This lesson is meant to give a general
overview of a selection of different theories concerning learning
and teaching as a basis for designing computer based learning
environment. The main models for development of IT-based material
is discussed. There exist solutions based on the Gagnes-theory,
Congnitive apprenticeship and user-centred
design. It is expected that one will supplement the rather
scarce text by retrieving the web-addresses referred to.
The development of pedagogic software
does not happen in a pedagogic void. None of us are unaffected
by own experiences and training. We have, either consciously or
unconsciously, different preferences as to what we think is good
teaching, and what we think is bad. Neither are we blueprints
of a pedagogic handbook, with tidy little booths that place us
in one pedagogic direction or another. Not many pedagogues start
their work with a teaching scheme by looking up in a handbook
to find the theory they wish to use as a starting-point.
Many of us work as pedagogical fairy-tale
heroes. During our lives, we pick up pedagogic thoughts and ideas
for different teaching schemes. After a while, our bag will be
full of all that we have found worth dragging along. Faced with
a pedagogic problem, we look in our "bag", and come
up with a fraction of a theory, some well used and tired principles
of teaching, and some tricky problems.
Development work is probably usually based on principles we believe in, schemes we know and like, an innate intuition we have as to what will work, and earlier experiences. We can sometimes see a pattern fitting a described theory. Other times, what we are doing is very sprawling, and cannot be placed in any particular pedagogical booth. This way, many people will be very orthodox in their pedagogical practice. This does not mean that we are without theories, but rather that we have a set of silent theories, that we apply in a pragmatic way.
What are the issues that must be
addressed in designing learning environments
We propose that instructional design and development must be based
upon some theory of learning and/or cognition; effective design
is possible only if the developer has developed reflexive awareness
of the theoretical basis underlying the design. In other words,
we will argue that effective instructional design emerges from
the deliberate application of some particular theory of learning.
Concepts such as learning and knowledge
are used daily without any further complications. However, if
we are to go closer in on these concepts, we will find that it
is not easy to agree on clear definitions. When one works with
the development of teaching programmes, this is something one
should be aware, and preferably have an opinion, of. The choices
one makes for a programme product will be influenced by how one
views these basic conditions. The understanding of concepts like
learning and knowledge, is not only of theoretical interest. One's
views in this debate will often be related to one's views on people,
and more basic thoughts concerning the role of learning, in a
broader perspective.
In this presentation, we wish to
only give a small framework shortly describing the different directions
within learning psychology. But it is still useful to have the
sketch as a starting-point, to easier understand different pedagogic
learning environments where IT is an integrated part. Today, design,
integrating of information technology, evaluating and research
concerning these questions, are all coloured by the fact that
one basically has different knowledge.
Behaviourism has its starting-point
in empiric ideals that only that which we can observe and measure,
is true science. When we expose an individual to influence, it
is only possible to observe and measure what behaviour this influence
causes; for example, the relation between stimuli and response.
It is not possible to observe or measure what happens in the individuals
mind between stimuli and response, and thought is therefore a
scientifically problematic area according to the behaviourists.
According to behaviourists thinking, most of the human behaviour
is learned through stimuli-response. The behaviourists theory
of learning describes learning as:
Learning is a relatively permanent
change of behaviour, that arise based on experience.. (Hilgard
and Atkinson 1967, here quoted after Imsen 1991)
The behaviourism
has gradually absorbed new elements. In behavioristic theory,
you can today find the acknowledgement, and interest, of mental
processes in the learning. One representative of such new thoughts,
is for example Gagné. (http://www.oltc.edu.au/cp/04d.html)
More expanding material can be found
on http://129.7.160.115/inst5931/Behaviorism.html
Information Processing
Theories are more concerned
with the inner mental processes when learning, than the outer
factors of influence. Especially important is it how the individual
interprets and organises stimuli. The driving force is not so
much reward, as claimed by the behaviourists, than the urge to
find meaning, coherence and wholeness in everything. Therefore,
a definition of learning from a cognitive theory could be:
Learning is any change in the
human personality life that is not directly or indirectly related
to certain hereditary factors.. (Harbo and Myre 1963, here quoted
after Imsen 1991)
Information Processing learning theory concentrate on those processes
that go on in the individuals thoughts and conceptions when it
learns. While the behaviourists are concerned with the stimuli
and associations, the cognitive psychology examines what happens
from the moment we sense, and to the point where response comes.
