Archive for October, 2012


 

Thesis Outline Expanded

    • Introduction

Information technology and social networks are transforming practically all the aspects of the world we live in including interactive design and education. As Edwin Schlossberg, author of Interactive Excellence: Defining and Developing New Standards for the Twenty-first Century, said, “True interactivity is not about clicking on icons or downloading files, it’s about encouraging communication” (Schlossberg 1998). We live in an era of communication; thanks to the boom of social media and the advancements of technology learning has moved from the classroom to an online environment.

 

An online learning environment allows learners to get an education that work with their busy schedules. Online learning allows learners to connect from any place in the world and learn something new. But are online learners taking advantages of the full learning experience? Has the transition from the classroom into online environment effectively replicate all the important aspects of learning?

 

A proven beneficial aspect of the learning process is the ability to learn from your peers without the pressures of a teacher-student interaction. 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).

 

    • Thesis statement/Abstract:

Traditional online learning environments grew out of administrative management of courses and, thus, leave much to be desired in skills-based learning. However, by designing invisible interfaces to re-frame the environments around learning by doing, they can be just as effective as traditional on-ground learning experiences.

On-ground experience offer multiple aids for students when dealing with skills-based learning. Face-to-face collaborative learning revealed numerous benefits: better performance, better motivation, higher test scores and level of achievement, development of high level thinking skills, higher student satisfaction etc. (Johnson et al., 1981;Dansereau, 1983; Slavin, 1987; Sharan, 1990). More recent research on computer supported collaborative learning has confirmed these benefits and has shown that they can be enhanced even further through adequate technological support (e.g. Alavi, 1994; Hiltz, 1995; Huynh,1999). By designing invisible interfaces, as a user interface compatible with the cognitive process involved in learning by doing, web mediated collaborative learning environments can be just as effective as traditional on-ground learning experiences.

Invisible interfaces help students focus on what is really important to them by minimizing the cognitive distance between the task goal and the human actions needed to accomplish this task.

    • Problem: Effectively creating peer-to-peer learning in an online environment.

Steward Ehly in his book Peer-Assisted Leaning defines peer-to-peer learning as “the acquisition of knowledge and skill through active helping and supporting among status equals or matched companions” (Ehly, 1). If we analyze this definition in an online education environment we could see that the current tools available do not allow this acquisition of knowledge to occur since it will need at least two parties to active participate through the whole process. Current online education environments offer discussions boards, forums and blogs among other tools of one way communication. For example: when an online student creates a post in a discussion post there is not immediate interaction; the interaction is created when another student post a response.

But as current peer-to-peer learning application show this acquisition of knowledge can occur without a ‘real’ peer in the other side. Computer based learning application are revolutionizing the education world.

 

    • Characteristic of effective peer-to-peer learning in conventional environments
    • Problems of current online implementations

      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.

  1. Solution
    • Why peer-to-peer learning works

      In the case of peer tutoring, a recent review identified 28 previous reviews and meta-analyses of evaluation research (Topping, 1992). Sharpley and Sharpley (1981) and Cohen, Kulik, and Kulik (1982) found strong evidence of cognitive gains for tutees and tutors and some evidence for improved attitudes and self-image (which are, of course, more difficult to measure). They also found that training improved outcomes, structured procedures improved outcomes, and that same-age tutoring was as effective as cross-age tutoring. (Ehly, 3).

    • Murrad & Leppard’s theories on peer-to-peer learning

      Cognitive Apprenticeship

      A cognitive apprenticeship supports learning in a domain by enabling students to acquire, develop, and use cognitive tools in an authentic activity. Cognitive apprenticeship methods try to enculturate students into authentic practices through activity and social interaction in a way similar to craft apprenticeship.

      Similar to a traditional apprenticeship, a learner works under a teacher who models the behavior in a real-world context as well as explains the thought processes and actions behind those behaviors. As the cognitive apprentice listens, observes, and models those same behaviors, he or she identifies the relevant behaviors and develops a conceptual model of the processes involved. The apprentice is then given an opportunity to rehearse those behaviors and obtain feedback from the teacher, who provides coaching, tips, and pointers. The idea is that the apprentice learns to solve problems in the context that produced them. (Murrad, 33).

