essentially. But we define relationship between these formats by using XML (eXtensible Markup Language). This XML .. file is named "CATALOG.XML". Fig.1 . represents the CATALOG.XML file. Fig.1 shows the simplest example. .. . Actually, the XML file can contain more options. "" tag groups all data. "" tag .. . represents an action of a character. One Acerola3D file can contains many actions. "" tag represents correspondences of Fig.1 A CATALOG.XML file BVH's bone with VRML file. At least, Acerola3D file contains VRML files, BVH files and one CATALOG.XML file. If there are some files (images, sounds, video movie, etc.) that are referred by VRML files, these files can be contained in Acerola3D files. Acerola3D file is a ZIPed file that contains these all files 3.2 Features of Acerola3D
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The most important point is that utilization of Acerola3D completely separates 3D designer's jobs and 3D system programmer’s job. 3D designers do not need special skill to create Acerola3D file. The designer can use 3D software that he/she usually use. And 3D system programmers can use Java package to build Acerola3D into various 3D virtual environment. The following points are the advantages of Acerola3D. (A)Easy creation of motional 3D objects. (B)Easy building motional 3D objects into a virtual environment. (C)Programmers can use motional 3D objects that is created by others. (D)Designers can provide his/her motional 3D objects for others. Above points indicates that good Acerola3D files may be published and shared by many people. And programmers can easily subcontract designs of characters by using Acerola3D. If Acerola3D file format widely spreads, problems of lack of 3DCG designers and effort of 3D system programmers. 3.3 Comparison of Acerola3D with other formats H-Anim: H-Anim is the avatar data format on VRML that is standardized by Web3D consortium [11]. H-Anim can use in good faith, because Web3D consortium is a trusted international organization. But H-Anim does not contain motion data. APIs are provided to handle motions of H-Anim avatar, programmers have to develop programs to handle motions or prepare another programs practically. HumanMDL: HumanMDL is file format that contains geometries and motions of 3D objects. HumanMDL is specified by Atsushi Noda as his personal project[12]. This format adopts Rokkaku-daio format as geometry data. Rokkaku-daio is a 3D CG modeling software sold by a Japanese company. And HumanMDL adopts original motion data that is specified by him. Therefore, this format contains geometries and motions, and C-libraries are provided to manipulate HumanMDL. This format is successful in a aim of separation of 3D designer's jobs and 3D system programmer’s job. But the geometry data adopted in HumanMDL is not de-facto standard, and is restricted in expressive power.
4 Building Acelora3D into an Educational Virtual Environment
Fig.2 Motional 3D Objects in VESMA
Fig.3 A teaching material using Acerola3D We provided Java packages to build Acelora3D into Educational Virtual Environments or 3D games. Using this package, programmers can use Acerola3D without high skills of 3D
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CG. To control motional 3D objects, programmers just call methods with an action name. Programmers can build Acerola3D into already existing systems used Java3D. In the future, we will provide C-libraries that enables manipulate Acerola3D in C programs. We built Acerola3D into our 3D educational virtual environment that we have developed. Fig.2 represents motional 3D objects using Acerola3D. We can provide teaching materials of classic ballet steps in our educational virtual environment (Fig.3). Many 3D educational virtual environments have already support communications using gestures and facial expressions. We could add a gesture function of communication easily by using Acerola3D Fig.4 represents gestures. 5 Summary We proposed Acerola3D file format that enables us to save motional 3D objects, and reuse it easily. And we built motional 3D objects into existing educational 3D virtual environment, and then confirmed that motional 3D objects actually work by using Fig.4 Avatar’s gestures implemented in VESMA Action3D format. Figures of this paper look like poor quality characters, because Acerola3D files in the figures are made by armatures of 3D-CG. This is not problem of Acerola3D. Acerola3D can represent higher quality 3D characters.We think that usability of Acerola3D is proportional to diffusion rate. Therefore, it is important that many users create good-looking characters and publish these on Internet. Future tasks are maintenance of technical documents and software that support creation of Acerola3D files. References [1] Katsuaki SUZUKI, "On the framework of designing and developing --appealing instruction-- :The ARCS Motivation Model" Japanese Journal of Educational Media Research, 1(1), pp.50-61(1995). [2] Kenji Saito, "Acerola3D: Motional 3D Object File Format", http://elm-ve.sf.net/a23/. [3] Kenji Saito, Katsunori Miura, Manabu Nomura, Hajime Saito, Takashi Maeda, "The Presentation Technique of the Large Quantity and High Quality Media for the Teaching Materials in Educational Virtual Environment" Proceedings of ED-MEDIA2003(2003). [4] Kenji Saito, Takashi Ohno, Hajime Saitoh, Takashi Maeda, "A Development Platform for Educational Virtual Environments Supporting a Large Number of Autonomous Agents" Proceedings of 2000 International Conference on Information Society ,pp.501-508(2000). [5] HIU IMLab, "Virtual Environment Server for Multiple Agents(VESMA)", http://vesma.sf.net/. [6] Satomi Takahashi, Toshihiro Shimizu, Narahiko Inoue, Umon Suzuki, Masakazu Yamauchi, "Laputa Project: The Potential of the 3D Interactive Education System in College English Education" Proceedings of The Fourth Conference on Foreign Language Education and Technology (FLEAT IV) pp.429-435 (2001). [7] Nomura Research Institute "3D Interactive Education System", http://www.3d-ies.com/. [8] A.Soga, M.Endo and T.Yasuda "Motion Description and Composing System for Classic Ballet Animation on the Web," Proceedings of 10th IEEE ROMAN, pp.134-139(2001). [9] Web3D Consortiam, "The Virtual Reality Modeling Language International Standard ISO/IEC 14772-1:1997", http://www.web3d.org/x3d/specifications/vrml/vrml97/index.htm. [10]University of Wisconsin Computer Graphics and Vision Lab "Biovision BVH",http://www.cs.wisc.edu/graphics/Courses/cs-838-1999/Jeff/BVH.html. [11] Human Animation Working Group "ISO/IEC FCD 19774 - Humanoid animation (H-Anim)", http://h-anim.org/. [12] Atsushi Noda, "Human MDL", http://homepage3.nifty.com/anoda/oldpage/space/mlab10/mlab10.htm.
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Design Strategies and Principles in VISOLE Junjie Shang , Fong-Lok Lee , Jimmy Ho-Man Lee The Chinese University of Hong Kong, Hong Kong , China jjshang@cuhk.edu.hk Abstract: VISOLE (Virtual Interactive Student-Oriented Learning Environment) is a learning style that uses a virtual game environment to facilitate learning. The web-based game environment is a simulation of the real world where students participate as “citizens” and take part in shaping the development of the virtual world. It provides a platform for participants to apply the theoretical knowledge to solve problems in a near-real environment, as well as to develop high-level skills for communication and problem solving in addition to subject knowledge. In this paper, we will discuss the difficulties and challenges that we met and the design strategies and principles we adopted in the construction of a VISOLE testbed. Keywords: Game-based Learning, VISOLE, Game, Education
Introduction Although Web-based teaching and learning are becoming more popular in traditional classrooms, Lee and Lee (2001) argued that most existing Web-based teaching systems use the Web more as a publishing medium, taking little advantage of the available immense computing power of it. They proposed the VISOLE (Virtual Interactive Student-Oriented Learning Environment) approach for Web-based teaching and learning, which aims to research how to make use of the full functions of the Web to help students learn from (near) real-life experiences and social constructions of knowledge. VISOLE establishes a virtual interactive world modeled upon a set of selected and related subject areas on the WEB. It allows students to participate as "citizens" that take part in shaping the development of this virtual world. By involving in the VISOLE environment, students learn to analyze problem situations, design problem solving strategies, and then solve the problems and evaluate the results. All these are regarded as high-order abilities and are much necessary for students today. As a beginning, we planned to construct a virtual environment based on the subjects of geography and urban planning with the VISOLE approach. A number of difficulties and challenges emerged during the project. We discuss in the following how we adopted specific strategies and principles to tackle these problems. 1 Difficulties and Challenges Some educators (for example, Prensky 2000) argued that games can be used to improve student learning and make the processes fun (Malone 1980). It can also facilitate students’ learning through doing (Thiagarajan 1998), and thus to promote student’s high-level skills for problem solving and collaboration. During last decades, lots of educational games have been developed for students and teachers, but many of them have failed to realize expectations (Kirriemuir & McFarlane 2004): x The games have been too simplistic in comparison to competing video games x The tasks are repetitive ie continually doing sums, and thus quickly become boring and ‘work’
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x The tasks are poorly designed and do not support progressive understanding x Related to this last point, the range of activities is severely limited within the game, usually concentrating on one skill, or accumulation of homogenous content x The target audience becomes aware that it is being coerced into ‘learning’, in possibly a patronizing manner. Furthermore, when scholars tried to use the mainstream computer games in traditional classrooms, they encountered many troubles (Becta 2001; Kirriemuir & McFarlane 2004): x It was difficult for teachers to identify quickly how a particular game was relevant to some component of the statutory curriculum. x The Difficulty in persuading other school stakeholders as to the potential/actual educational benefits of computer games. x The lack of time available to teachers to familiarize themselves with the game, and methods of producing the best results from its use. x The amount of irrelevant content or functionality in a game that could not be removed or ignored, thus wasting values lesson time. According to these literatures, we speculated the difficulties and challenges in VISOLE to be: (1) How could we develop an attractive education game? (2) How could we let the students get the subject knowledge and high-level skills from the VISOLE game? (3) How could we persuade school stakeholders and teachers to adopt the VISOLE approach in addition to traditional classroom activities? 2 Design Strategies and Principles During the design process, we mainly adopted the following four design strategies and principles. 2.1 Arousing Intrinsic Motivation in VISOLE Researches on the motivations for games playing have been carried out across a number of disciplines. Malone (1980) indicated three important ways for games to motivate players: fantasy, challenge and curiosity. He did a series of researches to justify them and proposed a full theory about “Intrinsic Motivation” (Malone & Lepper 1987). This theory divided Intrinsic Motivation into two parts, Personal Motivation (challenge, curiosity, control and fantasy) and Interpersonal Motivation (cooperation, competition and recognition). To arouse the Personal Intrinsic Motivation, we designed a 2D immersion virtual game-based world with a lot of beautiful pictures, fair-sounding music, attractive storyboards, and more importantly, challenging tasks. To arouse the Interpersonal Intrinsic Motivation, students in a group are required to collaborate with each other harmoniously. Likewise, the students in different groups must compete drastically (Shang et al 2005). 2.2 Providing Enriched Teaching Package To avoid being treated as mainstream games that are hardly allowed in traditional classrooms, a VISOLE environment is accompanied with a set of reading materials on the Web in additional to the Teacher Manual and Student Manual. The set of reading materials outlines the structure of the domain knowledge and scaffolds students to further investigate the knowledge required. Students are required to study these materials before playing.
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On the other hand, the teacher manual was designed to help teachers to understand VISOLE and how to make use of this approach to scaffold and facilitate students’ learning and development. The student manual was designed to help students to understand VISOLE and to reflect and debrief. 2.3 Reflection and Debriefing Some educators (Squire 2003) suggested that the educational value of games does not necessarily lie in the program itself, but rather in the overall experience of the games. Simply using a simulation does not ensure that learners can generate the kinds of understandings that educators might desire (Thiagarajan 1998). For example, in some business simulation games, instead of “Learning Knowledge”, the players are only motivated to “Win the Game” which might not yield any knowledge gain. (Lundy 1984). The challenge of an educational game is therefore how to maintain students’ interest in playing the game and at the same time, helps them to learn. Some researchers (Jaques 1984; Crooball 1992; Heinich, et al, 1996; Squire 2003) argued that Reflection and Debriefing during gameplay was the most effective approach. For example, when students playing or finished the game, they can analyze and evaluate their conduction in the game and try to apply it into the real world. By evaluating and revising their conductions in the game continuously, students can make a quicker and deeper learning on the knowledge. Furthermore, through their multiple thinking and rethinking in dealing with the knowledge in the game, they can be more familiar to it and thus apply it to the real word more easily. In VISOLE, every group must submit a daily log everyday after the playing. When the whole Game is finished, every group must submit a Group Debriefing report and everyone must submit a Personal Debriefing report. Through these Reflection and Debriefing, we hope the students can integrate the knowledge learned from the Game and real life experience. 2.4 Teachers Playing an Important Role Although one of the objectives of the VISOLE is to improve independent learning, teachers still play an important role during the learning process (Chiu et al 2005). The first part of VISOLE is the scaffolding stage, where students are guided to learn different concepts in a series of formal lessons. In this stage, teachers act as facilitators to guide learners to construct the knowledge based on the reading materials provided and other authentic information on the Web. In the second part, a virtual Game-based environment with near-real simulation is provided to students. In this stage, students are free to explore in the environment, to initiate changes, to solve problems arouse by players in the same environment, or any other activities that might happen in real environment. During this stage, students are expected to learn independently. However, teachers again act as facilitators in extracting scenarios and assist students in group discussions and promote Reflection and Debriefing. In the last part, teachers play a more important role. They help students to reflect and debrief all the learning process and explain the representative scenarios and evaluate each group and each student. In a debriefing session, a good VISOLE teacher (Jong 2005) should be able to extend, rather than end students’ thinking : x Conducting analyses with the students on the events occurred in the virtual world x Facilitating discussion of any constructive or destructive occurrences in the virtual world and the probably enhancement or corrective actions x Explaining/discussing the important disciplinary or/and interdisciplinary
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principles behind the occurrences and remedies x Contrasting/linking between what are represented in their VISOLE experiences and the real world Conclusion In this paper, we discussed the difficulties and challenges that we encountered during the design processes of the VISOLE, a framework for Web-based student-oriented learning. To overcome the obstacles, we adopted some design strategies and principles, i.e., Arousing Intrinsic Motivation in VISOLE, Providing Enriched Teaching Package, Reflection and Debriefing and Teacher playing an important role. As for the future work, we will conduct some experiments in schools of Hong Kong, and mainland China, to test whether the design strategies and principles are effective. References [1] Becta.(2001). Computer Games in Education Project Report. Available online at http://www.becta.org.uk/research/research.cfm?section=1&id=2835 [2] Crooball, D. (1992). Debriefing. Simulation & Gaming, 23(2), 141-142 [3] Chiu, L.Y., Luk, T.H., Lee, J.H.M. & Lee, F.L. (2005). Virtual Interactive Student-Oriented Learning Environment (VISOLE) -- A New Web-based learning Paradigm. Proceedings, The 9th Global Chinese Conference on Computers in Education. Hawaii. [4] Heinich, R., Molenda, M., Russell, J.D., & Smaldino, S.E. 1996. Instructional media and technologies for learning. (5th Ed.). Englewood Cliffs, NJ: Prentice Hall. [5] Jaques, D. (1984). Debriefing Debriefing. In Ments, M.V. & Hearnden, K. Effective use of games & simulation—(Perspectives on gaming and simulation 10). England,Direct Design(Bournemouth) Ltd.,Printers, 57-65. [6] Jong S.Y.M. (2005). Teachers’ Perceptions, Concerns and Facilitation Experiences in Computer Game-based Learning with a Virtual Interactive Student-Oriented Learning Environment. Ph.D. Research Plan of the Chinese University of Hong Kong. [7] Kirriemuir, J. & McFarlane, A. (2004). Literature Review in Games and Learning. Available at http://www.nestafuturelab.org/research/reviews/ 08_01.htm [8] Lee, J. H. M. & Lee, F. L. (2001). Virtual Interactive Student-Oriented Learning Environment (VISOLE)---Extending the Frontier of WEB-Based Learning. The Scholarship of teaching learning organized by University Grant Council, Hong Kong. [9] Lundy, J. (1984).The Effects of competition in business games. In Ments, M.V. & Hearnden, K. Effective use of games & simulation—(Perspectives on gaming and simulation 10). England,Direct Design(Bournemouth) Ltd.,Printers, 27-34. [10] Malone, TW (1980). What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. Palo Alto: Xerox [11] Malone, T.W. & Lepper, M.R. (1987). Making learning fun: a taxonomy of intrinsic motivations for learning, in: RE Snow & MJ Farr (Eds) Aptitude, Learning, and Instruction, III: Cognitive and Affective Process Analysis (pp 223-253). Hillsdale, NJ: Lawrence Erlbaum Associates [12] Prensky, M. (2000). Digital Game-Based Learning. New York: McGraw Hill. [13] Shang, J.J., Lee, F.L., Lee, J.H.M., et al. (2005). The Intrinsic Motivation of the Online Game and its Application in VISOLE. Proceedings, The 9th Global Chinese Conference on Computers in Education. Hawaii. [14] Squire, K. (2003). Video games in education. International Journal of Intelligent Simulations and Gaming (2) 1. [15] Thiagarajan, S. (1998). The myths and realities of simulations in performance technology. Educational Technology, 38(5), 35-41.
This research is supported by the Research Grant Council, Hong Kong
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Multimodality-based Model in the Class of Foreign Language Cecilia SILVA Center for the Advancement of Higher Education, Tohoku University 41 Kawauchi Campus, Aoba-ku Sendai-shi 980-8576 Japan ceci@high-edu.tohoku.ac.jp 81 22 795 7547
Abstract. This paper applies Kress’ theory of multimodality in social semiotic to facilitate vocabulary acquisition and text building in classroom. It designs a classroom activity wherein Japanese University students of Spanish as a foreign language built a hypertext aiming to do research about several topics and enlarge vocabulary. Additionally, based on the classroom activity, it established the Multimodality-based Model in the classroom of Spanish as a foreign language and briefly investigate and analyze the responding of students. Finally, the paper summarizes the merit and limit of this activity and concludes that the approach of multimodality can make students become aware of available resources for conveying meanings. This paper relates multimodality to hypertext, which can well combine their advantages, i.e. the hypertext can link many kinds of media and is more suitable for conveying meanings and feelings. Keywords: multimodality, foreign language, vocabulary, meaning design
Introduction The herein depicted classroom work responds to recently developed “multimodal approaches” to classroom practice that challenge the idea that language is the dominant mode of communication, seeking to explore the roles that image, gesture and action also play in making meaning. Some of the major thinkers in this area are Gunther Kress and Theo van Leeuven. Multimodality has been defined by Kress and van Leeuwen “as the use of several semiotic modes in the design of a semiotic product or event, together with the particular way in which these modes are combined.” Modes are “semiotic resources which allow the simultaneous realization of discourses and types of (inter)action and Media are the material resources used in the production of semiotic products and events, including both the tools and the materials used”. [1] We intended to apply Kress’ theory of multimodality in classes of Spanish as a Foreign Language and built a model for classroom work: how can some other modes help students to accomplish research, acquire vocabulary, and make a more enjoyable, meaningful and understandable exposition in the class. This short paper contains three points: theoretical frame, classroom work, and model. 1. Theoretical frame The basic idea of this work is “the move from the dominance of writing to the new dominance of the image” [2] and a related move from linear reading to non-linear reading, from writing as meaning maker to the consideration of the roles of image, gesture and action
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in making meaning. Language is no longer the sole, the main or the major means for representation or communication, several other modes have now a strong presence. Even a more revolutionary idea is the following: it is not just that language has ceased to be in the center of the process of meaning making, it is also needed to rethink language not as a dual phenomenon (written language – spoken language) but as a multimodal phenomenon: multiple modes of communication and representation. Kress’ multimodality theory comes at a moment when theories of meaning are dominated by language and meaning is thus identified as meaning in language and constitutes an answer to the necessity of a theory that consider the multiplicity of modes of representation and communication: “In the new theory of representation, in the context of the multimodal, multimedia modes of textual production in the era of electronic technologies, the task of text-makers is that of a complex orchestration.” [3] This work will try to answer some of Gunther Kress’ challenging questions [4]: “What are the potentials of other modes such as image as a resource for making meaning? Can other modes such as image do what writing does? Is it simply an alternative, perhaps a parallel mode?”. 2. Classroom work Classroom work consisted of a research task divided into several interlinked activities including writing, reading and speaking conducted during one year. The aims of the task were to increase vocabulary by means of research and make an enjoyable presentation. There was a mid-term presentation (based on pages filed in a folder) and a final presentation (based on hyperlinked text) of the accomplished research. Students were involved in sequenced activities whose link was a thematic line, and focused on meaning rather than in form, the designed model is not intended for checking grammatical accuracy. 2a. First part: hypertext “in paper”. Aim: do research about the themes “Street children”, “Literature and cinema”, “Discrimination”, “Customs”, “Wars”, “Old legends”, and “Animation”. 1. Students, divided into groups, received initial texts with several words in bold and did research about those words and those aspects they did not understand from the text. The result of their research was written in separate pages and filed after the initial text. 2. In the texts students wrote they underlined at least two words, did research about them and filed the results in separate pages. 3. At the end of the first semester groups shared with all the students the results of their research: they read, explained and showed the filed pages. 2b. Second part: hypertext. Aim: use the previous research in a hyper-linked text. 4. Students and the instructor designed a hypertext: each page became a window/slide. In groups, students decided what they would use in the hypertext: songs, pictures, etc. Some students from each group worked with the instructor and commented the work accomplished so far in groups meetings1. 5. The groups presented the accomplished research and the designed hypertext. 3. Multimodality-based Model in the classroom of Spanish as a foreign language Figure 1 shows the model designed for classroom activity, which comprises 5 parts: discourse, design, production, meaning potential and vocabulary-intertextuality. 1
Due to students’ timetable, it was not possible to have them all together and have a special class for building the hyper-text. For that reason, students from each group worked with the instructor in several meetings and those students who could not attend any meeting with the instructor attended the group meetings and participated in the choice of elements for the hyper-linked text.
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Meaning potential
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Media:
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Discrimination
Old legends
Customs
Wars
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1.instructor: initial text 2.students: research/texts 3.inst./stds: hypertext
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I Discourse
Design
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Students
Modes: Street children
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Animation
Vocabulary Intertextuality
Literature and cinema
Languages: Spanish, Japanese. Gestures, touch, images, music
Fig. 1 Multimodality based Model
I. Discourse: in the present article we adhere to Gunther Kress’ definition [5]: “discourses are socially constructed knowledges of some aspects of reality”. The practical and concrete articulation of discourse is a text. In this particular case, students received an initial text and constructed texts based on seven themes. II. Design is the organization of materials and modes of what is to be articulated into the production of a text: shaping of materials and available resources and selection of modes to use. In the activity herein described the stage of design had three steps: in the first one the teacher made an initial text for each suggested topics and marked words that would serve as “links”. In the following step the groups of students investigated about each topic, especially about the marked words, wrote a synthesis of the research about each word and filed the page in a folder. In that text, students marked other words, did research about them and filed the corresponding pages. In this way, students created a “hypertext” without computers using the words as links. In the third step the instructor and the students constructed a hypertext with the texts, pictures, and music: the instructor taught them to use the soft and they actively worked in the selection of elements such as font, pictures, etc. III. Production is the communicative use of media, modes, material resources so as to communicate meanings: “Meaning results from human engagement with the world, and the resources we use in articulating and interpreting meaning comprise both semiotic modes and semiotic media” [6]. Production is closely related to narrative in this case: students produced an exposition wherein they combined the use of different media and modes, i.e. the experience was a multimedial and a multimodal (languages: Japanese and Spanish, gestures, touch, images, music, sound effects) one. IV. Meaning potential. This model is suitable for the expression of a wide range of cultural artifacts: from food through social problems up to old local legends. In addition, experiential meaning potential implies context -which defines meanings- and atmosphere, i.e. a nice organization of materials not only to inform but also to create empathy, seek for emotion, or for indignation in themes such as “Street children”. V. Vocabulary and intertextuality. The project is basically intertextual: students took information from many sources and connected the pages by means of linking words, duly explained in each page. One of the aims of the project was to enlarge students’
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vocabulary: students replied that the research work in itself allowed them to increase vocabulary and that choosing words for doing further research allowed them to value the importance of key-words. Regarding the hypertext, students said that it was easier for them to understand new words because they saw the words written on the screen and, backed-up by illustrations, presenters did not read everything but they made comments, repeated words, and pointed to illustrations. Some details about students’ performance show how the multiplicity of modes helped students to understand new words. For example, the group that presented about the topic “Costumes” mentioned the word “palillos” (chopsticks) at the time they showed an image of chopsticks moving over a bowl and one of the students even made a gesture. Most of the students, in the questionnaire they answered after the expositions, wrote they had learned the word “palillos” (among others, of course). When students made expositions based on written pages, they simply read their texts and the audience found it very difficult to understand the meaning of new words. When students made their expositions using the hypertext, they were able to take distance from the text, used their words, made comments and gestures, and the audience showed a response to moving elements and attractive typography in the screen, made exclamations, understood the meaning of new words by means of modes other than language (by the sound of an explosion they grasped the meaning of the words “war” and “bomb”), and were able to ask questions without much difficulty. This model adheres to the idea of multimodality proposed by Gunther Kress, who encouraged to “rethink language as a multimodal phenomenon”[7]. Kress’ multimodality theory is the answer to the New London Group’s demand of the need of a “… metalanguage that describes meaning in various realms. These include the textual and the visual, as well as the multi-modal relations between the different meaning-making processes that are now so critical in media texts and texts of electronic multimedia.” [8]. Conclusion The present short paper describes a classroom task whose analysis is still in progress. Regarding classroom work, we could point to several positive points such authentic themes (not the textbook) as the initial text, and also negative points such as “suggested themes” because at the time of evaluation students commented that they would have preferred to choose the themes by themselves. In reference to the presentation, non-linear reading proved to be more suitable for conveying meanings and feelings. Related to the theoretical framework, multimodality, it leads to a change of concepts: for instance, instead of “write/make a presentation” we could speak about “meaning design”, implying the idea of making students become aware of available resources for conveying meanings. References [1] Kress, G. and Van Leeuwen, L. (2001a). Multimodal Discourse. The modes and media of contemporary communication. London: Arnold, a member of the Hodder Headline Group.References. p.20. [2] Kress, G. (2003a). Literacy in the New Media Age. London: Routledge. p.1. [3] Kress, G. (2000a) Design and Transformation. New Theories of Meaning. In B. Cope and M. Kalantzis (Eds.), Multiliteracies. Literacy Learning and the Design of Social Futures. South Yarra: Macmillan Publishers Australia Pty. Ltd. p.160. [4] _______ (2003b). p.12. [5] _______(2001b). p.24. [6] _______(2001c). p.68. [7] _______ (2000b) Multimodality. Why? And why now? p.184. [8] Cope, B. and Kalantzis, M. (2000). Multiliteracies: the beginning of an idea. In B. Cope and M. Kalantzis (Eds.), Multiliteracies. Literacy Learning and the Design of Social Futures. South Yarra: Macmillan Publishers Australia Pty. Ltd. pp. 3-37.
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Paralinguistic Discussion in an Online Educational Setting: A Preliminary Study Karin SIXL-DANIELL & Jeremy WILLIAMS1 School of Business, Universitas 21 Global 01-01 UIC Building, 5 Shenton Way, Singapore 068808 karin.daniell@u21global.com, jeremy@u21global.com Abstract. One of the perceived drawbacks of e-learning is the absence of non-verbal communication. This leads one to conclude that e-learning in general, and fully online education in particular, is inferior to its on-campus counterpart in terms of its communicative capability. This paper challenges this viewpoint, arguing that not only is non-verbal communication ‘alive and well’ in an online educational setting, it is becoming more robust as the various information and communication technologies (ICTs) in common usage act to redefine non-verbal forms of communication. Reporting on a preliminary study conducted within a Master of Business Administration (MBA) programme at a completely online business school, the authors outline the importance of incorporating the opportunity for non-verbal communication in the learning environment, particularly in an international or crosscultural setting. Then, focusing on the use of ‘emoticons’ in a longitudinal study of Organisational Behaviour classes, they analyse the frequency of use of specific categories of emoticons, and their significance for effective cross-cultural communication. The paper concludes that emoticons facilitate a depth and range of non-verbal communication which, in this preliminary study at least, appear comparable to that in the non-virtual world, enhancing the quality of interaction and minimising the potential for friction and misunderstanding between learners.
1. Non-verbal communication in an online setting Early work in the area of computer-mediated communication (CMC) based on Social Presence Theory views interpersonal relationships as being strongly ‘task-oriented’ [1]. Commentators following in this tradition have argued that non-verbal communication in the absence of face-to-face interaction is severely restricted and that, using an online platform, ‘any form of non-verbal communication, like gestures or facial expressions, cannot be perceived by the other group member’ [2]. Others maintain that CMC ‘differs from face-toface communication in striking, interpersonally related ways’ [3] in that ‘relationally-rich nonverbal cues are absent’ [4]. If these commentators are correct, then given research suggests that between 70-90 per cent of messages transmitted in interpersonal communication are nonverbal in nature [5-7], this would imply that only a fraction of the full quantum of interpersonal communication will take place in an online setting. To counter this view, there is a body of literature based on Social Information Processing Theory which takes a less extreme position [8]. In this instance, the richness of communication online is not as limited as the task-oriented model suggests. A survey of this literature points out that non-verbal cues are also available in the online setting which cater for communication with a social-emotion-orientation [9]. These cues comprise, for 1 Jeremy Williams is also Adjunct Professor in Economics at the Brisbane Graduate School of Business, QUT, Australia.
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example, the time to respond to an email or to a discussion posting [3,10]; the length of the response (short/long; too short/too long); the frequency of communication; [11]; the style of the response (e.g. the use of capitals to denote shouting, and use of punctuation like “!” and “!!!” or “?” and “???” to convey difference in the degree of feeling [12]. Another group of researchers have documented how the social-emotion-oriented model has been taken to a new level with the increasingly widespread use of ‘relational icons’ [13] or pictographs [14-15], or what are commonly referred to these days as ‘emoticons’ [16-17]. The most basic emoticon image is a small yellow ‘smiley face’, a yellow button with a smile and two dots representing eyes, invented by Harvey Ball in 1963. From this humble beginning, an increasingly sophisticated paralanguage has emerged to the extent that it has become an integral part of CMC, largely driven in recent times by the massive uptake of Yahoo, MSN and other instant messenger. In the online educational setting, as this paper will demonstrate, it is an extremely welcome development because it serves to capture a greater depth and range of non-verbal communication, allowing students and faculty to work with greater efficacy in a cross-cultural environment.
