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<strong>July</strong> <strong>2006</strong><br />

<strong>Volume</strong> 9 <strong>Number</strong> 3


Educational Technology & Society<br />

An International Journal<br />

Aims and Scope<br />

Educational Technology & Society is a quarterly journal published in January, April, <strong>July</strong> and October. Educational Technology &<br />

Society seeks academic articles on the issues affecting the developers of educational systems and educators who implement and manage such<br />

systems. The articles should discuss the perspectives of both communities and their relation to each other:<br />

• Educators aim to use technology to enhance individual learning as well as to achieve widespread education and expect the technology to<br />

blend with their individual approach to instruction. However, most educators are not fully aware of the benefits that may be obtained by<br />

proactively harnessing the available technologies and how they might be able to influence further developments through systematic<br />

feedback and suggestions.<br />

• Educational system developers and artificial intelligence (AI) researchers are sometimes unaware of the needs and requirements of typical<br />

teachers, with a possible exception of those in the computer science domain. In transferring the notion of a 'user' from the humancomputer<br />

interaction studies and assigning it to the 'student', the educator's role as the 'implementer/ manager/ user' of the technology has<br />

been forgotten.<br />

The aim of the journal is to help them better understand each other's role in the overall process of education and how they may support<br />

each other. The articles should be original, unpublished, and not in consideration for publication elsewhere at the time of submission to<br />

Educational Technology & Society and three months thereafter.<br />

The scope of the journal is broad. Following list of topics is considered to be within the scope of the journal:<br />

Architectures for Educational Technology Systems, Computer-Mediated Communication, Cooperative/ Collaborative Learning and<br />

Environments, Cultural Issues in Educational System development, Didactic/ Pedagogical Issues and Teaching/Learning Strategies, Distance<br />

Education/Learning, Distance Learning Systems, Distributed Learning Environments, Educational Multimedia, Evaluation, Human-<br />

Computer Interface (HCI) Issues, Hypermedia Systems/ Applications, Intelligent Learning/ Tutoring Environments, Interactive Learning<br />

Environments, Learning by Doing, Methodologies for Development of Educational Technology Systems, Multimedia Systems/ Applications,<br />

Network-Based Learning Environments, Online Education, Simulations for Learning, Web Based Instruction/ Training<br />

Editors<br />

Kinshuk, Massey University, New Zealand; Demetrios G Sampson, University of Piraeus & ITI-CERTH, Greece; Ashok Patel, CAL<br />

Research & Software Engineering Centre, UK; Reinhard Oppermann, Fraunhofer Institut Angewandte Informationstechnik, Germany.<br />

Associate editors<br />

Alexandra I. Cristea, Technical University Eindhoven, The Netherlands; John Eklund, Access Australia Co-operative Multimedia<br />

Centre, Australia; Vladimir A Fomichov, K. E. Tsiolkovsky Russian State Tech Univ, Russia; Olga S Fomichova, Studio "Culture,<br />

Ecology, and Foreign Languages", Russia; Piet Kommers, University of Twente, The Netherlands; Chul-Hwan Lee, Inchon National<br />

University of Education, Korea; Brent Muirhead, University of Phoenix Online, USA; Erkki Sutinen, University of Joensuu, Finland;<br />

Vladimir Uskov, Bradley University, USA.<br />

Advisory board<br />

Ignacio Aedo, Universidad Carlos III de Madrid, Spain; Sherman Alpert, IBM T.J. Watson Research Center, USA; Alfred Bork,<br />

University of California, Irvine, USA; Rosa Maria Bottino, Consiglio Nazionale delle Ricerche, Italy; Mark Bullen, University of<br />

British Columbia, Canada; Tak-Wai Chan, National Central University, Taiwan; Nian-Shing Chen, National Sun Yat-sen University,<br />

Taiwan; Darina Dicheva, Winston-Salem State University, USA; Brian Garner, Deakin University, Australia; Roger Hartley, Leeds<br />

University, UK; Harald Haugen, Høgskolen Stord/Haugesund, Norway; J R Isaac, National Institute of Information Technology,<br />

India; Paul Kirschner, Open University of the Netherlands, The Netherlands; William Klemm, Texas A&M University, USA; Rob<br />

Koper, Open University of the Netherlands, The Netherlands; Ruddy Lelouche, Universite Laval, Canada; Rory McGreal, Athabasca<br />

University, Canada; David Merrill, Brigham Young University - Hawaii, USA; Marcelo Milrad, Växjö University, Sweden; Riichiro<br />

Mizoguchi, Osaka University, Japan; Hiroaki Ogata, Tokushima University, Japan; Toshio Okamoto, The University of Electro-<br />

Communications, Japan; Gilly Salmon, University of Leicester, United Kingdom; Timothy K. Shih, Tamkang University, Taiwan;<br />

Yoshiaki Shindo, Nippon Institute of Technology, Japan; Brian K. Smith, Pennsylvania State University, USA; J. Michael Spector,<br />

Florida State University, USA.<br />

Assistant Editors<br />

Sheng-Wen Hsieh, National Sun Yat-sen University, Taiwan; Taiyu Lin, Massey University, New Zealand; Kathleen Luchini,<br />

University of Michigan, USA; Dorota Mularczyk, Independent Researcher & Web Designer; Carmen Padrón Nápoles, Universidad<br />

Carlos III de Madrid, Spain; Ali Fawaz Shareef, Massey University, New Zealand; Jarkko Suhonen, University of Joensuu, Finland.<br />

Executive peer-reviewers<br />

http://www.ifets.info/<br />

Subscription Prices and Ordering Information<br />

Institutions: NZ$ 120 (~ US$ 75) per year (four issues) including postage and handling.<br />

Individuals (no school or libraries): NZ$ 100 (~ US$ 50) per year (four issues) including postage and handling.<br />

Single issues (individuals only): NZ$ 35 (~ US$ 18) including postage and handling.<br />

Subscription orders should be sent to The International Forum of Educational Technology & Society (IFETS), c/o Prof. Kinshuk,<br />

Information Systems Department, Massey University, Private Bag 11-222, Palmerston North, New Zealand. Tel: +64 6 350 5799 ext 2090.<br />

Fax: +64 6 350 5725. E-mail: kinshuk@ieee.org.<br />

Advertisements<br />

Educational Technology & Society accepts advertisement of products and services of direct interest and usefulness to the readers of the<br />

journal, those involved in education and educational technology. Contact the editors at kinshuk@ieee.org.<br />

Abstracting and Indexing<br />

Educational Technology & Society is abstracted/indexed in Social Science Citation Index, Current Contents/Social & Behavioral Sciences,<br />

ISI Alerting Services, Social Scisearch, ACM Guide to Computing Literature, Australian DEST Register of Refereed Journals, Computing<br />

Reviews, DBLP, Educational Administration Abstracts, Educational Research Abstracts, Educational Technology Abstracts, Elsevier<br />

Bibliographic Databases, ERIC, Inspec, Technical Education & Training Abstracts, and VOCED.<br />

ISSN 1436-4522 1436-4522. (online) © International and 1176-3647 Forum (print). of Educational © International Technology Forum of & Educational Society (IFETS). Technology The authors & Society and (IFETS). the forum The jointly authors retain and the copyright forum jointly of the retain articles. the<br />

copyright Permission of the to make articles. digital Permission or hard copies to make of digital part or or all hard of this copies work of for part personal or all of or this classroom work for use personal is granted or without classroom fee use provided is granted that without copies are fee not provided made or that distributed copies<br />

are for not profit made or or commercial distributed advantage for profit and or commercial that copies advantage bear the full and citation that copies on the bear first the page. full Copyrights citation on the for components first page. Copyrights of this work for owned components by others of this than work IFETS owned must by be<br />

others honoured. than IFETS Abstracting must with be honoured. credit is permitted. Abstracting To with copy credit otherwise, is permitted. to republish, To copy to otherwise, post on servers, to republish, or to redistribute to post on to servers, lists, requires or to redistribute prior specific to lists, permission requires and/or prior a<br />

specific fee. Request permission permissions and/or a from fee. the Request editors permissions at kinshuk@massey.ac.nz.<br />

from the editors at kinshuk@ieee.org.<br />

i


Guidelines for authors<br />

Submissions are invited in the following categories:<br />

• Peer reviewed publications: a) Full length articles (4000 - 7000 words), b) Short articles, Critiques and Case studies (up to 3000 words)<br />

• Book reviews<br />

• Software reviews<br />

• Website reviews<br />

All peer review publications will be refereed in double-blind review process by at least two international reviewers with expertise in the<br />

relevant subject area. Book, Software and Website Reviews will not be reviewed, but the editors reserve the right to refuse or edit review.<br />

• Each peer review submission should have at least following items: title (up to 10 words), complete communication details of ALL<br />

authors , an informative abstract (75-200 words) presenting the main points of the paper and the author's conclusions, four - five<br />

descriptive keywords, main body of paper (in 10 point font), conclusion, references.<br />

• Submissions should be single spaced.<br />

• Footnotes and endnotes are not accepted, all such information should be included in main text.<br />

• The paragraphs should not be indented. There should be one line space between consecutive paragraphs.<br />

• There should be single space between full stop of previous sentence and first word of next sentence in a paragraph.<br />

• The keywords (just after the abstract) should be separated by comma, and each keyword phrase should have initial caps (for example,<br />

Internet based system, Distance learning).<br />

• Do not use 'underline' to highlight text. Use 'italic' instead.<br />

Headings<br />

Articles should be subdivided into unnumbered sections, using short, meaningful sub-headings. Please use only two level headings as far<br />

as possible. Use 'Heading 1' and 'Heading 2' styles of your word processor's template to indicate them. If that is not possible, use 12 point<br />

bold for first level headings and 10 point bold for second level heading. If you must use third level headings, use 10 point italic for this<br />

purpose. There should be one blank line after each heading and two blank lines before each heading (except when two headings are<br />

consecutive, there should be one blank like between them).<br />

Tables<br />

Tables should be included in the text at appropriate places and centered horizontally. Captions (maximum 6 to 8 words each) must be<br />

provided for every table (below the table) and must be referenced in the text.<br />

Figures<br />

Figures should be included in the text at appropriate places and centered horizontally. Captions (maximum 6 to 8 words each) must be<br />

provided for every figure (below the figure) and must be referenced in the text. The figures must NOT be larger than 500 pixels in width.<br />

Please also provide all figures separately (besides embedding them in the text).<br />

References<br />

• All references should be listed in alphabetical order at the end of the article under the heading 'References'.<br />

• All references must be cited in the article using "authors (year)" style e.g. Merrill & Twitchell (1994) or "(authors1, year1; authors2,<br />

year2)" style e.g. (Merrill, 1999; Kommers et al., 1997).<br />

• Do not use numbering style to cite the reference in the text e.g. "this was done in this way and was found successful [23]."<br />

• It is important to provide complete information in references. Please follow the patterns below:<br />

Journal article<br />

Laszlo, A. & Castro, K. (1995). Technology and values: Interactive learning environments for future generations. Educational Technology,<br />

35 (2), 7-13.<br />

Newspaper article<br />

Blunkett, D. (1998). Cash for Competence. Times Educational Supplement, <strong>July</strong> 24, 1998, 15.<br />

Or<br />

Clark, E. (1999). There'll never be enough bandwidth. Personal Computer World, <strong>July</strong> 26, 1999, retrieved <strong>July</strong> 7, 2004, from<br />

http://www.vnunet.co.uk/News/88174.<br />

Book (authored or edited)<br />

Brown, S. & McIntyre, D. (1993). Making sense of Teaching, Buckingham: Open University.<br />

Chapter in book/proceedings<br />

Malone, T. W. (1984). Toward a theory of intrinsically motivating instruction. In Walker, D. F. & Hess, R. D. (Eds.), Instructional<br />

software: principles and perspectives for design and use, California: Wadsworth Publishing Company, 68-95.<br />

Internet reference<br />

Fulton, J. C. (1996). Writing assignment as windows, not walls: enlivening unboundedness through boundaries, retrieved <strong>July</strong> 7, 2004,<br />

from http://leahi.kcc.hawaii.edu/org/tcc-conf96/fulton.html.<br />

Submission procedure<br />

Authors, submitting articles for a particular special issue, should send their submissions directly to the appropriate Guest Editor. Guest<br />

Editors will advise the authors regarding submission procedure for the final version.<br />

All submissions should be in electronic form. The editors will acknowledge the receipt of submission as soon as possible.<br />

The preferred formats for submission are Word document and RTF, but editors will try their best for other formats too. For figures, GIF<br />

and JPEG (JPG) are the preferred formats. Authors must supply separate figures in one of these formats besides embedding in text.<br />

Please provide following details with each submission: Author(s) full name(s) including title(s), Name of corresponding author, Job<br />

title(s), Organisation(s), Full contact details of ALL authors including email address, postal address, telephone and fax numbers.<br />

The submissions should be uploaded at http://www.ifets.info/ets_journal/upload.php. In case of difficulties, they can also be sent via<br />

email to (Subject: Submission for Educational Technology & Society journal): kinshuk@ieee.org. In the email, please state clearly that the<br />

manuscript is original material that has not been published, and is not being considered for publication elsewhere.<br />

ISSN 1436-4522 1436-4522. (online) © International and 1176-3647 Forum (print). of Educational © International Technology Forum of & Educational Society (IFETS). Technology The authors & Society and (IFETS). the forum The jointly authors retain and the copyright forum jointly of the retain articles. the<br />

copyright Permission of the to make articles. digital Permission or hard copies to make of digital part or or all hard of this copies work of for part personal or all of or this classroom work for use personal is granted or without classroom fee use provided is granted that without copies are fee not provided made or that distributed copies<br />

are for not profit made or or commercial distributed advantage for profit and or commercial that copies advantage bear the full and citation that copies on the bear first the page. full Copyrights citation on the for components first page. Copyrights of this work for owned components by others of this than work IFETS owned must by be<br />

others honoured. than IFETS Abstracting must with be honoured. credit is permitted. Abstracting To with copy credit otherwise, is permitted. to republish, To copy to otherwise, post on servers, to republish, or to redistribute to post on to servers, lists, requires or to redistribute prior specific to lists, permission requires and/or prior a<br />

specific fee. Request permission permissions and/or a from fee. the Request editors permissions at kinshuk@massey.ac.nz.<br />

from the editors at kinshuk@ieee.org.<br />

ii


Journal of Educational Technology & Society<br />

<strong>Volume</strong> 9 <strong>Number</strong> 3 <strong>2006</strong><br />

Table of contents<br />

Special issue articles<br />

Theme: Next Generation e-Learning Systems: Intelligent Applications and Smart Design<br />

Editorial: Next Generation e-Learning Systems: Intelligent Applications and Smart Design<br />

Demetrios G. Sampson and Peter Goodyear<br />

A Particle Swarm Optimization Approach to Composing Serial Test Sheets for Multiple Assessment<br />

Criteria<br />

Peng-Yeng Yin, Kuang-Cheng Chang, Gwo-Jen Hwang, Gwo-Haur Hwang and Ying Chan<br />

Modeling Peer Assessment as Agent Negotiation in a Computer Supported Collaborative Learning<br />

Environment<br />

K. Robert Lai and Chung Hsien Lan<br />

Ontology Mapping and Merging through OntoDNA for Learning Object Reusability<br />

Ching-Chieh Kiu and Chien-Sing Lee<br />

FODEM: developing digital learning environments in widely dispersed learning communities<br />

Jarkko Suhonen and Erkki Sutinen<br />

From Research Resources to Learning Objects: Process Model and Virtualization Experiences<br />

José Luis Sierra, Alfredo Fernández-Valmayor, Mercedes Guinea and Héctor Hernanz<br />

Mining Formative Evaluation Rules Using Web-based Learning Portfolios for Web-based Learning<br />

Systems<br />

Chih-Ming Chen, Chin-Ming Hong, Shyuan-Yi Chen and Chao-Yu Liu<br />

Formal Method of Description Supporting Portfolio Assessment<br />

Yasuhiko Morimoto, Maomi Ueno, Isao Kikukawa, Setsuo Yokoyama and Youzou Miyadera<br />

A Systemic Activity based Approach for Holistic Learning & Training Systems<br />

Hansjörg von Brevern and Kateryna Synytsya<br />

Full length articles<br />

Campus Laptops: What Logistical and Technological Factors are Perceived Critical?<br />

Robert Cutshall, Chuleeporn Changchit and Susan Elwood<br />

Students’ Preferences on Web-Based Instruction: linear or non-linear<br />

Nergiz Ercil Cagiltay, Soner Yildirim and Meral Aksu<br />

Student-Generated Visualization as a Study Strategy for Science Concept Learning<br />

Yi-Chuan Jane Hsieh and Lauren Cifuentes<br />

On Improving Spatial Ability Through Computer-Mediated Engineering Drawing Instruction<br />

Ahmad Rafi, Khairul Anuar Samsudin and Azniah Ismail<br />

Massively multiplayer online games (MMOs) in the new media classroom<br />

Aaron Delwiche<br />

A Web environment to encourage students to do exercises outside the classroom: A case study<br />

Laurence Capus, Frédéric Curvat, Olivier Leclair and Nicole Tourigny<br />

The effect of LEGO Training on Pupils’ School Performance in Mathematics, Problem Solving Ability<br />

and Attitude: Swedish Data<br />

Shakir Hussain, Jörgen Lindh and Ghazi Shukur<br />

The Effects of a Computer-Assisted Interview Tool on Data Quality<br />

Justus J. Randolph, Marjo Virnes, Ilkka Jormanainen and Pasi J. Eronen<br />

Data for School Improvement: Factors for designing effective information systems to support decisionmaking<br />

in schools<br />

Andreas Breiter and Daniel Light<br />

ISSN 1436-4522 1436-4522. (online) © International and 1176-3647 Forum (print). of Educational © International Technology Forum & of Society Educational (IFETS). Technology The authors & Society and the (IFETS). forum The jointly authors retain and the the copyright forum jointly of the retain articles. the<br />

Permission copyright of to the make articles. digital Permission or hard copies to make of part digital or all or of hard this copies work for of part personal or all or of classroom this work use for is personal granted or without classroom fee provided use is granted that copies without are fee not provided made or that distributed copies<br />

are for profit not made or commercial or distributed advantage for profit and or that commercial copies bear advantage the full and citation that copies on the bear first page. the full Copyrights citation on for the components first page. Copyrights of this work for owned components by others of than this work IFETS owned must by be<br />

others honoured. than Abstracting IFETS must with be honoured. credit is permitted. Abstracting To with copy credit otherwise, is permitted. to republish, To copy to post otherwise, on servers, to republish, or to redistribute to post on to lists, servers, requires or to prior redistribute specific to permission lists, requires and/or prior a<br />

specific fee. Request permission permissions and/or from a fee. the Request editors permissions at kinshuk@massey.ac.nz.<br />

from the editors at kinshuk@ieee.org.<br />

1-2<br />

3-15<br />

16-26<br />

27-42<br />

43-55<br />

56-68<br />

69-87<br />

88-99<br />

100-111<br />

112-121<br />

122-136<br />

137-148<br />

149-159<br />

160-172<br />

173-181<br />

182-194<br />

195-205<br />

206-217<br />

iii


Component Exchange Community: A model of utilizing research components to foster international<br />

collaboration<br />

Yi-Chan Deng, Taiyu Lin, Kinshuk and Tak-Wai Chan<br />

A Visualization Tool for Managing and Studying Online Communications<br />

William J. Gibbs, Vladimir Olexa and Ronan S. Bernas<br />

An ICT-mediated Constructivist Approach for increasing academic support and teaching critical thinking<br />

skills<br />

Dick Ng’ambi and Kevin Johnston<br />

ISSN 1436-4522 1436-4522. (online) © International and 1176-3647 Forum (print). of Educational © International Technology Forum of & Educational Society (IFETS). Technology The authors & Society and (IFETS). the forum The jointly authors retain and the copyright forum jointly of the retain articles. the<br />

copyright Permission of the to make articles. digital Permission or hard copies to make of digital part or or all hard of this copies work of for part personal or all of or this classroom work for use personal is granted or without classroom fee use provided is granted that without copies are fee not provided made or that distributed copies<br />

are for not profit made or or commercial distributed advantage for profit and or commercial that copies advantage bear the full and citation that copies on the bear first the page. full Copyrights citation on the for components first page. Copyrights of this work for owned components by others of this than work IFETS owned must by be<br />

others honoured. than IFETS Abstracting must with be honoured. credit is permitted. Abstracting To with copy credit otherwise, is permitted. to republish, To copy to otherwise, post on servers, to republish, or to redistribute to post on to servers, lists, requires or to redistribute prior specific to lists, permission requires and/or prior a<br />

specific fee. Request permission permissions and/or a from fee. the Request editors permissions at kinshuk@massey.ac.nz.<br />

from the editors at kinshuk@ieee.org.<br />

218-231<br />

232-243<br />

244-253<br />

iv


Sampson, D. G., & Goodyear, P. (<strong>2006</strong>). Next Generation e-Learning Systems: Intelligent Applications and Smart Design<br />

(Guest Editorial). Educational Technology & Society, 9 (3), 1-2.<br />

Next Generation e-Learning Systems: Intelligent Applications and Smart<br />

Design (Guest Editorial)<br />

Demetrios G. Sampson<br />

Department of Technology Education and Digital Systems, University of Piraeus<br />

and<br />

Cether for Research and Technology - Hellas, 150 Androutsou Street, Piraeus, 18235, Greece<br />

sampson@unipi.gr<br />

Peter Goodyear<br />

CoCo Research Centre, Education Building, A35, University of Sydney, NSW <strong>2006</strong>, Australia<br />

p.goodyear@edfac.usyd.edu.au<br />

This special issue of Educational Technology & Society presents a selection of papers from the 5 th IEEE<br />

International Conference on Advanced Learning Technologies (ICALT2005) that was held in Kaohsiung,<br />

Taiwan in <strong>July</strong> 2005. There were 409 submissions to that conference. The acceptance rate for full papers was<br />

23% and for short papers 30%. There were 205 papers published in the proceedings, along with descriptions of<br />

55 posters and 32 workshop papers. We had the great honour of being co-chairs of the Programme Committee<br />

for that conference and it has been a difficult but rewarding task to decide from the great number of good papers<br />

presented at that conference.<br />

The conference theme represents a confluence of two combinations of technology and intelligence and their<br />

application to the design of (web-based) educational systems. On the one hand, we have the increasingly<br />

sophisticated embedding of intelligent technologies in educational computing applications. On the other, we see<br />

a need for more ‘savvy’ approaches to learning technology design: so that emerging technology can better serve<br />

the real needs of its users, rather than their “anticipated” needs.<br />

Advanced Learning Technologies (ALT) or Technology-enhanced Learning (TeL), at its best, is a field propelled<br />

by a creative tension – coupling an open-minded exploration of the educational affordances of each new<br />

technology with a rigorous demand for evidence to back up claims about potential benefit. Sometimes<br />

technological innovation seems to be in the driving seat, and some sceptics complain about “technological<br />

solutions in search of educational problems”. At other times, demands for evidence and the tight constraints of<br />

established evaluation methods can make the field appear as if it is moving nowhere. In the short term, this can<br />

be frustrating and partly demotivating. But one thing we have learned is that ALT progresses in the longer-term.<br />

While it may appear to meander back and forth, on a long view it generally seems to flow in the right direction.<br />

Thus, each of the papers selected here needs to be seen as contributing to this general flow. As in any healthy<br />

field, the papers differ in their central concerns and may even seem to be heading in different directions – but<br />

these are eddies making up the stream, rather than signs of a field in disarray. We present them to you as<br />

worthwhile contributions in their own right, but also for what they say about the general flow of ideas.<br />

The first paper in the collection, entitled “A Particle Swarm Optimization Approach to Composing Serial Test<br />

Sheets for Multiple Assessment Criteria” is by Yin, Hwang, Chang, Hwang and Chan. Their topic is central to<br />

education and forms a dominant theme within this special issue, being concerned with assessment of student<br />

learning. Assessment is a technically challenging area, hugely important for the student and potentially very time<br />

consuming for the teacher. Consequently there is a strong interest in automating or partially automating aspects<br />

of assessment work. Problems arise in computer-based test construction if very large item banks are in use and<br />

there are multiple constraints to be satisfied (such as length of test, restrictions on multiple use of items, gauging<br />

item difficulty to suit the level of the learner being assessed, etc.) This paper explores the use of particle swam<br />

optimisation approach in test sheet construction. The authors draw on recent modelling techniques from<br />

statistical biology, in particular, swarm modelling algorithms, and demonstrate aspects of the efficacy and the<br />

usability of a test-construction methodology that builds on such algorithms.<br />

Lai & Lan, in their paper entitled “Modelling Peer Assessment as Agent Negotiation in a Computer Supported<br />

Collaborative Learning Environment” are also interested in assessment and the use of technology to assist in the<br />

assessment process, but their context is radically different. They are concerned with facilitating peer assessment,<br />

rather than automating assessment per se. Peer assessment has some demonstrable value, especially as a way of<br />

getting students to engage more closely with ideas about how we make judgements about what is known and<br />

worth knowing. But it can also be fraught with difficulty. Lai & Lan describe a novel approach to helping<br />

ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the<br />

copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies<br />

are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by<br />

others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior<br />

specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.<br />

1


students negotiate in the peer-assessment process, through the use of mediating agents. Their paper is exemplary<br />

in combining technical innovation with demonstration of both learning benefits and user acceptance of the<br />

approach.<br />

The context for the work reported by Kiu and Lee in their paper entitled “Ontology Mapping and Merging<br />

through OntoDNA for Learning Object Reusability” is the rapid evolution of interest in repositories of reusable<br />

learning objects. This is an area of great technical, economic and pedagogical interest, though one would have to<br />

remark that much more attention is being paid to supply-side than to demand-side issues. That said, the potential<br />

of learning object repositories is such that serious progress is needed in methods for enhancing the<br />

interoperability of repositories. Kiu and Lee’s work on ontologies is an impressive case in point. They present a<br />

framework for automated ontology mapping (the OntoDNA framework) and demonstrate its significance for<br />

interoperability questions.<br />

Suhonen & Sutinen, in their paper entitled “FODEM: developing digital learning environments in sparse<br />

learning communities” shift our attention to distance learning provision and in particular are concerned with the<br />

needs of people in sparsely populated areas. Their focus is firmly on ‘smart design’ and they introduce and<br />

illustrate a methodology for designing digital learning environments that takes into account the needs of widely<br />

distributed learner groups. Their approach – the Formative Development Method, FODEM – focuses attention<br />

on needs analysis, implementation through rapid prototyping and formative evaluation; it is capable of providing<br />

timely and usable information about learner needs and about how well those needs are being understood and<br />

addressed.<br />

Sierra, Fernández-Valmayor, Guinea & Hernanz, in their paper entitled “From Research Resources to Learning<br />

Objects: Process Model and Virtualization Experiences” once more address the issue of reusable learning<br />

objects. In this case, their concern is with enabling wider educational access to materials that exist in museum<br />

collections. An important part of the problem is virtualization – in a sense, shifting the artefacts from the<br />

material to the digital world. The paper describes a process model for virtualization, building on the practical<br />

experience of the authors in working with domain experts in museums. An interesting aspect of this approach is<br />

that it is realistically conservative in its assumptions about how much effort, domain experts can contribute to<br />

such work. By this way, the authors attempt to avoid the fact that quite a lot of activity in the field of<br />

virtualization and/or re-purposing has made unrealistic assumptions about the skills and time available to domain<br />

experts – e.g. for producing metadata – and has consequently failed.<br />

Chen, Hong, Chen & Liu, in their paper entitled “Mining Formative Evaluation Rules Using Web-based<br />

Learning Portfolios for Web-based Learning Systems” bring us to assessment once more. This time the focus is<br />

on formative rather than summative assessment. They take a data mining approach to extracting evidence about<br />

learning from students’ online portfolios. Their method involves a combination of neuro-fuzzy network and Kmeans<br />

algorithm for logically determining membership functions, and a feature reduction scheme to discover a<br />

manageably small set of simplified fuzzy rules for evaluating learning performance based on the material<br />

gathered in student learning portfolios. Their goal is to allow teachers to redistribute their time, concentrating on<br />

tasks where they can uniquely add value to the educational process.<br />

Morimoto, Ueno, Kikukawa, Yokoyama and Miyadera, in their paper entitled “Formal Method of Description<br />

Supporting Portfolio Assessment” stay with the topic of portfolio assessment. This time, the point is to provide<br />

appropriate support to teachers and learners who can have problems understanding how best to engage with the<br />

portfolio assessment process. In particular, teachers need support in designing for portfolio assessment – e.g.<br />

determining the type of assessment portfolios that are needed. The contribution of this paper is to provide a way<br />

of formally mapping between lesson forms and portfolios.<br />

Finally, von Brevern & Synytsya, in their paper entitled “A Systemic Activity based Approach for holistic<br />

Learning & Training Systems” look at the connections between work activity and learning activity in corporate<br />

settings. Their contribution is rooted in a Systemic-Structural Theory of Activity, which supports a more holistic<br />

conceptualisation of learning and working, such that (among other things) technical systems can be designed to<br />

support these in an integrated rather than a fragmenting way.<br />

This Special Issue of Educational Technology & Society collected eight papers from the 5 th IEEE International<br />

Conference on Advanced Learning Technologies (ICALT2005) in a single volume. Technology-enhanced<br />

Assessment on one hand and Reusable Learning Resources from the other, have been two different areas of<br />

focus, following a current international trend towards deeper investigations in these topics. With our capacity, as<br />

Guest Editors of this volume, we hope that the readers of ET&S shall appreciate the contributions of this<br />

collection towards the research of the Next Generation e-Learning Systems.<br />

2


Yin, P.-Y., Chang, K.-C., Hwang, G.-J., Hwang, G.-H., & Chan, Y. (<strong>2006</strong>). A Particle Swarm Optimization Approach to<br />

Composing Serial Test Sheets for Multiple Assessment Criteria. Educational Technology & Society, 9 (3), 3-15.<br />

A Particle Swarm Optimization Approach to Composing Serial Test Sheets<br />

for Multiple Assessment Criteria<br />

Peng-Yeng Yin and Kuang-Cheng Chang<br />

Department of Information Management, National Chi Nan University, Pu-Li, Nan-Tou, Taiwan 545, R.O.C.<br />

Gwo-Jen Hwang<br />

Department of Information and Learning Technology, National University of Tainan, 33, Sec. 2<br />

Shulin St.,Tainan city 70005, Taiwan, R.O.C.<br />

gjhwang@mail.nutn.edu.tw<br />

Tel: 886-915396558<br />

Fax: 886-6-3017001<br />

Gwo-Haur Hwang<br />

Information Management Department, Ling Tung University, Taichung, Taiwan 40852, R.O.C.<br />

Ying Chan<br />

Graduate Institute of Educational Policy and Leadership, Tamkang University<br />

Tamsui, Taipei County, Taiwan 251, R.O.C.<br />

ABSTRACT<br />

To accurately analyze the problems of students in learning, the composed test sheets must meet multiple<br />

assessment criteria, such as the ratio of relevant concepts to be evaluated, the average discrimination<br />

degree, difficulty degree and estimated testing time. Furthermore, to precisely evaluate the improvement of<br />

student’s learning performance during a period of time, a series of relevant test sheets need to be composed.<br />

In this paper, a particle swarm optimization-based approach is proposed to improve the efficiency of<br />

composing near optimal serial test sheets from very large item banks to meet multiple assessment criteria.<br />

From the experimental results, we conclude that our novel approach is desirable in composing near optimal<br />

serial test sheets from large item banks and hence can support the need of evaluating student learning status.<br />

Keywords<br />

Computer-assisted testing, serial test-sheet composing, particle swarm optimization, computer-assisted<br />

assessment<br />

1. Introduction<br />

As the efficiency and efficacy of the deployment of computer-based tests have been confirmed by many early<br />

studies, many researchers in both technical and educational fields have engaged in the development of<br />

computerized testing systems (Fan et al., 1996; Olsen et al., 1986). Some researchers have even proposed<br />

computerized adaptive testing, which uses prediction methodologies to shorten the length of the test sheets<br />

without sacrificing their precision (Wainer, 1990).<br />

A well-scrutinized test is helpful for teachers wanting to verify whether students well digest relevant knowledge<br />

and skills and for recognition of students’ learning bottlenecks (Hwang et al., 2003a). In a computerized learning<br />

environment, which provides students with greater flexibility during the learning process, information<br />

concerning the student learning status is even more important (Hwang, 2003a). The key to a good test depends<br />

not only on the subjective appropriateness of test items, but also on the way the test sheet is constructed. To<br />

continuously evaluate the learning performance of a student, it is usually more desirable to compose a series of<br />

relevant test sheets to meet a predefined set of assessment criteria such that those test sheets in the same series<br />

will not contain identical test items (or contain only an acceptable percentage of overlapped test items). Because<br />

the number of test items in an item bank is usually large and the number of feasible combinations to form test<br />

sheets thus grows exponentially, an optimal test sheet takes enormous time to build up (Garey & Johnson, 1979).<br />

Previous investigation has even shown that a near-optimal solution is difficult to find when the number of<br />

candidate test items is larger than five thousand (Hwang et al., 2003b), not to mention the composition of a series<br />

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3


of relevant test sheets from larger item banks for evaluating the improvement of student’s learning performance<br />

during a period of time.<br />

To cope with the problem in composing optimal serial test sheets from large item banks, a particle swarm<br />

optimization (PSO)-based algorithm (Kennedy and Eberhart, 1995) is proposed to optimize the selection of test<br />

items to compose serial test sheets. By employing this novel approach, the allocation of test items in each of the<br />

serial test sheets will meet the needs of multiple criteria, including the expected testing time, the degree of<br />

difficulty, the expected ratio of unit concepts, and the acceptable percentage of overlapped test items among test<br />

sheets to approximate the optimal allocation. Based on this approach, an Intelligent Tutoring, Testing and<br />

Diagnostic (ITED III) system has been developed. Experimental results indicated that the proposed approach is<br />

efficient and effective in generating near-optimal compositions of serial test sheets that satisfy the specified<br />

requirements.<br />

2. Background and Relevant Researches<br />

In recent years, researchers have developed various computer-assisted testing systems to more precisely evaluate<br />

student’s learning status. For example, Feldman and Jones (1997) attempted to perform semi-automatic testing<br />

of student software using Unix systems; Rasmussen, et al. (1997) proposed a system to evaluate student learning<br />

status on computer networks while taking Feldman and Jones’ progress into consideration. Additionally, Chou<br />

(2000) proposed the CATES system, which is an interactive testing system developed in a collective and<br />

collaborative project with theoretical and practical research on complex technology-dependent learning<br />

environments. Unfortunately, although many computer-assisted testing systems have been proposed, few of<br />

them have addressed the problem of finding a systematic approach for composing test sheets that satisfy multiple<br />

assessment requirements. Most of the existing systems construct a test sheet by manually or randomly selecting<br />

test items from their item banks. Such manual or random test item selection strategies are inefficient and are<br />

unable to meet multiple assessment requirements simultaneously.<br />

Some previous investigations showed that a well-constructed test sheet not only helps in the evaluation of<br />

student’s learning status, but also facilitates the diagnosis of the problems embedded in the learning process<br />

(Hwang, 2003a; Hwang et al. 2003a; Hwang 2005). Selecting proper test items is very critical to constitute a test<br />

sheet that meets multiple assessment criteria, including the expected time needed for answering the test sheet, the<br />

number of test items, the specified distribution of course concepts to be learned, and, most importantly, the<br />

maximization of the average degree of discrimination (Hwang et al, 2005).<br />

Since satisfying multiple requirements (or constraints) when selecting test items is difficult, most computerized<br />

testing systems generate test sheets in a random fashion. Hwang et al. (2003b) proposed a multiple-criteria where<br />

test sheet-composing problem is formulated as a dynamic programming model (Hillier and Lieberman, 2001) to<br />

minimize the distance between the parameters (e.g., discrimination, difficulty, etc.) of the generated test sheets<br />

and the objective values subject to the distribution of concept weights. A critical issue arising from the use of a<br />

dynamic programming approach is the exceedingly long execution time required for producing optimal<br />

solutions. As the time-complexity of the dynamic programming algorithm is exponential in terms of input data,<br />

the execution time will become unacceptably long if the number of candidate test items is large. Consequently,<br />

Hwang et al. (2005) attempted to solve the test sheet-composing problem by optimizing the discrimination<br />

degree of the generated test sheets with a specified range of assessment time and some other multiple constraints.<br />

Nevertheless, in developing an e-learning system, it is necessary to conduct a long-term assessment of each<br />

student; that is, only optimizing a test sheet is not enough for such long-term observation for the student.<br />

Therefore, a series of relevant test sheets with multiple assessment criteria need to be composed for such a<br />

continuously learning performance evaluation. As the problem is much more difficult than that of composing a<br />

single test sheet, a more efficient and effective approach is needed. In this paper, a particle swarm optimizationbased<br />

algorithm is proposed to find quality approximate solutions in an acceptable time. A series of experiments<br />

will be also presented to show the performances of the novel approach.<br />

3. Problem Description<br />

In this section, a mixed integer programming model (Linderoth and Savelsbergh, 1999) is presented to formulate<br />

the underlying problem. In order to conduct a long-term observation on the student’s learning status, a series of<br />

K relevant test sheets will be composed. The model aims at minimizing the differences between the average<br />

4


difficulty of each test sheet and the specified difficulty target, with a specified range of assessment time and<br />

some other multiple constraints. Assume K serial test sheets with a specific difficulty degree will be composed<br />

out of a test bank consisting of N items, Q1, Q2, …, QN. To compose test sheet k, 1 ≤ k ≤ K, a subset of nk<br />

candidate test items will be selected. Assume that in total M concepts will be involved in the K tests. With the<br />

specified course concepts to be learned, say Cj, 1 ≤ j ≤ M , each test item is relevant to one or more of them.<br />

For example, to test the multimedia knowledge of students, Cj might be “MPEG”, “Video Streaming” or “Videoon-Demand”.<br />

We shall call this problem the STSC (Serial Test Sheets Composition) problem. In the STSC<br />

problem, we need confine the similarities between each pair of tests. Such a constraint imposed upon each pair<br />

of tests k and l, 1 ≤ k, l ≤ K, is specified by parameter f, which indicates that any two tests can have at most f<br />

items in common. The variables used in this model are given as follows:<br />

Decision variables xik, 1 ≤ i ≤ N and 1 ≤ k ≤ K: xik is 1 if test item Qi is included in test sheet k; 0,<br />

otherwise.<br />

Coefficient di, 1 ≤ i ≤ N : degree of difficulty of Qi.<br />

Coefficient D, target difficulty level for each of the serial test sheets generated.<br />

Coefficient rij, 1 ≤ i ≤ N,<br />

1 ≤ j ≤ M : degree of association between Qi and concept Cj.<br />

Coefficient ti, 1 ≤ i ≤ N : expected time needed for answering Qi.<br />

Right hand side hj, 1 ≤ j ≤ M: lower bound on the expected relevance of Cj for each of the K test sheets.<br />

Right hand side l: lower bound on the expected time needed for answering each of the K test sheets.<br />

Right hand side u: upper bound on the expected time needed for answering each of the K test sheets.<br />

Right hand side f: the maximum number of identical test items between two composed test sheets;<br />

Formal definition of the STSC Model:<br />

Minimize Zk =<br />

subject to:<br />

⎛<br />

⎜<br />

⎜<br />

⎜<br />

⎜<br />

⎝<br />

N<br />

∑ rij<br />

xik<br />

i=<br />

1<br />

N<br />

∑ ti<br />

xik<br />

i=<br />

1<br />

N<br />

∑ ti<br />

xik<br />

i=<br />

1<br />

N<br />

∑ xijxik i=<br />

1<br />

∑<br />

1 ≤ k ≤ K<br />

N<br />

∑<br />

i = 1<br />

N<br />

∑<br />

i = 1<br />

d<br />

i<br />

x<br />

x<br />

ik<br />

ik<br />

−<br />

D<br />

p<br />

⎞<br />

⎟<br />

⎟<br />

⎟<br />

⎟<br />

⎠<br />

1<br />

p<br />

≥ h , 1 ≤ j ≤ M , 1 ≤ k ≤ K;<br />

(1)<br />

j<br />

≥ l , 1 ≤ k ≤ K;<br />

(2)<br />

≤ u,<br />

1 ≤ k ≤ K;<br />

(3)<br />

≤<br />

f<br />

, 1<br />

≤ j ≠ k ≤ K;<br />

In the above formula, constraint set (1) indicates the selected test items in each generated test sheet must have a<br />

total relevance no less than the expected relevance to each concept assumed to be covered. Constraint sets (2)<br />

and (3) indicate that total expected test time of each generated test sheet must be in its specified range.<br />

Constraint set (4) indicates that no pair of test sheets can contain more than f identical test items.<br />

1<br />

p p<br />

⎛<br />

N<br />

⎞<br />

⎜<br />

d i x ⎟<br />

ik<br />

⎜ ∑<br />

i = 1<br />

⎟<br />

In the objective function, Zk = ⎜ ∑<br />

− D<br />

N<br />

⎟ is the p-norm between the average<br />

1 ≤ k ≤ K ⎜<br />

x<br />

⎟<br />

ik<br />

⎜ ∑<br />

⎟<br />

i = 1<br />

⎝<br />

⎠<br />

difficulty degree of each test sheet from the target difficulty degree specified by the teacher. In particular, the<br />

objective function indicates the absolute distance when p = 1, and it calculates the root squared distance when p<br />

= 2. Therefore, the objective of this model seeks to select a number of test items such that the average difficulty<br />

(4)<br />

5


of each generated test sheet is closest to the target difficulty value D. Without loss of generality, we let p = 2 for<br />

simulation.<br />

The computation complexity for obtaining the optimal solution to the STSC problem is analyzed as follows. The<br />

number of possible combinations of test items for composing a single test sheet is ⎛ N ⎞ where Ω is the range<br />

⎜<br />

∑Ω<br />

for number of test items that could be answered within the specified time frame [l, u], while the parameters hj<br />

and f will affect the number of feasible solutions in those combinations. For composing K serial test sheets, it<br />

K<br />

requires a computation complexity of ⎛ ⎞<br />

⎜⎛<br />

⎛ N ⎞⎞<br />

⎟ which is extremely high. Hence, seeking the optimal solution<br />

O ⎜ ⎜ ⎟⎟<br />

⎜ ⎟<br />

⎜⎜∑<br />

⎜ ⎟⎟<br />

i∈Ω ⎟<br />

⎝⎝<br />

⎝ i ⎠⎠<br />

⎠<br />

to the STSC problem is computationally prohibitive.<br />

4. PSO-based Algorithm for Serial Test Sheet Composition<br />

Linderoth and Savelsbergh (1999) conducted a comprehensive computational study manifesting that the mixed<br />

integer programming problems are NP-hard, which implies that composing optimal serial test sheets from a large<br />

item bank is computationally prohibitive. To cope with this difficulty, a particle swarm optimization (PSO)based<br />

algorithm is proposed to find quality approximate solutions with reasonable time.<br />

A. STSCPSO (Serial Test Sheets Composition with PSO) Algorithm<br />

The PSO algorithm was developed by Kennedy and Eberhart (1995). It is a biologically inspired algorithm<br />

which models the social dynamics of bird flocking and fish schooling. Ethologists find that a swarm of<br />

birds/fishes flock synchronously, change direction suddenly, scatter and regroup iteratively, and finally stop on a<br />

common target. The collective intelligence from each individual not only increases the success rate for food<br />

foraging but also expedites the process. The PSO algorithm facilitates simple rules simulating bird flocking and<br />

fish schooling and can serve as an optimizer for nonlinear functions. Kennedy and Eberhart (1997) further<br />

presented a discrete binary version of PSO for combinatorial optimization where the particles are represented by<br />

binary vectors of length d and the velocity represents the probability that a decision variable will take the value<br />

