Archive for September, 2012


Thesis Abstract

Peer to peer learning is not well supported in e-learning environments. 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 a 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 matching the learners needs with the most suitable collaborator. Factor like content, resources, time and place are taking into account to provide the best suitable match (Ogata, & Yano, 2004; Zhang, Jin, & Lin, 2005; Takahata, et. al., 2004). One of the main problems when trying to transfer peer-to-peer learning from a conventional environment to an online environment is the increment in the cognitive load. Users must first learn the interface which requires a greater investment of time in their end. 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 four Instructional Design Principles for Intrinsic Motivation: control, challenge, curiosity and contextualization (“The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education”, Klapp). In addition to Johnson & Johnson promotive interaction for developing effective peer-to-peer applications.

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Research Notes

Advantages

  • Approachable and have insights into learning difficulties.
  • Master of the subject may have difficulties seeing the novices’s obstacles.
  • They call for independent preparation and critical thinking.
  • Immediate feedback

Main Flow

  • Question
  • Answer
  • Feedback
  • Prompting
  • (Greasses, Pearson & Maglinao, 1995).

Helper behaviors (Murray)

  • Giving Reviews
  • Summaries
  • Remainders
  • Analogies
  • Prompts
  • Didactic Explanations
  • Advice on which steps to take
  • Corrective Feedback
  • Hints
  • Encouragement
  • Asking Question
  • Diagnosing Misconceived Knowledge
  • Assessing Missing Knowledge
  • Assessing Deviations from the ideal

Helped behaviors (Murray)

  • Giving Answers
  • Asking Questions
  • Thinking
  • Writing
  • Exhibiting Confusion

History

Peer-to-peer learning traces

  • Philosophy
  • Psychology
  • Vygotsky
  • Piaget
  • Rogoff

Peer to peer learning is the acquisition of knowledge and skill through active helping and supporting amount status equals or matched companies.

What is different from what is out there?

There are several peer-to-peer learning systems out there. KHAN Academy is a well know example of the peer-to-peer systems that exist. But in why way my approach is different interface and reaction. I personally tried one of the exercises and was stuck for a long time without being able to get out of the system or get hints until the view solution button appeared. Systems like Code Academy are a little more advance. In Code Academy the feedback is a little better, but its missing that hand holding value. The characteristics that Murray’s describe can be implemented in invisible interfaces to create effective peer-to-peer learning.

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Working Bibliography

Dillenbourg P. (1999) What do you mean by collaborative learning?. In P. Dillenbourg (Ed) Collaborative-learning: Cognitive and Computational Approaches. (pp.1-19). Oxford: Elsevier

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

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

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

Cecez-Kecmanovic, D. and Webb, C. Towards a Communicate odel of Collaborative Web-Mediated Learning

Group Awareness, Learning, and Participation in Computer Supported Collaborative Learning (CSCL) Procedia – Social and Behavioral Sciences, Volume 46, 2012, Pages 3068–3073 Jorge Chavez , Margarida Romero

Hafize Keser, Fezile Özdamli, What are the Trends in Collaborative Learning Studies in 21st Century?, Procedia – Social and Behavioral Sciences, Volume 46, 2012, Pages 157-161, ISSN 1877-0428, 10.1016/j.sbspro.2012.05.086. (http://www.sciencedirect.com/science/article/pii/S1877042812012153)

Li, Cen Zhijiang Dong, Roland H. Untch, and Michael Chasteen. “Facilitating Peer Review in an Online Collaborative Learning Environment for Computer Science Students.” Department of Computer Science, Middle Tennessee State University, Murfreesboro, TN,

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

Sanders, Mark. “Collaborative Learning Enhances Critical Thinking.” Journal of Technology Education 7.1 (1995): n. pag. Virgina Tech Digital Library and Articles. Web. 22 Aug. 2012.

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

Shen, Bo. Research and Practive on Web 2.0 – based Collaboratory Learning

Stewart, Ehly, and Keith Topping. Peer-assisted Learning. London: LEA, 2009. Print.

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

Yang, S. J. H. (2006). Context Aware Ubiquitous Learning Environments for Peer-to-Peer Collaborative Learning. Educational Technology & Society, 9 (1), 188-201.

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Thesis Outline

  1. Introduction

    • Thesis statement:

      Invisible interfaces can be used to create effective peer-to-peer learning in an online environment by facilitating “learning by doing” while also building social interaction.