2. The context of the study Universitas 21 Global (U21G) is a fully online graduate school. Global in name and global in nature it is owned by the Universitas 21 (U21) a consortium of research-intensive universities,2 and the world’s largest publisher, Thomson Learning. Headquartered in Singapore, it has no domestic students as such, but has some 750 students from around 40 countries. The university partners, as long-established and well respected institutions, are particularly concerned to preserve their international reputations; hence quality is of the utmost importance in all aspects of subject delivery. This includes taking into account the cross-cultural make-up of the student body at U21G and minimising the possibility of negative experiences arising from miscommunication because of socio-cultural differences. Even in an on-campus setting, students and professors will have the opportunity to communicate with one another via email, discussion board postings and, in some cases, chat/instant messaging. At U21G, students also co-operate and communicate on a team basis, through team workspaces including team-specific discussion boards, announcements, chats and shared folders, as well as through team-specific emails. To help prevent and handle misunderstandings due to possible communication problems in such an international setting, the use of non-verbal cues is actively encouraged. In contrast to the mainstream learning management systems (LMS) preferred by the majority of campus-based universities, the U21G LMS provides students with a wide variety of graphic emoticons as a standard feature of the email, discussion board, and instant messenger tools. This does not prevent students from using ASCII emoticons such as :-) or :-( but having a smorgasbord of ready-made emoticons to choose from negates the need for some pre-existing knowledge of the various combinations of ordinary text characters required to produce face-like patterns.
2
The U21 universities with an equity stake in U21G include McGill University, University of British Columbia, University of Virginia, University of Birmingham, University of Edinburgh, University of Glasgow, University of Nottingham, Lund University, University of Freiburg, University of Melbourne, University of New South Wales, University of Queensland, University of Auckland, National University of Singapore, University of Hong Kong, and Fudan University.
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3. The focus of the study and methodological issues In an attempt to understand the nature and significance of emoticon use at U21G, and the extent to which it facilitates cross-cultural communication, the authors of this paper elected to focus on one subject, Organisational Behaviour, over an 11 month duration – the entire period over which emoticons have been in use in the Master of Business Administration (MBA) programme at U21G. As a preliminary study, however, only postings on class discussion boards were considered in order to ensure the study remained within manageable proportions. Thus, the review did not include the possible use of emoticons in emails (not least because private email traffic is not monitored), chat sessions, or discussion boards pertaining to a specific team. However, since the student populations were identical to those posting in the class environment, it is reasonable to assume that if these interactions were included in the analysis, a broadly similar pattern would emerge.
4. Results and analysis Observing 5,626 postings on class discussion boards in 12 Organisational Behaviour classes, the authors observed that the acceptance level of emoticons among students was widespread, and around 10% of posts included emoticons. Table 1: Frequency of use of different emoticons Big grin Smile Sad Surprised Eek Confused Cool LOL Mad Razz
151 79 22 4 18 26 10 68 5 22
Red face Cry Evil Twisted Roll eyes Wink Exclaim Question Idea Arrow
17 19 0 8 18 127 3 15 3 0
As Table 1 illustrates, students are presented with a range of 20 emoticons, four of which are animated graphic interchange format (GIF) files; ‘laughing out loud (LOL)’, ‘roll eyes’, ‘red face’ and ‘cry’. All emoticons are also individually defined according to the words alongside each emoticon in the table above, which appear as a pop-up following a mouse-over. A cursory analysis of frequency of use reveals two emoticons in particular were heavily favoured: the ‘big grin’ (around 25% of total emoticon use) and the ‘wink’ (just over 20% of the total). Two others ranking quite highly were the ‘smile’ and the ‘laughing out loud’ (LOL) emoticons (accounting for around 13% and 11% of the total respectively). Some were hardly used at all which obviously begs the question as to their continued use. For example, one might argue that the ‘arrow’ is not really an emoticon in the first place, while the unpopularity of the ‘evil’ emoticon could be a reflection of the fact that not too many people would want to convey this sentiment except if it were tongue-incheek, in which case the ‘twisted’ emoticon would probably suffice as this is used by the students in jest. Emoticons expressing positive feelings (big grin, smile, LOL, cool, wink, and razz) were used most frequently: 457 times (approximately 75% of cases). Interestingly, the individual frequencies of the big grin, smile, and LOL (151, 79, and 68 respectively) would
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suggest that students felt the need to differentiate between these similar emotions. The use of the wink – the second most popular emoticon – is also significant in the context of a multicultural educational setting because it guards against the possibility of misinterpreted irony. Sarcasm, a prominent feature of humour in some cultures, can be largely absent in others and, undetected, can lead to misunderstanding on a grand scale. Emoticons expressing negative feelings (sad, mad, eek, confused, rolled eyes, red face, and cry), although lower in frequency, were also used in interesting ways by the students. The ‘sad’, ‘mad’, ‘eek’, ‘rolled eyes’ and ‘confused’ emoticons were invariably used to denote stress and frustration arising, not so much from the intellectual challenge of the MBA course, but from the challenge of studying while working full-time and attending to family and social commitments. The ‘red face’ emoticon (a GIF where the face changes colour from yellow to a deep pink) obviously symbolises embarrassment. This was most commonly used by students to express humility in the event of misunderstandings and/or an attempt to diffuse a potential conflict.3 Meanwhile, the ‘cry’ emoticon (another GIF where the face sheds tears) was used 19 times, mostly in one class where students used it to convey their feelings about some of their classmates not being able to participate in the following class. Overall, the authors observed that emoticons were as equally distributed in graded discussions as they were in informal discussions and, just as students display different levels of non-verbal communication in a face-to-face setting, this participation imbalance also prevails in an online setting – there being a tendency for some students to be more ‘demonstrative’ than others. Conclusion A review of 5,626 postings on class discussion boards in 12 Organisational Behaviour classes conducted online in the MBA programme at U21Global has shown that students actively use emoticons to enhance the non-verbal aspect of their online communications. There were no disputes in any of the 12 classes in the 11-month period under consideration, and while there is no evidence to suggest that such misunderstandings would have definitely occurred in the absence of emoticon use, analysis of data in this preliminary study at least confirms that there is readiness on the part of students to use communication with a social-emotion-orientation to avoid the possibility of such conflicts. In a multicultural setting, the probability of miscommunication is always likely to be higher than in a monocultural setting. The scope for misunderstanding is likely to be higher still if communication is limited to text where there are no paralinguistic cues to facilitate communication. To offset this problem, emoticons offer a depth and range of nonverbal communication which, in this preliminary study at least, appear comparable to that in the non-virtual world, enhancing the quality of interaction and minimising the potential for friction and misunderstanding between learners. Further research by the authors is currently in progress to corroborate this hypothesis.
3
Interestingly, the authors have observed that this emoticon appears to be more widely used by students in one-to-one communications via email rather than class-wide discussion boards.
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References [1] Short, JS, Williams E, Christie, B. The social psychology of telecommunications. London: John Wiley & Sons; 1976. [2] Zumbach J, Hillers A, Reimann P. Supporting distributed problem-based learning: the use of feedback mechanisms in online learning. In: Roberts TS, editor. Online collaborative learning: theory and practice. Hershey: Idea Group Press; 2004. p. 86-102. [3] Walther JB, Tidwell L. Nonverbal cues in computer-mediated communication, and the effect of chronemics on relational communication, J Organizational Computing 1995; 5(4): 355-378. [4] Lane D. Function and impact of nonverbal communication in a computer mediated communication context: an investigation of defining issues. n.d. Available from (accessed 2005 May 20). [5] Knapp M. Nonverbal communication in human interaction. New York: Holt, Rinehart & Winston; 1978. [6] Mehrabian A. Silent messages. Belmont, CA: Wadsworth; 1971. [7] Argyle M. Bodily communication. New York: International University; 1977. [8] Walther JB. Interpersonal effects in computer-mediated interaction: a relational perspective, Communication Research 1992; 19(1): 52-90. [9] Liu Y, Ginther D. Instructional strategies for achieving a positive impression in computer-mediated communication (CMC) distance education courses. Sixth Annual Mid-South Instructional Technology Conference; 2001 April 8-10; Tennessee; USA. Available from (accessed 2005 May 20). [10] Hesse B, Werner C, Altmann I. Temporal aspects of computer-mediated communication. Computers in Human Behavior 1988, 4:147-165. [11] Liu Y. The effects of nonverbal cues on impression formation in computer-mediated communication: an exploratory study [doctoral dissertation]. Texas A&M University; 2000. Available from Diss. Ab. Intl, 61(4). [12] Adkins M, Brashers D. The power of language in computer-mediated groups, Management Communication Quarterly 1995; 8(3): 289-322. [13] Asteroff JF. Paralanguage in electronic mail: a case study [doctoral dissertation]. Columbia University; 1987. Available from Diss. Ab. Intl. 48(7). [14] Reid E. Virtual worlds: culture and imagination. In Jones SG, editor. Cybersociety: computer-mediated communication and community, Thousand Oaks, CA: Sage; 1995. p. 164-183. [15] Thompsen P, Foulger D. Effects of pictographs and quoting on flaming in electronic mail, Computers in Human Behavior 1996; 12(2): 225-243. [16] Walther J, D’Addario K. The impacts of emoticons on message interpretation in computer-mediated communication, Social Science Computer Review 2001; 19(3): 324-348. [17] Krohn F. A generational approach using emoticons as nonverbal communication. Journal of Technical Writing & Communication 2004; 34(4): 321-329.
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Three Stages for the Scenarisation of Learning Objects Sofiane AOUAG LRL, Université Clermont-ferrand II, 4 rue Ledru, 63057 Clermont-ferrand Cedex France aouag@lrl.univ-bpclermont.fr Abstract : The main focus of current discussions within the standardization process of Learning technology is on technical aspects of so called learning objects. The purpose of this paper is to show the three stages of a learning object scenarisation, starting with the instantiation of contents parameters. The second stage is related to the pedagogical instruments, which represent the supports of these contents and finally the adaptation of a scenario for each pedagogical instrument.
1 Introduction Current research in the field of teaching engineering [4], [5], [7] aims at concentrating on the learner’s activity and hopes to be based on the scenario of training and to put it at the research center [8], [9]. Our goal is to propose a new formalism for didactic activity representation by using the approach "learning object" which is currently the subject of many work aiming to the standardization of their indexing [6],[10],[11]. Their goal has been to define open technical standards for computer supported learning environments and education products. The most important initiative of standardization are the Instructional Management Systems Project (IMS)1, the Alliance of Remote Instructional Authoring and Distribution Networks for Europe (ARIADNE)2, the Advanced Distributed Learning Initiative (ADL)3 and (IEEE LTSC)4. 2 Context of work: Our work is within the framework AMICAL5 project, a theoretical and development project of a multi-agents and knowledge-based computer for teaching and learning of reading. This project aims to the realization of multimedia intelligent tools likely to contribute the individualization of learning; it is related to the mother tongue (French) and addressed to children in normal schooling on their preparatory course. AMICAL is composed of three types of functional modules: the resource module, the exploration module and the tutorial module. The tutorial module, must lead, in a controlled way, to the acquisition of knowledge by the student to propose session of work. The sessions are the result of a process, “ didactic planning” [2], in which the system determines first an 1
http://www.imsproject.org http://www.ariadne-eu.org 3 http://www.adlnet.org 4 http://www.ieee.org 5 Architecture Multi-agents Interactive Compagnon pour l’Apprentissage de la Lecture (an interactive learning- to-read environment with a multi-agent architecture) 2
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objective constructed from the knowledge it has about the student and the knowledge about the domain[3]. Then, the system determines a sequence of didactic activities with corresponds to this objective. The didactic activity types represents the property part of a learning object, it represents the content no instantiated yet. It’s considered in this paper that the individualization of the learner’s activity will be interpreted by the scenarisation of the learning object. 3 The three Stages for scenarisation of learning object Learning objects are elements of a new type of computer-based instruction grounded in the object-oriented paradigm of computer science [6], [9], [10], [11]. This latter will be used to represent the didactic situation which is considered as a multi-faces complex entity [1]. According to one of these faces, a didactic situation is a unit of action (it corresponds to the smallest one and at the same time to the isolable and the significant action which the system carries on for the objective fixed and attained by the student). Three stages of the scenarisation of a learning object will be specified in this paper. This scenarisation reveals the various aspects of didactic situation: - its content which represents the primary teaching matter, - its interface which is represented in the form of whole pedagogical instruments constituting the teaching equipment and finally - the scenario of use of each teaching instrument.
3.1 Construction of the pedagogical primary matter
The learning object is characterized, first of all, by knowledge bring into play for learning. Reusability, adaptation, and composition mechanisms are, therefore, employed to structure knowledge contents. This knowledge is represented in the form of entity < Action, Knowledge unit > or such a knowledge units is regarded as parameters of contents individualization of learner’s activity. The instantiation of this parameter represents the first stage for the scenarisation of the learning object. Our proposal lies in the use of the rational agent, which individualizes its parameters according to the student model while being based on rules (didactic, pedagogic and linguistic). If we want, for example, to instantiate the triplet < Verify; Known; Word-current >; we must replace the variable 'Word-Current' by a word ‘M1' while basing our selves on words already known in the student model. 3.2 Specification of pedagogical material (determination of the pedagogical instruments)
The interfacing of the didactic activity relates to the adaptation of its interface to learner. It is a question of specifying the pedagogical instruments to be used for turn on the system’s actions illustrated in the learning object properties. The determination of the pedagogical instrument is based on the knowledge first collected from the student model and those illustrated in learning object properties (its content). An example of a pedagogical instrument is "the text field " that one regards as a support of these contents associated to its scenario of use. The pedagogical instrument is characterized by four criteria: • Pedagogical Function: who can answer a pedagogical intention of type < Action, Knowledge unit > or . • Scenario of use: the duration of use, numbers tests and proposal help... • Form: the shape of the instrument (Button; Text-Field; Word; Letter, Image),
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colors, dimensions space... • Contents : (the text, the word, the button name...) 3.3 Adaptation of the scenario of training:
It is possible, to reproduce at the same time complex models that one call "scenario of training" for a learning Object, using a significant number of types of declarative knowledge represented in the form of "properties", of procedural knowledge represented in the form of "methods". These methods are regarded as scripts describing the way of use of each pedagogical instrument. The scenarisation is done by the learning object scenarisation agent. It uses its base of knowledge built dynamically starting from the agents of the environment and the knowledge defined on the contents for scenarisation of each pedagogical instrument (find all suitable methods constituting the scenario of unfolding). For example if we have the triplet manifested in proprieties of the activity “autonomous recognition words in text”: < Observe; Known; Current-word >. The agent uses in first the student model to determine the suitable text and to instantiate currentwords. In the second stage it makes pedagogical instrument (text field) and button to validate the response. The agent chooses the method Observe_recognize (text, [word1,word2,word3…]) (among the various methods associated with this pedagogical instrument) to turn on the action Observe-recognize. Where [word1,word2,word3…] is the list of words instantiated in the first stage.
P edag ogical instrum en t4
C ontents :
Pedag ogical instrum en t3 Pedag ogical instrum en t2
Ped ag o gical ins trum ent1 -
P eda go gi ca l fu nctio n S cenar io o f use F orm C on te n ts
M e thod4 M ethod3 M ethod2 M e thod1 : ‘ S crip t of u se of p ed ag og ical in strum ent’
1. F irs t stage : conten ts
2 . S eco nd stage : Pedag ogical instr um ents
3. Th ird sta ge : scen ario
Learn ing object Sce nari sat ion a gen t Stude nt m odel
L ea rning ob jec t : Propertie s : P 1=
1;S 1;K1> 2;K2 > 3;S 3;K3> 4;S 4;K4>
Sce nario : M ethod M ethod M ethod M ethod
1(ins trum ent1) 2(ins trum ent2) 3(ins trum ent3) 4(ins trum ent4)
Figure 1 Three stages for scenarisation of Learning Object
4. Conclusion and prospects
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We have presented a methodology for scenarisation of the learning object. The three stages of scenarisation have the potential to allow the simplified application of any instructional design theory to the learning object approach and provide a common ground for future research of the instructional technology called “learning objects” . This first work aims at defining the basic dimensions concerning the development of a didactic workshop dedicated to a dynamic management of the resources of training and tries to create a methodology of design based in learning object associated an agent which has the role of scenarisation of this latter. References [1]
Bussapapach P. (2000). « Problem solving in a didactic situation in a computer assisted learning-to-read environment : Knowledge used by the student » , R. Nkambou (Ed.), ITS'2000 Young Researchers Track Proceedings, The Fifth International Conference on Intelligent Tutoring Systems, Montreal, Canada, Jun 2000, p. 46-50.
[2]
Cherkaoui, C. et al. (1997) “ Aspects de la planification didactique : étude dans le cadre d'un environnement d'aide à l'apprentissage de la lecture ”, C. Cherkaoui, M. Chambreuil & L. Gaguet, Sciences et Techniques Educatives, vol. 4, n°3, 257-297
[3] Cleder C. (2002). Planification didactique et construction de l’objectif d’une session de travail individualisée : modélisation des connaissances et du raisonnement mis en jeu. PhD Thesis, University Clermont-Ferrand II December 2002, 250p. [4]
Dufresne A., Henri F. & Hotte R. (2002) A Methodological and Physical Instrumentation to Support Experimentation in Telelearning, Proceedings IFIP 17th World Computer Congress TelE-Learning the Challenge for the Third Millennium, Montréal, 289-296.
[5] Koper R. (2001) Modeling units of study from a pedagogical perspective - The pedagogical metamodel behind EML http://eml.ou.nl/introduction/articles.htm dernière consultation, ( Consulted May 2005 ) [6]
Paquette G. (2004) Instructional engineering for learning objects repositories networks, 2nd International Conference on Computer Aided Learning in Engineering Education, pp 25-36, Grenoble, France, feb. 2004
[7] Paquette G. (2002). « Introduction » [online], L’ingénierie du télé-apprentissage : pour construire l’apprentissage en réseaux, Presses de l’Université du Québec. http://www.licef.teluq.uquebec.ca/gp/docs/pub/ ingenierie/introduction_livre_I.doc ( Consulted may 2005) [8]
Pernin J-P. & Lejeune A. (2004) Scénarios d'apprentissage : quelles stratégies de réutilisation pour les enseignants, colloque TICE Méditérranée, Nice, november 2004.
[9] Pernin J-P. & Lejeune A. (2004) Dispositifs d'apprentissage instrumentes par les technologies : vers une ingénierie centrée sur les scénarios, colloque TICE 2004, Compiègne, octobre 2004. Pernin J-P. & Lejeune A. (2004) Nouveaux dispositifs instrumentés et mutations du métier de l'enseignant, 7 ème biennale de l'Education, Lyon, april 2004. [10] Pernin J.-P. (2003) Objets pédagogiques : unités d’apprentissage, activités ou ressources ? Revue Sciences et Techniques Educatives, Hors série 2003 "Ressources numériques, XML et éducation", 179210, april 2003. Editions Hermès. [11] Wiley, David A. (2002): Connecting Learning Objects to Instructional Design Theory: A Definition, a Metaphor, and a Taxonomy. In: David A. Wiley (Ed.): The Instructional Use of Learning Objects. Agency for Instructional Technology and Association for Educational Communications & Technology, Bloomington, Indiana, pp. 3-23.
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Analyzing Student Motivation and Self-Efficacy in Using an Intelligent Tutoring System Leen-Kiat Soh and Lee Dee Miller Department of Computer Science and Engineering University of Nebraska, Lincoln, NE 68588-0115 USA { lksoh, lmille }@cse.unl.edu Abstract. In this paper, we analyze how traits such as student motivation and selfefficacy impact students’ perception of the usefulness of an intelligent tutoring system (ITS). We have built and deployed an ITS called Intelligent Learning Materials Delivery Agent (ILMDA) in a CS1 course. This ITS presents instructional content such as tutorials, examples, and problems to the students with a bare bone minimal interface. The students interact with the system through a graphical user interface. The agent reasoning module of the ITS monitors the interaction, models the students, and selects the next example or problem to present to the student. Here we analyze the results of a qualitative survey of students’ perception of this system, using data mining techniques such as correlation and contrast rules. We report on how the interface, the instructional content, and student motivation and self-efficacy relate to each other.
Introduction We have built an intelligent tutoring system called Intelligent Learning Materials Delivery Agent (ILMDA) and have deployed it in a CS1 course at the University of Nebraska. To better understand the impact of ILMDA in student learning, we have conducted a qualitative survey after each use of the system during the course of the semester. Here we report on the results. Our goal is to analyze how the interface of ILMDA, the instructional content, and student motivation and self-efficacy relate to each other. Understanding these factors will help us design and evaluate better ITSs in the future.
1. Intelligent Tutoring System: ILMDA In the ILMDA project, our goal is to design an intelligent agent to deliver learning materials to students. Each learning material consists of three components: (1) a tutorial on a topic, (2) a set of related examples, and (3) a set of exercise problems to assess the student’s understanding of the topic. Based on how a student progresses through the learning material and based on his or her profile, an ILMDA system will choose the appropriate examples and exercise problems for the student. In this manner, ILMDA customizes the learning material. Most software tutors or learning delivery mechanisms are able to customize the learning material for different students, with or without agent-based technology. Our design has a modular design of the course content and delivery mechanism, utilizes true agent intelligence where an agent is able to learn how to deliver its learning materials better, and self-evaluates its own learning materials.
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The underlying assumptions behind the design of our agent are the following. First, a student’s behavior in viewing an online tutorial, and how he or she interacts with the tutorial, the examples, and the exercises, is a good indicator of how well the student understands the topic in question, and this behavior is observable and quantifiable. Second, different students exhibit different behaviors for different topics such that it is possible to show a student’s understanding of a topic, say, T1, with an example E1, and at the same time to show the same student’s lack of understanding of the same topic T1 with another E2, and this differentiation is known and can be implemented. Finally, we plan to build an agent capable of adapting its delivery of examples and exercise problems to students’ real-time behavior and historical profile, learning useful delivery strategies, and performing self-monitoring and evaluation tasks. We see this as valuable knowledge to instructional designers and educational researchers as ILMDA is not only a testbed for testing hypotheses, but it is also an active decision maker that can expose knowledge or patterns that are previously unknown to researchers. The underlying reasoning principle of ILMDA is case-based reasoning (CBR) [2], where pedagogical strategies are stored as individual cases. Each case consists of a situation, a solution, and an outcome. The situation describes a student’s background profile and his/her current interaction activity with ILMDA, and the characteristics of the instructional content currently being viewed by the student. Based on this, the CBR component retrieves the solution from the casebase. Each solution specifies the properties of the next example or problem to be presented to the student. The objective of ILMDA is to be efficient and effective. By efficient, ILMDA aims to bring a student to a level of topical comprehension with only a few questions. By effective, ILMDA aims to keep students engaged and eventually bring them to achieve the level of topical comprehension. For discussions on ILMDA’s reasoning process, please refer to [1] In Fall 2004, we deployed ILMDA to CSCE155 at the Department of Computer Science and Engineering at the University of Nebraska. CSCE155 is the first core course for the Computer Science majors. The course has a 2-hour structured lab component once a week. In Fall 2004, there were four laboratory sections, with each having about 20-25 students. We used five CS1 topics: (1) File I/O, (2) Event-Driven Programming, (3) Exceptions, (4) Inheritance and Polymorphism, and (5) Recursion. For each topic, the content set had a tutorial, a set of 3-4 examples, and a set of 15-20 problems. We required the students to review these materials through ILMDA before their weekly labs. We logged every interaction between ILMDA and students and analyzed the results.
2. Survey and Analysis The survey comprised of questions in Likert scale: 1 being Strongly Disagree, 2 being Disagree, 3 being Neutral, 4 being Agree, and 5 being Strongly Agree. Table 1 lists all four sections of questions. We required students to fill out the survey in the lab for each of the five topics. 2.1 Correlations Table 2 shows the correlation between students’ response on motivation and self-efficacy, and their respective means. We see that the means are relatively static, with a slightly decreasing trend from the beginning of the semester towards the end of the semester (the ILMDA topics were introduced in sequence in five labs, starting with File I/O and ending with Recursion). We also observe that the correlation values are higher for event-driven programming and recursion topics. The high event-driven programming correlation is
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probably due to the emphasis on event-driven programming in the homework assignments, boosting both students’ self-efficacy and motivation. The high recursion correlation is probably due to the emphasis of this topic in lectures as the instructor spent more time in this topic realizing that the recursion concept is usually difficult to grasp for CS1 students. Section Motivation
Self-Efficacy
Learning Materials
Interface
Question x I am motivated to learn more about CS x I value the opportunity to apply what is learned from using this online tutorial to my class and labs x I am majoring or intent to major in CS x I am confident in my CS knowledge and abilities x I am sure I can do an excellent job on the problems and tasks assigned for this class x I am academically prepared to take this course x Compared to other students in the class I expect to do well x I think I will receive a good grade in this class x The tutorial is useful x The length of the tutorial is adequate x I tried to read carefully all pages of the tutorial x I would like to use the tutorial again when studying for the exams x The examples are useful x The length of the examples is adequate x I tried to read carefully all examples x I would like to use the examples again when studying for exams x The problems are useful x The average length of the problems is adequate x I tried to read carefully and answer all problems x I tried to read carefully all the feedback after I submitted each answer x The feedback on incorrect responses is useful x In general, the problems are challenging yet not too difficult x I would like to use the problems again when studying for the exams x The system is user-friendly. x The functional design is logical (e.g., the buttons make sense) x The layout is sensible (e.g., easy to read and view different pages, positioning of buttons) x The system is useful x The system's response to user is timely x The system is correct (e.g., no or few bugs, no or few content errors)
Table 1: Means and correlation of student response to motivation and self-efficacy questions File I/O
Exceptions
Event-Driven Inheritance & Recursion Programming Polymorphism M SE M SE M SE M SE M SE 3.62 3.69 3.64 3.71 3.46 3.53 3.44 3.59 3.48 3.58 Mean 0.39 0.64 0.30 0.68 Correl. 0.32 Table 2: Means and correlation of student response to motivation and self-efficacy questions
2.2 Contrast Rules Our contrast rule analysis is standard (see, for example, an application to data mining in [3]). Briefly, it derives association rules from 2×2 matrix contingency tables. From a contingency table, support and confidence can be computed for each association rule. Support of XÆY is basically the ratio of co-occurrence of a pair of attribute values X and Y over all pairs. Confidence of XÆY is the ratio of co-occurrence of a pair of attribute values X and Y over the number of occurrences of X. An association rule is considered good if it has high support and confidence. A contrast rule consisting of two association rules exists when the quality of XÆY is high and the quality of XÆ~Y is low.
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In general, we see that when a student finds a tutorial to be useful or adequate, he or she also finds the examples and problems to be useful or adequate (High Tutorial Æ High Example, High Tutorial Æ High Problem). We also find the symmetric relation to be true (i.e., High Example Æ High Tutorial, High Problem Æ High Tutorial). Similarly, we see that when a student finds the interface to be good, he or she also finds the examples and problems to be useful or adequate (High Interface Æ High Example, High Interface Æ High Problem), and the relation is symmetric. However, we do not observe the similar symmetry for motivation and self-efficacy. We see that when a student is motivated, he or she thinks positively of the examples and problems; but when a student thinks positively of the examples or problems, he or she does not necessary have a high motivation. This is an interesting observation. It indicates that if students are motivated, then it is likely that the students will find the learning materials useful or adequate. But even if a student finds the learning materials to be useful or adequate, the student’s motivation or self-efficacy does not definitively improve. Further, we see that student motivation and self-efficacy do not definitively influence their perception of the quality of the interface. However, the learning materials are highly correlated with how they perceive the adequacy of the interface. In our design, the ILMDA interface is bare bone minimal—with no animation or flash. This implies that as long as the learning materials are useful or adequate, the quality of interface would be perceived to be high (and perhaps higher than what the interface deserves). 3. Conclusions and Future Work We have analyzed how student motivation and self-efficacy impact students’ perception of the usefulness of an intelligent tutoring system (ITS). Using correlation and contrast rule analyses, we found that (1) the learning materials of our five topics are quite consistent, (2) the tutorial, examples, and problems are significantly correlated, (3) though high student motivation and self-efficacy lead to good student perception of examples and problems, good student perception of examples and problems do not definitively improve student motivation and self-efficacy, and (4) good learning materials and good student perception of the interface are well correlated. Thus, if ILMDA had been designed to improve student motivation or self-efficacy, it would have been a failure based on the third finding above. Our current and future work include the continuous deployment in Spring 2005 and more comprehensive analyses. We will also investigate the learning materials and the accuracy of the student modeling.
5. Acknowledgement This work is supported in part by Computer Science and Engineering Department, the Great Plains Software Technology Initiative, and an Enhancing Teaching and Learning Grant, all at the University of Nebraska. The authors would also like to thank Todd Blank for his contribution to the project.
References [1] Blank, T., Miller, L.D., Soh, L.-K., & Person, S. (2004). Case-Based Learning Mechanisms to Deliver Learning Materials. Proc.ICMLA’2004, Louisville, KY, USA, December 16-18, pp. 423-428. [2] Kolodner, J. (1993). Case-Based Reasoning. Morgan Kaufmann. [3] Minaei-Bidgoli, B., Tan, P.-N., & Punch, W. F. (2004). Mining Interesting Contrast Rules for a Webbased Educational System. Proc. ICMLA'2004, Louisville, KY, Dec 16-18, pp. 320-327.
