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> EIPT 6333 : Computer-Supported Learning Environments
Articles/Books Citation
1. Lajorie & Derry (2000). Computers as Cognitive
Tools: No More Walls.
Chapter 6 (Jonassen et. Carr)
This chapter discusses the different ways that
learners can learn multiple ways of representing knowledge.
Allowing learners to view just one representation of a
topic provide only a limited set of cognitive skills.
Knowing how to do things several ways and seeing several
representations of if can provide a better understanding
of the topic. The authors suggest that an effective approach
for supporting the representation of learner knowledge
is to use mindtools. Mindtools are knowledge construction
tools that enable learners to represent what they have
learned and know using different representations forms.
There are five classes of mindtools that are discussed
in this chapter: (1) semantic organization tools,
(2) dynamic modeling tools, (3) information
interpretation tools, (4) knowledge construction
tools, and (5) conversation tools.
Semantic organization tools helps learners to represent
relationship among ideas. The two most commonly used Semantic
organization tools are databases and semantic networking
(concept mapping) tools. Databases are computerized filing
systems designed to accelerate the storage and retrieval
of information. Allowing students to build databases will
give them critical thinking skills (ex: evaluating, organization,
and connecting information), creative skills (ex: analogical
reasoning and planning), and several complex-thinking
skills (ex: designing a product, problem solving, and
decision making). Using semantic networking as mindtools
enable learners to identify important concepts, graphically
interrelate those concepts in multidimensional networks,
and label the relationship between those concepts. Basically,
students have the opportunity to build a concept map (using
software such as Inpiration, Mind Mapper, etc.) in which
will help them (1) reorganize their knowledge, (2) provide
deep processing of knowledge, (3) relate new concepts
to existing concepts and ideas, and (4) promote spatial
learning.
Dynamic modeling tools help learners to describe dynamic
relationships (causal, inferential, probabilistic, and
stochastic) among ideas mathematically as well as semantically.
There are five dynamic modeling tools:
- Spreadsheets
Spreadsheets, which are computerized record-keeping
systems, are most commonly used to support business
decision-making and accounting operations. Allowing
students to use spreadsheet as mindtools will help
them use abstract reasoning and enable them to consider
implications of conditions or options and speculate
and hypothesize about outcomes. Spreadsheets will
promote important thinking skills, analyzing skills
(ex: recognizing patterns, classifying, identifying
assumptions, and finding sequences), connecting skills
(ex: comparing and contrasting, logical thinking,
deductive reasoning, and identifying causal relationships),
and creative and complex thinking skills.
- Expert Systems
Expert systems are computer programs that simulates
the way human experts solve problems using a production
rule (if-then) formalism. Building expert system rule
bases engages learners in analytical reasoning, elaboration
strategies, and metacognition. Building expert systems
rule bases enables learners to represent their knowledge
as patterns of causality.
- System Modeling Tools
System modeling tools (ex: Stella) allow learners
to design and run elaborate models. System modeling
tools engages student’s critical thinking skills,
creative thinking skills (ex: elaborating, analogical
thinking, hypothesizing, planning, and imaging skills
such as speculating and visualizing), and nearly every
complex thinking skill. Also, it allows learners to
test and revise their models.
- Microworlds
Microworlds are environments that allow learners to
explore and manipulate a rule-governed universe in
which serves as a representation of some aspects of
the natural world. Adventure games are an example
of microworlds. The most important part of microworlds
is that it allows for the generating and testing of
hypothesis and also provides an environment for active
participating and exploration. Microworlds distinguishes
from simulations in that it is seldom a tool for constructing
knowledge, but they promote more creating thinking
skills such as recognizing patterns, hypothesizing,
predicting, speculating, and visualizing than many
other mindtools.
Information interpretation tools (visualization tools)
are very task and domain specific rather than generalized.
Visualization tools tend to make abstract concepts more
understandable. Using visualization tools engages learners
in the use of more creative thinking skills than most
mindtools.
Knowledge construction tools are tools that help learners
in designing and constructing artifacts. Hypermedia, a
type of knowledge construction tool, helps students link
information together (whether it may be in the form of
text, graphics, sound bites, video clips, or any other
chunk of information) to form a network of ideas in the
knowledge base. Students who build hypermedia knowledge
bases organize knowledge about a subject in a more expert-like
fashion. Students actually become designers which helps
facilitate higher order thinking.