The interesting questions becomes what happens when we learn,
how the brain organises the knowledge, how we solve problems,
etc.
How can these cognitive processes
be best explained? One presumption is based on the fact that there
are large analogies between the programming of computers and human
processing of symbols. Theories of cognition can be built up around
this metaphor. That is why Herbert Simon, among others, say:
Human beings use symbolic processes
to solve problems, reason, speak and write, learn and invent.
Over the past thirty years, cognitive psychology has built and
tested empirical models of these processes as they are used to
perform simple tasks. The models take the form of computer programs
that simulate human behaviour. .....Using these programs as models,
we have designed an entire secondary school mathematics curriculum
(algebra and geometry) that is now being used in Chinese schools.
Visit Herbert Simon on this address
( http://www.psy.cmu.edu/psy/faculty/hsimon.html )
Common for both behaviourism and
cognitive theories about symbol processing, is that they both
try to describe a general way learning is done. Each in its own
way discusses the "mechanics" of learning.
There are theoretic schools that
choose other angels of approach towards the problem area. On one
hand we have the constructivistic psychological direction that
has other explanations on how learning is done. On the other hand
we have what can be called situated learning (Situated
Learning http://www.oltc.edu.au/cp/04k.html). Situated learning
underlines the importance that learning usually happens related
to an activity, a context, and in a particular culture. Many feel
that this is a contrast to the "classroom learning"
knowledge that is often presented in an abstract form, outside
a contextual connection. The social interaction is a critical
component to the particular learning of the situation.
The constructivism claims that all
stimuli is interpreted through our past knowledge's and ideas.
Learning is an inner process, that affects the entire personality
of the human. Learning does not necessarily result in any outward
reactions, and cannot be directly observed. Learning is also an
active, constructive process, where the learner himself plays
the vital role. The human does not learn like a passive object
exposed to an active outer source of stimulation, but instead
makes its own active selections, interpretations and adaptation
of stimuli to its own system. The constructivism concentrates
on the mental processes, but does more than just to say that these
are interpreting and organising. The constructivists think that
we, when learning, construct our subjective knowledge.
This happens in an interaction between the influence of the individual,
and what the individual does with the influence.
The constructivism thinks it most
important that man has a spontaneous tendency to want to interpret
and organise the world that surrounds it. Reward is not the most
important for people, but finding meaning and coherence in everything.
I believe it to be a fact that
those things we need to learn the most in our struggle to find
meaning in our existence, are the same things we wish to learn
most. (Jon Holt 1974)
The same author continues:
There is a particular reason why
we want to know the things we want to know . The reason is that
there is a hole, a void in our understanding of things, in our
mental model of the world.
Closely connected to this, is the
phenomenology, which bases its observations on how the
learner conceives his surroundings. The same phenomenon, the same
problem, the same event, can be conceived differently by different
individuals. The mind model found in the individual, decides what
one sees. Two people at the beach looking towards the horizon
will "see" different things based on whether one thinks
the earth is flat or round. Both will through his observations
find confirmations to their beliefs. According to the phenomenology,
learning is a change in the way an individual conceives, understands
or experiences the surroundings. The phenomonologistic starting-point
is closely related to a direction which has had a great influence
during the last 10 years. One ask whether cognition is to a larger
degree dependent upon context. This means that learning cannot
be taken away from the particular situation it is occurring in.
It is therefore difficult for us to come up with a general method
valid in all situations. Because of this, many failed attempts
to prove transfer of learning from one field to another can be
explained. Salomon, 1989, puts it this way:
effective problem solving, sound
decision making, insightful invention - do such aspects of good
thinking depend more on deep expertise in a speciality than on
reflective awareness and general strategies.