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A Research Agenda for the Science and Design of Assessment for Deep Learning Michael J. Strait, Ph.D. Director of Assessment, University of San Diego, USA mstrait@sandiego.edu Abstract. In this paper, I argue for use-inspired basic research on assessment for deep learning of core abilities in interdisciplinary fields of study essential to meet the scientific, technological, educational, and workforce challenges of the 21st century. I emphasize the critical role of technology as an object of research and development, and as a means of organizing, conducting, and communicating research and applications. Keywords: Deep learning, formative assessment, interdisciplinarity, latent semantic analysis, electronic portfolio, assessment center method
Introduction This paper argues for a research agenda for the science and design of assessment for deep learning. This research agenda is intended to be situated squarely in “Pasteur’s Quadrant” [1], use-inspired basic research that will advance the frontiers of knowledge in the learning sciences as it advances our ability to effect deep learning through the design and development of sustainable and scalable formative assessment systems. In many cases, it is the innovative application of computer and communication technologies that makes it possible to sustain and scale learning and assessment systems that promote deep learning. Technology plays an important role in every aspect of the proposed research agenda. Technology and the impacts of technology on society are integral parts of the challenges we face. Technology is an integral part of the teaching and learning we undertake to meet those challenges. With respect to the current research agenda, technology is both a critical object of research and development, and a critical means of organizing, conducting, and communicating research and applications. Assessment for deep learning and the role of technology in sustaining and scaling learning and assessment is the central focus of the proposed research agenda, but that leaves the question, learning what? The learning content focus of the proposed research agenda is core abilities in interdisciplinary fields of study essential to meet the scientific, technological, educational, and workforce challenges of the 21st century. The paper is organized into four parts. First, I will identify and discuss two interrelated meanings of deep learning. Second, I will define and discuss the intended meaning of assessment for deep learning. Third, I will elaborate on the concept of use-inspired basic research and how the proposed research agenda would be guided by this concept. I will propose specific core abilities and interdisciplinary fields of study as content and give examples of the roles of computers and communication technologies as means and objects of research. Fourth, I will argue that the proposed research requires an international, interdisciplinary, and intersegmental network of collaborating researchers and teacher-scholars to carry out the research agenda.
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1. Deep Learning Deep learning refers to both an approach to learning and a level of learning. As an approach to learning, the meaning of deep learning is represented in the work of Ference Marton and others as a deep approach to learning as contrasted with a surface approach to learning [2]. As a level of learning, the meaning of deep learning is an integration of knowledge, development, and action that Marcia Mentkowski and others have aptly characterized as “learning that lasts” [3]. Deep learning in a particular domain of learning in a field of knowledge entails being able and disposed to think and act intentionally, competently, and responsibly, at a level commensurate with one’s standing in the community of practice according to standards and criteria set by the community of practice in that field of knowledge. Deep learning is not a single scientific construct nor is it associated with a particular theory of learning. Deep learning, in both senses (approach and level), can be (and must be, to be rightly understood and applied) described on multiple levels of analysis, linking genetic, neurobiological, cognitive, and behavioral processes and systems. The research agenda should emphasize research that integrates behavioral, cognitive, and neural analysis in studies of deep learning. 2. Assessment for learning Assessment for learning is “a process of seeking and interpreting evidence for use by learners and their teachers to decide where learners are in their learning, where they need to go, and how best to get there” [4]. Stiggins [5] has written eloquently about the extent to which this is not how things happen in the United States, and similar critiques have been made of assessment practice in other countries. I will not belabor the point here. 3. Use-inspired basic research There is a common misconception, among researchers as well as the public, that basic research and applied research are different activities pursued by different people with different talents and different interests. A related misconception is that they are subject to a necessary linear sequence. Basic research is followed by applied research and development which is followed by production of a product or process. Fortunately there are many examples in real life that this is not the case. The research career and achievements of Pasteur serve as an illustrative and illustrious case, hence the label of use-inspired basic research as “Pasteur’s Quadrant.” The “quadrant” framework rightly suggests that there can be and are cases of basic research with no thought to application, applied research with no thought to understanding why something works, and a lot of random problem solving with no thought of advancing knowledge or developing re-useable products and processes. Use-inspired basic research is research that is intended to extend basic knowledge and solve a practical problem. And that is the intended context of the proposed research agenda. The applied research problem, in the simplest terms, is effective education for the 21st century. At the dawn of the 21st century, we are facing unprecedented global scientific, technological, educational, and workforce challenges. Space limitations preclude delineating and discussing these global challenges in poverty, health, environment, literacy, peace, etc. This paper takes as its starting point a broad consensus among scientists and
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educators that meeting these challenges requires deep learning of core abilities in key interdisciplinary fields of study—not just by a small scientific and leadership elite, but by all. An example of what is meant by “core abilities” is the following list of educational objectives common to all segments of education [6]: 1. analytical, communication, quantitative, and information skills 2. understanding of and hands-on experience with the inquiry practices of disciplines that explore natural, social, and cultural realms 3. intercultural knowledge and collaborative problem-solving skills 4. a proactive sense of responsibility for individual, civic, and social choices 5. habits of mind that foster integrative thinking and the ability to transfer skills and knowledge from one setting to another Examples of key interdisciplinary fields of study are environmental studies, cultural studies, and liberal studies. There are many others. The emphasis here is on interdisciplinarity: most if not all of the challenges we face require interdisciplinary knowledge and abilities. Despite the fact that there is too little application of accumulated knowledge from the learning sciences in education today, there is a significant body of knowledge about how people learn and how that knowledge might be applied to improve teaching, learning, and assessment [7]. The research agenda proposed here however is not just to figure out how to apply what is already known, but to advance existing knowledge by attempting to develop solutions to problems for which there are gaps in our understanding of how we learn deeply. Three examples are: (1) research on theory and measures of specific core abilities in particular interdisciplinary fields of study and their component science, social science, and humanities disciplines; (2) research on dispositional learning and performance of these core abilities across the lifespan, with emphasis on adolescence and adulthood; and (3) research on interactions between culture, development, learning, and performance, that illuminate and condition the power of different formative assessment methods, procedures, instrumentation, and supporting technologies, to effect a deep approach to learning and learning that lasts. Examples of use-inspired basic research to be undertaken as part of the proposed research agenda are: (1) automated tutoring and guidance using latent semantic analysis ([8], (2) electronic portfolios [9], and (3) a technology supported version of the assessment center method [10]. In each of these areas of research and development, questions about how to improve the effectiveness of available systems await advances in basic learning sciences research. In the case of the distributed assessment center, for example, one of our most ambitious goals is to bring widely distributed live expert judgment to the assessment of an individual real-time performance, not to subject a mass of learners at one time to one particular form of assessment such as a national standardized test. But what are the critical aspects of different kinds of performances that an expert judge must be able to observe to make a valid and reliable judgment? What are the critical aspects of feedback that a performer must receive for the assessment event to effect deep learning? 4. International, Interdisciplinary, Intersegmental The proposed research requires an international, interdisciplinary, and intersegmental network of collaborating researchers and teacher-scholars to carry out the research agenda. The research network must be international to reflect and represent 21st century cultural pluralism and global society. From this perspective, most of the existing research knowledge base lacks sufficient cross-cultural validation, and things we think we know
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about how and why things work with one group in one country often do not work either with different groups in the same country or the same or similar ethnic groups in different countries. An international collaboration of researchers, teacher-scholars, and students from industrialized nations of the world, and a commitment to assist developing countries around the world, are integral from an ethical as well as a theoretical perspective. This commitment includes, but is not limited to, inclusion of non-English literatures and speakers, and the full international range of English language sources, and making connections among them. Last, but not least, the need to address 21st century skills exists at all levels of education, from pre-school through graduate school to continuing education throughout the productive lifespan. References [1] Stokes, D.E. (1997). Pasteur’s quandrant: basic science and technological innovation. Washington, D.C.: Brookings Press. http://brookings.nap.edu/books/0815781776/html/ [2] Marton, F. & Booth, S. (1997). Learning and awareness. Hillsdale, N.J.: Lawrence Erlbaum Associates. [3] Mentkowski, M., & Associates. (2000). Learning that lasts: Integrating learning, development, and performance in college and beyond.San Francisco: Jossey-Bass. [4] Assessment Reform Group (2001) Assessment for learning: integrating assessment for different purposes, Report on an Assessment Reform Group conference of policy makers and practitioners held in November 2000 [5] Stiggins, R.J. Assessment Crisis: The Absence Of Assessment FOR Learning . Phi Delta Kappan. V. 82, No. 10. [6] American Association of Colleges & Universities. (2002). Greater expectations: a new vision for learning as a nation goes to college. Washington, D.C.: Author http://www.greaterexpectations.org/ [7] Bransford, J.D. Brown, A.L. & Cocking, R.R. (Eds.). (2000) . How People Learn: Brain, Mind, Experience, and School: Expanded Edition Washington, D.C.: National Academies Press http://www.nap.edu/books/0309070368/html/ [8] Strait, M.J, Haynes, J.H., and Foltz, P.W. Applications of Latent Semantic Analysis to Lessons Learned Systems. AAAI-00 Workshop on Intelligent Lessons Learned Systems, Austin, TX, July, 2000. [9] American Association of Higher Education (2001) Electronic Portfolios: Emerging Practices for Students, Faculty, and Institutions Washington, D.C.: Author. [10] Byham, W.C. (2004) What is an assessment center? http://www.assessmentcenters.org/articles/whatisassess1.asp
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Design and Development of a Web-Based Content Creation Application for Problemsolving Exercises Based on Cognitive Apprenticeship Tan Gek Hua Learning Academy, Centre for IT in Education and Learning 21 Tampines Avenue 1, Singapore 529757 Temasek Polytechnic gekhua@tp.edu.sg Abstract. The purpose of this short paper is to present and discuss an in-progress work by the author to design and develop an XML and web-based content creation application for content experts to author problem-solving exercises based on cognitive apprenticeship, an instructional approach developed by Collins, Brown and Newman (1989). Using a formbased editor, authors could easily input content data which will be output to a content data (XML) document. A content template (in Flash or other format) then reads the data and populates itself to become a piece of learning content. Such an approach separates the programming logic (encapsulated within the content template) and the content data (XML document). This not only allows content experts to easily create the Flash-based content without the need to own a copy of the software, but also eliminates the need for content experts to learn the use of a complex authoring tool. Since the content (an XML document) sits outside and is independent of the presentation layer (content template), such an approach allows reusability and deployment of content in other technologies, platforms and devices. Prototypes of the editor and content template have been developed by the author. Keywords: cognitive apprenticeship, problem-solving exercise, content templates
1. Introduction: Cognitive Apprenticeship and Problem-solving The ability to solve problems is a basic life skill and is an important skill set for technical subjects and task oriented disciplines. Helping students develop problem solving skills is a frequently cited goal of educators. Cognitive apprenticeship emphasizes the solving of real world problems under expert guidance that fosters cognitive and metacognitive skills and processes.
(Collins, Brown, & Newman, 1989). In the cognitive apprenticeship model, the teacher provides the student with expert model of problem-solving and appropriate supports to facilitate the student’s mastery of the task. Design and development of learning environments or applications based on the cognitive apprenticeship model is not something new. For example, Looi and Tan (1998) developed WORDMATH, which is designed to teach word problem solving to 9-12-yearold students in Singapore. WORDMATH models expert or teacher performance when solving a word problem. WORDMATH is intended to encourage student to build models upon his or her own understanding and problem-solving episodes to learn how to solve word problems effectively as well as internalize the expert performance. A tutoring system was also developed for the ear domain in medical education as an application of the Interactive Simulation based multimedia system - InterSim (Kinshuk, 1998). The InterSim,
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based on the principles of cognitive apprenticeship, adapts to user actions and supports learning activities with intelligent assistance in the form of guidance and dynamic feedback as well as system assessed testing.
2. Objectives of the Project The cognitive apprenticeship model prescribes six strategies for learning; modeling, coaching, scaffolding and fading, articulation, reflection, and exploration. A simple content structure was defined based on these strategies. The student will first be presented with a problem. He may choose to: solve and answer the question, look at a hint or switch to a “Guided” mode whereby the problem is broken down into sub-steps with expert guidance provided to help the student solving each step. The content could also be part of a learning environment that provides better support for the articulation and reflection strategies.
Table 1 Modeling
If the student got the answer right, he will be presented with the sample recommended solution so that he could compare his solution to the recommended one done by an expert. If the student chose to enter the “Guided” mode, he will need to solve a series of sub-steps instead, modeling experts’ prcoess. Either way provides opportunities for th student to study problem solving patterns of experts to develop their own cognitive model of the domain.
Coaching and scaffolding
Help in the form of hint is provided at each step. Hint may also direct students’ attention to certain parts of the problem statement (by highlighting the text) or any imagery present.
Reflection and articulation
Sample solution to each sub-step is provided for students to compare and reflect upon. The content could also be part of a bigger learning environment that provides better opportunity for reflection and articulation throughout the learning experiences.
Exploration
Students are given opportunities to try out their hypotheses, methods, and strategies that experts do to solve problems. Students could also choose to use the “Guided” mode where expert guidance is provided.
The content could be custom created using an authoring tool like Macromedia Flash or Authorware. Such an approach presents several drawbacks: x a copy of the authoring tool is needed and x good working knowledge of the authoring tool is essential.
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The project aims to design and develop a web-based content creation application that allows content experts to easily create such content. Using a web-based editor, authors could easily input content data which will be output to a content data (XML) document. A content template (in Flash or other format) then reads the data and populates itself to become a piece of learning content.
3. Scope of work To begin with, a markup language which the author named giML (guided instruction markup language) is defined for such content. To put it simply, as a markup language in XML, giML allows the content data to be specified in a form that is independent of its presentation (could be HTML, Flash movie, Authorware movie or Director Shockwave). Next, an editor is created for content staff to create the XML document. The last thing a content staff would probably want to do is to mess directly with the XML document! The editor, along with step-by-step instructions for a friendly user experience would act as a graphical and intuitive interface to the document creation. To present the content, an engine is needed to parse and present the XML document. The engine could be an Authorware movie, a Director shockwave movie, a Flash movie, or some server-side scripts to present the content in HTML form.
Content template (engine) which encapsulates the programming logic
Engine pulls data from the content data file and populates the itself to become the learning content Learning content
Front-end interface for content data input
Content data (usually in the form of an XML file)
Figure 1.
To put it simply, we need: 1. schema for the content data 2. editor for generating the XML (based on giML) 3. engine to populate our document with content from the XML For the purpose of this project, a Flash web-based editor and a Flash-based template (the content engine) have been built.
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4. The Benefits Using a web-based rich client editor, content staff will be guided step-by-step to the creation of the content data in the form of an XML (based on giML) document. In contrast to many of the proprietary data storage formats, XML is a universally accepted and adopted data storage format. This allows the content data to be fed to a Flash movie or any other content engine to create the instructional content. There are several advantages to this approach: x x x x x
it simplifies the process of content creation through a form-based editor (with guided instructions) which is designed specifically for this purpose. content staff do not need to own any authoring tool for creation of such content. content staff no longer need to attend day(s) of workshop training to learn how to use complex and sophisticated general-purpose authoring tools and spend days to creating such content. the content being in XML format could also be reused or re-deployed in other platforms, technologies or devices. With the content data in XML format, technically, it also opens up possibilities and paves the way to integrate the tool into current learning management systems via web services. Tracking and monitoring of students progress could also be achieved via the SCORM RTE (run time environment) api function calls.
Technically, this approach also supports the notion that programming logic (the Flash engine) and data (content – our XML document) should be separated.
References [1] Collins, A., Brown, J., & Newman, S. (1989). Cognitive apprenticeship: Teaching the crafts of reading, writing, and mathematics. In Lauren B. Resnick (Ed.) Knowing, learning, and instruction: Essays in honor of Robert Glaser. Hillsdale, NJ:Erlbaum Associates. [2] Kinshuk, Reinhard O., Rossen R. & Helmut S. (1998). Interactive Simulation Based Tutoring System with Intelligent Assistance for Medical Education. In Proceedings of ED-MEDIA / ED-TELECOM 98 (Eds. T. Ottmann & I. Tomek), AACE, VA, pp715-720. http://fimswww.massey.ac.nz/~kinshuk/papers/edmedia98.html. [3] Looi, C.K. & Tan, B.T. (1998). A cognitive -apprenticeship-based environment for learning word problem solving. Journal of Computers in Mathematics and Science Teaching, 17(4), pp 339-354.
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Knowledge Building in Inter-school Learning Communities: Reflections from a Case on Project Learning in Hong Kong Christopher TAN, Percy KWOK University of South Australia, Australia Chinese University of Hong Kong, Hong Kong Chris@learningexpert.net Abstract. The paper reports on 740 Primary (Grade) 5 students’ knowledge building and sharing of e-learning resources in a recent project work, involving inter-school learning community of 4 prestigious Catholic primary schools in Hong Kong. By using an interactive web-based learning platform called Knowledge Community (KC) and adopting learning community approach of advancing both individual and communal knowledge through knowledge building discourse (Collins & Bielaczyc, 1997), the project helped gather groups of students from four schools, forming 72 communities to generate thematic discussion on environmental protection over a period of 7 months. Empirical data showed that students exercised higher-order thinking skills through interdisciplinary project learning in the Bloom taxonomy of knowledge (7.77%), comprehension (30.68%), application (25.15%), analysis (9.08%), synthesis (3.52%) and evaluation (23.79%). As a whole, the project has exemplified an inter-school learning community model in East Asia, with stresses on e-leadership in school’s collaborative learning cultures, parental involvement in student learning and students’ scaffold supports in computer-mediated communication environment. Keywords: Knowledge building, learning community, collaborative learning, project learning, scaffold, and thinking type.
Introduction Due to the changing nature of work and society under knowledge-based economy in the 21st century, students and teachers need to develop ways to deal with complex issues that require new kinds of knowledge. (Drucker, 1999). They need to work, collaborate and learn new things from a variety of resources and people, and to investigate questions and bring their learning back to their dynamic life communities. There have arisen in recent years learning community approaches (Bielaczyc & Collins, 1999; Bereiter, 2002) and learning ecology (Siemens, 2003) or information ecology approaches (Capurro, 2003) to education. These approaches fit the growing emphasis on lifelong, life-wide learning and knowledge building. To meet these expectations, project work is a common method used by schools to develop student’s life-long learning skills related to self-directed inquiry. Traditionally, project work involves numerous face-to-face discussions held among students to discuss the topic, scope and depth of a project. Project building involves important processes such as communication of ideas, negotiation of ideas and incorporation of multiple perspectives. However, these communicative processes cannot be fully captured in any face-to-face meeting. Nowadays, technology in the form of an e-learning platform can be employed to hold online discussions in place of the traditional face-to-face meetings. This technology
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enables students and teachers to work collaboratively online to achieve their common goal - i.e. the building of a project. This paper endeavors to depict knowledge building in inter-school learning communities supported by an e-learning platform called “Knowledge community” (KC) among 740 Primary (Grade) 5 students from 4 primary schools in Hong Kong, with reflections on the importance of community ownership, knowledge construction and continuation of learning communities or ecologies.
2. Literature Review 2.1 Use of Technology in Project Learning Jonassen et al. (1999) believe strongly that technologies should be used as tools to engage and facilitate thinking and knowledge construction by learners. One such powerful technology that serves these purposes is computer-mediated communication (CMC). It provides a platform for conversing, representing and reflecting the learners’ understanding, beliefs and perspectives. Additionally, the platform also provides a non-threatening learning environment. It provides an equal opportunity for all participants to contribute their ideas through words rather than having to be concerned about each other’s tone and facial expressions. 2.1 Role of Learning Community in Project Learning Collaboration is an essential element in learning communities. Knowledge-building is the creation of knowledge as social product (Scardamalia & Bereiter, 1996). Collaborative learning provides opportunities for students to critique, justify, and more important, to build knowledge as a team. A learning community will help individual learners achieve what they cannot on their own. In addition, complex cognitive processing is required in project work and can serve as a catalyst for higher-order learning. The inquiry process "makes covert abstract processes visible, public and manipulable and serves as a necessary catalyst for reflective meta-cognitive activity" (Puntambekar et al., 1997). Project-based learning is an iterative process of building knowledge, identifying important issues, solving problems, sharing results, discussing ideas and making refinements. Through articulation, construction, collaboration and reflection, students gain subject-specific knowledge and also enhance their meta-cognitive caliber. 2.2 Scaffolding for Knowledge Building in Project Learning According to Vygotsky’s zone of proximal development (ZPD) (Bonk & Kim, 1998), scaffolding is an integral part of the knowledge building and meaning making process in a collaborative learning environment. Thus, in order to make online collaborative learning successful, it is necessary to scaffold the collaborative learning activities with some kind of facilitating strategies. According to Bonk and Kim (1998), “scaffolding is a teaching method that provides the learner with support or assistance to complete a task or solve a problem that would not have been mastered without help (p. 70).”
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3. Project Description A total of 740 Primary (Grade) 5 pupils from four prestigious Catholic primary schools in Hong Kong were organized for inter-school project works on environmental protection. The four schools worked in pairs to plan and prepare for the themes. Their students formed 72communities on KC and collaborated in project building, with teachers as facilitators, parents and subject experts as guests. Each group/community consisted of students, teachers, parents from 2 different schools and external subject experts. Although the projects were based largely on the subject called General Studies (which includes science, social studies, health education and civic education) in primary education, the interdisciplinary project work required students to integrate knowledge and skills learnt from other Figure 1. Key discussion areas in KC subjects or languages during the learning process. Students collaborated with other students by participating in the forum discussion. Each note posted by student was labeled with a ‘thinking type’. These thinking types were designed to scaffold student’s discussion by prompting them various ways to present their findings and to collaborate with others in knowledge building in figure 2. Figure 2. Knowledge building discourses in KC
4. Results and discussion Evaluation of this project used various methods such as notes posted by students, analysis by KC, survey questionnaire, focus group discussion, and interviews. Mid-term formative assessment on student’s learning process and summative assessment on final project summary were also evaluated, focusing on: y Students’ thinking process and knowledge building discourses in project learning, collaboration and learning communities y Quality of students’ project work and their higher-order thinking activities exhibited in project building via KC’s thinking type facility Students’ conceptions of project learning affected how they did their projects. Survey data collected from a total of 740 students (105 from school A, 236 from school B, 172 from school C, 227 from school D) showed that they viewed project learning as a
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means to learn and apply knowledge. Through interdisciplinary project learning, students believed that they could learn things beyond textbooks, develop independent learning skills and develop ability to connect ideas. Project learning also prepared them for real working life in the future in figure 3.
Figure 3. Students’ conceptions of project learning (means indicated)
Learning community provided a learning environment for communication and collaboration in the project (Scardamalia & Bereiter 1996). Students viewed group discussion as important because it strengthened their understanding and increased their learning ability. At last, in the learning communities consisted of students, teachers, parents and subject experts, they felt a sense of communal ownership (i.e. mean for group sharing, 3rd upper item, lied between 2.7 and 2.8) in figure 4.
Figure 4. Students’ viewpoints on KC discussion (means indicated)
4.1 Overview of Students’ Responses The responses of students in KC during the process of project building revealed the quality of students’ project work. To understand the quality of students’ project work, responses posted by students in KC and grouped them by thinking types under the domains of project work were scrutinized. From KC, a total of 13,311 notes were posted by students over a period of 7 months. The distribution of these notes is shown in table 1:
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Table 1. Distribution of KC notes according to thinking types Order Low
Bloom’s taxonomy Knowledge (Justification)
Comprehension
Application
Analysis Synthesis High
Evaluation
Thinking type (Scaffold) x What if x Somebody said x My opinion is x I have evidence x My observation is x We need to understand x My question is I disagree! x I agree x Build on your idea x I suggest we x I have learnt x My experience x My analysis x Let me conclude x My design x My estimation is x My evaluation x Summary
Number of notes 154 159 299 422 920 177 1,001 694 500 1,827 370 651 906 303 282 187 292 2,875 Total 13,311
Subtotal (%) 1,034 (7.77%)
4,084 (30.68%)
3,348 (25.15%)
1,209 (9.08%) 469 (3.52%) 3,167 (23.79%) 100%
4.2 Particular Analyses of Students’ Performance Noteworthy, during the knowledge building process, students raised a substantial number of questions (1,001 questions) in table 1. They also put forward substantial number of observations (920 observations) and substantial number of analyses (906 analyses). As part of knowledge building process, a total of 2,875 summaries were made by students in collaboration. These summaries show the effort of students crystallizing what they presented and discussed. In the areas of communication and collaboration, students were able to build on each other’s idea (500 notes) but had agreements (694 notes) less than disagreements (1001 notes). It was probably because some of the disagreements had been turned into suggestions (1,827 notes). Comprehension, in the forms of trying to understand something new or what others said, constituted the most (30.68%) of students’ activities. Among these 4,084 notes for comprehension, 1,001 notes were questions raised by students. Asking questions occupied a major portion of students’ notes when they tried to make enquires about things they wanted to know. Application of knowledge (25.15%) had the second place in students’ activities where they applied what they had learnt about environmental protection to their daily life. One of the ways students applied these knowledge was to offer suggestions. An overview of students’ responses below shows the proportion of activities under Bloom’s taxonomy in figure 5. While the project required students to do some design work like the design of energy-saving measures, students’ work on analysis (9.08 %) and synthesis (3.52%) belonged to the minority (i.e. some traces of high-order thinking).
5. Conclusion On the whole, the project has demonstrated an inter-school e-learning community model of sharing e-learning resources and knowledge construction discourses in the domains of
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knowledge building, high-order thinking and scaffold supports in computer-mediated communication (CMC). However, there are there are some drawbacks and socio-cultural concerns towards communal membership, knowledge construction establishment and continuation of learning communities or ecologies (Siemens, 2003): y lack of internal structures for incorporating flexibility elements, y inefficient provision of focused and developmental feedback during collaborative discussion, y no directions for effective curricular integration for teachers’ facilitations roles, and y lack of assessment for evaluating learning processes and outcomes of collaborative learning discourses. There comes an urgent need to address new research agendas to investigate shifting roles of students and teachers (e.g. at primary and secondary levels), their reflections on knowledge building, and to articulate possible integration models for project works into Asian school curricula with high student-teacher ratios and prevalent teacher-centered pedagogy, after the technical formation of web-based learning communities or ecologies.
References [1] Bereiter, C. (2002) Education and Mind in the Knowledge Age. Mahwah, NJ: Lawrence Erlbaum Associates. [2] Bielaczyc, K., & Collins, A. (1999) Learning communities in classroom: Advancing knowledge for a lifetime. NASSP Bulletin, February 1999: 4-10. [3] Bonk, C. J., & Kim, K. A. (1998). Extending socio-cultural theory to adult learning. In M. C. Smith & T. Pourchot (Eds.), Adult learning and development: Perspectives from educational psychology (pp.67-88). Mahwah, NJ: Lawrence Erlbaum Associates. [4] Capurro, R. (2003) Towards an information ecology. Retrieved Dec. 31, 2003, from http://www.capurro.de/nordinf.htm#(9) [5] Collins, A., & Bielaczyc, K. (1997) Dreams of Technology-Supported Learning Communities. Proceedings of the Sixth International Conference on Computer-Assisted Instruction, Taiwan. [6] Drucker, F. P. (1999) Knowledge worker productivity: The biggest challenge. California Management Review, 41, 2: 79-94. [7] Hung, D. (2001) Theories of learning and computer-mediated instructional technologies. Education Media International, 38, 4: 281-287. [8] Jonassen, D. H., Peck, K.L., & Wilson, B.G. (1999). Learning with technology: A constructive perspective. Prentice Hall: NJ. Chapter 5, pp 115-150 [9] Moursund, D. (1999) Project-based Learning Using IT. Eugene, Or. : International Society for Technology in Education. [10] Puntambekar, N., Hubsher, G., & Kolodner (1997) Intra-group and Intergroup: An Exploration of Learning with Complementary Collaboration Tools. In R. Hall, N. Miyake, & N. Enyedy (Eds), Proceedings of Computer-supported Collaborative Learning (pp. 207-214). Toronto, Ontario, Canada. [11] Scardamalia, M., & Bereiter, C. (1996) Student communities for the advancement of knowledge. Communications of the ACM, 39, 1: 36-37. [12] Scardamalia, M., & Bereiter, C. (2002) Schools as knowledge building organizations. Retrieved March 7, 2002, from http://csile.oise.utoronto.ca/csile_biblio.html#ciar-understanding [13] Simens, G. (2003) Learning ecology, communities, and networks: Extending the classroom. Retrieved October 17, 2003, from http://www.elearnspace.org/Articles/learning_communities.htm
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Towards Sustainable and Scalable Educational Innovations Informed by the Learning Sciences C.-K. Looi et al. (Eds.) IOS Press, 2005 © 2005 The authors. All rights reserved.
Verification of Prerequisite Relationship among Learning Objects King Kang Tsoi1, Vincent To-Yee Ng2 Department of Computing, The Hong Kong Polytechnic University, Hong Kong. cskktsoi@comp.polyu.edu.hk1, cstyng@comp.polyu.edu.hk2
Abstract. Many Intelligent Tutoring Systems (ITS) support adaptive navigation according to the prerequisite relationship between the learning materials. This research aims to propose a method so that a system can verify and update the prerequisite relationship. We assume that the prerequisite can improve the learning result or is necessary for the study of the learning object. Prerequisite relationship can be verified by means of the conditional dependence of the passing rate in a learning object with that of its prior learning object. As a result, new learning paths can be formed adaptively to suit for different groups of learners. Keywords: Prerequisite, intelligent tutoring systems, learning object relationship
Introduction Most of the adaptive hypermedia systems (AHS) provide some adaptive techniques for users to navigate within the materials. Links often represent relationships among learning materials or learning objects. They are assigned with meanings so that different learning paths can be traversed. One of the important relationships is the prerequisite relationship. It demands a logical sequence of learning. A piece of concept or knowledge should not be accessed unless a learner has understood its prior concepts. During the development of a courseware, an author defines the relationships among learning objects intuitively and according to his experience. It is a time-consuming task when the courseware is complex. Moreover, human mistakes may occur. It would be better if a system is capable to perform verification and adjustments by itself. 1. Concept Relationships Concept maps have been used to provide a visual representation of knowledge. They provide an alternative to natural language as a way to communicating knowledge. In a concept map, concepts are linked by different types of relationships. Quillian defines four major types of links: leads to, part of, type/example, and description [1]. On the other hand, Grabinger and Dunlap summarize that there are two categories of contextual links: sequential links and relational links [3]. Sequential links deal with the navigation, such as forward and backward movement. Relational links enable learners to access information tied by relations. There are three main kinds of relational links: associative, elaborative, and hierarchical. Associative links enable a user to access new information that is related to a specific concept. The concepts are related, but not as superordinate and subordinate. Elaborative links associate information in terms of the generality/detail. Hierarchical links are used to describe an organizational structure of concepts.
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1.1 Types of Prerequisite Relationship Amongst the different types of links, Gagné and Briggs proposed the concept of prerequisite link (relationship) for teaching intellectual skills. The prerequisite contents will always be taught before the contents for which they are prerequisites [2]. A learning hierarchy is formed where the fundamental contents lie on the bottom level and the contents are linked by prerequisite relationship. Prerequisites can be further classified into 2 types: essential prerequisites and supporting prerequisites. Essential prerequisites are those subordinate skills that must be learned previously to enable a learner to reach the objective. Supporting prerequisites are those skills that are useful to facilitate learning but are not absolutely necessary [2]. In our work, we focus on the essential prerequisite relationships.
