DTVI
- Sun Microsystems conducted a large study of
distributed TVI in 1999. - More than 1100 students participated.
- The study showed significant improvementsin
learning for TVIstudents, compared tostudents
in the livelecture (about 0.3 sdev).
30DTVI
- The DTVI study produced a wealth of interesting
results - Active participation was high (more than 50 of
students participated in gt 50 of discussions). - Amount of discussion in the group correlated with
outcomes (exam scores). - Salience of discussion did not significantly
correlate with outcome (any conversation is
helpful??).
31Livenotes
- TVI requires a small-group environment (small
tutoring rooms). - Livenotes attempts to recreate the small-group
experience in a large lecture classroom. - Students work in small virtual groups, sharing a
common workspace with wireless Tablet-PCs. - The workspace overlaysPowerPoint lecture
slides,so that note-taking andconversation are
integrated.
32Livenotes Interface
33Livenotes Findings
- The dialog between students happens spontaneously
in graduate courses where student discussion is
common anyway. - It was much less common in undergraduate courses.
- Students have different models of the lecture
something to be captured vs. some that is
collaboratively created.
34Livenotes Findings
- But what was very common in undergraduate
transcripts was student dialog with the
PowerPoint slides - Students oftenadd their ownbullets.
35Peer Instruction Systems
- Peer instruction (Mazur) is a pattern that
encourages all these steps - Students are given a multi-choice question
- They write down an individual answer
- The class votes their answer
- Students discuss in small groups, then answer
again. - Another vote is taken
- The instructor explains the right answer.
36Patterns and Purpose
- Invisible Teacher
- Other students are able to recognize
misconceptions in an individual that an
instructor may not be able to anticipate - Active Student
- Students that know they will need to prove their
understanding to a peer tend to engage in the
learning process more actively - Own Words and Early Warning
- Students often under-appreciate the basic
concepts of a course while focusing on the
details of particular methods. By having
students address non-trivial questions in their
own words with their fellow students one can
expose this underlying lack of understanding.
37Flashcards
- Inexpensiveand easy
- Difficultto process
38Personal Response System
- Completely anonymous response
- Ensures near 100 participation
- Allows recording of input, confidence levels, and
instant summary of answers
39Inquiry-Based Systems
- A development of Piaget based on similarities
between child learning and the scientific method.
- In this approach, learners construct explicit
theories of how things behave, and then test them
through experiment. - The ThinkerTools system (White 1993) realized
this approach for force and motion studies.
40Inquiry cycles
- Inquiry-based learning makes students
meta-cognitive strategy explicit. - It also treats learning as a kind of scientific
research.
41Inquiry 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)
42Inquiry 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.
43ThinkerTools
- The tools include simulation (for doing
experiments) and analysis, for interpreting the
results.
44ThinkerTools
- Students can modify the laws of motion in the
system to see the results (e.g. Fa/m instead of
ma).
45Agents Inquiry Island
- An evolution of the ThinkerTools project.
- Inquiry Island includes anotebook, which
structuresstudents inquiry, and personified
(software agent) advisers.
46Inquiry Island
- Task advisers
- Hypothesizer, investigator
- General purpose advisers
- Inventor, collaborator, planner
- System development advisers
- Modifier, Improver
- Inquiry Island allows studentsto extend the
inquiry scaffoldusing the last set of agents.
47Integrated Learning Environments
- Web-Based Inquiry Science Environment (WISE)
- UC Berkeley TELS group
- Middle School High School science classes
- UC-WISE
- TELS group CS Division
- UC Berkeley Merced lower division CS courses
- Sakai
- Multiple institutions
- Called bSpace in the UC system
48The WISE Way
- Simple authoring environment to encourage
iteration and experimentation by the teacher - Inquiry-driven learning environment in which
students learn about a topic while constantly
having their understanding checked - A gateway to peer instruction, group learning,
and various microworlds
49UC-WISE Goals
- to provide technology and curricula for
laboratory-based higher education courses that
incorporate online facilities for collaboration,
inquiry learning, and assessment, and to
investigate the most effective ways of
integrating this technology into our courses - to allow instructors to customize courses,
prototype new course elements, and collect review
comments from experienced course developers.
50UC-WISE Features
- Learning Management System
- Cohesive collection of lessons, tasks,
assignments, assessments, and related info - Collaborative Tools
- Brainstorms, discussion forums, collaborative
reviews - Inquiry-Based Tools
- Web-Scheme, Eclipse exercises, Web-Java
- Meta-Cognitive Tools
- Quick quizzes, extra brain, peer assessment
51Results
- Early Warning patterns are easily instantiated
using quizzes and brainstorms in UC-WISE - These activities have become the key to
successful UC-WISE courses - Real time feedback affords TVI-like intervention
by the lab TA - The courses are viewed as very time-intensive,
but worthwhile