When one moves from a cognitive science point of view, to situation
learning, it will mean a change in perspectives which can be summed
up like this:
Information Processing-----------------Situated Learning general context dependent knowledge practice goal expectations problems dilemmas looking at explicit theories implicit theories
The vital factor here has changed from the describing of structures
of knowledge, and to focus on practice. Learning is no longer
a question of defining general cognitive structures, but to develop
a context dependent practice. This means that it is difficult
to formulate pre-determined objectives and to define which methods
that shall be used to accomplish the objective.
If we are to formulate some kind of "memory word" on
learning and the forming of learning environments as a consequence
of this perceptive, it would have to be that one should examine
and understand the situation and the questions to be enlightened
before the integration of the information technology. It is difficult
to pick from a general methodical "librarian". Those
who work against automation of pedagogical software will face
great problems when method and contents will not easily be separated.
However, this is not agreed upon. For example, see what Herbert
Simon says in his latest contribution on the Internet: http://sands.psy.cmu.edu/personal/ja/misapplied.html.
All those designing instructional
materials will have a toolbox consisting of, among other things,
some principles of teaching. How active and how conscious one
uses these principles varies, but it can always be found evidence
of different principles in teaching.
The choice of principles can happen
as a consequence of conscious evaluations, or as a consequence
of unconscious attitudes, thoughts and relations with whoever
is in charge of forming the teaching system. It is however interesting
to claim that the choice of principles never is random, no matter
if the choice was made consciously or unconsciously.
The repertoire of the teachers, developers
or designer will naturally limit the choices. No one can be expected
to use principles they do not know, consciously or unconsciously.
In the development situation, no matter if it is a lesson, a teaching
scheme or a computer based training system, the developer will
choose certain techniques.
We know that in a lot of situations,
the developers of the training systems take advantage of principles
of teaching they know from their own education. There is often
a main reason why some principles still remain dominant, despite
knowledge of these principles' weaknesses. Others choose principles
based on tradition, or what they believe is expected in the organisation.
Others again choose based on practical considerations such as
time, and access to equipment, resources etc. Common for all these
choices, are that they are made without any clear assessment whether
there is a connection between the principles chosen, and the teaching
objectives or not.
A more conscious relationship to the principles of teaching means
that one evaluates these compered to the objectives of the teaching
system, and choose based on a professional assessment as to what
will be most useful in each separate case.
The discussion about constructivism, situated learning, behaviourism
and theories of cognition can easily be seen as a particular debate
concerning the many changing fashions within pedagogic.
A more permanent repertoire of teaching strategies has been requested
from several points, a toolbox to choose from without touching
in on grand philosophical and psychological considerations. But
these questions are much more deeply rooted than just till the
discussion concerning the shaping of pedagogic software. It concerns
the entire learning environment. It seems that the same questions
return in the development of all kinds of computer systems that
are related to human-machine communication. This means that there
are different views as to how we should generally make pedagogic
programmes or software.
Gagné is a theoretician who
describes himself somewhere in the twilight zone between behaviourism
and cognitive science. Gagné
describes learning as a process involving both outer stimuli
and inner conditions (Gagné 1985). If teaching, or a teaching
programme, is to be effective, this should be taken into consideration.
R. Gagné has, based on this, listed nine elements that
should be a part of a teaching unit. Every one of these elements
can very well appear several times, but should appear at least
once:
According to Gagné, the instructor
or the teaching system must:
1. Capture the attention, so that the student is ready to receive stimuli.
2. Create expectation as to what is going to happen, by giving information about the purpose of the learning.
3 . Create connection to earlier structures existing in the LTM (long term memory).
4. Make sure of selective perception through a clear and understandable presentation of the material
5. Make sure of semantic coding through guidance and examples of the material.
6. Create activity from the students by demanding response. This can for example happen through exercises.
7. Give the student feedback on his response.
8. Evaluate the student's actions in relation to the learning objectives after several repetitions.
9. Enhance learning and transfer
to new situations.