1.2 Structure of Knowledge Domain A multiple-layer approach is applied to construct the domain model. The domain model consists of 3 layers: abstract knowledge space, lesson layer, and content space (Figure 1). Abstract Knowledge Space is the high level ontology of the knowledge space. It represents the network of concepts in the domain of knowledge. Concepts are connected with axioms to represent relationships between concepts. We extend the concept relationships of [4]. There will be 6 relationship types: Consists of, Similar to, Opposite of, Related with, Sequence, Prerequisite.
Fig. 1
Three layers in Domain Model
The second layer is the Lesson Layer. It consists of the lesson units. Each node of the abstract knowledge space is mapped to one or more than one lesson. It is expected that each concept in the knowledge space is covered by one or more than one lesson. For the purpose of reusability and sharing, a lesson can be mapped to more than one concepts. Each lesson is then mapped with a set of contents in the content space. Each lesson contains a lesson plan which is the script of how the lesson runs and also serves as a checklist on what materials it contains. Similarly, a piece of content can be included in more than one lesson.
2. Our Proposal Our research focuses on the verification of prerequisite relationship. Traditionally, the prerequisite relationship is defined by the author. It cannot be changed at run time. The
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common method is to set a threshold value to check if a learner has fulfilled the requirements of the preceding concept. Say, if a learner gets a score of 78 where the passing mark is 70, he will move on to the next one. Our assumptions for a prerequisite relationship (A Æ B) where A is a prerequisite of B are stated as follows: 1. If a learner cannot master the knowledge A, he cannot master the knowledge B; 2. Getting a high score in A improves the possibility of passing B. Then, we can express the prerequisite relationship based on the above conditions. For a prerequisite relationship (AÆB), P(ScoreB PassB | ScoreA PassA) > P(ScoreB PassB) where PassA, PassB are the passing marks of A and B; ScoreA, ScoreB are the scores that the learner achieved in A and B respectively.
2.1 Verification Mechanism
Fig. 2
A Concept Map with Prerequisite Relationship
Figure 2 shows a concept map that the nodes (learning objects) are connected by prerequisite relationships. Each learning object is associated with scores (S) and a passing marking (P). In order to verify the prerequisite relationship, a matrix of these learning objects is formed. Each cell represents the prerequisite relationship between 2 objects. There are three possible links: XÆY, YÆX, and XY. Table 1 is the prerequisite relationship matrix of Figure 2. Table 1 Prerequisite Relationship Matrix Y A
B
C
D
E
F
G
H
A
X
B
Å
C
D
Å
E
Å
Å
F
Å
Æ
G
Å
Å
Å Å H Remarks: “Å” means YÆ X; “Æ” means X ÆY; “” means X, Y have no prerequisite relationship.
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The value is determined by the conditional probability of the two learning objects, i.e. If P(Y|X) > P(Y), then XÆY. If P(X|Y) > P(X), then YÆX. Otherwise, X and Y are independent. As the learners progress with the system, their scores are captured and the matrix is updated. New prerequisite relationships may form or some may be eliminated. For example, new learner scores reflect that the relationship AÆD is no longer valid while a new relationship AÆE is created. Hence, the concept map is updated as shown in Figure 3.
Fig. 3
Updated Concept Map
3. Conclusion In this paper, we propose how to verify the prerequisite relationships amongst learning objects. The mechanism is based on the assumption that a prerequisite is essential for the learning of its successors. The purpose is to allow the system verifying and searching for better learning paths automatically. The benefits of such verification will minimize human mistakes made by authors. Also, different groups of learners may study along different learning paths.
References [1] Dansereau, D. (1978). The Development of a Learning Strategies Curriculum. In H. O’ Neil (Ed.), Learning Strategies, pp. 1-29. New York: Academic Press. [2] Aronson, D.T. and Briggs, L.J. (1983). Contributions of Gagné and Briggs to a Prescriptive Model of Instruction. In Charles M. Reigeluth (Ed.), Instructional-design Theories and Models: An Overview of their Current Status, pp. 75-100. Hillsdale, NJ: Lawrence Erlbaum Associates. [3] Grabinger, S. and Dunlap, J.C. (1996), Links. In Kommers, P.A.M., Grabinger, S. & Dunlap, J.C. (Eds.), Hypermedia learning environments: instructional design and integration, NJ: Lawrence Erlbaum Associates. [4] Karampiperis, P. and Sampson, D. (2004). Adaptive Instructional Planning using Ontologies. In Proc. of the 4th IEEE International Conference on Advanced Learning Technologies ICALT 2004, Joensuu, Finland, pp. 126-130.
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Towards Sustainable and Scalable Educational Innovations Informed by the Learning Sciences C.-K. Looi et al. (Eds.) IOS Press, 2005 © 2005 The authors. All rights reserved.
The Development of the IASv1 Internet Anxiety Scale Kyoko UMEDA, Mina KURASHIRO, Tetsuro EJIMA and Hironari NOZAKI Dept. of Education for Information Sciences, Aichi University of Education, Japan kumeda@auecc.aichi-edu.ac.jp Abstract. The purpose of this paper is to develop an Internet Anxiety Scale (IASv1) by referring to the research of Presno andthe computer anxiety scale, and to examine the differences between Internet anxiety and computer anxiety. IASv1 consists of the following four factors: “Internet reliability anxiety,” “Internet knowledge anxiety,” “Avoiding the Internet,” and “Internet search anxiety.” As for the relationship between IASv1 and the computer anxiety scale (ACAS), it can be said that IASv1 is roughly similar to ACAS. However, only “Internet reliability anxiety” was different from other factors, suggesting that the IASv1 is a necessary scale for early identification and intervention for students with Internet anxiety. Keywords: Internet anxiety, computer anxiety, using the Internet in education
1. Introduction In recent years, by using the Internet, students can acquire much information in the classroom, and with ubiquitous learning they can learn always anywhere so that they can progress easily. However, it is also a fact that there are some students who have anxiety about using the Internet. One factor which inhibits Internet usage is "Internet anxiety," a concept which Presno proposed in 1998[1]. In her qualitative study, she identified four areas of Internet anxiety, but she did not develop or define the concepts in detail. In addition, computer anxiety is a concept relevant to Internet anxiety. Computer anxiety is fear of interacting with computers that is disproportionate to the actual danger of the situation. Computer anxiety leaves the user in an uncomfortable mental state in which he/she experiences debilitating physical and/or emotional symptoms [2]. One view of the relationship between computer anxiety and Internet anxiety is that the Internet anxiety is a part of computer anxiety, since the Internet is usually accessed through a computer[3]. However, Presno mentioned that although many of the strategies that are meant to reduce computer anxiety may be applicable to Internet anxiety,since the Internet is a virtual world with virtual emotionsthere may be a point where the two types of anxiety diverge. We also think that there are unique factors of Internet anxiety which are not included in computer anxiety because the Internet was not as commonly used when the computer anxiety scales were made as it is now. Thus, the purpose of this paper is to develop the Internet Anxiety Scale ver.1 (IASv1) from the view point of the computer anxiety scale, and to examine the differences from the computer anxiety scale. 2. Developing the IASv1 2.1 Procedure
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At first, we defined Internet anxiety as “a feeling of tension or anxiety which blocks contact with the Internet, learning the Internet itself, or learning something by using the Internet in daily life or in a learning situation” by referring to Presno’s research of Internet anxiety and Hirata[4] or Roub’s research[5] on the computer anxiety scale. In such a conceptual framework, items were collected by referring to those researches. These items were modified by checking with four specialists in educational engineering and psychology. As a result, 32 items were selected for a draft scale. All items were scored on a 5-point Likert-type scale from "Totally disagree" scored as 1 to "Totally agree" scored as 5. Also, affirmation bias was controlled for by wording one-third of the statements in a negative manner. A high IASv1 score would indicate high Internet anxiety. A total of 191 university students (67 males and 124 females) were asked to answer the questions anonymously and voluntarily in September, 2004. 2.2 Results To delete items that could not discriminate clearly for Internet anxiety, the overall item score was calculated and subjects were divided into two groups, one composed of those whose scores were in the top 25%, and one whose scores were in the bottom 25%. We compared each item using both groups’ average score by using t-tests. As a result, 6 items were deleted, leaving 26 items (p<.01). To investigate the factor structure of the scale, a series of exploratory factor analyses using Varimax rotation were conducted on the 26 items. A minimum factor loading of .37 was used as the requirement for an item to be considered as part of a factor. As a result, 14 items with the following four factors were elicited (table 1): “Internet reliability anxiety” was interpreted as the factor about strain and anxiety in exchanging information on the web, “Internet knowledge anxiety” was interpreted as the factor about lack of knowledge about the Internet, “Avoiding the Internet” was interpreted as the factor about avoiding using the Internet, and “Internet search anxiety” was interpreted as the factor about searching for information or choosing information. Also, Cronbach’s alpha was 0.78 for the 14 items. Through a process of selection based on the above method, the 32-item scale was refined to 14items. Table 1. IASv1: Internet Anxiety Scale ver1 and the Result of Factor Analyses using Varimax Rotation item Factor1 Factor2 Factor3 Factor4 Mean SD 1. I become uncomfortable when I hear technical terms of the Internet, 0.074 0.127 0.336 3.21 1.47 0.412 such as IP address, FTP, etc.(+) 2. I know the usage of the Internet can be helpful to everyday life.(-) -0.011 0.328 0.089 2.96 1.07 0.483 3. I become uneasy that I cannot find information when I search on the 0.151 0.219 0.005 2.62 1.21 0.377 Internet. (+) 4. I become uneasy that personal information may leak to the Internet. (+) 0.106 -0.051 0.189 3.14 1.35 0.756 5. I become uneasy that the computer will become infected when using the 0.088 -0.047 0.067 3.59 1.29 0.852 Internet. (+) 6. I become uneasy when I feel there is inappropriate information on the 0.099 -0.032 0.188 3.31 1.28 0.798 Internet.(+) 7. I want to obtain information from paper sources rather than from the 0.095 0.079 0.196 2.94 0.91 0.550 Internet.(+) 8. The Internet has too much information and I become irritated.(+) 0.212 0.160 0.064 2.91 1.30 0.640 9. I can not consider life without the Internet.(-) -0.095 0.291 0.059 2.68 1.70 0.780 10. When investigating some information, first I search the Internet.(-) 0.009 0.041 0.195 3.28 1.72 0.774 11. If an accident happens while using the Internet, I will be troubled 0.208 0.195 0.117 4.27 0.75 0.635 because I don't know how I should deal with it.(+) 12. If I download something from the Internet, I suspectthat may be 0.344 0.108 0.213 3.67 1.21 0.495 cheated. (+) 13. Since the Internet progresses rapidly, I become uneasy about whether I 0.311 0.000 0.197 3.13 1.23 0.477 will be left behind.(+) 14. I do not understand the way to begin on the Internet.(+) 0.081 0.027 0.156 3.61 1.43 0.792 *All items are translated from Japanese, so results from using this English scale will probably differ. This English scale is solely for the purpose of this presentation and my not be reliable.
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3. Examining the Characteristics of the IASv1 3.1 Procedure The second phase of the study was conducted with the 14-items scale to investigate the characteristics of the scale. In this survey, the computer anxiety scale used was the ACAS (Aikyodai’s Computer Anxiety Scale), which was developed in Japanese by Hirata [4]. The ACAS consists of three factors: “computer operation anxiety,” “computer approach desire” and “computer technology anxiety.” These three factors are extremely similar to the factor structure of the computer anxiety scale developed in English by Roub [5].Also, as an Internet addiction scale, we used a scale which was originally developed in 1998 by Young [6] in the U.S and was translated into Japanese by Kobayashi in 2000 [7]. A total of 277 university students (116 males and 161 females) were asked to answer the questions anonymously and voluntarily in November, 2004. 3.2 Results Results were analyzed using the three categories from the computer anxiety scale. (1) Frequency of Internet use and starting age of using the Internet The frequency of Internet use were grouped into those who 1) use the Internet every day, 2) once in a couple a days, 3) once a week, and 4) a couple of times in a month or less. The effect of the group was significant as shown by ANOVA on the total scores of IASv1 (F(3, 273)=7.59, p<.01). According tomultiple comparisons by LSD, the average score of group 1 was significantly lower than group 2 and group 3 (p<.05). Also, the result of the relation between the ACAS score and the frequency of Internet use was the same as IASv1. The starting ages of using the Internet were grouped as follows: 1) elementary school, 2) junior high school, 3) high school, and 4) university. As a result of ANOVA, the effect of the groups was significant regarding the total score of IASv1 (F(3, 273)=3.21, p<.05). According to multiple comparisons by LSD, the average score of the group who started using the Internet in university was higher than those who started using the Internet in elementary school or junior high school (p<.05), and there was no difference between the university group and the high school group. From this result it can be said that people who use the Internet frequently have lower Internet anxiety than people who sometimes use the Internet. Also, it can be said that when the starting age of Internet use is early, there is a tendency for Internet anxiety to be low. Advanced studies of computer anxiety reported that if a person who has much experience using a computer, and/or if the starting age of computer use is early, there was a tendency for computer anxiety to be low [8]. (2) Gender When grouped according to gender, there were no statistical differences between males’ IASv1 scores and females’ IASv1 scores (t(275)=.24, n.s.), though the females’ scores were overall higher than the males’ score. Also there were no differences of ACAS scores. (3) Computer anxiety and Internet addiction Positive correlations between the total scores of ACAS and IASv1 were significant (r=.61, p<.01). As for the subscales, all factors of IASv1 were significant for some factors of ACAS (table 2). “Internet reliability anxiety,” “Internet knowledge anxiety” and “Internet search anxiety” had a significant positive correlation with “computer operation anxiety” and “computer technology anxiety” (p<.01). Also, “Avoiding the Internet” had a significant
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positive correlation with “computer approach desire” (p<.01). While correlation between “Internet reliability anxiety” and factors of computer anxiety were statistically significant, practically, it was a weak correlation comparing with other factors. Negative correlations for total scores of the Internet addiction scale and IASv1 were significant (r=-.141, p<.05), though practically, it was a weak correlation. Regarding the IASv1 subscales, they were significantly correlated if “Internet search anxiety” was excluded (table 2); especially thefactor of “Avoiding the Internet” correlated stronger than other factors. Only the “Internet reliability anxiety” showed a positive correlation. Table 2. Correlation between factors of IASv1 and factors of Computer Anxiety/ Internet Addiction. 4 factors of IASv1 Internet reliability anxiety Internet knowledge anxiety Avoiding the Internet Internet search anxiety
Computer operation anxiety .268(**) .677(**) .182(**) .392(**)
Computer Computer approach desire technology anxiety -.135(*) .268(**) -.045 .527(**) .399(**) .151(*) -.019 .412(**) ** p<.01, * p<.05
Internet addiction .176(**) -.184(**) -.523(**) -.009
4. Discussion Positive correlations between the total scores of ACAS and IASv1 were significant. Also, all factors were significant with some factors of ACAS. Additionally, the results of gender, frequency of Internet use, and starting age of using the Internet show the same tendency of as ACAS. Also, the computer anxiety study had a similar result. From these points it can be said that IASv1 is roughly similar to ACAS. However, taking a close look at “Internet reliability anxiety,” only this factor was different from other factors. Although the correlation between “Internet reliability anxiety” and factors of computer anxiety were statistically significant, practically, it was weak compared with the other three factors. Moreover, in the correlation between Internet addiction and Internet anxiety, only “Internet reliability anxiety” showed a positive correlation, while the other three factors showed a negative correlation. “Internet reliability anxiety” explained about strain and anxiety in exchanging information on the web. In a comparison of computer anxiety with Internet anxiety, we think this is a new negative phenomenon related to the positive of enhanced communication through greater connectivity. As for future work, IASv1 doesn’t have sufficient reliability and validity, and there were only two items in factor3. We’d like to develop IASv2 based onthe results of IASv1. Acknowledgments This research was partially supported by the Ministry of Education, Science, Sports and Culture, Grant-in-Aid for Young Scientists (B), 16700558 and 15700509, 2005. References [1] C.Presno (1998) Taking the Byte of Internet Anxiety, J. Educational Computing Research, 18, 147-161. [2] M. A. Cambre and D. L. Cook (1985) Computer Anxiety: Definition, Measurement and Correlates, J. Educational Computing Research, 1, 37-54. [3] C. Chou (2003) Incidences and Correlates of Internet Anxiety among High School Teachers in Taiwan, Computers in Human Behavior, 19, 731-749. [4] K, Hirata (1990) Measuring and Concept of Computer Anxiety, Bulletin of Aichi Univ. of Ed, 39,203~212. [5] A. C. Roub, (1981) Correlates of Computer Anxiety in College Students. University of Pennsylvania. [6] K. Young (1998) Caught in the Net: How to Recognize the Signs of Internet Addiction-and a Winning Strategy for Recovery, John Wiley & Sons. [7] K. Kobayashi (2000), Internet and Social Maladjustment, Psychology of Internet, 122-134. [8] K. Hirata (1991) Factors predicting computer anxiety among high school students, Japan J. Educational Technology 15, 125-135.
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Towards Sustainable and Scalable Educational Innovations Informed by the Learning Sciences C.-K. Looi et al. (Eds.) IOS Press, 2005 © 2005 The authors. All rights reserved.
Development and Evaluation of a Learning Support System for Learning by Following Akira URAOa, Kazuhisa MIWAa Graduate School of Information Science, Nagoya University, Japan urao@cog.human.nagoya-u.ac.jp
a
Abstract. In this study, we focus on the acquisition of cognitive skills by doing, which has not yet been studied in the fields of learning by examples. We propose a new way of learning, “learning by following”, which enables learners to attentively follow an example of a series of actions. Since following actions is difficult, we designed a learning support system that enables learners to be assisted to learn by following. We examined this system though experiments using the LEGO Mindstorms, whose results showed that our learning support system successfully enabled learning by following. Keywords: Learning by examples, Learning by doing, Learning support system
Introduction In various fields and for various types of people whose degree of expertise differs, “learning by examples” is a popular way of learning. Typical studies examining the effectiveness of “learning by examples” have used “worked-out examples” [5]. Many studies have confirmed that learning from worked-out examples is more effective than learning by problem solving [1, 6]. However, only a few studies on “learning by examples” have been done in the domain of learning by doing. In this study, we investigate a new way of attainment and a support method for such fields. In this study, we propose “learning by following,” a new way of learning for the acquisition of cognitive skills by doing that enables learners to attentively follow an example of a series of actions. We propose such a learning method because we believe it is important to follow actions rigorously when learning from an example of actions. Since following actions is difficult, we designed a learning support system that enables learners to be assisted for “learning by following” and examined its effectiveness. In this study, we use the “LEGO Mindstoms” as a learning material for two reasons. First, it has features that learners can easily replicate idea generation and revision. Second, it is widely used as a material for learning by doing in elementary schools, universities, and companies [2, 4]. 1. Overview of a Learning Support System We designed a learning support system that replays videos of the process of creating the Mindstorms’s product from multiple viewpoints. The process of an expert creating a product was recorded by four digital video cameras and one portable camera, and the videos were used in our system. Figure 1 (a) shows an overview of our learning support system. A user creates the Mindstorms’s products while viewing videos replayed on each of three of displays. Video is replayed controlled by a mouse and a foot controller.
A. Urao and K. Miwa / Development and Evaluation of a Learning Support System for Learning
(a) overview
(b) sub screen (c) main screen Figure 1. Overview of a learning support system.
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(d) process screen
The main screen (Figure 1 (c)) is the core element of the replaying devices. The video presented on the main screen was recorded from a portable camera mounted on the creator’s head, which allows users to view the creative process from the creator’s perspective. The sub screen (Figure 1 (b)) replays the video in which the process, which is not captured from the creator’s perspective, is recorded. The user can view a more detailed specific process that cannot be confirmed on the main screen. The process screen (Figure 1 (d)) presents the global flow of the creative process. This screen also functions as a cue for replaying a specific point of the creation process. It shows pictures recorded in the same interval from the beginning through the final stages of creation. The videos replayed on the main and sub screens can be jumped to a specific point by cricking one of the pictures presented on the process screen. 2. Experiment 2.1 Subject Thirty undergraduate and graduate students participated in the experiment. We set up three experimental conditions: (1) support condition where subjects learned while being supported by our system; (2) manual condition where they learned with a manual; and (3) control condition where they did not receive specific training. Ten subjects were randomly assigned to each of the three conditions. 2.2 Procedure Experimental procedure was (1) pretest (20 min.), (2) learning phase (70 min.), (3) performance test (10 min.), and (4) posttest (20 min.). The subjects in the manual and support conditions participated in all phases above whereas those in the control condition participated in the pretest and the performance tests. 2.2.1 Pretest and Posttest The pretest and posttest were conducted to examine to what degree the subjects acquired the basic knowledge of the Mindstorms. Each test consisted of thirty-two problems categorized into two types. The blocks, as test items used in the sixteen problems in one category, were related to a creature produced by subjects in the learning phase (called the “related test”). The blocks in the other category were not related to them (the “unrelated test”). 2.2.2 Learning Phase In the learning phase, subjects in the support condition produced the relatively complex creature [3] while using our learning support system. Those in the manual condition referred to a user’s guide manual sold on the market.
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2.2.3 Performance Test Performance tests evaluated the subjects’ knowledge and skills for constructing a mechanism to achieve a specific goal, which is considered a fundamental skill of the Mindstorms. In this test, one motor and two beams on which obstruction parts were connected were prepared. The test’s requirement was to fix the two beams on the motor and transmit the motor power to both ends of the two beams while avoiding obstructions. 3. Results 3.1 Result 1: Comparison between Control and Support Conditions We compared the performance task results in the control and support conditions to evaluate the effectiveness of “learning by following.” We defined the subjects who produced a work fulfilling the requirements of the performance test as successful subjects. Table 1 shows the performance test results. The number in each cell indicates the number of successful and unsuccessful subjects in each condition. Table 1. Performance task results.
㩷
㩷
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successful
unsuccessful
support control
8 3
2 7
Fisher's exact test reached a significant difference (p < .05). Consequently, the percentage of successful subjects in the support condition was significantly larger than the control condition. 3.2 Result 2: Comparison between Support and Manual Conditions Next, we examined the utility of our learning support system based on: (1) comparisons of the scores of the pre/post tests; (2) performance test scores; and (3) analysis of the learning process in the learning phase of support and manual conditions. 3.2.1 Pre/Post Test In the pre/post test, errors within one segment in shaft length were ignored because it was difficult to identify the differences on the parts list used in the pre/post tests. Figure 2 shows a comparison of the pre/post tests. O CPWCN UWRRQTV
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(p < .05)
**
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(a) related test
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(b) nonrelated test
Figure . Comparisons of pre/post tests.
In both related and unrelated tests, a 2 (condition: manual/support) x 2 (tests: pretest/posttest) ANOVA showed a main effect of tests (related test: F(1,18)=20.69, p < .01, unrelated test: F(1,18)=6.61, p < .05), no main effects of condition (related test:
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F(1,18)=1.86, ns, unrelated test: F(1,18)=0.12, ns), and no interaction (related test: F(1,18)=0.00, ns, unrelated test: F(1,18)=0.00, ns). These results indicate that in both conditions the subjects successfully acquired knowledge of parts and combinations of the parts. In addition, the learning effect did not differ between the two conditions. 3.2.2 Performance Test Ten among eight subjects in the support conditions and five among ten subjects in the manual conditions successfully completed the performance test. Fisher's exact test did not reach significant differences (p > .10). Hence, performance test scores also were the same in the two conditions. 3.2.3 Learning Process The results of the pre/post and performance tests showed no differences in learning effect. So we focus on the learning process in the learning phase by examining the ratio of successful subjects who completely produced the creature, learning time, and the number of errors in the learning phase. Consequently, subjects in the support condition completed the task more rapidly, shorter learning time, and fewer errors than in the manual conditions. Therefore, even though the experimental results suggest no differences in the learning effect between manual and support conditions, subjects in the support condition learned the basic knowledge and skills more quickly and accurately than those in the manual condition. 4. Conclusion In this study, we proposed a new way of learning for the acquisition of cognitive skills by doing, learning by following which enables learners to attentively follow an example of a series of actions. Since following actions difficult, we designed a learning support system that enables learners to be assisted for “learning by following.” We examined its effectiveness and utility of this system though experiments using the LEGO Mindstorms. Experiment results supported the effectiveness of “learning by following” and also indicated that our learning support system successfully assisted “learning by following.” References [1] [2] [3] [4] [5] [6]
Atkinson, R. K., Derry, S. J., Renkl, A., & Wortham D. (2000). Learning from Examples: Instructional Principles from the Worked Examples Research. Review of Educational Research, 70 (pp.181-214). LEARNINGSYSTEMS. (2003). http://www.mdstorm.com/robolab/edu-case-list.htm Nagata, J.(1999). Joe Nagata’s LEGO MindStoms super creature (Japanese), ohm sha. Pike, C. (2002). Exploring the conceptual space of LEGO: Teaching and learning the psychology of creativity. Psychology Learning and Teaching, 2 (pp.87-94). Renkl, A., Atkinson, R.K., Maier, U.H., & Staley, R. (2002). From Example Study to Problem Solving: Smooth Transitions Help Learning. The Journal of Experimental Education, 70(pp.293-315.) VanLehn, K. (1996). Cognitive Skill Acquisition. Annual Review of Psychology, 47 (pp.513-539)
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E-Learning and Organisational Change: A Change Management Case Study Ray WEBSTER Araneum Learning Systems, Perth, WA 6149, Australia raywebster@westnet.com.au Abstract. This paper considers e-learning and information systems driven organisational change in higher education. It provides a case study of an attempt to use IT and an elearning strategy to add value to an organisation and prepare it for participation in a networked society. It is also a case study of systems failure in terms of the implementation of the e-learning strategy. A case study of events at a UK university based on interviews with a range of managers and change agents and two subsequent quality agency reports are used to illustrate these considerations. Dill's categories of design elements for promoting change in higher education institutions are then used as a framework to comparison. Keywords: e-learning, IT infrastructure, management of change, organisational change
1. Introduction In 2003, the UK’s Quality Assurance Agency (QAA) produced a report [1]commenting on the progress made by a university which had, five years previously, been the subject of a very damaging prior report [2]. That initial report had resulted in the resignation of the university’s vice-chancellor, someone strongly committed to developing and implementing an e-learning strategy. His vision for the technology driven delivery of higher education had been very positive and forward looking. He also had many years experience at the UK’s Open University, a leading exponent of this type of delivery, to draw on. The new university’s vision of a new organisational structure was termed the “New Learning Environment” and this represented the enabling of the delivery of an e-learning driven mass higher education system. Two years previously, when discussing technology driven organisational change, the vice-chancellor had stated: "You have a whole panoply of resources which is a consequence of electronic (developments) to create a new model of HE….. (and that requires).. a different organisational structure." [3]. The implementation of an e-learning infrastructure and associated systems is
perhaps symptomatic of the enormous upheaval in higher education during the past decade. Many of the organisational and educational gains expected to be made in this period were to be made via e-learning. They were to be IT and information systems driven. 2. The New Learning Environment The key elements of the New Learning Environment (NLE) included: assisting students to develop as independent learners; the provision of high quality learning materials to support active learning; assessment driven learning; reorganized patterns of teaching; and reorganized administrative and operational services. The vice-chancellor also suggested that "Mass participation requires a very different approach if it is to be successful...We have to think differently about the education we provide, and the ways in which we provide it." [4]. As the New Learning Environment emerged, it was apparent that the management and successful
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deployment of new technologies to underpin both the academic and administrative information systems would be fundamental to its success. However, managing organisational change has long been recognised as a complex process [5]. This is especially so when attempting to successfully integrate new information systems to help drive the new organisational form [6]. Just over one year after the reorganisation and the introduction of the New Learning Environment, the vice-chancellor resigned in the face of a Quality Assurance Agency report that heavily criticised “some significant management failures - in judgement, in the implementation of policies and in the management of staff". [2] Given the vicechancellor’s prior experience and stated aims, why then did the university and its committed management team fail? It is suggested that a failure by senior management to pay particular attention to the role of the formal and informal information and communications systems of the organisation played a central part in the developments and outcomes at the university. 3. The Background to Change and New Organisational Forms Following the large rise in student numbers plus the substantial cuts in per capita funding experienced by all universities in the UK in the 1990’s, it became apparent that core organisational structures would have to change. How then was this “reshaping of organisations” to be achieved? The mechanisms increasingly involved some form of reorganisation around the role and use of information systems in the organisation. This role was recognised increasingly as the central enabling factor in organisational restructuring [7]. 3.1 The New Learning Environment and Organisational Change The key elements of the NLE mentioned above were to be centred around a series of Learning Resource Centres and associated academic and administrative processes which depended on stable and well developed information systems. The vice-chancellor, when discussing organisational change and strategy, commented on his perception that new organisational forms are not dynamic enough. He suggested that when change occurs, the new form immediately: “freezes the staff in a moment of time and then hangs on to it … each time you freeze it, you create centres of power which resist change. Therefore, the only way you can end up doing it is by unpacking that and sending it back. What I’ve come to realise is that we’ve got to find ways of having more transitory arrangements internally, and hoping we can have more fluid structures” [3]. On reflection, it
appears that this statement and approach may well have influenced the university’s attitude to the development and implementation of the main policy tool at the university – the New Learning Environment. The QAA report considered that despite significant achievements in terms of the university's mission of broadening access "the context of these and other substantial achievements is one of continual change" [2]. The central consideration was that there had been three major reorganisations at the university in the six years leading up to the introduction of the NLE. The second (1993/4) reorganisation comprised a major overhaul of every structure and working practice at the university. One aspect of it was that the whole management team of each school (including the heads of school) were appointed in a very short period on the basis of interviews and the results of psychometric tests. The latter point in addition to the physical movement of the majority of the academic staff to different buildings (and open-plan offices), meant that just about every normal communication channel was disrupted. In this scenario it was extremely unlikely that “centres of power which resist change” would be formed in the wake of the reorganisation. 4. Reorganisation: a reappraisal The 1993/4 reorganisation was also one that many considered would take 3 to 4 years to
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work through and be implemented properly. One senior manager thought that most of the provisions of the NLE could be supported under that structure, and that those changes had effectively sorted out the problems of integrating the constituent colleges. The opinion was expressed that the changes brought in by the NLE were considered to be “about power…..you’ve got power divided very effectively. You’ve got students and programmes in one place. You’ve got staff in another. It’s about having powerhouses within the organisational structures.”[3] Throughout
this interview this particular senior manager was sceptical about the need for the NLE and about decision making in general at the university. A lack of communication “comes from the top … decisions were made without any consultation” was a characteristic comment. Taking into consideration the vice-chancellor’s view on the problems of reorganisation and resistance to change, it is possible to see the 1993/4 reorganisation in a different light. Important points include: x The vice-chancellor’s stated reluctance to undertake the 1993/4 reorganisation. x The size and mode of implementation of the 1993/4 reorganisation and its affect on communication and working practices. x The fact that the vice-chancellor the discussion paper “Towards a New Learning Environment: developing an academic strategy for Thames Valley University” [4] as early as March 1995 – less than 2 years after the previous major reorganisation. The NLE was an even more fundamental reorganisation of the structure and working practices of the university. Given that the gestation period for a reorganisation of such proportions must be at least two or three years, some speculation may be undertaken. It is possible to see the 1993/4 reorganisation in a different light. From this perspective the earlier reorganisation became an enabling tool by which any potential opposition towards the New Learning Environment was effectively removed. 4.2 Academic Planning And Organisational Design When considering the experience of several leading universities in the United States, David Dill suggests that the planning process of any university should be seen as a strategic choice process [8]. In order for this to happen, that planning process must be "designed as a primary means of organizational integration …and collaboration". To help achieve these aims, Dill provides five categories of design elements which should be present. These are listed below with accompanying extracts and comments from the Quality Assurance Agency report and interviewees in an attempt to discern how the NLE implementation problems emerged. 1. Design elements promoting norms essential to planning - Dill considers these norms to include those of "trust, fairness and openness". The QAA report commented that they were "particularly struck by the lack of confidence in the University's management which speaker after speaker expressed" in open meetings (QAA, 1998, 69). This situation had developed over a period of years after the initial optimism and goodwill following the vice-chancellor's appointment and seriously hindered the implementation process. Dill’s norms were certainly absent for many of the staff of the university in the run up to the implementation of the NLE. 2. Design elements for designating and grouping units - Part of the design process for the New Learning Environment was a new organisational structure which was centred on four colleges. The QAA report found this structure "unusual" especially with respect to the College of Undergraduate Studies (which contained the eleven schools concerned with undergraduate teaching and was the focus of the report). This was because the colleges were actually small management groups rather than colleges in the traditional sense. 3. Design elements promoting reciprocal (down-up) communication - The constant
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changes in management and senior staff noted by the QAA contributed greatly to the disruption of normal reciprocal communication channels and a situation whereby several of the interviewees suggested that decisions were made with little consultation. 4. Design elements promoting planning in strategic units - The constant and large turnover of senior staff, their movement to new posts at each major change made it very difficult for any of the schools to plan as strategic units. The QAA report commented "we nonetheless remain unconvinced that the university has a well-developed process for planning its future academic activities on a systematic basis and communicating the outcomes effectively." 5. Design elements promoting direct communication and the sharing of information -In the reorganisation of academic related administration which preceded the NLE, all administrative staff were nominated as managers, team leaders or workers. They could then be moved at will to perform any general administrative task. The actual result was a loss of much of the process knowledge on which the university depended and further disruption of communication and information sharing at all levels. 5. Conclusions As well as contrasting with the Dill’s recommendations, the university’s approach can be seen be in conflict with Fullan’s more recent ‘core competencies’ for organisational change: ‘attending to a broader moral purpose’, ‘keeping on top of the change process’, ‘cultivating relationships’, ‘sharing knowledge’, and ‘setting a vision and context for creating coherence in organizations’[6]. In the current climate of continual change and a drive to implement effective e-learning strategies, political manoeuvring to enable cultural change is a normality of organisational dynamics and the management of change. However, the cost of disrupting information and communications systems – the very systems which underpin the e-learning architecture - can be very high. It can affect the core functions of any type of organisation. In this case it was the provision of facilities for teaching and learning that eventually suffered most. Consequently it was the e-learning strategy that experienced perhaps the greatest damage although the university as a whole suffered quite severely. The resultant drop in student recruitment and revenue was severely damaging. The more recent report mentioned above [1], was positive and found that the university “…is managing effectively its policies and procedures for determining and assuring the quality of education provision and the standards of awards granted in its name.” However, this was only achieved after an enormous amount of work. In the interim, the university suffered a drop in student numbers and shed a number of academic and administrative staff and underwent a further reorganisation. 6. References [1] [2] [3]
[4] [5] [6] [7] [8]
QAA. 2003, Academic Review: Institutional Review IRD 730, The Quality Assurance Agency for Higher Education. QAA. 1998, Special Review of Thames Valley University, The Quality Assurance Agency for Higher Education. Webster, W.R.. 1997, ECHE to NLE: Government Policy, Educational Change and Organisational Development at Thames Valley University: Department of Educational Reseach, Lancaster University. Fitzgerald, M.. 1995, The New Learning Environment: Developing the Educational Strategy of Thames Valley University. Bulletin. 1(33). Fullan, M., M.B. Miles, and G. Taylor. 1980, Organization development in schools: The state of the art. Review of Educational Research. 50(1): p. 121-128. Fullan, M.. 2001, Leading in a Culture of Change: Jossey-Bass. Mumford, E.. 2003, Redesigning Human Systems. Hershey, PA: Information Science Publishing. Dill, D.D.. 1996, Academic Planning and Organizational Design: Lessons From Leading American Universities. Higher Education Quarterly. 50(1): p. 35-53.
