Archive for August, 2012


Thesis Proposal

The concept of collaborative learning, the grouping and pairing of students for the purpose of achieving an academic goal, has been widely researched and advocated throughout the professional literature. The term “collaborative or peer-to-peer learning” refers to an instruction method in which students at various performance levels work together in small groups toward a common goal. The students are responsible for one another’s learning as well as their own. The shared learning gives students an opportunity to engage in discussion, take responsibility for their own learning, and thus become critical thinkers (Totten, Sills, Digby, & Russ, 1991).

According to Vygotsky (1978), students are capable of performing at higher intellectual levels when asked to work in collaborative situations than when asked to work individually. Group diversity in terms of knowledge and experience contributes positively to the learning process. Bruner (1985) contends that cooperative learning methods improve problem-solving strategies because the students are confronted with different interpretations of the given situation. The peer support system makes it possible for the learner to internalize both external knowledge and critical thinking skills and to convert them into tools for intellectual functioning.

The peer-to-peer learning environment provides an interoperable, pervasive, and seamless learning architecture to connect, integrate, and share three major dimensions of learning resources: learning collaborators, learning contents, and learning services (Chang, & Sheu, 2002; Cheng, et. al., 2005; Haruo, et. al., 2003). Peer-to-peer learning is characterized by providing intuitive ways for identifying right collaborators, right contents and right services in the right place at the right time based on learners surrounding context such as where and when the learners are (time and space), what the learning resources and services available for the learners, and who are the learning collaborators that match the learners’ needs (Ogata, & Yano, 2004; Zhang, Jin, & Lin, 2005; Takahata, et. al., 2004). As a result, the effectiveness and efficiency of peer-to-peer learning heavily relies on the surrounding context of learners.

On an online environment the human factor is different that in an in person interaction. In order to create efficient online peer-to-peer learning application Johnson & Johnson proposed the following six steps: Encourage Participation, Maintaining Social Grounding, Support Active, Learning Conversation, Support Promotive Interaction. Now that we got the roadmap to online peer-to-peer learning application we need to find a suitable fit for this application.

Invisible interfaces are a powerful tool for observational learning because the interface appears only when needed reducing the cognitive load, reducing the investment required to learn the application, and making it easier for the user to focus on the task at hand. In this thesis, I will create a tutorial like peer-to-peer application with an invisible interface following Mark Lepper’s instructional design principles for intrinsic motivation and Johnson & Johnson concepts for developing effective peer-to-peer applications.

 

Goals

  • Build collaborative knowing knowledge building or knowledge creation.
  • Learners need to be able to think creatively, solve problems, and make decisions as a team.

P2P Learning

  • Strijbos, Kirschner and Martens illustrate that multiple collaborative environments exist and learning, interaction, support and technology should be aligned: they shape – to a varying extent
  • Each CSCL environment requires a specific set of tools and pedagogy
  • Typical learning services for collaboration in virtual learning communities are content, access of certain learning subjects; making studying notes and annotation on learning subjects; group discussion, brainstorming for knowledge creation and sharing.
  • The Collaborative Learning Model identifies the characteristics exhibited by effective learning teams, namely participation, social grounding, performance analysis and group processing,application of active learning conversation skills, and promotive interaction. This model provides Intelligent Collaborative Learning System developers with a framework and set of recommendations for helping groups acquire effective collaborative learning skills.

Disadvantages of P2P Learning in Online Learning Environments

  • Lack of immediate feedback.
  • Collaboration tends to reduce the flexibility of distance education (Kreijns, 2004).
  • During collaboration coordination conflicts are more likely to occur in asynchronous CMC settings compared to face-to-face settings (Benbunan-Fich & Hiltz, 1999).
  • For any collaboration to develop it is essential that students feel the need to engage in sustained interaction (which implies that they respond to messages by other students in an asynchronous communication format) before we can even expect that the students engage in an effective knowledge building discourse.
  • How to make P2P Learning effective in Online Learning Environments: Encourage Participation, Maintaining Social Grounding, Support Active Learning Conversation, Support Promotive Interaction

Definition of Terms

  • Peer-to-Peer Learning or Collaborative Learning or ubiquitous Learning:
  • An instruction method in which students work in groups toward a common academic goal.
  • Critical-thinking Items:
  • Items that involve analysis, synthesis, and evaluation of the concepts.
  • Drill-and-Practice Items:
  • Items that pertain to factual knowledge and comprehension of the concepts.