Gagné's principles are often
tied to traditional CBT-systems, principles are basically tied
to linearity. If we ignore this, even developers of open learning
systems will find elements in Gagné's principles that are
useful.
Thomas Shuell works like Gagné,
to some extent outside the traditional pedagogic booths. But while
Gagné has his starting-point in behaviouristic theories,
Shuell is closer tied to the cognitive tradition. Shuell suggests
a couple of functions or points he feels should be preserved in
a training situation to obtain the best learning possible (Shuell
1992). He claims that these functions connects learning theory
and the practical learning situation in a purposeful way. The
points which Shuell describe can be realised in widely different
ways, and he claims that the initiative to realise these points
can come both from the instructor side and from the student
side. He also thinks that with a more open learning situation,
more of the responsibility of initiating the learning functions
will be on the student side. Without claiming to be complete,
Shuell describes twelve different learning functions:
* Expectation:
By gaining an overview over the purpose,
objective and content of that which is to be learned, expectations
to the whole process of learning are made. Having a more open
learning situation, the expectations will often rather be tied
to the process of learning than a difficulty defined learning
objective.
* Motivation:.
It is important to make the student
get involved in the learning process. Shuell separates between
creating expectations and the motivation created in the learning
situation.
* The obtaining of existing knowledge:
Obtaining new knowledge requires
one to improve on and take advantage of existing knowledge. It
is necessary to focus on the knowledge that is to be a basis for
the learning process.
* Focusing:.
In the learning situation, the attention
has to be directed at the most important elements. Such focusing
becomes more important with increased complexity of the learning
environment.
* Encoding:
The information has to be coded in
such a way that it can be stored. The learning situation has to
make sure that such coding not only happens, but that it is purposeful
to the learning process one is involved in.
* Comparing
In the process of learning, new knowledge
has to be compared to the existing. The learning situation must
make sure such comparing is possible.
* Hypothesises Generation:
Active learning means that one forms
hypothesises based on the understanding one has obtained through
he learning. These hypothesises will reflect the students cognitive
model after the learning, and they play an important role in formulating
new knowledge and to try out the new knowledge on the surroundings.
* Repetition:
To learn, repetitions will be necessary.
These repetitions might aim to memorise single elements of knowledge,
or they might aim to present the same thing from different angels
by using different techniques in different situations.
* Feedback:
In the learning situation, the student
is going to try out hypothesises to formulate the understanding.
Through the experiences made in this testing, the student will
discover if he is on the right track, or if the understanding
he has, needs to be corrected. Without some kind of feedback,
reaction or experience, the learning situation will become uninteresting
for most students.
* Evaluation:
The learning process should all the
time encourage an evaluation of feedback, hypothesises, need for
repetitions, etc. Such evaluation will be the basis when deciding
how the process should continue. Is there need for more repetitions?
Is it necessary to go back and form new hypothesises? Etc.
* Supervision:
The learning process should include
some element of assessment of the learning. The different sides
in the process should have some understanding as to where one
stands in relation to the main- and part objectives.
The knowledge gained through the
learning process has to be inserted into a pattern. In constructivistic
terms, one would say that the student construct his own knowledge.
This means in particular that new knowledge must be reshaped and
integrated, so that it, together with earlier knowledge, can form
a new and different knowledge.
Shuell`s learning functions theory does not only summarise the current cognitive research on learning and education. It can also used as a framework for evaluating the effectiveness of different computer based learning environment.
The concept Instructional System Design (ISD for
short), is used to describe models that are mainly based on principles
from behavioristic or cognitive theories. One of the more characteristic
traits, is that they separate the content of the teaching and
the methods. The content is often described in detailed learning
objectives and specified teaching components. One seeks through
a natural science methodology to develop new tools for the analysis
of exercises, analysis of objectives, measuring, and evaluation
methods. This is clear from the following programme formulation:
ISD is more engineering than art. Its important benefits come
from well documented procedures, a differentiated staff team development
approach, separation of instructional content and strategy, and
the continuing evolution of a prescriptive, analytical, research-based
model. (O'Neal,1988)
A detailed description of such a method can be found at http://www.whidbey.com/frodo/isd.htm.