    • Lepper Instructional Design Theories

      Mark Lepper, a researcher from Stanford University, proposed a series of design principles for promoting intrinsic motivation in instructional activities to avoid having to rely on extrinsic motivational techniques. Lepper lists four principles:

      • Control - Provide learners with a sense of control over the learning activity
    • Challenge – Create an activity that is continually challenging to learners.
    • Curiosity: Appeal to the learners’ sense of curiosity.
    • Contextualization: Use an authentic context and environment to stress the utilitarianism of the learning.
    • Johnson & Johnson’s approach to peer-to-peer online-learning
    • Advantages of combining Murrad and Johnson’s approaches.
    • 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
  1. Project introduction (overview)
    • Definition of peer-to-peer learning
    • Describe how peer-to-peer learning works
    • History of peer-to-peer learning

  2. Piaget Views
  3. Vygotsky Views
  4. Bruner Views
  5. Rogoff Views
    • Current trends

  6. Peer-to-peer Education
  7. Peer-to-peer Monitoring
  8. Peer-to-peer Assessment
  9. Invisible interface design: definition and usability in peer-to-peer learning
  10. The role of social interaction in peer-to-peer learning
    • Project description (details)

  11. How a combination of peer-to-peer education, monitoring and assessment can help establish efficient peer-to-peer learning
  12. Invisible interfaces & peer-to-peer learning, implementation to fit this approach.
  13. Build collaborative knowing knowledge building or knowledge creation.
  14. Learners need to be able to think creatively, solve problems, and make decisions as a team.
  15. 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
    • Reception of your project

  16. Feedback.
  17. Areas of improvement (if any)
    • Conclusion

  18. Verify that the goals have been achieved.
  19. Verify implementation of Johnson & Johnson Approach
  20. Verify implementation of keys to efficient online peer-to-peer applications

 

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Thesis Abstract

On-ground experience offer multiple aids for students when dealing with skills-based learning. Face-to-face collaborative learning revealed numerous benefits: better performance, better motivation, higher test scores and level of achievement, development of high level thinking skills, higher student satisfaction etc. (Johnson et al., 1981;Dansereau, 1983; Slavin, 1987; Sharan, 1990). More recent research on computer supported collaborative learning has confirmed these benefits and has shown that they can be enhanced even further through adequate technological support (e.g. Alavi, 1994; Hiltz, 1995; Huynh,1999). By designing invisible interfaces, as a user interface compatible with the cognitive process involved in learning by doing, web mediated collaborative learning environments can be just as effective as traditional on-ground learning experiences.

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Thesis Statement

Traditional online learning environments grew out of administrative management of courses and, thus, leave much to be desired in skills-based learning. However, by designing invisible interfaces to re-frame the environments around learning by doing, they can be just as effective as traditional on-ground learning experiences.

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Thesis Process

Thesis Process
How will it work
INTERACTION WITH INVISIBLE INTERFACE
1.    Application starts with minimalistic approach, only basic functionality showing.
2.    As the users interacts with the application this will react accordingly.
3.    If the user has pass the determinate time with no interaction, the application will offer the user a hint.
4.    If the user has answer the question incorrectly, the application will offer the user a hint.
5.    If the user makes a seconds attempt with an error, the application will show the user an information option that provides the user with help with the question.
6.    If the user has successfully answer a question, the application will explain why it is correct and the knowledge learned to the static knowledge learned section that is always accessible thorough the user.

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What is currently being done?