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Thesis Abstract

Peer to peer learning is not well supported in e-learning environment. Collaboration in virtual learning communities characterizes itself by heavily relying on interaction among the collaborators (Edwards, 2002; Biström, 2005). The collaborators can be instructors and learners, the interaction can be resources discovery, access, and sharing, as well as group communication and discussion, or simply any collaboration which has occurred among the instructors and learners. Nevertheless, such collaboration environment is generally not supported by conventional learning environments. Typical learning services for collaboration in virtual learning communities are content, access of certain learning subjects; making studying notes and annotation on learning subjects; group discussion, brainstorming for knowledge creation and sharing.

Peer-to-peer learning is characterized by providing intuitive ways for identifying right collaborators, right contents and right services in the right place at the right time based on learners surrounding context such as where and when the learners are (time and space), what the learning resources and services available for the learners, and who are the learning collaborators that match the learners’ needs (Ogata, & Yano, 2004; Zhang, Jin, & Lin, 2005; Takahata, et. al., 2004). Invisible interfaces are a powerful tool for observational learning because the interface appears only when needed reducing the cognitive load, reducing the investment required to learn the application, and making it easier for the user to focus on the task at hand. In this thesis, I will create a tutorial like peer-to-peer application with an invisible interface following Mark Lepper’s instructional design principles for intrinsic motivation and Johnson & Johnson concepts for developing effective peer-to-peer applications.

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Thesis Schedule

  • Course Progression

    Studio I – Summer 2012

    Interactive Design and Game Development Portfolio – Fall 2012

    Review for Candidacy – Winter

    Studio II – Winter

    Thesis

Tasks

  • Survey to find out what is missing from learning application. What desired features are needed and wanted. (Fall 2012)
  • Create a prototype based on feedback received on the survey. (Fall 2012)
  • Refine my thesis proposal.(Fall 2012)
  • Refine my thesis abstract.(Fall 2012)
  • MFA Thesis Review (Winter 2012)
  • Survey using previous created prototype to show application main functionality (Winter 2012)
  • Prototype revisions based on feedback (Winter 2012)
  • Prototype with basic functionality and peer-to-peer learning implementation (Winter 2012)
  • Survey to test peer-to-peer learning implementation (Winter 2012)
  • Revisions based on survey feedback (Winter 2012)
  • Keep on with the documentation portion of my thesis. (Spring)
  • Review, proof read and edit my thesis documentation.(Spring)

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Thesis Action Plan

  • Survey to find out what is missing from learning application. What desired features are needed and wanted.
  • Create a prototype based on feedback received on the survey
  • Refine my thesis proposal
  • Refine my thesis abstract
  • MFA Thesis Review (1st attempt)
  • Survey using previous created prototype to show application main functionality
  • Prototype revisions based on feedback
  • Prototype with basic functionality and peer-to-peer learning implementation
  • Survey to test peer-to-peer learning implementation
  • Revisions based on survey feedback
  • Keep on with the documentation portion of my thesis.
  • Review, proof read and edit my thesis documentation.

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Thesis Outline

  1. Introduction

    • Thesis statement:

      This thesis proposes solutions to make peer-to-peer learning effective in an online environment by using invisible interfaces in a tutorial like learning application designed to facilitate “learning by doing” while also building social interaction.