There are a lot of design models that follow such a plan:
Mirrel, O'Neal, A.F., Fairweather, P.G., and Huh Y.H. 1988; Gibbons, A.S., 1988, Merrill, M.D
Below, a model softening the earlier rigid linear
plans for production. The analysis phase, production phase and
implementation phase can rarely happen in sequences where one
module is completed before the next one is produced. Even though
many developers still follow a linear model, practice has forced
a more flexible and realistic model for the development of teaching
aids.
In earlier developing projects, each unit was surrounded by a
rigid taxonomy. The system was then formed after a "top down"
hierarchy developing plan. According to this plan, the goal is
to progress openly. All of the modules are available throughout
the entire development programme. But even here, the learning
principles are based on Gagné's principles.
..the process of specifying learning objectives can be updated by extending Gagnés (1985) conditions of learning to include analysis of knowledge structures and in the cognitive strategies area. Such extensions change the emphasis of instruction from teaching of discrete facts, concepts, principles and skills, to increased a broadened range of instructional strategies to support the increasingly diverse types of learning objectives.
(Tennyson,1995)
Design models for instructional software have followed a development
that allows increased flexibility. This is an acknowledgement
of the fact that we have inadequate knowledge of how this material
shall be formed. The same tendency in development can also be
found in what we call system design. The linear
model called the "Waterfall method", which describes
development of software that separated itself from specification
to implementation, has now been changed to a spiral model.
The figure above shows the waterfall method that, until recently,
(and maybe still), applied to general system design. Many developers
have experienced that when one is finished, the completed system
does not completely fit the original expectations. In many cases,
the goal changed during the development, which meant that one
could come up with a product no longer needed. Often, the map
does not fit the terrain.
Instructional design theory comes with a belief in instructional
delivery. The goal is to design an instructional system that transmits
content and skills in a clear, well structured, and efficient
manner. The approach derives from the behaviourists, programmed
instruction tradition and Thorndike, Skinner and Gagne, but has
assimilated aspects of the cognitive research in recent years.
The critic of «instructional science», and in particular
the attempts to automate the development of teaching aids, has
been quite clearly formulated. Constructivist assumptions about
learning imply a new approach to instruction. According to this
view, learning can best be facilitated through the design and
use of constructivist tools and learning environments rather than
instructional interventions that control the sequence and content
of instruction. This belief further assumes that the role of the
designer therefore shifts from creating perspective learning situations
to the development of environments that engage and require the
learner to construct knowledge that is most meaningful to them.
See for example. http://ouray.cudenver.edu/~slsanfor/istech.txt
The constructivist view of education, stemming from the work of
Piaget, Dewey, and Vygotsky, argues that the goal of education
is to help students construct their own understanding.
But what does the alternative give in practice? The new perspective
tells us that it will not be easy to use theories of research
from cognitive information processing in the shaping of pedagogic
programmes. The methodology concerning knowledge representations
and studies of expert/novice as a starting-point for the dividing
of the material is hard to use. It is even worse that we are unable
to predict which and how tutoring aids are used.
According to Jonasson,1996, constructivist environments engage
learners in knowledge construction through collaborative activities
that embed learning in a meaningful context:
The term situated learning is built upon the idea that general
teaching theories do not get the entire picture. A designer of
a teaching sequence cannot predict which aspects of the teaching
scheme that will have an effect on the learning. This has consequences
as to how the teaching is planned. In many cases, methods had
to be modified; see for example M.J. Streibel (1990):
After years of trying to follow Gagnes theory of instructional
design, I repeatedly found myself, as an instructional designer,
making ad hoc decisions throughout the design and development
process. At first, I attributed this discrepancy to my own inexperience
as an instructional designer. Later, when I become more experienced,
I attributed it to the incompleteness of instructional design
theories. Lately, however, I begun to believe that the discrepancy
between instructional design theories and instructional design
practice will never be resolved because instructional design practice
will always be a form of situated activity (i.e., depend on the
specific, concrete, and unique circumstances of the project I
am working on)
This adress can give more detailed
information: http://www.oltc.edu.au/cp/04k.html
This quote questions the established
method to design instructional materials There are alternatives
to instructional design theories. Often, constructivistic learning
theories have been connected to exploratory environments and tool
based projects, characterised as open unstructured learning environments.