1. PSO has delivered many successful applications (Eberhart and Shi, 1998; Yoshida et al., 1999; Shigenori et<br />

al., 2003). The convergence and parameterization aspects of the PSO have also been discussed thoroughly (Clerc<br />

and Kennedy, 2002; Trelea, 2003).<br />

In the followings, a PSO-based algorithm, STSCPSO (Serial Test Sheets Composition with PSO approach), is<br />

proposed to find quality approximate solutions for the STSC problem.<br />

Input: N test items Q1, Q2, …, Qn, M concepts C1, C2, …, Cm, the target difficulty level D, and the number of<br />

required test sheets, K.<br />

Step 1. Generate initial swarm<br />

Since all decision variables of the STSC problem take binary values (either 0 or 1), a particle in the STSCPSO<br />

algorithm can be represented by x = [ x11 x21<br />

⋅⋅ ⋅ xN1x<br />

12x<br />

22 ⋅⋅<br />

⋅ xN<br />

2 ⋅⋅<br />

⋅ x1K<br />

x2K<br />

⋅⋅<br />

⋅ xNK<br />

] , which is a vector of NK<br />

binary bits where xik is equivalent to 1 if test item Qi is included in test sheet k and 0 otherwise. Due to the<br />

constrains (2) and (3) with test time, the number of selected items in any test sheet is bounded in<br />

. Hence, we should enforce the integrity rule:<br />

[ l max{<br />

t } , u min{<br />

t } ]<br />

i=<br />

1~<br />

N<br />

i<br />

i=<br />

1~<br />

N<br />

N<br />

i<br />

l max{<br />

ti}<br />

≤ ∑ x u ti<br />

k K<br />

i ik ≤ min{<br />

} , ∀ = 1,<br />

2,...,<br />

, during every step of our algorithm. To generate the<br />

i=<br />

1~<br />

N<br />

= 1<br />

i=<br />

1~<br />

N<br />

initial swarm, we randomly determine the number of items for each test sheet according to the integrity rule. The<br />

selection probability of each item is based on the selection rule which gives higher selection probability to the<br />

items that have closer difficulty level to the target. In particular, the selection probability of item Qi is defined as<br />

S di<br />

D − − where S is a constant. As such the initial swarm contains solutions that have good objective<br />

( ) S<br />

⎜<br />

⎝<br />

i∈ i<br />

⎟ ⎟<br />

⎠<br />

6


values but may violate constraint sets. Then the particle swarm evolves to quality solutions that not only<br />

optimize the objective function but also meet all of the constraint sets.<br />

Step 2. Fitness evaluation of particles<br />

The original objective function of the STSC problem measures the quality of a candidate solution which meets all<br />

the constraints (1)-(4). However, the particles generated by the PSO-based algorithm may violate one or more of<br />

these constraints. To cope with this problem, the merit of a particle is evaluated by incorporating penalty terms<br />

into the objective function if any constraint is violated. The penalty terms corresponding to separate constraints<br />

are described as follows.<br />

α penalty for violating concept relevance bound constraint<br />

K M<br />

N ⎛<br />

⎞<br />

α = ⎜h<br />

− r x ⎟ .<br />

∑∑ j ∑<br />

⎝<br />

k=<br />

1 j=<br />

1 i=<br />

1<br />

ij<br />

ik<br />

⎠<br />

This term sums up relevance deficit of selected test items to the specified relevance lower bound of<br />

each concept over all test sheets.<br />

β penalty for violating test time bound constraint<br />

K<br />

N<br />

N<br />

⎛ ⎛ ⎞ ⎛<br />

⎞⎞<br />

β = ∑ ⎜<br />

⎜max⎜l<br />

−∑<br />

t ⎟ + ⎜ ∑ − ⎟ ⎟<br />

i xik<br />

, 0 max 0,<br />

ti<br />

xik<br />

u .<br />

k=<br />

1⎝⎝i= 1 ⎠ ⎝ i=<br />

1 ⎠⎠<br />

This term penalizes the case where the expected test times are beyond the specified lower bound or<br />

upper bound.<br />

γ penalty for violating common item constraint<br />

N ⎛<br />

⎞<br />

γ ⎜ x x − f ⎟ .<br />

∑∑<br />

=<br />

j≠<br />

k i=<br />

1<br />

⎝<br />

ij<br />

ik<br />

⎠<br />

This term penalizes the case where the number of common items between two different tests exceeds<br />

the threshold f.<br />

Function J(⋅) for evaluating the fitness of a particle x<br />

Minimize J ( x)<br />

= Z k + w1α<br />

+ w2β<br />

+ w3γ<br />

.<br />

w1, w2, and w3 denote relative weights for the three penalty terms. As such the fitness of a particle x<br />

accounts for both of quality (objective value) and feasibility (penalty terms). The smaller the fitness<br />

value, the better the particle.<br />

Step 3. Determination of pbesti and gbest using the bounding criterion<br />

In the original PSO, the fitness evaluation of particles which is a necessity for determination of pbesti and gbest<br />

is the most time-consuming part. Here we propose a bounding criterion to speed up the process. We observe that<br />

the fitness value of a particle is only used for determination of pbesti and gbest, but not directly used for velocity<br />

update. Since Zk and J(⋅) are both monotonically increasing functions, we can use the fitness of the incumbent<br />

pbesti as a fitness bound and terminate the fitness evaluation of the ith particle when the intermediate fitness<br />

value has exceeded the bound. Also, only those pbesti that have been updated at the current iteration need to be<br />

compared with gbest for its possible updating. The use of bounding criterion can save the computational time<br />

significantly.<br />

Step 4. Update of velocities and particles<br />

The updating of velocities and particle positions follow the discrete version of PSO, i.e., the velocity is scaled<br />

into [0.0, 1.0] by a transformation function S(⋅) and is used as the probability with which the particle bit takes the<br />

vij<br />

value 1. In this paper, we adopt the linear interpolation function, S(<br />

v ) = + 0.<br />

5,<br />

to transform velocities<br />

ij<br />

2vmax<br />

into probabilities.<br />

7


C. An Illustrative Example<br />

Herein, an illustrative example for the STSCPSO algorithm is provided. Assume that two test sheets with target<br />

difficulty level D = 5 are required to be generated from 10 test items. The 10 test items are relevant to 3<br />

concepts, and the relevance association (rij) between each test item and each concept is shown in Table 1. The<br />

estimated answering time (ti) and difficulty degree (di) for the 10 test items are tabulated in Table 2. Let h1 = 2,<br />

h2 = 2, h3 = 1, l = 10, u = 16, f = 3, w1 = w2 = w3 = 0.01. The algorithm proceeds as follows.<br />

Initial swarm generation<br />

Table 1. Relevance association between each test item and each concept<br />

C1 C2 C3<br />

Q1 1 0 0<br />

Q2 0 1 0<br />

Q3 0 0 1<br />

Q4 0 1 0<br />

Q5 0 0 1<br />

Q6 0 1 0<br />

Q7 1 0 0<br />

Q8 1 1 1<br />

Q9 0 0 0<br />

Q10 0 1 0<br />

Table 2. Estimated answering time and difficulty degree for each test item<br />

ti di<br />

Q1 4 0.5<br />

Q2 3 0.9<br />

Q3 3 0.1<br />

Q4 5 0.7<br />

Q5 3 0.4<br />

Q6 2 0.5<br />

Q7 4 0.2<br />

Q8 3 0.6<br />

Q9 5 0.3<br />

Q10 4 0.5<br />

Let the algorithm proceed with a swarm of two particles. To generate the initial swarm, the range for the feasible<br />

number of selected items in a test sheet is first determined using the integrity rule:<br />

N<br />

l max{<br />

ti}<br />

≤ ∑ x min{<br />

}<br />

1~<br />

i 1 ik ≤ u t . Hence, each test sheet can select 2 to 8 items from the test item bank.<br />

i<br />

i=<br />

N<br />

=<br />

i=<br />

1~<br />

N<br />

According to our particle representation scheme, each particle is represented as a binary vector with 20 bits and<br />

is generated based on the selection rule ( S − di<br />

− D ) S which gives higher selection probability to the items<br />

that have closer difficulty level to the target D. It is observed from Table 2 that test items Q1, Q6, and Q10 will<br />

have the highest selection probability. With the integrity and selection rules, the initial swarm can be generated<br />

as shown in the first generation in Figure 1. Particle 1 selects items Q1, Q6, and Q8 for the first test sheet, and<br />

chooses Q1, Q4, Q5, Q8, and Q10 for the second test sheet. As for particle 2, the first test sheet consists of Q2, Q4,<br />

Q8, and Q10 and the second test sheet is composed of Q1, Q3, Q7, and Q9.<br />

test sheet 1 test sheet 2 Zk α β γ J<br />

Generation 1: particle 1 1000010100 1001100101 0.05 0 3 0 0.08<br />

particle 2 0101000101 1010001010 0.285 3 0 0 0.315<br />

Generation 2: particle 1 0100010100 1000100101 >0.08 - - - -<br />

particle 2 1000000100 1000101101 0.078 1 5 0 0.138<br />

Figure. 1. Swarm evolution and the corresponding fitness evaluation<br />

8


Particle fitness evaluation<br />

J x Z k w1α<br />

w2<br />

+ w3<br />

The particle fitness evaluation function ( ) = + + β γ consists of objective value and<br />

penalty terms which can be easily computed. In particular, particle 1 attains an objective value of 0.05 and incurs<br />

β penalty of 3 because the expected test time exceeds the upper limit, resulting a fitness value of 0.08. While<br />

particle 2 has an objective value of 0.285 and incurs α penalty of 3 due to the deficit of concept relevance. The<br />

fitness of particle 2 is thus 0.315. For the initial swarm, the personal best experience (pbesti) is the current<br />

particle itself. Since the fitness value of particle 1 is smaller, it is considered as gbest. The fitness values of pbesti<br />

and gbest will be used as bounds to expedite the process of next generation.<br />

Update of velocities and particles<br />

As for particle 1, the incumbent particle is equivalent to pbesti and gbest, resulting in the same vij values as<br />

previous ones and thus the same probabilities. Only a very small number of bits will be changed. Assume that<br />

particle 1 replaces Q1 by Q2 for the first test sheet and removes Q4 for the second test sheet (see generation 2 in<br />

Figure 1). For the case of particle 2, pbesti is the particle itself, but gbest is equivalent to particle 1, vij will be<br />

changed at the bits where pbesti and gbest are different. In essence, particle 2 will be dragged, to some extent,<br />

toward particle 1 in the discrete space. Assume that particle 2 becomes [10000001001000101101].<br />

Use of bounding criterion for determining pbesti and gbest<br />

Now we proceed with the fitness evaluation for the two particles. For the case of particle 1, we find that the<br />

intermediate objective value during computation has already exceeded the current bound (0.08); hence, the<br />

computation is terminated according to the bounding criterion. There is also no need to derive penalty terms. As<br />

such the computational time is significantly reduced. As for particle 2, it attains an objective value of 0.078 and<br />

incurs α and β penalties of 1 and 5, resulting in a fitness of 0.138. Compared to incumbent pbest2 (fitness =<br />

0.315), the fitness is improved, so pbest2 is updated to current particle 2; while gbest is not changed (fitness =<br />

0.08).<br />

The STSCPSO algorithm iterates this process until a given maximum number of iterations has passed and gbest<br />

is considered as the best solution found by the algorithm.<br />

5. Experiment and Discussion<br />

The STSCPSO approach has been applied to the development of an Intelligent Tutoring, Evaluation and<br />

Diagnosis (ITED III) system, which contains a large item bank for many science courses. The interface of the<br />

developed system and the experiments for evaluating the performance of the novel approach are given in the<br />

following subsections.<br />

A. System Development<br />

The teacher interface of ITED III provides a step-by-step instruction to guide teachers in defining the goal and<br />

parameters of a test. In the first step, the teacher is asked to define the type and date/time of the test. The test<br />

type might be “certification” (for performing a formal test), personal practice (for performing a test based on the<br />

to-be-enhanced concepts of each student), or group practice (for performing a test to evaluate the computer<br />

knowledge of a group of students). Each student is asked to take the test, using an assigned computer in a<br />

monitored computer room, and is allowed to answer the test sheet only within the specified test date/time range.<br />

In the following steps, the teachers are asked to define the parameters for composing the test sheets, such as the<br />

lower bound and upper bound of the expected test times (i.e., l and u), and the lower bound on the expected<br />

relevance of each concept or skill to be evaluated (i.e., hj). Figure 2 demonstrates the third step for defining a test<br />

with lower bound and upper bound of the expected test times being 60 minutes and 80 minutes, respectively.<br />

Moreover, in this step, the teacher is asked to define the lower bounds on the expected relevance of the concepts<br />

for the test, which are all set to 0.9 in the given example.<br />

9


Figure. 2. Teacher interface for defining the goal and parameters of a test<br />

The entire test sheet is presented in one Web page with a scroll bar for moving the page up and down. After<br />

submitting the answers for the test items, each student will receive a scored test result and a personalized<br />

learning guide, which indicates the learning status of the student for each computer skill evaluated. Figure 3 is an<br />

illustrative example of a personalized learning guide for evaluating the skills of web-based programming. Such a<br />

learning guidance has been shown to be helpful to the students in improving their learning performance if<br />

remedial teaching or practice can be conducted accordingly (Hwang, 2003a; Hwang et al. 2003a; Hwang 2005).<br />

Figure. 3. Illustrative example of a personalized learning guide<br />

10


B. Experimental Design<br />

To evaluate the performance of the proposed STSCPSO algorithm, a series of experiments have been conducted<br />

to compare the execution times and the solution quality of three competing approaches: STSCPSO algorithm,<br />

Random Selection with Feasible Solution (RSFS), and exhaustive search. The RSFS program generates the test<br />

sheet by selecting test items randomly to meet all of the constraints, while the exhaustive search program<br />

examines every feasible combination of the test items to find the optimal solution. The platform of the<br />

experiments is a personal computer with a Pentium IV 1.6 GHz CPU, 1 GB RAM and 80G hard disk with 5400-<br />

RPM access speed. The programs were coded with C# Language.<br />

To analyze the comparative performances of the competing approaches, twelve item banks with number of<br />

candidate items ranging from 15 to 10,000 were constructed by randomly selecting test items from a computer<br />

skill certification test bank. Table 3 shows the features of each item bank.<br />

Table 3. Description of the experimental item banks<br />

Item <strong>Number</strong> of test Average Average expected answer time<br />

bank items difficulty of each test item (minutes)<br />

1 15 0.761525 3.00000<br />

2 20 0.765460 3.25000<br />

3 25 0.770409 3.20000<br />

4 30 0.758647 2.93333<br />

5 40 0.720506 2.95000<br />

6 250 0.741738 2.94800<br />

7 500 0.746789 2.97600<br />

8 1000 0.751302 2.97200<br />

9 2000 0.746708 3.00450<br />

10 4000 0.747959 3.00550<br />

11 5000 0.7473007 2.99260<br />

12 10000 0.7503020 3.00590<br />

The experiment is conducted by applying each approach twenty times on each item bank with the objective<br />

values (Zk) and the average execution time recorded. The lower bounds and upper bounds of testing times are 60<br />

and 120 minutes, respectively, and the maximal number of common test items between each pair of test sheets is<br />

5. To make the solutions hard to obtain, we set the target difficulty level D = 0.5 which sufficiently deviates<br />

from the average difficulty of item banks. The STSCPSO algorithm is executed with 10 particles for 100<br />

generations. The execution time of RSFS is set the same as that of the STSCPSO algorithm, while the maximal<br />

execution time of the exhaustive search is set to 7 days to obtain the optimal solution.<br />

STSCPSO<br />

Table 4 Experimental results<br />

RSFS Optimum Solution<br />

N Zk Average<br />

Time (sec)<br />

Zk Average<br />

Time (sec)<br />

Zk Average<br />

Time (day)<br />

15 0.44 50 0.62 50 0.42 2 days<br />

20 0.44 63 0.70 63 - > 7 days<br />

25 0.44 80 0.66 80 - -<br />

30 0.44 102 0.68 102 - -<br />

40 0.40 134 0.76 134 - -<br />

250 0.36 815 0.54 815 - -<br />

500 0.28 1805 0.68 1805 - -<br />

1000 0.22 3120 0.46 3120 - -<br />

2000 0.18 6403 0.60 6403 - -<br />

4000 0.16 12770 0.62 12770 - -<br />

5000 0.16 15330 0.54 15330 - -<br />

10000 0.14 21210 0.56 21210 - -<br />

11


Table 4 shows the experimental results of objective values (Zk) and execution times using the three methods. We<br />

observe that the exhaustive search method can only obtain the optimal solution for the smallest test item bank<br />

with N = 15 since the computation complexity of the STSC problem is extremely high as described in Section III.<br />

As for the STSCPSO algorithm and the RSFS, approximate solutions to all of the test item banks can be obtained<br />

with reasonable times ranging from 50 seconds to 5.89 hours, but the solution quality delivered by the STSCPSO<br />

algorithm is significantly better. In particular, for N = 15, the objective value obtained by the STSCPSO<br />

algorithm is 0.44 which is very close to the optimal value (0.42), while the objective value obtained by the RSFS<br />

is 0.62. For the other cases with larger item banks, the superiority of the STSCPSO algorithm over the RSFS<br />

becomes more prominent as the size of the item banks increases. Figure 4 shows the variations of the objective<br />

value obtained using the STSCPSO algorithm and the RSFS. The objective value derived by the RSFS fluctuates,<br />

while the objective value derived by the STSCPSO algorithm constantly decreases since more candidate test<br />

items can be selected to construct better solutions as the test bank is larger.<br />

Figure. 4. Variations of the objective value as the size of test item banks increases<br />

Figure 5 shows the fitness value obtained by gbest of the STSCPSO algorithm as the number of generations<br />

increases for the test item bank with N = 1000. We observe that the global swarm intelligence improves with a<br />

decreasing fitness value as the evolution proceeds. This validates the feasibility of the proposed particle<br />

representation and the fitness function fits the STSC problem scenario.<br />

Figure. 5. Variations of the objective value as the size of test item banks increases<br />

12


To analyze the convergence behavior of the particles, we testify whether the swarm evolves to the same<br />

optimization goal. We propose the information entropy for measuring the similarity convergence among the<br />

particles as follows. Let pij be the binary value of the jth bit for the ith particle, i = 1, 2, …, R, and j = 1, 2, …,<br />

NK, where R is the swarm size. We can calculate probj as the conditional probability that value one happens at<br />

the jth bit given the total number of bits that take value one in the entire swarm as follows.<br />

prob<br />

R<br />

∑i=<br />

∑ ∑<br />

j = R<br />

p<br />

1 ij .<br />

NK<br />

i=<br />

1 h=<br />

1<br />

The particle entropy can be then defined as<br />

Entropy = −<br />

NK<br />

prob log prob .<br />

∑ j=<br />

1<br />

p<br />

ih<br />

j<br />

2<br />

( )<br />

j<br />

The particle entropy is smaller if the probability distributions are denser. As such, the variations of particle<br />

entropy during the swarm evolution measure the convergence about the similarity among all particles. If the<br />

particles are highly similar to one another, the values of the non-zero probj would be high, resulting in denser<br />

probability distributions and less entropy value. This also means the swarm particles reach the consensus about<br />

which test items should be selected for composing the test sheets.<br />

Figure 6 shows the variations of particle entropy as the number of generations increases. It is observed that the<br />

entropy value drops drastically during the first 18 generations since the particles exchange information by<br />

referring to the swarm’s best solution. After this period, the entropy value is relatively fixed due to the good<br />

quality solutions found and the high similarity among the particles, meaning the particles are resorting to the<br />

same high quality solution as the swarm converges.<br />

6. Conclusions and Future work<br />

Figure 6. The particle entropy as the number of generations increases<br />

In this paper, a particle swarm optimization-based approach is proposed to cope with the serial test sheet<br />

composition problems. The algorithm has been embedded in an intelligent tutoring, evaluation and diagnosis<br />

system with large-scale test banks that are accessible to students and instructors through the World-Wide Web.<br />

To evaluate the performance of the proposed algorithm, a series of experiments have been conducted to compare<br />

the execution time and the solution quality of three solution-seeking strategies on twelve item banks.<br />

Experimental results show that serial test sheets with near-optimal average difficulty to a specified target value<br />

can be obtained with reasonable time by employing the novel approach.<br />

For further application, collaborative plans with some local e-learning companies are proceeding, in which the<br />

present approach is used in the testing and assessment of students in elementary school and junior high schools.<br />

13


Acknowledgement<br />

This study is supported in part by the National Science Council of the Republic of China under contract numbers<br />

NSC-94-2524-S-024-001 and NSC 94-2524-S-024 -003.<br />

References<br />

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CATES experience. IEEE Transactions on Education, 43 (3), 266-272.<br />

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Completeness, San Francisco, CA: Freedman.<br />

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Hill.<br />

Hwang, G. J. (2003a). A concept map model for developing intelligent tutoring systems. Computers &<br />

Education, 40 (3), 217-235.<br />

Hwang, G. J. (2003b). A Test Sheet Generating Algorithm for Multiple assessment criteria. IEEE Transactions<br />

on Education, 46 (3), 329-337.<br />

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Learning Problems in Science Courses. Journal of Information Science and Engineering, 19 (2), 229-248.<br />

Hwang, G. J., Lin, B. M. T., & Lin, T. L. (2003b). An effective approach to the composition of test sheets from<br />

large item banks. 5th International Congress on Industrial and Applied Mathematics, Sydney, Australia, 7-11<br />

<strong>July</strong>, 2003.<br />

Hwang, G. J. (2005). A Data Mining Algorithm for Diagnosing Student Learning Problems in Science Courses.<br />

International Journal of Distance Education Technologies, 3 (4), 35-50.<br />

Hwang, G. J., Yin, P. Y., Hwang, G. H., & Chan, Y. (2005). A Novel Approach for Composing Test Sheets from<br />

Large Item Banks to Meet Multiple Assessment Criteria. The 5th IEEE International Conference on Advanced<br />

Learning Technologies, Kaohsiung, Taiwan, <strong>July</strong> 5-8, 2005.<br />

Kennedy, J., & Eberhart, R. C. (1995). Particle swarm optimization. In Proceedings of the IEEE International<br />

Conference on Neural Networks, IV, 1942-1948.<br />

Kennedy, J., & Eberhart, R. C. (1997). A discrete binary version of the particle swarm algorithm. In Proceedings<br />

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Shigenori, N., Takamu, G., Toshiku, Y., & Yoshikazu, F. (2003). A hybrid particle swarm optimization for<br />

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15


Lai, K. R., & Lan, C. H. (<strong>2006</strong>). Modeling Peer Assessment as Agent Negotiation in a Computer Supported Collaborative<br />

Learning Environment. Educational Technology & Society, 9 (3), 16-26.<br />

Modeling Peer Assessment as Agent Negotiation in a Computer<br />

Supported Collaborative Learning Environment<br />

K. Robert Lai<br />

Department of Computer Science and Engineering, Yuan Ze University, Taiwan<br />

krlai@cs.yzu.edu.tw<br />

Chung Hsien Lan<br />

Department of Computer Science and Engineering, Yuan Ze University, Taiwan<br />

s929408@mail.yzu.edu.tw<br />

ABSTRACT<br />

This work presents a novel method for modeling collaborative learning as multi-issue agent negotiation<br />

using fuzzy constraints. Agent negotiation is an iterative process, through which, the proposed method<br />

aggregates student marks to reduce personal bias. In the framework, students define individual fuzzy<br />

membership functions based on their evaluation concepts and agents facilitate student-student negotiations<br />

during the assessment process. By applying the proposed method, agents can achieve mutually acceptable<br />

agreements that avoid the subjective judgments and unfair assessments. Thus, the negotiated agreement<br />

provides students with superior assessments, thereby enhancing learning effectiveness. To demonstrate the<br />

usefulness of the proposed framework, a web-based assessment agent was implemented and used by 49<br />

information management students who submitted assignments for peer review. Experimental results<br />

suggested that students using the system had significantly improved learning performance over three rounds<br />

of peer assessment. Questionnaire results indicated that students believed that the assessment agent<br />

provided increased flexibility and equity during the peer assessment process.<br />

Keywords<br />

Peer assessment, collaborative learning, agent negotiation, assessment agent, fuzzy constraint<br />

1. Introduction<br />

Peer assessment is a widely adopted technique that can be applied to improve learning processes (Arnold et al.,<br />

1981; Falchikov, 1995; McDowell and Mowl, 1996; Freeman, 1995; Strachan and Wilcox, 1996). Computerbased<br />

environments typically enable students to develop their individual learning portfolios and conveniently<br />

assess those of their peers. Numerous researchers have investigated the effectiveness of computer-based peer<br />

assessment systems in various learning scenarios (Lin, 2001; Davies and Berrow, 1998). Davies developed a<br />

computer program to adjust the scores awarded to the coursework of others and encourage students to diligently<br />

and fairly review the coursework of their fellow students (Davies, 2002). Kwok and Ma generated a Group<br />

Support Systems (GSS) for collaborative and peer assessment (Kwok and Ma, 1999). Rada applied a Many<br />

Using and Creating Hypermedia system (MUCH) to solve exercise problems and submit solutions for peer<br />

review (Rada, 1998).<br />

Rapid development of Internet technologies has spawned extensive use of online web learning in education.<br />

Some researchers have explored the feasibility of Internet supported peer assessment (Davis and Berrow, 1998;<br />

Zhao, 1998; Liu et al., 1999; Lin et al., 2001). For example, Sitthiworachart designed a web-based peer<br />

assessment system that successfully assists students in developing their understanding of computer programming<br />

(Sitthiworachart and Joy, 2003). Liu et al. developed a Networked Knowledge Management and Evaluation<br />

System (NetKMES) for an instructional method that emphasizes expressing ideas via oral presentations and<br />

writing, accumulated wisdoms via discussion, critical thinking via peer assessment, and knowledge construction<br />

via project work. Student’s achievement increased significantly as a result of the peer assessment process and the<br />

number of students willing to take part in learning activities also significantly increased (Liu, 2003). Knowledge<br />

acquisition software was utilized for peer assessment systems to discover the conceptual framework and<br />

evaluation schemes for students during peer assessment. Instructors and students go online to exchange their<br />

understanding of criteria and portfolios, allowing them to reflect and thereby enhance the learning process (Ford<br />

et al., 1993; Liu et al., 2002).<br />

Computer-based peer assessment systems enhance the effectiveness of student-student and student-instructor<br />

communication and assist students in thinking reflectively. In the peer assessment process, each student assumes<br />

the role of a researcher who submits assignments as well as a reviewer who comments on their peers’<br />

assignments (Rogoff, 1991). Therefore, students are involved in the learning and assessment processes.<br />

16<br />

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are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by<br />

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specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.


Numerous studies have demonstrated that students benefit significantly from peer assessment; however, some<br />

students have revealed that peers may lack the ability to evaluate each others’ work or not take their role<br />

seriously, allowing friendships, entertainment value, etc., to influence the marks they give to peer coursework.<br />

Furthermore, students often lack experience in peer assessment and encounter difficulties in interpreting<br />

assessment criteria. These obstacles often result in subjective and unfair assessments and, thus, students’<br />

reflection and learning effectiveness are not enhanced.<br />

This work presents a novel approach that models collaborative learning as multi-issue agent negotiation using<br />

fuzzy constraints. Agent negotiation (Pruitt, 1981) is an iterative process through which the proposed<br />

methodology aggregates students’ marks to reduce personal bias. In this framework, students define individual<br />

fuzzy membership functions based on their evaluation concepts and agents facilitate student-student negotiations<br />

during the assessment process. By applying this method, agents can reach mutually acceptable agreements that<br />

overcome the unfair assessment as a result of students’ various degree of understanding the assessment criteria.<br />

Thus, the negotiated agreement improves the assessment process and learning effectiveness.<br />

The remainder of this paper is organized as follows. Section 2 introduces the concept of peer assessment. Section<br />

3 describes the overall framework of the assessment agent and its computational model. Then, a walk-through<br />

example is utilized to illustrate the application of the proposed methodology. Section 4 presents the experimental<br />

design, analytical results, and evaluation of the questionnaire results. Finally, Section 5 draws the conclusion.<br />

2. Peer Assessment<br />

Assessment is a learning tool. However, most traditional assessment methods often encourage “surface<br />

learning,” which is characterized by information memorization and comprehension (Sitthiworachart and Joy,<br />

2003). Falchikov defined peer assessment as “the process whereby groups rate their peers” (Falchikov, 2001). It<br />

can include student involvement not only in the final judgement made of student work, but also in the prior<br />

setting of criteria and the selection of evidence of achievement (Biggs, 1999).<br />

Peer assessment is an interactive assessment method that enhances student interpretation and reflection, enabling<br />

instructors to improve their understanding of student performance. This method moves coursework assessment<br />

from instructor-centered to student-centered. Based on previous research (Ford et al., 1993; Liu et al., 2002;<br />

Sitthiworachart and Joy, 2003), students are capable of learning how to criticize the work of their peers and<br />

accept peer criticism, thereby developing their critical thinking skills and self-reinforcement through peer<br />

assessment.<br />

Peer assessment requires cognitive activities such as reviewing, summarizing, clarifying, providing feedback,<br />

diagnosing errors and identifying missing knowledge or deviations (Van Lehn et al., 1995). However, based on<br />

the framework described by Sitthiworachart (Sitthiworachart and Joy, 2003) and Liu (Liu et al., 1999), the peer<br />

assessment process can be divided into four separate stages (Fig. 1). During stage 1, students complete their<br />

assignments on their own time and then submit assignments. During stage 2, peer reviewers assess peer<br />

assignments and then discuss their marks with the other students in their group who marked the same<br />

assignments. After the reviewers generate preliminary scores and feedback (stage 2), each student in the stage 3<br />

evaluates the quality of marks given by the other markers. Finally, during stage 4, the results, which are<br />

aggregates of all marks, are sent to the original author who then revises the original assignment based on peer<br />

feedback. By this process, students typically develop a serious attitude toward their coursework.<br />

Stage 1<br />

Do assignment<br />

Stage 2<br />

Do peer assessment<br />

exercise<br />

Submit the assignment Mark & Feedback<br />

Stage 3<br />

Mark quality of<br />

marking<br />

Figure 1. Peer assessment process<br />

Scores & Feedback<br />

Stage 4<br />

Show results<br />

Thus, peer assessment entails formative work reviewing to provide feedback and summative grading. Moreover,<br />

peer assessment also integrates a feedback mechanism into the peer assessment process. Some studies indicate<br />

that receiving feedback is correlated with effective learning (Van Lehn et al., 1995; Bangert-Drowns et al.,<br />

1991).<br />

17


Web-based peer assessment has recently gained popularity. Liu, who implemented a networked peer assessment<br />

system (NetPeas) to support peer assessment (Liu et al., 1999), indicated that web-based peer assessment<br />

positively affected learning effectiveness (Yu et al., 2004). A network peer assessment model allows students to<br />

learn or construct knowledge by submitting assignments and receiving comments from peers to improve their<br />

work. During the assessment process, students evaluate peer assignments via the Web, which ensures anonymity<br />

and positively affects students’ willingness to critique their peers’ work. Furthermore, web-based peer<br />

assessment allows instructors to monitor student progress at any point during the assessment process. That is,<br />

instructors can determine how well an assessor or assessee performs and constantly monitor the assessment<br />

process whereas this is nearly impossible during ordinary peer assessment when several rounds are involved<br />

(Chiu et al., 1998).<br />

Topping et al. described the potential advantages of peer assessment, including the development of the skills of<br />

evaluating, justifying, and using discipline knowledge (Topping et al., 2000). They also suggested that peer<br />

assessment can increase post hoc reflection, improves student ability to generalize knowledge to new situations,<br />

and promotes self-assessment and self-awareness. In addition to the potential advantages of peer assessment,<br />

some students feel negatively about peer assessment as markers are also competitors (Lin et al., 2001). During<br />

the peer assessment process, students may utilize different assessment criteria that produce different assessment<br />

results. Additionally, students often lack the ability to evaluate each other’s work or may apply judgments that<br />

are excessively subjective. Zhao also pointed out that students commonly believe that only instructors have the<br />

ability and knowledge required to effectively evaluate work and provide critical feedback (Zhao, 1998). This<br />

study employed a novel negotiation mechanism to balance individual assessment standard and utilized web<br />

technologies to implement this system to enhance student anonymity, reduce transmission costs and increase<br />

student interaction. Thus, the computational methodology employed combines fuzzy constraints and agent<br />

negotiation to overcome such difficulties. An assessment agent is deployed to support web-based peer<br />

assessment.<br />

3. Assessment Agent<br />

3.1 Methodology<br />

A novel methodology that provides computational support to elicit the assessment criteria and results is<br />

proposed. This methodology relies on fuzzy membership functions and agent negotiation to construct an<br />

assessment agent. Negotiation is a process of cooperative and competitive decision making between two or more<br />

entities. Agent negotiation is an iterative process through which a joint decision is made by two or more agents<br />

in order to reach a mutually acceptable agreement (Pruitt, 1981). Thus, the student, whose coursework is marked,<br />

can negotiate with markers using the assessment agent to reach a final assessment. Figure 2 presents the<br />

framework of peer assessment.<br />

Student A<br />

Student A’s<br />

Portfolio<br />

Assessment criteria<br />

Assessment criteria<br />

Student B<br />

Student D<br />

Student A’s<br />

Portfolio<br />

Self-assessment criteria<br />

Assessment<br />

Assessment criteria<br />

Student A’s<br />

Portfolio<br />

Final assessment results<br />

Agent<br />

Student C<br />

Figure 2. The framework of peer assessment<br />

Student A’s<br />

Portfolio<br />

In this framework, students are free to construct personal assessment criteria when assessing portfolios.<br />

Assessment criteria, which consist of several evaluation concepts, are used to measure the qualities of students’<br />

portfolios. Figure 2 shows a group of four students, A, B, C and D. Student A’s portfolio is assessed by students<br />

18


B, C and D, who rate the portfolio by defining fuzzy constraints after identifying their own evaluation concepts.<br />

The role of the assessment agent is to negotiate the assessment of students A, B, C and D and to achieve an<br />

agreement. Based on this process, the assessment agent is considered a distributed fuzzy constraint network (Lai<br />

and Lin, 2004). Assessment criteria are regarded as negotiation issues or constrained objects and student<br />

assessments are fuzzy constraints. Figure 3 presents the workflow of the assessment agent.<br />

Define Fuzzy<br />

constraints<br />

In the first step of the assessment process, students evaluate the portfolios submitted by the other students and<br />

use their own fuzzy membership functions to mark. These fuzzy membership functions for assessment criteria<br />

are regarded as fuzzy constraints. After defining fuzzy constraints, the assessment agent applies concession<br />

and/or trade-off strategies to negotiate. Trough offers generation and evaluation, if an agreement cannot be<br />

reached, the fuzzy constraints or negotiation strategies must be adjusted. Conversely, if an agreement is reached,<br />

the interests of all students are considered to produce the final results. Then, the student submitting portfolio to<br />

be assessed by other students receives final scores, understands the peer assessments, and can reflect upon the<br />

assessment and revise the portfolio.<br />

During the negotiation process, each agent begins negotiating by proposing an ideal offer. However, when an<br />

offer is unacceptable to the other agents, these agents make concessions using a concession strategy or derive<br />

new alternatives using a trade-off strategy to move toward an agreement. Adopted from the framework in (Lai<br />

and Lin, 2004), the fuzzy constraint-based negotiation context is formalized as follows.<br />

ℜ is a set of agents involved in the negotiation, ℜ p ∈ℜ<br />

is the one of members inℜwhere 1 ≤ p ≤ m and<br />

m is the number of ℜ .<br />

p<br />

C is a distributed fuzzy constraint network that represents an agent ℜ . p<br />

p<br />

Π is the intent of a distributed fuzzy constraint network p<br />

C and represents the set of all potential<br />

C<br />

agreements for agent ℜ . p<br />

μ (u ) is the overall degree of satisfaction reached with a solution u.<br />

Π<br />

p<br />

C<br />

Apply negotiation<br />

strategy<br />

Negotiation<br />

(Offer generation)<br />

(Offer evaluation)<br />

Self-reflection and<br />

improvement<br />

Figure 3. The workflow of the assessment agent<br />

p<br />

wq<br />

μΠ<br />

= min (( μ p ( u))<br />

)<br />

(1)<br />

C<br />

p q=<br />

1,..,<br />

n Cq<br />

p<br />

where n is the number of negotiation issues, w is the weight of issue q in agent q<br />

ℜ , and p μ p (.) is the<br />

Cq<br />

degree of satisfaction for agent ℜ and issue q.<br />

p<br />

The process of negotiation is a series of determining how agents evaluate and generate alternatives<br />

from a possible designated space. ( ,<br />

p )<br />

i C Π ℜ ℑ denotes to find a final agreement for all agents in ℜ<br />

α<br />

from p<br />

i C Π . If α ( ,<br />

p )<br />

i C Π ℜ ℑ holds, the negotiation is complete and terminates; otherwise, threshold<br />

α<br />

α will move to next lower threshold i<br />

α and repeatedly applies i+<br />

1<br />

( ,<br />

p )<br />

i 1 C Π ℜ ℑ to achieve an agreement.<br />

α +<br />

As the next lower threshold q<br />

q<br />

α over issue q is smaller than the minimal satisfaction degree δ for<br />

i+ 1<br />

issue q, the set of potential agreements over issue q would be j Π and that of other issues is k k<br />

δ C j<br />

i C j<br />

Π .<br />

α +1<br />

Then, ( ,<br />

p )<br />

i C Π ℜ ℑ will be false and the negotiation terminates until the next lower threshold α α is i+<br />

1<br />

lower than the overall minimal satisfaction degree, that is,<br />

q<br />

αi<br />

+ 1 arg minδ<br />

q=<br />

1..<br />

n<br />

< .<br />

No<br />

Reach an<br />

agreement<br />

Yes<br />

Produce the final<br />

results<br />

19


Ψ : Π p → [ 0,<br />

1]<br />

is an evaluation function that represents the aggregate satisfaction value of<br />

p<br />

C α i C<br />

agentℜ for the potential agreement in p<br />

p<br />

i C Π . The aggregate satisfaction value is the measure of human<br />

α<br />

preference. Given an offer (or counteroffer) u, the aggregate satisfaction value of u for agent p ℜ can be<br />

defined as<br />

1 n<br />

p<br />

wq<br />

Ψ p ( u)<br />

= ∑ ( μ p ( u))<br />

(2)<br />

C<br />

q=<br />

1 Cq<br />

n<br />

In a concession strategy, agents generate new proposals to achieve a mutual satisfactory outcome by<br />

reducing their demands. p<br />

p<br />

p℘<br />

is a set of feasible concession proposals at the threshold α for agent p<br />

α u<br />

q<br />

q<br />

and it is defined as<br />

p<br />

p p p<br />

p℘u<br />

= { v|<br />

( μ p ( v)<br />

≥αq<br />

) ∧(<br />

Ψ ( v)<br />

= Ψ ( u)<br />

−r)}<br />

(3)<br />

αq<br />

C<br />

where r is the concession value.<br />

In a trade-off strategy, agents can explore options for achieving a mutual satisfactory outcome by<br />

reconciling their interests. Agents can propose alternatives from a certain solution space and the<br />

degrees of satisfaction for constraints associated with the alternative are greater than or equal to an<br />

acceptable threshold. p<br />

p<br />

p Φ is a set of feasible trade-off proposals at threshold α for the alternatives<br />

α u<br />

q<br />

q<br />

of agent p and is defined as<br />

p<br />

p p p<br />

p Φu = { v|<br />

( μ p ( v)<br />

≥αq<br />

) ∧(<br />

Ψ ( v)<br />

= Ψ ( u))}<br />

(4)<br />

αq<br />

C<br />

where u is the latest offer.<br />

Agents maximize their individual payoffs and maximize the outcomes for all agents. Thus, a<br />

normalized Euclidean distance can be applied in measuring the similarity between alternatives to<br />

generate a best offer. The similarity function is defined as<br />

n<br />

∑ =<br />

2<br />

( μ p(<br />

v)<br />

−μ<br />

p(<br />

u')<br />

+ p p ( u'))<br />

p<br />

q 1 Cq<br />

Cq<br />

Cq<br />

Θ ( v,<br />

U′<br />

) = 1−<br />

(5)<br />

n<br />

where n is the number of fuzzy constraints for agent p on issues, v is a feasible trade-off proposal of<br />

agent p, U′ is the set of counteroffers made by other agents,<br />

u' = arg v ' max v ' U ' ( μ p ( v)<br />

− μ p ( v'<br />

)) ,<br />

∈<br />

μ (v)<br />

and p μ (u')<br />

denote the satisfaction degree of qth fuzzy<br />

p<br />

C q<br />

C q<br />

Cq<br />

Cq<br />

constraint associated with v and u′ for agent p, and p pq (u')<br />

is the penalty from the qth dissatisfied fuzzy<br />

C<br />

constraint associated with offer u′ made by agent p.<br />

u* is the expected trade-off proposal for the next offer by agent p and is defined as<br />

where p<br />

q<br />

u<br />

*<br />

p<br />

= arg v (max Θ ( v,<br />

U '))<br />

v Φ<br />

α is the highest possible threshold such that Φ ≠ {}<br />

p<br />

p p<br />

and Θ ( v,<br />

U ′ ) > Θ ( u,<br />

U ′ ) .<br />

By applying a similarity function, the best proposal that can be accepted by all participators will be found. The<br />

negotiation integrates the interests of all agents. If a final solution that satisfies all participators exists during a<br />

negotiation, a negotiation process will succeed. Otherwise, negotiation terminates and all agents adjust their<br />

interests prior to a new negotiation process.<br />

Multi-issue agent negotiation is supported in the assessment process. In particular, the core methodology of the<br />

assessment agent focuses on using fuzzy constraints to represent personal interests and applies negotiation<br />

strategies in making concessions or trade-offs between different possible values for negotiation issues. By<br />

applying constraints to express negotiation proposals, the model can execute the negotiation with increased<br />

efficiency and determine final results for overall assessments.<br />

3.2 Illustrative Example<br />

To demonstrate the application of this approach, the following scenario in peer assessment is considered. The<br />

peer assessment system is designed to assist information management undergraduates to learn database design<br />

methodologies during Database System course. Following the instruction in a conventional classroom, the<br />

instructor assigned a database design project as homework. Students were required to submit portfolios that<br />

analyze the assigned project and the design methodology used to solve the database development problem.<br />

p<br />

α q<br />

u<br />

∈ p<br />

α q<br />

p u<br />

(6)<br />

20


Solving this problem involved the following database development concepts: defining, constructing,<br />

manipulating, protecting and sharing databases. In this example, three students (students I, J and K) were in a<br />

group. Student K submitted his portfolio and students I and J assessed independently student K’s portfolio.<br />

Students I, J and K were allowed to construct their own fuzzy membership functions for the same evaluation<br />

concepts such as Completeness, Security and Flexibility to assess the portfolio. Following the workflow<br />

presented in Fig. 3, the assessment process was divided into the following steps.<br />

Defining the Fuzzy Constraints<br />

The instructor first explained each evaluation concept to the students. Students I, J and K defined membership<br />

functions for each evaluation concept. Each membership function was considered as a fuzzy constraint. After<br />

assessing student K’s portfolio, students I, J and K illustrated their own fuzzy constraints (Figures 4(a)(b)(c)).<br />

(a) Student I (b) Student J (c) Student K<br />

Figure 4. Fuzzy constrains<br />

Student I specified the assessments as Fuzzy constraints, namely Low Completeness, Median Security and<br />

Median Flexibility. Student J defined Median Completeness, Low Security and Median Flexibility as fuzzy<br />

constraints and student K defined High Completeness, High Security, and High Flexibility as fuzzy constraints.<br />

Suppose students I, J and K adopted concession and trade-off strategies.<br />

Using Fuzzy Constraints to negotiation<br />

Agents I, J and K represent students I, J and K respectively. Negotiation in this example is a multi-issue<br />

negotiation among agents I, J and K. Agreement is achieved when all participants agree. Agents I, J and K took<br />

I<br />

turns attempting to reach an agreement. Agent I proposed its assessments u 1 = ( 60,<br />

70,<br />

70)<br />

related to<br />

Completeness, Security and Flexibility at threshold 1 1 =<br />

I<br />

I<br />

α (Fig. 4(a)). However, according to (1), ( 1 ) = 0<br />

C u μ J<br />

I and ( 1 ) = 0 u<br />

I<br />

μ , agents J and K did not accept u1 as an agreement. Subsequently, agent J proposed its offer<br />

K<br />

C<br />

1 ( 70,<br />

60,<br />

70)<br />

=<br />

J<br />

J<br />

J<br />

u at threshold α 1 = 1.<br />

However, agents I and K also did not accept u1 as an agreement. Agent K<br />

then proposed its offer 1 ( 90,<br />

90,<br />

85)<br />

=<br />

K<br />

u at threshold 1 1 =<br />

K<br />

α . However, agents I and J still did not accept K<br />

u as an<br />

1<br />

agreement.<br />

Furthermore, assuming agent K adopted the fixed concession strategy and had no expected proposal at threshold<br />

