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> EIPT 6333 : Computer-Supported Learning Environments
Articles/Books Citation
1. Lajorie & Derry (1993). Computers as Cognitive
Tools.
Chapter 9
This chapter discusses two different types of
cognitive tools, Sherlock I and Bio-world, in which provide
the following cognitive capabilities:
- Support for cognitive processes
- Sharing the cognitive load by providing support
for lower level cognitive skills so that resources
are left over for higher order thinking skills
- Allowing learners to engage in cognitive activities
that would be out of their reach otherwise
- Allowing learners to generate and test hypotheses
in the context of problem solving
Sherlock I is a computer-based environment
for avionics troubleshooting, and Bio-world is a computer
coached learning environment that teaches high school
students to diagnose infections. I like both of these
cognitive tools because they provide a lot of cognitive
capabilities for the learners. For one, they both support
memory processes. Whenever learners need help, the tool
can provide them with a summary or a recap of the learner’s
activities. In Bio-world, students get access to declarative
and conceptual knowledge through an on-line Medical Library.
With this support for memory processes, learners can free
up the heavy load of information as well as encourage
metacognitive awareness of the problem-solving process.
Another good thing about the two cognitive tools is that
they act as a partner and shares the cognitive load with
the learners. This really helps the student focus on more
critical, high-level task while the computer helps to
process the lower-level tasks. In many situations, it
is not feasible for students to complete a task or an
activity in a real world setting. For example, it would
be dangerous for students to diagnose real-life patience
as a classroom activity. These cognitive tools provide
learners with the ability to engage in cognitive activities
that are out of their reach otherwise. The final function
for these tools is that it can support hypothesis testing.
I like this idea because it gives learners a change to
try out new things and explore different paths for the
solution to the problem. For example, in the Bio-World,
students can get information and with that information,
be able to conclude a hypothesis on a type of diagnosis
for a particular infection. If the diagnosis is wrong
or inappropriate, they can conduct another hypothesis.
This is a great way for students to try out new things
as well as troubleshooting their problems.
The good thing about these two cognitive tools is that
they both satisfy the model builders and the model breakers,
because they both have some modeling but is not constraining
the problem-solving process by forcing students down one
correct path. A suggestion to improve the tools is perhaps
modifying the interface and providing ways to motivate
the learners. The interface for Bio-world seems to be
quite complex and a lot of information presented at one
time (Figure 9.6). Perhaps having it more simplified and
a more appealing look can provide simplicity and easy-to-read
and visualize information.
Chapter 10
This chapter focuses on collaboration in computer-systems.
The author discusses three main dimensions to designing
a framework for computer-based collaborative learning
situations: (1) the role of collaborative learning with
the curriculum, (2) the instructional methods and activities
used to carry out this role, and (3) the computerized
tutor’s function during these activities.
The tutors (whether human or machine) have three main
roles to play while students are engaged in collaborative
learning activities. They should first provide advice
on demand. This can be similar to a coach giving advice
to their player(s). They should secondly provide quality
control over peer critiquing and other collaborative activities.
Tutors should keep the students on track of the learning
goal and not mislead them to different goals or task.
For example, if a student’s critique is misleading
to the other student, the tutor should let the student
know or provide ways to improving the critique to where
it is not misleading. And lastly, tutors should manage
collaborative activities which can include selecting tasks
for students to work on together, or being able to identify
students who would work well together.
A lot of research has been conducted on social interaction.
Many theorist (Piaget, Vygotsky, etc.) believe that social
interaction promotes learning. When peers work together,
they support each other by sharing ideas and working on
tasks together in solving a problem.
Sherlock II is a coached practice environment developed
to train avionics technicians to troubleshoot a complex
electronic testing device. Some of the features include
allowing students to ask for help at any point while troubleshooting,
determining how much support each student needs (depending
on their previous skill level), and creating a record
of the goals students have achieved and how they achieved
them. During an episode of an exercise, students can be
involved in collaborative situations by playing roles
as a producer (performs the task at hand) and critic (evaluated
the performance). Following are some activities that can
take place for either role:
- Students can work together to solve problems by
talking to each other and manipulating a simulated
task environment on the computer.
- Students can pose problems to each other.
- Student can review each other’s work.
Sherlock also supports the tutors
three main roles as discussed earlier. By supporting the
first role (providing advice for students at hand), Sherlock
II can tell students which goal it would achieve next,
say or model exactly how it would achieve that goal, scaffold
the development of students’ ability to construct
mental models by providing abstract block diagrams, and
coach students in acquiring troubleshooting strategies.
By supporting the second role (quality control director),
Sherlock II plans to have student critiques examined (ex:
filtering out misleading or inaccurate comments) by Sherlock
before they are passed on to another student. An finally,
by supporting the last role (tutors as managers of collaborative
activities), Sherlock II plans to include the selections
of problems for students to work on, solutions for them
to critique, and possibly pairing (or grouping) of students
to optimize the learning opportunities each affords for
a partner.
I was very interested when they were talking about the
computer system being able to group students relative
to their characteristics and experience. I just think
this would be a great feature to have. Since some students
find it difficult to work with other students, because
they both share different knowledge, characteristics,
and interests, I think having the ability to match students
together based on those things can really enhance the
collaborative effort of both peers.
Chapter 11
This chapter focuses on the Discovery and Reflection Notation
(DARN), which is a graphical trace notation intended to
encourage students’ self-regulation and evaluate
their process of learning. The author notes two different
kinds of self-regulation. The first kind of self-regulation
is goal orientation, which is the ability to organize
goals and sub-goals and be able to build relationships
and meaning into them. The second kind of self-regulation
is the ability to evaluate and critique one’s own
processes of experimentation.
DARN consisted of three different views, Student View,
Plan View, and Expert View. The Student View was intended
to assist students in evaluating and reflecting on their
actions, and to check for changing variables, making predictions,
and recording data. The student view is in a graphical
table-format that has five columns in which each column
has graphical buttons: plan button, variable changes button,
predictions button, tools button, and hypothesis button.
Each type of button has its own graphics representation
(ex. Plan buttons are diamond-shaped, hypothesis buttons
are circle-shaped, etc.) . When clicked, each button displays
information about that particular section. The plan buttons
indicate those cases where the student changes his or
her plan by stating a new one to the computer. The Variable
Change buttons summarizes all the changes made to the
manipulable variables in the program simulation. The prediction
button follows an observation only if the student has
chosen to make a prediction. The Tools button assists
students in taking, recording, and managing data. The
hypothesis buttons is used to show that the student has
made a hypothesis about a particular law or principle.
The colors of the hypothesis button (circle-shaped) represents
whether the students got it correctly or incorrectly.
The Plan View indicates whether experimentation activity
is consistent or inconsistent with the current plan. The
Expert View organizes the student’s observation
with an expert’s view. The purpose of the Expert
View is to encourage the student to spend additional effort
interpreting the data that reveal important laws he or
she has overlooked.
The research study was to see whether DARN encourage students
to engage in the two kinds of self-regulation, goal orientation
and the ability or evaluate and critique their own work).
The pilot data observed that students spontaneously make
self-evaluative comments about the sufficiency and validity
of their evidence, their plans, their experimental heuristics,
the plausibility of their hypotheses, and their overall
progress.
I thought this study was very interesting. It added another
element of cognitive activity, self-regulation, in which
other systems did not specifically provide. I would only
wish they could have added more screen shots. From the
screen shots provided, it does not explain much about
how each buttons are presented. It was very difficult
for me to visualize how each button and menu worked. If
I could see how it worked, I could perhaps give some suggestions
on how to improve the usability of the system.
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