Title: Building%20Mental%20Models%20with%20Visuals%20for%20e-Learning
1Building Mental Models with Visuals for
e-Learning
- Shalin Hai-Jew
- Aug. 7 10, 2008
- Minneapolis, MN
- MERLOT Still Blazing the Trail and Meeting New
Challenges in the Digital Age
2Mental Models
- Definitions A learners internal
conceptualization of a system / paradigm,
situation, personage, phenomena or equipment a
learners sense making (vs. an instructors
conceptual model on which the designed learning
is based) implicit and explicit knowledge,
internalized and externalized knowledge
subconscious and conscious beliefs - Synonyms An underlying substructure an
analogue of the world an operationalized mental
template for meaning and form (Riggins
Slaughter, 2006, p. 4) worldview
3Mental Models (cont.)
- Ideas People Act On Theories in use vs.
espoused theories (the implied theories based on
peoples actions vs. what they say they believe),
to paraphrase Argyris Schon - Structured Knowledge A hypothetical knowledge
structure that integrates the ideas,
assumptions, relationships, insights, facts, and
misconceptions that together shape the way an
individual views and interacts with reality
(Steiger Steiger, 2007, p. 1) an embodiment of
domain knowledge in order to abstractly reason
about the domain (objects, grouping,
interrelationships, sequences, processes, and
behaviors)
4Theoretical Underpinnings
- Constructivism, which asserts that learners make
meanings in their own minds - Cognitivism, the study of the human mind,
awareness and mental functions, especially the
Dual Channel Model (auditory-verbal and
visual-pictorial), with strategies to maintain
cognitive load (Mayer Moreno, 1998)
5Metaphoric Mapping
6Some Types of Mental Models
- Representational describes, articulates,
renders coherent, illustrates, and defines - Predictive anticipates, proposes trend lines,
predicts, and projects / forecasts - Proscriptive defines how something should be
ideally - Speculative proposes an un-testable thesis,
purely theoretical (may be mental models at
extreme scales, beyond sight, sound, and human
perception)
7Some Types of Mental Models (cont.)
- Live Info-Heavy Modeling collates live,
dynamic, and multi-variate information (from
remote sensors, cameras, people, and other
sources) into a semi-coherent larger view /
visualization may be user-interactive and
user-manipulatable for analysis and
decision-making
8Pedagogical Considerations
- Identification of threshold conceptsdifficult
core concepts that once understood provide a
broad base for comprehension of more advanced
concepts - The fomenting of cognitive dissonance related to
beliefs, perception, attitudes, behaviors to help
learners adjust internal mental models - Building on naïve mental models which tend to be
elusive, poorly formed, incomplete, poorly
structured, difficult to articulate, illogical,
overly generalized, and invalid (from Nardi
Zarmer, 1991, p. 487)
9Pedagogical Considerations (cont.)
- Surfacing learner mental models offering methods
to test assumptions avoiding negative transfer
avoiding undesirable dependencies to the learning
tools, and reinforcing accurate conclusions and
observations (consistently, with augmenting
cues) - Identifying and addressing misconceptions (of
objects, of relationships, fragmented knowledge,
comparison, contrast, over-generalization,
over-simplification, and others)
10Pedagogical Considerations (cont.)
- Must have a defined learning approach clear
context, defined terminology, defined and
reasonable learning objectives, defined objects,
clear relationships, interactivity, processes,
and a systems view in the design offer
opportunities for discovery methods to build
mental models (Moreno, 2004, p. 99) - Should have some consideration for self-regulated
learning (SRL) and self-discovery learning (SDL),
particularly with automated learning constructs
and self discovery learning virtual spaces
11Pedagogical Considerations (cont.)
- Should consider expert approaches (establishing a
context for the task classifying problems based
on underlying principles and concepts (Alexander
Judy, Winter 1988, p. 382)
12Designing a Mental Model
- Identify a learning domain. Select a portion (or
the whole) to model. - Define the foundational realities.