K<br />

K<br />

α 1 = 1,<br />

agent K lowered its threshold to next threshold α 1 = 0.<br />

9 and created a new set of feasible proposals as<br />

K<br />

K<br />

K<br />

v = 90,<br />

90,<br />

83),<br />

v = ( 90,<br />

88,<br />

85),<br />

v = ( 88,<br />

90,<br />

85)<br />

2 a<br />

( 2b<br />

2c<br />

According to (5), the similarity among these feasible proposals was computed by agent K as<br />

K<br />

Θ<br />

K<br />

K K<br />

v , u'<br />

) = 0.<br />

361,<br />

Θ ( v , u'<br />

) = 0.<br />

366,<br />

Θ v , u'<br />

) = 0.<br />

374<br />

K K<br />

( 2 a<br />

2b<br />

( 2 c<br />

21


K<br />

Thus, agent K selected the most likely acceptable solution v 2 c = ( 88,<br />

90,<br />

85)<br />

as the offer for agents I and J. This<br />

procedure of offer evaluation and generation for agents I, J and K continued until an agreement was reached or<br />

no additional solutions were proposed. Through several rounds, negotiation finally reached an agreement over<br />

(completeness, security, flexibility) at (76, 76, 75), of which the satisfaction degree for agent I is (0.2, 0.4, 0.5);<br />

that of the agent J is (0.4, 0.2, 0.5), and that of the agent K is (0.3, 0.3, 0.5). The agreement reached<br />

K I J u=(76,76,75), of which Ψ ( u)<br />

= 0.<br />

367 , Ψ ( u)<br />

= 0.<br />

367,<br />

Ψ ( u)<br />

= 0.<br />

367 , ( u)<br />

= 0.<br />

3 , ( u)<br />

= 0.<br />

2 and<br />

u J<br />

C<br />

( u)<br />

=<br />

0.<br />

3<br />

shows that the proposed approach, involving fuzzy constraint relaxation and similarity, helped the<br />

assessment agent in arranging assessment criteria to meet each agent’s needs, and assisted agents in reaching an<br />

agreement that maximizes overall degree of satisfaction for assessments in the multi-issue negotiation.<br />

4. Experiment and Results<br />

This experiment examined the usability and effectiveness of the assessment agent, a computational model that<br />

emphasizes critical thinking via peer assessment. Ninety-two university students in their junior year majoring in<br />

information management and enrolling in a Database System course were selected as study subjects. These<br />

students, who attended two sessions, were assigned to 26 teams, and each team was assigned to implement a<br />

database design project and undergo two examinations. However, the teams in each session were randomly<br />

divided into two groups. One group was the experimental group that participated in peer assessment using the<br />

web-based assessment agent, whereas the other group did not take part in any peer assessment activities.<br />

Therefore, 13 teams in the experimental group were assigned to group A and the remaining teams were in group<br />

B.<br />

The experimental process consisted of the following three steps.<br />

Analysis of Groups’ Difference<br />

The instructor gave all students an examination that tested knowledge of course content to determine whether the<br />

learning status of the two groups differed. After students completed the examination, the tests were marked by an<br />

instructor and analyzed using t-test analysis (Table 1).<br />

Table 1. The analysis of the test score difference between the two groups<br />

Session Group N Teams Mean t-value p-value<br />

Session 1 Group A 27 7 71.11 -0.005 0.995<br />

Group B 22 7 71.14<br />

Session 2 Group A 22 6 58.05 -0.172 0.864<br />

Group B 21 6 59.10<br />

Level of significanceα =0.05<br />

No significant difference in learning status was noted between the two groups (Table 1) as both p-values exceed<br />

the level of significanceα . Therefore, the 13 selected teams were assigned to use the web-based assessment<br />

agent for peer assessment.<br />

Analysis of Teams’ Performance and Correlation<br />

During the peer assessment process, the instructor asked each team to design a project utilizing database theory<br />

that comprised preliminary plan, requirement analysis, conceptual database design, logistical database design,<br />

physical database design and implementation. All teams were instructed to do the following rounds. During round 1,<br />

they learned about database design theory and practiced on a case that needed to be assessed prior to attempting<br />

their projects. When all teams finished round 1, the 13 experimental teams submitted their projects and moved<br />

on to peer and self assessment using the evaluation concepts provided by the instructor via the assessment agent.<br />

Figure 5 displays the student interface of the assessment agent in defining fuzzy constraints. The instructor<br />

marked the submitted projects. After each team submitted fuzzy constraints for each project and obtained a<br />

negotiated agreement, these teams were allowed to revise their own projects and proceed to round 2 (preliminary<br />

plan and requirement analysis). Similarly, each team and the instructor completed the work. The overall<br />

u K<br />

C<br />

u I<br />

C<br />

22


assessment proceeded until round 3 (the conceptual, logistical, physical database design and the implementation)<br />

was completed.<br />

Figure 5. The student interface in defining fuzzy constraints<br />

Pearson’s correlation analysis is adopted to compare the correlations between peer and instructor marks. Student<br />

assessments are significantly and positively correlated with the instructors’ assessments for each evaluation<br />

concept utilized in the 3 rounds of assessment (Table 2).<br />

Table 2. Correlation analysis between instructor and student marks<br />

Round 1 Round 2 Round 3<br />

Evaluation Concepts Correlation Correlation Correlation<br />

Completeness 0.457* 0.619* 0.752**<br />

Correctness 0.534* 0.745** 0.623*<br />

Originality 0.413* 0.712** 0.676*<br />

*: p < 0.05, **: p < 0.01<br />

Paired t-test analysis for performance during the three rounds indicates that the improvement in learning for the<br />

13 teams was significant (Table 3). Students improved their performance from round 1 to round 2, and especially<br />

from round 1 to round 3.<br />

Table 3. Performance analysis over the 3 rounds<br />

Round 1 and 2 Round 2 and 3 Round 1 and 3<br />

Evaluation Concepts t-value p-value t-value p-value t-value p-value<br />

Completeness 5.84 2.89E-05 0.60 0.278 5.04 1.13E-04<br />

Correctness 5.66 3.88E-05 1.25 0.116 5.25 7.82E-05<br />

Originality 4.32 4.18E-04 0.39 0.348 4.66 2.22E-04<br />

Level of significanceα =0.05<br />

Furthermore, as the difference cannot be perceived in round 1, the instructor’s assessment is utilized in round 2<br />

and round 3 to evaluate the performance of the two groups. By t-test analysis, the difference between the two<br />

groups was significant (Table 4).<br />

Table 4. Performance analysis for the two groups<br />

Round 2 Round 3<br />

Evaluation Concepts t-value p-value t-value p-value<br />

Completeness 2.02 0.029 2.24 0.019<br />

Correctness 2.47 0.012 2.38 0.014<br />

Originality 1.46 0.082 3.09 0.003<br />

Level of significanceα =0.05<br />

23


Analysis of Individual Performance<br />

The instructor then gave all students a post-assessment examination related to course content and the project to<br />

determine whether each student’s performance in the 13 experimental teams differed from that of students in the<br />

other teams. Table 5 presents the differences of individual performance via the paired t-test and t-test. Analytical<br />

results indicate that students who participated in peer assessment had acquired more knowledge than students<br />

who did not. Furthermore, quantitative scores also indicate that students in the experimental group improved<br />

their performance via peer assessment.<br />

Table 5. Performance analysis for each student<br />

Session Group Examination N Mean t-value p-value<br />

Session 1 Group A First 27 71.11 -4.43 0.000<br />

Group A Second 27 78.22<br />

Group B First 22 71.14 -0.32 0.375<br />

Group B Second 22 71.36<br />

Group A Second 27 78.22 1.79 0.039<br />

Group B Second 22 71.36<br />

Session 2 Group A First 22 58.05 -6.52 0.000<br />

Group A Second 22 71.77<br />

Group B First 21 59.10 -1.59 0.063<br />

Group B Second 21 62.86<br />

Group A Second 22 71.77 1.90 0.003<br />

Group B Second 21 62.86<br />

Level of significanceα =0.05<br />

Evaluation of Questionnaire Results<br />

Following the experiment, students provided feedback via a questionnaire containing twelve questions. A 5point<br />

Likert scale was employed to grade responses. Questionnaire results indicate that students regarded the<br />

assessment agent as a satisfactory approach for flexibly assessing peer assignments, receiving fair feedback, and<br />

improving their performance. The questionnaire results are listed as follows: (A high mean indicates that<br />

students agree with the statement.)<br />

The assessment model is easily used. (Mean=4.02)<br />

The assessment model is flexible. (Mean=4.00)<br />

The assessment model is fair and, therefore, personal bias can be reduced. (mean=3.66)<br />

The assessment model is complex. (Mean=2.95)<br />

Students are provided with additional opportunities to reflect and improve their assignments via peer<br />

assessments. (Mean=4.39)<br />

The assessment standard can be constructed while reviewing peers’ assignments. (Mean=4.14)<br />

Peer assessment assists students in learning more than does instructor assessment. (Mean=4.05)<br />

Peer assessment is time and effort consuming. (Mean=3.22)<br />

Peer feedback encourages students to reflect self-assessment results. (Mean=4.05)<br />

Peer feedback enables students to improve their own assignments. (Mean=4.00)<br />

Peer assessment enhances the degree of seriousness students ascribe to their work. (Mean=3.82)<br />

Overall, students agreed that the assessment agent benefits learning evaluation. (Mean=3.93) Although some<br />

students considered it time and effort consuming, most students believed that the system helped them to reflect<br />

on and improve their learning activities. Additionally, students felt that by relying on fuzzy membership<br />

functions and agent negotiation, the assessment model was flexible, fair and easy to use.<br />

5. Conclusion<br />

This study has presented a computational model for peer assessment learning. By using this model, students are<br />

able to reach an agreement for peer assessment via agent negotiation. Experimental results indicate that this<br />

model significantly improved student performance. Students also agreed that the assessment agent is flexible and<br />

benefits the learning process. Based on these results, the assessment agent, which relies on fuzzy constraints and<br />

agent negotiation to facilitate peer assessment, has the following important merits.<br />

24


First, the assessment agent can produce an objective assessment by considering assessments of all markers and<br />

the self-marker. Second, the level of flexibility increases by using fuzzy constraints. Furthermore, agent<br />

negotiation augments interaction among students. Third, the student assessed is provided with individual scores,<br />

rather than overall results based on assessment concepts. Thus, students can reflect on the representation over<br />

each assessment concept and thereby think more deeply to improve the quality of the portfolio. Fourth, final<br />

scores integrate all assessments and, thus, the assessment method overcomes the assessment bias. The scores<br />

achieved through this process of peer assessment are more reliable than scores assigned by an individual. In<br />

addition to eliminating individual bias, student learning effectiveness is enhanced through interaction with<br />

students.<br />

The assessment agent benefits student learning in many ways. The web-based assessment agent provides a<br />

higher degree of anonymity and lower transmission costs than traditional peer assessment processes.<br />

Furthermore, it eliminates time and location constraints and effectively offers interaction and feedback.<br />

Finally, although the proposed methodology has yielded promising results in promoting learning effectiveness,<br />

considerable work remains to be done, including further development of the methodology to allow students to<br />

select their own evaluation concepts, comparing assessment agents against other peer assessment methodologies,<br />

and experimental application of the methodology to other domains.<br />

Acknowledgements<br />

This research is supported in part by the National Science Council of R.O.C. through Grant <strong>Number</strong> NSC 94-<br />

2745-E-155-007-URD and by the Center for Telecommunication Research of YZU. The authors also thank the<br />

anonymous reviewers for their helpful comments on this paper.<br />

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26


Kiu, C.-C., & Lee, C.-S. (<strong>2006</strong>). Ontology Mapping and Merging through OntoDNA for Learning Object Reusability.<br />

Educational Technology & Society, 9 (3), 27-42.<br />

Ontology Mapping and Merging through OntoDNA for Learning Object<br />

Reusability<br />

Ching-Chieh Kiu<br />

Faculty of Information Technology, Multimedia University, Jalan Multimedia, 63100 Cyberjaya, Malaysia<br />

cckiu@mmu.edu.my<br />

Chien-Sing Lee<br />

Faculty of Information Technology, Multimedia University, Jalan Multimedia, 63100 Cyberjaya, Malaysia<br />

cslee@mmu.edu.my<br />

ABSTRACT<br />

The issue of structural and semantic interoperability among learning objects and other resources on the<br />

Internet is increasingly pointing towards Semantic Web technologies in general and ontology in particular<br />

as a solution provider. Ontology defines an explicit formal specification of domains to learning objects.<br />

However, the effectiveness to interoperate learning objects among various learning object repositories are<br />

often reduced due to the use of different ontological schemes to annotate learning objects in each learning<br />

object repository. Hence, structural differences and semantic heterogeneity between ontologies need to be<br />

resolved in order to generate shared ontology to facilitate learning object reusability. This paper presents<br />

OntoDNA, an automated ontology mapping and merging tool. Significance of the study lies in an<br />

algorithmic framework for mapping the attributes of concepts/learning objects and merging these<br />

concepts/learning objects from different ontologies based on the mapped attributes; identification of a<br />

suitable threshold value for mapping and merging; an easily scalable unsupervised data mining algorithm<br />

for modeling existing concepts and predicting the cluster to which a new concept/learning object should<br />

belong, easy indexing, retrieval and visualization of concepts and learning objects based on the merged<br />

ontology.<br />

Keywords<br />

Learning object, Semantic interoperability, Ontology, Ontology mapping and merging, Semantic Web<br />

Introduction<br />

The borderless classroom revolves not only around the breaking down of geographical and physical borders but<br />

also, of cultures and knowledge. Realizing this vision however, requires orienting next-generation e-learning<br />

systems to address three challenges: first, refocusing development of e-learning systems on pedagogical<br />

foundations; second personalizing human-computer interaction in a seamless manner amidst a seemingly<br />

faceless technological world and third increasing interoperability among learning objects and among<br />

technological devices (Sampson, Karagiannidis & Kinshuk, 2002).<br />

A corresponding ontological solution, which addresses all these three issues, is Devedzic’s (2003) GET-BITS<br />

framework for constructing intelligent Web-based systems. Ontology is applied at three levels. The first is to<br />

provide a means to specify and represent educational content (domain knowledge as well as pedagogical<br />

strategies). The second application of ontology is to formulate a common vocabulary for human-machine<br />

interaction, human-human interaction and software-to-software agent interaction in order to enable<br />

personalization in presentation of learning materials, assessment and references adapted to different student<br />

models. The third application lies in systematization of functions (Mizoguchi & Bordeau, 2000) to enable<br />

intelligent help in learning systems, especially in collaborative systems.<br />

The concerns mentioned above point towards Semantic Web technologies as solutions. Layers in Semantic Web<br />

technologies are as shown in Figure 1 (Arroyo, Ding, Lara, Stollberg & Fensel, 2004). These layers appear to<br />

provide the solution to the third aspect mentioned by Sampson et al and Devedzic, which is also the focus in this<br />

paper. At the top most layer is the Web of trust, which relies on the proof and logic layers. The proof layer<br />

verifies the degree of trust assigned to a particular resource through security features such as digital signatures.<br />

The logic layer on the other hand, is formalized by knowledge representation data, which provides ontological<br />

support to the formation of knowledge representation rules. These rules enable inferencing and derivation of new<br />

knowledge. Basic description of data (metadata) is defined in the Dublin core such as author, year, location and<br />

ISBN. RDF (Resource Description Framework) schema and XML (eXtensible Markup Language) schema both<br />

provide means for standardizing metadata descriptions. RDF’s object-properties-values (OAV) building block<br />

creates a semantic net of concepts whereas XML describes grammars to represent document structure either<br />

through data type definitions (DTD) or XML schemas. Finally, all resources are tagged with uniform resource<br />

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copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies<br />

are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by<br />

others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior<br />

specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.<br />

27


identifiers to enable efficient retrieval. Unicode, a 16-bit character scheme, creates machine-readable codes for<br />

all languages.<br />

Problem Definition and Background<br />

Background to the Problem<br />

The Semantic Web layers discussed above can be applied to the retrieval and reuse of learning objects as shown<br />

in Figure 2 (Qin & Finneran, 2002). According to Mohan and Greer (2003), “learning objects (LO) are digital<br />

learning resources which meet a single learning objective that may be reused in a different context”. Basic<br />

metadata to describe a learning object are defined in the Dublin core followed by contextual information that<br />

allows reuse of a learning object in different contexts. However, metadata expressed in XML addresses only<br />

lexical issues. XML does not allow interpretation of the data in the document. XML allows only lexical<br />

interoperability.<br />

Figure 1. The Semantic Web stack<br />

Figure 2. Representation granularity<br />

Furthermore, metadata schemas are user-defined. Due to differences in metadata specifications, metadata<br />

standardization initiatives such as ADL’s Sharable Content Object Resource Model (SCORM) and IEEE’s<br />

Learning Object Model (LOM) are introduced.<br />

However, LO reusability is complicated due to differences in LO metadata standards. For example, LO metadata<br />

standards such as IEEE LOM and Dublin Core are RDF binding whereas SCORM is XML binding. Hence, there<br />

are admirable efforts to map different learning object standards (Verbert, Gasevic, Jovanovic & Duval, 2005) in<br />

order to increase interoperability between learning object repositories. Significance of this work is the retrieval<br />

and assembly of parts of learning objects to create new learning objects suitable for different learning objectives<br />

and contexts.<br />

28


On a higher layer of abstraction, additional constraints to schemas are introduced through W3C’s Web Ontology<br />

Language (OWL). OWL extends RDF’s OAV schemas using DAML (DARPA Agent Markup Language) and<br />

OIL (Ontology Inference Layer). OWL creates a common vocabulary by adding constraints to class instances,<br />

property value, domain and range of an attribute (property) by providing interoperability functions such as<br />

sameClassAs and differentFrom (Mizoguchi, 2000). However, there are also differences among ontologies.<br />

This paper deals with semantic and structural heterogeneity.<br />

Ontological semantic heterogeneity arises from two scenarios. In the first scenario, ontological concepts for a<br />

domain are described with different terminologies (synonymy). For instance, in Figure 3, the terms booking and<br />

reservation; client and customer are synonymous but termed differently. In the second scenario, different<br />

meanings are assigned to the same word in different contexts (polysemy). On the other hand, different<br />

taxonomies cause structural heterogeneity among ontologies (Euzenat et al., 2004; Noy & Musen, 2000; de-<br />

Diego, 2001; Ramos, 2001; Stumme & Maedche, 2001). Instances of structural differences in Figure 3 are<br />

between the concepts airline and duration.<br />

Figure 3. Semantic differences and structural differences between ontologies<br />

Hence, there is a need for ontology mapping and merging. Ontology mapping involves mapping the structure<br />

and semantics describing learning objects in different repositories whereas ontology merging integrates the<br />

initial taxonomies into a common schematic taxonomy. [As such, in this paper the term merged ontology is used<br />

interchangeably with the term shared ontology].<br />

Problem Statement<br />

Four major issues constrain efforts toward ontology mapping and merging tasks:<br />

1. Semantic differences: Some ontological concepts describe similar domain with different terminology<br />

(synonymy and polysemy). This results in overlapping domains. Thus, there is a need for mapping tools to<br />

interpret metadata descriptions from a lexical and semantic perspective to resolve the problems of synonymy<br />

and polysemy.<br />

2. Structural differences: Structure in ontology mapping and merging refers to the structural taxonomy<br />

associating concepts (objects). Different creators annotate LOs with different ontological concepts. This<br />

creates syntactical differences, necessitating merging tools, which are able to capture the different<br />

taxonomies and merge the taxonomies into a common taxonomy.<br />

3. Scalability in ontology mapping and merging: This is true especially for large ontological repositories where<br />

the growth of LO repositories over the network can be explosive.<br />

4. Lack of prior knowledge: Prior knowledge is needed for ontology mapping and merging using supervised<br />

data mining methods. However, such knowledge is not always available. Thus, unsupervised methods are<br />

needed as an alternative in the absence of prior knowledge.<br />

29


Research Questions<br />

We aim to design an automated and dynamic ontology mapping and merging framework and algorithm to enable<br />

syntactical and semantic interoperability among ontologies. Our research questions are:<br />

1. Semantic interoperability:<br />

2. How can we capture attributes describing concepts (objects) in order to map the attributes of concepts from<br />

different ontologies?<br />

3. What is the best threshold value for automated mapping and merging between two ontological concepts<br />

based on experiments on 4 different ontologies?<br />

4. Structural interoperability: How can we use these captured attributes to create a shared (merged) taxonomy<br />

from different ontologies?<br />

5. Scalability: Which unsupervised data mining technique is sufficiently easy to scale?<br />

6. Lack of prior knowledge for knowledge management: Which unsupervised data mining technique is easy to<br />

use for modeling existing concepts in the database and for predicting the cluster to which a new concept<br />

should be categorized into?<br />

Significance of the Study<br />

The contributions of this paper are:<br />

1. An algorithmic framework for mapping attributes from concepts in different ontologies and for merging<br />

concepts from different ontologies based on the mapped attributes.<br />

2. Determination of a suitable threshold value for automated mapping and merging<br />

3. An easily scalable unsupervised data mining technique that enables modeling of existing concepts in the<br />

database and for predicting the cluster to which a new concept should be categorized into in order to<br />

enhance the management of knowledge.<br />

4. Easy indexing and retrieval of LOs based on the merged ontology.<br />

5. Easy visualization of the concept space based on formal context.<br />

The outline for this paper is as follows: First, we will present related work in ontology mapping and merging.<br />

This is followed by a discussion on the OntoDNA framework; the OntoDNA algorithm, simulation results on 4<br />

different ontologies; and comparison with Ehrig and Sure’s (2004) integrated approach to ontology mapping in<br />

terms of precision, recall and f-measure. Next, we present how OntoDNA is applied in the CogMoLab integrated<br />

learning environment, in particular, in the OntoVis authoring tool. Finally, we conclude with future directions.<br />

Related Work on Ontology Mapping and Merging<br />

Ontology mapping is a precursor to ontology merging. As mentioned earlier, ontology mapping is the process of<br />

finding the closest semantic and intrinsic relationship between two or more existing ontologies of corresponding<br />

ontological entities such as concept, attribute, relation, instance and etc. Ontology merging however, is the<br />

process of creating new ontologies from two or more existing ontologies with overlapping or similar parts<br />

(Klein, 2001).<br />

Given ontology A (preferred ontology) and ontology B as illustrated in Figure 4, ontology mapping is used to<br />

discover intrinsic semantics of ontological concepts between ontology A and ontology B. Concepts between<br />

ontologies may be related or unrelated. The ontology merging process looks at the semantics between ontologies<br />

and restructures the concept-attribute relations between and among concepts in order to merge the different<br />

ontologies.<br />

Figure 4. Ontology Mapping and Merging Process<br />

30


Ontology mapping and merging methods mainly can be categorized into two approaches, the concept-based<br />

approach and the instance-based approach. Concept-based approaches are top-down approaches, which consider<br />

concept information such as name, taxonomies, constraints and relations and properties of concept elements for<br />

ontology merging. On the other hand, instance-based approaches are bottom-up approaches, which build up the<br />

structural hierarchy based on instances of concepts and instances of relations (Gomez-Perez, Angele, Fernandez-<br />

Lopez, Christophides, Stutt, & Sure, 2002). Some ontology mapping and merging systems, namely, Chimaera,<br />

PROMPT, FCA-Merge and ODEMerge are described in this section.<br />

Chimaera is a merging and diagnostic ontological environment for light-weight ontologies. The ontologies are<br />

automatically merged if the linguistic match is found. Otherwise, name resolution lists are generated, suggestion<br />

the terms from different ontologies to guide users in the merging process. The name resolution lists consists the<br />

candidate to be merged and taxonomic relationships that are yet to be merged into the existing ontology<br />

(McGuinness, Fikes, Rice, & Wilder, 2000).<br />

Similarly, PROMPT provides semi-automatic guided ontology merging. PROMPT is plugged into Protégé 2000.<br />

PROMPT’s ontology merging process is interactive. It guides the user through the ontology merging process.<br />

PROMPT identifies matching class names and iteratively performs automatic updates. PROMPT also identifies<br />

conflicts and makes suggestions on means to remove these conflicts to the user (Noy & Musen, 2000).<br />

A fully automated merging tool, ODEMerge is integrated with WebODE. ODEMerge performs supervised<br />

merging of concepts, attributes and relationships from two different ontologies using synonym and hypernym<br />

tables to generate the merged ontology. It merges ontologies with the help of corresponding information from the<br />

user. The user can modify results derived from the ODEMerge process (de-Diego, 2001; Ramos, 2001; Gomez et<br />

al., 2002).<br />

In contrast to Chimaera, PROMPT and ODEMerge, which are top-down approaches, FCA-Merge is a bottom-up<br />

ontology merging approach using formal concept analysis and natural language processing techniques. Given<br />

source ontologies, FCA-Merge extracts instances from a given set of domain-specific text documents by<br />

applying natural language processing techniques. The concept lattice, a structural result of FCA-Merge, is<br />

derived from the extracted instances using formal concept analysis. The result is analyzed and merged with the<br />

existing ontology by the ontology engineer (Stumme & Maedche, 2001).<br />

Differences between OntoDNA and Related Work<br />

OntoDNA utilizes Formal Concept Analysis (FCA) to capture attributes and the inherent structural relationships<br />

among concepts (objects) in ontologies. FCA functions as a preprocessor to the ontological mapping and<br />

merging process. Semantic problems such as synonymy and polysemy are resolved as FCA captures the<br />

structure (taxonomy) of ontological concepts as background knowledge to resolve semantic interpretations in<br />

different contexts.<br />

Level of<br />

mapping<br />

Table 1. Comparison between OntoDNA and four ontology mapping and merging systems<br />

Chimarea PROMPT ODEMerge FCA-Merge OntoDNA<br />

Problem addressed Merging Mapping and Merging Merging Mapping and<br />

Merging<br />

Merging<br />

Approach Top-down Top-down Top-down Bottom-up Top-down<br />

Is the tool integrated in Yes Yes. Prompt Suite Yes. WebODE No. It is a method No.<br />

other ontology tool?<br />

Which?<br />

Concept<br />

definitions and<br />

slot values<br />

<br />

Taxonomies <br />

Instances of<br />

concepts<br />

<br />

Knowledge-<br />

No. No. No. Lexicons Lexicons – string<br />

representation supported<br />

matching<br />

Suggestion provided by Name resolution A list of suggested - - No.<br />

the method<br />

lists are generated concepts to be<br />

to guide users in<br />

the merging<br />

process<br />

merged<br />

Methodology or - - - Natural language Conceptual<br />

techniques supported<br />

processing and clustering (FCA)<br />

31


conceptual<br />

clustering (FCA)<br />

Unsupervised data<br />

mining (SOM and<br />

k-means)<br />

Merged ontology<br />

in concept lattice<br />

-<br />

Type of output Merged ontology Merged ontology Merged ontology Merged ontology<br />

in concept lattice<br />

Level of user interaction - Adjusting the Supply synonym The produced<br />

system suggestion and polysemy files merged ontology<br />

for merging is fine-tuning by<br />

the user<br />

Level of automaticity Semi-automated Semi-automated Fully Automated Fully Automated Fully Automated<br />

A hybrid unsupervised clustering technique, Self-Organizing Map (SOM) – k-means (both explained in Vesanto<br />

& Alhoniemi, 2000; Kiu & Lee, 2005) is employed by OntoDNA to organize data and reduce problem size prior<br />

to string matching in order to address semantic heterogeneity in different contexts more efficiently. A priori<br />

knowledge is not required in unsupervised techniques as the unsupervised clustering results are derived from the<br />

natural characteristics of the data set. SOM organizes data, clustering more similar objects together, while kmeans<br />

is used to reduce the problem size of the SOM map for efficient semantic heterogeneous discovery.<br />

Most of the mentioned tools are based on syntactic and semantic matching heuristics. User interaction on the<br />

ontology merging process is required to generate the merged ontology. However, OntoDNA provides automated<br />

ontology mapping and merging using unsupervised clustering techniques and string matching metric to generate<br />

the merged ontology. Similar to the above tools, OntoDNA allows the user to modify system-generated choices<br />

if he or she wants to. However, if the option is not selected, then the output from the system is automatically<br />

updated.<br />

Table 1 summarizes these comparisons in terms of the problem addressed, the type of approach, the level of<br />

mapping, the level of automation, the type of output and the presence or absence of knowledge-representation<br />

supported in ontology mapping and merging systems.<br />

Figure 5. OntoDNA framework for ontology mapping and merging<br />

32


OntoDNA Framework and Algorithm<br />

OntoDNA Framework<br />

The OntoDNA automated ontology mapping and merging framework is depicted in Figure 5. The OntoDNA<br />

framework enables learning object reuse through Formal Concept Analysis (FCA), Self-Organizing Map (SOM)<br />

and K-means incorporated with string matching based on Levenshtein edit distance.<br />

Ontological Concept<br />

Ontology is formalized as a tuple O: = (C, SC, P, SP, A, I), where C is concepts of ontology and SC corresponds to<br />

the hierarchy of concepts. The relationship between the concepts is defined by properties of ontology, P whereas<br />

SP corresponds to the hierarchy of properties. A is axioms used to infer knowledge from existing knowledge and I<br />

is instances of concept (Ehrig & Sure, 2004).<br />

Clustering Techniques<br />

Formal Concept Analysis (FCA) is a conceptual clustering tool used for discovering conceptual structures of<br />

data (Ganter & Wille, 1997; Lee & Kiu, 2005). To allow significant data analysis, a formal context is first<br />

defined in FCA. Consequently, the concept lattice is depicted according to the context to represent the<br />

conceptual hierarchy of the data. As shown in Table 2, the formal context for learning objects is contextualized.<br />

The concepts of the ontology are filled in the matrix rows and the corresponding attributes and the matrix<br />

columns represent relations of the concepts. A ‘1’ indicates the binary relation that the concept g has the attribute<br />

m. The source ontology and target ontology is first formalized using Formal Concept Analysis, followed by<br />

semantic discovery through string matching using Levenshtein edit distance.<br />

version<br />

description<br />

title<br />

publishedOn<br />

Table 2. Example of a formal context for an ontology<br />

abstract<br />

softCopyURI<br />

softCopyFormat<br />

softCopySize<br />

institution<br />

volume<br />

organization<br />

school<br />

chapter<br />

publisher<br />

journal<br />

counter<br />

type<br />

note<br />

keyword<br />

PhdThesis 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1<br />

Misc 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1<br />

SoftCopy 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0<br />

TechReport 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1<br />

MastersThesis 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1<br />

InBook 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1<br />

InProceedings 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1<br />

InCollection 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1<br />

To accelerate the ontology mapping and merging process, the source ontology is fed to the self-organizing map<br />

(SOM). The SOM is an unsupervised neural network used to cluster the data set according to similarity. SOM<br />

compresses complex and high-dimensional data to lower-dimensional data, usually to a two-dimensional grid.<br />

The most similar data are grouped together in the same cluster. The SOM clustering algorithm provides effective<br />

modeling, prediction and scalability to cluster data.<br />

An unsupervised clustering technique, k-means is applied on the learnt SOM to reduce the problem size of the<br />

SOM cluster. K-means iteratively divides a data set to a number of clusters and minimizes the error function. To<br />

compute the optimal number of clusters k for the data set, the Davies-Bouldin validity index is used (Vesanto &<br />

Alhoniemi, 2000; Kiu & Lee, 2004). The determination of the best number of k-clusters to be used based on the<br />

Davies-Bouldin index provides scalability to the modeling of ontological concepts. Figure 6 illustrates the<br />

trained SOM, k-means clustering of the trained SOM based on k = 3, and the clustering of new ontological<br />

concepts to the SOM cluster which best matches it.<br />

In the event of new concepts, they will be clustered into the same cluster as their best matching units.<br />

Subsequently, the new concepts are merged based on semantic similarity defined by Levenshtein edit distance<br />

and the older version of the source ontology will be dynamically updated with the new concept.<br />

pages<br />

number<br />

booktitle<br />

series<br />

address<br />

edition<br />

author<br />

firstAuthor<br />

editor<br />

relatedProject<br />

softCopy<br />

33


(a)<br />

(b)<br />

(c)<br />

Figure 6. (a) The trained SOM for the ontology, (b) K-Means clustering of trained SOM and (c) New<br />

Ontological Concepts to SOM’s BMU (boxed)<br />

String Matching Metric<br />

String matching based on Levenshtein edit distance is found to provide the best semantic similarity metric as<br />

demonstrated in the empirical experiment section. As such, we have applied it in the OntoDNA to measure<br />

similarity between two strings. Given two ontological elements, ontological element A, OE1 and ontological<br />

concept B, OE2, the edit distance calculated between OE1 and OE2, is based on simple editing operations such as<br />

delete, insert and replace. The result returned by string matching is in the interval range [0, 1], where 1 indicates<br />

similar match and 0 dissimilar match.<br />

OntoDNA Algorithm<br />

The terms used in the OntoDNA framework are first explained:<br />

Source ontology OS: Source ontology is the local data repository ontology<br />

Target ontology OT: Target ontology refers to non-local data repository ontology<br />

Formal context KS and KT: Formal context KS is the formal context representation of the conceptual<br />

relationship of the source ontology OS, meanwhile formal context KT is the formal context representation of<br />

the conceptual relationship of the target ontology OT.<br />

Reconciled formal context RKS and RKT: Reconciled formal context RKS and RKT are formal context with<br />

normalized intents of source and target ontological concepts’ properties.<br />

The prototypical implementation of the automated mapping and merging process illustrated in Figure 5 above is<br />

explicated below:<br />

Input : Two ontologies that are to be merged, OS (source ontology) and OT (target ontology)<br />

Step 1 : Ontological contextualization<br />

The conceptual pattern of OS and OT is discovered using FCA. Given an ontology O: = (C, SC, P, SP,<br />

A), OS and OT are contextualized using FCA with respect to the formal context, KS and KT. The<br />

ontological concepts C are denoted as G (objects) and the rest of the ontology elements, SC, P, SP and<br />

A are denoted as M (attributes). The binary relation I ⊆ G x M of the formal context denotes the<br />

ontology elements, SC, P, SP and A corresponding to the ontological concepts C.<br />

Step 2 : Pre-linguistic processing<br />

A similarity calculation, Levenshtein edit distance is applied to discover correlations between KS and<br />

KT attributes (ontological properties). The computed similarity value of ontological properties at or<br />

above threshold value is persisted in the context, else it appends into the context to reconcile the<br />

formal context, KS and KT. RKS and RKT are used as input for the next step.<br />

34


Step 3 : Contextual clustering<br />

SOM and k-means are applied to discover semantics of ontological concepts based on the conceptual<br />

pattern discovered in the formal context, KS and KT. This process consists of two phases:<br />

(a) Modeling and training<br />

Firstly, SOM is used to model the formal context RKS to discover the intrinsic relationship<br />

between ontological concepts of the source ontology OS. Subsequently, k-means clustering is<br />

applied on the learnt SOM to reduce the problem size of the SOM cluster to the most optimal<br />

number of k clusters based on the Davies-Bouldin validity index.<br />

(b) Testing and prediction<br />

In this phase, new concepts from the target ontology OT are discovered by SOM's best-matching<br />

unit (BMU). SOM's BMU clusters the formal concepts RKT into its appropriate cluster without<br />

need for prior knowledge of internal ontological concepts.<br />

Step 4 : Post-linguistic processing<br />

The clusters, which contain the target ontological concepts, are evaluated by Levenshtein edit<br />

distance to discover the semantic similarity between ontological concepts in the clusters. If the<br />

similarity value between the ontological concepts are at or above threshold value, the target<br />

ontological concepts are dropped from the context (since they are similar to the source ontological<br />

concepts) and the binary relations I ⊆ G x M are automatically updated in the formal context. Else,<br />

the target ontological concept is merged with the source ontology. Finally a compounded formal<br />

context is generated.<br />

Output : Merged ontology in a concept lattice is formed.<br />

Mapping and Merging of Ontology OT to Ontology OS<br />

Mapping between source ontology OS and target ontology OT is needed prior to merging ontology OT with<br />

ontology OS. Mapping between ontological elements (ontological concepts or ontological properties) is required<br />

to resolve semantic overlaps between OS and OT. To perform ontology mapping between OS and OT, each<br />

ontological element in source ontology OS is examined against each ontological element in the target ontology<br />

OT. Hence, the mapping algorithm of OntoDNA runs in O(nm) time where n and m are the length of the source<br />

and target ontological elements. The structure and naming conventions of source ontology OS are preserved in<br />

the mapping and merging process.<br />

OntoDNA addresses two types of mapping: matched case and unmatched case (or non-exact-match). A matched<br />

case occurs in one-to-one mapping, where the source ontological element correlates with a target ontological<br />

element. Meanwhile, the unmatched case (or non-exact-match) exists when:<br />

1. there is no semantic overlap; where a source ontological element has no correlation with any target<br />

ontological element (no mapping)<br />

2. there are semantic overlaps between many elements, where a source ontological element has correlation<br />

with more than one target ontological element (one-to-many mapping)<br />

In OntoDNA, simple mapping and complex mapping algorithms are adopted to map the target ontology OT to<br />

the source ontology OS. The simple mapping algorithm is implemented to handle one-to-one mapping and also in<br />

cases where there are no semantic overlaps. The simple mapping algorithm uses lexical similarity to perform<br />

mapping and merging between ontologies. The simple mapping algorithm is outlined as follows:<br />

Given source ontological element OelementSi and target ontological element OelementTj, apply lexical<br />

similarity measure (LSM) to map the target ontology OT to the source ontology OS at threshold value, t,<br />

where elements i and j = 1, 2, 3, …, n.<br />

a) map (OelementTj OelementSi), if LSM(OelementSi, OelementTj) ≥ t;<br />

b) the target ontological element, OelementTj is mapped to (integrated with) the source ontological<br />

element, OelementSi and the naming convention and structure of the source ontological element,<br />

OelementSi are preserved.<br />

c) merge (OelementTj OS), if LSM(OelementSi, OelementTj) < t;<br />

d) the target ontological element, OelementTj is merged (appended) to the source ontology and the<br />

naming convention and structure of the target ontological element, OelementTj are preserved.<br />

A complex mapping algorithm is used to handle one-to-many mapping, where multiple matches between the<br />

target ontological elements to a source ontological element are resolved based on relative frequency of instances<br />

of the ontological elements. The complex mapping algorithm is outlined as follows:<br />

35


Given source ontological element OelementSi and its instances IelementSi and target ontological element<br />

OelementTj and its instances IelementTi, lexical similarity measure (LSM) and relative frequency of instances<br />

(fI) are applied to map the target ontology OT to the source ontology OS at threshold value, t, where<br />

ontological elements i and j = 1, 2, 3, …, n.<br />

a) map (OelementTj OelementSi), if LSM(OelementSi, OelementTj) ≥ t AND LSM(OelementSi, OelementTj+1) ≥ t,<br />

where LSM(OelementSi, OelementTj) = LSM(OelementSi, OelementTj+1), if fI(IelementSi, IelementTj) > fI(IelementSi,<br />

IelementTj+1);<br />

the target ontological element, OelementTj is mapped to the source ontological element, OelementSi and<br />

the naming convention and structure of the source ontological element, OelementSi are preserved.<br />

For example, given threshold value, t = 0.8, target ontological elements, B, C, D, source ontological<br />

element, X, map (X B), map (X C) and map (X D). If LSM = 0.8678 (above threshold value)<br />

and relative frequency, fI of ontological properties to each mapping is 7, 8 and 5 respectively, map C<br />

(highest frequency match) to the source ontological element, X.<br />

Empirical Experiment<br />

The objective of this experiment is<br />

a) to investigate which lexical measure, i.e. string matching, Wordnet or a combination of string<br />

matching and Wordnet will provide more accurate semantic similarity results. The Levenshtein edit<br />

distance measure is used for string matching (Cohen, Ravikumar & Fienberg, 2003) whereas the<br />

Leacock-Chodorow for Wordnet linguistic matching (Pedersen, Patwardhan & Michelizzi, 2004).<br />

b) to identify the best threshold value for semantic similarity discovery to automate the ontology<br />

mapping and merging process.<br />

The mapping results generated by OntoDNA are compared against human mapping to evaluate the precision of<br />

the system. For this experiment, we used a threshold value from 0.6 to 1.0 for the evaluation. Other comparative<br />

experimental results highlighting OntoDNA’s degree of accuracy are found in Kiu & Lee (in press).<br />

Data Sets<br />

Four pairs of ontologies were used for evaluation. These ontologies and the human mapping results can be<br />

obtained from http://www.aifb.uni-karlsruhe.de/WBS/meh/mapping/. The details of the paired ontologies are<br />

summarized in Table 3.<br />

Pair 1, Pair 2 and Pair 3 are SWRC (Semantic Web Research Community) ontologies, which describe the<br />

domain of universities and research. SWRC1a contains about 300 entities including concepts, properties and<br />

instances. Meanwhile the three ontologies, SWRC1b, SWRC1c and SWRC1d are small ontologies, each of<br />

them containing about 20 entities.<br />

Pair 4 ontologies describe Russia. Each ontology contains about 300 entities. The ontologies are created by<br />

students to represent the content of two independent travel websites about Russia.<br />

Table 3. Ontologies used in the experiment<br />

Experiment Ontology 1 Ontology 2 # Concepts # Properties # Total Manual<br />

Mapping<br />

Pair 1 SWRC1a SWRC1b 62 143 205 9<br />

Pair 2 SWRC1a SWRC1c 59 144 203 6<br />

Pair 3 SWRC1a SWRC1d 60 143 203 3<br />

Pair 4 Russian2a Russian2b 225 122 347 215<br />

Evaluation Metrics<br />

Information retrieval metrics such as precision, recall and f-measure are used to evaluate the mapping result from<br />

OntoDNA against human mapping (Do, Melnik, & Rahm, 2002). The objective and formula for each of these<br />

metrics are indicated below:<br />

36


Precision: measures the number of correct mapping found against the total number of retrieved mappings.<br />

number of correct found mapping<br />

precision = Eq. 1<br />

number of retrieved mappings<br />

Recall: measures the number of correct mapping found comparable to the total number of existing mappings.<br />

number of correct found mapping<br />

recall = Eq. 2<br />

number of existing mappings<br />

F-measure: combines measure of precision and recall as single efficiency measure.<br />

2 x precision x recall<br />

f - measure = Eq. 3<br />

precision + recall<br />

Results and Discussion<br />

The result of each semantic similarity approach is presented in Table 4. In terms of recall and precision,<br />

Levenshtein edit distance measure yields better results against the Leacock-Chodorow similarity measure and the<br />

combined WordNet-string matching approach in discovering correlation between two candidate mappings.<br />

String matching using Levenshtein edit distance generates an accuracy rate of 93.33% comparable to the human<br />

experts’ assessment as shown in Figure 7.<br />

Table 4. Comparison of lexical measures for 4 paired ontologies based on thresholds 0.6 to 0.1<br />

String Matching Measure (SM) WordNet Matching Measure (WN) Combined Measure (SM + WN)<br />

Pair 1 Pair 1 Pair 1<br />

Threshold t=0.6 t=0.7 t=0.8 t=0.9 t=1.0 t=0.6 t=0.7 t=0.8 t=0.9 t=1.0 t=0.6 t=0.7 t=0.8 t=0.9 t=1.0<br />

Precision 0.6667 0.8000 1.0000 1.0000 1.0000 0.3333 0.5714 0.6667 1.0000 1.0000 0.5000 0.5714 0.5714 1.0000 1.0000<br />

Recall 0.4444 0.4444 0.2222 0.5556 0.2222 0.2222 0.4444 0.4444 0.2222 0.4444 0.4444 0.4444 0.4444 0.2222 0.2222<br />

F-Measure 0.5333 0.5714 0.3636 0.7143 0.3636 0.2667 0.5000 0.5333 0.3636 0.6154 0.4706 0.5000 0.5000 0.3636 0.3636<br />

Pair 2 Pair 2 Pair 2<br />

Threshold t=0.6 t=0.7 t=0.8 t=0.9 t=1.0 t=0.6 t=0.7 t=0.8 t=0.9 t=1.0 t=0.6 t=0.7 t=0.8 t=0.9 t=1.0<br />

