Position Paper for CHI 96 Basic Research Symposium (April 13-14, 1996, Vancouver, BC)
Combining Pedagogical and Technological Paradigms for Educational
Software
Dan Suthers
and the
Advanced Cognitive Tools for Learning Project
Learning Research and Development Center
University of Pittsburgh
3939 O'Hara Street, Pittsburgh, PA 15260
suthers+@pitt.edu
412-624-7046 voice
412-624-9149 fax
http://advlearn.lrdc.pitt.edu/
Keywords: educational software, groupware, WWW.
Abstract
In this paper I describe the research of a new project, formed from two prior
projects experienced in the construction of groupware for collaborative
learning (Suthers & Weiner 1995) and coached apprenticeship in a
learning-by-doing context (Katz & Lesgold 1994). I describe how we are
combining these approaches to learning for a more effective pedagogy. I also
describe how we combine several corresponding genres of educational software,
and obtain more widespread access to advanced educational functionality by
using WWW technology. Our work is proceeding at a rapid pace, with the first
deliverables and formative evaluations beginning March 1996.
Introduction
Although some highly effective and interesting educational software has been
developed, each genre seems to require a tradeoff between advantages and
limitations. For example, conventional computer-based training uses
pedagogically primitive "drill and practice"; "micro-worlds" simulations don't
provide students with guidance on how to learn from them; and "intelligent
tutoring systems" based on Artificial Intelligence technology are pedagogically
more advanced but require expensive computers. Furthermore, all these genres
differ in "look and feel," are not designed to work together, and are not
designed to extend to group learning situations. Our approach is
intended to address these apparent tradeoffs:
- Our software is being designed for both collaborative and individual
learning.
- We can deliver individualized coaching and interactive simulations along
with guidance in their use to users on a variety of inexpensive platforms at
different locations.
- The interfaces will be familiar to anyone comfortable with a web browser
such as Netscape.
- The databases and materials used by our software will be usable by other
software as well.
Combining Pedagogical Approaches
Our work combines three approaches to learning: collaborative learning,
coached apprenticeship, and problem-based learning (a form of
learning-by-doing). Each approach is supported by a corresponding genre of
educational software.
Collaborative learning, in which groups of students work together on
projects, is an important component of our approach to learning critical
inquiry skills. Working in groups, students experience the "give and take" of
debate while learning how to work together. Collaborative learning has been
shown to correlate with more time on task and greater learning. Groupwork
motivates students' engagement in learning tasks. Peer support enables
students to perform better than individuals might, because it makes a greater
diversity of ideas and skills available, and because peers can check each
others' ideas and work (Braddock & McPartland 1993, Scardamalia & Bereiter
1991, Slavin 1990). The corresponding software genre is "groupware for
learning."
In problem-based learning, students gain first-hand experience with the
ideas and materials of the learning domain and learn the target skills by
doing them. This kind of learning is often supported with simulations,
exploratory environments, or "microworlds." Students can experiment with
different simulated situations to see how things work, or even change the
rules of the simulated worlds to see what happens. They gain a sense of
ownership of knowledge gained through their own activities.
However, merely working together and using microworlds is not
enough. Social interaction does not guarantee success Brown & Palincsar,
1989). Students are usually not able to model or articulate the knowledge and
skills to be learned to each other. Simulations lack an explicit learning
agenda as well as support for learning in the form of explanations and
coaching. Students need guidance, which coached apprenticeship, or learning
from an agent who can model and explain the desired skills and knowledge, can
provide. The corresponding genre of software is "intelligent tutoring
systems."
Our educational research agenda is to investigate the combination of
collaborative learning and coached apprenticeship in the context of learning
by doing. Our empirical methodology is to observe small groups of students
working together on a problem, being asked to resolve things between
themselves as much as possible, but with a human coach available for
consultation if needed. We analyze transcripts of the interaction to identify
what the peers are able to offer to each other, and what help they needed from
the coach.
Combining Technological Approaches
We are also combining the corresponding software genres of groupware,
simulations, and intelligent tutoring systems. This work includes the following
elements:
- Groupware that enables students to collaborate with other students on a
project over a period of time, without the students always needing to be at
the same place or working at the same time.
- A collaborative inquiry notebook that keeps track of their inquiry
process, including a statement of the problem, hypotheses that have been
proposed and evidence offered for and against them, as well as references to
information resources and experimental records.
- Diagrammatic interfaces that help students visualize the important
ideas in a critical inquiry debate as concrete objects that can be pointed to,
linked to other objects, and discussed; and that can display the record of
their inquiry process from different points of view to make information
relevant for certain tasks more salient.
- Extensions to simulations and other online materials, to provide semantics
needed for coaching, and to enable these hands-on materials to be referenced in
the collaborative notebook.