- Define the learning objectives and outcomes.
- Define the relevant terminology and nomenclature.
- Define the range of possible variables and
measures. - Define relevant processes within the model.
- Prototype and build the mental model while
considering and adhering to mental modeling
standards. - Build learning scenarios.
- Build test scenarios, and test with novices and
experts.
13Setups for Mental Model Learning
- Pre-learning
- Human facilitation / automated facilitation
- Decision supports
- Learner tracking and measures
- Debriefing
- Pre- and post-testing
- Takeaways and downloadables
14Digital Mental Model Viability
- The accuracy and comprehensiveness of the
depicted information - The fidelity and logical alignment of the model
to the real world - The applied predictability and utility
particularly with multiple interrelated factors
in play (with clear lines of reasoning) - The efficacy of the model used in conjunction
with other tested models in a complex environment - The expressibility or communicability (vs.
implicit representational forms like metaphors or
symbols)
15Digital Mental Model Viability (cont.)
- The timeliness (non-obsolescence / real-time
value) and updatability of the model (with new
information) - The soundness of the assumptions and premises
(without inherent biases or propensities) - The portability of the mental model between
technological systems / of information from the
model - The real-time, time-varying, information-rich,
multi-stream, multi-representational and
real-time feedback
16Digital Mental Model Viability (cont.)
- The aesthetic presentation
- The originality and uniqueness of the digital
mental model - The malleability of the model to incorporate new,
foundational design elements - The legality of the materials (accessibility,
intellectual property rights, avoidance of libel
and slander, and others)
17Mental Models Enablement
- with High-Tech Visualizations and Graphics in
E-Learning
18Seeing
- Illusion-making and the hard-wiring of the human
brain and visual perception - Flow and movement 1D, 2D, 3D and 4D
transparency and overlap texture luminance,
brightness, saturation, and reflectance
contrast shape, size, boundaries and edges
axes, planes, and others - Gestalt Laws of Pattern Perception proximity,
similarity, connectedness, continuity, symmetry,
closure, relative size, figure and ground
(Westheimer, Koffka, Kohler, 1912, 1935, as
cited in Ware, 2004, pp. 189 197) - Labels and text, sounds, and voice
19High Tech Affordances
- Structure mapping with computer coding
(ontologies, taxonomies) and spatial layouts
(bubble graphs, node-link diagrams) of mental
maps - Uses of multimedia multi-channel modes for
coherence, transparency, and clarity (some with
real-time elements) - Simulation for similarity, experiential learning,
and full-sensory immersion (with experiential
continuity) - Situated cognition for field-dependent learning
situated action for field-dependent analysis,
decision-making and behaviors
20High Tech Affordances (cont.)
- Informational visualizations (2D, 3D and 4D) to
capture ever greater informational complexity
without clutter or visual confusion (and without
cognitive overload) - Environmental visualizations via animation and
movement sequential experiences branched
experiences - Interactivity and hypothesis testing
- Immersive spaces with automation, intelligent
agents and / or live human interactions (and
possible mediation) - Information gathering in the digital enclosure
swarm behavior, urban probes, stalked
trashcans, lost postcard with URLs behaviors
(Paulos Jenkins, 2005, pp. 341 350)
21Conveying a Mental Model
- Realia and real-world artifacts (digital stills
and video feeds, live sensor feeds, mobile
sensors), introduction of serendipity and
apparent chance - Simulations, depictions (sensory details sight,
sound, smell, taste, and touch) - Behaviors (agent and user) and interactivity
(with feedback loops) - User informed choices
- Avoidance of unintentional negative learning
22Visualization for Presentation
- Representational, descriptive and realistic or
theoretical, conceptual or imaginary (alternate
conceptual universes) - Holistic or partial, decomposition of images,
pullouts - Process dynamism or change vs. static
- Stylized or non-stylized, natural
- High, medium or low fidelity selective or
non-selective fidelity - Conveyance of emotions through emo bots and
agents, building trust and relations with robots
- Macro or micro perspectives
- Discrete or continuous (Tory Möller, 2002, as
cited in Tory Möller, Jan. Feb. 2004, p. 72)
23Visualization for Prototyping
- Modeling production designs and blueprints
- Representing different phases of a build
- Revising plans
- Effective for virtual teaming shared mental
models (but avoiding groupthink) (Thomas
Bostrom, 2007, pp. 1 8)
24Visualization for Culling Data
- May extract data from visual captures (such as
road information from a satellite image, traffic
imagery gas dispersion flows from a live site
quantifying the number of people or objects at a
scene facial recognition software checking
architectural compliances in terms of distances
in a blueprint 3D imaging or cross-sections of a
tumor identification of correlations between
forms / images simulated flows and transitions
weathering and aging forensically analyzing
satellite images disaster response natural
resources management agricultural planning, and
others)
25Visualization for Culling Data (cont.)