Precision 0.7500 0.6667 0.7500 0.7500 0.7500 0.7500 0.8000 0.7500 0.6667 0.8000 0.8000 0.8000 0.6000 0.7500 0.6667<br />

Recall 0.5000 0.3333 0.5000 0.5000 0.5000 0.5000 0.6667 0.5000 0.3333 0.6667 0.6667 0.6667 0.5000 0.5000 0.3333<br />

F-Measure 0.6000 0.4444 0.6000 0.6000 0.6000 0.6000 0.7273 0.6000 0.4444 0.7273 0.7273 0.7273 0.5455 0.6000 0.4444<br />

Pair 3 Pair 3 Pair 3<br />

Threshold t=0.6 t=0.7 t=0.8 t=0.9 t=1.0 t=0.6 t=0.7 t=0.8 t=0.9 t=1.0 t=0.6 t=0.7 t=0.8 t=0.9 t=1.0<br />

Precision 0.5000 1.0000 1.0000 1.0000 1.0000 0.2857 0.3333 0.2857 1.0000 1.0000 0.2857 0.1667 0.2857 1.0000 1.0000<br />

Recall 0.6667 0.6667 0.3333 0.3333 0.3333 0.6667 0.6667 0.6667 0.3333 0.3333 0.6667 0.3333 0.6667 0.3333 0.6667<br />

F-Measure 0.5714 0.8000 0.5000 0.5000 0.5000 0.4000 0.4444 0.4000 0.5000 0.5000 0.4000 0.2222 0.4000 0.5000 0.8000<br />

Pair 4 Pair 4 Pair 4<br />

Threshold t=0.6 t=0.7 t=0.8 t=0.9 t=1.0 t=0.6 t=0.7 t=0.8 t=0.9 t=1.0 t=0.6 t=0.7 t=0.8 t=0.9 t=1.0<br />

Precision 1.0000 1.0000 0.9831 0.9752 0.9762 0.7778 0.7500 0.6667 0.9091 1.0000 1.0000 0.9231 1.0000 0.9524 0.9643<br />

Recall 0.1767 0.1814 0.5395 0.5488 0.5721 0.0326 0.0279 0.0186 0.0465 0.0465 0.0465 0.0558 0.0372 0.1860 0.2512<br />

F-Measure 0.3004 0.3071 0.6967 0.7024 0.7214 0.0625 0.0538 0.0362 0.0885 0.0889 0.0889 0.1053 0.0717 0.3113 0.3985<br />

Average Average Average<br />

Threshold t=0.6 t=0.7 t=0.8 t=0.9 t=1.0 t=0.6 t=0.7 t=0.8 t=0.9 t=1.0 t=0.6 t=0.7 t=0.8 t=0.9 t=1.0<br />

Precision 0.7292 0.8667 0.9333 0.9313 0.9315 0.5367 0.6137 0.5923 0.8939 0.9500 0.6464 0.6153 0.6143 0.9256 0.9077<br />

Recall 0.4470 0.4065 0.3988 0.4844 0.4069 0.3554 0.4514 0.4074 0.2339 0.3727 0.4561 0.3751 0.4121 0.3104 0.3683<br />

F-Measure 0.5013 0.5307 0.5401 0.6292 0.5463 0.3323 0.4314 0.3924 0.3491 0.4829 0.4217 0.3887 0.3793 0.4437 0.5017<br />

1.0000<br />

0.8000<br />

0.6000<br />

0.4000<br />

0.2000<br />

0.0000<br />

t=0.6<br />

t=0.7<br />

t=0.8<br />

t=0.9<br />

t=1.0<br />

Precision Recall F-Measure<br />

t=0.6<br />

t=0.7<br />

t=0.8<br />

String Matching Measure WordNet Matching Measure Combined Measure<br />

t=0.9<br />

t=1.0<br />

t=0.6<br />

Figure 7. Average values of lexical measures<br />

t=0.7<br />

t=0.8<br />

t=0.9<br />

t=1.0<br />

37


Generally, a threshold value of 0.8 or above improves OntoDNA’s precision and recall. Based on the individual<br />

ontology mapping performance, threshold value 0.8 provides the best measurement for ontology Pairs 1, 2 and 3<br />

in terms of precision. However the recall values for the mapping are affirmative at the threshold value 0.7 as<br />

evidenced by ontology Pairs 1 and 3. The graphical representation of the experimental results for Levenshtein<br />

edit distance measure is shown in Figure 8, Figure 9 and Figure 10.<br />

1.20<br />

1.00<br />

0.80<br />

0.60<br />

0.40<br />

0.20<br />

0.00<br />

1.20<br />

1.00<br />

0.80<br />

0.60<br />

0.40<br />

0.20<br />

0.00<br />

1.20<br />

1.00<br />

0.80<br />

0.60<br />

0.40<br />

0.20<br />

0.00<br />

t=0.6<br />

Pair 1 Pair 2 Pair 3 Pair 4<br />

Threshold = 0.6<br />

(a)<br />

Pair 1 Pair 2 Pair 3 Pair 4<br />

Threshold = 0.8<br />

(c)<br />

1.20<br />

1.00<br />

0.80<br />

0.60<br />

0.40<br />

0.20<br />

0.00<br />

1.20<br />

1.00<br />

0.80<br />

0.60<br />

0.40<br />

0.20<br />

0.00<br />

1.20<br />

1.00<br />

0.80<br />

0.60<br />

0.40<br />

0.20<br />

0.00<br />

Pair 1 Pair 2 Pair 3 Pair 4<br />

Threshold = 1.0<br />

Pair 1 Pair 2 Pair 3 Pair 4<br />

Threshold = 0.7<br />

(b)<br />

Pair 1 Pair 2 Pair 3 Pair 4<br />

Threshold = 0.9<br />

(d)<br />

Precision<br />

Recall<br />

F-Measure<br />

(e)<br />

Figure 8. Precision, recall and f-measure of the paired ontologies at threshold value 0.6 to 1.0<br />

t=0.7<br />

t=0.8<br />

t=0.9<br />

t=1.0<br />

t=0.6<br />

t=0.7<br />

t=0.8<br />

t=0.9<br />

t=1.0<br />

Precision Recall F-Measure<br />

t=0.6<br />

t=0.7<br />

t=0.8<br />

Pair 1 Pair 2 Pair 3 Pair 4 Average<br />

Figure 9. Average mapping results based on the threshold value<br />

t=0.9<br />

t=1.0<br />

t=0.6<br />

t=0.7<br />

t=0.8<br />

t=0.9<br />

t=1.0<br />

t=0.6<br />

t=0.7<br />

t=0.8<br />

t=0.9<br />

t=1.0<br />

38


Matching Accuracy<br />

70%<br />

60%<br />

50%<br />

40%<br />

30%<br />

20%<br />

10%<br />

0%<br />

t=0.6<br />

t=0.7<br />

t=0.8<br />

t=0.9<br />

t=1.0<br />

t=0.6<br />

t=0.7<br />

t=0.8<br />

t=0.9<br />

t=1.0<br />

t=0.6<br />

t=0.7<br />

t=0.8<br />

Pair 1 Pair 2 Pair 3 Pair 4 Average<br />

Figure 10. Improvement in matching accuracy of mapped ontologies<br />

The average mapping result for all four pairs (Figure 9) shows that the threshold value 0.8 generates the best<br />

precision and recall. It contributes towards improvement in the f-measure and matching accuracy in mapping<br />

(Figure 10). Therefore, threshold value 0.8 will be adopted to automate the ontology mapping and merging<br />

process. However, we desire to perform more experiments to justify the current threshold value for ontological<br />

domains other than that of the academic domain.<br />

OntoDNA and Ontology Mapping (An Integrated Approach) Comparison Evaluation Result<br />

The statistics for Ehrig and Sure’s (2004) ontology mapping on measures at cut-off using a neural net similarity<br />

strategy is extracted and compared with that of OntoDNA in terms of precision, recall and f-measure as shown in<br />

Table 5 below. The statistics indicate the best results obtained in terms of precision among metric measures and<br />

similarity strategies.<br />

Table 5. Summarized of precision, recall and f-measure<br />

t=0.9<br />

t=1.0<br />

OntoDNA Ontology Mapping (Ehrig & Sure, 2004)<br />

Precision Recall F-Measure Precision Recall F-Measure<br />

SWRC 0.9167 0.4630 0.6048 0.7500 0.6667 0.7059<br />

Russia2 0.9752 0.5488 0.7024 0.7763 0.2822 0.4140<br />

OntoDNA provides better precision compared to Ehrig and Sure’s ontology mapping tool (Figure 11). OntoDNA<br />

shows significant improvement in terms of recall and f-measure for the Russia2 ontology. This is evidence that<br />

OntoDNA can effectively address structural complexities and different ontological semantics. It is also noted<br />

that precision and recall relationships are inverse; increase in precision tends to result in decrease in recall, and<br />

vice-verse (Soboroff, 2005). There is tradeoff between precision and recall. Hence, it is up to the designer to<br />

decide on a suitable level of tradeoff.<br />

precision, recall & f-measure<br />

1.2000<br />

1.0000<br />

0.8000<br />

0.6000<br />

0.4000<br />

0.2000<br />

0.0000<br />

OntoDNA vs. Ontology Mapping (Ehrig & Sure, 2004)<br />

t=0.6<br />

t=0.7<br />

t=0.8<br />

t=0.9<br />

t=1.0<br />

t=0.6<br />

OntoDNA Ontology Mapping (Ehrig & Sure, 2004)<br />

SWRC Russia2 SWRC Russia 2 SWRC Russia2<br />

precision recall f-measure<br />

Figure 11. Comparison result between OntoDNA with Ehrig and Sure’s ontology mapping<br />

t=0.7<br />

t=0.8<br />

t=0.9<br />

t=1.0<br />

39


Learning Object Interoperability in CogMoLab with OntoDNA<br />

CogMoLab is an integrated learning environment comprising of the OntoID authoring tool (Lee & Chong,<br />

2005), OntoVis authoring/visualization tool (Lee & Lim, 2005), Merlin agent-assisted collaborative concept map<br />

(Lee & Kuan, 2005) and OntoDNA (formerly named as OntoShare) ontology mapping and merging tool (Lee &<br />

Kiu, 2005). In CogMoLab, the student model (Lee, in press) forms the base component to provide intelligent<br />

adaptation with the applications to offer interactive environments for supporting student-learning tasks and<br />

instructors’ designing tasks. Currently, we plan to use OntoDNA to enable retrieval of resources from external<br />

repositories to enrich resources in OntoID, Merlin and OntoVis (Figure 12).<br />

Figure 12. General view of learning objects interoperability with OntoDNA<br />

Figure 13. Visualization of concepts through the OntoVis<br />

Concepts and instances in the OntoVis (Lim & Lee, 2005) are designed based on Formal Concept Analysis’<br />

formal context. Currently, concepts and attributes are keyed in manually by the instructor into OntoVis’ formal<br />

context and visualized as shown in Figure 13. Hence, we also aim to enable visualization of the merged ontology<br />

through the OntoVis.<br />

40


Conclusion<br />

This paper has described the OntoDNA framework for automated ontology mapping and merging and for<br />

dynamic update of the new ontological concepts in the existing knowledge base or database. The utilization of<br />

OntoDNA to interoperate ontologies for learning object retrieval and reuse from local and external learning<br />

object repository in CogMoLab has been explained. The merged ontology can be visualized through the OntoVis<br />

authoring/visualization tool in the form of a composited concept lattice.<br />

For future work, we will experiment with the discovery of instances from the ontological clusters through SOMk-means<br />

to enable more efficient query. We also desire to evaluate the performance of the OntoDNA on other<br />

ontological domains in terms of matching accuracy and threshold value.<br />

In the ASEAN seminar on e-learning, participating representatives have agreed to share knowledge and expertise<br />

with regards to human resource development through Information and Communications Technologies (ICT).<br />

One of the means for sharing knowledge is through the establishment of an ASEAN repository of learning<br />

objects. We hope that the OntoDNA will be able to contribute towards interoperability among standards and<br />

schemas and enrich the teaching and learning process, especially with the sharing of various cultures, not only in<br />

ASEAN but also with communities of practice in other parts of the world.<br />

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42


Suhonen, J., & Sutinen, E. (<strong>2006</strong>). FODEM: developing digital learning environments in widely dispersed learning<br />

communities. Educational Technology & Society, 9 (3), 43-55.<br />

FODEM: developing digital learning environments in widely dispersed<br />

learning communities<br />

Jarkko Suhonen and Erkki Sutinen<br />

Department of Computer Science, University of Joensuu, Finland, P.O.BOX 111, FI-80101 Joensuu, Finland<br />

jarkko.suhonen@cs.joensuu.fi<br />

erkki.sutinen@cs.joensuu.fi<br />

ABSTRACT<br />

FODEM (FOrmative DEvelopment Method) is a design method for developing digital learning<br />

environments for widely dispersed learning communities. These are communities in which the geographical<br />

distribution and density of learners is low when compared to the kind of learning communities in which<br />

there is a high distribution and density of learners (such as those that exist in urban areas where courses are<br />

developed and taken by hundreds or thousands of learners who are simultaneously present in the area).<br />

Since only limited resources can be allocated for the design of a digital learning environment for widely<br />

dispersed learning communities, it is necessary to use what limited funds are available to obtain valid<br />

feedback from stakeholders and to utilize such feedback in an optimal way. In terms of the FODEM model,<br />

the design process consists of asynchronous development threads with three interrelated components: (1)<br />

needs analysis, (2) implementation, and (3) formative evaluation. In needs analysis, both theory and<br />

practice are used to define specifications for the environment. In implementation, fast prototyping in<br />

authentic learning settings is emphasized. Finally, formative evaluation is used to evaluate the use of the<br />

environment within the thread. FODEM has been applied to develop ViSCoS (Virtual Studies of Computer<br />

Science) online studies and LEAP (LEArning Process companion) digital learning too in the rural regions<br />

of Finland where the population is geographically widely dispersedly.<br />

Keywords<br />

Design Methods, Digital Learning Environments, Online Learning, Formative Evaluation<br />

Introduction<br />

Digital learning environments (DLEs) are technical solutions for supporting learning, teaching and studying<br />

activities (Suhonen, 2005). A digital learning environment can be educational software, a digital learning tool, an<br />

online study program or a learning resource. A digital learning environment may thus consist of a combination<br />

of different technical solutions. A DLE may thus be used as the basis for an e-learning program (Anohina, 2005).<br />

The development of effective DLEs is not an easy task. The challenge when developing DLEs for us to use<br />

technology ingeniously and creatively to solve problems and meet the needs that arise in various technological,<br />

educational and cultural contexts (Kähkönen et al., 2003). The best design methods are those that help designers<br />

to develop innovative and effective solutions by clearly depicting the most important procedures and aspects of<br />

the development process (Design-Based Research Collective, 2003).<br />

A widely dispersed learning community refers to a student population that is thinly distributed over a relatively<br />

large geographical region or throughout a long period of time. Since widely dispersed learning communities like<br />

this are restricted by cultural, geographical or temporal factors, they tend to be relatively small in number. A<br />

widely dispersed learning community might, for instance, consist of 30 students who live in an area with a radius<br />

of 200 kilometers and who are learning Java programming. Such characteristics have two consequences: firstly,<br />

a thinly distributed community needs outstandingly accessible DLEs because the students live too far away from<br />

one another to offer or receive assistance, and, secondly, not even the sum of fees collected from such a small<br />

number of students can finance excellent DLEs of the kind we are contemplating. Such difficulties have given<br />

rise to in poorly designed ad hoc DLEs. Table 1 presents typical differences between widely dispersed and dense<br />

learning communities. The United Kingdom Open University (UKOU) is an example of a dense learning<br />

community where the student numbers are reasonably high. For instance, the UKOU offers a full range of<br />

degrees and it has over 200,000 students. According to Castro et al. (2001) and Bork and Gunnarsdottir (2001),<br />

the UKOU has a full-scale preparation system for the courses. Several years and millions of euros are invested to<br />

make high quality learning products to be used over several years. The evaluations and course improvements are<br />

often conducted to the final version of a DLE.<br />

This paper explains how we applied a FODEM (FOrmative DEvelopment Method) to create effective DLEs for<br />

the Finnish context which is well known for its widely dispersed learning communities. Apart from meeting the<br />

needs of a widely dispersed learning community, FODEM has to prove itself as a practicable DLE design<br />

method. Whatever method is used, it has to be responsive to the diversity of learners’ needs and situations, to<br />

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43


whatever technologies are available, and to the cultural idiosyncrasies of the learning context (Soloway et al.,<br />

1996). The lack of unified theories for functional specifications of DLEs can make the design situation<br />

unpredictable (Moonen, 2002). Such uncertainty gives, for instance, rise to the need for a formative design<br />

process. This is especially applicable when the whole design situation is new, and the requirements and<br />

expectations of the developed environment can easily change during development (Fallman, 2003).<br />

Understanding the core problems and needs of learners is a crucial aspect of the development process.<br />

Table 1. Features of widely dispersed and dense learning communities<br />

Sparse Dense<br />

Design costs per<br />

course<br />

Not more than US$10,000 100,000US$ or more<br />

<strong>Number</strong> of students Fewer than 100 From several hundred up to<br />

thousands<br />

Design team A few people with multi-disciplinary skills and<br />

several responsibilities<br />

10-20 specialists<br />

Development time 2-4 person months 1-2 years<br />

Primary use of<br />

technology<br />

Information processing Information delivery<br />

Production Tailor-made Mass production<br />

Feasible DLEs Multipurpose digital learning tools Re-usable learning objects<br />

In this paper we describe how we applied FODEM to two DLE development scenarios – ViSCoS and LEAP.<br />

ViSCoS is an online study program for first-year university-level courses in computer science. The ViSCoS<br />

curriculum consists of three main areas: the preliminaries of ICT, the basics of programming with Java, and an<br />

introduction to computer science (Sutinen & Torvinen, 2001). ViSCoS first began to be developed in 2000.<br />

Between 2000 and 2005, a total of 109 high school students completed the program. LEAP is a digital learning<br />

tool that was developed in response to challenges that arose during the ViSCoS Programming Project course<br />

(Suhonen & Sutinen, 2004). The main functions of LEAP are a digital learning portfolio and creative problem<br />

solving support (Suhonen, 2005).<br />

Formative development method – FODEM<br />

Thread as a core structure<br />

The most basic concept in FODEM is that a thread represents an identified developmental theme within a DLE<br />

development process. Such a theme represents a particularly important area or need that has to be addressed if a<br />

learning process and its outcomes are to be improved by a DLE. An example of a thread is the design process of<br />

a crucial component in a system of DLEs – such as a visualization tool in a programming course. We use the<br />

term thread rather than stage or phase because FODEM development process consists of several parallel and<br />

simultaneous asynchronous threads. The thread structure differentiates the FODEM method from, say, many<br />

general software design methods which proceeds linearly, stage by stage (Whitten et al., 2004).<br />

Threads in a development process can be asynchronous or they can progress independently of one another.<br />

Thread structures are used because they represent the most important aspects of the development process. In<br />

spite of this, threads do not necessarily reflect all aspects of a development process. Because resources for design<br />

and implementation of a widely dispersed learning community context are limited, it is better to focus on the<br />

most important features (which are threads) and undertake quality work with them rather than create a flat<br />

learning environment which in which one cannot penetrate too deeply into any given area because it would be at<br />

the cost of other areas. The developers of FODEM were inspired in this regard by jagged study zones which are<br />

a cross between open learning environments and intelligent tutoring systems (Gerdt et al., 2002).<br />

A thread has three interdependent, dialectic components: needs analysis (NA), implementation (I) and formative<br />

evaluation (FE), and it can include several instances of such components. Each thread has a certain development<br />

theme which aligns the goals of a thread and relates the components to one another. The line (left thread in<br />

Figure 1) shows an indefinite interaction among components. One of the main principles of FODEM is to<br />

gradually develop the DLE on the basis of the feedback received from the stakeholders (students, teachers,<br />

administrative staff and designers alike). It is important to note that more threads can be added into the process<br />

on the basis of feedback received. In the beginning, there might only be one thread and a need to implement the<br />

44


first version of a digital learning environment as quickly as possible. As a formative design method FODEM<br />

emphasizes research-orientation throughout the entire lifecycle of a DLE. Various thread types can also be<br />

identified. In a cycle of development thread type, the components within a thread have an iterative dependency.<br />

With a cycle of development thread, one can, for instance, represent how a certain development theme<br />

progresses clearly in linear or spiral form. This means that typically a cycle of development thread includes<br />

several instances of components. Figure 1 illustrates how two threads might work together in a development<br />

process. The thread on the left illustrates a cycle of a development thread.<br />

FODEM components<br />

First designs of<br />

courses<br />

NA<br />

I FE<br />

Focus on a<br />

special case<br />

Single course<br />

NA<br />

I FE<br />

Figure 1. Two threads in a development process<br />

In a needs analysis, designers identify the needs and pedagogical objectives of the DLE and the consequent<br />

requirements of a design context. A needs analysis includes the definition of the main concepts, roles and desired<br />

goals of the environment in terms of the thread’s theme. In the early stages of development, the most urgent<br />

tasks are given the highest priority. The definition of pedagogical objectives can be grounded on both theory and<br />

practice. Learning theories, for example, can be a useful resource for suggesting various approaches and ideas to<br />

the designer. But design solutions may also be the product of human innovation and ingenuity, particularly in<br />

circumstances where no relevant theories exist. The requirements of the design context may also be constructed<br />

from extrapolating from experiences of successful practical developments in similar situations in the past. Needs<br />

analysis may also include an analysis of formative evaluations in other threads.<br />

Tasks Identify the design solutions and<br />

main concepts (Kerne, 2002).<br />

Methods Analysis of contextual factors,<br />

learning theories, and practical<br />

experiences. Literature reviews.<br />

Evaluation of experiences from<br />

other threads.<br />

Outcomes Pedagogical and technical design<br />

principles and solutions<br />

Challenges To incorporate and combine the<br />

design ideas from different origins<br />

in an effective and meaningful way<br />

(Abdelraheem, 2003)<br />

Table 2. Summary of the FODEM components<br />

NA I FE<br />

Implement design solutions as<br />

quickly as possible so that<br />

experiments with learners can<br />

take place as soon as possible<br />

(Soloway et al., 1996).<br />

Fast prototyping, sketching,<br />

experimenting (Bahn &<br />

Nauman, 1997).<br />

An environment that is usable<br />

in authentic learning settings<br />

To expose the environment to<br />

users at the right moment.<br />

Identify viable features<br />

by evaluating.<br />

Use of environmental<br />

and experiential analysis,<br />

content analysis.<br />

Information about the<br />

functions of the<br />

environments in future<br />

development<br />

To go beyond the<br />

structure of the design<br />

(Kommers, 2004)<br />

The implementation component is used to implement the design solutions identified in needs analysis. One of the<br />

applied implementation methods is fast prototyping. This is used to test design ideas at an early stage for<br />

information about which design solutions are viable and which are unsuccessful. This can be achieved through<br />

45


constructive feedback elicited from stakeholders. The developed environment must be developed to a level of<br />

maturity where its core functionalities are operating satisfactorily. While usability need not be fully refined, the<br />

attention of learners may be constantly distracted to secondary issues if there are too many usability problems. In<br />

the worst case scenario, learners might not even realize the main functions of the environment. If learners are<br />

exposed too late to the development process, major changes to the core functionality of the environment will be<br />

costly and complex to implement. Furthermore, learner participation in the implementation process (through<br />

making suggestions and proposing developmental ideas) also benefits the learners themselves.<br />

The third component is formative evaluation by means of which users’ experiences of the developed<br />

environment are evaluated. In FODEM, multiple data sources and pluralistic research methods ensure the<br />

production of a comprehensive, rich and layered overall picture. Activity logs, databases, and browsing histories<br />

can be used to evaluate learners’ usage of the environment. As part of FE, developers can also interpret users’<br />

personal opinions, experiences and perceptions of the environment by using (most typically) interviews and<br />

questionnaires for to elicit data. Designers need insight, sensitivity and creative empathy to identify those often<br />

implicit or hidden viewpoints, attitudes and emotions that users have but sometimes cannot or will not reveal. An<br />

evaluation can also focus on obtaining practical design ideas from users themselves. Research results can<br />

indicate new problems or design ideas for future development. Table 2 summarizes the tasks, methods, outcomes<br />

and challenges of FODEM components.<br />

Dependencies: interdependent structure of threads<br />

Dependencies in FODEM are used to represent the interdependent structure of threads, the interaction among<br />

components and the critical relationships among components in different threads. A dependency is represented<br />

pictorially by an arrow showing the direction of the interaction. A dependency between threads and single<br />

components can be one-directional or bi-directional (a bi-directional dependency represents a mutual<br />

dependence between two components or threads). The name of a dependency shows the nature and meaning of<br />

the interaction. A thread dependency shows that a whole thread is initiated by another thread. Figure 2 illustrates<br />

a possible FODEM scenario. The dependency between Threads 1 and 2 illustrates how Thread 1 created a need<br />

for the re-design of the environment’s technical architecture (a thread dependency). The arrow from Thread 3 to<br />

Thread 2 illustrates that the implementation component in Thread 2 is dependent on the needs analysis<br />

component in Thread 3.<br />

Figure 2. A possible FODEM scenario<br />

In principle, many layers of threads can exist. When a development process is extensive, a thread may be divided<br />

into a set of sub-threads. Should a sub-thread become too large, it may be reconstituted into a separate<br />

development process. The dependencies in multi-layered threads exist among thread layers and sister subthreads.<br />

Figure 3 visualizes an example of a multi-layered thread structure.<br />

Methods that are similar to FODEM<br />

FODEM has been inspired by general software development and educational technology design models. The<br />

System Development Life Cycle (SDLC) and Context Design (CD) originate from the software development<br />

tradition while Instructional Design (ID) and Design Research (DR) are used specifically in educational<br />

technology. Common to all of these approaches are specification (S), implementation (I) and evaluation (E)<br />

46


phases. The specification phase is used to determine the needs, requirements and expectations for the solutions.<br />

In the implementation phases, the solution is implemented. Finally, the evaluation phase is used to analyze<br />

implementation. Table 3 shows how the different ideas (marked in bold) from similar methods relate to FODEM.<br />

Figure 3. Multi-layered thread structure<br />

Table 3. Characteristics of FODEM’s sister methods in the specification (S), implementation (I), and evaluation<br />

(E) phases<br />

SDLC CD ID DR<br />

S De-contextualized User needs Learner-centered Practical knowledge<br />

requirements<br />

I Iterative through<br />

prototyping, sequential<br />

versions, structured<br />

approaches<br />

E Summative, phased<br />

development<br />

Sketching for<br />

presenting the design<br />

ideas to users<br />

Stories of experience,<br />

actual observations<br />

design<br />

SDLC methods Embedded in use<br />

Experimenting,<br />

reflection, formative<br />

evaluation<br />

Based on theoretical<br />

models of human behavior<br />

SDLC models are often based on structured approaches (Whitten et al., 2004). The development of any software<br />

is thought to take place in a series of phases (Löwgren, 1995). In traditional methods, evaluation is often<br />

conducted on the final product. In newer SDLC models, the development process follows an iterative, spiral<br />

model in which design ideas are tested in the early stages of development. In CD models, the emphasis is on<br />

problems that relate to particular user concerns such as, for example, how to recognize the needs of users<br />

(Löwgren, 1995). The focus in ID models falls more on the pedagogical side of the development process<br />

(Moallem, 2001). Contemporary ID models, for example, stress learner-centered approaches, reflection and<br />

formative development (McKenna & Laycock, 2004; Moonen, 2002). DR includes a series of approaches that<br />

issue in technological designs and practices for learning and teaching (Barab & Squire, 2004). The emphasis<br />

there is on testing systems in authentic settings. The development of an environment is blended with a strong<br />

theoretical emphasis on human behavior. If one compares it with similar methods, the uniqueness of FODEM<br />

consists of the way in which it models the parallel, but interdependent and asynchronous units of the DLE<br />

development – units that we call threads.<br />

FODEM in action<br />

FODEM in ViSCoS development<br />

ViSCoS (Virtual Studies of Computer Science) is an online study program offered by the Department of<br />

Computer Science, University of Joensuu (ViSCoS, 2005). ViSCoS students study first-year university-level<br />

47


Computer Science courses by means of the Web. The curriculum consists of three main parts: the preliminaries<br />

of Information and Communication Technology (ICT), basics of programming with Java, and an introduction to<br />

Computer Science (Torvinen, 2004). The development of ViSCoS began in 2000, and the first students<br />

commenced studies that same year. One hundred and nine (109) students had completed the program by the end<br />

of 2004. While ViSCoS studies were initially offered only to high school students between the ages of 16 and 18<br />

who lived in the rural areas of Eastern Finland, subsequent collaboration between the Department of Computer<br />

Science and the Continuing Education Centre at the University of Joensuu made it possible for this course to be<br />

taken by anyone in Finland. Table 4 summarizes the content of ViSCoS courses.<br />

Table 4. ViSCoS courses<br />

Course Content<br />

Introduction to Information and Computer hardware components, computer programs and operating systems, data<br />

Communication Technology communications and local area networks, network services and digital<br />

(ICT) and Computing<br />

communication, controlling the risks of information technology. Practical skills<br />

needed for using word processing and spreadsheet applications, basics of Unix,<br />

introduction to HTML.<br />

Programming I Algorithmic thinking. Basic structures of programming with Java.<br />

Programming II Introduction to object-oriented programming (objects, classes, inheritance)<br />

Hardware, Computer<br />

An overview of architecture of computers, parsers, system software, and<br />

Architecture and Operating<br />

Systems<br />

databases<br />

Programming Project Software design, implementation, testing and documenting<br />

Introduction to the Ethics of<br />

Computing<br />

General principles of the ethics of computing.<br />

Design of Algorithms Introduction to basic issues in computer science; algorithms, computation, and<br />

data structures.<br />

Research Fields in Computer<br />

Science<br />

Introduction to a selection of research fields in Computer Science<br />

There are five threads in ViSCoS development: first designs, loop of improvements, new technical solutions to<br />

support learners, ViSCoS Mobile, and English version. We implemented and ran the first versions of the courses<br />

in the first designs thread in 2000 and 2001. The design of ViSCoS is based on the CANDLE scheme (Torvinen,<br />

2004), the primary goal of which is to get courses up and running as quickly as possible. We went out of our way<br />

to rework these initial courses so that they reflected the needs and interests of the kind of young high school<br />

students who would take the course. Once they had been modified and adjusted, the course examples and<br />

assignments were more topical and reflective of the everyday concerns and interests of this target group. While<br />

these first courses were running, we collected feedback from all the stakeholders. Our main research efforts were<br />

dedicated to identifying and understanding the reasons why students encountered difficulties in the ViSCoS<br />

program (Meisalo et al., 2003). In pursuit of our aim of achieving a clear understanding of how students<br />

experienced the courses, we made use of questionnaires, interviews, log files, analyses of examination and<br />

submitted exercises and assignments, and analyses of student and tutor feedback to elicit the required<br />

information. First evaluations indicated that it was the programming courses that caused students the greatest<br />

difficulties since the highest drop-out rates had occurred there. The Programming Project course in particular<br />

was evidently a difficult one for students.<br />

In the second thread – loop of improvements – we addressed these problems by improving the programming<br />

courses in whatever was we could (Torvinen, 2004). We made changes, for example, on the basis of feedback<br />

from Thread 1 to the course structures and learning materials. One such change required us to merge two courses<br />

into one. After careful consideration of the student feedback we received, we then also modified the curriculum<br />

so that students could give more of their attention to the more demanding topics and so that they would have<br />

more time for Programming I (we increased the duration of the course from 10 to 12 weeks). We also created<br />

optional exercises, new examples and assignments, as well as interactive animations, to illuminate what we by<br />

then knew were the most difficult student topics (arrays, loops, and methods). Several studies within the loop of<br />

improvements also investigated the reasons why students were electing to drop out of the ViSCoS program.<br />

(This loop of improvements thread has been active since 2001, and research efforts to investigate the drop-out<br />

phenomenon are still continuing.)<br />

Our aim in the third thread, new technical solutions to support learners, was to develop and introduce new<br />

technical solutions that would enhance ViSCoS studies. We introduced the first of these new solutions in 2002.<br />

48


Four sub-threads can be identified: the LEAP digital learning tool, the ethical argumentation tool called Ethicsar,<br />

the Jeliot program visualization tool, and data mining techniques. LEAP is a tool for helping students to manage<br />

their programming projects in the Programming Project course. Details of LEAP development are presented in<br />

the next section. Ethicsar is a web-based tool for argumentation and evaluation of ethical issues and questions<br />

(Jetsu et al., 2004). Jeliot permits novice programmers to visualize their own Java code (Moreno et al., 2004).<br />

The development of data mining techniques focused specifically on processing data related to the course<br />

assignments. Our ultimate aim here was to create intelligent support for learners by means of instructional<br />

intervention (Hämäläinen et al., <strong>2006</strong>). Dependency between ViSCoS and the technological solutions is bidirectional<br />

(Figure 4). The introduction of these improved technologies has meant that students now receive<br />

better and more comprehensive support. The two most recent threads are ViSCoS Mobile and the English<br />

version. ViSCoS Mobile was created so that students would be able to use a mobile device to study their ViSCoS<br />

courses (Laine et al., 2005). Because this is a relatively new concept, only the first procedures in the needs<br />

analysis component are currently being implemented. An English version thread has also been created so that the<br />

ViSCoS courses can be offered to English-speaking students. The first English-medium learning materials were<br />

implemented in the courses Introduction to ICT and Computing, Programming I, Introduction to Ethics of<br />

Computing and Research Fields of Computer Science in September and December of 2005. Table 5 summarizes<br />

how the ViSCoS program was developed, while Figure 4 depicts the process graphically.<br />

Table 5. ViSCoS development (Th = Thread)<br />

Th Theme NA I FE<br />

1 First designs Prioritization of the tasks, Running the first Feedback obtained from<br />

identifying the contextual versions of the courses all stakeholders through<br />

factors of the high school<br />

direct questions,<br />

students<br />

interviews, content<br />

analysis.<br />

2 Loop of Identification of the most Improvement of the Drop-out phenomenon,<br />

improvements difficult aspects of the courses program on the basis of questions, interviews,<br />

feedback received from<br />

learners<br />

analysis of exercises<br />

3 New technical Needs identified while running Development of The evaluation of the<br />

solutions the first versions of the course. Ethicsar, Jeliot, LEAP, implemented solutions<br />

created to Practical experiences. and data mining from many different<br />

support<br />

learners<br />

points of view<br />

4 ViSCoS Content adaptation of course – –<br />

Mobile materials. Programming with a<br />

mobile device. Student<br />

support activities in a mobile<br />

device (eg. Mobile Blog)<br />

5 English<br />

version<br />

FODEM in the development of LEAP<br />

Analysis of the current Finnish<br />

versions<br />

Implementation of the<br />

English version.<br />

Improvements included<br />

in the Finnish version.<br />

Figure 4 shows ViSCoS development at a higher level of abstraction. Details may be examined by zooming into<br />

a particular thread. The LEAP digital learning tool development, for instance, can be divided into a set of subthreads.<br />

LEAP application has two main functions. These are digital learning portfolio and creative problemsolving<br />

support (Suhonen & Sutinen, 2004). Three sub-threads can be identified: the first prototype, re-design of<br />

the technical implementation, and a mobile adaptation extension.<br />

We based the first prototype in Thread 1 on the needs that we had identified in the ViSCoS Programming Project<br />

course. Some kind of tutorial mechanism was needed to help students to manage their projects in a creative way.<br />

This tool was also inspired by digital learning portfolio, creative problem-solving support and provocative agent<br />

concepts (Suhonen, 2005). But we did not restrict the implementation of LEAP to the Programming Project<br />

course. Our purpose was rather to implement a generic gadget that could be used in several different settings.<br />

The formative evaluation component in the first thread included two studies on use of the tool in authentic<br />

learning settings. In the first study, we used the tool in the Problem Solving contact teaching course at the<br />

–<br />

49


University of Joensuu (we used the digital learning portfolio functionality in this study). In the second study, we<br />

used the tool in the ViSCoS Programming Project course. This study allowed us to test the LEAP tool in its<br />

original design context (we used both the digital learning portfolio and creative problem-solving support<br />

functionalities of the tool). In both studies we used a dual evaluation scheme. These two parts dealt with the<br />

analysis of how students were using the tool (use analysis) and the analysis of students’ opinions about the tool<br />

(experience analysis). We investigated usage by analyzing the content of students’ contributions with LEAP, and<br />

elicited learners’ reflective impressions and opinions from interviews.<br />

The first designs<br />

Etchics of Computing Course<br />

NA<br />

I FE<br />

NA<br />

I FE<br />

Ethicsar<br />

NA<br />

NA<br />

I FE<br />

Data mining<br />

I FE<br />

English version<br />

Focus on programming<br />

Compare research results, new<br />

ideas, data exchange<br />

Integration, improvements<br />

NA<br />

I FE<br />

Jeliot<br />

Figure 4. Development of ViSCoS<br />

Improvement, data exchange<br />

NA<br />

I FE<br />

ViSCoS Mobile<br />

Loop of improvements<br />

NA<br />

I FE<br />

NA<br />

Programming Project Course<br />

I FE<br />

Content adaptation<br />

In the second thread, re-design of the technical architecture, we modified LEAP in terms of the findings of the<br />

two studies within the first thread. In that thread we identified problems by means of the usability of the tool.<br />

Our main finding was that LEAP was complicated to use and that it required simplification. We added no new<br />

features within the second thread, but merely refined existing features. We also re-implemented the technical<br />

architecture of the tool because of requirements posed by the third thread. We then conducted a third study<br />

within the second thread in the ViSCoS Programming Project course, and evaluated it with an evaluation scheme<br />

that was similar to the approach that we had used in our earlier studies. Our main finding was that LEAP should<br />

be customized for the context of the course since students were of the opinion that the tool was not relevant<br />

(Suhonen, 2005).<br />

Thread 3, a mobile adaptation extension, is still in the concept design phase (Kinshuk et al., 2004). Although we<br />

had decided that we should begin to implement the mobile adaptation after the core functions of LEAP had<br />

become sufficiently mature, the needs analysis for the technical implementation of the mobile adaptation<br />

extension affected the implementation in the second thread. The mobile adaptation extension will certainly<br />

influence the ViSCoS Mobile thread at the higher level.<br />

Figure 5 visualizes the development of LEAP. It shows the interaction among the three threads. Table 6 shows<br />

the details of the LEAP development process.<br />

LEAP<br />

50


Table 6. Summary of the LEAP development<br />

Th Theme NA I FE<br />

1 First prototype Pedagogical and technical design; First designs Two studies;<br />

digital learning portfolio and<br />

Programming<br />

creative problem-solving support<br />

Project and<br />

Problem Solving<br />

courses<br />

2 Re-design of the Ideas and knowledge from the XML-based A study in the<br />

technical architecture first thread. Requirements from implementation ViSCoS<br />

the mobile adaptation extension<br />

Programming<br />

thread.<br />

Project course.<br />

Comparison with<br />

previous studies.<br />

3 Mobile adaptation Concept design of mobile – –<br />

extension<br />

adaptation extension<br />

The first<br />

prototype<br />

NA<br />

I FE1<br />

FE2<br />

Experiences<br />

Re-design of the technical<br />

architecture<br />

NA<br />

I FE<br />

Comparison, changes to<br />

the evaluation scheme<br />

Figure 5. Visualization of the LEAP development<br />

Woven Stories-based environment to support FODEM<br />

Mobile adaptation<br />

extension<br />

Requirements<br />

and needs NA<br />

I FE<br />

The multithreaded structure of FODEM allows us to specify a corresponding visual environment to support the<br />

design process. The first sketch for a FODEM design environment prototype has been implemented. The<br />

prototype is built on a client-server web-based application called Woven Stories (WS) (Gerdt et al., 2001;<br />

Nuutinen et al., 2004). The prototype can be used to manage the threads, components and dependencies in a<br />

development process. A designer can add, remove and edit threads to represent the main aspects of the<br />

development process. Information can be added to each component in a thread. Although the current version of<br />

the prototype allows the inclusion of web links to the components, users cannot add documents to the<br />

environment. Dependencies can be created between threads and components. The client-server implementation<br />

enables a number of users to work with the same design process from remote locations. The prototype also<br />

includes a chat facility which allows designers to interact while they work with the environment. Figure 6 shows<br />

the FODEM design environment prototype.<br />

The next challenge in the design environment development was to improve the preliminary prototype that would<br />

enable more meaningful support for the designers. The first new feature would have to be the addition of<br />

arbitrary documents to components in threads. Designers could, for example, add requirements documents,<br />

articles and review results to a needs analysis component. The environment would also need to include basic<br />

functionalities for document management. The design environment would also need a zooming functionality that<br />

would help designers to grasp the development process at various levels. The environment should also<br />

automatically construct different visualizations of the development process by, for example, presenting the<br />

process in a time-based view, or by separating the most important threads (as defined by the designers) from<br />

other threads.<br />

A comprehensive design environment would also include built-in procedures that would facilitate working with<br />

components. A formative evaluation component, for instance, could include a list of possible evaluation<br />

methods, and the designers could get some information about their applicability in different situations. This kind<br />

51


of service would help designers to decide which evaluation methods would be most suitable for a given<br />

development phase (Reeves & Hedberg, 2003). Tacit knowledge about different aspects of the development<br />

process could also be stored in the environment. Finally, such a web-based environment would help designers to<br />

work collaboratively with one another, to exchange ideas and information about problems in different threads,<br />

and ultimately to undertake collaborative management of the development process.<br />

Figure 6. FODEM design environment<br />

The possibilities that FODEM opens up for a novel DLE design tool (such as the one described above) is yet<br />

another indication of the effectiveness and feasibility of the FODEM approach. The inherently parallel structure<br />

of FODEM allows the designers to manage a complex but need-based process for the development of effective<br />

DLEs.<br />

Conclusions<br />

In this paper we introduced the FODEM method for developing digital learning environments in the context of<br />

widely dispersed learning communities. We also used ViSCoS and LEAP development cases in a Finnish<br />

educational context to show how the method works. The ViSCoS program has now been running for five years<br />

and has been proven to be sustainable. ViSCoS provides a flexible solution for studying first-year computer<br />

science courses over the net. But the development of LEAP is still in its early stages. Three prototyping<br />

experiences have in the interim revealed both some positive and negative features in LEAP.<br />

The two cases have shown how FODEM can be used to develop different types of digital learning environments.<br />

FODEM provides tools to conceptualize the most important aspects of a development process with thread,<br />

component and dependency structures (Suhonen, 2005). FODEM includes tools that can capture the dynamics of<br />

a development process and that can be used to model various representations of the FODEM development<br />

process from different perspectives. FODEM also supports the integration of different development processes: a<br />

thread within a development process can be a part of another development process. An important aspect of<br />

FODEM is its emphasis on the utilization of all feedback from the users of the developed digital learning<br />

environment. Case studies, interviews, user observations and contextual analysis methods are among the<br />

appropriate evaluation techniques that developers utilize gradually to improve the environment.<br />

52


The unique features of FODEM are evident from three features of the development of DLEs for widely dispersed<br />

learning communities. Firstly, development costs should be low. Both ViSCoS and LEAP have been developed<br />

with reasonably low investments (approximately US$10,000 per course). Secondly, needs analysis and research<br />

orientation in FODEM can be used to create contextualized and appropriate DLEs. When we developed ViSCoS,<br />

for example, we used a number of methods to fit the course arrangements and digital learning materials to the<br />

students’ needs. Finally, the development process should follow a simple, yet structured, design method.<br />

FODEM models the development process with parallel, interrelated threads. The formative evaluation<br />

component ensures that the development process is both rigorous and focused.<br />

One of FODEM’s best -known characteristics is how well it adapts to the context of everyday school life and<br />

youth culture. Far too frequently, development methods (and hence the DLEs) were far too heavily loaded or<br />

rich in technical features. This might account for the fact that ICT has in the past been widely underutilized in<br />

several educational contexts. FODEM – in contrast to the proliferating approach of comprehensive design<br />

methodologies – emphasizes simplicity. At the same time, FODEM’s inherently parallel approach which<br />

represents and reflects the dynamic nature of most educational contexts, gives due weight to the complexity of<br />

learning and teaching needs. Unlike rapid prototyping, FODEM does not reduce the simultaneous needs that are<br />

identified in real school contexts into a sequential design process. FODEM therefore copes better with the<br />

uncertainty that is characteristic of real life, a common expectation of ICT in other areas of society as well.<br />