A strategy is to give the students control over everything. There
is not necessarily a connection between the theoretical perspective
and unstructured learning environments. A good example of this
is shown in a design model called Cognitive Apprenticeship (Brown
& Collins,1989).
1. Cognitive Apprenticeship
Before the invention of schooling,
everything was taught by apprenticeship, where learning is situated
in the context of work. It is the most natural way to learn. The
basic method of apprenticeship involves modelling, coaching, and
fading; first showing apprentices what to do, next observing and
helping them as they try to do it themselves, and then fading
the help as they take on more responsibility. Cognitive apprenticeship
attempts to apply this approach to teach thinking and problem
solving. But, unlike the kinds of skills taught with traditional
apprenticeship, thinking is not visible. So cognitive apprenticeship
stresses the importance of techniques to make thinking visible,
such as articulation and reflection on cognitive processes.
The computer technology opens up
new possibilities as to what can be visualised. Aided by computer
technology, one can demonstrate things shown or invisible in real
life. Multimedia solutions can help in using different techniques
to focus on different sides, dynamic aspects, of a process. Some
of the advantages of creating good models with computer technology,
are:
2. Pedagogic tools
This is something we are familiar with, after the first wave of
IT- based learning environments. For example, Papert (1993), writes
about Instructionism vs. Constructionism. The importance
of tools is also mentioned here. From the early research of Paperts,
we know LOGO as a tool to create one's own "mathematics".
There is a difference between active learning and interactive
learning that is often overlooked. It is the difference between
being in a highly responsive environment vs. being in a fairly
non-responsive environment, such as working with a drawing program,
a modelling system. Examples on such activating but non-interactive
tools can be find at this address: http://www.powersim.no/ (Find
the download area)
The costs and benefits of active learning vs. passive learning
are probably well known, but the costs and benefits of interactive
learning vs. active learning are less well known. The costs of
high interactivity are lack of thoughtfulness by the student and
a lack of problem finding and construction by students.
On Mikas own planet they learn to bow whenever someone asks a good question, but never for an answer. «You should newer bow for an answer», says Mika. An answer is always the part of the road that lies behind you. Only a question can point ahead.
Josten Gaarder. Hallo - Er det noen her ?
The benefits of high inter-activity is that students receive immediate
feedback on the success of their actions. Less interactive environment
may foster thoughtfulness, while more interactive environment
foster automaticty ?
3 Participatory design
Participatory design and the concept User-Centred Design express
a philosophy that is based on the users having an active role
in the development of the software. This principle concerns both
pedagogic and general software. Participatory design started first
in Scandinavia, and builds on the final user to also be the designer.
Participator influence is relevant for the discussion about situated
learning.
Task analysis, as it has traditionally been conducted in Human-Computer-Interaction
(HCI) is based on the idea that a description, containing all
necessary information to build the computer application, can be
made of the sequences of steps that it takes in interaction with
the computer to conduct a task. We are not capable with this method
of catching the tacit knowledge that is required in the actual
work process.
Bannon (1991) underlines the necessity of building a bridge between
theory and practice. They talk of "ecological gaps"
or "work-context-gaps" between the design theory and
the place of work, in other words, the existing social-cultural
relations. This is directly relevant for the discussion about
design of IT-based tutoring aids. And this raises the question
if we should designe with or for the students.
Study the learning environment on this school: http://peabody.vanderbilt.edu/ltc/general/
Many schools have in the same way used the possibility of Web.
This means that the students have presented the project they are
working on, by using the net like a school newspaper.