- Coaching strategies that are designed to stimulate productive
collaboration towards identifying effective solution strategies, as well as
coaching strategies that model effective solution strategies and solutions
themselves.
The World Wide Web is rapidly becoming the "common ground" of human-computer
interaction, no longer limited to being merely a convenient delivery mechanism
for text and graphics. Our strategy for taking advantage of the Web's
potential for collaboration and to make our software affordable and widely
available has three components:
- Use of widespread media and communications standards, so that
all media and most functionality are accessible from software (web browsers)
rapidly becoming available on all platforms. This provides universal access
from a uniform, familiar interface.
- Client-server technology to enable users of "lightweight"
platforms to have access to "heavyweight" functionality, namely artificial
intelligence-based simulations and coaches available on an adequately
configured server machine.
- Use of Java to handle cases where specialized software must be
run on the user's machine, without requiring previous installation of that
software. Java is a programming language that can to a client embedded in an
HTML document, and interpreted by a platform-specific Java interpreter or
(increasingly) Java-aware Web browser.
The following figure illustrates the organization of our current global
communication architecture.
Scenario for Use
In a typical usage scenario, a student starts a session by accessing a project
"home page" in Netscape. The home page has buttons that can start different
programs: one of the buttons is for "Belvedere", the diagrammatic interface to the
collaborative inquiry notebook. When selected, the Java source for Belvedere is sent
and executed, resulting in the appearance of a Belvedere window containing the
project group's previous work.
Back in Netscape, the home page also shows a list of project topics. If the
student clicks on one of the project labels, such as "Mass Extinctions," an
index of things one can do in the project appears. This includes:
- Browsing online "libraries" of relevant background information.
- Going to a "conference" where the student can get newly published papers.
- Asking any of a number of pictured "specialists" what they think about the
issue.
- Going to a museum to look at specimens.
- Going to a field location to collect relevant data.
- Running simulations of relevant physical systems.
The student accomplishes all of these things by using Netscape. When she
finds some information that she would like to use, she clicks on a button that
says "Use This." This invokes a Java "applet" within which the student is asked
for a title used to refer to the information, and optionally to summarize the
information. A diagrammatic reference to the new information appears in the NB
window. The student can then link the new information to other ideas, or go on
to do something else. (Students can also create new ideas of their own, or
bring in information from offline sources.) Other students who are on the same
project and connected to the collaborative database will see the new
information appear in their displays. Thus, the collaborative database displays
are like an online "bulletin board" on which students post and organize their
ideas. At any time students can ask for advice from a coach by clicking on a
button in NB which sends a request to the session server. Coaching
functionality may also be available from Netscape via CGI as shown.
Conclusion
Combining collaborative learning, coached apprenticeship, and learning by doing
under the guidance of relevant cognitive research (including our own), we can
match the strengths and weaknesses of these pedagogical approaches. Utilizing
the Web as a universal computing substrate, we can obtain strong
cross-platform capabilities with minimal effort. This enables us to deliver
functionality that formerly required more powerful computers to run than the
average user's PC.
References
- J. Braddock & J McPartland (1993).
- Education of early adolescents.
Review of Research in Education 19, 993, p. 135-170.
- A.L. Brown & A.S. Palinscar (1989).
- Guided, cooperative learning and individual knowledge acquistion. In
L. Resnick (Ed.), Knowing, Learning, and Instruction: Essays in
Honor of Robert Glaser. Hillsdale, NJ: Lawrence Erlbaum
Associates.
- S. Katz & A. Lesgold (1994).
- Implementing post-problem reflection within Coached Practice
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V. Petrushin (Eds.), Proceedings of the East-West International
Conference on Computer Technologies in Education (pp. 125-30),
Crimea, Ukraine.
- M. Paolucci, D. Suthers, and A. Weiner (1995).
- Belvedere: Stimulating Students' Critical Discussion.
CHI95 Conference Companion, May 7-11 1995,
Denver CO, pp. 123-124.
Postscript available via FTP here.
Also available in HTML here.
- R.E. Slavin (1990).
- Cooperative Learning: Theory, Research, and Practice.
Prentice-Hall, Englewood Cliffs, NJ, 1990.
- D. Suthers and A. Weiner. (1995).
- Groupware for developing critical discussion skills.
CSCL '95, Computer Supported Cooperative Learning,
Bloomington, Indiana, October 17-20, 1995.
HTML version available here (from CSCL site in Indiana).
Binhexed MS Word 6.0 available via FTP here.
- D. Suthers, A. Weiner, J. Connelly, and M. Paolucci. (1995).
- Belvedere: Engaging students in critical discussion of science and
public policy issues.
AI-Ed 95, the 7th World Conference on Artificial Intelligence
in Education,
August 16-19, 1995, Washington DC.
Postscript available via FTP here.