Because FODEM treats the individual needs of heterogeneous student communities with appropriate<br />

seriousness, it is an affordable alternative to design information-delivery-oriented DLEs for dense communities<br />

which take into account individual needs through adaptive technologies or re-usable learning objects.<br />

Acknowledgements<br />

We are grateful to Teemu Laine for implementing the FODEM design environment prototype on the basis of the<br />

Woven Stories application. We also thank Roger Loveday for his work on revising the text.<br />

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55


Sierra, J. L., Fernández-Valmayor, A., Guinea, M., & Hernanz, H. (<strong>2006</strong>). From Research Resources to Learning Objects:<br />

Process Model and Virtualization Experiences. Educational Technology & Society, 9 (3), 56-68.<br />

From Research Resources to Learning Objects: Process Model and<br />

Virtualization Experiences<br />

José Luis Sierra<br />

Dpto. Sistemas Informáticos y Programación. Fac. Informática. Universidad Complutense, Madrid, Spain<br />

jlsierra@sip.ucm.es<br />

Alfredo Fernández-Valmayor<br />

Dpto. Sistemas Informáticos y Programación. Fac. Informática. Universidad Complutense, Madrid, Spain<br />

alfredo@sip.ucm.es<br />

Mercedes Guinea<br />

Dpto. Historia de América II. Universidad Complutense de Madrid. 28040, Madrid, Spain<br />

guinea@ghis.ucm.es<br />

Héctor Hernanz<br />

Telefónica I+D S.A. C/ Emilio Vargas 6. 28043, Madrid, Spain<br />

hhb@tid.es<br />

ABSTRACT<br />

Typically, most research and academic institutions own and archive a great amount of objects and research<br />

related resources that have been produced, used and maintained over long periods of time by different types<br />

of domain experts (e.g. lecturers and researchers). Although the potential educational value of these<br />

resources is very high, this potential may largely be underused due to severe accessibility and<br />

manipulability constraints. The virtualization of these resources, i.e. their representation as reusable digital<br />

learning objects that can be integrated in an e-learning environment, would allow the full exploitation of all<br />

their educational potential. In this paper we describe the process model that we have followed during the<br />

virtualization of the objects and research resources owned by two academic museums at the Complutense<br />

University of Madrid (Spain). In the context of this model we also summarize the main aspects of these<br />

experiences in virtualization.<br />

Keywords<br />

Repositories of learning objects, Authoring of domain–specific learning objects, Virtual museums, Virtual<br />

campus<br />

Introduction<br />

A research center usually owns and archives a great amount of objects and research related resources whose<br />

pedagogical value is unquestionable. Unfortunately, in many cases the scarcity and the value of this material also<br />

hinder its use for educational purposes. Two paradigmatic examples are the museums and the archives owned<br />

and maintained by many academic and research institutions. The transformation of all these materials into<br />

reusable digital learning objects (LOs) (Koper, 2003; Polsani, 2003) that can be integrated and used in an<br />

e-learning environment is, in our opinion, a key step to attaining the full exploitation of their educational value.<br />

We have confirmed this fact during our experiences with the virtualization of two academic museums at the<br />

Complutense University of Madrid (Spain): the Antonio Ballesteros museum, an academic museum of<br />

archaeology and ethnology maintained by the Department of American History II, and the José García<br />

Santesmases Computing museum, an academic museum maintained at the School of Computer Science.<br />

In this paper we present and illustrate the process model used in the two aforementioned virtualization<br />

experiences. Our virtualization process model establishes a set of guidelines for the construction of repositories<br />

of digital LOs from pre-existing research resources in specialized domains like the two mentioned above. This<br />

model, which is based on our previous experiences with a document-oriented approach to the development of<br />

content-intensive (e.g. educational, hypermedia and knowledge-based) applications, makes it easy for the<br />

virtualization of these resources to be carried out by the same experts that use, and in many cases have produced,<br />

them. In addition, this virtualization task should suppose a minimum overload in the habitual work of these<br />

experts. For this reason, the approach involves a community of developers supporting experts in the task of<br />

virtualization. Experts and developers collaborate in the definition of an adequate LO model specific to the<br />

domain. This model lets developers build a domain-specific application for the authoring and deployment of<br />

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copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies<br />

are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by<br />

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specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.<br />

56


these LOs. Since this application is especially adapted to the bodies of expertise and to the skills of the experts,<br />

the task of virtualization can be dramatically facilitated.<br />

The rest of this paper is organized as follows. We begin by describing the virtualization process model: we<br />

present the different products and activities involved in the process, we show the sequencing of these activities,<br />

and we also outline the main participants and their responsibilities. Next we describe our virtualization<br />

experiences in the domain of the two academic museums aforementioned: we illustrate how the different<br />

activities described in the process model take form in each scenario, and we concentrate on the results of the<br />

virtualization. We finish the paper with some conclusions and lines of future work. A previous version of the<br />

work described in this paper can be found in (Sierra et al. 2005b).<br />

The Virtualization Process Model<br />

The collaboration between specialists in different knowledge areas, in order to be effective, must be adequately<br />

ruled. In our opinion, the rules used must emerge from the working experience in each specific domain instead<br />

of being adapted from aprioristic universal principles; consequently they must be refined and developed to<br />

accommodate the ongoing needs of experts and developers in each domain. The production and maintenance of<br />

reusable learning material from pre-existing research resources in specialized domains (e.g. the academic<br />

museums) is not an exception. The virtualization process model presented in this section is in accordance with<br />

these pragmatic considerations, since it has emerged from our practical experiences at the Complutense<br />

University. During these experiences we have recognized the typical scenarios contemplated by our previously<br />

mentioned document-oriented approach to the development of content-intensive applications (Sierra et al. 2004;<br />

Sierra et al. 2005a), and thereby we have adopted a strategy in structuring our virtualization process model<br />

similar to the strategy promoted in the document-oriented approach. Hence we introduce three different views, as<br />

established in Figure 1:<br />

In the products and activities view we include the activities in the approach along with the products<br />

produced and consumed by these activities.<br />

In the sequencing view we show how the activities considered are sequenced. Note that in this context the<br />

term sequencing does not mean the sequencing of the learning activities as it is usually understood in the<br />

e-learning domain, but the sequencing of the activities followed by the experts and the computer science<br />

technicians when they collaborate in the production and maintenance of the learning materials. Therefore,<br />

this view has nothing to do with any e-learning specification. It only reflects a pre-established characteristic<br />

of a process model.<br />

In the participants and responsibilities view we outline the participants in the activities along with their<br />

responsibilities in these activities.<br />

In this section we examine the process model from these three different perspectives.<br />

Products and activities<br />

The products and activities contemplated in the virtualization process model are displayed in Figure 1a. As<br />

shown in this Figure, the model introduces three different activities (Domain Analysis, Operationalization and<br />

Virtualization) and it produces three different kinds of products (a domain-specific LO model, a domain-specific<br />

authoring and deployment tool and the LO repository itself). Also notice how the model supposes the existence<br />

of a huge body of pre-existing research resources. Next we describe these aspects.<br />

The goal of the Domain Analysis activity is the formulation of an LO model that makes the educational features<br />

of the research resources created and manipulated by the experts explicit. This model must be able to integrate<br />

all the specific features needed by the experts in a knowledge area to describe and to manipulate the objects and<br />

the research goals in that area. Therefore the model for a domain must closely mirror the nature of the actual<br />

resources in the domain (e.g. the LO model in the domain of archeology can include resources and features<br />

different from the LO model used in natural history, because experts in each domain are interested in different<br />

characteristics of the object and have different research objectives). The capability of the model to include all the<br />

domain-specific characteristics of the object is critical in order to increase its acceptance and usability by the<br />

domain experts. In addition, the model should be conceptually independent of existing LO technologies. While<br />

these technologies are very valuable from a developer’s point of view, they must not condition domain experts<br />

unnecessarily during the characterization process of the LOs in their domains of expertise. On the contrary, this<br />

57


activity could be better based on techniques used in software engineering (Arango, 1989) and knowledge<br />

engineering (Studer et al., 1999) for the construction of domain models.<br />

LO Model<br />

(a) Products and activities<br />

Domain<br />

Analysis<br />

LO Repository<br />

Operationalization<br />

Describe<br />

the domain<br />

Formulate<br />

the LO<br />

model<br />

Domain<br />

Analysis<br />

Research<br />

resources<br />

Virtualization<br />

LO Authoring<br />

and Deployment<br />

Tool<br />

(c) Participants and responsibilities<br />

Assess<br />

Operationalization<br />

Build the<br />

tool<br />

Evolutionary<br />

iteration<br />

[Changes or<br />

extensions in<br />

the LO model<br />

required]<br />

Domain<br />

experts<br />

(b) Sequencing<br />

Virtualize<br />

Detect needs for<br />

changes/extensions<br />

Developers<br />

[Virtualization<br />

completed]<br />

Virtualization<br />

Domain<br />

Analysis<br />

Operationalization<br />

Virtualization<br />

Figure 1. The three views of the virtualization process model<br />

Corrective<br />

iteration<br />

[Changes or<br />

extensions in<br />

tool required]<br />

During the Operationalization activity a suitable authoring and deployment tool is constructed. This activity is<br />

driven by the LO model formulated during the Domain Analysis activity. Therefore, the resulting tool will also<br />

be domain-specific. This activity can take advantage of existing e-learning technologies. Hence,<br />

recommendations and standards like those proposed by IMS Content Packaging (IMS CP, 2004), IMS Learning<br />

Design (IMS LD, 2003; Koper & Tatersall, 2005) and ADL Shareable Content Object Reference Model<br />

(SCORM) (ADL, 2003) can be adopted in order to promote the interoperability of the resulting tool and the<br />

shareability and reusability of the LOs produced. These technologies must be considered implementation<br />

mechanisms providing additional functionalities to the tool and as such their potential complexity must be<br />

hidden from the domain experts. Thus while IMS CP can be easily adopted to add import and export facilities for<br />

LOs to the tool under development, IMS LD and SCORM are notably more complex in nature. Therefore the<br />

authoring/deployment tool, being domain-specific (i.e. being oriented to let experts author and deploy LOs in a<br />

specific and well-established domain), will only provide navigation facilities through the contents of the learning<br />

material organized accordingly to these general-purpose information models. In addition, it can provide an<br />

application programming interface to connect with standard editors and players for these recommendations. For<br />

this purpose, suitable mappings between the generic and the domain-specific model supported by the domainspecific<br />

tool must be defined. These mappings can be actually incorporated to the tool using pluggable facilities<br />

of the application programming interface. When mapping a general representation of a LO to a domain-specific<br />

one, some features can be loosen, although the information items that enables these features can be preserved in<br />

the domain-specific representation as hidden resources in order to make the revival of the original material<br />

possible when exported. On the other hand, domain-specific LOs can be represented in general-purpose formats<br />

in order to allow its use in external general-purpose authoring and playing environments - e.g. visualization<br />

systems for SCORM 2004 as those described in (Roberts et al. 2004).<br />

58


Finally, during the Virtualization activity, the repository of LOs is populated with the virtualizations of the<br />

research objects and resources. This virtualization is carried out using the tool produced during the<br />

Operationalization activity. Nevertheless if import and export standard facilities for LOs are added to the tool,<br />

LOs can be exported and edited with external tools and after re-imported to the repository.<br />

Sequencing of the activities<br />

The diagram in Figure 1b shows the sequencing of the activities in the virtualization process model. Instead of<br />

proceeding sequentially, performing an exhaustive domain analysis, followed by exhaustive operationalization<br />

and virtualization, the three activities are interleaved in time. According to this iterative - incremental<br />

conception, the LO model and the associated LO authoring and deployment tool are refined whenever new<br />

domain knowledge is acquired during virtualization.<br />

Our process model introduces two types of iterations in the construction of the repositories, which are<br />

highlighted in Figure 1b. On one hand there are corrective iterations, which are related to the process of updating<br />

and fine-tuning the LO authoring and deployment tool to accommodate it to the needs of the experts (e.g. by<br />

introducing an enhanced interaction style in its user interface). On the other hand, the model also contemplates<br />

evolutionary iterations, which are related to the evolution of the LO model to capture new research or<br />

educational features of the virtualized resources (e.g. by considering new kinds of attributes for the LOs). Both<br />

types of iterations can be started during the Virtualization activity in response to the specific needs manifested by<br />

the domain experts.<br />

During our experiences with the approach we have realized that continuous maintenance and evolution of the LO<br />

model and their associated tools are mandatory to better accommodate them to the desires and changing<br />

expressive needs of the experts. This obligation supposes a heavy interaction between the experts and the<br />

developers of the applications, which can decrease overall productivity. To manage this interaction we are<br />

studying the application of the specific techniques proposed by our document-oriented approach for dealing with<br />

the intrinsic evolutionary nature of content-intensive applications (Sierra et al. 2005c).<br />

Participants and their responsibilities in the activities<br />

Domain experts and developers are the two main participants involved on the construction of LO repositories, as<br />

mentioned before. The different responsibilities that they have in the model’s three activities are depicted in<br />

Figure 1c. Next we detail these responsibilities.<br />

During the Domain Analysis activity, the main role of developers is to formulate the LO model for the objects<br />

and resources managed by the domain experts. In turn, domain experts must describe these resources to the<br />

developers, how they are used and how they are interrelated, letting developers perform an adequate<br />

conceptualization. The acceptability and usability of the resulting LO model will strongly depend on the<br />

participation of domain experts, because they know the actual resources, they can describe these resources to the<br />

developers, and they can help them in the elicitation of the possible educational uses of this material.<br />

During the Operationalization activity, the main responsibility is for the developers. They must construct the LO<br />

authoring and deployment tool. During its construction, they are driven by the LO model and they can also be<br />

assessed by the domain experts regarding different aspects not contemplated in the model (e.g. presentation and<br />

edition styles).<br />

Finally, during the virtualization activity, domain experts use the LO authoring and deployment tool to populate<br />

the LO repository. In this activity developers can react to the needs manifested by the experts and can start new<br />

corrective and/or evolutionary iterations when required.<br />

Experiences in the Domain of the Academic Museums<br />

We have successfully applied the principles of virtualization explained in the previous section during the<br />

virtualization of two different museums at Complutense University of Madrid, as mentioned in the introduction:<br />

the museum of archaeological and ethnographical material maintained at the Department of American History II<br />

(the Antonio Ballesteros museum) and the museum of computing at the School of Computer Science (the José<br />

59


García Santesmases Computing museum). Using these experiences we illustrate the analysis performed in these<br />

domains and we introduce the LO model formulated. Next we briefly outline the operationalization and the<br />

architecture of the authoring and deployment tools produced. Finally we detail our working experiences during<br />

virtualization.<br />

Domain analysis: virtual objects<br />

Academic museums contain collections of real objects that can be directly chosen as the most suitable<br />

candidates for conversion into LOs. In these scenarios it is natural to distinguish between such real objects and<br />

their virtual representations. These virtual representations will be called virtual objects (VOs) because they come<br />

from the virtualization of real objects initially with educational purposes (Figure 2a). The VO model was<br />

formerly proposed in (Fernández-Valmayor et al. 2003) in relation with the archaeology and ethnology museum<br />

but it has also been used in the computing museum, although with different specific features (Navarro et al.<br />

2005).<br />

(a)<br />

Real object<br />

Virtualization<br />

Virtual object<br />

Metadata<br />

…….<br />

Data<br />

Resources<br />

…<br />

VO<br />

resource<br />

…<br />

Foreign<br />

resource<br />

Figure 2. (a) Real and virtual objects; (b) Virtual objects can be related using foreign and reference resources.<br />

In Figure 2a the structure of a VO is outlined. That way a VO is characterized by a set of data, a set of metadata,<br />

and a set of resources:<br />

The data in a VO represent all the features of the real object that are considered useful for its scientific<br />

study. Examples of this kind of data are the dimensions and the result of the chemical analysis of a piece of<br />

pottery of the archaeology museum, or the model and the components of a computer of the computing<br />

museum.<br />

The metadata are the information used to describe and classify the VO from a pedagogical point of view.<br />

Examples of metadata are the name of the VO’s author, its version number or its classification. The<br />

different features covered by metadata are chosen from existing exhaustive metadata schemas like the IEEE<br />

LTSC Learning Object Metadata (LOM) (LOM, 2002).<br />

The resources are all the other informational items associated with the VO. These are further classified in<br />

own, foreign and VO resources. The own resources of a VO are the multimedia archives resulting from the<br />

virtualization of the real objects (e.g. a set of photographs of a pottery vessel or a video showing the<br />

operation of a computer). The foreign resources are references to resources belonging to another VO but<br />

related to the first one (e.g. documents describing different aspects of the culture that manufactured the<br />

pottery vessel, or those related to the research and design process of a computer model). Finally, VO<br />

resources are references to other VOs in the repository that are related in some way to the first one (e.g. a<br />

VO for another piece discovered at the same excavation as the vessel, or a set of VOs for the different<br />

components of the computer).<br />

Foreign and VO resources allow the establishment of basic relationships between different VOs (Figure 2b).<br />

Indeed this mechanism can be used to build new VOs based on existing ones. These resulting composite VOs<br />

may, or may not, correspond to real objects in the museum. In this latter case they usually represent new<br />

constructed knowledge and/or new educational facilitators that arise during the virtualization process (e.g.<br />

thematic guided tours based on the objects owned by the museum about a cultural or technical subject).<br />

Although the real objects of both museums are very different in nature, the VO model has proved to be flexible<br />

enough to deal with the domain-specific data in each knowledge area. Indeed:<br />

(b)<br />

…<br />

60


Although the set of data needed to describe a computer prototype is very different from the set of data<br />

needed to describe a cultural artifact, in both cases researchers can choose the set of attribute-value pairs<br />

needed to describe the set of features in which they are interested.<br />

In the same way, resources associated with the VO can gather all the digital archives that result from the<br />

virtualization process of a computer prototype or from the virtualization process of an archaeological object.<br />

Moreover, through foreign and VO resources, the relation of a computer prototype with its components and<br />

with the research work, documents and tests that preceded its construction can be expressed in a similar<br />

manner to the relation between a pottery vessel and the other artifacts that were dug at the same<br />

archaeological site. In addition, when dealing with cultural artifacts, foreign resources will mainly be<br />

research documents describing different aspects of the culture that produced them or, alternatively, the VO<br />

representing all the field work involved in a specific archaeological project. Similar relationships also exist<br />

between computers and digital devices and their manufacturing processes.<br />

It is important to point out that although VOs and their associated resources can resemble SCOs and assets in<br />

SCORM still there are important differences between them. In SCORM, SCOs cannot refer to assets in other<br />

SCOs neither other SCOs themselves, while the possibility of these relations is a main feature for VOs.<br />

Conceptually, a VO gathers all the information relevant to a physical or conceptual object. Its associated<br />

resources can be as simple as SCOs assets, but also can be complex structures describing a learning process and<br />

the workflow of the learning activities in which this VO can be implicated.<br />

Operationalization: web-based authoring and deployment tools for virtual objects<br />

The VO model has led us to develop simple web-based authoring and deployment tools for the two<br />

aforementioned museums (Figure 3). Basically these tools enable authors to create VOs, upload their resources<br />

and to establish their relations with other VOs and/or their resources. Users can navigate the repository of VOs<br />

and their associated resources, thus the complexity of the navigation depends of the navigational structure of the<br />

resource. The tool for the museum of archaeology (Figure 3a) is called Chasqui. The word chasqui means<br />

messenger in Quechua, the language spoken in the Inca Empire. Chasqui has gone through a strong evolution, as<br />

described in (Navarro et al. 2005). In the initial version of Chasqui (Chasqui Web Site, 2005), VOs were directly<br />

mapped onto its database representations. While the resulting application enabled users to author learning objects<br />

using domain-specific authoring tools, we found serious difficulties regarding portability and interoperability<br />

with other systems and authoring tools. For this purpose we have adopted a more sophisticated architecture,<br />

based on well-known interoperability standards. The resulting version can be visited in its testing site (Chasqui2<br />

Web Site, 2005), and it is scheduled to be in production in the first quarter of <strong>2006</strong>. The architecture of this new<br />

version of Chasqui has also been reused in the development of the tool for the computing museum (Figure 3b).<br />

This tool is called MIGS (MIGS Web Site, 2005), the acronym for the name of the museum in Spanish.<br />

(a)<br />

Figure 3. Snapshots for (a) Chasqui; (b) MIGS<br />

The final architecture proposed during Operationalization is depicted in Figure 4. According to this architecture,<br />

the repository of VOs continues to be supported by a relational database. The tools include pre-established web<br />

interfaces tailored to the museums being virtualized. In addition, these tools also include programmatic<br />

interfaces accessible via web services (Cerami, 2002). Web services facilitate the interoperation with other<br />

(b)<br />

61


epositories, enable different accessing mechanisms (e.g. mobile devices) and permit the use of external tools<br />

with alternative and more powerful interaction styles (e.g. IMS LD and SCORM editors and players). As<br />

suggested in Figure 4, this architecture is entirely implemented using open source technologies.<br />

Web Interface (PHP) Web Service<br />

(AXIS)<br />

Web Client<br />

Repository (MySQL)<br />

Other repositories<br />

Mobile<br />

Devices<br />

Alternative<br />

authoring /<br />

deployment tools<br />

Figure 4. Architecture of the Web Based Authoring and Deployment Tools<br />

To enable interoperability, the tools incorporate import and export facilities of VOs in accordance with the IMS<br />

CP specification. This way, VOs can be packaged according to this specification and can be exported to other<br />

IMS-aware Learning Management Systems able to conduct a more elaborated learning process. Direct<br />

importation is also possible between repositories associated with museums sharing a common VO model. More<br />

complex importation processes can also be automatically achieved by connecting the appropriate adapters to the<br />

web service interface. Indeed, this interface is the point where mappings between general-purpose representation<br />

formats (e.g. SCORM or IMS LD compliant learning materials) and the VO model can be readily incorporated.<br />

By incorporating to it the appropriate importation and exportation mappings, many current and future learning<br />

application profiles could be readily supported, maybe with slight evolutions of the current VO model.<br />

Virtualization<br />

The tools described in the previous section are being used in the virtualization of the two aforementioned<br />

museums. While the virtualization of the computing museum is in its initial stages (115 VOs included on<br />

December 2005), the virtualization of the archaeology museum is in an advanced state. Indeed, Chasqui has been<br />

in production since the year 2003 and has therefore had enough time to prove the usefulness of the iterative –<br />

incremental conception of the aforementioned virtualization process. Currently, the resulting virtual museum<br />

contains more than 1500 VOs and the virtualization process continues to be active. Beyond its capabilities for<br />

creating simple collections of VOs, the Chasqui tool, being in a more advanced virtualization state than MIGS,<br />

has proven very valuable in several research and pedagogically related activities oriented to students with very<br />

different backgrounds. In particular, as it will be detailed in the next sections, Chasqui has evolved from its<br />

original purpose to be a very valuable tool for supporting the active learning of the research process by junior<br />

students and of its refinement by senior and PhD. students. In addition, Chasqui has also proven very valuable as<br />

a basic tool for the just-in-time publishing of research resources. Next we summarize some of these experiences.<br />

Virtualization and dissemination of pre-existing materials<br />

The primary use of Chasqui and MIGS was to let students and the general public learn about the objects found or<br />

collected during an archaeological or ethnological field season, or to learn about the computing devices built at<br />

the university by pioneering professors. For this purpose, in the initial virtualization iterations the repositories of<br />

both museums were populated with such elementary VOs.<br />

The publishing of this kind of stored and archived resources makes tools like Chasqui and MIGS very valuable<br />

artefacts for disseminating pioneering work and the patrimony of the academic museums among the general<br />

public. This way, by exhibiting many pieces of hardware, like those shown in Figure 5a (MIGS VO number 2),<br />

62


as VOs, the computing museum has gained considerable popularity among students. The museum itself is<br />

discovered in Internet, and instructors and students can use MIGS for documentation prior to visiting the real<br />

museum at the Computer Science School. As another recent example, 23 pieces in the archives of the museum of<br />

archaeology were located using Chasqui and selected for the exposition Pueblos Amazónicos: Un Viaje a otras<br />

Estéticas y Cosmovisiones (Amazon Cultures: A Journey to other Aesthetics and Cosmovisions) organized for<br />

the general public by the Museum of Science of Castilla-La Mancha (Cuenca, Spain, 1-30 Junio 2005).<br />

(a) (b)<br />

Figure 5. (a) a VO in MIGS; (b) Unpublished pottery vessel neck from Proyecto Esmeraldas that was rerecovered<br />

during the virtualization process<br />

Another interesting experience, this time related to Chasqui, has been its use for reviving unpublished<br />

archaeological material for research and pedagogical purposes (Figure 5b). This is indeed the case with several<br />

Archaeological and Ethnological projects already finished at the Department of American History II: Chinchero,<br />

Incapirca and Esmeraldas.<br />

Work Assignments for Undergraduate Students<br />

In Chasqui the research materials collected at different archaeological sites have been used to design work<br />

assignments for undergraduate students. The flexibility of the VO model lets teachers conceive these<br />

assignments as a new composite VOs.<br />

In Figure 6a we show some snapshots corresponding to one of these assignments for an undergraduate<br />

introductory course on the Andean archaeology area (Chasqui VO number 1183). As a deployment tool,<br />

Chasqui can be combined with typical Learning Management Systems (LMS) as has been the case with these<br />

work assignments that have been made accessible to students using the virtual campus of the Complutense<br />

University, currently supported by the WebCT platform (Rehberg et al. 2004). This lets us take advantage of the<br />

communication and learning management features of a typical LMS (e.g. discussion forums and management<br />

student facilities) in conjunction with the other features of Chasqui.<br />

Involving Advanced Undergraduate and Graduate Students in the Virtualization Process<br />

We have also used Chasqui to involve advanced undergraduate and graduate students in the construction of new<br />

composite VOs, therefore promoting active learning among these students. Again the flexibility of the VO model<br />

enables students to construct new VOs by referencing pre-existing foreign resources and also pre-existing VOs.<br />

In addition, students can also collaborate in the elaboration of new original resources.<br />

The snapshots shown in Figure 6b correspond to a VO produced by a group of graduate students enrolled in a<br />

course about Aztec Culture (Chasqui VO number 1683). In addition to the pedagogical benefits of their active<br />

involvement, the work performed by the students is made available to other users and it can be used as support<br />

material in future editions of the course. As with the undergraduate-level experiences, we have realized the<br />

advantages of integrating the domain-specific virtualization activity with the generic facilities provided by a<br />

63


general-purpose LMS, like WebCT. In this case the groups of students can share a server file to interchange the<br />

digital materials needed for the virtualization, as well as a private newsgroup and a personal e-mail for<br />

communication purposes.<br />

(a) (b)<br />

Figure 6. Snapshots of (a) a work assignment for undergraduate students, (b) a VO produced by graduate<br />

students<br />

(a) (b)<br />

<br />

Sonidos de América: un recorrido<br />

por los instrumentos musicales de la<br />

Colecciones de Arqueología y Etnografía<br />

<br />

<br />

<br />

Partiendo de América Central<br />

<br />

<br />

Bajando por Sudamérica<br />

<br />

...<br />

<br />

<br />

<br />

<br />

<br />

En la Colecciones de Arqueología y<br />

Etnografía de América del Departamento de<br />

Historia de América II, Universidad<br />

Complutense de Madrid, se puede consultar<br />

una limitada pero interesante cantidad de<br />

instrumentos musicales procedentes de<br />

distintas culturas ...<br />

<br />

...<br />

(c)<br />

Figure 7. (a) An archeological marked document; (b) presentation generated from (a); (c) VO resource with the<br />

presentation in (b).<br />

64


Involving PhD. Students in the Virtualization Process<br />

We have used Chasqui to implement a new pedagogical strategy in a PhD. course on New Information<br />

Technologies in Andean Archaeology. Students enrolled in this course are integrated as active members in our<br />

research group. This is an interdisciplinary group formed by both archaeologists and computer scientists. One of<br />

the main research interests of the Computer Science branch of the group is the formulation of domain-specific<br />

descriptive markup languages (Goldfarb, 1981; Coombs et al. 1987) to structure documents of different<br />

knowledge areas for multiple purposes. Our interest in the use of makup languages is directly related with the<br />

aforementioned document-oriented approach for the development of content-intensive applications. Therefore,<br />

we propose that PhD. students define their own markup languages to structure the documents that they produce<br />

with different purposes: research, dissemination or education.<br />

The languages created by the students (with the help of their teacher) are conceived as descriptive markup<br />

languages defined using XML (XML, 2004). A typical workflow of the process is as follows:<br />

The teacher assigns research papers about different subjects to each student.<br />

Then the students must synthesise the main ideas in the papers they have studied and, in a following session,<br />

discuss their syntheses with the rest of the group.<br />

When the students have enough knowledge about the subject, they must create composite VOs, gathering<br />

and structuring as much information as possible regarding this subject. Among these resources, they must<br />

include documents describing the results of their research. These documents, which are the most common in<br />

the domain, can be classified by: (i) their final purpose (site reports, essay, review, research or dissemination<br />

papers), (ii) their primary sources (artefacts, monuments, site plans or collections), or (iii) by the targeted<br />

audience (public or academic).<br />

In the next stage, each of the documents elaborated is analyzed to identify its structural elements, its<br />

hierarchical organization and the labels and the attributes to be used to make all the information that they<br />

convey explicit.<br />

The documents are marked up and a first attempt to abstract the type of these documents as XML document<br />

grammars is carried out with the help of Chasqui’s developer community. Note that these document<br />

grammars define new domain-specific descriptive markup languages used for authoring purposes. Therefore<br />

they do not should be confused with extensions to the XML bindings for the information models proposed<br />

by the different e-learning specifications. These document grammars can be also used and refined by<br />

subsequent groups of students. Therefore, these document grammars are subjected to a continuous<br />

evolution. In order to manage this evolution, developers can use suitable XML schema technologies (Lee &<br />

Chu, 2000) as well as the techniques for the incremental definition of domain-specific descriptive markup<br />

languages described in (Sierra et al. 2005c).<br />

Finally, the documental resources associated with the composite VOs already created are automatically<br />

generated from the marked documents without need, for the students, of further manual processing. For this<br />

purpose, they also get support from the developer community. This community produces suitable processors<br />

for the domain-specific descriptive markup languages defined by the students. For this purpose they can use<br />

standard XML processing technologies (Birbeck et al. 2001) or the more advanced solutions oriented to<br />

facilitate the incremental construction of such processors described in (Sierra et al. 2005c).<br />

In Figure 7a we show part of a document marked with a domain-specific markup language developed by a group<br />

of PhD. students during the course’s edition of 2004-2005. Note again that this document is used only during<br />

authoring. Indeed, the resource finally integrated in the VO is the result of transforming it to HTML - in this<br />

particular case an XSLT style sheet (XSLT, 2004) was used to carry out the transformation. Therefore, the<br />

markup used here is domain-specific and has nothing to do with the tags used in the XML bindings for the<br />

different information models proposed by the e-learning community (e.g. markup for representing IMS CP<br />

manifests). In Figure 7b we show the resource (an HTML page) generated from this document. In Figure 7c we<br />

show some snapshots of the Chasqui VO where the resource is finally integrated (Chasqui VO 1430).<br />

Just-In-Time Diffusion of the Research Results<br />

Domain-specific authoring tools like Chasqui allow, for researchers, the continuous and just-in-time update of<br />

the VOs. The only requirement is an internet connection, since the usability of the tool makes the presence of<br />

developers unnecessary. That way, research results and field work reports can be published as they are obtained,<br />

letting the interested researchers and students access these results without waiting for their diffusion over more<br />

conventional publishing channels (e.g. specialized conferences and journals).<br />

65


In Figure 8 we show some snapshots of a VO (Chasqui VO number 1743) related to the field work and the<br />

preliminary reports for the Project Manabí Central, which is being carried out by an international research<br />

consortium at Chirije and San Jacinto de Japoto, on the Ecuadorian Coast (Bouchard, 2004). Another related<br />

use of Chasqui is the organization as VOs of the content and development of other research activities, like<br />

symposiums (see Chasqui VO number 1431 in the Chasqui web site).<br />

Conclusions and Future Work<br />

Figure 8. VO with the preliminary reports of the Project Manabí Central<br />

The virtualization process model described in this paper lets domain experts create repositories of LOs in a very<br />

dynamic way. For this purpose domain-specific LO models are formulated and supporting authoring and<br />

deployment tools based on these models are developed. These tools are used by the experts to produce the<br />

repositories. We have realized that the approach is very valuable for exploiting the educational potential of<br />

otherwise underused and/or access-limited research materials. We have also realized that the approach allows the<br />

creation of new knowledge as reusable composite LOs for many different pedagogical and research purposes.<br />

But perhaps the most relevant and in some way unexpected result of our work, from an e-learning perspective,<br />

has been how teachers and students are using the system. This way, they are finding that Chasqui is a very useful<br />

tool for supporting active and collaborative learning, involving both student-student and teacher-student relations<br />

as has been shown in the virtualization experiences described in this paper.<br />

Currently we are finishing the first stage in the virtualization of the computing museum, and we are also starting<br />

several virtualization experiences regarding the virtual campus of the Complutense University of Madrid. We are<br />

also working on another evolution of the VO concept, by extending VOs with scripts documenting the<br />

sequencing of their resources. These scripts will be implemented by using the IMS Learning Design<br />

Specification (IMS LD, 2003; Koper & Tatersall, 2005). As future work we are planning to undertake the<br />

virtualization of other museums at this university in order to refine the concept of VO. We are also planning to<br />

further use our document-oriented approach (Sierra et al. 2004; Sierra et al. 2005a) to improve the maintenance<br />

of LO domain-specific authoring tools by enabling their full documental description.<br />

Acknowledgements<br />

This work is supported by the Spanish Committees of Science and Technology (TIC2002-04067-C03-02,<br />

TIN2004-08367-C02-02 and TIN2005-08788-C04-01) and of Industry, Tourism and Commerce (PROFIT,<br />

FIT-350100-2004-217). We also want thank Antonio Navarro for his participation in early versions of this work.<br />

66


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68


Chen, C.-M., Hong, C.-M., Chen, S.-Y. & Liu, C.-Y. (<strong>2006</strong>). Mining Formative Evaluation Rules Using Web-based Learning<br />

Portfolios for Web-based Learning Systems. Educational Technology & Society, 9 (3), 69-87.<br />

Mining Formative Evaluation Rules Using Web-based Learning Portfolios<br />

for Web-based Learning Systems<br />

Chih-Ming Chen<br />

Institute of Learning Tech, National Hualien Univ of Education, Hualien 970, Taiwan, R.O.C.<br />

cmchen@mail.nhlue.edu.tw<br />

Chin-Ming Hong<br />

Institute of Applied Electronics Technology, National Taiwan Normal University, Taipei 106, Taiwan, R.O.C.<br />

t07026@ntnu.edu.tw<br />

Shyuan-Yi Chen<br />

Institute of Industrial Education, National Taiwan Normal University, Taipei 106, Taiwan, R.O.C.<br />

69370034@ntnu.edu.tw<br />

Chao-Yu Liu<br />

Institute of Learning Technology, National Hualien University of Education, Hualien 970, Taiwan, R.O.C.<br />

rank@enjust.com<br />

ABSTRACT<br />

Learning performance assessment aims to evaluate what knowledge learners have acquired from teaching<br />

activities. Objective technical measures of learning performance are difficult to develop, but are extremely<br />

important for both teachers and learners. Learning performance assessment using learning portfolios or<br />

web server log data is becoming an essential research issue in web-based learning, owing to the rapid<br />

growth of e-learning systems and real application in teaching scenes. The traditional summative evaluation<br />

by performing examinations or feedback forms is usually employed to evaluate the learning performance<br />

for both the traditional classroom learning and the web-based learning. However, summative evaluation<br />

only considers final learning outcomes without considering learning processes of learners. This study<br />

presents a learning performance assessment scheme by combining four computational intelligence theories,<br />

i.e., the proposed refined K-means algorithm, the neuro-fuzzy classifier, the proposed feature reduction<br />

scheme, and fuzzy inference, to identify the learning performance assessment rules using the web-based<br />

learning portfolios of an individual learner. Experimental results indicate that the evaluation results of the<br />

proposed scheme are very close to those of summative assessment results of grade levels. In other words,<br />

this scheme can help teachers to assess individual learners precisely utilizing only the learning portfolios in<br />

a web-based learning environment. Additionally, teachers can devote themselves to teaching and designing<br />

courseware since they save a lot of time in evaluating learning. This idea can be beneficially applied to<br />

immediately examine the learning progress of learners, and to perform interactively control learning for elearning<br />

systems. More significantly, teachers could understand the factors influencing learning<br />

performance in a web-based learning environment according to the obtained interpretable learning<br />

performance assessment rules.<br />

Keywords:<br />

Learning Performance Assessment, Web-based Learning, Web-based Learning Portfolio, Data Mining<br />

Introduction<br />

Gagnés’ research on the internal process of learning has indicated that the complete learning process should<br />

assess learning performance (Gagnés, 1997). Learning performance evaluation instruments can generally be<br />

classified as summative assessment and formative assessment (Torrance & Pryor, 1998; Campbell et al, 2000).<br />

While summative evaluation is generally performed after finishing an instruction unit or class, formative<br />

assessment emphasizes the learning process. Teachers can assess the overall learning performance using<br />

summative assessments. Conversely, the use of formative assessments helps teachers obtain feedback about how<br />

well students are learning and particular difficulties they might be having. The standard summative assessment<br />

scheme at course level is to perform either an examination or an assessment form. However, these methods<br />

cannot collect all learning process information. Since the formative assessment strongly emphasizes integrating<br />

“what people learned” with “how people learned”, the formative assessment occurs when teachers feed<br />

information back to students in ways that enable the student to learn better, or when students can engage in a<br />

self-reflective process. Therefore, while assessing learning performance using the portfolio has become<br />

increasingly popular, technology is facilitating its evolution and management (Torrance & Pryor, 1998;<br />

ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the<br />

copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies<br />

are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by<br />

others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior<br />

specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.<br />

69


Campbell et al, 2000; Lankes, 1995). Moreover, learning performance assessment based on the learning<br />

portfolio is a very useful concept for some fields of learning assessment, such as psychological testing, knowing<br />

how subjects take the test can be more important than their answers.<br />

Traditional portfolio assessment relies on man-made data collection and a writing-centered learning process.<br />

Difficulties in data storage, search and management after long-term implementation have become problematic in<br />

developing and implementing portfolio assessment (Chang, 2002). In contrast, a web-based learning portfolio<br />

can be collected, stored and managed automatically by computers when learners interact with an e-learning<br />

platform. Therefore, learning performance assessment using a web-based learning portfolio has received<br />

significant attention recently (Lankes, 1995; Rahkila & Karjalainen, 1999; Wu & Leung, 2002). Rasmussen et<br />

al. (Rasmussen et al. 1997) suggested that Internet-based instruction could also allow student progress to be<br />

evaluated through participation in group discussions and portfolio development. Lankes (Lankes, 1995) stated<br />

that implementing computer-based student assessment portfolios is an innovative educational innovation owing<br />

to its ability not only to offer an authentic demonstration of accomplishments, but also enable students to take<br />

responsibility for their completed tasks. Rahkila (Rahkila & Karjalainen, 1999) also proposed using the user<br />

profiles with log data for the learning performance assessment, finding that it can be applied to interactively<br />

control learning effectively. Rahkila emphasized that the learning portfolio assessment is supported by the<br />

cognitive–constructive theory of learning (Rahkila & Karjalainen, 1999; Bruner, 1996). Zaiane (Zaiane & Luo,<br />

2001) proposed applying web access logs and advanced data mining techniques to extract useful patterns that<br />

can help educators evaluate on-line course activities. Wang et al. (Wang et al. 2003) found that learning<br />

behavior information, commonly referred to as a learning portfolio, can help teachers understand why a learner<br />

obtained a high or low grade. Carrieira (Carrira & Crato, 2004) proposed monitoring users’ reading behaviors to<br />

infer their interest in particular articles.<br />

However, developing a precise learning performance assessment scheme using web-based learning portfolio is a<br />

challenging task for web-based learning systems. Data mining, or knowledge discovery, attempts to obtain<br />

valuable knowledge from data stored in large repositories. Data mining has been considered as an appropriate<br />

method of knowledge discovery to excavate the implicit information (Dunham, 2002). This study presents a<br />

data mining approach that integrates four computational intelligence schemes, i.e., the refined K-means<br />

clustering algorithm, the neuro-fuzzy classifier (Nauck & Kruse, 1999), the proposed feature reduction scheme,<br />

and the fuzzy inference (Lin & Lee, 1996) , to evaluate on-line learning behavior and learning performance. The<br />

four computational intelligence schemes are employed to logically determine fuzzy membership functions for<br />

the neuro-fuzzy classifier, discover the fuzzy rules relating to the learning performance assessment, reduce the<br />

feature dimension of the discovered fuzzy rules, and infer the learning performance using the discovered fuzzy<br />

rules based on the learning portfolio of an individual learner, respectively.<br />

The proposed learning performance assessment scheme was implemented on the personalized e-learning system,<br />

and its effectiveness was demonstrated in a real-world teaching scenario. Experimental results show that the<br />

proposed learning assessment scheme can correctly measure learners’ learning performance according to their<br />

learning portfolios as well as help teachers save a lot of time for the learning evaluation during the learning<br />

process. Significantly, the learning evaluation results were applied to help teachers examine the learning<br />

progress of learners and interactively control learning for the personalized e-learning system. The remainder of<br />

this study is organized as follow. Section 2 describes the problem description based on the gathered learning<br />

portfolios for the proposed learning performance assessment scheme. Section 3 explains the proposed learning<br />

performance assessment scheme. Section 4 presents the detailed experiments. Conclusions are drawn in Section<br />

5.<br />

Problem Description<br />

Personalized E-learning System (PELS) with Learning Performance Assessment Mechanism Based on<br />

Learning Portfolios<br />

The personalized e-learning system (PELS) based on the Item Response Theory, which includes an off-line<br />

courseware modeling process, four intelligent agents and four databases, is presented in our previous study for<br />

adaptive courseware recommendation (Chen,, Lee & Chen, 2005), (Chen, Liu & Chang, <strong>2006</strong>). However, the<br />

PELS mainly focuses on performing adaptive learning based on the difficulty parameters of courseware and<br />

learner ability of individual learner, the learning performance assessment is lacked feature in this system. In this<br />

paper, the functionalities of the PELS system are extended to include the learning performance assessment agent<br />

70


in order to perform the evaluation of learning performance using the gathered learning portfolios of individual<br />

learners. The extended system architecture is shown as Figure 1.<br />

Learner<br />

User Account<br />

Database<br />

Learning<br />

Interface<br />

Agent<br />

User Profile<br />

Database<br />

Learning<br />

Performance<br />

Assessment Agent<br />

XML-based<br />

Courseware<br />

database<br />

Test Agent<br />

Courseware<br />

Recommendation<br />

Agent<br />

Personalized Learning<br />

Module<br />

Figure 1. The system architecture<br />

Courseware<br />

Modeling Process<br />

Courseware<br />

Management Teacher Account<br />

Agent<br />

Database<br />

Courseware Construction<br />

Module<br />

Testing Items<br />

Database<br />

Figure 2. The learning interface for learner<br />

71


Figure 2 shows the entire layout of the learning interface on PELS. In the left frame, system shows the course<br />

categories, course units and the list of all courseware in the courseware database using a hierarchical tree<br />

topology structure. While a learner clicks a courseware for learning, the content of selected courseware will be<br />

exhibited in the upper-right window. Besides, the feedback interface is arranged in the bottom-right window.<br />

The proposed system can get learner’s feedback response from the interface of feedback agent through learner<br />

replies one randomly testing question related to the conveyed learning content. The answer of testing question<br />

helps system to get the learner’s comprehension percentage for the recommended courseware. System passes<br />

the feedback response to the courseware recommendation agent to infer the learner’s ability using the item<br />

response theory (Baker & Frank, 1992) detailed in our previous study (Chen,, Lee & Chen, 2005; Chen, Liu &<br />