Online learning environments like Blackboard lack of an effective peer-to-peer learning system. The main reasons why peer-to-peer learning doesn’t work in an online environment is that it requires more than one person and relies heavily on learner’s surrounding context.
Online learning environments don’t offer student instant communication with classmates. The basic principle of accessing classes online generates a relationship between one and the computer. Online learning lacks of the sense of community shared knowledge; learning environments like Blackboard provide discussions and forums options in an attempt to create a sense of community and encourage communication between classmates. But is this enough? Communication methods of educational environments like Blackboard are not instant and depend entirely of student participation making it impossible to create peer-to-peer learning or facilitate learning by doing.
Other systems like Code Academy and KHANN Academy try satisfy users needs of an online peer-to-peer learning system. But even thou both systems make good attempts to create peer-to-peer learning they merely serve as a reinforcement tool. KHANN Academy offer video and practice reinforcement tools. While CodeAcademy is all about practice. But the feedback offered to the user isn’t enough; the goal of peer-to-peer learning is to promote cognitive thinking that leads to user acquiring knowledge not to just provide the system with the correct answer but understand the reasoning behind their response.
Conventional methods of peer-to-peer learning required at least three elements: tutor, tutee and instruction system. But when dealing with online education we can’t count with individuals connected at the same time. An online peer-to-peer system should be able to take the role of the other individual while still providing the same level of shared knowledge and reinforcement.
Solution
Peer-to-peer learning has proven a beneficial aspect of the learning process because it gives users the ability to learn from their peers without the pressures of a teacher-student interaction. The concept of collaborative learning or peer-to-peer learning has as its main purpose to achieve an academic goal. The term “collaborative or peer-to-peer learning” refers to an instruction method in which students work together toward a common goal in which 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).
As we can from Totten’s description of peer-to-peer learning in a conventional peer-to-peer learning scenario we need students interaction to start and carry on the learning process. In an online environment, we can’t count with the students connecting at the same day and time therefore the essence of the system will remain but the concept will vary. The system, instruction method and interface will take care of all the missing roles allowing the student to participate in this learning process without having to wait for another student to join.

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Thesis Statement

Invisible interfaces can be used to create effective peer-to-peer learning in an online environment by promoting cognitive thinking and facilitating “learning by doing”.

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Unit 6 Gap Analysis

 

PDF: cguillen_gapAnalysisUnit6

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Thesis Outline Expanded

    • Introduction

Information technology and social networks are transforming practically all the aspects of the world we live in including interactive design and education. As Edwin Schlossberg, author of Interactive Excellence: Defining and Developing New Standards for the Twenty-first Century, said, “True interactivity is not about clicking on icons or downloading files, it’s about encouraging communication” (Schlossberg 1998). We live in an era of communication; thanks to the boom of social media and the advancements of technology learning has moved from the classroom to an online environment.

 

An online learning environment allows learners to get an education that work with their busy schedules. Online learning allows learners to connect from any place in the world and learn something new. But are online learners taking advantages of the full learning experience? Has the transition from the classroom into online environment effectively replicate all the important aspects of learning?

 

A proven beneficial aspect of the learning process is the ability to learn from your peers without the pressures of a teacher-student interaction. 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).

 

    • Thesis statement/Abstract:

      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.

      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.

    • Problem: Effectively creating peer-to-peer learning in an online environment.

Steward Ehly in his book Peer-Assisted Leaning defines peer-to-peer learning as “the acquisition of knowledge and skill through active helping and supporting among status equals or matched companions” (Ehly, 1). If we analyze this definition in an online education environment we could see that the current tools available do not allow this acquisition of knowledge to occur since it will need at least two parties to active participate through the whole process. Current online education environments offer discussions boards, forums and blogs among other tools of one way communication. For example: when an online student creates a post in a discussion post there is not immediate interaction; the interaction is created when another student post a response.

But as current peer-to-peer learning application show this acquisition of knowledge can occur without a ‘real’ peer in the other side. Computer based learning application are revolutionizing the education world.

 

    • Characteristic of effective peer-to-peer learning in conventional environments
    • Problems of current online implementations

      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.

  1. Solution
    • Why peer-to-peer learning works

      In the case of peer tutoring, a recent review identified 28 previous reviews and meta-analyses of evaluation research (Topping, 1992). Sharpley and Sharpley (1981) and Cohen, Kulik, and Kulik (1982) found strong evidence of cognitive gains for tutees and tutors and some evidence for improved attitudes and self-image (which are, of course, more difficult to measure). They also found that training improved outcomes, structured procedures improved outcomes, and that same-age tutoring was as effective as cross-age tutoring. (Ehly, 3).

