CHI 97 Electronic Publications: Late-Breaking/Interactive Posters
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Integrating Tools into the Classroom

Roland Hübscher, Sadhana Puntambekar, Mark Guzdial, Janet L. Kolodner
EduTech Institute & College of Computing
Georgia Institute of Technology
Atlanta, GA 30332-0280 USA
+1 404 894 9218
{roland, sadhana, guzdial, jlk}@cc.gatech.edu

ABSTRACT

SMILE, a learning environment for collaboration and design, is based on our experience with synchronous and asynchronous collaboration tools in the classroom and sound principles of software and interface design. SMILE provides a more holistic approach to supporting student reasoning and activities rather than the more reductionist tool-based approach we had started with. This more holistic approach focuses on the cognitive processes involved in doing design and learning from that experience, rather than focusing on activities that students are carrying out. This new emphasis has also allowed us to identify ways of integrating scaffolding for metacognitive and reflective reasoning that were not naturally integratable into the previous framework.

Keywords

Science education, educational technology, collaborative learning environments, process-based scaffolding

© 1997 Copyright on this material is held by the authors.



INTRODUCTION

A general trend in designing software environments in support of learning is to integrate a collection of tools that each of which support tasks identified as important to student learning [2, 4]. Typically, the designer identifies the activities students are engaging in, builds tools for each activity, integrates those tools, and then adds scaffolding on top to make the tools more usable (Figure 1). Using this approach we have developed effective experimental systems in support of learning [3]. But we are not convinced that this approach results in the best environments in support of learning. In particular, we have seen that by focusing on tools that support individual activities, e.g., the synchronous and asynchronous collaboration tools PABLO and WebCaMILE respectively, that support individual activities, it is all too easy to ignore the demands of the larger context. The needs in a classroom include support for the social environment in which the system is to be used, to focus on support for activities rather than support of learning, and to forget the limitations of a single teacher in a classroom, all leading to designs that are less powerful, effective, easy to use, and easy to implement than they could be. More important, we believe, is to focus on the cognitive activities students are engaging in and the context of the classroom in which this is being carried out.

This analysis led us to a set of design principles that goes beyond providing students with suites of tools: (1) the learner must be guided through the process of learning and designing; (2) meta-knowledge and meta-skills (such as planning, monitoring, revising, and evaluating) need to be emphasized; (3) the tools must be seamlessly integrated; (4) the teacher's activities must be integrated and supported as well; and (5) the tool must be engaging and offer clear affordances to the learners at all times.

Figure 1: A collection of tools held together by scaffolding. Integration into the classroom is problematic.

We've implemented these design principles in a new learning environment called SMILE (Scaffolded Multi-user Integrated Learning Environment). The scaffolding component is the most important part of SMILE and the tools' task is to support the scaffolding. Thus, the role of scaffolding and tools are reversed. Rather than considering each activity students undeertake as individual activities, in SMILE, we support all decision-making and communication activities in a common way, by providing note-taking facilities that integrate decision-making and communication activities, such as synchronous and asynchronous collaboration, planning, generating ideas and hypotheses, and comparing and evaluating alternatives. A note-base forms the backbone for the system. Rather than having individual tools, the system provides different views of the same information, each view appropriate to some decision-making activity. While our previous implementation integrated tools for synchronous and asynchronous collaboration, this new implementation integrates record-keeping formats.

Figure 2: Views (formerly tools) support scaffolding of the learning process in the classroom.

Our design guidelines of the previous system were therefore extended with following principles:

Tools as Representations

A tool in SMILE supports an activity by (1) presenting information from the note base in a way appropriate to the activity and (2) providing functionality suitable to manipulating the information. The intention is to support the cognitive, meta-cognitive, social, and action processes needed both to accomplish the end result and to learn from the experience.

In essence, each view of the note base provides a different representation for students to work from. Tools can now be seen as representations. The approach has practical advantages. The interface is much more consistent since each tool is just a different view of a subset of the note base. Integrating tools is much more feasible because the tools are not really different. Adding new tools (views) to the repertoire will be relatively easy to implement and to integrate in a usable way into the package. Users enjoy consistency and don't need to learn to use a collection of disparate interfaces; they will be able to transfer most of what they learned for one tool to the next.

Scaffolding the Design Process

A computer-based learning environment has only a chance of being useful in the class room if the technology and the class room are well integrated with each other. We believe that the learning process is the best place to interface the software and the class room. Our goal and the main task of SMILE is to support the students' learning and designing process by scaffolding the process. Thus, we view SMILE mainly as a process scaffolding tool that employs tools like PABLO and WebCaMILE to support scaffolding.

ACKNOWLEDGMENTS

This work was supported by the EduTech Institute through a grant from the Woodruff Foundation, ARPA grant N66001-95-C-8608, and the Academic Program Initiative of the Georgia Tech Foundation.

REFERENCES

1. Derry, S. J. and Hawkes, L. W. Local cognitive modelling of problem solving behaviour: An application of fuzzy theory. In S. P. Lajoie and S. J. Derry, (Eds.), Computers as cognitive tools. Hillsdale, NJ: Erlbaum, 1993.

2. Guzdial, M. Software-realized scaffolding to facilitate programming for science learning. Interactive Learning Environments, 1995.

3. Guzdial, M., Kolodner, J.L., Hmelo, C.E., Narayanan, N.H., Carlson, D., Hübscher, R. Turns, J., and Newstetter, W. Computer support for learning through complex problem-solving. Communications of the ACM, 39(4):43-45, 1996.

4. Hmelo, C.E., Narayanan, N.H., Newstetter, W., and Kolodner, J.L. A multiple-cased based approach togenerative environments for learning. Presented at the Second Annual Symposium On Cognition and Education, Varanasi, India, December, 1995.


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CHI 97 Electronic Publications: Late-Breaking/Interactive Posters