Chang, <strong>2006</strong>). After a learner presses the button of “submit”, this system will reveal a list of the recommended<br />

courseware based on his current ability. After the learner selects the next courseware according to the<br />

suggestion of the courseware recommendation agent for further learning, the learner can continue to learn the<br />

selected courseware. The PELS will continue to run the learning cycle until the evaluated learner ability satisfies<br />

the stop criterion. Next, the learning procedure will enter the final testing stage to perform a summative<br />

assessment through replying 25 randomly selected testing questions. The results of final testing will be used to<br />

verify the evaluation quality of the proposed learning performance assessment approach in the analysis of<br />

experimental results. Besides, the learner can also log in the discussion board on PELS to publish the learning<br />

questions of the individual self or contribute helpful ideas for the learned course unit. The PELS will<br />

automatically gather the useful learning portfolios of individual learners for the learning performance assessment<br />

during learning processes.<br />

Considered Learning Portfolio in the User Profile Database<br />

The IMS Global Learning Consortium defined that ePortfolios are collections of personal information about a<br />

learner that represent accomplishments, goals, experiences, and other personalized records that a learner can<br />

present to schools, employers, or other entities (http://support.imsglobal.org/ePortfolio/). The ePortfolio<br />

specification developed by IMS Global Learning Consortium enables the use of the Internet for personalized,<br />

competency-based learning and assessment, enhanced career planning, and improved employment opportunities.<br />

In the meanwhile, the proposed ePortfolio specification supports many kinds of portfolios, including assessment<br />

ePortfolios, presentation ePortfolios, learning ePortfolios, personal development ePortfolios, and working<br />

ePortfolios. The IMS Global Learning Consortium also summarized that ePortfolio can contain personal<br />

information about the owners, achievements, interests and values, test and examination results, and so on. Next,<br />

the learning portfolio information collected by PELS for the proposed learning performance assessment<br />

approach is presented based on the IMS ePortfolio specification. This learning portfolio information was saved<br />

into the user profile database according to the learner’s interaction with PELS. Hence, the learning performance<br />

was graded according to their PELS learning portfolios. The eight gathered learning factors are described in<br />

detail as follows:<br />

1. Reading rate of course materials (RR)<br />

After a learner has logged onto the PELS system, the PELS automatically counts and accumulates the<br />

reading amount of the learned course materials for each learner. The learning parameter is progressively<br />

increased for each section learning process. Thus, the reading rate of course materials is defined as the rate<br />

of studying course materials in a course unit, and the notation RR is employed to represent the learning<br />

factor. Table 1 presents an example of calculating the reading rate for both the learners A and B in the<br />

learning course unit.<br />

Table 1. A calculating example for the learning factor of reading rate<br />

Learner Learning path of course materials<br />

The<br />

number of<br />

studying<br />

course<br />

materials<br />

The total number<br />

of course materials<br />

in the learned<br />

course unit<br />

A 1581011121314151617 11 11 1<br />

B 154678910(9)(10)11 9 11 0.82<br />

( ) indicates the repeated course material during the learning process<br />

Reading<br />

rate (RR)<br />

72


2. Total accumulated reading time of all learned course materials (RT)<br />

The total accumulated reading time of each learner is calculated by summing up the reading time of all<br />

learned course materials on the PELS system, and the notation RT is used to represent the learning factor.<br />

Table 2 presents an example of calculating the total accumulated reading time for both the learners A and B<br />

in the learning course unit.<br />

Table 2. A calculating example for the learning factor of total accumulated reading time<br />

Learner Learning path of course materials<br />

Total accumulated<br />

reading time(RT)<br />

1(25)5(32)8(33)10(30)11(36)12(43)13(47)14(43)<br />

A<br />

15(45)16(40)17(46)<br />

1(42)5(56)4(50)6(62)7(67)8(72)9(79)10(93)<br />

B<br />

9(70)10(81)11(118)<br />

( ) indicates the reading time for the learned course material<br />

3. Learner ability evaluated by PELS (LA)<br />

420(secs)<br />

790(secs)<br />

After studying the recommended courseware, the PELS (Chen, Lee & Chen, 2005; Chen, Liu & Chang,<br />

<strong>2006</strong>) can dynamically estimate a learner’s ability according to the item response theory (Baker & Frank,<br />

1992) by collecting the replied responses of the learner to the randomly selected testing questions in the<br />

learned course unit. The value denotes the learner’s ability in the learned course unit measured by the PELS<br />

system during the learning process, and the range of learner’s ability are limited from -3 (i.e. lowest ability)<br />

to +3 (i.e. highest ability). As a learner logs in this system, if the user account database does not have any<br />

history records in the selected course unit for this learner, then his initial ability will be regarded as 0. That<br />

is, the system assumes beginner’s ability is moderate level. As a learner clicked the recommended<br />

courseware for learning, his/her ability in this course unit will be re-evaluated according to his/her feedback<br />

responses and the corresponding difficulty parameter of the learned courseware. The notation LA is used to<br />

represent the learning factor of learner ability in this paper.<br />

In the PELS, the quadrature form proposed by Bock and Mislevy (Baker & Frank, 1992) was employed to<br />

approximately estimate learner’s ability as follows:<br />

q<br />

∑<br />

ˆθ<br />

=<br />

θk<br />

L(<br />

u1,<br />

u2<br />

,..., un<br />

| θ k<br />

k<br />

q<br />

) A(<br />

θ<br />

L(<br />

u , u ,..., u | θ ) A(<br />

θ<br />

∑<br />

k<br />

1<br />

where θˆ denotes the learner’s ability of estimation, L( u1,<br />

u2,<br />

L , un<br />

| θk<br />

) is the value of likelihood function<br />

th<br />

at a level below their ability level θ k and learner’s responses are u 1 , u2<br />

,..., un<br />

, θ k is the k split value of<br />

ability in the standard normal distribution, and A( θ k ) represents the quadrature weight at a level below<br />

their ability level θ k .<br />

In Eq. (1), the likelihood function L u , u , L , u | θ ) can be further described as follows:<br />

D(<br />

θ −b<br />

)<br />

( 1 2 n k<br />

2<br />

j<br />

L(<br />

u , u , , u | θ ) = P ( θ ) Q ( θ<br />

1<br />

n<br />

k<br />

k<br />

k<br />

)<br />

)<br />

(1)<br />

n<br />

u 1−u<br />

j<br />

2 L n k ∏ j k j k )<br />

(2)<br />

j=<br />

1<br />

where<br />

k j e<br />

Pj<br />

( θ k ) =<br />

D(<br />

θk<br />

−b<br />

j )<br />

1+<br />

e ,<br />

Q j ( θ k ) = 1−<br />

Pj<br />

( θ k ) Pj<br />

(θ )<br />

, denotes the probability that learners can<br />

th<br />

understand the j courseware at a level below their ability level θ k , Q j ( θ k ) represents the probability<br />

73


that learners cannot understand the th<br />

j courseware at a level below their ability level θ k , b j is the<br />

th<br />

difficulty parameter of the j courseware, and D is a constant 1.702, and U j is the understanding or not<br />

understanding answer obtained from learner feedback to the th<br />

j courseware, i.e. if the answer is<br />

understanding then U = 1 ; otherwise, U = 0 .<br />

j<br />

4. Correct response rate of randomly selecting testing questions (CR)<br />

j<br />

After a learner has studied the recommended course material, the PELS tests the learner on his<br />

understanding by randomly selecting a relevant question from the testing item database. The rate of correct<br />

responses to test questions helps determine the learner’s degree of understanding for all learned courseware,<br />

and the notation CR is used to represent the learning factor in this paper. For example, if a learner gave<br />

seven correct responses and three incorrect responses for ten randomly selecting testing questions from the<br />

testing item database, then the correct response rate is 0.7.<br />

5. Posted amount of articles on the forum board (PN)<br />

The PELS system can automatically count the total number of posted articles and answered questions on the<br />

forum board for each learner during the learning process. The value usually shows a learner level of<br />

participation in group discussion, and the notation PN is used to represent the learning factor in this paper.<br />

For example, if a learner posted three articles and answered five questions on the forum board, then the<br />

posted amount of articles on the forum board is eight pieces.<br />

6. Accumulated score on the forum board (AS)<br />

The PELS system gives various scores for the various interactive behaviors among learners on the forum<br />

board. In this study, the PELS will automatically increment a learner’s score of one point when he/she logs<br />

onto the forum board, and accumulate a learner’s score of two points if he/she posts an article on the forum<br />

board. The accumulated score on the forum board represents the level of useful feedback given by a learner,<br />

and the notation AS is used to represent the learning factor in this paper. For example, if a learner logged<br />

onto the forum board two times and posted three articles, then the accumulated score on the forum board<br />

will be eight points.<br />

7. Effort level of studying course Materials (EL)<br />

Since each course material in the PELS system is assigned a required minimum reading time by course<br />

experts based on the courseware content, the effort level is defined as the actual reading time compared with<br />

the required minimum reading time for the learned courseware, and the notation EL is used to represent the<br />

learning factor in this paper. Suppose the actual reading time of learners A and B in the learned course unit<br />

is 420 seconds and 790 seconds, respectively, and listed as Table 2. Table 3 presents an example of<br />

calculating the effort level for the learners A and B in the learned course unit. In this study, the range of the<br />

effort level is limited from 0 to 1. Restated, the value of the effort level will be assigned as 1 if the<br />

calculated value is over 1.<br />

Table 3. A calculating example for the learning factor of effort level<br />

Learner Learning path of course materials Effort level (EL)<br />

A<br />

B<br />

1(30)5(60)8(75)10(60)11(75)12(75)13(60)14(60)15(75)<br />

16(75)17(90)<br />

1(30)5(60)4(45)6(60)7(60)8(75)9(60)10(60)9(60)<br />

10(60)11(75)<br />

420 / 735 ≈ 0.<br />

57<br />

790/585 → 1<br />

( ) indicates the required minimum reading time determined by course experts for the learned course material<br />

74


8. Final test grade (G)<br />

This study measures the final test grade through the summative assessment scheme of fixed-length testing<br />

examination after the entire learning process is completed, and the notation G is used to represent the<br />

learning factor in this paper.<br />

Mining Learning Performance Assessment Rules Based on Learning Portfolios<br />

Flowchart of Mining Learning Performance Assessment Rules<br />

Figure 3 shows the entire flowchart of the proposed learning performance assessment scheme. The proposed<br />

refined K-means algorithm is initially employed to logically determine the fuzzy membership functions of each<br />

learning factor based on real data distribution of learning portfolios for mining learning performance assessment<br />

rules by the neuro-fuzzy classifier (Nauck & Kruse, 1999). After the fuzzy rules for learning performance<br />

assessment are identified by the neuro-fuzzy classifier, the feature reduction scheme is employed to simplify the<br />

linguistic terms of the discovered learning performance assessment rules under keeping a satisfied accuracy rate<br />

of learning performance assessment. This procedure aims to obtain simplified learning performance assessment<br />

rules for promoting the inferring efficiency in web-based learning systems as well as discover the main learning<br />

factors that affect the learning outcomes. Finally, the fuzzy inference is employed to grade the learning<br />

performance by the simplified fuzzy rules for individual learners. The following sections give details for the<br />

proposed learning performance assessment scheme for individual learners.<br />

START<br />

Teacher<br />

Learner Learning behavior<br />

Learning<br />

Performance<br />

Fuzzy<br />

Inferring<br />

Refined fuzzy<br />

rules<br />

The gathered learning<br />

portfolios<br />

Feature Reduction<br />

Algorithm<br />

Primal fuzzy<br />

rules<br />

Refined K-means<br />

Algorithm<br />

Neuro-Fuzzy<br />

Classifier<br />

Figure 3. The flowchart of learning performance assessment<br />

Mining Learning Performance Rules Using Web-based Learning Portfolios<br />

1<br />

0.5<br />

Clustering<br />

C 1 C 2 C 3<br />

Membership functions<br />

determined<br />

Determining Fuzzy Membership Functions by the Refined K-means Algorithm for the Neuro-Fuzzy Classifier<br />

This study employed the neuro-fuzzy classifier to discover the fuzzy knowledge rules from the learning<br />

portfolios for learning performance assessment. To identify the fuzzy knowledge rules by the neuron-fuzzy<br />

classifier, the membership functions used in the neuro-fuzzy classifier must be logically determined according to<br />

the data distribution of learning portfolios in advance. In this work, the proposed refined K-means clustering<br />

algorithm improved from the original K-means clustering algorithm (Xu & Wunsch, 2005) was employed to<br />

determine the centers of the triangle fuzzy membership functions automatically according to the data distribution<br />

75


of each learning factor in learning portfolios for the neuro-fuzzy classifier herein. To obtain appropriate and<br />

interpretable learning performance assessment rules by the neuro-fuzzy classifier, this study sets the number of<br />

clusters in the refined K-means clustering algorithm as three based on the requirements of learning performance<br />

assessment in real teaching scenario. In other words, each considered learning factor contains three linguistic<br />

terms, i.e. low, moderate, and high, to describe a fuzzy rule. After that, the membership functions of the triangle<br />

fuzzy sets were automatically determined according to three cluster centers of each learning factor. Suppose the<br />

centers of three linguistic terms determined by the refined K-means clustering algorithm are respectively c 1 ,<br />

c 2 , and c 3 , the membership functions for the linguistic terms “low”, “moderate”, and “high” can be formulated<br />

as follows:<br />

i. The membership function for the linguistic term “low”<br />

⎧ 1<br />

⎪ c2<br />

− x<br />

μ Low ( x)<br />

= ⎨<br />

⎪c<br />

2 − c1<br />

⎪⎩<br />

0<br />

if<br />

if<br />

if<br />

x ≤ c1<br />

c1<br />

< x < c2<br />

(3)<br />

x ≥ c2<br />

ii. The membership function for the linguistic term “moderate”<br />

⎧ 0<br />

⎪ x − c1<br />

⎪<br />

⎪c<br />

2 − c1<br />

μ Moderate ( x)<br />

= ⎨ 1<br />

⎪ c3<br />

− x<br />

⎪<br />

⎪<br />

c3<br />

− c2<br />

⎪⎩<br />

0<br />

iii. The membership function for the linguistic term “high”<br />

if<br />

if<br />

if<br />

if<br />

if<br />

x ≤ c1<br />

c1<br />

< x < c2<br />

x = c2<br />

(4)<br />

c2<br />

< x < c3<br />

x ≥ c3<br />

⎧ 0 if x ≤ c2<br />

⎪ x − c2<br />

μ High ( x)<br />

= ⎨ if c2<br />

< x < c3<br />

(5)<br />

⎪c3<br />

− c2<br />

⎪⎩<br />

1 if x ≥ c3<br />

Next, the difference of the proposed refined K-means clustering algorithm with the original K-means clustering<br />

algorithm is compared and explained herein. Suppose there are s patterns in the gathered learning portfolios,<br />

the original K-means clustering algorithm is employed to find the k centers for each learning factor, where<br />

k ≤ s , and the set of the k cluster centers are represented as follows:<br />

C s ∈ { c1,...,<br />

cl<br />

,..., cr<br />

,..., ck<br />

}<br />

(6)<br />

where C s is the set of the k cluster centers, c l is the cluster center with the nearest Euclidean distance to the<br />

left boundary, and c r is the cluster center with the nearest Euclidean distance to the right boundary.<br />

In the proposed refined K-means clustering algorithm, the cluster centers c l and c r determined by the original<br />

K-means clustering algorithm are tuned by the refined value δ ; moreover, the other cluster centers are<br />

unchangeable. The refined value is computed as follows:<br />

max( S)<br />

+ min( S)<br />

δ = (7)<br />

2<br />

where max ( S)<br />

and min ( S)<br />

represent the maximum and minimum feature values of patterns in each learning<br />

factor, respectively.<br />

Therefore, the new cluster centers determined by the refined K-means clustering algorithm can be represented as<br />

follows:<br />

( new)<br />

C s ∈ { c1,...,<br />

cl<br />

− δ ,..., cr<br />

+ δ,...,<br />

ck<br />

}<br />

(8)<br />

(new)<br />

where C is the new set of the k cluster centers.<br />

s<br />

76


Figure 4 gives an example to explain how to tune the membership functions by the refined value δ defined in<br />

the proposed refined K-means clustering algorithm. In Fig. 4, the circle and square notations with black and<br />

grey colors represent respectively the cluster centers determined by the K-means and refined K-means clustering<br />

algorithms. Moreover, the dotted and solid lines respectively represent the membership functions determined by<br />

the K-means and refined K-means clustering algorithms. Compared with the original K-means clustering<br />

algorithm, we find that the refined K-means clustering algorithm has benefits in terms of promoting<br />

classification ability for the boundary patterns between different classes and reducing the number of unknown<br />

patterns due to expanding the boundary range while employing the neuro-fuzzy classifier to discover the learning<br />

performance assessment rules based on learning portfolios. The later experimental results will confirm these<br />

benefits.<br />

x2<br />

μ′ 22<br />

μ22<br />

μ21<br />

μ′ 21<br />

δ<br />

δ<br />

δ<br />

δ<br />

μ′ 11 μ11 μ′ 12 μ12<br />

Figure 4. Tuning membership functions by the refined value δ , where the circle and square notations with<br />

black and grey colors respectively represent the cluster centers determined by the K-means clustering algorithm<br />

and refined K-means clustering algorithm, and the dotted and solid lines respectively represent the membership<br />

functions determined by the K-means and refined K-means clustering algorithms<br />

Neuro-Fuzzy Classifier for Mining Learning Performance Assessment Rules<br />

After the triangle fuzzy membership functions were determined by the refined K-means clustering algorithm, the<br />

neuro-fuzzy classifier proposed by Nauck (Nauck & Kruse, 1999) was employed to infer the fuzzy rules for the<br />

learning performance assessment based on learning portfolios. Figure 5 shows the learning architecture of the<br />

used neuro-fuzzy classifier which can be represented as four-layer feed-forward networks. The first layer is the<br />

input layer which consists of input neurons and each neuron corresponds to an input feature. The second layer is<br />

the fuzzification layer which consists of fuzzy set neurons and each neuron corresponds to a linguistic term, such<br />

as low, moderate, and high, and so on. The third layer is the rule layer which consists of rule neurons and each<br />

neuron corresponds to a fuzzy rule. The fourth layer is the class layer which consists of class neurons and each<br />

neuron corresponds to a class label. To explain the detailed operation procedures of the neuro-fuzzy classifier,<br />

th<br />

the notations used in Fig. 5 are first explained as follows: x k is the k input feature, μ kl denotes the th<br />

l<br />

membership function of the<br />

th<br />

k input feature, Rule j is the<br />

x1<br />

th<br />

j fuzzy rule, and Classi is the<br />

th<br />

i output class.<br />

In addition, ar j denotes the activation strength of the th<br />

j neuron in the rule layer, and ac i denotes the<br />

activation strength of the th<br />

i neuron in the class layer. Moreover, the input layer only receives input features<br />

from the gathered learning portfolios and directly passes the input features to the fuzzification layer for<br />

computing the fired membership degrees. Each fuzzy set neuron in the fuzzification layer could connect to<br />

several rule neurons and each rule neuron only connects to one class neuron, but each class neuron could be<br />

simultaneously connected by different rule neurons since different antecedent parts of fuzzy rules could lead to<br />

the same consequent part.<br />

77


ac1 aci acc<br />

Class1<br />

Classi<br />

Classc<br />

ar1 ar2 arj arr<br />

Rule 1 Rule 2 Rule j<br />

Ruler<br />

μ11 μ12 μ1m μkl μn1 μn2 μnm<br />

Input 1<br />

Input k<br />

Inputn<br />

x1 k x xn<br />

Figure. 5 Four-layer learning architecture of the employed neuro-fuzzy classifier<br />

In this study, the employed neuro-fuzzy classifier follows six steps to generate fuzzy rules for learning<br />

performance assessment, and summarized as follows:<br />

Step 1. Computing the activation strength of each fuzzy neuron in the rule layer by the minimum operator, and<br />

formulated as follows:<br />

) ( j<br />

ar = min u<br />

(9)<br />

j<br />

k = 1,<br />

2,...,<br />

n<br />

{ }<br />

where ar j is the activation strength of the antecedent part of the th<br />

j rule neuron,<br />

membership degree of the<br />

{ u , u u }<br />

u ,...,<br />

th<br />

j rule fired by the<br />

k<br />

u represents the<br />

( j )<br />

k<br />

th<br />

k input feature, which can be computed as<br />

( j)<br />

k = max k1<br />

k 2 km , and m is the number of the defined linguistic terms of each input feature.<br />

Step 2. Computing the activation strength of each class neuron in the class layer by the maximum operator, and<br />

formulated as follows:<br />

) ( i<br />

= max<br />

(10)<br />

ac<br />

i<br />

j = 1,<br />

2,...,<br />

z<br />

{ ar }<br />

where ac i is the activation strength of the consequent part of the th<br />

i class neuron,<br />

i<br />

j<br />

( i )<br />

j<br />

ar represents the<br />

activation strength of the th<br />

i class neuron fired by the th<br />

j rule which is the set member of the activation<br />

( i)<br />

strengths of the rule neurons represented as ar j ∈ { ar1<br />

, ar2<br />

,..., arj<br />

,..., arr<br />

} , and z i is the number of the<br />

th<br />

fired fuzzy rules of the i class neuron, and zi ≤ r .<br />

Step 3. Computing the corresponding class register values by respectively calculating the summation of the<br />

activation strengths fired by all training patterns for each fuzzy rule, and formulated as follows:<br />

78


t (<br />

i<br />

j )<br />

y<br />

= ∑ =<br />

p 1<br />

where ti ( j)<br />

is the class register value of the<br />

th<br />

of the i class neuron fired by the<br />

patterns.<br />

ac<br />

( j )<br />

i<br />

( X<br />

p<br />

th<br />

i class for the<br />

th<br />

p training pattern for the<br />

) , where i = 1,<br />

2,...,<br />

c,<br />

j = 1,<br />

2,...,<br />

r<br />

th<br />

( j )<br />

j rule, ac ( X p )<br />

(11)<br />

i is the activation strength<br />

th<br />

j rule, and y is the total number of training<br />

Step 4.Finding the class label with the largest class register value for each fuzzy rule, and formulated as follows:<br />

τ j ) = arg max{<br />

t ( j )}<br />

(12)<br />

( i<br />

i= 1,<br />

2,...,<br />

c<br />

where τ ( j ) represents the class label with largest class register value for the<br />

Step 5. Evaluating the performance for each fuzzy rule, and formulated as follows:<br />

where p ( j ) represents the performance of the<br />

th<br />

register value for the j fuzzy rule.<br />

p(<br />

j )<br />

= t<br />

τ(<br />

j )<br />

(<br />

j )<br />

−<br />

i=<br />

1,<br />

2<br />

th<br />

j fuzzy rule, ( j )<br />

∑ti( ,..., c,<br />

i≠<br />

τ<br />

th<br />

j rule.<br />

j )<br />

(13)<br />

τ is the class label with the largest class<br />

Step 6. Collecting the fuzzy rules with the best performance in each class as the learning performance<br />

assessment rules.<br />

Feature Reduction Scheme for Simplifying the Learning Performance Assessment Rules<br />

To generate greater efficient and even accurate fuzzy rules, the original fuzzy rules discovered by the neurofuzzy<br />

classifier can be refined by the proposed feature reduction scheme. In the feature reduction process, it is<br />

assumed that there are sufficient relevant features in the original feature set to discriminate clearly between<br />

categories, and that some irrelevant features can be eliminated to improve efficiency and even accuracy.<br />

Generally, elimination of redundancy will improve efficiency without losing accuracy, and elimination of noise<br />

will improve both efficiency and accuracy (Chakraborty & Pal, 2004). In particular, the antecedent parts of<br />

fuzzy rules discovered by the neuro-fuzzy classifier always contain all features so that the main relevant features<br />

related to the classification accuracy cannot be clearly revealed as well as the inference efficiency is descended.<br />

More significantly, the antecedent parts of the fuzzy rules discovered by the neuro-fuzzy classifier containing all<br />

features will lead to over strict fired conditions so that many patterns cannot be inferred, and called as unknown<br />

patterns herein. The number of unknown patterns will obviously reduce the classification accuracy rate.<br />

Moreover, the simplified fuzzy rules for learning performance assessment are more easily interpreted by<br />

teachers, thus helping teachers to tune their teaching strategies. Based on these reasons, this study proposes a<br />

feature reduction scheme to simplify the discovered fuzzy rules. To obtain the simplified fuzzy rules, the<br />

proposed feature reduction scheme only performs the feature reduction scheme to the fuzzy rules with the best<br />

performance in each class. After that, the feature reduction is performed based on the proposed performance<br />

evaluation method for all feature combinations of the antecedent parts containing in each discovered fuzzy rule.<br />

Figure 6 shows that the linguistic terms used in a fuzzy rule usually have overlapped intervals between two<br />

neighborhood linguistic terms, such as the intervals I 1 , I 2 , I 3,<br />

and I 4 . In these overlapped intervals, a training<br />

pattern with feature value mapped in the corresponding overlapped interval will simultaneously fire the<br />

antecedent parts of two linguistic terms defined in a feature dimension and the fired strengths of two linguistic<br />

terms are different. For example, the membership degree of the linguistic term “Small” fired by a training<br />

pattern with feature value mapped in the interval I 1 is larger than the linguistic term “Moderate”. In contrast,<br />

the membership degree of the linguistic term “Small” fired by a training pattern with feature value mapped in the<br />

interval I 2 is smaller than the linguistic term “Moderate”. Based on the observation, an excellent feature<br />

combination in a discovered fuzzy rule should trigger the membership degree on the fired linguistic term as large<br />

as possible, but trigger the membership degree on the other non-fired linguistic terms as small as possible when<br />

the discovered fuzzy rule is fired by a training pattern. Herein, the fired linguistic term indicates the linguistic<br />

term with the largest membership degree fired by a training pattern, and the other linguistic terms are viewed as<br />

79


the non-fired linguistic terms. This study names the difference between the membership degree of the fired<br />

linguistic term with the summation of the membership degrees of the non-fired linguistic terms as the match<br />

degree. To develop the proposed feature reduction scheme, the match degree is first defined as follows:<br />

u<br />

l<br />

j<br />

l<br />

l<br />

() i = u () i − u () i<br />

jλ<br />

k<br />

n<br />

∑<br />

= 1,<br />

k≠λ<br />

where u () i<br />

l<br />

j represents the match degree of the<br />

pattern, u ( i )<br />

l<br />

th<br />

jk is the membership degree of the k linguistic term of the<br />

fired by the th<br />

i training pattern, n represents the number of the defined linguistic terms in each fuzzy rule, λ<br />

th<br />

indicates the linguistic term with the largest membership degree fired by the i training pattern.<br />

jk<br />

(14)<br />

th<br />

j feature of the th<br />

l fuzzy rule fired by the th<br />

i training<br />

th<br />

j feature of the th<br />

l fuzzy rule<br />

After the match degree is obtained, the performance of the discovered fuzzy rule with the considered feature<br />

combination can be measured as follows:<br />

ϕ<br />

∑∑ ()<br />

=<br />

= = 1 1 j<br />

t<br />

l<br />

u j i<br />

l<br />

v q<br />

i<br />

(15)<br />

l<br />

where v q represents the performance of the th<br />

l fuzzy rule under the<br />

of training patterns, ϕ is the number of features, u ( i )<br />

l<br />

j is the membership degree of the<br />

th<br />

fuzzy rule fired by the i training pattern.<br />

ϕ<br />

th<br />

q feature combination, t is the number<br />

th<br />

j feature of the<br />

Moreover, the total number of feature combinations for a discovered fuzzy rule can be computed as follows:<br />

g =<br />

p<br />

j!<br />

p!<br />

(16)<br />

p − j !<br />

∑<br />

j =<br />

1<br />

( )<br />

where g is the total number of feature combinations for a discovered fuzzy rule, p is the total number of<br />

feature dimensions, j is the number of the considered features.<br />

Figure 6. The overlapped regions between various linguistic terms, where jk ( i ) is the membership degree of<br />

th<br />

the k linguistic term of the<br />

th<br />

th<br />

th<br />

j feature of the l fuzzy rule fired by the i training pattern, and x ( i )<br />

l<br />

j is<br />

th<br />

the feature value of the i training pattern corresponding to the<br />

th<br />

th<br />

j feature of the l fuzzy rule<br />

Fuzzy Inference by the Discovered Fuzzy Rules for the Learning Performance Assessment<br />

This section explains how to infer the learning performance according to the discovered fuzzy rules by fuzzy<br />

inference. The discovered fuzzy production rules are formed by IF-THEN rules represented as follows:<br />

IF X A and X = A THEN Y = B<br />

1<br />

= 1<br />

2 2<br />

u l<br />

th<br />

l<br />

80


where X i and Y denote linguistic variables, and A i and B represent linguistic terms.<br />

A defuzzification strategy aims to convert the outcome of fuzzy inference into a crisp class label. In this study,<br />

the maximum operator (Lin & Lee, 1996) is employed as the defuzzification scheme, to infer the crisp class label<br />

from the respective fired degrees of membership functions. Restated, the result of the learning performance<br />

assessment is assigned as the class label with the largest membership degree fired by a training pattern among<br />

the discovered fuzzy rules.<br />

Experiments<br />

The personalized e-learning system (PELS) was published on the web site http://192.192.6.86/irt4 to provide<br />

personalized e-learning services and assess the learning performance of individual learners by web-based<br />

learning portfolios. To verify the evaluation quality of the discovered fuzzy rules for the learning performance<br />

assessment, some third-year students of Jee-May Elementary School (http://www.jmes.tpc.edu.tw/), who had<br />

majored in the “Fractions” course unit in elementary school mathematics, were invited to test this system. The<br />

experimental results are described as follows.<br />

The Format of Learning Portfolio Gathered by PELS<br />

The “Fractions” unit currently includes a total of 17 course materials with various difficulty levels, each<br />

conveying similar concepts. The system was used by 583 learners from 18 different classes of Taipei County<br />

Jee-May Elementary School (http://www.jmes.tpc.edu.tw/). Among the eight gathered learning factors, the final<br />

testing score G was obtained through the summative assessment scheme of fixed-length testing examination after<br />

the entire learning process is completed. Table 4 shows the format of the partial learning portfolios in the user<br />

profile database gathered by PELS.<br />

Learning<br />

Factor<br />

Learning<br />

Record<br />

T1 Table 4. The format of the learning portfolio in the user profile database<br />

G<br />

(0~100)<br />

RR<br />

(0~1)<br />

RT<br />

(sec)<br />

LA<br />

(-3~+3)<br />

CR<br />

(0~1)<br />

PN<br />

(piece)<br />

AS<br />

(point)<br />

EL<br />

(0~1)<br />

83.24 0.630 2212 1.68 0.815 0 41 1.00<br />

T2 74.17 0.600 1413 0.26 0.533 0 42 1.00<br />

_ _ _ _ _ _ _ _ _<br />

T583 84.81 0.436 3747 1.36 0.846 1 27 0.95<br />

Evaluating Accuracy Rate of Learning Performance Assessment<br />

Evaluation Method<br />

To measure the accuracy rate of learning performance assessment for the proposed method, the score level<br />

method was used to evaluate the accuracy rate of the predicted learning performance. In this evaluation method,<br />

each learner is assessed according to one of three score levels based on the mapping membership degrees of<br />

learning factor G. For example, the score level of a learner with a final test score of 86.16 was set to moderate<br />

level if the linguistic term of moderate level has the largest mapping membership degree among all linguistic<br />

terms of the learning factor G.<br />

Experimental Results<br />

In our experiments, half the learning portfolios among 583 learners selected randomly were used as training data<br />

and the remaining learning portfolios were used as testing data. Table 5 illustrates the number of learning<br />

records in each grade level. To obtain simple and interpretable fuzzy rules for learning performance assessment,<br />

the number of cluster centers in the K-means algorithm is set to 3. That is, each learning factor contains three<br />

81


various linguistic terms to describe a fuzzy rule, and named as “low”, “moderate”, and “high” herein. Table 6<br />

shows the determined centers of the linguistic terms for eight learning factors by the K-means algorithm. To<br />

obtain fuzzy rules for learning performance assessment more accurately, the proposed refined K-means<br />

algorithm was employed to tune the centers of the linguistic terms listed in Table 6. Tables 7 and 8 display the<br />

revised amount of cluster centers for each learning factor and the revised centers of the linguistic terms of eight<br />

learning factors by the refined K-means algorithm, respectively. Figure 7 reveals the membership functions of<br />

triangle fuzzy sets for eight learning factors determined by the revised centers of the linguistic terms in the<br />

refined K-means algorithm. Basically, the left and right widths of triangle membership functions of the<br />

linguistic terms “moderate” for each learning factor are determined by the differences between the self-center<br />

with the left and right neighborhood centers, respectively. Moreover, the left and right widths of triangle<br />

membership functions of the linguistic terms “low” and “high” for each learning factor are determined by the<br />

difference between the self-center with the left or right neighborhood center as well as the boundary of each<br />

learning factor.<br />

Table 5. The number of learning records in each grade level<br />

Data set Training data set Testing data set Whole data set<br />

Item Low Moderate High Low Moderate High Low Moderate High<br />

<strong>Number</strong> of<br />

51 194 47 65 188 38 116 382 85<br />

patterns<br />

Total number of<br />

patterns<br />

292 291 583<br />

Table 6. The determined centers of the linguistic terms for eight learning factors by the K-means algorithm<br />

Linguistic term<br />

Learning factor<br />

The centers of the linguistic term<br />

“low”<br />

The centers of the linguistic term<br />

“moderate”<br />

The centers of the linguistic term<br />

“high”<br />

Revised amount<br />

G RR RT LA CR PN AS EL<br />

81.95 0.25 739.24 1.25 0.77 1.52 28.38 0.74<br />

87.25 0.44 1585.02 1.58 0.87 2.61 53.88 1.05<br />

90.44 0.63 3284.04 1.62 0.91 5.08 90.12 1.08<br />

Table 7. The revised amount of cluster centers for each learning factor<br />

Learning factor<br />

G RR RT LA CR PN AS EL<br />

The revised amount δ 12.5 0.5 3154 1.15 0.5 13 175 1.87<br />

Table 8. The revised centers of the linguistic terms of eight learning factors by the refined K-means algorithm<br />

Linguistic term<br />

Learning factor<br />

The revised center of the linguistic<br />

term “low”<br />

The revised center of the linguistic<br />

term “moderate”<br />

The revised center of the linguistic<br />

term “high”<br />

G RR RT LA CR PN AS EL<br />

69.45 -0.26 -2414.76 0.10 0.27 -11.48 -146.62 -1.13<br />

87.25 0.44 1585.02 1.58 0.87 2.61 53.88 1.05<br />

102.94 1.13 6438.04 2.77 1.41 18.80 256.12 2.95<br />

Next, the neuro-fuzzy neural network with the refined K-means algorithm for logically determining membership<br />

functions was employed to discover the formative evaluation rules based on the learning portfolios of the<br />

training data set. There are totally 24 fuzzy rules discovered by the employed neuro-fuzzy neural network in our<br />

82


experiment. Among all discovered fuzzy rules, there are 10, 9, and 5 rules discovered for assessing the low,<br />

moderate, and high grade levels, respectively. Table 9 shows three fuzzy rules with the best performance for<br />

assessing three different grade levels based on gathered learning portfolios. In our experiment, ten independent<br />

runs were performed to yield an average performance for the training and testing data sets. Table 10 displays the<br />

averaged accuracy rate of learning performance assessment evaluated by the discovered rules listed in Table 9.<br />

The averaged accuracy rates of learning performance assessment for the training and testing data sets are 74.3%<br />

and 71.1%, respectively.<br />

1<br />

0.5<br />

G<br />

0<br />

69.45 87.25<br />

LA<br />

102.94<br />

1<br />

0.5<br />

0<br />

1<br />

0.5<br />

0.1 1.58<br />

AS<br />

2.77<br />

0<br />

-146.62 53.88 256.12<br />

1<br />

0.5<br />

0<br />

1<br />

0.5<br />

0<br />

1<br />

0.5<br />

0<br />

RR<br />

-0.26 0.44<br />

CR<br />

1.13<br />

0.27 0.87<br />

EL<br />

1.41<br />

-1.13 1.05 2.95<br />

1<br />

0.5<br />

RT<br />

0<br />

-2414.76 1585.02<br />

PN<br />

6438.04<br />

1<br />

0.5<br />

0<br />

-11.48 2.61 18.8<br />

Figure 7. The membership functions of learning factors determined by the refined K-means algorithm<br />

Table 9. The learning performance assessment fuzzy rules discovered by the neuro-fuzzy network with the<br />

refined K-means algorithm for determining fuzzy membership functions<br />

Learning factor<br />

Consequent<br />

Antecedent part<br />

part<br />

The discovered rule<br />

RR RT LA CR PN AS EL G<br />

The rule 1 M M L L M M M Low<br />

The rule 2 M M M M M M M Moderate<br />

The rule 3 H M M M M M M High<br />

Item<br />

Table 10. The accuracy rate of learning performance assessment evaluated by the discovered rules listed in<br />

Table 9<br />

Data set<br />

Training data set Testing data set<br />

<strong>Number</strong> of patterns 292 291<br />

<strong>Number</strong> of the discovered rules 3 3<br />

<strong>Number</strong> of the used fuzzy sets in the discovered rules 10 10<br />

<strong>Number</strong> of patterns with correct learning performance<br />

217 207<br />

assessment<br />

<strong>Number</strong> of patterns with incorrect learning performance<br />

assessment<br />

66 73<br />

83


<strong>Number</strong> of patterns with unknown learning performance<br />

9<br />

assessment<br />

11<br />

Averaged accuracy rate of learning performance assessment 0.743 0.711<br />

Table 11. All combinations of seven learning factors in the antecedent parts of the discovered fuzzy rules<br />

evaluated in various training cycles<br />

The combined learning<br />

Training cycle<br />

factors<br />

1~7<br />

Performance<br />

90<br />

80<br />

70<br />

60<br />

50<br />

40<br />

30<br />

20<br />

10<br />

0<br />

8<br />

9<br />

10<br />

x 1 ~ x 7<br />

x 1 , 2 x<br />

x 1 , 3 x<br />

x 1 , 4 x<br />

M M<br />

125<br />

126<br />

127<br />

x 1 , 3 x , 4 x , 5 x , 6 x , 7 x<br />

x , 6 x , 7 x<br />

x 2 , 3 x , 4 x , 5<br />

x 1 , 2 x , 3 x , 4 x , 5 x , 6 x , 7 x<br />

-10<br />

0 20 40 60 80 100 120 140<br />

Training Procedure of Rule 3<br />

Figure 8. The performance evaluation plot of the discovered rule 1 for assessing the low score level<br />

Although the used neuro-fuzzy classifier with the refined K-means algorithm can discover as few fuzzy rules as<br />

possible to assess the learning performance of an individual learner accurately, the obtained fuzzy rules always<br />

contain all learning factors so that the main learning factors that affect the learning performance cannot be<br />

revealed clearly. To simplify the obtained fuzzy rules, the feature reduction scheme was employed to further<br />

reduce the fuzzy rules of learning performance assessment. In the proposed feature reduction scheme, the<br />

performance index defined in Eq. (17) for all combinations of learning factors of the antecedent parts of<br />

discovered rules will be used to find the main learning factors that affect the learning performance. Table 11<br />

lists all combinations of seven learning factors contained in the antecedent parts of the discovered fuzzy rules,<br />

where x i represents the th<br />

i considered learning factor, and their performances were respectively evaluated in<br />

various training cycles. Figures 8, 9 and 10 show the performance evaluation plots of the discovered rules 1, 2<br />

and 3 for assessing the low, moderate and high score levels, respectively. Table 12 shows the learning factor<br />

combinations with top six excellent performances for three discovered fuzzy rules. In particular, the learning<br />

factor combination with best performance index among three discovered fuzzy rules is 3 x , 2 x and x 1 . The<br />

result indicates that the third learning factor of the discovered fuzzy rule 1, i.e. learner ability (LA), is the main<br />

learning factor for assessing the learners with low score level. Similarly, the results also indicate that the second<br />

and first learning factors are the main learning factors for the discovered fuzzy rules 2 and 3, respectively. Table<br />

13 shows the simplified learning performance assessment rules after performing the proposed feature reduction<br />

scheme. Table 14 displays the accuracy rate of learning performance assessment by these simplified fuzzy rules.<br />

84


Compared with the results of learning performance assessment listed in Table 10, we find that the accuracy rate<br />

of the learning performance assessment using the simplified fuzzy rules is only slightly poor than the discovered<br />

fuzzy rules without performing feature reduction scheme. However, the simplified fuzzy rules provide benefits<br />

to teachers in terms of easily understanding main learning factors that affect learning performance for learners<br />

with various score levels (Paiva & Dourado, 2004; Mikut, Jakel & Groll, 2005). Moreover, this idea can be<br />

beneficially applied to immediately examine the learning progress of learners, and to perform interactively<br />

control learning for web-based learning systems. In the meanwhile, the simplified fuzzy rules will obviously<br />

promote the inference efficiency of learning performance assessment for web-based learning systems (Paiva &<br />

Dourado, 2004; Mikut, Jakel & Groll, 2005).<br />

Performance<br />

20<br />

15<br />

10<br />

5<br />

0<br />

-5<br />

-10<br />

0 20 40 60 80 100 120 140<br />

Training Procedure of Rule 3<br />

Figure 9. The performance evaluation plot of the discovered rule 2 for assessing the moderate score level<br />

Performance<br />

30<br />

25<br />

20<br />

15<br />

10<br />

5<br />

0<br />

-5<br />

-10<br />

0 20 40 60 80 100 120 140<br />

Training Procedure of Rule 3<br />

Figure 10. The performance evaluation plot of the discovered rule 3 for assessing the high score level<br />

Table 12. The top six combined learning factors with excellent performance of learning performance assessment<br />

for three discovered rules<br />

Training<br />

cycle<br />

The discovered rule 1 The discovered rule 2 The discovered rule 3<br />

The<br />

combined<br />

learning<br />

factor<br />

Performance<br />

index<br />

Training<br />

cycle<br />

The<br />

combined<br />

learning<br />

factor<br />

Performance<br />

index<br />

Training<br />

cycle<br />

The<br />

combined<br />

learning<br />

factor<br />

3 3 x 82.71 2 2 x 16.78 1 1<br />

19 3 x , 4 x 62.98 15 2 x , 4 x 16.29 8 1<br />

14 2 x , 3 x 49.75 4 4 x 15.79 10 1<br />

44 2 x , 3 x , 4 x 47.58 30 1 x , 2 x , 4 x 15.00 30 1 x , 2<br />

9 1 x , 3 x 47.57 8 1 x , 2 x 14.61 12 1<br />

21 3 x , 6 x 46.59 49 2 x , 4 x , 6 x 14.34 32 1 x , 2<br />

Performance<br />

index<br />

x 27.50<br />

x , 2<br />

x , 4<br />

x 22.14<br />

x 21.65<br />

x , 4<br />

x , 6<br />

x 20.02<br />

x 18.98<br />

x , 7<br />

x 18.25<br />

85


Table 13. The discovered learning performance assessment rules after performing feature reduction<br />

Learning factor Antecedent part<br />

Consequent<br />

part<br />

The discovered rule<br />

RR RT LA G<br />

The rule 1 L Low<br />

The rule 2 M Moderate<br />

The rule 3 H High<br />

Table 14. The accuracy rate of learning performance assessment by the simplified fuzzy rules listed in Table 13<br />

Data set<br />

Item Training data set Testing data set<br />

Conclusion<br />

<strong>Number</strong> of patterns 292 291<br />

<strong>Number</strong> of the discovered rules 3 3<br />

<strong>Number</strong> of the used fuzzy sets in the<br />

discovered rules<br />

3 3<br />

<strong>Number</strong> of patterns with correct learning<br />

performance assessment<br />

212 204<br />

<strong>Number</strong> of patterns with incorrect learning<br />

performance assessment<br />

80 87<br />

<strong>Number</strong> of patterns with unknown learning<br />

0 0<br />

performance assessment<br />

Accuracy rate of learning performance<br />

assessment<br />

0.726 0.701<br />

This study presents an effective learning performance assessment approach which contains the neuro-fuzzy<br />

network with the refined K-means algorithm for logically determining membership functions and the proposed<br />

feature reduction scheme to discover simplified and small amount fuzzy rules for evaluating learning<br />

performance of individual learners based on the gathered learning portfolios. The proposed method can help<br />

teachers to perform precise formative assessments according to the web-based learning portfolios of individual<br />

learners in a web-based learning environment. The inferred learning performance can be applied as a reference<br />

guide for teachers and as learning feedback for learners. Such a feedback mechanism enables learners to<br />

understand their current learning status and make suitable learning adjustments. Additionally, teachers can<br />

determine the main factors affecting learning performance in a web-based learning environment according to the<br />

interpretable learning performance assessment rules obtained. These factors can be used by teachers to tune their<br />

teaching strategies. Meanwhile, teachers can devote themselves to teaching job, since they save significant time<br />

in performing learning evaluation.<br />

Acknowledgment<br />

The authors would like to thank the National Science Council of the Republic of China, Taiwan for financially<br />

supporting this research under Contract No. NSC94-2520-S-026-002.<br />

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87


Morimoto, Y., Ueno, M., Kikukawa, I., Yokoyama, S. & Miyadera, Y. (<strong>2006</strong>). Formal Method of Description Supporting<br />