    • Problem: Peer-to-Peer learning doesn’t work well in an online environment.
      • Lack of immediate feedback.
      • Collaboration tends to reduce the flexibility of distance education (Kreijns, 2004).
      • During collaboration coordination conflicts are more likely to occur in asynchronous CMC settings compared to face-to-face settings (Benbunan-Fich & Hiltz, 1999).
      • For any collaboration to develop it is essential that students feel the need to engage in sustained interaction (which implies that they respond to messages by other students in an asynchronous communication format) before we can even expect that the students engage in an effective knowledge building discourse.
    • Solution
      • Differences between conventional face-to-face instances of collaborative learning and what occurs in an online-learning application.
      • Johnson & Johnson approach to peer-to-peer online-learning
      • Benefits of online peer-to-peer learning.
    • Project introduction (overview)
      • Definition of peer-to-peer learning
      • Describe how peer-to-peer learning works
  2. History of peer-to-peer learning

    • Vygotsky Views
    • Bruner Views
  3. Current trends

    • Peer-to-peer learning, how it is supported in current e-learning systems.
    • Invisible interface design.
    • Inclusion of social tools in tutorial like based learning applications.
  4. Project description (details)

    • Invisible interfaces & peer-to-peer learning, implementation to fit this approach.
    • Build collaborative knowing knowledge building or knowledge creation.
    • Learners need to be able to think creatively, solve problems, and make decisions as a team.
    • Keys to effective Learning effective in Online Learning Environments
      • Encourage Participation
      • Maintaining Social Grounding
      • Support Active Learning Conversation
      • Support Promotive Interaction
  5. Reception of your project

    • Feedback.
    • Areas of improvement (if any)
  6. Conclusion

    • Verify that hte goals have been achieved.
    • Verify implementeation of Johnson & Johnson Approach
    • Verify implementation of keys to efficient online peer-to-peer applications
  7. Quotes

    • “The students are responsible for one another’s learning as well as their own. The shared learning gives students an opportunity to engage in discussion, take responsibility for their own learning, and thus become critical thinkers” (Totten, Sills, Digby, & Russ, 1991).
    • “Robert Bandura in the late 1970s articulated the concept of social learning theory as a method by which individuals learn from one another in the context of a social situation through observation. Social learning theory is based on the premise that observation and imitation lead to learned behavior. Research in this area indicates that, indeed, human social model scan be effective in influencing another person to change behaviors, beliefs, or attitudes, as well as social and cognitive functioning”(Theories Behind Gamification, Kapp).
    • “Another method of looking at motivating learners was proposed by Mark Lepper, a researcher from Stanford University, who proposed a series of design principles for promoting intrinsic motivation in instructional activities to avoid having to rely on extrinsic motivational techniques”(Theories Behind Gamification, Kapp).
    • “A cognitive apprenticeship supports learning in a domain by enabling students to acquire, develop, and use cognitive tools in an authentic activity”(Theories Behind Gamification, Kapp).
    • “Games can better appeal to the human need for social interaction when players have a stronger sense of one another’s presence”(Common Motivation, Ferrera).

Bibliography

Facebook Demographics Revisited. Ken Burbary. March 7, 2011. http://www.kenburbary.com/2011/03/facebook-demographics-revisited-2011-statistics-2/

Ferrera, John. Playful Design. Rosenfeld Media. May 16,2012.

Google, “An Update to Google Social Search.” Last modified 2011 17,02. http://googleblog.blogspot.com/2011/02/update-to-google-social-search.html.

Kapp, Karl. The Gamification of Learning and Instruction:

Game-based Methods and Strategies for Training and Education. Pfeiffer. May 1,2012.

Schlossberg, Edwin. Interactive Excellence: Defining and Developing New Standards for the Twenty-first Century.Ballantine Books, 1998.

Rogers Yvonne, Sharp Helen, Preece Jenny. INTERACTION DESIGN: beyond human-computer interaction. John Wiley & Sons. Jun. 21,2011.

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Peer-to-Peer Learning

  • Collaborative Learning Enhances Critical Thinking

    The concept of collaborative learning, the grouping and pairing of students for the purpose of achieving an academic goal, has been widely researched and advocated throughout the professional literature. The term “collaborative learning” refers to an instruction method in which students at various performance levels work together in small groups toward a common goal. The students are responsible for one another’s learning as well as their own. Thus, the success of one student helps other students to be successful.