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ShowMe the World: Learning with Global Peers John Wedmana, Laura Diggsb College of Education, University of Missouri, USA b eMINTS National Center, University of Missouri, USA WedmanJ@missouri.edu a
Abstract. ShowMe The World, the global education project implemented by the University of Missouri-Columbia's College of Education (MU CoE), has created a global learning community using advanced technologies to develop and foster school/community relationships, promote cross-cultural learning and experience, and facilitate curricular change. Access to the Internet allows partner school participants to communicate through videoconferencing, digital resource exchange, and e-mail. This paper describes the project, and how it has fostered global partnerships. Keywords: Global education, telecommunications, global partnerships
Introduction As the pace of change quickens in today's world, the challenges of emerging technologies and a globally interdependent economy will demand much of American students. They will need skills in technology, language, and communication. To function effectively, they must understand and respect other cultures, be able to communicate with those who are culturally different, and understand events in other countries along with their impact on the U.S. and the world. The global partnerships being facilitated by the University of Missouri creates opportunities for teachers and students to use technology to interact directly with and learn from their counterparts in other countries, acquiring the knowledge, skills, and perspectives needed for success in a global economy.
1. Background & Conceptual Model 1.1 Program History The ShowMe The World Program was initiated in 2000, the initial goal being to create opportunities for pre-service teachers, practicing teachers, and K-12 students to use telecommunication technology to interact directly with, and learn from their counterparts from other countries. During 2001, the MU CoE sent three professionals to Taipei, Taiwan to develop and implement a literature-based conversational English program for K-8 students, and to lay the foundation for global partnerships between schools in Taiwan and schools in Missouri. While the conversational English program has languished, as will be described later, the global partnerships have thrived.
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1.2 ShowMe Model ShowMe The World is guided by a model that weaves together three perspectives: information and learning, enabling technology, and global connections. Initially, these perspectives served to operationalize school-to-school partnerships. For example, the Information & Learning perspective led to the literature-based conversational English program. Internet video conferencing technology made it possible to provide authentic opportunities for students in Taiwan to apply their English skills while talking with native English speaking students in Missouri. More recently, these perspectives have served to broaden the program, creating more opportunities for participation. While the program has evolved, these three aspects have remained constant, servings as guide posts for program implementation and evaluation.
2. Our Work 2.1 Objectives When the ShowMe The World program was first conceptualized, the goal was to propagate K12 educational partnerships across Missouri and around the world, thereby providing global education experiences for large numbers of Missouri students and their teachers. Over the last two years, we have come to realize the many obstacles standing in the way of this goal. While distance is becoming increasingly irrelevant, there remain many barriers to linking people across locales, languages, and cultures. Consequently our work has been refocused on two objectives: xProviding resources for individual learners and classroom teachers wishing to develop or foster a global perspective. xUnderstanding what type of support system is needed to sustain K-12 global education partnerships. 2.2 Resources for Learners and Teachers The ShowMe The World program website was recently revamped to include global education resources for learners and teachers. These resources were carefully selected from the plethora of related information available on the Internet. Resources included in the ShowMe website are both engaging and appropriate. Before a resource is added to the ShowMe website, it is reviewed by learning and information professionals (for content) and by classroom teachers (for usefulness), the goal being to provide a rich set of carefully selected resources that can be used by classroom teachers and their students. Special attention is given to resources provided by large organizations (e.g., eMINTS, MERLOT). 2.3 Supporting Partnerships The initial goal of the ShowMe The World program was to propagate K-12 educational partnerships across Missouri and around the world. Over the last two years, we have come to realize that creating these partnerships is relatively easy, but sustaining them is incredibly difficult. Consequently, we have shifted our attention to understanding what is needed to
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sustain K-12 global education partnerships. Specifically, we are conducting a needs assessment, collecting information from both ongoing and terminated partnerships. 2.3.1 Needs Assessment Our needs assessment proceeds from the premise that in order to accomplish something of significance, three factors must be in place: Vision, Resources, and Support System. The Support System consists of six components that must work together if the Vision is to be realized with minimal drain on Resources. We use a model known as the Performance Pyramid (see below) to guide our needs assessment. Reading from bottom to top, the Pyramid shows that resources (e.g., money) combined with vision, mission, and objectives to fuel and shape various performance support elements (e.g., knowledge and skills, expectations and feedback), leading to significant accomplishments. The performance support elements play out in the context of the organizational culture. A premise of the Performance Pyramid is that outcomes will suffer if one or more of the performance support elements are missing; or if the elements are not aligned (e.g., expecting “X” but rewarding “Y”). The elements must also be compatible with the values and mores of the group involved in the outcomes; in other words, compatible with the organizational culture.
2.3.2 Needs Assessment – Preliminary Results Preliminary results from our needs assessment indicate three key factors play major roles in determining if a partnership is viable: x Expectations and Feedback: Successful partnerships involve teachers who share common expectations for their students AND for their partners. They communicate frequently and provide each other feedback on how well the partnership is working. Unsuccessful partnerships have by inconsistent expectations and limited feedback. x Tools, Processes, and Environment: Successful partnerships have: 1) ready access to the compatible technology, 2) established procedures for working together, and 3) facilities to “make room” for partner activities (e.g., a weekly video conference).
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Unsuccessful partnerships lack the necessary tools, fail to implement procedures for global collaboration, and/or struggle to overcome facility-related problems. Motivation and Self Concept: Successful partnerships involve teachers who have a desire to expand their own global perspective, and can see themselves having global experiences. They are likely to travel overseas to meet with their counterparts.
3. ShowMe Partnerships The ShowMe The World program currently has four highly successful partnerships. All partnerships involve schools in Missouri and schools in Taipei, Taiwan. However, we are currently working toward adding partners from Thailand, South Korea, and India. A natural question is: Why Asia? The report Asia In the Schools (Asia Society, 2001), summarizes the knowledge base informing our work. Supported by the National Council for Accreditation of Teacher Education (NCATE) and the American Association of Colleges for Teacher Education (AACTE), the report calls for "…all children to acquire the knowledge and skills necessary for life and work in today's interconnected world…" (p 8). The report highlights technology's role in meeting this challenge. The report also criticizes the American school curriculum as being too Euro-centric, and provides a strong argument for bringing Asian content into the American curriculum. For example, the world’s largest democracy is in Asia; the fastest growing economies are in Asia; the greatest security threats to the USA are in Asia; America’s most significant import/expert partners are in Asia. The advantages to Asia are equally compelling. Asian countries are primed for collaboration with American educational institutions. To become internationally competitive, Asian countries realize the importance of developing a population of people with English language skills capable of managing world resources, competing in global markets, and exchanging ideas and information across national boundaries. Simply put…English is the language of international commerce.
5. Benefits & Outcomes The ShowMe The World program has two aspects. It is an educational service effort providing resources for learners and teachers wishing to develop or foster a global perspective. It is also a research effort striving to understand what type of support system is needed to sustain K-12 global education partnerships. The service aspect is too new to lend itself to evaluation. The research aspect is well underway and the outcomes have been discussed earlier in this paper. That said, the ShowMe program has generated another set of outcomes that merit attention – student learning and teacher development. Students from both cultures have improved their communication skills. American students have developed a deeper understanding of the English language through their efforts to communicate with their non-native speaking counterparts. Taiwanese students have benefited by having authentic conversations with native English-speaking students their own age. These benefits are the direct results of ongoing communication activities ranging from informal emails to formal readings of English children's literature books with asynchronous discussion. Anecdotal observations indicate students and teachers alike have discovered a new cultural appreciation, overcome unfounded biases, and developed lasting friendships. A study is currently underway to examine how epistemological beliefs are impacted extended global contacts enabled by technology.
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An Instructional Model for Learning Theorem Proving with Dynamic Geometry Environment Wing-Kwong Wong1, Bo-Yu Chen2, Sheng-Kai Yin2 1 Institute of Information Engineering National Yunlin University of Science & Technology, Taiwan, R. O. C. 2 Graduate School of Engineering Science & Technology National Yunlin University of Science & Technology, Taiwan, R. O. C. Email: {wongwk}@yuntech.edu.tw Abstract: Many students of geometry theorem proving do not perform satisfactorily when asked to prove simple theorems. Their problems might arise from their poor understanding of the involved geometric concepts, or from their ignorance of intermediate geometric propositions that are needed to derive the final conclusion. To address these issues, we propose an instructional model using a dynamic geometry environment that integrates the elements of exploration and theorem proving. Keywords: Dynamic geometry, theorem proving, learning geometry, geometry education
1. Introduction Senk (1985) found that the results of geometry education in secondary school were disappointing. About a quarter of students gave up on problems of geometry proving; about 30% of students can complete 75% or more of the proofs of geometry theorems. In Taiwan, only about one third of students performed satisfactorily in solving problems of geometry proving (⥟䚕㧃, 1996). Some researchers believe that for students to become skillful in geometry theorem proving, they must first understand the nature of geometry theorem proving, which is more important than the formality of proofs (Hanna, 1989; Alibert & Thomas, 1991; Battista & Clement, 1995; ਇⳳ, 1997). Many students find it difficult to write down a formal proof because they do not understand the geometric properties involved. In order to address these issues, researchers have developed various tools, e.g., Geometry Sketchpad (http://www.keypress.com/sketchpad/), Cabri Geometry II (http://education.ti.com/us/product/software/cabri/features/features.html), Cinderella’s Café (http://www.cinderella.de/tiki-index.php), Geometry Expert (催ᇣቅ, 1997), etc. The first three tools can be classified as dynamic geometry environments (DGEs) and they are becoming important and popular instructional tools for geometry education. DGE generally provides various functions and tools for learners to explore geometry, e.g., visualization, transformation, simulation, object dragging, macro computation, loci tracking, and measurement (e.g., Kortenkamp & Richter-Gebert, 1998; Geometry Turned On, 1997). These functions, especially the function of object dragging, reduce the level of abstraction of the target geometric properties. In research on learning of geometry theorem proving, there is yet no satisfactory explanation of how experimentation with dynamic geometry can help the acquisition of skills for formal theorem proving. Researchers think there is a big gap between the experience of dynamic geometry and the learning of formal proof production. As a result, many researchers design some activities in DGE and study what types of learning result from such activities and the nature of the learning process. Many works found that the object dragging function in DGE can reduce the gap of dynamic geometry experimentation and the generation of theorem proving ideas (e.g., Leung & Lopez-Real, 2003; Hoyles & Healy, 1999; Furinghetti & Paoloa,
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2003). Students might discover interesting geometry propositions in object dragging activities and proceed to explain why their findings are theorems. This learning process needs careful guidance from the instructor. How to provide satisfactory guidance is the goal of many researchers. For example, Jones (2000) used open-ended questions and avoided traditional languages of formal proofs to guide students. Christou et. al (2004) propose a three-phase learning model: (a) the phase before proof, (b) the proof phase, (c) the phase of intellectual challenge of extending proof to similar problems. This paper proposes a DGE in which students can construct geometric objects, measure their attributes and drag the objects around. The purpose is to let them explore and experience the geometric properties of the objects under various conditions they themselves produce. During the exploration process, students can understand geometric properties in depth and might discover geometric invariants. In the DGE, we attempt to design some instructional guidance to help students explore productively. The instruction is based on the spirit of learning by exploration (Bruner, 1964). In addition to the DGE, we will design an interface in the DGE that guide students to discover geometric invariants by induction. This is why we cannot use commercial DGE such as GSP, whose interface designs are limited and do not serve our purpose. Finally, we will design an intelligent agent that guide students to explain why their propositions are correct. We will first give a student some initial geometric conditions while hiding the conclusion so that the student can discover the conclusion or other related proposition by herself. After she discovers some propositions and are convinced of their correctness, the agent will work with her to explain the propositions and produce their proofs. Since our work on the agent is still undergoing, this paper only focuses on other parts of the dynamic geometry environment.
2. Instructional Strategies 2.1. Roles of DGE and instructional design in geometry learning Our goal is to design a DGE that helps students learn the skills of theorem proving in geometry. But current DGE’s are not designed for this purpose since they do not provide any tools for theorem proving. Although DGE is used in math classes in some schools, many math teachers and researchers think that it is difficult to design instructional materials for DGE and students might spend too much time in exploring without achieving the final learning objective (᠈䣺⾔, 2002). Therefore in the design of our DGE, we pay special attention to the design of interfaces for instructor to author guiding instructions and for learner to proceed to the final learning objective through guided exploration. Bruner (1964) proposed a discovery learning theory that tries to explain how a student observes some phenomena and discover their “rules”. We try to use the theory to guide the design of our DGE. The theory says there are three stages of cognitive representation during learning (Figure 2). Level 1 is the enactive representation. At this level, a teacher asks a student to construct geometric objects and drag the objects around. During the dragging process, the Step1. The teacher’s turn Teacher picks a theorem and then hides the conclusion.
Step3. Guided collaboration Learner summarizes the findings and then completes the proof.
Figure 1. The model of guided discovery and explanation.
Level 3. Symbolic representation
Mode of representation
Step2. The learner’s turn Learner discovers with our system and then presents the findings.
Ability Explain why invariance holds
˜́̆̇̅̈˶̇˼̂́˴˿ʳdesign Level 2. Iconic representation
Observe change & invariance
˜́̆̇̅̈˶̇˼̂́˴˿ʳdesign Drag object, macro operation,
Level 1. Enactive representation
movement…
Figure 2. Bruner’s theory of learning by discovery for DGE.
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diagram changes but some properties do not. If the student discovers the geometric invariants and formulates some candidate hypotheses, she has reached the iconic representation stage, which is Level 2. Then the instructor can ask the student to find an example to falsify each candidate hypothesis or to explain why it is correct. If the student succeeds in doing so, then she has reached Level 3, the symbolic representation. 2.2. Model of guided discovery and explanation Our model of guided discovery and explanation has three stages (Figure 1). First, the instructor picks a geometry theorem, which includes the given geometric conditions and a conclusion. All conditions, except the conclusion, are given to a learner. Second, the learner is asked to drag the geometric objects around and discover the geometric properties that remain unchanged as a result from the given conditions. The learner must use her own knowledge to decide which objects to drag for what purpose, which geometric properties to focus on, and then what hypotheses to formulate for testing. Finally, with the instructor’s guidance, the learner will explain why her hypotheses are true with the given conditions and known inference rules. The final explanation will be presented as a formal deductive proof.
3. Dynamic Geometry Environment for Theorem Proving 3.1. User Interface In the dynamic geometry environment for theorem proving, the user can construct geometric objects with a geometry script language. These objects will be drawn on a canvas and the user can drag these objects around and observes the change of the measures of any selected attributes of geometric objects. Based on her observation, the learner can induce the invariance of some geometric The graph of the script properties and formulate a hypothesis accordingly. Figure 3 shows a geometry script (left bottom) that The script constructs the three altitudes of a triangle (right). The lengths of some line segments are shown in the Figure 3. User Interface. table between the script and the graph. 3.2. Geometry script and visualization of measurements The DGE provides tools to measure and display the x-y coordinates of a point, the length of a line segment, and the measure of an angle. When the learner is dragging any object, these measurements change dynamically reflecting the instantaneous states of the graphic objects. Detail of Components
Scripts: points(A,B,C,D) // points(A, B, C, D) segment(A,B,AB) segment(C,D,CD) // Construct segments AB,CD intersect(AB,CD,M) // AB,CD intersect at point M midpoint(AB,M) // M is the midpoint of AB midpoint(CD,M) //M is the midpoint of CD segment(B,D,BD) segment(A,C,AC) Figure 4a: Script 2-1
Figure 4b: Graph create from script 2-1
Figure 4c: Graph with measurement
Figure 4. An example of measurements.
3.3. Learner’s differentiation of given conditions and discovered propositions We have designed an interface to let the learner enter the geometric invariants that she finds in the graph, after she explores scenarios by dragging various graphic objects around. Then she needs to decide whether each invariant is simply a given condition or is a condition that is not given initially and is a condition that she discovers. The purpose is to train the learner in differentiating the given conditions from the propositions that result from the given
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conditions, which is a common problem for students of geometry (ᄘ້ྱ, 2004). This also helps the learner to prepare the propositions she needs in the final explanation (or proof) of a major conclusion, which might be the learner’s discovery or the instructor’s suggestion (Figure 5).
4. Conclusion and future work Many students of geometry theorem proving do not perform satisfactorily even when asked to prove simple theorems. Their problems might arise from their poor Figure 5. Interface for differentiating given understanding of the involved geometric conditions and discovered propositions. concepts, or from their ignorance of intermediate geometric propositions that are needed to derive the final conclusion. To address these issues, we propose a dynamic geometry environment that integrates the elements of exploration and theorem proving. Following Bruner’s theory of learning by discovery, the environment allows the learner to drag objects and explore at the level of enactment, observe geometric change and invariance at the level of iconic representation, and explain geometric propositions at the level of symbolic representation. When given opportunities in exploring various geometric scenarios via object dragging, a learner would gain an in-depth understanding of the involved geometric concepts in relating the abstract geometric propositions (e.g., the congruence of two triangles) and the concrete visual geometric attributes (e.g. two pairs of corresponding sides of the two triangles and the equal measures of the angles internal to the corresponding sides). When given opportunities in writing down propositions that are suspected to be true under all scenarios, the learner might find most of the propositions (e.g., the congruence of two triangles) she needs in order to prove a major conclusion (e.g., two segments are parallel). Finally, we need to design some strategies to guide a learner to explain why she thinks each proposition is correct under all scenarios. This will be a focus of our future work.
Acknowledgement This project is supported by the National Science Council, Taiwan (NSC 94-2520-S-224-001) and NSC’s National Science and Technology Program for E-learning (NSC 94-2524-S-224-001 and NSC 94-2524-S-224-002).
References [1] Christou, C., Mousoulides, N., Pittalis, M., & Pitta-Pantazi, D., 2004, Proofs Through Exploration in Dynamic Geometry Environments, Proceedings of the 28th Conference of the International Group for the Psychology of Mathematics Education. [2] Hoyles, C. & Healy, L., 1999, Linking Information Argumentation with Formal Proof Through Computer-Integrated Teaching Experiences. In Zaslavsky (ed. ), Proceedings of the 23nd conference of the International Group for the Psychology of Mathematics Education, Haifa, Israel. [3] Hanna, G., 1989, Proofs that Prove and Proofs that Explain, PME13, 2, pp.45-51. [4] Kortenkamp, U. H., & Richter-Gebert, J., 1998, Geometry and Education in the Internet Age, In Proceedings of ED-MEDIA, Freiburg, Germany. [5] Leung, A., 2003, Dynamic geometry and the theory of variation. Proceedings of PME 27: Psychology of Mathematics Education 27th International Conference, 3 (pp.197-204). Honolulu, U.S.A. [6] Leung, A., Francis Lopez-Real, 2004, The conceptual tools of Euclidean and dynamic geometry environments, Topic Study Group 10: Research and development in the teaching and learning of geometry, ICME 10, Copenhagen, Demark. [7] Senk, S. L., 1985, How well do students write geometry proofs? The mathematics teacher, 78(6), pp.448-456. [8] ߅⨇ˈ2004ˈᓎᾟЁᅌ⫳ᇡᑒԩ䄝ᯢ䮅䅔⧚㾷ⱘᓣˈゟৄ☷㆘ᅌᭌᅌ㋏मᅌԡ䂪᭛ˈৄ ☷DŽ [9] ⥟䚕㧃ˈ1996ˈৄ☷फऔЁᅌᭌᅌ⾥ᬭֵᗉПⷨおˈゟৄ☷㆘ᅌᭌᅌᬭ㚆ⷨお᠔ᅌԡ䂪 ᭛ˈৄ☷DŽ [10] ᠈䣺⾔ˈ2002ˈᇣѨᑈ㋮ᅌ⫳Փ⫼䳏㜺䒳储 GPS ᅌ㖦ϝ㾦ൟ䴶〡៤ᬜПⷨおˈゟ催䲘㆘ᅌ ᭌᅌ㋏ ᅌԡ䂪᭛ˈৄ☷DŽ [11] ਇⳳˈ1997ˈᑒԩ䄝ᯢおᬭᅌПⷨおˈゟৄ☷㆘ᅌᭌᅌ㋏ᅌԡ䂪᭛ˈৄ☷DŽ
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An Eclipse Plug-in for SVG Animations in an Educational System for Programming Naoki YANAGISAWAa, Kenichi TAKAIb, Koji KAGAWAc, Hiroyuki TARUMIc a OEC, Japan, bDynax Takamatsu, Japan, cRISE, Kagawa University, Japan kagawa@eng.kagawa-u.ac.jp Abstract. There are many educational Web-based systems for programming. Web-based systems have several advantages in assisting learners by collecting various forms of information on the server side. However, the client-side components of Web-based systems are difficult to design and implement and therefore tend to be poor compared to the server side programs. This paper describes a Web-based system that helps learners write programs that create animations. It uses SVG as the graphics format and employs a plug-in for Eclipse as the client-side component. The plug-in can cooperate with the server-side system for downloading libraries and template programs, and for submitting animations to the bulletin board system for SVG animations. Keywords: Web, programming, SVG, Eclipse
Introduction There are several Web-based tools for supporting beginners to learn programming. Many of them use graphics and animations for motivating learners and for visualizing abstract concepts used in programming. Our group has been proposing a Web-based system [10] that uses a graphics/animation format SVG (Scalable Vector Graphics) [3], which is a format standardized by W3C. This system works as follows. It offers libraries, templates and example programs in Web pages and lets novice learners fill in short fragments of programs. Then, learners submit programs to the server. The server-side program checks the correctness of syntax, produces animations from uploaded programs and sends them back to the client. The result can be displayed on Web browsers using the SVG viewer plug-in. The advantage of using a Web-based approach is two-fold: x It facilitates novice programmers to write programs that create animations without much difficulty. x It can motivate learners by a Bulletin Board System (BBS) that can give them opportunities to make their pieces of work public, to learn from fellow learners’ programs and to ask teachers and fellow learners questions about errors and bugs in their programs. However, there are some problems in this system. x Programmers have to use plain Web-browsers as the front-end in order to edit programs. This is rather painful for programs with more than dozens of lines.
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x Since error messages are generated at the server side, inevitable time lag is frustrating. In order to alleviate these problems, we should use a richer platform for the client side of our system. In this paper, we adopt Eclipse for this purpose. Our new system consists of an Eclipse plug-in that supports creation of the SVG format, a set of supporting Java classes and some server-side programs. Eclipse is usually regarded as a development environment for Java. And naturally, we use Java for the target language of the new system. However, Eclipse is actually a more general tool or a toolbox for programmers. Therefore, it can, in principle, support programming languages other then Java by writing plug-ins for target languages. Several languages have been proposed so far such as Logo, Squeak[5] and Dolittle[8] which are especially designed for educational purpose. They offer well-designed libraries for graphics and animations. However, the graphics and animation libraries are strongly tied to a particular language and cannot be used from other languages. There are also educational programming environments for programming languages in various paradigms (e.g. [4, 6, 9]). They usually have a front-end especially designed for specific language features. Unfortunately, since there is no single universal language that suits all situations of programming, students often have to learn several languages in various paradigms. If the graphics library and the front-end are uniform, learners will be able to concentrate on specific features of languages. The structure of this paper is organized as follows. Section 1 explains the structure of the proposed system. Section 2 concludes and discusses future work.
1. Implementation The overall structure of our system is illustrated by Figure 1, which we will explain in turn.
Figure 1. Structure of the system
1.1 SVG Library There are already several Java libraries that produce the SVG format. However, we have decided to design our own library with usability for beginners as a primary concern. The main class of our library is the SVGCanvas class. For example, we can set the size of the canvas, add figures to the canvas and tell the canvas to go to next frame. It is a task of
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the SVGCanvas class that produces animations in the SVG format. Our library also has classes that correspond to basic SVG figures such as rect, ellipse, polygon and text. We can set properties such as positions, colors and opacities of figures and then change their values.
1.2 Java2SVG Plug-in Some template source files are placed by teachers on the server side. Learners download template files and libraries, complete their programs, compile and link programs, preview produced animations, and then submit their animations along with their programs to the server side (BBS). Our “Java2SVG” plug-in helps users do these protocols that are otherwise tedious and difficult for novices (Figure 2).
Figure 2. SVG plug-in menu
Figure 3 shows a sample animation that is produced by our system.
Figure 3. A sample animation
1.3 Server-side Programs The server-side programs work in cooperation with the “Java2SVG” plug-in. They offer two basic services. One is a BBS that exhibits learners’ animations and programs. The other service is to check levels of how much learners have experienced programming. According to the level of learners, it decides which template programs should be shown to them. This is because showing too much of advanced templates to novice learners may even confuse them. 2. Conclusions and Future Work We have proposed a Web-based system that uses Eclipse as the client side for supporting learners to write Java programs. It improves our previous system in several ways: x It can report syntax errors without latency and reduces the load of the server side.