Portfolio Assessment. Educational Technology & Society, 9 (3), 88-99.<br />

Formal Method of Description Supporting Portfolio Assessment<br />

Yasuhiko Morimoto<br />

Fuji Tokoha University 325 Obuchi, Fuji, Shizuoka 417-0801 Japan<br />

morimoto@mis.nagaokaut.ac.jp<br />

Maomi Ueno<br />

Nagaoka University of Technology 1603-1 Kamitomioka, Nagaoka, Niigata 940-2188 Japan<br />

ueno@kjs.nagaokaut.ac.jp<br />

Isao Kikukawa<br />

Tokyo Polytechnic University 1583 Iiyama, Atsugi, Kanagawa 243-0297 Japan<br />

kikukawa@cc.t-kougei.ac.jp,<br />

Setsuo Yokoyama and Youzou Miyadera<br />

Tokyo Gakugei University 4-1-1 Nukuikita, Koganei, Tokyo 184-8501 Japan<br />

yokoyama@u-gakugei.ac.jp<br />

miyadera@u-gakugei.ac.jp<br />

ABSTRACT<br />

Teachers need to assess learner portfolios in the field of education. However, they need support in the<br />

process of designing and practicing what kind of portfolios are to be assessed. To solve the problem, a<br />

formal method of describing the relations between the lesson forms and portfolios that need to be collected<br />

and the relations between practices and these collected portfolios was developed. These relations are<br />

indispensable in portfolio assessment. A support system for these based on the formal method was also<br />

developed. As the formal method of description can precisely and consistently describe these relations, the<br />

system makes it possible to support the assessment of portfolios in the design and practice phases.<br />

Keywords<br />

Portfolio assessment, Formal description, Support system, Assessment tool, Educational evaluation<br />

Introduction<br />

Although traditional methods of evaluation based on tests have improved in the field of education, portfolio<br />

assessment has attracted attention as a more authentic means of evaluating learning directly. The use of<br />

Electronic Portfolios (Digital Portfolios), in which the portfolio is saved electronically, is spreading with<br />

computerized learning systems (Mochizuki et al., 2003).<br />

However, portfolio assessment has not been carried out adequately in the educational field because of two<br />

problems, and teachers and learners both need support (Morimoto et al., 2005).<br />

Problem 1: When teachers decide to use portfolios for lessons that they intend to assess, they do not know<br />

what kinds of portfolios need to be collected. In other words, they need support in the design phase of<br />

portfolio assessment.<br />

Problemt 2: Learners do not know which collected portfolios should be used for practices. For example,<br />

when a learner carries out his or her self-assessment, he or she does not know that he or she should carry out<br />

the self-assessment while checking which collected portfolios should be used. In other words, learners need<br />

support on which portfolios they need to assess in the practice phase.<br />

Support for portfolio assessment is carried out with tools that treat electronic portfolios (Chang, 2001; Chen et<br />

al., 2000; Fukunaga et al., 2001). However, these tools cannot support teachers in selecting which portfolios to<br />

assess. Moreover, teachers have to match the type of collected portfolio and the method of practice to the tools<br />

being used because these tools individually determine the types of collected portfolios and the practice method.<br />

Therefore, support of portfolio assessment in the lesson that the teacher intends to assess cannot be expected.<br />

The relation between practices and collected portfolios is not clear, and practices are not supported. These tools<br />

cannot solve Problems (1) or (2).<br />

The purpose of this study is to achieve support for portfolio assessment at the design and practice phases, and<br />

solve these problems at the same time. We therefore developed a formal method of describing the relations<br />

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88


among elements that are indispensable in assessing portfolios and a support system for these based on this<br />

method. As the formal method of description can precisely and consistently describe the relations between the<br />

lesson forms and portfolios that need to be collected and the relations between practices and collected portfolios,<br />

the system makes it possible to support the assessment of portfolios in the design and practice phases.<br />

First, we outline the support of portfolio assessment that this study is aimed at. Second, we discuss the relations<br />

between elements indispensable to the support of portfolio assessment. These relations become the framework<br />

for the formal description method that we developed. Third, we explain the formal description method. Finally,<br />

we discuss the portfolio assessment support system (PASS), which is based on this method.<br />

Support of portfolio assessment in this study<br />

Requirements for solving problems<br />

To solve Problem (1) in the design phase, we have to extract and clarify the relations between lesson forms and<br />

portfolios that need to be collected, and support portfolio-assessment design based on these relations. Moreover,<br />

to solve Problem (2) in the practice phase, we have to extract and clarify the relations between practices and<br />

collected portfolios, and support user portfolio-assessment practices based on these relations. Here, a person who<br />

carries out practices is called a “user”. Namely, a user means a learner, a teacher, or others.<br />

To achieve these two phases of support, we need to faithfully express the extracted relations. If a formal method<br />

that precisely and consistently describes the extracted relations is developed, a system is possible that<br />

systematically supports portfolio assessment based on the formal method. Therefore, the requirements for<br />

solving Problems (1) and (2) are as follows.<br />

Requirement(a): Extract and clarify the relations between the lesson forms and portfolios that need to be<br />

collected, and develop a formal method of describing these relations (Corresponds to Problem (1)).<br />

Requirement(b): Extract and clarify the relations between a user’s practices and collected portfolios that a user<br />

needs to carry out practices, and develop a formal method of describing these relations (Corresponds<br />

to Problem (2)).<br />

Requirement(c): Develop a system based on the formal method of description developed in (a) and (b)<br />

(Corresponds to Problems (1) and (2)).<br />

Blueprints to support portfolio assessment<br />

It is possible to support teachers’ designs for assessing portfolios and users’ practices by formally describing the<br />

relations between the lesson forms and portfolios that need to be collected (PDS: Portfolio assessment Design<br />

Semantics), which satisfy Requirement (a), and the relations between practices and collected portfolios (PPS:<br />

Portfolio assessment Practice Semantics), which satisfy Requirement (b), and develop a system based on these<br />

relations (see Figures 1 and 2).<br />

Figure 1 outlines a model illustrating how a teacher uses lesson forms to check PDS to select portfolios and how<br />

he or she uses portfolios to check PDS to select the lesson forms in the design phase. When he or she specifies<br />

the lesson form that he or she intends to teach, the system checks PDS and presents the portfolios that need to be<br />

collected dynamically according to this form. Moreover, when a teacher specifies portfolios that users need to<br />

collect first, the system presents lesson forms conforming to portfolios according to PDS. Thus, both lesson<br />

forms and portfolios are supported using PDS, and teachers can design portfolio assessment more easily. Both<br />

Requirements (a) and (c) are satisfied, and a solution to Problem (1) is expected.<br />

Figure 1. Model supporting teacher’s portfolio-assessment design<br />

89


Figure 2 outlines a model illustrating how a user uses practices to check PPS to select portfolios and how a user<br />

uses portfolios to check PPS to select practice in the practice phase. When a user specifies the practice that the<br />

user wants to carry out, the system checks PPS and presents collected portfolios that the user needs for the<br />

practice. The user can therefore effectively practice by checking necessary collected portfolios. Moreover, when<br />

the user specifies a collected portfolio, the system dynamically supports practice that adjusts the portfolio<br />

according to PPS. Thus, both practice and portfolios are supported using PPS. Here, both Requirements (b) and<br />

(c) are satisfied, and a solution to Problem (2) is expected.<br />

Advantages of formal description<br />

Figure 2. Model supporting user’s portfolio-assessment practices<br />

We want to describe the PDS and PPS by using a formal method. The advantages of formally describing PDS<br />

and PPS are as follows.<br />

The relations between elements indispensable to the support of portfolio assessment can precisely be<br />

described by removing contradictions and vagueness,<br />

It is possible for the system developer to develop a support system that works systematically according to<br />

semantics formally described by constructing the system, which can interpret the framework for the formal<br />

description method and work based on it,<br />

As a result, a portfolio assessment support system that provides adaptive support according to the lesson<br />

form or a user’s practices can be achieved, and<br />

Changing the semantics of the framework with formal description rules can easily change the support<br />

methods of the developed system.<br />

Extracting relations to support portfolio assessment<br />

Outline<br />

In this section, we discuss our extraction of the relations between elements indispensable for supporting portfolio<br />

assessment, which became the framework for formal description that was developed in this study. PDS and PPS<br />

were extracted.<br />

It is necessary to extensively investigate actual portfolios to assess them. However, the ideas and methods for<br />

assessing portfolios are inconsistent and varied (Bruke, 1992; Hart, 1993; Barton & Collins, 1996; Puckett &<br />

Black, 1999; Shores & Grace, 1998). We therefore focused on assessing indispensable portfolios that teachers<br />

actually use. We analyzed 298 practical records such as lesson plans that had actually been used. We extracted<br />

and analyzed methods and ideas applied to actual practical portfolio-assessment records, which teachers had<br />

obtained by trial and error. This paper discusses support for portfolio assessment based on these extracted<br />

results. However, this might be insufficient for extraction. This is because there may be a method of assessing<br />

portfolios that has been derived from analytical targets. We used these extraction results to devise a formal<br />

method of description. Therefore, although the relations we extracted form the framework for supporting<br />

portfolio assessment, which were our study targets, the formal method of description that we developed and<br />

discuss in the next section needs to be changed based on the framework.<br />

Extracting PDS<br />

We clarified the relations between lesson forms and portfolios that needed to be collected (Table 1). These<br />

relations will be represented by “Portfolio assessment Design Semantics (PDS)”. The rows in Table 1 are for<br />

90


lesson forms, and the columns are for collected portfolios. Here, “X” means that the portfolio corresponds to the<br />

lesson form that needs to be collected. For example, if a teacher wants to carry out portfolio-assessment design,<br />

he or she decides the lesson form and finds the “X” in the corresponding row. Portfolios with “X” need to be<br />

collected. Teachers can also identify corresponding lesson forms by specifying portfolios first. Therefore,<br />

portfolios that need to be collected according to lesson forms can be adequately identified by PDS.<br />

We found from the rows that lesson forms conforming to the assessment of portfolios changed under three<br />

conditions, i.e., the lesson style, the person who set tasks for the lesson, and the person who created rubrics. In<br />

extracting lesson styles, we paid attention to learners’ behaviors in a class, and classified lesson forms into<br />

eleven lesson styles. These were “Lecture”, where the lesson is given in the form of a lecture, “Question and<br />

Answer”, where learners answer a teacher’s questions, “Exercise”, where learners repeat exercises, “Skill<br />

acquisition”, where skills are acquired, “Expression”, where the body is used to express ideas, “Creation”, where<br />

something is created, “Discussion”, where there is a discussion, “Seminar”, where people in a group learn from<br />

one another, “Experiment or Observation”, where phenomena are verified through experiments or observations,<br />

“Experience”, where social and technical experience is used, and “Problem Solving”, where learners attempt<br />

problem solving by themselves. In extracting the “person who assigns tasks (Setting Tasks)”, we found that there<br />

were two kinds of cases where the teacher set them or the learner set them. In extracting “person who creates<br />

rubrics (Rubric Creation)”, we found there were three kinds of cases where the teacher created them, the learner<br />

created them, or the teacher and the learner collaboratively created them.<br />

Collected portfolios in the columns were classified separately in terms of portfolios concerning records of<br />

assessment (Assessment Portfolios), portfolios concerning learners’ work (Work Portfolios), portfolios<br />

concerning records of learning processes (Process Portfolios), and other portfolios. We classified them according<br />

to their original role in learning without getting caught up with the common name for the portfolio. Work<br />

Portfolios were classified into ten kinds. We classified Production into two types. The first was “Sample Based”,<br />

which was based on a sample, the second was “Original Based” which was the learner’s original. We also<br />

classified Reports and Notes into two types. We called one’s own assessments in the Assessment Portfolios with<br />

rubrics “Self-assessment”, and called looking back on one’s activities without rubrics “Reflection”. We also<br />

called mutual assessments with rubrics “Other-assessment”, and called advising one another freely without<br />

rubrics “Advice”. We classified Process Portfolios into three types. The first was “Learning-record” where the<br />

learner objectively describes his or her ongoing learning in a log, the second was “Anecdotal-record” where the<br />

teacher describes a learner’s spontaneous events and behaviors, and the third was “Conversation-record” which<br />

describes conversations. We also classified the Learning-record into two types. The first was “Premeditatedrecord”,<br />

which describes premeditation according to lesson plans, and the second was “Situation-record”, which<br />

describes situations. Other portfolios consisted of records of portfolio conferences (“Portfolio Conference”),<br />

learning plans (“Learning Plan”), and learning materials (“Learning Material”).<br />

Extracting PPS<br />

We extracted the relations between practices and collected portfolios (Table 2). The relations will be represented<br />

by “Portfolio assessment Practice Semantics (PPS)”. Here, “X” means that the portfolio corresponds to the<br />

practices that are necessary to carry it out. For example, when a learner carries out practices, he or she finds an<br />

“X” in the corresponding row. Portfolios with “X” are collected portfolios that are needed for carrying out<br />

practices. The learner can also identify corresponding practices by specifying portfolios first. Therefore,<br />

portfolios that are needed for practices can be adequately identified by PPS.<br />

We found ten kinds of practices that could be carried out during the process of assessing portfolios. These were<br />

“Browsing”, where collected portfolios were perused, “Self-assessment”, where one assesses one’s self, “Otherassessment”,<br />

where others are assessed, “Reflection”, where one reflects on his or her learning, “Advice”, where<br />

advice is given to someone, “Registration of Work Portfolios”, where work portfolios are registered, “Selection<br />

of Collected Portfolios”, where one’s collected portfolios are carefully selected, “Process Recording”, where<br />

process portfolios are recorded, “Rubric Creation”, where rubrics are created, and “Portfolio Conference”, where<br />

the state of the portfolio conference is recorded. We also found teachers, learners, and others (e.g., parents and<br />

specialists) were people who carried out practices.<br />

91


Lesson form<br />

Assessment Portfolios Work Portfolios Process Portfolios Other Portfolios<br />

Asssessment with Assessment<br />

Production Report Note<br />

Learning-record<br />

Setting<br />

rubric<br />

without rubric<br />

Practical<br />

Conversation Anecdotal Portfolio Learning Learning<br />

Rubric Creation Rubric<br />

Collection Test Presentation<br />

Tasks<br />

SelfOther- Sample Original<br />

Lesson Other<br />

ability Situation Premeditated -record -record Conference Plan Material<br />

Reflection Advice Conclusion Impression<br />

assessmentassessment Based Based Note Note<br />

-record -record<br />

Teacher X X X X X X X X X X<br />

Teacher X Collaboration<br />

Learner<br />

Learner<br />

Lesson<br />

style<br />

Lecture<br />

Teacher X X X X X X X X X X X X X<br />

Collaboration<br />

Learner<br />

X<br />

Teacher<br />

Question<br />

and Answer<br />

Learner<br />

Teacher X X X X X X X X X X<br />

Collaboration X X X X X X X X X X<br />

Learner<br />

X<br />

Teacher<br />

Exercise<br />

Learner<br />

Teacher X X X X X X X X X X X<br />

Collaboration X X X X X X X X X X X X X X<br />

Learner<br />

X<br />

Teacher<br />

Skill<br />

acquisition<br />

Learner<br />

Teacher X X X X X X X X X X<br />

Collaboration X X X X X X X X X X X X X X X<br />

Learner<br />

Teacher<br />

Collaboration X X X X X X X X X X X X X X<br />

Learner X X X X X X X X X X X X X X<br />

Teacher X X X X X X X X X X<br />

Collaboration X X X X X X X X X X X X X X X X<br />

Learner<br />

Teacher<br />

Collaboration X X X X X X X X X X X X X X<br />

Learner X X X X X X X X X X X X X<br />

Teacher X X X X X X X X X X X X X X X X<br />

Collaboration X X X X X X X X X X X X X X X X X<br />

Learner<br />

Teacher<br />

Collaboration X X X X X X X X X X X X X X X X<br />

Learner X X X X X X X X X X X X X X X X<br />

Teacher X X X X X X X X X X X X X X X X<br />

Collaboration X X X X X X X X X X X X X X X X X<br />

Learner<br />

Teacher<br />

Collaboration X X X X X X X X X X X X X X X X<br />

Learner X X X X X X X X X X X X X X X X<br />

Teacher X X X X X X X X X X<br />

Collaboration<br />

Learner<br />

Teacher<br />

Collaboration X X X X X X X X X X X X X X X<br />

Learner<br />

Teacher X X X X X X X X X X X X X X<br />

Collaboration X X X X X X X X X X X X X X X X<br />

Learner<br />

Teacher<br />

Collaboration X X X X X X X X X X X X X X X X<br />

Learner X X X X X X X X X X X X X X X X<br />

Teacher X X X X X X X X X X X X X X X X X X X X X<br />

Collaboration X X X X X X X X X X X X X X X X X X X X X<br />

Learner<br />

Teacher<br />

Collaboration X X X X X X X X X X X X X X X X X X X X X<br />

Learner X X X X X X X X X X X X X X X X X X X X X<br />

X<br />

Teacher<br />

Expression<br />

X<br />

Learner<br />

X<br />

Teacher<br />

Creation<br />

Learner X<br />

X<br />

Teacher<br />

Discussion<br />

X<br />

Learner<br />

X<br />

Teacher<br />

Seminar<br />

X<br />

Learner<br />

X<br />

Teacher<br />

Experiment<br />

or<br />

observation<br />

X<br />

Learner<br />

X<br />

Teacher<br />

Experience<br />

X<br />

Learner<br />

X<br />

Teacher<br />

Problem<br />

solving<br />

X<br />

Learner<br />

92


Assessment Portfolios Work Portfolios<br />

Process Portfolios Other Portfolios<br />

User<br />

Production Report Note<br />

Learning Learning<br />

Collection Test Presentation<br />

SelfOther- Sample Original<br />

Lesson Other<br />

Situation Premeditated<br />

Plan Material<br />

Reflection Advice Conclusion Impression<br />

assessmentassessment Based Based Note Note<br />

-record -record<br />

Learner X X X X X X X X X X X X X X X X X X X X X X<br />

Teacher X X X X X X X X X X X X X X X X X X X X X X X<br />

Others X X X X X X X X X X X X X X X X X X X X X X<br />

Learner X X X X X X X X X X X X X X X X X X X X<br />

Teacher<br />

Others<br />

Learner<br />

Teacher X X X X X X X X X X X X X X X X X X X X X<br />

Others X X X X X X X X X X X X X X X X<br />

Learner X X X X X X X X X X X X X X X<br />

Teacher<br />

Others<br />

Learner<br />

Teacher X X X X X X X X X X X X X X X X<br />

Others X X X X X X X X X X X X X X X<br />

Learner X<br />

Teacher<br />

Others<br />

Learner X X X X X X X X X X X X X X<br />

Teacher<br />

Others<br />

Learner X X X X<br />

Teacher X X X X X<br />

Others<br />

Learner X X<br />

Teacher X X<br />

Others<br />

Learner X X X X X X X X X X X X X X X X X X X X X X<br />

Teacher X X X X X X X X X X X X X X X X X X X X X X<br />

Others X X X X X X X X X X X X X X X X X X X X X X<br />

Practical<br />

Asssessment with Assessment<br />

Learning-record<br />

rubric without rubric<br />

Conversation Anecdotal Portfolio<br />

Rubric<br />

ability<br />

-record -record Conference<br />

Practices<br />

Browsing<br />

Self-assessment<br />

Other-assessment<br />

Reflection<br />

Advice<br />

Registration of work<br />

portfolios<br />

Sellection of collected<br />

portfolios<br />

Process Recording<br />

Rubric Creation<br />

Portfolio Conference<br />

93


Formal description method<br />

Development policy<br />

This section describes the development of the method for formally describing PDS and PPS. Formal methods of<br />

description are currently being developed and used within the syntax definitions of programming languages, the<br />

context of software engineering, and other applications. These are necessary and indispensable for achieving<br />

systematic processing by computers, and specialists can effectively obtain precise and consistent specifications<br />

for system models.<br />

The formal method of description we have aimed at in this study should be able to precisely and consistently<br />

describe relations between elements indispensable for supporting portfolio assessment. In other words, the<br />

method of formal description can describe the structure and content of the model supporting the design of<br />

teachers’ portfolio-assessment designs (Figure 1) and the model supporting users’ portfolio-assessment practices<br />

(Figure 2). Moreover, it is necessary to design description rules to change dynamically to provide further<br />

portfolio assessment support in the future. However, a formal method specialized for describing the relations<br />

between the elements has not been found. We have therefore aimed at developing an original method for<br />

describing the relations between the elements. The framework to describe PDS and PPS precisely and<br />

consistently can be acquired by further developing our formal method of description. Therefore, a solution to<br />

Requirement (c) can be expected.<br />

Definitions<br />

Here, we provide definitions for PDS and PPS as follows.<br />

Definition 1<br />

PDS is the relation between the set of lesson forms (LF) and the set of collected portfolios (CP). Therefore:<br />

LF CP.<br />

Here, LF is:<br />

LF = LT × PT × PR.<br />

And, CP is the subset of all portfolios:<br />

CP = WP ∪ PP ∪ AP ∪ OP.<br />

LT is the set of lesson styles, PT is the set of persons who assign tasks, PR is the set of persons who create<br />

rubrics, WP is the set of work portfolios, PP is the set of process portfolios, AP is the set of assessment<br />

portfolios, and OP is the set of other portfolios.<br />

The relations between details of lesson forms and the kinds of collected portfolios are:<br />

[ lt , pt,<br />

pr]<br />

[ wp,<br />

pp,<br />

ap,<br />

op]<br />

lt ∈ LT pt ∈ PT,<br />

pr ∈ PR,<br />

wp ⊆ WP,<br />

pp ⊆ PP,<br />

ap ⊆ AP,<br />

op ⊆<br />

Here, , OP //<br />

Definition 2<br />

PPS is the relation between the set of practices (UP) and the set of collected portfolios (CP). Therefore:<br />

UP CP.<br />

Here, UP is:<br />

UP = PN × UU.<br />

And, CP is the subset of all portfolios:<br />

CP = WP ∪ PP ∪ AP ∪ OP.<br />

PN is the set of practice names, UU is the set of users, WP is the set of work portfolios, PP is the set of<br />

process portfolios, AP is the set of assessment portfolios, and OP is the set of other portfolios.<br />

The relations between details of practices and the kinds of collected portfolios can be written as:<br />

Notation<br />

[ pn , uu]<br />

[ wp,<br />

pp,<br />

ap,<br />

op]<br />

pn ∈ PN uu ∈UU,<br />

wp ⊆ WP,<br />

pp ⊆ PP,<br />

ap ⊆ AP,<br />

op ⊆<br />

Here, , OP //<br />

This section proposes a notation based on the definitions in the previous section. Tables 1 and 2 list the PDS and<br />

PPS we extracted. Therefore, the developed notation needs to satisfy the following two Requirements.<br />

94


i. To be able to freely add and delete items that comprise the table (i.e., lesson form, collected portfolios,<br />

and others), and rewrite the relations.<br />

ii. To be able to precisely and clearly describe which computer systems read the text written by the<br />

notation and work systematically while checking the correspondence to the description in the text.<br />

The notation consists of three parts: declaring symbols (Symbol),showing the structure of relations (Structure),<br />

and describing relations (Relations). Figure 3 shows a concrete example, which describes part of the PDS in<br />

Table 1 with the notation.<br />

#Symbol:<br />

LT=”Lesson type”; PT=”Person who sets tasks”; PR=”Person who creates rubrics”;<br />

AP=”Assessment portfolio”; WP=”Work portfolio”; PP= ”Process portfolio”; OP=”Other portfolio”;<br />

lec=”Lecture”; q&a=”Question and answer”; exe=”Exercise”; skl=”Skill acquisition”; cre=”Creation”;<br />

dis=”Discussion”; sem=”Seminar”; eob=”Experiment or observation”; exp=”Experience”; plb=”Problem solving”;<br />

tcr=”Teacher”; lnr=”Learner”; clb=”Collaboration by teacher and learner”;<br />

rbc=”Rubric”; sfa=”Self-assessment”; ota=”Other-assessment”; ref=”Reflection”; adv=”Advice”;<br />

sam=”Sample based”; org=”Original based”; con=”Conclusion”; imp=”Impression”; lnt=”Lesson note”;<br />

ont=”Other Note”; col=”Collection”; tst=”Test”; prt=”Presentation”; pra=”Practical ability”;<br />

sit=”Situation-record”; prd=”Premeditated-record”; cnv=”Conversation-record”; anc =”Anecdotal-record”;<br />

pcf=”Portfolio conference”; lpl=”Learning plan”; lmt=”Learning material”;<br />

#Sturcture:<br />

[LT,PT,PR] [AP,WP,PP,OP]<br />

LT={lec,q&a,exe,skl,cre,dis,sem,eob,exp,plb};<br />

PT={tcr,lnr};<br />

PR={tcr,lnr,clb};<br />

AP={rbc,sfa,ota,ref,adv};<br />

WP={sam,org,con,imp,lnt,ont,col,tst,prt,pra};<br />

PP={sit,prd,cnv,anc};<br />

OP={pcf,lpl,lmt};<br />

#Relations:<br />

[lec,tcr,tcr] [{rbc,sfa,ref}, {lnt,tst}, {sit,anc}, {pcf,lmt}];<br />

[q&a,tcr,tcr] [{rbc,sfa,ref}, {lnt,ont,col,tst}, {sit,cnv,anc}, {pcf,lmt}];<br />

[exe,tcr,tcr] [{rbc,sfa,ref}, {ont,tst}, {sit,anc}, {pcf,lmt}];<br />

[exe,tcr,clb] [{rbc,sfa,ref}, {ont,tst}, {sit,anc}, {pcf,lmt}];<br />

[skl,tcr,tcr] [{rbc,sfa,ref}, {sam,lnt,col}, {sit,anc}, {pcf,lmt}];<br />

[skl,tcr,clb] [{rbc,sfa,ota,ref,adv}, {sam,org,lnt,col}, {sit,anc}, {pcf,lmt}];<br />

[exp,tcr,tcr] [{rbc,sfa,ref}, {prt,pra}, {sit,anc}, {pcf,lmt}];<br />

[exp,tcr,clb] [{rbc,sfa,ota,ref,adv}, {col,prt,pra}, {sit,prd,anc}, {pcf,lpl,lmt}];<br />

[exp,lnr,clb] [{rbc,sfa,ota,ref,adv}, {col,prt,pra}, {prd,anc}, {pcf,lpl,lmt}];<br />

[exp,lnr,lnr] [{rbc,sfa,ota,ref,adv}, {col,prt,pra}, {prd,anc}, {pcf,lpl,lmt}];<br />

[cre,tcr,tcr] [{rbc,sfa,ref}, {sam,lnt,col}, {sit,anc}, {pcf,lmt}];<br />

[cre,tcr,clb] [{rbc,sfa,ota,ref,adv}, {sam,org,lnt,col}, {sit,prd,anc}, {pcf,lpl,lmt}];<br />

[cre,lnr,clb] [{rbc,sfa,ota,ref,adv}, {sam,org,col}, {prd,anc}, {pcf,lpl,lmt}];<br />

[cre,lnr,lnr] [{rbc,sfa,ota,ref,adv}, {org,col}, {prd,anc}, {pcf,lpl,lmt}];<br />

Figure 3. Description of PDS with notation<br />

Symbol<br />

Structure<br />

Relations<br />

For example, when a teacher designs the assessment of portfolios in lesson form that consist of “Lesson Style:<br />

Creation”, “Setting Tasks: Teacher”, and “Rubric Creation: Collaboration by Teacher and Learner”,<br />

[cre,tcr,clb][{rbc,sfa,ota,ref,adv},{sam,org,lnt,col},{sit,prd,anc},{pcf,lpl,lmt}],<br />

which is a rule of notation that specifies that the portfolios that need to be collected are “Rubric”, “Selfassessment”,<br />

“Other-assessment”, “Reflection”, “Advice”, “Production: Sample based”, “Production: Original<br />

based”, “Note: Lesson Note”, “Collection”, “Learning-record: Situation-record”, “Learning-record:<br />

Premeditated-record”, “Anecdotal-record”, “Portfolio Conference”, “Learning Plan”, and “Learning Material” in<br />

Table 1.<br />

95


Although Figure 3 is a description corresponding to Table 1, the structure of the table can be changed and the<br />

relations can also be changed individually. In other words, even if relations are changed and added, the notation<br />

can still be expressed.<br />

PPS can be described like PDS. Figure 4 describes part of the PPS in Table 2 with the notation.<br />

#Symbol:<br />

PN=”Practice name”; UU=”User”;<br />

AP=”Assessment portfolio”; WP=”Work portfolio”; PP=”Process portfolio”; OP=”Other portfolio”;<br />

bro=”Browsing”; prsa=”Self-assessment”; proa=”Other-assessment”; prrf=”Reflection”; prad=”Advice”<br />

rgt=”Registration of work portfolios”; slt=”Selection of collected portfolios”; prec=”Process Recording”;<br />

rcre=”Rubric Creation”; prcf=”Portfolio Conference”; tcr=”Teacher”; lnr=”Learner”; otr=”Other”;<br />

rbc=”Rubric”; sfa=”Self-assessment”; ota=”Other-assessment”; ref=”Reflection”; adv=”Advice”;<br />

sam=”Sample based”; org=”Original based”; con=”Conclusion”; imp=”Impression”; lnt=”Lesson note”;<br />

ont=”Other Note”; col=”Collection”; tst=”Test”; prt=”Presentation”; pra=”Practical ability”;<br />

sit=”Situation-record”; prd=”Premeditated-record”; cnv=”Conversation-record”; anc=”Anecdotal-record”;<br />

pcf=”Portfolio conference”; lpl=”Learning plan”; lmt=”Learning material”;<br />

#Sturcture:<br />

[PN,UU] [AP,WP,PP,OP]<br />

PN={bro,prsa,proa,prrf,prad,rgt,slt,prec,rcre,prcf};<br />

UU={tcr,lnr,otr};<br />

AP={rbc,sfa,ota,ref,adv};<br />

WP={sam,org,con,imp,lnt,ont,col,tst,prt,pra};<br />

PP={sit,prd,cnv,anc};<br />

OP={pcf,lpl,lmt};<br />

Figure 4. Description of PPS with notation<br />

As previously discussed, we developed a framework that formally describes PDS and PPS. As the framework<br />

can be used to describe the relations between the lesson forms and portfolios that need to be collected and the<br />

relations between a user’s practices and collected portfolios that a user needs to carry out practices,<br />

Requirements (a) and (b) are satisfied.<br />

The system can systematically analyze relations by reading text described with the notation. As a result, we can<br />

also expect a solution to Requirement (c).<br />

Portfolio Assessment Support System based on formal method of description<br />

Outline of system<br />

Symbol<br />

Structure<br />

Relations<br />

#Relations:<br />

[bro,lnr][{rbc,sfa,ota,ref,adv},{sam,org,com,imp,lnt,ont,col,tst,prt,pra},{sit,prd,cnv},{pcf,lpl,lmt }];<br />

[bro,tcr][{rbc,sfa,ota,ref,adv},{sam,org,com,imp,lnt,ont,col,tst,prt,pra},{sit,prd,cnv,anc},{pcf,lpl,lmt}];<br />

[bro,otr][{rbc,sfa,ota,ref,adv},{sam,org,com,imp,lnt,ont,col,tst,prt,pra},{sit,prd,cnv},{pcf,lpl,lmt}];<br />

[prsa,lnr][{rbc,sfa,ota,ref,adv},{sam,org,com,imp,lnt,ont,col,tst,prt,pra},{sit,prd,cnv},{lpl}];<br />

[pros,tcr][{rbc,sfa,ota,ref,adv},{sam,org,com,imp,lnt,ont,col,tst,prt,pra},{sit,prd,cnv,anc},{lpl}];<br />

[pros,otr][{rbc,ota},{sam,org,com,imp,lnt,ont,col,tst,prt,pra}, {sit,prd,cnv},{}];<br />

[prrf,lnr][{ref},{sam,org,com,imp,lnt,ont,col,tst,prt,pra},{sit,prd,cnv},{}];<br />

[prad,tcr][{adv},{sam,org,com,imp,lnt,ont,col,tst,prt,pra},{sit,prd,cnv,anc},{}];<br />

[prad,otr][{adv},{sam,org,com,imp,lnt,ont,col,tst,prt,pra},{sit,prd,cnv},{}];<br />

[slt,lnr][{},{sam,org,com,imp,lnt,ont,col,tst,prt,pra},{sit,prd,cnv},{}];<br />

This section discusses our development of the Portfolio Assessment Support System, which we called PASS,<br />

based on the formal method of description. Figure 5 shows the system configuration. It consists of four<br />

subsystems: semantics analysis, design support, practice support, and DB management. Furthermore, each<br />

consists of various modules. We used Perl as the development language for the system, and also XMLDB.<br />

96


Semantics analysis<br />

The subsystem consists of PDS and PPS analysis modules. Each module checks PDS or PPS semantics.<br />

PDS and PPS are prepared as a text file beforehand.<br />

Design support<br />

The subsystem supports teachers’ portfolio-assessment designs through cooperation with the designinterface<br />

and design-control modules. After receiving the teacher’s orders from the design-interface<br />

module, the design-control module requests a check of the relations from the semantics analysis<br />

subsystem and receives the results. The design-interface module generates dynamically adaptive<br />

interfaces according to the results and provides them to the teacher.<br />

Practice support<br />

The subsystem supports the user’s practice through cooperation with the practice-interface and practicecontrol<br />

modules. After receiving the user’s orders from the practice-interface module, the practicecontrol<br />

module requests a check of the relations from the semantics analysis subsystem and receives the<br />

results. The practice-interface module generates dynamically adaptive interfaces according to the<br />

results, and provides them to the user.<br />

DB management<br />

The subsystem consists of a DB control module and Portfolio DB, and reads, writes, updates, and stores<br />

portfolios.<br />

Practical example<br />

Figure 5. System configuration<br />

In the design phase, the teacher decides the lesson style first to support his or her portfolio-assessment design<br />

(left screen of Figure 6). He or she then decides who sets tasks and who creates rubrics (right screen). The right<br />

screen in Figure 6 shows the interface that the system generated dynamically based on PDS according to the<br />

teacher’s decisions. This is the case of a lesson form that consists of “Lesson Style: Creation”, “Setting Tasks:<br />

Teacher” and “Rubric Creation: Collaboration by Teacher and Learner”. The system then determines necessary<br />

portfolios based on PDS according to the lesson form, generates the adaptive interface, and provides them to the<br />

teacher. Thus, the system supports portfolio-assessment designs that adjust to the teacher’s intended lesson.<br />

In the practice phase, when the learner clicks the “Self Assessment” button in the menu, the system checks PPS<br />

and provides him or her with collected portfolios that he or she needs for self-assessment (Figure 7). The learner<br />

can therefore self-assess him or herself efficiently with the collected portfolios.<br />

97


Figure 6. Screen of teacher’s portfolio-assessment design<br />

Figure7. Screen of user’s portfolio-assessment practice<br />

We developed a system that works systematically based on PDS and PPS, which satisfied Requirement (c). We<br />

also developed PASS, which satisfied Requirements (a), (b), and (c). Therefore, Problems (1) and (2) were<br />

solved.<br />

Conclusion<br />

We extracted and clarified the relations between lesson forms and portfolios that needed to be collected, i.e.,<br />

Portfolio assessment Design Semantics (PDS) and the relations between practices and collected portfolios, i.e.,<br />

Portfolio assessment Practice Semantics (PPS). We also developed a formal method of describing all relations<br />

between PDS and PPS. Moreover, we developed a portfolio assessment support system (PASS) based on the<br />

formal description method, which can precisely and consistently describe PDS and PPS. The system makes it<br />

possible to assess portfolios according to the lesson forms and practices based on the formal description method.<br />

Reusing past lessons has made it possible to design a more efficient way of portfolio assessment by storing past<br />

lessons for which portfolios have been assessed as case studies based on the formal description framework.<br />

There are specifications related to assessment. They are QTI (2005) and ePortfolio (2005). QTI (2005) is a<br />

specification that enables question and tests to be exchanged, and ePortfolio (2005) is a specification that can<br />

98


allow comparability of portfolio data across organizations and interoperability of applications with other<br />

systems. However, it is impossible to achieve support for portfolio assessment at the design and practice phases<br />

by only using these specifications. Therefore, we expect that the formal description method we developed will<br />

become useful as a standard for portfolio assessment, and consider that its integration with QTI (2005),<br />

ePortfolio (2005), and other e-learning standards (e.g., Learning Design, 2003; SCORM2004, 2004) will make it<br />

even more efficient.<br />

We intend to use the system in actual lessons and evaluate it in the near future.<br />

References<br />

Barton, J., & Collins, A. (1996). Portfolio Assessment, New Jersey, USA: Dale Seymour Publications.<br />

Bruke, K. (1992). The Mindful School: How to Assess Authentic Learning Third Edition, Illinois, USA:<br />

IRI/SkyLight Training and Publishing Inc.<br />

Chang, C. (2001). Construction and Evaluation of a Web-Based Learning Portfolio System: An Electric<br />

Assessment Tool, Innovations in Education and Teaching International, 38 (2), 144-155.<br />

Chen, G., Liu, C., Ou, K., & Lin, M. (2000). Web Learning Portfolios: A Tool For Supporting Performance<br />

Awareness. Innovations in Education and Teaching International, 38 (1), 19-30.<br />

ePortfolio (2005). IMS ePortfolio Specification, IMS ePortfolio Best Practice Guide, IMS ePortfolio Binding,<br />

IMS Information Model, IMS Rubric Specification. Version 1.0 Final Specification, retrieved February 28, <strong>2006</strong><br />

from http://www.imsglobal.org/ep/.<br />

Fukunaga, H., Nagase, H., & Shoji, K. (2001). Development of a Digital Portfolio System That Assists<br />

Reflection and Its Application to Learning, Japan Journal of Educational Technologies, 25 (Suppl.), 83-88.<br />

Hart, D. (1993). Authentic Assessment: A Handbook for Educators, New Jersey, USA: Dale Seymour.<br />

Learning Design (2003). IMS Learning Design. Information Model, Best Practice and Implementation Guide,<br />

XML Binding, Schemas. Version 1.0 Final Specification, retrieved February 28, <strong>2006</strong> from<br />

http://www.imsglobal.org/learningdesign/.<br />

Mochizuki, T., Kominato, K., Kitagawa, T., Nagaoka, K., & Kato, H. (2003). Trends and Application of<br />

Portfolio Assessment for e-Learning. Media and Education, 10, 25- 37.<br />

Morimoto, Y., Ueno, M., Takahashi, M., Yokoyama, S., & Miyadera, Y. (2005). Modeling Language for<br />

Supporting Portfolio Assessment. Proceedings of the 5 th IEEE International Conference on Advanced Learning<br />

Technologies, Los Alamitos, CA: IEEE Computer Society, 608-612.<br />

Morimoto, Y., Ueno, M., Yonezawa, N., Yokoyama, S., & Miyadera, Y. (2004). Meta-Language for Portfolio<br />

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Von Brevern, H. & Synytsya, K. (<strong>2006</strong>). A Systemic Activity based Approach for holistic Learning & Training Systems.<br />

Educational Technology & Society, 9 (3), 100-111.<br />

A Systemic Activity based Approach for Holistic Learning & Training<br />

Systems<br />

Hansjörg von Brevern and Kateryna Synytsya<br />

International Research and Training Center for Information Technologies and Systems, Kiev, Ukraine<br />

Tel. + 380.44.242-3285<br />

researcher@SAFe-mail.net<br />

ksinitsa@hotmail.com<br />

ABSTRACT<br />

Corporate environments treat work activity related to processing information and the one of learning &<br />

professional training (L&T) separately, by keeping L&T on a low priority scale, and perceiving little<br />

dependency between both activities. Yet, our preliminary analysis of an organisation has revealed that both<br />

activities mutually affect each other. Wholes or parts of corporate information and L&T must<br />

simultaneously be available in “real time”. To manage technical systems and their content from either<br />

source, we postulate an approach that embeds employees, learners, artefacts, and the object of their activity<br />

into a systemic-structural system based on activity theory. Our suggested approach is applicable to resolve<br />

key issues of work activity, professional training, and the modelling of adaptive technical system<br />

behaviours; it converges human activity and engineering, and positions the latter appropriately within the<br />

super ordinate and encompassing human activity system.<br />

Keywords<br />

Systemic-Structural Activity Theory, Task Analysis, Adaptive Learning & Training Systems<br />

Introduction<br />

L&T as a way to ensure up-to-date cognition and skills as well as relevance to emerging organizational needs<br />

and goals have become a characteristic feature of our time, implemented through traditional processes or<br />

technology-based environments. However, the distribution of information technologies is leading the way to<br />

heavy dependences of business processes on information processing and knowledge management that a variety<br />

of software systems support. Despite contemplated connection and interaction among information and cognition<br />

processing activities, little attention has been paid so far to modelling a holistic view to computer-supported<br />

professional activities in learning organizations.<br />

(von Brevern & Synytsya, 2005) posited the need for a shift of paradigm in L&T that form one holistic activity<br />

using the Systemic-Structural Theory of Activity (SSTA) as the underlying methodology. This paper integrates<br />

the L&T into a corporate realm that continuously seeks to ameliorate organisational performance i.e., efficiency,<br />

effectiveness, and cost-saving. L&T is no longer an isolated unit within an organisational environment but is<br />

directly and actively interwoven with corporate interests and issues. Equally, changes in work processes not only<br />

have a mutual affect on work activity and L&T but also on the goals of these activities. These facets and more<br />

challenge the structure of activities and the type of roles that Information Systems (IS) and Learning Technology<br />

Systems (LTS) play within such dynamic environment.<br />

Up to the present, research in educational technology has not yet addressed the interrelationship between IS and<br />

LTS and has largely failed to model technical solutions under dispositional viewpoints that model responsive<br />

systems to human cognitive behaviour. Instead, today we have educational technology based on positional<br />

viewpoints; i.e., mere engineering practice prevails and, in doing so, ignores the dispositional aspect caused by<br />

human behaviours. We conjecture that the accord of processes involved is the prerequisite to answer the “why’s”<br />

and only once we grasp the “why’s”, we can determine the “what’s” to solve the “how’s”. The same applies to<br />

L&T as (Savery & Duffy, 1995, p. 31) argue: “We cannot talk about what is learned separately from how it is<br />

learned, as if a variety of experiences all lead to the same understanding. Rather, what we understand is a<br />

function of the content, of the context, the activity of the learner, and perhaps, most importantly, the goals of the<br />

learner”.<br />

In this connection, the paper discusses the need for unified consideration of both professional information<br />

processing and training and suggests a systemic approach to analyze needs for training and cognitive support that<br />

may be addressed by technical systems. The goal of this research is to provide a holistic view on human<br />

activities related to information processing, learning and training, and offer psychologically grounded<br />

mechanisms for their study. It is expected that this approach facilitates revealing generic patterns in work<br />

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copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies<br />

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100


acivities, bottlenecks caused by information overload, typical tasks and types of content engaged, and thus<br />

determining priorities, functions and content structure for technical support systems.<br />