    • Problem: Effectively creating peer-to-peer learning in an online environment.
      • Characteristic of effective peer-to-peer learningin conventional environments
      • Problems of current online implementations
    • Solution
      • Why peer-to-peer learning works
      • Murrad & Leppard’s theories on peer-to-peer learning
      • Johnson & Johnson approach to peer-to-peer online-learning
      • Advantages of combining Murrad and Johnson’s approaches.
    • Project introduction (overview)
      • Definition of peer-to-peer learning
      • Describe how peer-to-peer learning works
  2. History of peer-to-peer learning

    • Piaget Views
    • Vygotsky Views
    • Bruner Views
    • Rogoff Views
  3. Current trends

    • Peer-to-peer Education
    • Peer-to-peer Monitoring
    • Peer-to-peer Assestment
    • Invisible interface design: definition and usability in peer-to-peer learning
    • The roal of social interaction in peer-to-peer learning
  4. Project description (details)

    • How a combination of peer-to-peer education, monitoring and assestment can help establish efficient peer-to-peer learning
    • 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 based on Leppard’s theories
      • 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

Dillenbourg P. (1999) What do you mean by collaborative learning?. In P. Dillenbourg (Ed) Collaborative-learning: Cognitive and Computational Approaches. (pp.1-19). Oxford: Elsevier

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

Kapp, Karl. The Gamification of Learning and Instruction:

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

Sanders, Mark. “Collaborative Learning Enhances Critical Thinking.” Journal of Technology Education 7.1 (1995): n. pag. Virgina Tech Digital Library and Articles. Web. 22 Aug. 2012.

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

Stewart, Ehly, and Keith Topping. Peer-assisted Learning. London: LEA, 2009. Print.

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

Yang, S. J. H. (2006). Context Aware Ubiquitous Learning Environments for Peer-to-Peer Collaborative Learning. Educational Technology & Society, 9 (1), 188-201.

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Artistic and Technology Influences

 

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Contribution to your field

The evolution of technology has impact all fields of our lives from the way we cook to how we interact with each other. From twitter to flicker technology has open a world of possibilities. One of the areas where technology has had an important impact is education. We, online students are an example of how education have evolved. We have leaved the classroom and transported to work online, we connected through computers and participate through forums and discussion boards.

But there are some aspects of in-person learning have not completely transition to the online environment. Aspect like peer-to-peer learning have had ineffective implementations. Studies show that people learn in different ways and one of the proven way to learn is through a system that adapts to your needs and helps you develop your knowledge and this what I propose an application that will contribute to the interactive fields by helping the learner achieve a level of education that until now has only been successfully applied to in-person learning.

Everyday we move deeper into the interactive world, computers have become a part of our every day life and education. It is time that we take advantage of what has been proven good and transition it to the online world in an effective manner. I propose to bring peer-to-peer learning online.

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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 matching the learners needs with the most suitable collaborator. Factor like content, resources, time and place are taking into account to provide the best suitable match (Ogata, & Yano, 2004; Zhang, Jin, & Lin, 2005; Takahata, et. al., 2004). One of the main problems when trying to transfer peer-to-peer learning from a conventional environment to an online environment is the increment in the cognitive load. User must first learn the interface which requires a greater investment of time in their end. 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 four Instructional Design Principles for Intrinsic Motivation: control, challenge, curiosity and contextualization (“The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education”, Klapp). In addition to Johnson & Johnson promotive interaction for developing effective peer-to-peer applications.

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Thesis Timeline and Task Updated

 

 

 

 

 

 

 

 

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Thesis-Task-Timeline-updated

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Dillenbourg P. (1999) What do yuo mean by collaborative leraning?. In P. Dillenbourg (Ed) Collaborative-learning: Cognitive and Computational Approaches. (pp.1-19). Oxford: Elsevier

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

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

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

Sanders, Mark. “Collaborative Learning Enhances Critical Thinking.” Journal of Technology Education 7.1 (1995): n. pag. Virgina Tech Digital Library and Articles. Web. 22 Aug. 2012.

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

Yang, S. J. H. (2006). Context Aware Ubiquitous Learning Environments for Peer-to-Peer Collaborative Learning. Educational Technology & Society, 9 (1), 188-201.

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