Study how IT is being used in the teaching on this address:
http://buckman.pps.k12.or.us/
User-centeredness requires that the system merely accommodate
user interest and preferences, but engages the learner through
his or her perspectives, it does not merely permit, but encourages,
inquiry and manipulation.
4. Problem Based Learning
The next concept that fits into the constructivistic direction,
is the problem based learning. Problem based learning is viewed
as both a didactic concept, and a didactic model where one focuses
on the practical and theoretical sides of planning, execution,
assessment and critical analysis of teaching and learning. Vital
cue words in the characteristic of problem based learning are:
Student controlled learning
Often casus oriented
Focus on divergence; development of new knowledge
Dynamic objectives: the objectives develop as the student obtain new knowledge
Collective knowledge development through collaborative learning;
the students and the teacher are consumer and producers on a common
knowledge marked.
Problem based learning (PBL) is vitally different from lectures
and fixed curriculum books. The basic philosophy behind self controlled
learning, is to work in groups and problem solving. PBL sets demands
to the students abilities to work on their own, work in groups,
and to train themselves in critically assessing the gathered knowledge.
The teacher's role is more to help with the students' learning
process than to pass on a large amount of facts that often can
be found in, for example, literature. With support in the discussion
with the student friends in the basis group, the student will
find his own way to the goal. The students are divided into basis
groups on about 6-8 students. They themselves control their learning
to reach the set goal.
Searching the Internet with Alta Vista, will yield many examples
of "problem based learning". The many entries indicate
the large interest there is for this methodology.
Distance education is defined by Moore (1990) as consisting of
all arrangements for providing instruction through print or electronic
communication, media to person, engaged in planned learning in
a place of time different from that of the instructor or instructors.
Much of the distance education literature has placed emphasis
on the practical and mechanical logistics of instructional delivery,
most often merely transmitting images of the instructor to remote
cities and less often supported by limited, two-way, interactive
correspondence between the instructor and remotely located students.
Research in this area has just begun to consider the interaction
of personal and situational variables involving the learner, learner
behaviours and the environment (Gibson, 1990)
From earlier lessons, one should know all those possibilities
there are in distributed teaching:
Preferably together, but also on their own, do these make the
pedagogic platform for distributed teaching. We will now comment
on some of the pedagogic possibilities listed in the figure above.
In the discussion around the master-apprentice model is it implied
that the "master" is a computer program which can supervise
and instructional session, based on a predefined system of rules.
The architecture is similar to what we call agents or assistants
connected to network based applications. An agent can be adaptable.
The metaphor here, is the agent as your "personal secretary"
or "assistant", that will help you handling different
assignments. We have earlier discussed the "Cognitive apprenticeship"
-"master - apprentice" -model as a starting-point for
the development of pedagogic software (Collins 1988, Gabrys 1993,
Brown 1989, Sandberg 1992). Such tutoring as we have mentioned,
means that the software instructor shows what needs to be done,
and explains the student why the exercise is being done the way
it is (modelling). Then, the student gets to try to do the exercise
himself, while the instructor guides (coaching). After a while,
the "master" will withdraw, and let the apprentice work
on his own (fading).
The difference between a "personal secretary" and the
"master", is evident when the secretary agent takes
the role of the apprentice in the opening phase. This means that
it is the user who takes the initiative. The agent "learns"
from the earlier activity of the user. The agent shall be capable
of "understanding" work patterns. A secretary agent
"learns" by constantly looking over the user of the
application's shoulder. If an agent for example discovers that
on continuously stores incoming letters in a particular list,
the agent will suggest doing this automatically. When the agent
can predict an action, the agent will have to decide how this
shall be used. The agent can be guided through two levels: the
tell me it level, and the do it level. It is dependent
on experience whether agents succeed in their guiding or not.
The training period gives the user the possibility to "trust"
the agent. In this period it is important to understand what it
is the agent does. This kind of information can be obtained through
the agent's built-in option to explain what is going on. in some
cases, this is done with a simple feedback from the agent icon
(see for example in Koziorok & Maes,1993). The picture shows
the agent's condition; thinking, working, notifying...