- Digital re-constructions of events
- Digital cartography / map-making
- Simmed projections of potential events (with or
without human inputs / interactions) - Deformation and animation of soft objects (from
video captures) de-noising image captures (for
clearer info) feature enhancements - Analyzing hyperspectral imagery
26Visualization for Organizing Data
- Defining relationships between informational
objects in a domain-specific database as compared
to an expert-based domain competency model
(Ahmad, et al., June 2007, pp. 452 461)
checking mental models (naïve and expert)
27Some Mental Models in E-Learning
- Simulations
- Immersive learning spaces
- Role playing in case studies, team or group
simulations, simmed decision-making (e.g. game
theory) - Knowledge systems, ontologies, and taxonomies,
with user interfaces that map with learning
realities - Traditional e-learning
282D Visuals
- Sketches, drawings, blueprints, diagrams, charts,
tables, timelines, icons, symbols and designs - Slideshows (static and dynamic)
- Screenshots
- Interactive maps, screencasts, and games
- Photo montage, photorealistic images
- Non-photorealistic images and depictions
- Video
- Animated agents, avatars, maquettes / models for
intended work - Satellite imagery, live data-fed images, and
acoustical imaging
29 3D and 4D Visuals
- Fractals
- Videos, field recordings
- Animated agents, avatars, maquettes (models of
intended works like a sculpture), and scenes - Satellite imagery, live data-fed images, and
acoustical imaging - Immersive spaces, microworlds, and metaworlds
- Augmented reality, ambient space
- Holography
- Haptic visual interface
- 4D
- 3D with time (temporal changes and motions)
30Combined 2D and 3D Visualizations
- Orientation indicators (icons, separate windows)
- In-place methods (clip and cutting planes)
- Orthographic 2D overlays around a 3D object
- Medical imaging
- Flow visualization
- Oceanographic visualization
- Computer aided design (Tory, Oct. 2003, p. 371)
31Capturing Images in Digital Form
- Digital cameras, mobile devices, mini-cams
- Scanners
- Microscopes
- Telescopes
- 3D devices / multiple synced cameras
- Sonar image devices, acoustic image devices
- Remote sensors, mobile robot sensors, unmanned
aerial vehicles (UAVs) - 3D game engines
- Database-stored information and statistics
- Radar
- Satellite
- Telephone call registries
- Remote labs
- Digital pens and tablets
- CAD / CATIA
- Desktop screen captures
- 2D to 3D with minimal image sets (as in
ubiquitous video for immersive flythroughs for
situational awareness)
32The Role of Digital Visuals
digital storytellingscience-based digital
wetlabsmedical diagnosisdeep sea
explorationouter space explorationaerial image
analysishuman facial identificationmuseum and
art gallery capturesmanga illustrationsinformati
on extractionmachine arttelemedicineimmersive
simulationsvisual information accessvideo
tooningarchitectural designslandscape
architectureperformance artmobile
visualizationgeographically mapped spaces via
GPSthermal imagingtime-lapse /time monitoring
of flows / stock portfolios
33Image Maps
- DESCRIPTION Spatial information, interactive,
integration of text and images, conveyance of
forms and distances, spatial relationships - Tends to be informationally pre-determined and
static, with designed interactive effects
34Glyphs or Iconic Visualizations
- DESCRIPTION A sculptured figure or relief
carving a font type as in an element of writing
a visual object that contains one or more data
variables (coded in the shape, color,
transparency, orientation, or other aspects of an
icon) - Often used in cartography (map-making), logic,
semiotics (signs and symbols), and pictoral
information systems (Ebert, Shaw, Zwa Starr,
1996, p. 205)
35Photomosaics
- DESCRIPTION An arrangement of aerial or seabed