  • Context Aware Ubiquitous Learning Environments for Peer-to-Peer Collaborative Learning

    A ubiquitous learning environment provides an interoperable, pervasive, and seamless learning architecture to connect, integrate, and share three major dimensions of learning resources: learning collaborators, learning contents, and learning services. Ubiquitous learning is characterized by providing intuitive ways for identifying right learning collaborators, right learning contents and right learning services in the right place at the right time.

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Thesis Statement

This thesis proposes solutions to make peer-to-peer learning effective in an online environment by using invisible interfaces in a tutorial like learning application designed to facilitate “learning by doing”  while also building social interaction.

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Here is a short version of what I foresee of my thesis maybe you can point me to the correct direction:

Project: FB Me
Why? Cause FB API implementation is growing and Facebook doesn’t offer a solid documentation of how the code works.
What I propose for this project?  The goal is this project is give the learner a skill-set, in the case of FB Me being able to use the Facebook API to suit their business needs.
What makes this different? FB Me will implement invisible interfaces.
What are invisible interfaces?  Invisibile interface is a UX name given to interfaces that grow with the user. Invisible interfaces display the bare bones of the application and show features when needed. This process allows the user to grow with the application. Invisible interfaces reduce the learning curve  of trying to figure out what the different options in the application due. Invisible interfaces follow Mark Lepper’s design principles: they give the control to the user while keeping them motivated. And allows learners to go on their own pace and learn from their mistakes.
What is the advantage of learning from their mistakes? Learning from their mistakes allows the learning to be more conscious about their learning process.  User models approach to learning depend on stereotypes and marked routes while an observational approach allows the learning to reflect on their own mistakes and cope from their own mistakes. It also promotes cognitive learning and craftsmanship. Just as a sculptor models their sculptures, through the use of invisible application learning are molding their mind to gain knowledge through thought.
What is the role of social tools in learning? Social Tools, in the case of this project the Facebook API will be user to build social interactions which as Ferrera commented in his book Playful Designs give the learning a sense of community, of sharing the process with someone else.
How will social tools be applied in FB Me? The game has a badge award system, the gained badges can be shared with your friends. Moreover, the FaceOff feature allows the user to connect with their friends are share the learning process.

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Thesis Abstract

Interactions with social media can provide more to a site than just spreading information and attracting new visitors. The established communication can be utilized beyond user engagement. The inclusion of social media tools in game-based learning applications can allow us to create more intuitive interfaces that help the learning process.

The user model, a preconceived representation of the user, is obsolete the “typical” user doesn’t exist. The user model should be replaced with observation of the user situated in an environment of use. Invisible interfaces are a powerful for tool for observational learning because the interface appears only when needed reducing the cognitive load, reducing the investment required to learn the application, and making it easier for the user to focus on the task at hand.

In this thesis, I will create a game-based learning application with an invisible interface following Mark Lepper’s instructional design principles for intrinsic motivation. The game interface will begin only with the fundamentals and evolve and adapt along side the user. The invisible interface will allow the user to have control over their own learning process, while the inclusion of social media will allow the learners to create social interaction and learn from their mistakes.

Thesis Outline

  1. Introduction
    1. Thesis statement:

The “typical” user of a system does not exist; simple classification schemes based on stereotypes are inadequate because they become dependent on a particular context rather than applying to users globally (Fischer). In this thesis, I will create invisible interfaces for observational learning for games-based learning application. Incorporation of social media tools build social interaction; allowing learners to become more aware of their own learning process, encouraging them to take ownership of learning and then apply it to their jobs.