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x It can support learners editing source programs more efficiently. At the same time, it keeps advantages of Web-based educational systems. By cooperating with server-side programs, it allows learners to avoid inessential difficulties in learning programming such as software installation and configuration. It also motivates them by providing opportunities to communicate and cooperate with fellow learners. The current system provides a limited form of adaptability [1]. Adaptability is an important feature of Web-based educational systems. In future, we should be able to support other forms of adaptability using other features of Eclipse such as source folding and keyword coloring. It is also important to support languages other than Java. Since our system uses standard platforms such as Eclipse and SVG, adaptation to other languages should be easy. As well as using popular languages, it is even possible for teachers to create not only libraries but also their own mini-languages [2]. MLSwf [7] is an attempt to use a functional language, which is good at symbolic processing, in order to implement such mini-languages.
Acknowledgments This research was partially supported by Japan Society for the Promotion of Science, Grant-in Aid for Scientific Research (B)(17300269). References [1] Brusilovsky, P., Schwarz, E. and Weber, G. (1996) ELM-ART: An intelligent tutoring system on world wide web. Third International Conference on Intelligent Tutoring Systems, ITS-96, 261–269. [2] Brusilovsky, P., Calabrese, E., Hvorecky, J., Kouchnirenko, A., and Miller, P. (1997) Mini-languages: A way to learn programming principles. Education and Information Technologies, 2, 1, 65–83. [3] Ferraiolo, J., Fujisawa, J., Jackson, D. et al. (2003) Scalable Vector Graphics (SVG) 1.1 Specification,. http://www.w3.org/TR/SVG11/. [4] Findler, R. B., Flanagan, C., Flatt, M., Krishnamurthi, S. and Felleisen, M. (1997) DrScheme: A pedagogic programming environment for Scheme. Proceedings of the9th International Symposium on Programming Languages: Implementations, Logics, and Programs: Including a Special Track on Declarative Programming Languages in Education, 369–388. [5] Guzdial, M. J. and Rose, K. M. (2001) Squeak: Open Personal Computing and Multimedia. Prentice Hall. [6] Heeren, B., Leijen, D., and van Ijzendoorn, A. (2003) Helium, for learning Haskell. Proceedings of the ACM SIGPLAN workshop on Haskell, 62–71, Uppsala, Sweden. [7] Kagawa, K. (2004) Implementing graphical mini-languages with the MLSwf library. World Conference on Educational Multimedia, Hypermedia & Telecommunications (ED-Media 2004), 875–880. [8] Kanemune, S., Mitarai, R., Nakatani, T., Fukui, S. and Kuno, Y. (2001) Dolittle: An object-oriented language aimed at K12 education (in Japanese). IPSJ Transactions on Programming, 42 (SIG 11(PRO 12)) 78–90. [9] Peylo, C., Thelen, T., Rollinger, C. and Gust, H. (2000) A web-based intelligent educational system for PROLOG. Workshop on Adaptive and Intelligent Web-Based Education Systems, 70–80. [10] Takai, K., Kagawa, K., and Tarumi, H. (2005) A web-based system for learning programming using a graphics format on WWW. The Third International Conference on Active Media Technology, 173–176.
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An Evaluation on Using Virtual Reality and 3D Visualisation in Science Education Yau-Yuen YEUNG Department of Mathematics, Science, Social Sciences & Technology The Hong Kong Institute of Education HONG KONG CHINA Email: yyyeung@ied.edu.hk Abstract. With prudent consideration of the plausible merits and impacts in both the learning and instructional domains, an array of relatively simple and inexpensive virtual reality and 3D visualisation technologies were employed to develop many sets of science courseware or resource kits to support the training of science teachers. Most of those materials are being placed on the Internet (website address http://www.ied.edu.hk/has/ised/eindex.htm) as self-learning materials to supplement regular classroom teaching of science. After being grouped into 7 categories, the educational values for using each category of resources in the learning and teaching of certain science topics were carefully and systematically identified in accordance with our literature review and professional judgments. Besides, questionnaire surveys had been administered to 23 classes of student-teachers to collect information about their prior knowledge, receptivity and evaluation of those science courseware/resource kits and their underlying technologies for facilitating science teaching and learning. The survey findings show that respondents rated most of our science courseware with high quality. It is also revealed that respondents were taking a quite positive attitude towards the adoption of those new technologies in their future teaching or learning of science.
Introduction Nowadays, it is quite feasible to develop various kinds of teaching and learning resources in Science using certain kinds of “lightweight” (relatively simple and inexpensive) three-dimensional (3D) and virtual reality (VR) technologies which are widely believed to be capable of enhancing student-centered (or self-organized) learning through an almost realistic exploration, interaction, navigation and/or manipulation of objects in the virtual 3D world (see, e.g. Refs. [1-3]). In particular, they can help students develop their ability to visualize, understand and mentally construct the details of complex scientific data and models which will otherwise be lost, distorted or easily misinterpreted in planar 2D projection (or monoscopic images). Furthermore, those resources have been used as concrete examples for the student-teachers at The Hong Kong Institute of Education (HKIEd) to acquire first-person experience in VR when they study the relevant topic in the Science, Technology and Society modules offered in various in-service and pre-service full-time or part-time programs. For some similar resources developed by other researchers [4-5], they are not readily accessible on the Internet for public sharing and they cover only a limited type of science topics. The present work will mainly focus on the following three basic research questions: 1. What are the main educational values for using each of those VR and 3D visualization technologies in science learning and teaching?
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How good is the quality of the science courseware or resource kits? What is the receptivity of the student-teachers towards those learning materials?
Research Methodology To address the first research question, intensive literature review had been conducted in conjunction with the author and his colleagues’ professional experience in teaching various science topics. We also developed a large collection of teaching materials using an array of 3D and VR technologies and applied them in a number of pre-service teacher education programs at HKIEd. As a consequence, we have been able to uncover and identify many topics which are well-known to cause obstacles, difficulties or misconceptions to many students (and in particular the physics subject) but they can be taught and learnt more effectively with the aid of 3D visualization and/or virtual reality (see Refs.[4-8]). To deal with the second and third research questions, a questionnaire research instrument has been specifically developed to survey the student-teachers’ feedback and receptivity after being given special chances to get familiar with all those resources through a series of structured/semi-structured and learner-centered hands-on activities. The data were furthermore triangulated with the student’s feedback in the teaching evaluation of the modules concerned, the lecturer’s first-person classroom observation and group interviews of secondary school students on the use of a VR courseware for learning a particular topic on basic optics. Results – I. Classification of Resources and Educational Values Based on the technologies employed for development, we group the learning materials into seven categories (see Ref. [6] and the website http://www.ied.edu.hk/has/ised/eindex.htm for detailed description of individual technologies and the associated science courseware already developed) and the educational values of each group are summarized in Table 1 below:
Table 1: the 7 categories of VR/3D resources and their educational values. Category a. 3D Shutter
Educational values in teaching and learning science z
Glasses z
b. Panoramic Scenes
c. 3D Photo
z z z z z
Objects z z
profound visual impact and attraction to grab and keep learners’ attention. very effective in removing the misconception or illusion related to 2D projection of 3D objects. specifically effective for teaching the 3D vision of human eyes. enables the learners to develop various skills of scientific investigation. as virtual field trips in the study of ecology (biology), environmental science and physical geography. Related to field experience in teacher education, the student-teachers can conduct virtual site visit of many different types of schools and science laboratory settings, in particular the safety facilities. very effective in helping the students get familiar with new science specimen, models or equipment. Many students can employ this technology to develop certain teaching materials in their own subject disciplines. Student-teachers can readily design some open-ended interactive activities for their students to investigate or explore further scientific
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d. VRML (Virtual Reality Modeling Language) Objects
e. Anaglyph
z z z z
Images z z
f.
Random Dot Stereograms
z z
g. Lenticular 3D Photos
z
concepts. enable proper description of many physical or geometrical properties of objects such lighting, texture and camera angle etc and of the science concepts concerned. allow learners to make real-time interactions (e.g. moving, rotating and zooming) with objects and scenes and so they are very ideal for training students’ hands-on laboratory and scientific investigation skills. facilitate the development of learners’ spatial intelligence. a pedagogical example by itself for demonstrating the application of complimentary colors in the study of color physics. very inexpensive alternative to the technology (a) described above. one of the best known 3D technologies that are still commonly used nowadays. potential to be applied in some areas such as educational research, industrial design, information encryption, medicine and psychology of the brain behaviour as well as fine art. require certain techniques or training to be able to view the stereograms and so stimulates students’ interest and curiosity on this learning object.
similar to (a) and (e) but no need to wear anything nor to have any training for viewing the images
Results – II. Student-teachers’ feedback From year 1998 to 2004, questionnaire surveys have been administered to 23 classes of student-teachers in various teacher-education programs in our institution. Those student-teachers were first introduced with the technologies for producing those 3D and VR resources and then were requested to try out the seven sets of 3D or virtual reality samples one-by-one and answer the same set of six questions on each kind of resources (a) – (g) described in the previous section. In total, there were 361 valid questionnaires returned and out of which 38% were male and 62% were female. Some results related to the student-teachers’ evaluation and receptivity towards those VR and 3D visualisation technologies and resources are concisely presented as follows: 1) Most student-teachers did not have much prior knowledge about the seven 3D and VR technologies and most of them have either seen some samples or just heard of the names without seeing them before. As a comparison between various technologies, sets (a) to (e) were less well-known to them whereas the Random Dot Stereograms and Lenticular 3D Photos were a little bit more popular to them. 2) Most respondents can always or sometimes see the 3D effect for all resources except those from the Random Dot Stereograms because the latter requires certain technique to view the images. This provides some favorable feedback for future promotion of using those technologies and resources for classroom implementation in secondary or primary schools. 3) On being asked “How do you rate the quality of this 3D or virtual reality effect?”, most student-teachers put a fairly high ranking on the quality of our 3D/VR resources. Except for the category (f) random dot stereograms, about 50% or more of the respondents rated our science courseware as good/very good and no more than 3% rated as poor. The reasons for the only exception (f) which has 14.4% rated as poor and 30% as good/very good, can be attributed to fact that it requires certain techniques to view those images and those respondents who failed to master the technique would probably develop a sense of dissatisfaction. 4) When respondents were asked to select the best 3 kinds of resources, the results show a clear demarcation between two categories of resources. The first category which
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includes resources from 3D shutter glasses, panoramic scenes, 3D photo objects, and VRML objects which receive 40 to 60 % of receptivity while the second category which includes anaglyph images, random dot stereograms, and lenticular 3D photos has a much lower receptivity percentage (20% or below). 5) Furthermore, on being asked “Will you apply this technology in your future teaching of Science (or other subjects) in schools?”, most student-teachers were taking a quite positive attitude towards the application of those new technologies in their future classroom teaching. This finding may be correlated with the classroom observation that many learners enjoyed or got excited with the first-person learning experience as enabled by the new technologies. The first four technologies (a) – (d) would have more than 50% likelihood to be adopted by the student-teachers in their future classroom teaching. The remaining three technologies (e) to (g) and in particular the Random Dot Stereograms had a relatively higher percentage of unlikely adoption. This reveals that the student-teachers did develop a certain level of professional judgments on what kind of teaching materials to be adopted with reference to the quality of 3D effect, educational values and easiness of viewing. 6) From the group interviews of 6 groups of secondary school students and a group of in-service teachers, most interviewees reflected with very positive and favorite attitudes towards those 3D/VR learning activities because our learning resources are easier to learn with better understanding and clarity and the users found them more interesting and stimulating to use. Conclusion Over the last few years, an array of VR and 3D visualization technologies have been successfully employed to develop many science courseware/resource kits which were then classified into 7 categories and each category was identified with specific educational values for learning and teaching science. Besides, the questionnaire survey on 23 classes of student-teachers revealed that those 3D/VR materials do have good quality and most respondents are generally holding a positive attitude towards most of those technologies for adoption in their future teaching or learning of science. References [1] Churchill, E., Snowdon, D., & Munro, A. (2001). Collaborative virtual environments: digital places and spaces for interaction. New York: Springer. [2] Sherman, W.R., & Craig, A.B. (2003). Understanding virtual reality: interface, application, and design. Amsterdam: Morgan Kaufmann. [3] Lee Yeung-chung, Li Kai-ming, Yeung Yau-yuen, & Ling Siu-hing (1997). Use of Visual Aids in Teaching Science: Practices and Attitudes of Hong Kong Secondary Science Teachers. Journal of Science and Mathematics Education in Southeast Asia, Vol. XX, No.2, 21-36. [4] Tsurusaki, B. et al (2003). Virtual Reality Modeling in Science. World Conference on Educational Multimedia, Hypermedia and Telecommunications, Vol. 2003, Issue 1, 1199-1201. [5] Kim Jong-Heon, Park Sang-Tae, Lee Heebok, Yuk Keun-Cheol, Lee Heeman (2001). Virtual Reality Simulations in Physics Education. World Conference on Educational Multimedia, Hypermedia and Telecommunications, Vol. 2001, Issue.1, 964-965. [6] Yeung Yau-yuen (2002). 3D and virtual reality resources for effective teaching and learning of science: practical examples and educational implications. In K.S. Volk and W.M. So (Eds.), Science and Technology Education Conference 2002 Proceedings (pp.288-296). Hong Kong: Hong Kong Institute of Education. [7] Youngblut, C. (1998). Educational uses of virtual reality technology, IDA Document D-2128. Virginia: Institute for Defense Analyses. [8] Wang Xiaojun & Yeung Yau Yuen (2001). Application of virtual reality technology in the development of Physics courseware. College Physics, 20, Issue 11, 35-38.
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First Observations from Reflective Learning on a Knowledge Repository Gee Kin YEOa, Paulus Insap SANTOSAa, J.B. FOOa, P.C. LOWa Department of Information Systems, National University of Singapore, Singapore yeogk@comp.nus.edu.sg
a
Abstract. An ontology-based knowledge repository, similar to the common digital archives for libraries, has been built to support collaborative on-line learning. A notable difference in the repository is that a resource in the depository needs not have a physical presence. Features in resource categorization and ratings provide opportunities for reflective thinking on a particular resource in the repository and its relevancy to the study domain. This paper describes the motivation, design theories and components of the repository system. An initial assessment of the system in actual use in a large class is obtained and the result is discussed. Keywords: Collaborative learning, reflective learning, resource repository, knowledge management, ontology
1. Introduction One focus of a computer-supported learning environment is on collective responsibility and continual advancement of ideas in a student-generated database, a hub for educational activities spanning the curriculum and integral to the core academic program [5]. The goal of such an environment is to effectively tap and preserve the community pool of knowledge. "Contribute and reference' is the key idea here. CS1105 is a model taught in the School of Computing, National University of Singapore, with the objective of instilling in students the ethical considerations of use of information and communication technologies (ICT). The desired outcome is to develop cognitive skills, a global outlook, and to encourage cultural sensitivity with regards to ICT. Students are constantly exposed to many broad societal issues surrounding the everyday use of ICT. Learner-driven approach in learning is suitable for this module and students are encouraged to find articles to read and to contribute any interesting articles found. Teachers therefore take on the role of facilitators by facilitating learning and group processes rather than purely teaching and feeding information to the students. CS1105 is already using an integrated virtual learning network [7] for its delivery of course content and forum discussions. A CS1105 Knowledge Repository (CS1105KR), accessible via http://yeogk.ddns.comp.nus.edu.sg:8080/cs1105/, has been separately built to function as a knowledge building facility, to draw attention to evolving domain knowledge. The CS1105KR starts with a basic ontology of the domain knowledge. It leverages on the knowledge management concepts of the ontology to manage stored/referred learning resources and retrieve relevant search results. Using CS1105KR, students are encouraged to participate actively by contributing resources and rating fellow course mates’ contributions. Functions to support student input, linking domain concepts, document storage and retrieval, resource referral, and peer evaluation, are all specifically oriented towards cumulative development and integration of knowledge.
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This paper describes the motivation, design theories and components of the CS1105KR. The paper is organized as follows. Section 2 reviews collaborative learning in the form of knowledge building and sharing, and discusses reflective learning in such processes. Section 3 describes the supporting ontology of the domain knowledge, and its place in the KR. Section 4 elaborates further on the design of the KR and highlights certain important features. The concluding section discusses the result of an actual use in a course given to some 370 undergraduates and the future works.
2. Collaborative Learning and Reflective Thinking Learning occurs when one discovers new linkages between different pieces of information. Reflection suggests the action of bending repeatedly. The concept of reflective learning has been around since John Dewey [1]. In his view, reflection is central to all learning experiences, enabling us to act in a deliberate and intentional fashion. The object of study is considered closely, bent, twisted, broken up into parts. The parts are then considered relative to one another to examine the relationships. Learning happens when students can identify the right questions to ask and tries to answer them. Collaboration is learning in teams, or learning alongside peers. Knowledge construction is an important aspect of learning. Many experimental digital learning frameworks have centered on providing support for collaborative knowledge construction. FLE, or Future Learning Environment [3] is one such framework. In FLE, discussion forms as the main platform for collaborative knowledge construction are implemented with learners labeling their own contributions into different categories. The categories include probably problem, working theory, comments, summary and help request. These categories are more generic to forum subject matter and are more directly reflective to the prior activity or intention of students making the posting. While such categorizations are helpful, they are not the kind that links directly to the domain knowledge of learning. Topic and subtopic categorization of domain knowledge often serve as guidance to students during their acquiring of the knowledge. Categorization requires reflective thinking. Specifically, one asks if the object of concern fits into a particular category. Categorization along different dimensions related to learning requires reflective thinking along these different dimensions. Beside domain topic categorization, other dimensions can be devised from stages in the learning process or study program. Given a particular resource, identifying its usefulness in a particular stage of learning is sometimes straightforward. For example, a past-year exam paper is obviously helpful in the stage of course revision. In a collaborative learning environment, result of such categorization comes into public view and can be put under peer commentary. The continual feedback and revision can be vital in knowledge reuse, where active participation by domain users, i.e., both students and teachers, will keep the domain knowledge useful and relevant.
3. Knowledge Repository and Ontology Support The idea of a knowledge repository is not radically new. Many digital document archives/repositories have been in operation for years, their objective being towards the preservation of digital documents. Our CS1105KR functions mainly as a repository for documents. What it differs in, is its goals to support an educational domain, for collaborative learning, knowledge capture and locating resources relevant to their study, unlike the top-down approach of the commonly found library digital archives.
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Knowledge in the CS1105KR refers to the relevant learning resources and what they are. Each learning resource is still informally represented as it originally is, whether existing as web content or is physically stored in the repository. However, the contents of a resource are formally stated through ontology-based indexes, the underlying process is similar to semantic annotation described by other researchers [4]. Similar knowledge repositories have been built elsewhere, such as SoL [6] and Experts Exchange [2]. In most of them, there are no mentions of ontology support. The initial groundwork for the ontological modeling of the CS1105 domain takes the bottomup approach, creating the repository and its foundations from the input of the domain expert, namely the instructors of the course. The CS1105 KR is built bearing the learnerdriven principles in mind, for the purpose of allowing knowledge to be retained within the system, while supporting continual changes to the ontology at the same time.
4. Design and implementation The heterogeneous repository of CS1105KR stores resources or references to resources of many different kinds, including electronic or printed material, courses, slide presentations, videos or any other resource that is relevant to the domain knowledge. The resources can then be retrieved in a number of different ways through subject taxonomies, resource format or nature of study in the domain and viewed through a web browser interface. The CS1005 KR is built to provide for two logical parts to the knowledge base, viz., the domain taxonomy and the repository knowledge so to allow separate construction of domain taxonomy (typically constructed by the domain expert), with the relationship. The taxonomy is just an abstract concept hierarchy. This hierarchy structures various ideas or concepts within the domain. An abstract model in CS1105KR containing topic, format, study area, resources and their relationships as shown in Figure 1. Figure 2 illustrates how the ontology would be reflected in actual use.
The 'format' concept describes a resource based on the form the resource is available, e.g., a book or a journal article. The 'nature of study' concept represents the area of interests to an educational domain user, or student, relevant in his/her studies, e.g., a resource is relevant only to a student for examination purposes. Figure 1. Overview of CS1105 KR
Peer rating and feedback allows visitors to submit their rating of an item. This is seen as an approach to encourage effective resource reuse and provide insights in the usefulness of a resource. A simple rating scheme of numbers from one to five is used. The
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homepage of CS1105KR opens up the complete categorization of resources. All the available resources are displayed in the various classifications of Topics, Format and Study Areas. Users are able to find resources by selecting from the categories. The initial view of the CS1105 domain is presented under the Topics header. This view gives the uninitiated a starting point in the Repository, and tells users what resources are available. The number of resources available under each classification is also displayed. Figure 2. Workings of CS1105KR Ontology
5. Usage Result and Conclusion The usage was monitored from Feb 28 to April 13, 2005. During this period, 248 students have posted at least 1 resource, 270 have accessed the KR at least once. Over the same period, the average number of visits per student is 24, and the average number of resources posted per student is 8. Due to page limitation, the result cannot be presented here. However, it is available upon request to the authors. We see the potential of CS1105KR in its significance for the capture, preservation and sharing of pedagogical resources within a domain. The focus on achieving a learnerdriven environment within the repository is expected to encourage students to assume responsibility and chart their own individual learning progress through active participation in the domain community. Resources in the KR are described in a logical manner with the knowledge embedded within, the results of which are a contextually and semantically relevant search to support learning of a domain. There is little doubt, however, that the KR could be further improved, especially in the loading speed. There is also the need of quality control on the contributions made. Our work continues.
References Dewey, J. (1910) How We Think, Lexington, Mass: DCHealth. Expert Exchange On-line, http:// www.experts-exchange.com FLE3 On-line, http://fle3.uiah.fi/ Nenad, S and Siegfried, H (2002) “A framework for Knowledge Management on the Semantic Web,” The 11th International WWW conference WWW2002, Poster track, Hawaii, 2002. Research Group Knowledge Management, Institute AIFB, University of Karlsruhe. [5] Scardalia, M and Bereiter, C (1996) “Student Communities for the Advancement of Knowledge,” Communications of the ACM, 39(4), pp. 36-37. [6] SoL On-line, http://www.solonline.org/repository/ [7] Yeo GK (2003) “Communication, Collaboration and Controversy Building in Digital Learning Networks,”Association of Pacific Rim Universities (APRU) Distance Learning and Internet Conference.
[1] [2] [3] [4]
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An Open-ended Framework for Learning Object Metadata Interchange Yuejun Zhang, Kinshuk, Taiyu Lin Department of Information Systems, Massey University, New Zealand Yuejun_zhang@hotmail.com
Abstract. This paper presents a framework for the interchange of learning object (LO) metadata schemas and describes the prototype developed under this framework. The framework is open-ended and highly scalable because of the adoption of the proposed LOM-intermediated mapping scheme and dynamic-database approach. The prototype currently transforms metadata in XML format between IMS, EdNA, Dublin Core and LOM, but can be easily extended to incorporate other schemas due to the open-ended characteristics. Keywords: learning object, LOM, metadata interchange, Java, XML
1 Introduction Learning objects (LOs), together with the standardized metadata for describing them, present an attractive prospect that independent and self-standing learning resources, once created, can be located, retrieved, and used anywhere anytime to construct individualized learning content. Basically, learning objects are conceptually small content components that can be used multiple times in different contexts, and can be assembled together in many ways to construct various courses, lessons or programs [1, 2]. Metadata is generally “information about an object, be it physical or digital” [3]. For learning objects, metadata is a set of pre-defined elements that describe various features of the learning objects. Nowadays, many learning object repositories (LORs) that are aimed to manage learning objects and the associated metadata in an organized way have been built. Each LOR is aimed to meet the specific needs of its own intended community. Therefore it has proven difficult for a single metadata schema to satisfy the functional requirements of all these applications. As a result, a large number of LO metadata schemas exist today. An arising issue is: how can we search a piece of useful learning material across multiple repositories that employ different metadata schemas? An attractive vision is that all these metadata schemas can communicate with each other so that an extensive interoperability across the global Internet could be possible. To reach this global interoperability, two possible ways may be considered [4]: either the use of an internationally recognized metadata standard or a conversion among varying metadata schemas. The heavy cost occurring in the implementation of an international standard makes the first option nearly impossible, so we believe that an interchange mechanism would be a promising approach to tackle the problem of metadata interoperability. Metadata conversion has been an area of interest for many years. A quite lot of research works and implementation prototypes can be found in literatures [5,6,7,8,9,10]. There are also online tools that may translate metadata from one schema to others. Examples include DC-dot (http://www.ukoln.ac.uk/metadata/dcdot/), MARC-LOM converter (http://marclom.athabascau.ca/marc/index.html) and d2m (http://www.bibsys.no/meta/d2m/).
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However, these research prototypes and online mapping tools only accommodate a limited number of schemas and are hard to be extended to incorporate new schemas. 2 Framework Unlike currently available metadata conversion tools, we propose an open-ended framework for metadata interchange. The system built under this framework is able to be extended to potentially accommodate as many metadata schemas as desired. Functionally the framework consists of four parts: input unit, metadata interchange, data store and output unit. The input unit accepts three types of data input – the keyboard input by data type-in, the XML input by uploading source data as XML files, and the Web input by providing the system the URL of a Web resource from which the system automatically harvests as much metadata as possible. The metadata interchange, the core of the system, is responsible for carrying out the mapping. The data store facilitates metadata storage and user information management. The output unit simply enables the presentation of the output XML files. This framework is illustrated in figure 1. 2.1 LOM-intermediated mapping To build a scalable metadata interchange system that can manipulate multiple schemas, the main problem is the huge number of mappings among these schemas. This problem becomes more crucial if the system needs to be extended to add a new schema, because in this situation the mappings between the new schema and all the existing schemas must be identified. To circumvent this problem, a so-called LOM-intermediated mapping scheme is proposed. Instead of mapping the source schema directly to the target schema (source-target mapping), source schema is conceptually mapped to LOM at the first step, and then to the target schema from LOM at the second step. By using this approach, every time when a new schema needs to be added to the system, only the mappings of the new schema with LOM need to be identified, rather than mappings with all the existing schemas. Thus system scalability is greatly enhanced. The significant effect of LOM-intermediated mapping compared against source-target mapping is shown in table 1. Table 1 Number of mappings needed for LOM-intermediated mapping and source-target mapping Mappings needed for a system of n schemas Mappings needed for adding the n+1th schema
Source-target mapping n(n-1) 2n
LOM-intermediated mapping 2n 2
2.2 Rationale for using LOM-intermediated mapping LOM is the only accredited LO metadata standard at the moment (and in foreseeable future) and specifies a large element set to try to cover all major aspects attributable to learning objects. Therefore, most LO metadata schemas would be and actually are LOMcompliant or even a subset of LOM, even if the actual names of elements in different schemas may differ slightly. This assures the mapping accuracy and data completeness in most cases in spite of the intervention of LOM. In addition, it is reasonable to assume that each schema provides as a part of the schema the mapping to LOM, which would be widely known and accepted. Therefore, the adoption of LOM as the intermediary could greatly improve the situation where an accurate, commonly agreed mapping is often difficult because of the intrinsic issues on metadata crosswalks [11].
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However, this highly scalable LOM-intermediated approach has a possibility of data loss in the process of transforming the source schema to the intermediary LOM, caused by those few elements of source schema that have no equivalence in LOM. We propose a dynamic-database approach to circumvent this problem. 1 Input Metadata Type-in
3 Source metadata file (xxx.xml)
Metadata Extract
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Source schema having NO elements extra to To LOM LOM
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Source schema having elements extra to LOM Extra
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elements
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Figure 1 Metadata interchange framework
Figure 2 Dynamic-database approach
2.3 Dynamic-database approach The principle idea behind dynamic-database approach is that a LOM structured database is designed from the beginning to save the LOM formatted metadata that come from the first step of the LOM-intermediated mapping e.g. the source-LOM conversion. If there are elements in the source schema that are not covered by LOM, these elements are saved in data table(s), which was dynamically created by the system specifically for that schema. At the second step of the LOM-intermediated mapping e.g. the LOM-target conversion, the system retrieves data not only from the LOM based database but also from the dynamic data table(s) as well. Figure 2 demonstrates this approach. 3 Implementation A Web-based learning objects metadata interchange prototype system has been implemented. Technically, the prototype system is built around two fundamental technologies: XML and Java. In detail, we use JDBC as the access interface to the MySQL database, JAXP as the means to parse, validate and transform XML documents, Servlets and JSPs as the server side programming language, and JavaBeans as an enhancement for JSPs and Servlets to encapsulate more complex control logic. The Apache Tomcat server is used as the container to implement the Java components. The prototype was initially launched for IMS and EdNA metadata schemas only. Later two more schemas were added: Dublin Core and LOM. We made this extension without the need to rebuild the system, but simply by adding LOM mappings and input interface for the new schemas. The reason for this easy extension is the open-ended characteristics and the high scalability offered by the LOM-intermediated mapping scheme and the dynamic-database approach. A metadata record, no matter whether it is one existing in the LOM-based database or a new one directly input into the system through any of the three input ways, can be converted to a desired schema. Figure 3 shows an example of the conversion to EdNA from an IMS record uploaded to the system as an XML file.