photos that form a composite image a visual
effect in which an image is created of many
smaller images - Used for forensic analysis
36Screen Captures / Screenshots
- DESCRIPTION Realistic to the computer screen,
annotatable static (non-motion) and non-dynamic
dynamic (with motion) may have voice overlays - Examples of interfaces
- Authentic at the moment of capture, usually not
refreshed (as in websites)
37Screencasts
- DESCRIPTION Process-oriented, sequential,
annotated, realia, voice narrated, multi-sensory - Used to teach about how to use software programs
or interfaces via desktop computers - Captures of live synchronous interactive
experiences, including voice, video, text, live
annotation, and other features - Used for virtual teaming meetings, classes, and
live interactions
38Fractals
- DESCRIPTION 3D and 4D, geometric, elegant,
relational, a kind of machine art based on
mathematical formulas - Shows relationships, trends
- Self-similarity in design (at least
stochastically) - Tends towards irregularity
- Is meaningful at both macro and micro levels
- Tends towards recursiveness
39Photo-realistic Images
- DESCRIPTION Digital photo captures and imagery
- May be microscope-enhanced, may be
telescope-enhanced - May originate from satellite, acoustical image
gathering , sonograms, x-rays, CAT scans - May be editable and enhanced, and digitally
augmented - Requires a sense of objective size and measure
requires a correct white balance - May be mixed with overlays of annotation, drawing
or other information, annotatable - May be informational, illustrative , decorative,
and others
40Non-Photorealistic Images
- Image morphing
- Photo-mosaicing
- Cartoon rendering from images
- Computerized drawing and imaging fictional
avatars - Photogravure effects / intaglio printmaking
etching simulation - Machine art
- Acoustic-created synced imagery
- Digital sculpting
- Theoretical modeling and visualizations
(particularly in the sciences and arts) - Synthesized image overlays for information-rich
experiences (usually with photo-realistic images
or real spaces)
41Digital Video
- DESCRIPTION Involves color, movement and sound
realistic or fantastical sequential or
non-sequential may be stylized may include
sound - May be interactive if interspersed with Flash and
other objects - May be segmented for easier deployment
42Avatars
- DESCRIPTION Human or animal or symbolic shapes
playable characters - May communicate in voice / sound and / or text
- May make decisions and actions in digital spaces
- Represent their animating players from the
real-world
43(Semi-)Intelligent Agents
- DESCRIPTIONS Non-playable, automated
characters may be static or dynamic - Programmed abilities, roles, emotions, beliefs,
actions, intelligence and decision-making
tendencies - May play a direct pedagogical or instructional
role - May be a tutor
- May infuse a sense of telepresence into automated
learning spaces
44Flocking Group Behaviors
- DESCRIPTION The automation of autonomous
digital entity behaviors in coordinated motion,
with or without individual agent guides, with
agent attraction / repulsion also swarming,
schooling, herding, autonomous pedestrians and
crowd behaviors character or object motion
simulation - Members of a crowd as a-agents (alpha agents)
may be inertial and pre-determined - Basic C. Reynolds boids approach (1986)
cohesion or flock centering (staying close with
fellow agents) alignment (matching velocity or
speed with a-agents), and separation (avoid
collisions with nearby agents)
45Live Data-feed Images
- DESCRIPTION Remote sensor-fed, database-fed,
representations often in spatial layouts,
satellite feeds, and other types of
multi-spectral / multi-source / multivariate
integrated data - Evolving and changing
- Real-time
- Potential suggested trend lines
- Macro and micro perspectives
46Digital WetLabs