Others supplement the explanation with text messages. Or, it could
be possible to see what is going on from the entire line of conclusions
the agent builds.
In earlier lessons, the different parts of hypermedia have been
discussed. There is also a description of the pedagogic use of
hypermedia. We will just state that remote on-line hypermedia
document may facilitate the construction of knowledge. Provide
access to a variety information sources allow for self-directed
exploration of information. Knowledge construction is fostered
through the intentional searching process and linking of the information
to the learner's own schema. Merely locating information is a
database in not necessarily productive of learning.
Critical to the knowledge construction process is a meaningful
purpose to learn or intentionally of the learner in performing
the search to facilitate and strengthen connection between elements
of information.
The interactive learning environment which are commonly known
from computer-assisted instruction, are starting to become available
trough the network. Particularly interesting are systems which
can involve several users and operate over a network, where competing
groups can, for instance, control of a simulation applications.
Examples of interactive educational business simulation is no
available over Internet The game administrator can monitor a
simulation and produces comparative plots etc., to be used in
a debriefing session. The basic modules of a management simulator
will often represent several structural identical industrial corporations,
competing for the same group of potential customers.
The figure show four group of player emulate the boards of directors
of virtual enterprises, that compete with each other. During the
game, each group of players can be confronted with interrelated
decision making requirements, and it can be difficult to understand
how they interact and how the whole system will react. To improve
the performance, the group must identify and collect relevant
information. The team members must derive alternative courses
of action and evaluate their expected consequences.
To participate in the same tray http://www.powersim.no/
The power of computer conferencing as a constructivistic learning
environment lies in its capability as asynchronous collaboration
as well as the opportunities for coaching, modelling and scaffolding
to assist learners in accomplishing various educational tasks.
The learner is an actively engaged
In comparison with traditional classroom, where the teacher contribute
up to 60-80% of the verbal exchange, on-line computer conferancing
shows instructor contributions only 10-15 % of the message volume
(Winkelmans,1988). Allowing learners to generate questions, summarise
content, clarify points and predict upcoming events are activities
that can facilitate
When designing a learning environment, whether computer based
or not, there are a multitude of design decisions that must be
made. Many of these design decisions are made unconsciously without
any articulated view of the issues being addressed. It would be
better if these design decisions were consciously considered,
rather than unconsciously made. Implications for the instructional
design process traditional behavioural theory and cognitive science
contrast dramatically to the constructivist theories in terms
of the underlying epistemological assumptions. As should be clear
from the discussion thus far, these epistemological differences
have significant consequences for our goal and strategies in the
instructional design process.
D Brown, J.S., Collins, A. & Duguid, P. (1989). Situated cognition and the culture
of learning. Educational Researcher, 18(1), 32-42.
D Brown, A.L., Metz, K.E. & Campione, J.C. (199?). Social interaction and
individual understanding in a community of learners: The influence of Piaget and
Vygotsky. In A. Tryphon & J. Voneche (Eds.) Piaget - Vygotsky The Social
Genesis of Thought (145-169). London: Psychology Press.
D Laurillard, D. (1993). Rethinking University Thinking. A framework for the
effective use of educational technology. London: Routledge
D Turkle, S. (1995): Life on the screen - Identity in the Internet. New York:Simon & Schuster
R.D. Tennyson, (1993); Instructional System Development. I Automating
Instructional Design: Computer-Based Development and Delivery
Tools, Springer_Verlag .
Michael J.Stribel (1989) Instructional Plans and Situated Learning, Journal of Visual Literacy, 9(2)
Gagne, R.M., Briggs,L.J., & Wager,W.W. (1988). Principles of Instructional Design, New York: Holt, Reinhart & Winston.
Collins, A., Brown,J.S., Newman,S.E. (1989). Cognitive Apprenticship. In: L.B.Resnick (Ed) Knowing, Learning and Instruction. Lawerence Erlaum Associates.