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(a) Source IMS metadata (b) Target EdNA metadata Figure 3 Conversion from source schema to target schema
4 Conclusions The evaluation results show that the system is fully functional and highly scalable. Basically, the LOM-intermediated mapping allows a usual schema-schema mapping to be undertaken in a schema-LOM-schema way, while the dynamic-database approach allows necessary database tables to be dynamically created for some schemas to retain the data that are not covered by LOM. The LOM-intermediated mapping, together with the dynamic-database approach, results in a learning objects metadata interchange system with high scalability. Future work would be focused on two aspects: the interactions with client systems and the further optimization of the prototype. There is a need to implement more flexible metadata editors in the prototype system and to plan a more sophisticated database design. More work is also needed to enable users to add new schema-LOM mappings without any intervention of the developers. References [1] Wiley, D. A. (2000) Connecting learning objects to instructional design theory: A definition, a metaphor, and a taxonomy. In D. A. Wiley (Ed.), The Instructional Use of Learning Objects: Online Version. Retrieved March 5, 2004, from http://reusability.org/read/chapters/wiley.doc. [2] Wagner, E. D. (2002) The new frontier of learning object design. The e Learning Developer’s Journal, June 18, 2002. [3] IEEE LTSC (2002) 1484.12.1 IEEE standard for learning object metadata. IEEE Standards. [4] Sampson, D. (2004) The evaluation of educational metadata: from standards to application profiles. Proceedings of the IEEE International Conference on Advanced Learning Technologies (ICALT’04). [5] Yin, Z., Xu, Z., & Saddik, A. E. (2003) Study of metadata for advanced multimedia learning objects. Canadian Conference on Electrical and Computer Engineering, May 4-7,2003. IEEE CCECE 2003, Volume: 2, pp. 1099 – 1102. [6] Godby, C. J., Smith, D., & Childress, E. (2003) Two paths to interoperable metadata. The 2003 Dublin Core Conference, DC-2003: Supporting Communities of Discourse and Practice – Metadata Research & Applications, September 28 – October 2, in Seattle, Washington, USA. Retrieved June 22, 2004, from http://www.oclc.org/research/publications/archive/2003/godby-dc2003.pdf. [7] Lightle, K. S., Ridgway, J., & Smith, J. K. (2003) Generation of XML records across multiple metadata standards. The 2003 Dublin Core Conference, DC-2003: Supporting Communities of Discourse and Practice – Metadata Research & Applications, September 28 – October 2, in Seattle, Washington, USA. Retrieved July 10, 2004, from http://dc2003.ischool.washington.edu/Archive-03/03lightle.pdf. [8] Greer, L. R. (2002) The learning matrix: cataloging resources with rich metadata. Proceedings of the 2nd ACM/IEEECS Joint Conference on Digital Libraries, July 2002, pp. 375. [9] Karampiperis, P., & Sampson, D. (2003) Enhancing educational metadata management systems to support interoperable learning object repositories. Proceedings of the 3rd IEEE International Conference on Advanced Learning Technologies, pp. 214-218. [10] Santacruz-Valencia, L. P., Aedo, I., & Delgado-Kloos, C. (2003) Designing le@rning objects with the ELO-tool. Proceedings of the 3rd IEEE International Conference on Advanced Learning Technologies. [11] St. Pierre, M., & LaPlant, W. P. Jr. (1998) Issues in crosswalking content metadata standards. National Information Standards Organization White Papers, 1998. Retrieved March 23, 2004, from http://www.niso.org/press/whitepapers/crsswalk.html.
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A New Role of Lifelong Learning Support System Wei ZHOU a, Takami YASUDAb, Shigeki YOKOIb Graduate School of Information Science, Nagoya University Furo-cho Chikusa-ku, Nagoya 464-8601 Japan a zhou@mdg.human.nagoya-u.ac.jp b{yasuda ,yokoi}@is.nagoya-u.ac.jp Abstract. Lifelong learning is one of the most important education policies in Japan. Recently, the web-based Lifelong Learning Support System (LLSS), developed by the Lifelong Learning Promotion Center (LLPC), has been widely used in local governments. We analyzed existing LLSS and classified it into two roles according to the types of information and functions it provided: “information provider” and “resource provider.” Further, we focused on a new role for LLSS, “program provider.” To clarify LLSS’s new role, we proposed a system that easily helps develop programs and guide learners to participate in lifelong learning activities. Keywords: lifelong learning, learning program, blended learning
1. Introduction Lifelong learning [1], one of the most important education policies in Japan, is commonly used to focus on social education for all people. To promote lifelong learning, the Lifelong Learning Promotion Center (LLPC) was established by local governments to develop various lifelong learning opportunities. As information and communication technology develops and the informatization of society progresses rapidly, LLPCs are concentrating on constructing and improving web-based Lifelong Learning Support Systems (LLSS) to provide information and resources to help people access the system, choose learning options, and participate in learning activities. 2. A New Role for Lifelong Learning Support Systems (LLSS) 2.1 Two Roles of the Lifelong Learning Support System (LLSS) In July-October 2004 we surveyed and analyzed the LLSSs provided by 47 prefectures, twelve major cities, and one provided by MEXT. All of the LLSSs provide various lifelong learning activities information of the region. Most LLSSs provide an “information search” function to retrieve information; they also provide an “information list” function to produce information lists grouped by category. A majority of LLSSs use DB technology to store information. Moreover, almost half of the LLSSs are developing, collecting, and providing digital learning resources to support Web-Based Learning (WBL). These BLSSs provide “resource search” and “resource list” functions to help learners select contents. Based on survey results, we classified LLSS into two roles: “information provider” and “resource provider.” “Information provider” is the first generation role of LLSS, which is
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also now its main duty. The “resource provider” role develops generations through the cultivation of E-learning and WBT, which helps learners study by accessing various learning material resources anywhere and anytime. LLPC is developing this role by cooperating with other facilities, including universities, NPOs, and companies. 2.2 Necessity of “program provider” role One of LLPC’s important duties is “planning lifelong learning programs” that can help learners choose and participate in such learning activities. Therefore, LLSS should be able to help LLPC plan and provide programs. Moreover, because many learners may not be accustomed to the increased independence and vast array of available information that LLSS provides, LLSS should help learners manage their schedules, avoid information overload, and ease anxiety. What is more, lifelong learning differs from other educational models, as Knowles [2] indicated. Lifelong learners are voluntary members who participate not through obligation but under their own initiative. Therefore, they are more aware about the process and outcome of their learning. Through the program’s guidance, learners can see expected learning behaviors and results so that they can positively participate in such activities. Therefore, LLSS’s “program provider” role is becoming more necessary. Figure 1 shows the three roles of LLSS. The “information provider” and “resource provider” roles extend learning opportunities by providing learning activities information and learning contents to help learning on the web. The role of “program provider” can help learners choose these learning opportunities, avoid information overload, and impart the learning process. Fig. 1 Three roles of LLSS 2.3 System Structure with Three Roles Figure 2 shows the functions that LLSS should have. All three roles should have retrieval functions to help learners find information, resources, and programs. The “resource provider” role has a learning platform function to facilitate studying on the web. We suggest that the “program provider” role should also have a learning platform function that provides a learning environment through which learners can not only study learning resources but also understand learning programs, and manage learning processes. For “program development,” Okamoto’s [3] statements on the method and process of planning lifelong learning programs are widely used. We adopted the method and extended it from a traditional learning style to a blended learning approach, mixing both traditional and web-based learning. Recent studies [4] offer evidence that blending provides more benefits than any single learning style. To plan a blended learning style, LLPC should use not only information but also resources. In short, LLSS should integrate existing information and resources to fulfill the “program development” function. 3. Prototype System To clarify the new role, we propose a system and present its design and experiments in this section. Because we aim for a blended learning style, we named our system “Blended
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Learning Support System (BLSS) for lifelong learning” and the learning program “Blended Learning Program” (BLP). At present, few studies have discussed the method and system for creating and providing BLP for LLSS. In the higher education field, some systems and studies that support planning programs are used widely, but they are not suitable to lifelong learning because educational modules, goals, and methods are different. Since BLSS is constructed based on an analysis of existing LLSSs, it is suitable for lifelong learning, and moreover, it is a new method to promote lifelong learning.
Learner
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Program Learning Environment
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Fig. 2 LLSS with three roles
LA Existing DB
Fig. 3 BLSS structure
3.1 System Outline Figure 3 illustrates the system’s structure [5]. BLSS performs the following: • It connects existing information and resources with a memo to create BLP; • It provides BLP retrieval and learning environments for learners. We assume that learning activities (LA) and learning resources (LR) are stored in databases and can be identified by unique numbers. We use a “memo” to connect information/resources that is also used to describe a program’s guidance. A set of memos comprises a BLP. For LLPC, we provide a “BLP creating” function to help develop BLPs; for learners, we provide a “BLP retrieval environment” (Fig. 4) to help choose learning activities, and a “BLP learning environment” (Fig. 5) to convey the learning process and BLP comprehension. 3.2 Experiments Five graduate students with teaching experience tested the system’s ability to “create BLP;” and fifteen testers ranging from 20-70 used the “BLP retrieval environment” and “BLP learning environment” functions. They answered questionnaires. BLSS’s overall evaluation was positive, as shown in Table 1. From January to February 2005, the Nagoya Mizuho Youth House held a course using BLSS that consisted of four face-to-face lectures taught by three teachers and attended by ten learners. Teachers produced five learning resources and created a blended learning program. Learners joined lectures in classrooms and used BLSS to study on the web at home.
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Usability and usefulness evaluations were good, and we hope that more lifelong learning public facilities will use and test our system. Table 1 Evaluation of system Explanation Ease of creating blended learning programs Effect on choosing learning resources by providing BLPs Ease of searching for BLPs by using Retrieving Environment Effect on studying by using Learning Environment System usefulness
Fig. 4 BLP retrieval environment
Evaluation 3.9/5.0 4.2/5.0 4.0/5.0 3.8/5.0 4.0/5.0
Fig. 5 BLP learning environment
4. Conclusions and Outlook In this paper, we analyzed existing LLSS and classified them into two roles: “information provider” and “resource provider.” Further, we focused a new role, “program provider,” to clarify the new role and developed a system named BLSS, which helps to smoothly develop lifelong learning programs and guide learners to participate in them. Evaluations showed BLSS’s high usability and usefulness. In the future, we intend to provide better GUI and increase the system’s reliability and security. We will also improve it based on the results of questionnaires. Furthermore, a broader implementation test is necessary.
Acknowledgements We especially acknowledge the support and cooperation of Hiroyuki Mori (Nagoya LLPC), Naoki Kato, and Kaneo Suzuki (Nagoya Mizuho Youth House). This research was supported in part by the 21st century COE program “IMI for social information infrastructure” of MEXT, the Nagoya Foundation Urban Industry Promotion Public Corporation Joint Research and Grant-in-Aid for Scientific Research Foundation. References [1] Japanese Congress of Lifelong Education, “Lifelong Learning Cyclopedia,” Tokyo, 1992. [2] Knowles M.S, “The modern practice of adult education: from pedagogy to andragogy,” New York, Cambridge, 1980. [3] Kaneji Okamoto, “Developing lifelong learning program,” Tokyo, 1992. [4] Harvey Singh, “Building Effective Blended Learning Programs,” Issue of Educational Technology, Volume 43, Number 6, Pages 51-54, November - December 2003. [5] Wei Zhou, Takami Yasuda, and Shigeki Yokoi, “Development of Blended Learning Support System (BLSS) for Lifelong Learning,” 327-330, FIT (Forum on Information Technology) 2005.
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Developing Multimedia Courseware Based on Multiple Intelligences Theory Bushro binti Ali Department of Information Science, National University of Malaysia, Malaysia bushro@gmail.com Introduction New advances in technology such as multimedia enable more elaborated instructional materials to be delivered to different type of students. Multimedia is valuable educational tools because it provides easy and nonlinear access to large amounts of information. Multimedia allows greater learner control and present information in more than one mode. Individual differences play an important role in learning and instruction. Incorporating Multiple Intelligences theory into the design of multimedia courseware can provide multiple avenues for learning based on individual’s preferred style. The appropriate use of these eight intelligences will also increase likelihood that the learner will retain the knowledge and remain active during the entire learning processes and increase their achievement. This discussion focuses on the design and development of a multimedia courseware based on Multiple Intelligences Theory [1,2,3]. 2. Research Objectives The main objectives of this research are: 1) To design a model of a multimedia mathematic courseware to be used in secondary schools in Malaysia based on multiple intelligences theory. 2) To develop a multimedia courseware prototype based on multiple intelligences theory. 3) To evaluate the effectiveness of the prototype. 3. Research Questions and Methodology Research questions are: 1) Does matching instruction to student’s intelligences increase their achievement in mathematics? 2) Can the theory of multiple intelligences be used to support adaptation in multimedia-based learning? 3) What are the dominant intelligences among Malaysian secondary school students? In order to answer the research questions, the study will be conducted in two parts; the development of prototype based on the theory of multiple intelligences and formative evaluation of the courseware. The prototype development process follows the ADDIE instructional design process [4].
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4. Conclusions Multimedia has changed the way we teach and learn. A courseware that incorporated multiple intelligences theory has potentials to maximize learning. Understanding how students learn is important in providing quality education to ensure quality learning. Currently, I have completed the analysis phase and now on the design phase. Topic trigonometry has been chosen for the courseware. The conceptual framework for the study is shown in figure 1. References [1] Gardner, H. (1983). Frame of Mind: The Theory of Multiple Intelligences, Tenth – Anniversary Edition. NY: Basic Books. [2] Gardner, H. (1993). Multiple Intelligences: The Theory in Practice. NY: Basic Books. [3] Gardner, H. (1999). Intelligence Reframed: Multiple Intelligences for the 20th century. NY: Basic Books. [4] Seels, B and Glasgow, Z (1998). Making Instructional Design Decisions (2nd ed.) Upper Saddle River, New Jersey: Merill/Prentice Hall.
Part 1: Development of Prototype
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Figure 1: Conceptual Framework of the study
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Classwide Computer Supported Reciprocal Peer Tutoring for Fraction Learning Yen-Hua CHENa, Jen-Hang WANGa, Jung-Feng WUb, Yang-Ming KUa, Tak-Wai CHANb a Dept. of Computer Science and Info. Engineering, National Central University, Taiwan b Graduate Institute of Network Learning Technology, National Central University, Taiwan oliver@lst.ncu.edu.tw Abstract. Fraction learning is a challenging learning task for elementary students. In this study we try to design and construct a classwide computer supported Reciprocal Peer Tutoring (csRPT) system, which is a social collaborative learning system that assists students to be familiar with procedure knowledge and improve practice skill in fraction courses. The csRPT system is building on mobile classroom environment and provides synchronous interaction and feedback functions for students and teachers. csRPT is based on ClassWide Peer Tutoring (CWPT), which is a collaborative learning strategy. It provides social and cognitive learning tools to increase interaction among students and enhance social relationships. Keywords: Reciprocal Peer Tutoring, ClassWide Peer Tutoring, Social collaboration
1. Background and Purposes Reciprocal Peer Tutoring (RPT) is a collaborative learning strategy and has a structured format where “students prompt, teach, monitor, evaluate and encourage each other” (Frantuzzo, 1992). In RPT process students can exchange the role of tutor and tutee. Such a reciprocal peer teaching can promote academic and social competency. RPT programs are educationally effective (e.g. Fantuzzo, King, & Heller, 1992; Fantuzzo et al., 1989;Fuchs et al., 1997; King, Staffieri, & Adelgais, 1998;Palincsar & Brown, 1984). However, there is a major constrain in RPT process. It is that students may not know how to teach their peers. Because tutors’ knowledge or skill-levels are lower than their tutees’, or the tutors are lack of the expertise of teaching. To overcome the constrain of RPT, Chan bring up a Reciprocal Tutoring System (RTS), which engaged a student in taking the role of tutee by working on a learning task while being tutored by another student who assumed the role of a tutor. (Chan et al., 1995, 1997) When the tutee committed an error, the tutor navigated a graph called Diagnosis-Hint-Tree (DHT) built on top of the student model. Through the process of navigation, the tutor diagnosed and located the tutee’s errors. The DHT is a scaffolding tool for the tutor to explain the tutee’s errors, suggest possible approaches to be used, or offer answers to the tutee. RTS can avoid the situations that students do not know how to conduct tutoring when lack of content knowledge or teaching expertise. There is another constrain in original RTS, which is RTS does not provide Face-to-Face learning and only a prototype tested by a limited number of students in a research lab. ClassWide Peer Tutoring (CWPT) learning model (Geenwood, 1989) is one of the widely studied forms of peer tutoring in the classroom. In CWPT, a teacher organizes the academic content to be tutored into daily and weekly units, and prepares materials to be used. Compared with teacher-led instruction for two entire school years, studies also show
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that CWPT produced significantly greater level of spelling accuracy for elementary students (Greenwood, 1989). Another longitudinal study over four years and four grade levels for elementary students shows that the low socioeconomic experimental group has significantly outperformed the academic achievements in reading, mathematics, and language of another low socioeconomic control group and reached to the level of a high socioeconomic comparison group (Greenwood, 1995). In this study, we construct a classwide computer supported Reciprocal Peer Tutoring (csRPT) system; the system is supported by one-to-one educational computing classroom environment where every student has her/his own digital learning device equipped with wireless communication capability. csRPT system also provides learning activities upon intra-group cooperation and inter-group competition strategies, and engages every student in learning with her/his teammates. Purposes of csPRT are: x Provides a systematic instructional environment for students in which they can learn fraction procedure understanding and master skill. x Constructs a computer-supported collaborative learning (CSCL) environment for increasing social interaction of students. x Enhances student motivation through game-like format, role-play and role-change. x Automatic diagnoses the tutee’s error and offers the tutor appropriate feedback to help the tutee properly. Know how and when to deliver the explanations, feedback, and questions. x Enables teacher to monitor students’ learning states and reduce time for the teacher to do tedious logistic work
3. Pilot experiment and results A pilot experiment in an elementary school was held. Participators were 10 five-grade students and one math teacher. According to pre-test scores, students were divided into 5 groups. Testing units were fraction addition and subtraction. Each peer-tutoring activity period lasted about 30 minutes, and ten quizzes were tested in one round. After demonstrating how to use the system, we asked students to write a pre-test. The post-experiment questionnaire was collected after the experiment finished. Five-point grading system was used for the questionnaire. The results of questionnaire: upon 80% of students felt that they were able to deep understand when using csRPT system. About 90% students liked using csRPT system. 80% of the students felt that they were easily able to understand the reasons of wrong quizzes and help tutors to teach tutees how to correct answers. It is worthy to note that about 80% of students really want to know where and why, if they have wrong answer. 4. Future Works Although we have a pilot experiment and get some positive results, we still need a long period and more large-scale experiment to evaluate csRPT system, observe and collect teachers and students’ response. This system is still under revising and developing; further functions built in this system will include: x Adopt a student model to help diagnose and offer more properly feedback. x Construct computer simulated virtual tutor or virtual tutee functions. Then csRPT system can work on individual learning environment.
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The Essential Elements in a Community of Enquiry – A Study of Computer-supported Collaborative Learning in Higher Education Tengku Putri Norishah TENGKU SHARIMAN Multimedia University, Malaysia tengku.norishah@mmu.edu.my Abstract. The aim of this research is to design an effective model for the development of a community of enquiry in institutions of higher education in Malaysia. This paper describes how a community of enquiry could simulate, and promote higher order thinking and reasoning skills among students. It is our interest to study the required elements that are essential to develop a community of enquiry within a computer-supported collaborative learning (CSLC) environment, and how the implementation of this model would benefit the students’ performance, comprehension, and critical learning skills. Keywords: Social cultural theory, computer supported collaborative learning, higher order thinking skills, community of enquiry, activity theory
Introduction Although, collaborative learning has the potential to engage students in valuable learning activities, it does not guarantee that individual students or a group of student will perform such high quality learning processes. We know that learners could either adopt deep or surface learning strategies, and deep learning is promoted by active learner participation. Biggs associated deep learning approaches with ‘affective involvement’, which is supported by interaction [2]. This interaction usually takes place in a social context, such as group learning. Futhermore, Matthew Lipman argues that the development of a ‘Community of Enquiry’ (CoE) is essential for the development of higher level, critical thinking skills within the individual [18). In a Community of Enquiry (CoE), teachers and peers continuously guide students, through discourse, to achieve achieve understanding and make reasonable judgements. This research seeks to identify and examine the elements required to create a CoE for online learning purposes which would enable students to not just think critically, but also creatively, resulting in knowledge acquisition, knowledge sharing and knowledge generation.
1.0 Research Objective The underlying motivation of this research is to facilitate learners’ participation in Computer Supported Collaborative Learning (CSCL) tasks. Therefore, the main objective to be addressed by this research is to illustrate the elements that are needed to be present in the proposed Computer Supported Collaborative Learning (CSCL) Pedagogical Model which will, in turn, develop a Community of Enquiry among students of Higher Education Institutions.
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2.0 Literature Review In Malaysia, Institutions of Higher Education should strive to fulfill the Government’s vision of creating a knowledgeable society, and to do this, true education must go beyond mere access to information, and involve learners in an “engagement with others” to construct and apply knowledge. [Dewey (1938) and Laurillard (1993), as cited in 1]. Collaborative learning is a pedagogy that encourage or require students to work together on academic tasks and can be characterized by a joint commitment to a shared goal. Dillenbourg and Schneider [4] stated that there a few elements determine the efficiency of collaborative learning. These elements include social presence, tutor presence.the occurrence of a triggering event, or task presence. Activity Theory has also been gaining attention as a guideline for understanding Computer Supported Collaborative Learning (CSCL). Activity theory spans from the idea put forth by Vygotsky [8; 25] that human actions are directed at objects and mediated by artefacts. Hence, the three form a unit of analysis in understanding cognition and learning. Engestrom [7] and Cole and Engestrom [4] then elaborated Vygotsky’s ideas further to include the community in which the subject (acting agents) operate, the outcomes or aims of the activity, the rules which define the subjects’ relation with the community, and the division of labour between subjects. In comparison, Palloff and Pratt (1999 and 2003) have also identified the elements present in an online community that are almost similar to the components of the Activity System described by Cole and Engestrom (4). Finally, this research argues that the creation of a Community of Enquiry (CoE) can be facilitated by Computer Supported Collaborative Learning (CSCL), wherein students’ interactions are supported and cognitive tasks are provided. Dr. Garrison, Anderson and Archer [9] have laid out a conceptual framework for CoE that identifies the crucial elements that are prerequisites for successful higher educational experiences. These elements, like the collaborative learning fundamentals stated by Dillenbourg and Schneider [4], include social presence, teacher presence, and cognitive presence. The creation of a Community of Enquiry is crucial in collaborative learning, especially in an e-learning mode. Within this framework of the Community of Enquiry Model, social interaction within the community is directed by a structured task, and this results in critical thinking.
3.0 Research Methodology This study will focus on three distance learning courses in a distance learning Higher Education Institution in Malaysia. By practicing the blended approach, collaborative learning tasks should be fully integrated into the curriculum, during the face-to-face as well as e-learning sessions. Participation is also a course requirement. Data gathering for this research consists of three phases, which involve: (1) semi-structured pre-interview, (2) Textual analysis of discussion transcripts, (3) post-interview.
4.0 Conclusion It is hoped that the data in this research will provide evidence of how CSCL can be used to support and enhance deep critical and creative thinking through the exchange, sharing, and negotiation of knowledge between learners and tutors, and between learners themselves. If this is true, we could then conclude that when learners apply collaborative skills in their
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learning, they will continue to acquire, share, and generate knowledge – and these are the prerequisites of a Community of Enquiry. References [1] Anderson,T. (2003) Getting the Mix Right Again: An Updated andTheoreticalRationale for Interaction . International Review of research on Open and distance Learning 4(2). Available http://www.irrodl.org/content/v4.2/anderson.html [2] Biggs, J.B. (1993). What do inventories of students’ learning process really measure? A theoretical review and classification. British Journal of Educational Psychology, 63, 3-19. [3] Bonk, C.J., & Reynolds, T.H. (1997). Learner-centered Web instruction for higher-order thinking, teamwork, and apprenticeship. In B.H. Khan (Ed.), Web-Based Instruction (pp.167-178). Engelwood Cliffs, NJ: Educational Technology Publications. [4] Cole, M. & Engestrom, Y. (1993). A cultural historical approach to distributed cognition in G. Salomon (Ed), Distributed Cognitions: Psychological and educational considerations. New York: Cambridge University Press. [5] Dillenbourg, P. & Schneider, D. (1995). The Mechanisms of Collaborative Learning. University of Geneva, Switzerland. [6] Dillenbourg, P., & Self, J.A. (1992) A computational approach to socially distributed cognition. European Journal of Psychology of Education, 3(4), 353-37 [7] Engestrom, Y. (1999) Perspectives in activity theory. Cambridge: Cambridge University Press. [8] Gallimore, R., & Tharpe, R. (1990). Teaching mind in society: Teaching, schooling, and literate discourse. In L.C. Moll (Ed.). Vygotsky in education: Instructional implications of sociohistorical psychology (p.175-205). NewYork: Cambridge University Press. [9] Garrison, D. R., Anderson, T., & Archer, W. (2001). Critical thinking and computer conferencing: A model and tool to assess cognitive presence. American Journal of Distance Education 15(1) 7-23. [10] Gibbs, G. & Jenkins, A. (1992). Teaching large classes in Higher Education. London: Kogan Page. [11] Harasim, L., Calvert, T., & Groeneboer, C. (1997). Virtual-U: A web-based system to support collaborative learning. In B. H. Kahn (Ed.), Web-Based instruction (pp. 149-158). Englewood-Cliffs, NJ: Educational Technology Publications, Inc. [12] Harasim, L.M. (1990). On-line education: An environment for collaboration and intellectual amplification. In L. Harasim (Ed.), On-line: Perspectives on a new environment. (pp. 39-64). Oxford, England: Pergamon Press. [13] Jonassen, D.H. (1996). Computers in the classroom: Mindtools for critical thinking. Englewood Cliffs, NJ: Prentice Hall. [14] Koschmann, T. (1999). Toward a Dialogic Theory of Learning: Bakhtin’s Contribution to Understanding Learning in Settings of Collaboration. Paper presented at the CSCL1999 Conference, Palo Alto. [15] Laurillard, Diana (1993) Rethinking University Teaching. London: Oxford Press. [16] Lave J.(1988) Cognition in Practice. Cambridge: Cambridge University Press. [17] Lave, J. & Wenger, E. (1991). Situated Learning: Legitimate Peripheral Participation. Cambridge: Cambridge University Press. [18] Lipman, M. (1991). Thinking in Education. Cambridge: Cambridge University Press. [19] McConnell, D. (2000). Implementing Computer Supported Cooperative Learning (2nd. edn.) London: Kogan Page. [20] McManus, M., & Aiken, R. (1995). Monitoring computer-based problem solving. Journal of Artificial Intelligence in Education, 6(4), 307-336 [21] Reid, J., Forrestal, P., & Cook, J. (1989). Small group learning in the classroom. Portsmouth, NH: Heinemann. [22] Ruggiero, Vincent Ryan (1999). Becoming a Critical Thinker. 3rd Ed. Boston: Houghton Mifflin Company. [23] Schrage, M. (1991). Shared minds: The new technologies of collaboration. New York: Random House. [24] Teasley, S., & Rochelle, J. (1993) Constructing a joint problem space: The computer as a tool for sharing knowledge. In S.P. Lajoie, & S.J. Derry (Eds.) Computers as Cognitive Tools (pp. 229-257). Hillsdale, N.J. : Lawrence Erlbaum Associates. [25] Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA.: Harvard University Press. [26] Wertsch, J.V. (1985). Vygotsky and the social formation of the mind. Cambridge, MA: Harvard University Press. [27] Wertsch, J.V. (1991). A sociocultural approach to socially shared cognition. In L.B. Resnick, J.M. Levine & S.D. Teasley, eds. Perspectives on Socially Shared Cognition, pp. 85- 100. Arlington VA: American Psychological Association.
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Studying Scientific Epistemological Beliefs in a High-School Science Classroom Jarina PEER Learning Sciences & Technologies Academic Group National Institute of Education Nanyang Technological University, Singapore jpeer@nie.edu.sg
Introduction Epistemology is an area of philosophy concerned with the nature and justification of human knowledge. In the 1950’s Piaget used the term genetic epistemology to describe his theory of intellectual development. Hofer and Pintrich (1997) referred to epistemological beliefs as the individuals’ conceptions about the nature of knowledge and the nature or process of knowing. The study of epistemological beliefs, the beliefs about the nature of knowledge and knowing, is critical to education. This study thus looks into the scientific epistemological beliefs of high school (15-year old) students in Singapore.
1. Literature Review Students’ beliefs about science inquiry are shaped by textbook descriptions, scientific articles and Internet materials. Bell & Linn (2002) define beliefs about scientific inquiry broadly to include images of the nature of science, the purposes and activities of scientists, the goals of science courses, and the learning strategies appropriate for understanding scientific material. Research shows that students’ scientific epistemological beliefs play an essential role in determining their learning orientations towards science and the ways of organizing cognitive structures of scientific knowledge (Tsai, 1998, 1999). Similarly, Edmondson (1989) stated that the students’ scientific epistemological beliefs play an essential role in determining their learning orientation towards Science. Sinatra (2001) suggested that understanding the role of learners’ beliefs about the nature of knowledge, or epistemological beliefs, is important in the learning process, thus students’ beliefs about the nature of science and scientific knowledge are considered an important part of their science education (Lederman, 1992). Hofer (2001) stated that epistemological perspectives are related to learning in various ways, like influencing reasoning and judgment, and thus have implications for teaching. This paper will look at three out of the six components of scientific epistemology, namely role of experiments/justification, source of science knowledge and nature of questions. This paper will look into how student utterances can be used to infer evidences for three out of the six components of scientific epistemology.
2. Method
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As part of the year long study where the researcher was looking at scientific epistemological changes among the students, this paper presents how the researcher uses the utterances of the students from a series of lessons to identify the role of experiment/ justification, source of science knowledge and type of questions. A teaching programme designed to facilitate less guided learning through the teacher was implemented with twenty-three, 15-year old students at a Junior College in Singapore. As part of the programme for the sciences (Physics, Chemistry and Biology), the students are grouped and are posed with a problem, the ‘Trigger’ and they will solve this as they exist in groups. They each have a tablet PC and they have wireless communication in the classroom and labs. The school’s science department conducted their science teaching and learning using the THINK cycle. The THINK cycle is a 5 stage instructional model to problem solving, THINK refers to Trigger, Harness, Investigate, Network and Know.
3. Results and Analysis The session discussed here consists of two lessons during which the students learnt the parts of a microscope and then observed their cheek cells through the microscope. During the first lesson they identified the parts of a microscope and how to view prepared slides. During the second lesson they observed stained slides of their cheek cells and onion cells and then did a mini-THINK cycle where they distinguished between the animal and plant cell and shared their findings with the class. Students’ utterances during classroom talk and group discussions were analysed in terms of the context and an attempt was made to tag these to descriptors, which was further grouped together in order to relate them to the scientific epistemology.