- DESCRIPTION Process-based actions,
causes-and-effects, human-mediated or remote labs
or simulations, 3D computer sims with game-engine
physics - Narration of processes
- Building of context with facts
- Explanations of measures
- Clear definition of materials used
- Explanations of the processes and effects
- Explanations of negationwhat the process is not
showing
47Machinima
- DESCRIPTION Machine cinema, captures of
avatar interactions and 3D immersive digital
environments and game spaces pre-recorded
includes sound - In-world digital effects
- May be performance-based or unscripted and
unpracticed
48Machine-Generated Art
- DESCRIPTION Based on math formulas,
evolutionary art, chance and other factors tends
towards fractals - Synthetic art with unique vector imprints and
style - Chaos tools, morphogenesis, cellular
machines, neuronal co-evolution, and
non-photo-realistic techniques - Visualization algorithms
- Perpetual Art Machine
493D Immersive Spaces
- DESCRIPTION Live, unpredictable,
human-populated, automated and true serendipity - The capturing of visual complexity (with
multi-channel sensory information without
cognitive overload) - The highlighting of particular isosurfaces for
analysis - Scene updates
50High-Tech Image Editing
- Video tooning (Wang, Xu, Shum Cohen, 2004, pp.
574 583) or turning video into a
spatio-temporally coherent cartoon animation - Photo-realistic image to manga illustration
personalized image-to-cartoon stills - Image relighting, event relighting
51Augmented Reality (AR)
- AR DESCRIPTION Real-space overlay of digital
images and sound through backpack wearable
computers, head-sets and goggles interactive
live data feeds often full-sensory used for
coordinated multi-participant practices in real
space may be place-sensitive (location-based) or
place-agnostic (fully mobile) visual
enhancements on user interfaces and overlaid into
real spaces
52Ambient Intelligence (AI)
- AI DESCRIPTION Built-in integrated-display
electronic environments responsive to the
presence of people, context-aware,
individual-aware, adaptive, and anticipatory of
unique human needs
53Some Examples
- Augmented Reality(AR) and Ambient Intelligence
(AI) EXAMPLES - mixed reality outdoor gaming arenas ubi
(ubiquitous) computing, social gaming, physical
gaming, mobile gaming - tangible or haptic / tactile interfaces
- movement / kinesthetic -based interfaces
- immersive real-space and digital installations,
and - smart rooms in smart buildings / houses
54Digitized Visual-Based Mental Models
55A Few Live Digital Examples
- A fractal to describe the infection paths of HIV
transmission between people - A predictive simulation of molecular interactions
- A Doppler Radar weather map and visualizations
- A moving 3D projection representing the 4th
dimension - A house floor plan a proposed village
development - A social interchange in a leadership situation
with artificial intelligence (AI) avatars
56A Few Live Digital Examples (cont.)
- Interactive computer models for analytic
chemistry instruction, a forest simulation,
animal physiology and signal transduction,
acid-base titration in a virtual chemistry lab,
the self-heating and scaling of silicon
nano-transistors, crystallography, and others - A computer-generated smoke dispersion /
progression over a photo-realistic image of a 2D
screen - Deep space exploration depictions
57The Future
- Increasing sophistication of digital image
captures and editing, realia and digital
artifacts - Increasing realism and increasing synthetic
digital imagery (both ends of the continuum) - Synaesthesia with the inclusion of digital smells
- Easier end-user editing and publishing tools (for
do-it-yourself faculty and learners) for richer
digital image capture and deployment - Increased collaborative digital image creation
58The Future (cont.)