    • Murrad & Leppard’s theories on peer-to-peer learning

      Cognitive Apprenticeship

      A cognitive apprenticeship supports learning in a domain by enabling students to acquire, develop, and use cognitive tools in an authentic activity. Cognitive apprenticeship methods try to enculturate students into authentic practices through activity and social interaction in a way similar to craft apprenticeship.

      Similar to a traditional apprenticeship, a learner works under a teacher who models the behavior in a real-world context as well as explains the thought processes and actions behind those behaviors. As the cognitive apprentice listens, observes, and models those same behaviors, he or she identifies the relevant behaviors and develops a conceptual model of the processes involved. The apprentice is then given an opportunity to rehearse those behaviors and obtain feedback from the teacher, who provides coaching, tips, and pointers. The idea is that the apprentice learns to solve problems in the context that produced them. (Murrad, 33).

    • Lepper Instructional Design Theories

      Mark Lepper, a researcher from Stanford University, proposed a series of design principles for promoting intrinsic motivation in instructional activities to avoid having to rely on extrinsic motivational techniques. Lepper lists four principles:

      • Control - Provide learners with a sense of control over the learning activity
    • Challenge – Create an activity that is continually challenging to learners.
    • Curiosity: Appeal to the learners’ sense of curiosity.
    • Contextualization: Use an authentic context and environment to stress the utilitarianism of the learning.
    • Johnson & Johnson’s approach to peer-to-peer online-learning
    • Advantages of combining Murrad and Johnson’s approaches.
    • 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
  1. Project introduction (overview)
    • Definition of peer-to-peer learning
    • Describe how peer-to-peer learning works
  2. History of peer-to-peer learning

  3. Piaget Views
  4. Vygotsky Views
  5. Bruner Views
  6. Rogoff Views
  7. Current trends

  8. Peer-to-peer Education
  9. Peer-to-peer Monitoring
  10. Peer-to-peer Assessment
  11. Invisible interface design: definition and usability in peer-to-peer learning
  12. The role of social interaction in peer-to-peer learning
  13. Project description (details)

  14. How a combination of peer-to-peer education, monitoring and assessment can help establish efficient peer-to-peer learning
  15. Invisible interfaces & peer-to-peer learning, implementation to fit this approach.
  16. Build collaborative knowing knowledge building or knowledge creation.
  17. Learners need to be able to think creatively, solve problems, and make decisions as a team.
  18. 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
  19. Reception of your project

  20. Feedback.
  21. Areas of improvement (if any)
  22. Conclusion

  23. Verify that the goals have been achieved.
  24. Verify implementation of Johnson & Johnson Approach
  25. Verify implementation of keys to efficient online peer-to-peer applications

 

 

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Prototype Update

Video:

Prototype Video

PDF:

prototype-10142012

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Examining the competition: CodeAcademy
Codecademy bills itself as “the easiest way to learn how to code”. The purpose of the tutorial like online application is to teach people to code through free interactive instruction.
The applications interface shows a simple window in your browser with seemingly endless prompts. To motivate user Codecademy awards system is based on  badges for completed lessons with the ability to share these badges across social networks. It keeps track of your total score, your lessons completed and trophy’s earned. Currently, Codecademy offers hundreds of basic JavaScript lessons. Moreover, you don’t have to create an account until the 2nd lesson. Today Codecademy has approximately 600,000 users.

But what is it doing right?
•    Easy to follow application
•    On the go instructions to the users
•    Messaging system to let the user know if something when right or wrong

What is it doing wrong?
•    As you can see the error messaging system is static the user always gets the same error message.
•    And in other cases the application is not able to move to the next step until the information is introduced to the app in the way the application seeks to move the user to the next question.
•    The hint section is insufficient.
•    It lacks of help prompts.
•    There is no possibility for the user to go back and check the lessons completed without having to work on them again.
•    The application has no capabilities to save the user’s code.

Examining the competition: Code Academy

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