4. Conclusions From this session of lessons, I was able to infer the three components of scientific epistemology; namely role of experiment/ justification, source of science knowledge and nature of questions; from the utterances of the students. Though many of the instances indicated a low level of epistemology there were some instances that indicated a slightly higher level of epistemology. For the component of source of science knowledge, it can be seen clearly the usefulness of the wireless network and the tablet PC has provided great opportunities for the students to retrieve information and also communicate via their MSN group discussion to share the various websites they have come across while they surfed for information (the sharing via the MSN group discussion was observed in later episodes). Technology has provided opportunities for the students to share their source of information and the information one has come across is readily available for the other instantaneously and has thus enabled to move their epistemology for the source to a slightly higher level. Though the initial analysis shows most of the factors at a low level, it is postulated that the students will develop to a higher level as they progress through the year.
Acknowledgements This paper is based on the project funded by the Learning Sciences Lab, project no:LSL 01/04 TSC
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Scaffolding Thinking for Novice Video Producers in a Design Critique Discussion YIONG HWEE, TEO Faculty of Education, Monash University, Australia Yiong.Teo@Education.monash.edu.au
Abstract. Engaging novice designers in case-based critique discussion is a good way to learn design principles. This study looks at a group of pre-service teachers engaging in design critique discussion in the course of their video production projects using a computer supported collaborative learning environment, Knowledge Community. The purpose of this study is to scaffold critical thinking in students’ discourse using Socratic thinking. Various categories of Socratic thinking prompts in the form of sentence openers were designed to scaffold participants’ critical thinking. Findings indicate that statements made using sentence openers contributed to the highest number of in-depth comments and helped students get started, become more focused and to think further. Socratic sentence openers hold promise in making learners’ thinking explicit and offer facilitators insights to participants’ shortcomings in thinking that need remediation. This research contributes to the skant literature on using Socratic thinking in online discussion. Keywords: Scaffolding, Socratic thinking, CSCL, online discussion, learning environment
Introduction Novice students of design often are unable to apply design principles learnt as they could be overwhelmed with the bodies of knowledge or confused over how to integrate various aspects of design in their own production. For novices, one good way to learn whether a design works, is to see examples of good and bad designs and critique them. How could a learning environment be designed to scaffold novice designers in a case-based critique discussion? 1. Using Computer Supported Collaborative Learning (CSCL) to support Design Critiquing An example of a technology-based learning environment to support learners in addressing the above learning issues is the use of CSCL environment. The aim of CSCL is to support learners in learning together effectively. This study used a CSCL environment called Knowledge Community (KC) which is a web-based threaded asynchronous discussion forum. Forty two pre-service teachers engaged in a four-week online critique of two video cases as part of a module on educational video in the Diploma in Education programme of the National Institute of Education, Singapore. Five forums on different aspects of video production were set up and participants commented on strengths and weaknesses of the video cases and offered improvements to these designs. Five categories of sentence openers were designed based on Socratic thinking (Probe Reasons, Probe Viewpoints, Probe Assumptions, Probe Implications and Consequences, Probe Clarification). Sentence openers are pre-defined ways to start a message that are usually followed by additional text
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to complete the student’s thought. A sixth category of sentence openers for interaction purpose (Agree and Disagree) was also created to encourage participants to take a stand.
2. Study Purpose and Research Questions One purpose of this study was to examine whether Socratic thinking could be scaffolded online through the use of sentence openers in a collaborative discourse. The following questions were examined: 1. What type of thinking skills were exhibited by learners when they use the Socratic thinking sentence openers? 2. To what extent did the sentence openers give rise to in-depth statements?
3. Results and Discussion The critique discussion generated 874 postings consisting of 1181 message ideas. Column 2 of Table 1 shows the percentage of message ideas by categories. Only 0.6% message units were off-task and 6.4% of message units did not contain any sentence opener. Table 1 Message Units corresponding to Socratic Thinking Types Socratic Thinking Types Probe Reasons Probe Viewpoints Probe Clarification Probe Implications/Consequences Probe Assumptions Agree Do not agree Did not use opener Off Task Total
Message Ideas (%) 36.9 10.8 6.1 4.1 3.5 29.3 2.3 6.4 0.6 100.0%
In-depth Statements (%) 93.9 94.4 100 87.8 87.8 85.2 96.2 82.8 Not coded --
This indicates that the online discussion was very on-task and statements made using sentence openers contributed to the highest number of in-depth comments. Pre-service teachers seem to have no problems displaying Socratic thinking belonging to “Probe Reasons” and “Probe Viewpoints" but less for the categories “Probe Clarification”, “Probe Implications & Consequences” and “Probe Assumptions”. Perhaps, being novices, they were not accustomed to those kinds of thinking and post-interviews revealed that some were simply too lazy to use them. Another possible reason is that novices possess limited content knowledge and their knowledge are not as well-organised compared to experts. Further research could be done in this important area to offer insight on guiding novices towards expert-like thinking. This research shows that in the design of learning environment, the sentence opener feature holds promise as a possible way for educators to make explicit the thinking process of learners and thereby offers facilitators, insights to participants’ shortcomings in thinking that need remediation or further development. Additionally, this study shows that Socratic thinking could be scaffolded through the use of sentence opener. Findings from interviews and post-survey indicate that the Socratic thinking prompts helped students get started, become more focused, and to think further but paradoxically, some students find such thinking “hard”. This research adds to the skant literature on using Socratic thinking to scaffold novice designers’ critical thinking in a CSCL environment.
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Complementing a Web-Based Pedagogical Agent with an Enhanced-Search Framework Longkai Wu National Institute of Education, Nanyang Technological University, Singapore wulk@mail.nie.edu.sg
Abstract. While many capabilities of pedagogical agent have been discussed before, a useful function for such an agent is to have an enhanced searching and analyzing ability for unstructured information from the glossary or Internet. We extend the pedagogical agent framework from a generic one to enhance its searching ability. In the context of a cognitive tutor for teaching scientific topics, we present a prototype of a pedagogical agent which combines the Web Metadata Extractor to search the relevant web pages and acquire the organized metadata information. Keywords: Pedagogical Agent, Unstructured Information Management Architecture (UIMA), Web Metadata Extractor
Introduction Pedagogical agent is a kind of interface agent to assist human in the educational process in various domains. (Smith, 1999) It has already illustrated many abilities such as coordinating speech and actions (Elliott, 1997), monitoring student actions (Johnson, 1997), integrating spoken language input (Ball, 1996), and applying constructivist learning theories (Lester, 1997). These agents can now also adapt their behaviors to both the environment and the student, offer opportunistic instruction or hints, and can support collaborative learning (Johnson, 1999). Pedagogical agent can also provide another form of help, searching and analyzing relatively large volumes of unstructured information in order to discover, organize, and deliver relevant knowledge to the user. An example is an application that processes thousands of e-mails to discover references to appointment information, including times, locations and subjects (Ferrucci, 2004). An Unstructured Information Management Architecture (UIMA) is characterized as an architecture that supports analyzing the unstructured content. Web Metadata Extractor, based on the UIMA, is a tool to extract relevant metadata information from web pages, such as title, author, source, etc (Liu, 2004). This paper describes a searching enhanced framework for pedagogical agent based on a generic framework and UIMA. Particularly, we present a prototype of implementation of the framework in the context of a cognitive tutor for teaching scientific topics. Using the Web Metadata Extractor, the prototype provides the user with a query interface to search the glossary and the Web based on a combination of keywords
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and other elements. The pedagogical agent can present the found scientific topics, plus metadata content as supplementary information for users to use. In this way, users will obtain more comprehensive information and precise knowledge in a timely and clearly manner. Hence, the framework has the potential to enhance interoperability and help people for better learning.
References [1] Smith, T., Affleck, G., Lees, B. and Branki, C. (1999). Implementing A Framework For A Web-based Pedagogical Agent. https://secure.ascilite.org.au/conferences/brisbane99/papers/ [2] Elliott, J. (1997). Coordinating Speech and Actions for Animated Pedagogical Agents, Thesis at North Carolina State, http://www.csc.ncsu.edu/degrees/undergrad/Reports/jlelliot/thesis97.html [3] Johnson, W L & Shaw, E. (1997). Using Agents to Overcome Deficiencies in Web-Based Courseware, IJCAI-97 Animated Interface Agents Workshop 1997. [4] Ball, G, et al. (1996). Lifelike Computer Characters: the Persona Project at Microsoft Research, Microsoft Research Web page, [5] Lester, J C, et al. (1997). The Pedagogical Design Studio: Exploiting Artifact-Based Task Models for Constructivist Learning, IUI Conference Proceedings 1997. [6] Johnson, WL. (1999). Pedagogical Agents, http://www.isi.edu/isd/carte/ped_agents/pedagogical_agents.html [7] Ferrucci, D. & Lally, A. (2004). Building an example application with the Unstructured Information Management Architecture. IBM SYSTEM JOURNAL, VOL 43, NO 3, 2004 [8] Murdock, J. W., da Silva, P. P., Ferrucci, D., Welty, C. and McGuinness, D. (2005). Encoding Extraction as Inferences. Metacognition in Computation 2005: 92-97 [9] Liu, T. (2004). Web Metadata Extractor Overview. http://www.alphaworks.ibm.com/tech/webextractor [10] Aleven, V., Roll, I., MacLaren, B., Ryu, E.J. & Koedinger, K. (2005). An Architecture to Combine Meta-cognitive and Cognitive Tutoring: Pilot Testing the Help Tutor. http://www.pitt.edu/~bmclaren/ [11] Shaw, N. G., Mian, A. & Yadv, S. B. (2002). A comprehensive agent-based architecture for Intelligent information retrieval in a distributed heterogeneous environment. Decision Support Systems 32 (2002) 401- 415 [12] Hammer, J., Garcia-Molina, H., Cho, J., Aranha, R. & Crespo, A. (1997). Extracting Semistructured from the Web. http://citeseer.ist.psu.edu/hammer97extracting.html [13] Soderland, S. (1997). Learning to Extract Text-based Information from the World Wide Web. http://citeseer.ist.psu.edu/soderland97learning.html [14] Eliassi-Rad, T. & Shavlik, J. (2001). A System for Building Intelligent Agents that Learn to Retrieve and Extract Information, http://citeseer.ist.psu.edu/489899.html [15] URL: http://www.research.ibm.com/UIMA/ [16] Chen, L. & Sycara, K. (1997). WebMate: A Personal Agent for Browsing and Searching. http://www.ri.cmu.edu/pubs/pub_2640.html [17] Zhang L., Sridharan B. & Kinshuk (2003). On-line Knowledge Management Search Engine. The 3rd IEEE International Conference on Advanced Learning Technologies Conference Proceedings, Los Alamitos, USA: IEEE Computer Society, 304-305 (ISBN 0-7695-1967-9) [18] Huck, G., Frankhauser, P., Aberer, K. & Neuhold, E. (1998). Jedi: Extracting and Synthesizing Information from the Web. http://citeseer.ist.psu.edu/huck98jedi.html [19] Looi, C. K. & Tan, B. N. (1998). A Cognitive-Apprenticeship-based Environment for Learning Word Problem Solving. Journal of Computers in Mathematics and Science Teaching, Vol.17, No.4, 1998
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Orchestrating Talk for Meaning Making in a Science Learning Community Mediated by CSCL Jennifer Yeo National Institute of Education, Nanyang Technological University, Singapore acjyeo@nie.edu.sg Abstract. This project looks into the design of a science learning environment that focuses on supporting interactions for meaning making among students mediated by computer supported learning environment. The problem it addresses stems from the lack of interaction in traditional science classrooms and students not acquiring the skills and practices of the science community. From the socio-cultural perspectives, interaction plays an important role in students’ in meaning making. However, students may find the process of inquiry learning an uphill task and requires scaffolding. Using the conceptualization of meaning making presented in this paper, a framework for analyzing the interaction in meaning making is proposed. This paper presents my initial ideas in the conceptualization of the project and the analysis framework Keywords: meaning making, collaboration, scaffolding, interaction, CSCL
Introduction Science is a human endeavour striving towards a better way of explaining scientific phenomena through experimental and theoretical investigations (Kuhn, 1970). Artefacts of the community embody meanings rooted in the situation in which they are created for (Stahl, 2004). Thus, science education should engage students in the meaning making process in which students interpret and collaboratively reconstruct these meanings in same authentic situation that these artifacts were created for through an iterative process of inquiry. However, students may find the process of inquiry learning an uphill task. Teachers, familiar with “IRE” type of interaction, may have difficulty in finding the balance between being too directive or too permissive. Thus this project aims to uncover the principles necessary for supporting students’ interaction in science meaning making. The overarching question that guides this project is “When and what kinds of scaffolding strategies are effective for fostering science meaning making among students?” More specifically, the following questions guide the research: 1. What strategies employed by the teacher are effective in scaffolding students in their development of scientific meaning and how are do they change or develop students’ scientific ideas? 2. What designs (functions and supports) of CSCL lend itself to support supporting science meaning making?
1. Theoretical Framework
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Meaning making is a dialogic process in which students bring together ideas and work on them. From a socio-cultural perspective, science learning should involve students reconstructing meanings embodied in the community’s artifacts, and constructing refined meanings of these artifacts by using them in authentic situations that they are created for. This process necessitates social interaction among the students and teacher as they work towards reaching a common understanding. This collaborative meaning making helps each student to make an individual interpretation of meanings which is refined as the student participates in iterative process of inquiry. Since interaction is an important aspect of learning, it has to be well supported within the students’ zone of proximal development to bring about deep learning. The teacher and CSCL system are good mechanisms in providing the supports. While the teacher is able to provide the just-in-time customized scaffolding and reacting to students’ needs, CSCL is able to cater to the masses in providing scaffolding in the cognitive, social and motivational areas. Hence, the task of scaffolding can be distributed between the teacher and CSCL to provide a good balance of support system for the students.
2. Methods This project employs an iterative approach to studying the effects of scaffolds in a problem-based learning science classroom. Data collected includes classroom discourse and CSCL database to study the interaction patterns and the semantic relations constructed by the students. The data is triangulated by the concepts maps drawn by the students to capture their individual interpretation, interview to confirm observations, and teacher’s reflection for designing new scaffolds. The result of the cycles of design, implementation and reflection is used to inform the next cycle of research and refinement of the scaffolds. Acknowledgments This work is funded by Learning Sciences Lab, NIE, Singapore
References [1] Bielaczyc, K. & Collins, A. (1999). Learning communities in classrooms: A reconceptualization of educational practice. In C. M. Reigeluth (Ed.), Instructional-design Theories and Models: A New Paradigm of Instructional Theory, pp. 269-292). Mahwah NJ: Lawrence Erlbaum Associates. [2] Bruner, J. S. (1961). The act of discovery. Harvard Educational Review, 31, 21-32. [3] Jonassen, D. (2000). Semantic networks (Concept maps) as mindtools. In Computers as Mindtools for Schools. Prentice Hall. Englewood Cliffs, NJ: Prentice Hall Publishers. [4] S. Jarvela, P. Hakkinen, M. Arjava, and P. Leinonen. "Instructional Support in CSCL". In What we know about CSCL. Kluwer Academic Publishers 2004. [5] Kuhn T. S. (1970) The Structure of Scientific Revolutions. Chicago: Chicago University Press. [6] Lemke, J. L. (1990). Talking science: Language, learning and values. Norwood, NJ: Ablex Publishing Corporation. [7] Mercer, N., Dawes, L., Wegerif, R. & Sams, C. (2004). Reasoning as a scientists: Ways of helping children to use language to learn science. British Educational Research Journal, 30(3). [8] Rodriguez, A.J. (1998). Strategies for counterresistance: Toward sociotransformative constructivism and learning to teach science for diversity and for understanding. Journal of Research in Science Teaching, 35(6), 589-622 [9] Sinclair, J. & Coulthard, R. (1975). Towards an analysis of discourse: The English used by teachers and pupils. London: Oxford University Press. [10]Stahl, G. (2003). Building collaborative knowing: Elements of a social theory of learning. In R. Martens (Ed.) What We Know about CSCL in Higher Education. Kluwer, Amsterdam, NL. [11]Vygotsky, L.S. (1978). Mind in society. Cambridge, MA: MIT Press.
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Collaborative Narratives: Collaborative Learning in the Blogosphere Jude YEW School of Information, University of Michigan jyew@umich.edu Abstract. This research explores the use of Blogs as an application that is well suited for the development of a learning community. When aggregated through the use of syndication technologies, student-maintained Blogs form a community known as a Blogosphere. The study proposes that such a Blogosphere promotes the construction of a learning community where individuals are able to conduct reflective analysis, observe how others grapple with new information, interact with classmates, and receive feedback from the instructor. This interaction takes place through narrative construction, and fosters cognitive and social processes that influence both individual and group knowledge acquisition. This ability to construct and articulate knowledge collectively through the use of narratives is considered to be superior to learning new concepts individually and in the abstract. Keywords: Weblogs, Computer Supported Cooperative Learning, Learning Community, Narratives
Introduction This paper makes a case for the potential of collaboratively formed narratives, through the use of syndicated blogs, to enhance learning in the classroom. Blogs are put forward as a source of information, an avenue to articulate knowledge and a mode of online interaction for the class. Through the use of web syndication technology blogs and other web sites can be interconnected to form a “Blogosphere” where learners are able to read updates from other blogs, link to them, and to reference them in their own writing. When operationalized with the notion of narratives, syndicated blogs are structured to engage the students in an ever-unfolding process of reflection, knowledge sharing, and debate. 1. What are Collaborative Narratives? Defined as a “structured, coherent retelling of an experience” [1], narratives are not only very compelling sources of information, but are structures through which we make sense of information and articulate our understanding. As such, a case can be made for narratives as important educational tools because of their ability to disseminate information more coherently in order to facilitate learning. This author would like to therefore make a case for the idea of Collaborative Narratives, which are cooperatively authored narratives utilizing syndicated Blogs. Complex learning outcomes occur through the act of constructing the individual “narrative”- or blog entry- as the learner makes sense out of the new information that they receive. The act of constructing narratives, based on new information received, aids in the formation of new knowledge for the learner. In turn, the knowledge gained must be articulated through narratives in order for it to be used as information by other learners. Thus, by requiring learners to construct blog entries, an iterative cycle of knowledge formation is enacted where learners are not merely passive receptors of
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knowledge/information. Another educational opportunity that syndicated blogs may provide lies with their ability to allow the learner to construct his/her individual learning “narratives” and share them with fellow learners through interactive features such as commenting functionality and “TrackBacks” - a mechanism used in a blog that shows a list of entries in other blogs that refer to the original post. Additionally, the use of feed readers and aggregators allows individual blog posts to be fed into a website and creates a unified view of the class learning community. The community that results from such aggregation and interlinking can be termed as a Blogosphere. The use of a Blogosphere enables the learner to explore and expand their own knowledge by reading the posts of others in the feed reader. Additionally, learners are also able to contribute to a steadily growing body of communal knowledge easily by constructing a personal learning narrative in his/her blog, which in turn will be read by others. The interaction in a Blogosphere thus triggers an iterative process of knowledge formation in the Blogosphere through commenting on or sending TrackBacks to particular Blog entries (See Figure 1 below). Iterative Formation of Collaborative Narratives in a Blogosphere
Reading comments/ trackbacks Reading blog updates
Information Or Experiences
Knowledge
Write Blog Entry Commenting on other blogs
Figure 1 2. The efficacy of Collaborative Narratives in enhancing learning It is proposed that the use of aggregated weblogs in the classroom will be effective in aiding student learning through the promotion of reflective analysis, enabling learners to have a unified view of the class and getting immediate feedback from instructors and other members of the class. This puts forward the importance of the social aspect of knowledge formation where sharing and negotiating through narratives enlarges the class’ knowledge pool. Being able to support narratives in the design of future Information Systems allows users to intuitively share and exchange information on a collective level. In effect, the interaction and participation enabled by the use of the Blogosphere will lead to the collaborative formation of a shared understanding in the class [2] and support the emergence of a learning community
References [1] Green, M. C., Strange, J. J. & Brock, T. C. (Eds.). (2003). Narrative impact: Social and cognitive foundations, Mahwah, NJ: L. Erlbaum Associates. [2] Wenger, Etienne (1998). Communities of practice. Cambridge: Cambridge University Press.
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Author Index Akahori, K. Ali, B.b. Anderson, D.M. Aouag, S. Arai, M. Ayala, G. Baghaei, N. Becker, T. Beik Zadeh, M.R. Blamires, M. Blank, T. Blanksby, V. Bodendorf, F. Brecht, J. Cambourne, B. Carrington, L. Cha, H.J. Chadwick, C. Chai, C.S. Chalmers, C. Chan, P.-C. Chan, P.Y.K. Chan, S.C.F. Chan, T.-W. Chang, B. Chang, C.-Y. Chang, S.-B. Chang, Y.-W. Chaudhury, S.R. Chen, B.-Y. Chen, C.-S. Chen, C.-T. Chen, D.-J. Chen, J.-E. Chen, L.M. Chen, P.-C. Chen, R.-S. Chen, R.-Y. Chen, S.-L. Chen, W. Chen, Y.-F. Chen, Y.-H. Chia, L.S.
484, 601, 744 961 605 892 871 3 11 180 500 609 420 330 613 363 84 84 617 19 27 35 621 42 132 51, 633, 686, 963 633, 686 524, 771, 865 633 51 363 934 865 51 638 686 775 621 629 865 638 625 633 963 597
Ching, E. Chiu, C.-C. Cho, Y.J. Choi, C.C. Chu, Y.-W. Collier-Sanuki, Y. Couros, A. Dangwal, R. Day, J. de la Torre, M. Deguchi, A. Delir Haghighi, P. Diggs, L. Dolonen, J. Domagk, S. Egashira, H. Ejima, T. Endo, M. Fan, K.-C. Faqir, R. Ferry, B. Fleming, D. Flores, C. Fok, A.W.P. Foley, J. Foo, J.B. Forsyth, L. Fragne, D. Friesen, D. Fukui, K.-i. Fukunaga, Y. Fung, I.P.-W. Galea, V.J. Georgouli, K. Giacomel, F. Gluz, J. Goguadze, G. Goh, G.M. Goh, N.K. Gonçalves, L. Gonzalez Palomo, A. Gray, D.I. Groeneweg, R.
51 236 617 682 633 836 840 59 642 646 492 67 650, 930 625 654 844 918 706 686 666 84 93 662 76, 658 642 946 291 666 840 761 101 670, 783 444 674 662 662 109 116 597 662 109 728 642
982
Guerreiro, P. Guo, L. Hanakawa, N. Harada, M. Harris, A. Hayashi, T. Hayashi, Y. Hedberg, J. Hedberg, J.G. Heinrich, E. Heinze, J. Henderson, L. Henri, J. Hirashima, T. Hirata, K. Ho Peiwen, T. Ho, H.-J. Ho, T.W. Honey, M. Horiguchi, T. Howell, S. Hsu, S.-H. Hu, S.-C. Hughes, S. Hung, D. Ichihara, T. Ikeda, M. Ikemiya, N. Ikenoue, N. Imanishi, N. Inagaki, S. Inagaki, T. Inoue, T. Ionas, I.G. Ip, H.H.S. Ip, S.F. Iribe, Y. Irwin, W. Ishii, N. Itoh, Y. Iwaki, T. Jacobson, M.J. Jamaludin, A. Jeong, H. Jiang, H. Jonassen, D. Kagawa, K. Kanda, A. Kanematsu, Y. Karapidis, A. Kashani, L.
674 819 124 836 187, 338 476 388 84 379, 404 783 267 832 156 101, 140, 516 388 678 682 132 267 140 19 686 690 609 244 698 xii, 388, 396, 757 124 791 702 492 694 799 228 76, 658 172 706 11 698 203 795 148 710 715 428 xii, 84 938 815 748 180 532
Kato, H. Kato, S. Kato, Y. Kemp, E.A. Kemp, R.H. Kerawalla, L. Kervin, L. Khandaker, N. Khoo, E. Kim, H.S. Kim, Y.S. Kinshuk, K. Kinugasa, Y. Kitahara, K. Kitazawa, T. Kobayashi, Y. Kogure, S. Koh, T.S. Koike, T. Kojima, K. Kojiri, T. Kondo, H. Kondo, M. Kong, S.C. Kong, S.P.W. Konishi, T. Ku, Y.-M. Kumar, M. Kurashiro, M. Kuriyama, K. Kuroda, H. Kwok, L.F. Kwok, P. Kwok, P.L.Y. Lai, A.-F. Lam, B.H. Lam, S.K. Lantz, P.A. Le, N.-T. Lee, C.B. Lee, F.L. Lee, F.-L. Lee, J.H.-M. Lee, L.P. Lee, T.Y. Legaspi, R. Li, L. Li, S.C. Li, T.-Y. Liestøl, G. Light, D.
744 601 601, 724 728, 732 728, 732 187, 338 84 428 736 740 532, 617 950 476 799 744 694 203 379 815 195 299, 748 844 203 156, 164, 172 719 203 963 819 918 388 492 460 908 211, 719 638 752 211 605 220, 965 228 156, 172 879 879 828 678 761 579 156 524 765 267
983
Lim, W.-Y. Lin, H.-C. Lin, J. Lin, M.-C. Lin, S.-R. Lin, T. Liu, C.-C. Liu, C.-L. Liu, Q.Z. Liu, X. Long, T. Looi, C.-K. Low, P.C. Lu, J.-Y. Lu, W. Luckin, R. Lyna Lynch, G. Ma, A.W.W. Ma, W.W.-k. MacIntyre, W.R. Maeda, T. Maeers, M.V. Maeno, H. Mandinach, E.B. Maruyama, Y. Matsuda, N. McAlister, S. McDougall, M. Melis, E. Mendori, T. Menzel, W. Merrill, J. Miao, Y. Miller, L.D. Milrad, M. Minai, N. Mitrovic, A. Mitrovic, T. Miwa, K. Miyake, N. Miyata, H. Mohamed, K.A. Moon, G.S. Mulholland, G. Murase, Y. Mustafa, H. Mwinyiwiwa, B. Nagai, M. Nagaoka, K. Naidu, B.K.
244 236 371 771 236 950 633 865 775 428 572 xii, 244, 779 946 783 757 187, 338 597 93 787 252 444 875 840 795 267 799 795 355 315 109 791 220 572 275 896 857 203 11 861 195, 698, 922 260 283 803 807 291 299 728 19 744 836 811
Nakagawa, H. Nakamura, K. Nason, R. Natarajan, U. Newhouse, C.P. Ng, E.M.W. Ng, K.-L. Ng, S.F. Ng, V.T.-Y. Nguyen, T.T.T. Niegemann, H.M. Nishihori, Y. Nishinaga, N. Nolan, K. Nosu, K. Nozaki, H. Numao, M. O’Connor, J. Ogata, H. Ohkubo, M. Ohmori, M. Okada, K. Okamoto, M. Okazaki, Y. Oliver, R. Ong, E. Osawa, N. Otero, N. Ottmann, T. Paiva, A. Park, P. Park, S.H. Parker, J. Pashkin, M. Patrício, D. Patterson, R. Pearce, D. Peer, J. Phon-Amnuaisuk, S. Pick, T. Quek, C. Quek, C.L. Ramly, R. Ravenscroft, A. Reid, D. Reimann, P. Richmond, G. Rivas, L. Rollins, S. Rønning, L.E. Roschelle, J.
694 875 35, 315 819 307, 824 323, 828 346 452 132, 914 832 654 836 836 840 815 918 761 187 579 492 601 799 140 844 330, 848 779 852 857 803 857 861 617 572 617 662 572 187, 338 970 468 732 116 710 346 355 307 587 572 267 572 625 363
984
Saito, H. Saito, K. Sano, T. Santosa, P.I. Sasaki, K. Sasaki, S. Sayouri, N. Schank, P. Schaverien, L. Schertler, M. Schmidt, M. Schönemann, J. Seah, W.C. Seixas, L. Seta, K. Shang, J. Shankar, S. Sheard, J. Shi, Y. Shigeno, H. Shimizu, A. Shiratori, T. Silva, C. Sison, R. Sivaswamy, J. Sixl-Daniell, K. So, H.-J. Soga, M. Soh, L.-K. Stahl, G. Stewart, T.M. Strait, M.J. Sudo, A. Tachibana, K. Takagi, S. Takai, Ke. Takai, Ku. Takase, N. Takei, S. Takenaka, M. Takeuchi, A. Taki, H. Tan, C. Tan, D.K.C. Tan, G.H. Tan, S.C. Tanaka, K. Tang, S.H. Tang, W.Y. Tarumi, H. Tatar, D.
875 875 702 371, 946 706 871 666 363 291 613 228 587 379 662 388, 396 879 404 67 658 799 791 203 883 646, 761 811 887 413 795 420, 428, 896 436 444 900 601 396 795 938 871 852 871 492 101 795 908 379 904 27 836 452 460 938 363
Teh, Y.-J. Teng, H.-T. Tengku Shariman, T.P.N. Teo, Y.H. Ting, C.-Y. Tominaga, H. Tsai, C.-C. Tseng, S.-S. Tsoi, K.K. Tsubakimoto, M. Turbill, J. Turner, J. Umano, M. Umeda, K. Umetsu, T. Urao, A. Urban-Lurain, M. Usher, A. Vala, A. van der Mast, C. Vicari, R. Wait, L. Wang, E. Wang, H.-C. Wang, J.-H. Watanabe, H. Watanabe, K. Watanabe, T. Webber, C. Weber, E. Webster, R. Wedman, J. Weliamto, W.A. Williams, J. Wirski, R. Wong, L.-H. Wong, S.L. Wong, W.-K. Wong, Y.M. Wu, J.-F. Wu, L. Xiao, X. Yamamoto, Y. Yamasaki, T. Yamashita, N. Yanagisawa, N. Yano, Y. Yasuda, T. Yeo, G.K. Yeo, J. Yeoh, E.-T.
468 236 967 972 468, 500 476 629 865 132, 914 484 84 508 396 918 516 922 572 508 857 642 662 330 532 524 686, 963 871 844 299, 748 540 572 548, 926 650, 930 597 887 330 779 452 934 556 963 974 658 836 476 476 938 579 706, 954 371, 946 976 346
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Yeung, A.S.W. Yeung, Y.-Y. Yew, J. Yin, S.-K. Yokoi, S. Yokomura, K. Yoshimoto, F. Yu, F.-Y. Yuen, A.H.-k.
752 942 978 934 706, 954 702 795 564 252
Yuill, N. Zhang, B.H. Zhang, Y. Zheng, Y. Zhou, W. Zhou, Z.D. Zimmermann, V. Zumbach, J.
187, 338 572 950 579 954 775 180 587
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