- Increased divergence between open source /
Creative Commons and (cc) imagery and secure,
private imagery - More effective automated metadata (and data /
content) capture and organization - Content-rich image repository ontologies,
taxonomies and collections - Less unwieldy augmented reality / ambient
intelligence spaces - Increasing pedagogical sophistication in the use
of imagery in e-learning for mental modeling
59References
- Ahmad, F., de la Chica, S., Butcher, K., Tumner,
T. Martin, J.H. (2007, June ). Towards
automatic conceptual personalization tools. ACM.
452 461. - Alexander, P.A. Judy, J.E. (1988, Winter).
The interaction of domain-specific and strategic
knowledge in academic performance. Review of
Educational Research Vol. 58, No. 4, 375-404. - Ebert, D.S., Shaw, C.D., Zwa, A., Starr, C.
(1996). Two-handed interactive stereoscopic
visualization. IEEE. 205. - Moreno, R. (2004). Decreasing cognitive load for
novice students Effects of explanatory versus
corrective feedback in discovery-based
multimedia. Instructional Science Vol. 32.
Kluwer Academic Publishers. 99 113. - Nardi, B.A. Zarmer, C.L. (1991). Beyond models
and metaphors Visual formalisms in user
interface design. IEEE. 487. - Paulos, E. Jenkins, T. (2005, Apr. 2- 7).
Urban probes Encountering our emerging urban
atmospheres. CHI 2006 PAPERS Design Thoughts
Methods. ACM. 341 - 350.
60References (cont.)
- Riggins, F.J. Slaughter, K.T. (2006). The role
of collective mental models in IOS adoption
Opening the black box of rationality in RFID
deployment. 4. - Steiger, N.M. Steiger, D.M. (2007). Knowledge
management in decision making Instance-based
cognitive mapping. Proceedings of the 40th
Hawaii International Conference on System
Sciences. 1- 2. - Thomas, D.M. Bostrom, R.P. (2007). The role of
a shared mental model of collaboration technology
in facilitating knowledge work in virtual teams.
Proceedings of the 40th Hawaii International
Conference on System Sciences 2007. IEEE. 1
8. - Tory, M. (2003, Oct.) Mental registration of 2D
and 3D visualizations (an empirical study). IEEE
Visualization 2003. 371 378. - Tory, M. and Möller, T. (2004, Jan. Feb.)
Human factors in visualization research. IEEE
Transactions on Visualization and Computer
Graphics 10 (1). 72.
61References (cont.)
- Wang, J., Xu, Y., Shum, H-Y., Cohen, M.F.
(2004). Video tooning. ACM. 574 583. - Ware, C. (2004). Information Visualization. 2nd
Ed. San Francisco Elsevier, Morgan Kaufmann. - Wells, J.D. Fuerst, W.L. (2000).
Domain-oriented interface metaphors Designing
Web interfaces for effective customer
interaction. IEEE. 1.
62Thanks
- to Kansas State University for the many
e-learning design opportunities. - to the Society for Applied Learning Technology
(SALT) for first showcasing a piece of the mental
modeling research in Feb. 2008, in Orlando, FL. - to IGI-Global for supporting this work with a
forthcoming text. - to R. Max
63Conclusion and Contact
- Dr. Shalin Hai-Jew
- Office of Mediated Education / Instructional
Design - Kansas State University
- shalin_at_k-state.edu
- (785) 532-5262 (work phone)
- (785) 532-5914 (fax number)
- Instructional Design Open Studio (IDOS) Blog
- There is an accompanying activities handout with
this presentation for the brainstorming of
visuals for mental model building in context. - See the Notes area below each slide for
additional URL links.