The final class of mindtools, socially shared cognitive
tools (conversational tools), helps learners share information
among each other, ask questions, point out things to one
another, and argue with and elaborate on each other’s
ideas. There are two different types of these tools: computer
conferencing and computer-supported collaborative argumentation
(CSCA). Computer conferencing include synchronous conversations
(MUDs and MOOs) and asynchronous conversations (email,
listservs, bulletin boards, and computer conferences in
which creates a community of learners and the encouragement
of reading and writing. CSCA can help promote the development
of argumentative reasoning skills required to negotiate
effectively. CSCA is speculated to engage students in
critical thinking such as evaluating information (e.g.,
assessing information, prioritizing, recognizing fallacies,
and verifying), creative skills such as elaborating (especially
expanding and modifying), and complex skills such as decision-
making (identifying issues-generating alternatives, and
assessing the consequences).
The author stresses five rationales in explaining why
mintools work and why we should use them in classrooms:
- Knowledge construction not reproduction
– allows learners to construct their own knowledge
instead the teacher explain it to them in which forces
students to know only what the teachers says instead
of learning on their own.
- Learners as designers – designers
of instructions learn more than learners for whom
the materials are intended. Mindtools require learners
to think harder, and make sense of the knowledge.
- Learning with technology –
learners should learn with technology (used technologies
to represent and express what learners know) instead
of from technology (use technologies to deliver instructional
lessons).
- Distributing cognitive processing
– mindtools can share the cognitive load with
the learners.
- Cost and effort beneficial –
mindtools are relatively cheap.
This chapter was very insightful and covered a broad range
of mintools that are available. It was interested to hear
that mindtools are construction tools that learners learn
with and not from. Most of the learning that occurs is
learned from computers (such as instruction modules and
lessons). I wonder why not many schools are using these
kinds of tools.
Before I read the section on microworld, I wasn’t
really sure the difference between microworld and simulations.
Basically, I thought the two were the same but they are
a little different. Microworlds usually do not involve
a lot of constructive activities while simulations do.
I was also struck by the part when they talked about knowledge
construction tools and how it allows learners to be designers.
It occurred to me at the same time they were learning
the content, they were also learning instruction design
without even knowing it.
Chapter 7 (Erickson and Lehrer)
This chapter focuses on a research dealing with hypermedia
composition. The idea of the research is to collaborate
with teachers to restructure classrooms so that students
design hypermedia documents that peers use to learn about
topics in social studies. The goal is for students to
acquire research and communication skills and to orchestrate
these skills in the pursuit of inquiry about a topic.
The study explored seventh-graders’ conceptions
of links as they composed multiple hypermedia documents
throughout the school year. Following are some information
about the study:
- Ten selected students participated
- Data was collected five times during the school
year
- Two teachers (one in reading and one in social studies)
initiated a series of student-generated hypermedia
projects to promote critical thinking skills.
Students were required to design three hypermedia projects
(using Hypercard), with each project increasing in scope
and complexity. In the first hypermedia project, students
were required to create a personality profile to share
with others. This project included a lot of scaffolding
such as help on using Hypercard. For the second hypermedia
project, students have three weeks to create a psychology
unit (such as Freud or Pavolov’s theories, etc.).
This project was an entire individual task in which allowed
students to go through the entire design process. For
the final project, students must work in a collaborative
design team over three months to create a hypermedia composition
about a culture of the world.
The results showed that as each project is completed,
student got a better understanding of links. Also students
were negotiating constraints of both content and rhetorical
problem spaces. Over the course of the school year, students
first perceived of links as local moves that served as
decorations but gradually expanded their knowledge of
links to make possible substantive communication with
an audience.
Chapter 8
This chapter describes research into the use of cognitive
tools in the classroom using Exploring the Nardoo, an
information landscape to support student-driven investigations.
Its purpose is to engage students in long-term studies
using the skills of problem solving, measuring, collating,
elaborating, and communicating. The information landscape
uses spatial and geographic metaphors, a Water Research
Centre, and a navigable fictious river environment. The
user is presented with a broad range of investigations
such as: fish dying from pollution, weeds infesting the
river, and communities discussing farming practice.
Students are provided with a lot of resources and data
in the Water Research Center, the river environments in
situ, and through hot buttons. Students also have a personal
digital assistant (PDA) in which is a multimedia notebook
for collecting any resources such as video, audio, graphics,
and text; a viewer for viewing the video and graphics
resources; a set of measuring tools to take measurements
on the river; and user support.
Exploring the Nardoo contains certain cognitive tools
in which provides more support for the exploration process
such as:
- A note-taking facility to manage the collection
of information and references to the variety of media
forms in the package.
- A set of nine genre templates to scaffold the elaboration
process.
- A set of three interactive simulators with a guide
for advice and investigation strategies.
The simulations were designed to allow students to observe
and study firsthand in a risk-free environment and to
provide students with a tool that allowed them to identify,
define, and explore cause-and-effect relationships at
a deep level by the manipulation of input parameters in
an open-ended model.
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