Category: ITGM 765


Version 1

Traditional online learning environments grew out of administrative management of courses and, thus, leave much to be desired for skills-based learning. However, by re-framing the environments  to be minimal in the information that it displays and the gestures that it requires from the user; they can be transformed into an interface perhaps leading to better performance and knowledge

 

Version 2

Interface design in educational software plays a crucial role in how learners interact with the educational content, and consequently how they acquire knowledge and what knowledge they acquire. Visual metaphor could improve the quality of mental formation, yet simultaneously increase users’ mental load during navigation. In addition, cognitive style is a crucial factor that can significantly affect users’ learning performance.

 

Version 3

Current user interfaces cast users into one of two roles: telling a system everything it must do, or answering questions that it poses to them. In neither case is it possible for a dialogue to emerge between user and system. However, by bringing a  dialogue-like structure to user-system interaction can promote reflective cognition and improve learning.

 

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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.

 

We refer to contemporary times as the “information age” or “knowledge based society”, characterized by the diffusion of information and communications technologies and the increasing demand for new educational approaches and pedagogies that foster cognitive thinking

(Fischer & Konomi, 2005). The shifts in views of what education is for, with a growing emphasis on the need to enable and support not only the acquisition of knowledge and information, but also to develop the skills and resources necessary to engage with social and technological change. (Owen, Grant, Sayers & Facer, 2006).

 

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?

Problem

Currently, online learning tools for skill-based learning rely on copying mechanism of imitation and repetition resulting in a learned behavior that doesn’t warranty mastery over the subject. A user may repeat a task until achieving success; but this doesn’t warranty that the concept sink in. This is a vital factor when the skill trying to be learning is a new computer language. When facing real-life task, learners using online learning tools are unable to face the challenges at hand. Current online learning tools do not provide re-enforcement for acquired knowledge or points of reference leaving the learning on their own.

Solution

Learning by doing

Online learning tools for skill-based learning need to give learners the opportunity to gain hands-on experience with the things that they are learning about. And by this way promote cognitive thinking;

focus on helping the user gain mastery over a domain of knowledge by promoting a feeling of ownership of the subject matter.

 

With respect to ICT, we are witnessing the rapid expansion and proliferation of online learning tools that are less about the solo learner, and more focussed on creating communities in which people come together to collaborate, learn and build knowledge.

 

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).

 

Historical References

 

Collaborative learning evolved from the works of Piaget (1926) and Vygotsky (1978) who contend that learning occurs more effectively through interpersonal interactions in a cooperative rather than competitive context. Compared to individual learning, research on traditional 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). While these are important and very encouraging results, a deeper understanding of the ‘inside’ of the collaborative learning processes is still missing. The relative paucity of reported inquiry into the nature of collaborative learning within computer-supported learning situations, we believe, has militated against the wider up-take of collaborative learning pedagogies.

 

According to the works of Vygotsky, 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.

 

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

 

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Version 1
Traditional online learning environments grew out of administrative management of courses and, thus, leave much to be desired for skills-based learning. However, by re-framing the environments around learning by doing
to allow learners to work together, achieve shared understanding, and cooperatively solve problems;  they can be transformed into engaging and effective learning experiences.

Version 2
Support for skill based learning is inadequate, online learning tools don’t offer students the same level of social interaction that makes collaborative learning successful. By using minimalistic interface design and social platforms to fulfill the social nature of collaborative learning.  We can efficiently support web-mediated collaborative learning.

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 Thesis Statement

Traditional online learning environments grew out of administrative management of courses and, thus, leave much to be desired for skills-based learning. However, by re-framing the environments around learning by doing to allow learners to work together, achieve shared understanding, and cooperatively solve problems;  they can be transformed into engaging and effective learning experiences.

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Unit 9 Gap Update

 

PDF: cguillen_unit9GapUpdate

 

 

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PDF: cguillen_gapAnalysis_Unit8

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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:

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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