  1. Problem: The stereotype user model, a preconceived representation of the user, is obsolete the “typical” user doesn’t exist.
  • Learning application that follow a user model need an internal representation of the user to foresee their needs.
  • Stereotype based user models are based on statistics and do not take into account that personal attributes may not match the stereotype.
  1. Solution: The user model should be replaced with observation of the user situated in an environment of use. Game-based learning application will use an invisible interface that can be changed not to how each user wants it, but to how each user needs it. By incorporating social media tools the application allows learners to become more aware of their own learning process, encouraging them to take ownership of learning and then apply it to their jobs.
  1. Project introduction (overview)

The user model, a preconceived representation of the user, is obsolete the “typical” user doesn’t exist. The user model should be replaced with observation of the user situated in an environment of use. Invisible interfaces are a powerful for tool for observational learning because the interface appears only when needed reducing the cognitive load, reducing the investment required to learn the application, and making it easier for the user to focus on the task at hand. The game interface will begin only with the fundamentals and evolve and adapt along side the user. The invisible interface will allow the user to have control over their own learning process, while the inclusion of social media will allow the learners to create social interaction and learn from their mistakes.

  1. History of user-centered design & game design

    1. Predecessor of user-centered design
    2. User-centered design advantages.
    3. Game design theories
    4. Game-based learning applications.
  2. Current trends

    1. Invisible interface design.
    2. Inclusion of social tools in game-based learning applications.
  3. Project description (details)
    Solutions to immediate problem

    1. Invisible interfaces allow user to learn from their mistakes. They don’t overwhelm the user with unnecessary tools. They provide a basic interface that grows with the user and accommodates to their needs.
  4. Relevant processes (extra information such as survey questions and polls might be more appropriate as an added addendum)
  5. A user-center approach for game-based learning application provide learners with a skill-set based on an aware program that motivates the learner to continue the learning process.
  • Reception of your project

    1. Shortcomings of user models allow visible interfaces to be a powerful tool for game-based learning applications.
    2. The world has gone social. Social learning can help learners become aware of their learning process.
  • Conclusion
    QuotesRobert Bandura in the late 1970s articulated the concept of social learning theory as a method by which individuals learn from one another in the context of a social situation through observation. Social learning theory is based on the premise that observation and imitation lead to learned behavior. Research in this area indicates that, indeed, human social model scan be effective in influencing another person to change behaviors, beliefs, or attitudes, as well as social and cognitive functioning”(Theories Behind Gamification, Kapp).Another method of looking at motivating learners was proposed by Mark Lepper, a researcher from Stanford University, who proposed a series of design principles for promoting intrinsic motivation in instructional activities to avoid having to rely on extrinsic motivational techniques(Theories Behind Gamification, Kapp).A cognitive apprenticeship supports learning in a domain by enabling students to acquire, develop, and use cognitive tools in an authentic activity(Theories Behind Gamification, Kapp).Games can better appeal to the human need for social interaction when players have a stronger sense of one another’s presence”(Common Motivation, Ferrera).

    1. Highly effective interface is one that can be changed not to how each user wants it, but to how each user needs it. Game-based learning application will benefit from keeping up with the learner skill-set and adapting to their needs.
    2. Social media tools build social interaction by allowing the learners to share with their knowledge with others through FaceOff providing user with a sense of community and satisfying their social needs.
  • Bibliography

Facebook Demographics Revisited. Ken Burbary. March 7, 2011. http://www.kenburbary.com/2011/03/facebook-demographics-revisited-2011-statistics-2/

Ferrera, John. Playful Design. Rosenfeld Media. May 16,2012.

Google, “An Update to Google Social Search.” Last modified 2011 17,02.http://googleblog.blogspot.com/2011/02/update-to-google-social-search.html.

Kapp, Karl. The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education. Pfeiffer. May 1,2012.

Schlossberg, Edwin. Interactive Excellence: Defining and Developing New Standards for the Twenty-first Century.Ballantine Books, 1998.

Rogers Yvonne, Sharp Helen, Preece Jenny. INTERACTION DESIGN: beyond human-computer interaction. John Wiley & Sons. Jun. 21,2011.

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Thesis Statement

The “typical” user of a system does not exist; simple classification schemes based on stereotypes are inadequate because they become dependent on a particular context rather than applying to users globally (Fischer). In this thesis, I will create invisible interfaces for observational learning for games-based learning application. Incorporation of social media tools build social interaction; allowing learners to become more aware of their own learning process, encouraging them to take ownership of learning and then apply it to their jobs.

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