Context<br />

An informal analysis of call agent’s work processes of a major Swiss mobile phone company made us realise<br />

that L&T is part of a larger context that comprises work activity and unites organisational goals, requirements,<br />

principles, etc.<br />

Corporate L&T in a learning organization has to cover a wide range of needs, such as training new workforces,<br />

updating employees on new products and services offered to customers, training on new tools used in the<br />

company, raising professional skills and educational levels, providing corporate information for smooth<br />

coordination of activities, teaching so-called “soft skills”, etc. L&T is tightly connected to organisational<br />

information and corporate knowledge structures. The diversity of information about new, altered, or obsolete<br />

products, services, promotions, etc. needed in responding to telephone enquiries makes call agents heavily rely<br />

on IS and LTS. Thus, the job of call agents requires them to spatiotemporally process information while<br />

answering customers’ queries or betrothal in problem solving. In doing so, answering to enquiries and<br />

troubleshooting is a subject of processing information whose wholes or parts do not only reside in IS but also in<br />

LTS as illustrated in Figure 1.<br />

Figure 1. Context Diagram of Processing Information and L&T<br />

Availability and accessibility of L&T content affect the efficiency of work activity, so both IS- and LTS-residing<br />

material should be made available in “real-time”. Both systems therefore need to respond to human stimuli and<br />

behaviours by returning meaningful and significant material to the call agent under a situated viewpoint. A<br />

significant response means that it has personal sense to the call agent at a particular point of time. Complexity<br />

and informativeness (Bedny & Meister, 1997) characterise the meaningfulness of a response; the social context<br />

of the work activity rather embeds than predetermines the essence of a meaningful response. However, L&T and<br />

information processing include not only “stimuli – response” but also complex cognitive activities of humans<br />

that have to be supported by the systems as shown in Figure 1. Moreover, the activities of processing<br />

information and L&T are no longer independent but represent two mutually dependent and equally important<br />

activities in the corporate domain. Both activities share one common end goal, which in our case is optimal<br />

customer satisfaction that contributes to the corporate mission.<br />

To visualise the domination of the availability of content and learning experience, contemplate the following: At<br />

some point of time a call agent may be preoccupied with the task of a new problem while having forgotten how<br />

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he or she resolved a correspondent sub task earlier. This means that L&T content including decomposition of<br />

problems and lessons learnt may need to remain available and accessible at later points of time, yet changes of<br />

work processes and activities may require updates between relationships and dependencies, instantaneous<br />

availability, and may always need to reflect state-of-the-art relationships between work and L&T activities.<br />

Thus, arranging a supportive environment is to ensure that employees are always au courant with what was<br />

learnt earlier, the latest lessons learnt in customer care-taking, the latest product information, promotion details,<br />

repair processes, etc. The numbers of calls answered within a certain time measures call agents’ efficiency. The<br />

problem-solving nature of their job requires them to not only have information available instantaneously but also<br />

that systems facilitate content adaptation by “what is important to them” at a given point of time. The<br />

continuously changing nature of information requires call agents to be trained. This process is the basis of an<br />

iterative and inseparable interrelationship between processing information and L&T and requires technical<br />

support instruments enabling creation, updates and focused access to specific content.<br />

Yet, we have seen another reality. IS and LTS are separate, hardly share any content, and in doing so, do not<br />

facilitate call agent’s work processes effectively and efficiently so that processes are under the line very<br />

expensive. On top of that, IS or LTS deliver large junks of not closely related information; the output is neither<br />

structured according to the current problem nor presented in the befitting format. Hence, our call agents have<br />

learnt the lesson to rely on their own personal notes, printouts of L&T material, or the like (Figure 1). The severe<br />

result of such irrelevant and too much information is cognitive overload. Moreover, when call agents<br />

continuously face such ill-structured situations like absence or non-accessibility of appropriate information the<br />

decision-making process involved in responding to customers’ enquiries is accompanied by emotionally<br />

motivated stress. This is also why, call agents cannot sustain in their job for more than three years. So, the more<br />

complicated and indeterminate the situation, the more mental mechanisms of imagination and image<br />

manipulation are included as discussed by (Bedny & Meister, 1997).<br />

Apparently from an engineering standpoint, we would need to conduct a gap analysis between the present and<br />

desired system states to depict what it takes to have technical systems adapt to human behaviour to return<br />

meaningful, significant, and situated responses. Despite efforts made in performance support systems (Gery,<br />

1991), today’s technical systems still cannot yet respond satisfactorily to cognitive behaviours. New<br />

requirements for technical systems like IS, LTS, and their content processing arise based on human work<br />

activities whose evolving processes we may neither have known nor could predict earlier. So, we need a<br />

methodology that in the first place helps us to decompose and formalise human work activity that “… is a<br />

coherent system of internal mental processes and external behaviour and motivation that are combined and<br />

directed to achieve goals” (Bedny & Meister, 1997, p. 1). As the past decades of experience have proved, a mere<br />

engineering based methodology that ignores mental processes will not resolve the task. The pitfall of attempting<br />

to resolve human activity by conventional engineering is that it attempts to model systems on “stimulus –<br />

response” behaviours. This approach largely ignores cognitive mechanisms of humans and with them the<br />

embedded roles, context, tasks, and goals of technical systems. Instead, the answer of how to envision,<br />

understand, and model technical systems should be explored in human activity and its manifestation. From this<br />

follows that technical systems ought to present content according to how humans process it during work and<br />

L&T activities. Ergo, we need a methodology that helps us formally analyse and decompose work and L&T<br />

activities as an embedded scrutiny, while an engineering methodology that enables us to extract identifiable<br />

(technical) system events and responses to actions from the context of the higher-order activity system is equally<br />

indispensable, followed by conventional engineering methods to ultimately model technical solutions.<br />

Methodology<br />

The activities of processing information and L&T become meaningful when their processes are coupled with<br />

situated actions that make part of super ordinate tasks. These are a subject of the goal of activity and are<br />

altogether coupled with individual internalisation processes. With this respect, we recognise that there is no onesize-fits-all<br />

process and with it, no one-size-fits-all technical system, because activity “A” differs from activity<br />

“B” in the same way as organisations and their behaviours vary. Yet, unless the individual systematically<br />

captures corporate learning experiences, adopts, and continuously transforms new experiences and lessons, they<br />

will be lost. Organisations are therefore interested in preserving learning experiences, cognition, and information<br />

and in improving efficiency and effectiveness of manpower. Hence, technological empowerment requires us to<br />

observe, understand, and measure human activities in the first place, which in return“… requires studying the<br />

structure of activity, which is a system of actions involved in task performance that are logically organised in<br />

time and space” (Bedny & Meister, 1997, p. 31).<br />

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In (von Brevern & Synytsya, 2005), we have presented the Systemic-Structural Theory of Activity (SSTA),<br />

which allows us to study cognitive and social impacts that can equally be experienced by call agents and<br />

customers as well as learners and instructors during work activity that includes the mediated use of technology.<br />

With the term systemic, “… one is not here speaking of man-machine systems, rather describing human activity<br />

and behaviour as a system, which, of course, is in dynamic interaction with machinery. A system is a set of<br />

interdependent elements that is organized and mobilized around a specific purpose or goal. System analyses<br />

entail extracting the relevant elements and their dynamic interactions. Systemic analyses not only differentiate<br />

elements in terms of their functionality, but also describe their systematic interrelationship and organization.<br />

Whether or not there is a system approach depends not so much on the qualities and specificity of the object<br />

under consideration, but rather on the perspective and methods of analysis” (Bedny et al., 2000, p. 187). (Bedny<br />

& Meister, 1997) describe SSTA as a pragmatic and systemic methodology that enables us to analyse human<br />

behaviours and processes. As we have addressed in (von Brevern & Synytsya, 2005, p. 746), an activity is a<br />

“goal directed system in which cognition, behaviour and motivation are integrated and organized by goals and<br />

the mechanisms of self-regulation” (Bedny et al., 2000).<br />

SSTA presents us with a model that recognizes where “at the root of the gnostic dynamic is the self-regulation<br />

process, which provides the mental transformation, evaluation, and correction of the situation” (Bedny &<br />

Karwowski, 2004). The goal-oriented activity builds an interrelated, complex, and dynamic system between<br />

subjects, subjects and the goal-oriented object of activity, and their mediating artefacts or tools. Figure 2<br />

presents the triadic schemata of the call agent’s work activity concerned with processing information; Figure 3<br />

presents the triadic schemata of the L&T activity. Both triadic activity schemas share the same-targeted end<br />

result and their mediating technical tools (IS and LTS) have different distinct contextual functionalities. While<br />

IS’ functionality is concerned with processing corporate information and providing appropriate content upon call<br />

agents’ requests during the processing information, LTS’ mediate between an instructor, a learner, peers, and is<br />

aimed at facilitating L&T. In this sense, the activity system of SSTA widens and extends our understanding of a<br />

mere engineering-based approach in view of analysing and modelling the roles of technical artefacts because it<br />

incorporates cognitive processes and models the context in which the dynamic activity system lives.<br />

Figure 2. Triadic Schemata of the Processing Information Activity System<br />

Figure 3. Triadic Schemata of the L&T Activity System<br />

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SSTA builds the necessary formal grounds that allow analysis of human work activity, goals, tasks, and actions<br />

according to which technical support may be arranged. Although it is outside the scope of this paper to discuss<br />

each formal method of SSTA in-depth they are informational or cognitive, parametric, morphological, and<br />

functional. “Informational or cognitive analysis studies the cognitive processes that are concerned with task<br />

performance; Parametric analysis is quantitative and qualitative and allows evaluation of the effectiveness of<br />

work activity in terms of quality, quantity, and reliability; Morphological analysis looks at describing the logical<br />

and constructive features of activity on the basis of actions and operations; Functional analysis looks at the<br />

function blocks” (von Brevern & Synytsya, 2005, p. 747). SSTA separates the goal-driven activity into objects of<br />

study i.e., activity, tasks and units of analysis such as actions, operations, and function blocks (Bedny & Harris,<br />

2005).<br />

For a better comprehension, Figure 4 visually illustrates the relationship between the objects of study and the<br />

units of analysis in a simplified form. Once we have identified the objects of study, the units of analysis become<br />

important to analyse human algorithmic behaviours. A human algorithm is the representation of a “…logically<br />

organized system of actions through which an individual subject transforms some initial material in accordance<br />

with the required goal of the task. These algorithms are distinguished from similar devices such as flow charts by<br />

their use of actions as the basic units of analysis” (Bedny & Harris, 2005, p. 8). It is the composite of different<br />

actions that make an activity to a complicated dynamic structure. Therein, all elements of an activity are “…<br />

tightly interconnected and influence each other. From this, the requirement of using the systemic method of<br />

study follows. As can be seen, an activity is a process. However, this process consists of a sequence of a<br />

hierarchically organised structure of elements (actions and operations)” (Bedny & Meister, 1997, p. 48). So, for<br />

us to understand and pragmatically analyze a goal-oriented activity and its elements, we must first engage in task<br />

analysis as Figure 4 demonstrates.<br />

Task Analysis<br />

Figure 4. The Objects of Study and Units of Analysis of an Activity System<br />

The task holds an essentially central role in the activity system. In fact, our degree of understanding of the task<br />

and precision of task analysis determine if we model technical systems correctly or not.<br />

Under such critical aspects, we will need to know the principle task characteristics, context, definition, and<br />

influences for system modelling. According to (Leont'ev, 1978), tasks set by an individual for himself or herself<br />

“… in thought originate in the social conditions of his [or her] life”. (Leont'ev, 1978) enlarges our viewpoint of<br />

the integral embodiment of a task, its subordinate actions, the situation requiring goal-achievement, and<br />

conditions. He argues that “every purpose, even one like the “reaching of point N,” is objectively accomplished<br />

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in a certain objective situation. For the consciousness of the subject, the goal may appear in the abstraction of<br />

this situation, but his action cannot be abstracted from it. For this reason, in spite of its intentional aspect (what<br />

must be achieved), the action also has its operational aspect (how, by what means this can be achieved), which is<br />

determined not by the goal in itself but by the objective- object conditions of its achievement. In other words, the<br />

action being carried out is adequate to the task; the task then is a goal assigned in specific circumstances”<br />

(Leont'ev, 1978). Among various definitions, a task “ … is inherently a problem-solving endeavour” and “… a<br />

set of human actions that can contribute to specific functional objective and ultimately to the output of a goal of<br />

a system” (Bedny & Meister, 1997, p. 19). When it comes to determine of how to improve organisational<br />

performance, we will need to know the requirements and conditions of the activity. With this respect, (Bedny &<br />

Meister, 1997, p. 19) claim that “Anything that is presented to the operator or known by him or her is a condition<br />

of the task, the requirements of which include the finding of a solution (or what we need to prove)”. Therefore, it<br />

is indispensable to first conduct task analysis in any activity system.<br />

Accordingly, the kinds of tasks that tasks call agents face during their daily activity of processing information<br />

have become our primary foci of interest. Nevertheless, even an informal task analysis has become a major<br />

challenge because most tasks have never been formulated precisely. The following five examples from our<br />

findings reflect the importance, breadths and widths, impacts, and values contained in task understanding:<br />

1. The task to understand ill-structured problems. A call agent’s job requires a high degree of sensory<br />

perceptual and imagery responses to solve situational problems. This may subjectively dominate sensory<br />

tasks. A call agent’s goals are often imprecise due to ambiguous task definitions by customers, superiors,<br />

systems that leave space for goal formation. So, systems need to help on problem identification for which IS<br />

could provide alternative parameters of problem descriptions. Additionally, call agents need training to<br />

recognize and classify customer’s input and associate it with appropriate goals.<br />

2. The task to do a spatiotemporal search on specific information. Irrelevant, insignificant, or too much<br />

feedback by IS cause unfavourable conditions to the call agent. Contradictions between task requirement<br />

and unfavourable conditions cause interaction breakdowns within the activity system. Task decomposition<br />

provides detailed information on causes of breakdowns, which serves as a starting point to modify content<br />

and structure of support system responses to the agent.<br />

3. The task to switch between tasks. The pre task instruction to a call agent is to answer the incoming call. The<br />

latter regulates a call agent’s behaviour. When training sessions are embedded in the daily work, the agent<br />

should be able to change activities, and together with them goals, tasks, and actions. Call answering and<br />

learning activities are different in nature so that we need to investigate motives and actions between task<br />

switching to determine how IS or LTS could best facilitate task switching to stimulate the motivation for<br />

each activity, to help refresh the knowledge of the last visit, etc.<br />

4. The task to classify information. Information distributed by IS is not personalized so it has to be sorted and<br />

prioritized by each agent. The IS may have alerted the call agent about an upcoming summer promotion<br />

when the agent will eventually be on holidays. Simultaneously of the system alert, customers are<br />

complaining about a new model for which no training has been received. So, at that very point of time the<br />

information about the summer promotion is not appropriate to the call agent. Analysis of personal<br />

interpretations – meaning and sense – can be absolutely crucial as (Bedny & Karwowski, 2004) argue.<br />

Therefore, information needs to be spatial and temporally significant, which altogether impose critical<br />

system requirements.<br />

5. The task to master skills consciously. For example, a routinized agent may know how to repair even the<br />

latest model of a mobile phone of a certain brand. So, motor actions that consist of automatisation may be<br />

unconscious to the call agent. (Bedny & Meister, 1997) argue that motor actions of a higher order task can<br />

disintegrate. That means that if for any reason, the call agent suddenly consciously deliberates each<br />

hierarchical motion involved in the repairing process and becomes aware of each individual goal associated<br />

with each step, the process will slow down and regress. L&T therefore needs to shape a call agent’s accord<br />

of the conditions of the task and make the call agent master it.<br />

Apprehension of the tasks of the activity of processing information is crucial and integral to L&T because both<br />

activities share the same end-goal or result as illustrated in Figure 2 and Figure 3. We also need to understand<br />

those tasks of the L&T activity because analogous activities mutually affect each other, albeit not discussed<br />

herein. For example, the requirement for modular content is equally important to the activities of processing<br />

information and L&T and so is the notion of different zones of proximal development (ZPD) (Giest &<br />

Lompscher, 2003) as in learning & teaching (von Brevern & Synytsya, 2005). Moreover, the accord of informal<br />

tasks is difficult when we do not have an elucidate picture of the object of study. However, this deficiency is not<br />

uncommon in organisational environments. Therefore, if we want to ameliorate organisational performance we<br />

need to know the precise foci on the objects of study. Its tasks are then the subject of task decomposition.<br />

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Task Decomposition<br />

Task decomposition is the next step in the study of the algorithmic description of the call agent’s activity.<br />

Following our preliminary cognitive analysis of the task, we classify actions. “The purpose of classifying actions<br />

is to present an activity as a structure with a systemic organisation. All actions are organised as a system because<br />

of the existence of a general goal of activity. Any changes in individual action can immediately influence other<br />

actions. A person continually evaluates his or her own activity from the viewpoint of the goal and conditions<br />

under which he or she performs the activity” (Bedny & Meister, 1997, p. 32). In our study, we have discovered<br />

indeterminate tasks in which the goal has been ill-defined and the method of implementation partially unknown<br />

or ambiguous.<br />

Now, let us contemplate an example and demonstrate of how to decompose a task into subtasks. We can use<br />

subtasks during the decomposition of activity and build a hierarchical order of the units of analysis (Fig. 4). “In<br />

the algorithmic description of task, a subtask is … composed of one to three homogeneous, tightly connected<br />

actions” (Bedny & Meister, 1997, p. 32). Now, suppose the following simple case: “If a customer’s promotion<br />

name is X, check in the IS the promotion procedure and inform the customer. If the promotion name is Y,<br />

transfer the call to department Z” (where X, Y = getPromotion (promotionName:character,<br />

promotionCode:integer):character{1 character}; Z = department():numeric{2 digits}). Table 1 presents the<br />

method of decomposition; i.e., an informal algorithmic description of the task of how a semi-routinized call<br />

agent solves the task, the hierarchical order of the units of analysis, duration of time, and a classification of<br />

actions. Albeit the semantic task description emanates to be simple, this task leaves an indeterminate situation<br />

that bestows space for options. (Bedny & Meister, 1997, p. 22) argue “When task instructions do not contain a<br />

sufficiently detailed description of how to achieve the goal and consequently the task requires conscious<br />

deliberation about how to accomplish that goal, the task becomes one of a problem solving.” Based on the task<br />

decomposition of Table 1, the following addresses some of our findings:<br />

1. Task dependency. Our task presumes only two promotions, which is unlike. Hence, our task requires<br />

dependency on another as (Bedny & Meister, 1997, p. 23) claim: “An aspect of complexity derived from<br />

engineering theory is the degree of dependency of one task and action on another”. When we change the<br />

task, it re-affects the algorithmic description.<br />

Dependency between actions. Changes of the algorithmic description of tasks affect the structure between<br />

actions.<br />

2. Figure 5 illustrates a concept map of the structure of mental actions (based on Bedny & Meister, 1997)<br />

which is appended to illustrate combination of motor and mental actions in the activities of processing<br />

information and L&T. Notwithstanding, the object of study can have its main focus on mental actions,<br />

analysis of algorithmic behaviours cannot ignore either kinds of actions neither can we do so when we aim<br />

at improving organisational performance.<br />

3. Taxonomy of standard activity and duration of time. Except for the structural effect, it is important to regard<br />

the factor time because any actions have their duration of time. Time is an important indicator to detect<br />

issues. With reference to effectiveness of skilful work activity (Bedny & Meister, 1997, p. 27) suggest to<br />

deploy a taxonomy.<br />

4. System responses to mental and motor actions. Owned to the problem space of the task, task decomposition<br />

of Table 1, and the, at this stage unknown object of study create open options for both mental and motor<br />

actions. For example, the task does not include any validation subtask in view of misspelling, which<br />

includes motor and mental actions. For example, misspellings could be the cause of a simple typing error or<br />

fallacy by the customer or the call agent. Then it would be helpful if IS could facilitate resolving the case.<br />

Though no technical system is able to infere the cause or motive, we may wish to model technical systems,<br />

which “foresee” such kinds of events. Neither can we know such a need nor can we model such technical<br />

systems unless we first decompose the task.<br />

5. Interaction breakdowns. “In systemic-structural terms, a breakdown can be defined as forced changes of<br />

subjects’ strategies of action caused by their evaluation of an unacceptable divergence between the actual<br />

results of actions and the conscious goals of those actions. Typically, breakdowns are characterized by<br />

subjects’ (temporary or permanent) abandonment of the task in hand, which … may lead them to<br />

reformulate the task-goal” (Harris, 2004, p. 4-5). Contradictions between task requirement and unfavourable<br />

conditions cause interaction breakdowns within the activity system. Although our task does not require the<br />

call agent to ask the customer for the name of promotion and the promotion code, the call agent has wisely<br />

done so in advance (Subtask 1) out of previous experience. The most severe interaction breakdown,<br />

however, is the requirement to inform the customer (see Table 1 “average time” of subtask 5) because stored<br />

information in IS is not modular. Apprehending interaction breakdowns and actions are extremely crucial<br />

when it comes to goal-formation, task-fulfilment, actions involved, and the efficiency of mediating tools.<br />

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One of the critical aspects of interaction breakdowns is the possible dilemma between the objective goal and<br />

the subjective goal of the task because of its affect onto operations: “One of the critical aspects of action is<br />

the formulation of a conscious goal and an associated capacity to regulate progress toward achievement of<br />

the goal voluntarily.” (Bedny et al., 2000, p. 174).<br />

Table 1. Decomposition of Activity during Task Performance<br />

Figure 5. Concept Map of Mental Actions<br />

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Preliminary task decomposition builds the ground for the objects of study to depict desired system requirements.<br />

It provides guidelines for optimization of operator’s work and is suitable in the design of human-computer<br />

interactions, including communication mode, visualization features, and modularization of content. Herein, we<br />

have not formally demonstrated the stages and their fragmentation in space (motor and mental activity) and time<br />

as the formal methods of SSTA allow us to do so because such is outside the scope of this paper. Task<br />

decomposition reveals preciseness of the semantic task formulation. Exactitude and preciseness in task<br />

description are integral prerequisites to not only analyse or model the activity system but also in view of<br />

optimising technical artefacts and work activity itself.<br />

Subject Domain<br />

After obtaining information from detailed analysis of call agent’s activity, we have a picture of current ways of<br />

operation and from that we can identify desired activities and certain requirements for processes and technical<br />

systems. At this point, findings related to cognitive activity should be incorporated into engineering description<br />

of the support system, so that we need an engineering method that is capable to extract events, entities, state<br />

transitions, and the like to construct technical systems. Thus, we turn to the description of subject domain,<br />

which is “… the part of the world that the messages received and sent by the system are about” (Wieringa, 2003,<br />

p. 16). The subject domain separates identifiable entities and events from non-identifiable ones (e.g., thinking<br />

actions, motives) and lets us recognise and organise identifiable responses and non-identifiable stimuli. In liaison<br />

with our previous discussion, we posit to classify messages and events according to the object of activity and the<br />

relationships between subjects and mediating tools. Thus, under the umbrella of this notion and discussed by<br />

(von Brevern, 2004), we can bring the higher-order human activity systems of Figure 2 and Figure 3 into the<br />

context of technical system engineering because of their shared end-goal or result.<br />

It is important to order the desired levels system functionality. We can do so by integrating functionality into<br />

e.g., a mission statement, function refinement trees, and service descriptions. In the same way that we have<br />

decomposed the task, we decompose a technical system into subject-orientation decomposition, functional<br />

decomposition, communication-oriented decomposition, and behaviour-oriented decomposition (Wieringa,<br />

2003). This allows us to specify the desired system properties and functional requirements that truly originate<br />

from the activity system. So, technical systems acquire a dispositional stance with an activity system regardless<br />

whether they hold a mediating role or are the actual object of activity.<br />

Observation and analysis of operator’s activity provide information that may enhance learning and training in<br />

multiple ways:<br />

1. Novice training program may be focused on most common tasks, most complex tasks and training priority<br />

and sequences in arranging training modules may be aligned with current company priorities and current<br />

state.<br />

2. When a company uses blended learning, the learning objectives persuaded in face-to-face and technologysupported<br />

learning may be better balanced, and stable information and knowledge building, a framework of<br />

the activity, may be separated from dynamic information.<br />

3. Training may be further individualized employing the concept of ZPD (Vygotsky, 1930) to maximize effect<br />

of online training by presenting learning content relevant to currently performed tasks and preparing for<br />

more complicated situations.<br />

4. Presentation of material, both for learning purposes and information processing, is a subject of facilitating<br />

each core element of an action that is orientation, execution, and control. A number of principles, such as the<br />

split-attention, spatial contiguity, temporal contiguity, modality, redundancy, and coherence as delineated by<br />

(Mayer & Moreno, 2003) may be employed to derive rules for content delivery.<br />

5. In online courses focused on education and learning as opposed to just-in-time training, organisational<br />

aspects contain generic and routine frameworks that are of general interest like course overview, description<br />

objectives, terms and conditions, etc. (Horton, 2000). These should be aligned with corporate norms, culture<br />

and vision.<br />

These and other aspects may be depicted in the description of the L&T processes that are to be implemented.<br />

The key issue at this stage is bridging cognition-grounded analysis with sound engineering synthesis leading to<br />

technological implementation. For this purpose Educational Modeling Language as suggested in IMS Learning<br />

Design specification (http://www.imsglobal.org/learningdesign/index.html) may be a valuable tool, as it is<br />

pedagogically neutral and equally appropriate to describe technology-based and traditional learning, both<br />

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individually and in groups. Moreover, through the concept of Support Activity it might be possible to describe<br />

information support services to connect their results directly to the L&T.<br />

Technical Considerations<br />

A major requirement for technical support systems derived from the task analysis is provisioning of relevant<br />

information and avoidance of cognitive overload. This can be achieved by understanding what kind of task an<br />

agent is working on, the current situation in his/her problem solving, and providing content focused on the<br />

current needs. To be able to do so, the system should operate with modular content which can be adapted to the<br />

user needs, assembled from parts or selected according to request. So, the underlying base to enable adaptation<br />

to organised and well-structured information is decomposition of material. Practice has shown that the issue of<br />

granularity cannot be generalised but depends on individual and customised needs of use. The two aspects that<br />

fall into place here is technical efficiency and, when it comes to L&T, psychological and didactic orientation<br />

according to the method of L&T.<br />

Modular content may be re-arranged in a way to address particular needs of the user (learner) and specific<br />

“modules” – content blocks – may be reused across LTS and IS. However, the bottom line of the granularity is<br />

determined by our ability to describe and discern similar blocks. For this purpose metadata are designed that<br />

provide multi-facet description which facilitates indexing, management, search, and exchange of the described<br />

objects. Based on these descriptions, content structure and relations between its components may be revealed,<br />

conditions for their use may be set up, and various sequencing rules created.<br />

Moreover, a structured and well-organised presentation of content equally requires us to abduct generic,<br />

continuously recurring behaviours and rules. Alexander Patterns allow us to do so (Alexander, 1979). Taken<br />

from instructional design principles, norms and standards, generic and routine frameworks, logical dependencies<br />

between learning objects and the like we can derive generic rules and behaviours. At some point we could arrive<br />

at certain frames – abstract structures with didactical guidelines that are filled in with various specific<br />

information blocks (designed according to modularity principle) depending on the learning context.<br />

Resembling the method(s) of L&T (Gal'perin, 1969)’s work on the stages in the development of mental acts has<br />

revealed that learning includes various psychic stages in the process from “understanding” to “mastery”.<br />

(Gal'perin, 1969)’s reference points adverts to those informational parts of an activity that is required for an<br />

affirmative regulation of actions and for faultless performance. If the learner is capable to present the required<br />

reference points in the new material, it will permit affirmative execution of the entire task by moving from one<br />

point to another. Hypothetically, reference points could also form a type of hierarchical arrangement of<br />

parameters during resolving ill-structured problem descriptions in processing information and L&T activities. In<br />

a broader sense, reference points can be any type of organised and well-structured information as a whole or part<br />

that we need in the analysis of an objective task or condition.<br />

There are a number of engineering issues related to static and dynamic content management, however, we would<br />

like to stress importance of taking human user viewpoint when designing technical solutions. This step has<br />

already been done – or declared – in LTS. The next might be a holistic view on user activity in complex humancomputer<br />

systems comprising various functions, modes and services. Growth of processing speed and storage in<br />

technical systems does not automatically make them more convenient to the users thus support systems design<br />

require closer attention to their usability and usefulness for human users.<br />

Conclusion<br />

Organisations are continuously striving to aim at ameliorating work efficiency, effectiveness, and saving costs.<br />

While corporate information is constantly growing, employees are challenged to manage it, retrieving adequate<br />

portions under stress and in a limited timeframe. Unfortunately, present technical systems, regardless of whether<br />

they are IS or LTS, are not sufficiently intelligent to support information management. They cannot effectively<br />

respond to human cognitive actions and return large junks of information that cause cognitive overload and<br />

stress, which ultimately leads to employees’ work dissatisfaction. While conventional system engineering<br />

methods cannot cope with these issues – not even when it comes to understanding requirements that originate<br />

from cognitive behaviours, it is obvious we need another methodology that tackles today’s dilemma at their very<br />

root; i.e. human activity and converges then with conventional system engineering methods.<br />

The very essence of this paper is that we change the conventional viewpoint that separates and isolates L&T<br />

from work activity. In the same manner, we diverge from common custom that models technical systems solely<br />

109


on mere engineering principles. Instead, we subordinate technical systems to the psychological level of human<br />

activity. The theoretical methodology that allows us to do so is SSTA, which we have presented herein.<br />

Taken from the ambitious corporate end goal or result that we investigated under the roof of the activity system,<br />

we have discovered that the activities of processing information and the one of L&T are adjacent, which has<br />

made us realize that we must regard work activity and the one of L&T as one universe. Also, based on diverse<br />

corporate cultures and social contexts, work and L&T activities are flavoured with cultural and social facets. In<br />

such rich contexts, it is of no surprise that “one-size-fits-all kinds” of technical system have a difficult stance to<br />

survive because they are not adaptive to human cognitive behaviours.<br />

The dynamic nature of human activity requires systemic analysis to differentiate elements related to<br />

functionality, interrelationship, and organisation. Albeit it would be outside the scope of this paper to discuss and<br />

practically demonstrate the formal methods of SSTA, we have adverted to the foremast step to understand an<br />

activity; i.e. task analysis of the object of study. Task analysis is undoubtedly critical because the task of an<br />

activity is the placeholder of contextual requirements. From experience, an informal task analysis has proved<br />

difficult when the foci of the object of study are uncertain. Once tasks are known, task decomposition is<br />

powerful because it reveals the structure and validity of the (usually semantic) task description, which is relevant<br />

for efficiency and effectiveness, its first stages of human algorithmic behaviours, possible interaction<br />

breakdowns, its temporal aspects, and more. Except for numerous other findings, task analysis and<br />

decomposition demonstrated importance of content modularity. So, although SSTA requires high expertise, this<br />

approach provides most precise and accurate formal methods to analyze, measure, and optimise work activity<br />

even to the degree to depict motivational components and self-regulation. Insomuch, SSTA is applicable in a<br />

wide range of domains. Moreover, this approach can be smoothly converged with engineering methods, as<br />

shown in discussion of the subject domain and other technical issues concerning modularity of content.<br />

Our next research steps include formal analysis according to the methods of SSTA; e.g., morphological analysis,<br />

concise requirements identification abstracted from formal aspects of task analysis and algorithmic behaviours,<br />

modelling of the subject domain, and system decomposition. We are also looking for practical examples that<br />

may guide creation of implementation framework. It is our human processes and the methods for L&T that<br />

determine and impose the stringent system behaviours for we need IS and LTS that are adaptive in response to<br />

tasks and human derivative actions.<br />

In conclusion, we would like to transform (Bedny & Meister, 1997)‘s original statement into:<br />

References<br />

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Handbook of Contemporary Soviet Psychology (1 st Ed.), New York: Basic Books, 249-273.<br />

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Mayer, R. E., & Moreno, R. (2003). Nine Ways to Reduce Cognitive Load in Multimedia Learning. Educational<br />

Psychologist, 38 (1), 43-25.<br />

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framework. Educational Technology, 35 (5), 31-38.<br />

von Brevern, H. (2004). Cognitive and Logical Rationales for e-Learning Objects. Journal of Educational<br />

Technology & Society, 7 (4), 2-25.<br />

von Brevern, H., & Synytsya, K. (2005). Systemic-Structural Theory of Activity: A Model for Holistic Learning<br />

Technology Systems. In Goodyear, P., Sampson, D. G., Yang, D. J.-T., Kinshuk, Okamoto, T., Hartley, R. &<br />

Chen, N.-S. (Eds.), Proceedings of the 5th IEEE International Conference on Advanced Learning Technologies<br />

(ICALT 2005), Los Alamitos, CA: IEEE Computer Society Press, 745-749.<br />

Vygotsky, L. S. (1930). Mind in Society (Blunden, A. & Schmolze, N., Trans.), Harvard University Press.<br />

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Morgan Kaufmann.<br />

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Cutshall, R., Changchit, C., & Elwood, S. (<strong>2006</strong>). Campus Laptops: What Logistical and Technological Factors are Perceived<br />

Critical? Educational Technology & Society, 9 (3), 112-121.<br />

Campus Laptops: What Logistical and Technological Factors are Perceived<br />

Critical?<br />

Robert Cutshall<br />

College of Business, Texas A&M University – Corpus Christi, TX 78412 USA<br />

Tel: +1 361-825-2665<br />

Fax: +1 361-825-5609<br />

rcutshall@cob.tamucc.edu<br />

Chuleeporn Changchit<br />

College of Business, Texas A&M University – Corpus Christi, TX 78412 USA<br />

Tel: +1 361-825-5832<br />

Fax: +1 361-825-5609<br />

cchangchit@cob.tamucc.edu<br />

Susan Elwood<br />

College of Education, Texas A&M University – Corpus Christi, TX 78412 USA<br />

Tel: +1 361-825-2407<br />

Fax: +1 361-825-6076<br />

elwoods@falcon.tamucc.edu<br />

ABSTRACT<br />

This study examined university students’ perceptions about a required laptop program. For higher<br />

education, providing experiences with computer tools tends to be one of the prerequisites to professional<br />

success because employers value extensive experience with information technology. Several universities<br />

are initiating laptop programs where all students are required to purchase laptop computers. The success of<br />

these laptop programs rely heavily on the extent to which the laptop environment is accepted and<br />

wholeheartedly implemented by students and faculty. Defining the logistical and technological factors<br />

necessary to successfully implement a laptop program becomes a critical issue to the success of the<br />

program. By understanding what logistical and technological factors are critical to students, such a<br />

program can be made more useful to students as well as more beneficial to universities.<br />

Keywords<br />

Portable computing initiative, Technology in higher education, Critical success factors, Laptop initiative<br />

Introduction<br />

Students’ use of laptop computers is becoming more prevalent in today’s universities. Previous research has<br />

shown that laptop computers in the classroom can lead to positive educational outcomes (Finn & Inman, 2004;<br />

Gottfried & McFeely, 1998; Varvel & Thurston, 2002). This more ubiquitous use of technology has caused<br />

several universities to uncover and manage new perceptual issues in addition to some of the more familiar issues<br />

from the era of computers found only in university labs. University students’ views are paramount to newer<br />

perceptual issues regarding laptop initiatives.<br />

Weiser (1998) envisioned a third wave of ubiquitous computing where computer use is fully and seamlessly<br />

integrated into student life. According to the studies conducted by Finn and Inman (2004) and Lim (1999), the<br />

results reveal that the majority of University laptop program alumni agree that portable computers were<br />

beneficial during their college careers. They also agree that it is important to continue the laptop program for<br />

future students.<br />

Positive student-body responses encourage universities to continue their efforts in laptop program<br />

implementation. Such efforts to integrate technology, however, take much support and careful planning towards<br />

effective implementation. Vital to implementing a successful laptop initiative are examining successful<br />

initiatives and uncovering students’ perceptions of critical success factors towards a laptop initiative.<br />

The Basis of Successful Initiatives<br />

Prior studies indicate that the success of computer use is largely dependent upon the attitudes of both instructors<br />

and students (Al-Khaldi & Al-Jabri, 1998; Liaw, 2002). A study reported that 77 percent of the variance of<br />

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112


intent to use information technology was attributed to users’ attitudes toward computers (Hebert & Benbasat,<br />

1994; Liaw, 2002). No matter how capable the technology, its effective implementation depends upon users<br />

having positive attitudes towards the technology (Liaw, 2002).<br />

Experience with technology influences users’ attitudes toward computer technology (Rucker & Reynolds, 2002).<br />

Those who have had positive experiences with technology tend to develop positive attitudes towards it. Prior<br />

attitudes of educational technology use or lack thereof could impact present and future perceptions of technology<br />

(Steel & Hudson, 2001).<br />

An exemplary university that consistently proves students’ positive attitudes towards a laptop initiative is the<br />

University of Minnesota (UMC) – Crookston. UMC has the oldest successfully established university-wide<br />

laptop program (Lim, 1999). Annual evaluative studies have shown that UMC students were highly satisfied<br />

with the laptop initiative. This study concluded that the high percentage of satisfaction with computer training is<br />

likely to contribute toward a high usage of computers for learning.<br />

Uncovering Students’ Perceived Critical Success Factors<br />

Campus-wide laptop initiative literature can be divided into two aspects. The first aspect is devoted to guidance<br />

and encouragement from campus-wide implementation to how curriculum and courses could be transformed<br />

(Brown, Burg, & Dominick, 1998; Brown, 2003; Brown & Petitto, 2003; Candiotti & Clarke, 1998; Kiaer,<br />

Mutchler, & Froyd, 1998, Spodark, 2003). The second aspect is composed of systematic studies documenting<br />

the effects of mandatory computing programs on student attitudes and learning as well as modes of teaching<br />

(Hall & Elliott, 2003; Kuo, 2004).<br />

Several prior studies focus on student experience with technology (Demb, Erickson & Hawkins-Wilding, 2004;<br />

Finn & Inman, 2004; Kuo, 2004; Mitra, 1998; Mitra & Steffensmeier, 2000; Platt & Bairnsfather, 2000; Varvel<br />

& Thurston, 2002). For instance, a study pointed out that convenience, hardware/ configuration choices, and<br />

cost were major issues for laptop initiatives (Demb et al., 2004). Demb et al. (2004) observed that a majority of<br />

students noted that the cost of a laptop computer was a very important factor. Nevertheless, a vast majority of<br />

students appreciated the convenience of the laptop, especially in terms of portability and size. Although a<br />

majority of students liked their laptops and used them heavily, their inability to make choices was very<br />

frustrating to them.<br />

Despite several studies on laptop initiatives, no prior study directly examined students’ perceptions of critical<br />

success factors necessary for the implementation of a laptop initiative. Obtaining a student body perceptual<br />

overview towards the critical success factors necessary for such a laptop program would assist actions towards<br />

positive attitudinal development during the implementation of the laptop program.<br />

Methodology<br />

A direct survey was used to collect the data for this study. The survey questions were based on logistical and<br />

technological factors identified in previous studies by Demb et al. (2004), Luarn & Lin (2005), Moore &<br />

Benbasat (1991). Additional questions recommended by researchers and students were added to the survey.<br />

These questions were designed to gather data on students’ perceptions on the logistical and technological factors<br />

necessary to implement a laptop initiative, as well as their demographics. It should be noted that there are<br />

additional dimensions that influence the success of a laptop program. While pedagogical, social, and other<br />

dimensions are important to a laptop program’s success, the focus of this study will be on the logistical and<br />

technological dimensions. To check the clarity of these questions, three professors and three students were<br />

asked to read through the survey questions and provide feedback. Revisions to the survey were made based on<br />

the feedback received.<br />

The survey consisted of 55 items. Fifty-four of the survey items were used as five-point Likert scaled questions<br />

with end points ranging from “strongly disagree” to “strongly agree.” Survey items Q1 to Q28 collected<br />

demographic data such as age, gender, computer ownership, experience using computers, etc. Survey items<br />

Q29 to Q53 measured students’ perceptions on the logistical and technological factors necessary to implement a<br />

laptop initiative. Survey item Q54 measured students’ willingness to support a laptop initiative. Survey item<br />

Q55 was an open-ended question. This question was included on the survey to allow the respondents to list other<br />

factors they deemed important to the successful implementation of a campus-wide laptop program.<br />

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Data Collection<br />

Surveys were distributed to 272 undergraduate and graduate students enrolled in a mid-sized four-year<br />

university. The participants were given a 55-item survey and allowed class time to complete the survey. All<br />

participants were informed that participation in the study was voluntary and that all individual responses would<br />

be kept anonymous. The students were asked to rate each of the survey items on a Likert-scale from 1 to 5 with<br />

1 being “strongly disagree” and 5 being “strongly agree.” Two hundred and sixty-nine surveys were returned.<br />

The average age of the respondents is 26.75 years old. Approximately 18.1 percent of the respondents agreed or<br />

strongly agreed with requiring all students to purchase a laptop computer for use in their education.<br />

Approximately 55.9 percent of the respondents disagreed or strongly disagreed with a laptop computer initiative.<br />

The remaining 26 percent of the respondents were neutral on a laptop computer initiative. Table 1 summarizes<br />

additional demographic characteristics of the respondents.<br />

Table 1: Demographic Characteristics<br />

Age (in years)<br />

Under 18 18-21 22-25 26-29 30-33 34-37 Over 37<br />

2 (0.7%)<br />

Gender<br />

105 (39%) 83 (30.9%) 29 (10.8%) 14 (5.2%) 12 (4.4%) 24 (8.9%)<br />

Female Male<br />

166 (61.7)<br />

Ethnicity<br />

102 (37.9%)<br />

African American Asian Caucasian Hispanic Native American<br />

17 (6.3%) 15 (5.6%) 133 (49.4%) 98 (36.4%) 5 (1.9%)<br />

First Generation College Student<br />

Yes No<br />

127 (47.2%)<br />

Own a Computer<br />

139 (51.7%)<br />

Desktop Laptop<br />

227 (84.4%) 109 (40.5%)<br />

Analysis and Discussion<br />

All of the 272 surveys distributed were returned. Virtually all of the questions were answered on 269 of the<br />

surveys. The remaining three surveys were returned incomplete. The research data showed an odd-even<br />

reliability score of 0.901, suggesting internal consistency of the data. In addition, a Cronbach’s alpha score of<br />

0.921 was calculated as a second measure of reliability. It should be noted that these high levels of reliability<br />

relate to the data resulting from the measurement, not the instrument itself.<br />

Logistical and Technological Factors Perceived as Critical<br />

To isolate which logistical and technological factors were deemed as critical to the successful implementation of<br />

a laptop computer initiative, the mean responses to each question were calculated and examined. The survey<br />

items were on a Likert-scale ranging from 1 to 5. Figure 1 below shows the five factors rated as more critical<br />

with means ranging from 4.37 to 4.45.<br />

The students believe that the University must provide a wireless network for them to access information stored at<br />

various points on campus and to access the Internet. Wireless network access is viewed as the most important<br />

factor in the success of a laptop initiative. This factor had a mean score of 4.45 out of 5. Eighty-seven percent<br />

of the students agreed or strongly agreed with this factor. This finding is no surprise since one of the main<br />

benefits of laptop computers in education is the ‘learning anywhere, anytime’ ability. In addition, this finding<br />

follows the wireless networking trend that currently exists in the industry.<br />

Having sufficient power is also seen as a critical factor in the success of a laptop initiative. The mean student<br />

rating on this survey item was 4.43 out of 5. The majority of the students, 87.4 percent, rated the availability of<br />

power outlets in class as a necessity. The laptop batteries are easily drained when the laptop is under constant<br />

use. Thus this finding is definitely an issue that needs to be addressed to have a successful laptop initiative.<br />

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Response Mean<br />

4.46<br />

4.44<br />

4.42<br />

4.4<br />

4.38<br />

4.36<br />

4.34<br />

4.32<br />

4.45<br />

Provide a<br />

wireless<br />

network<br />

4.43<br />

Provide<br />

sufficient<br />

power outlets<br />

in the class<br />

4.42<br />

Provide<br />

students with<br />

access to<br />

printers<br />

Factors<br />

4.39<br />

Provide onsite<br />

maintenance<br />

Figure 1. The logistical and technological factors perceived as critical<br />

4.37<br />

Provide<br />

breakdown of<br />

all associated<br />

costs<br />

In addition, students believe that access to printers is a critical factor in the success of a laptop initiative. This<br />

factor had a mean score of 4.42 out of 5 with 86.2 percent agreeing or strongly agreeing with this factor. This<br />

finding is consistent with observed student behavior in physical computer labs. Many students complete their<br />

assignments on computers off-campus and bring their work to the computer lab to print hard copies.<br />

Students also believe that it is critical for the University to provide onsite maintenance for the laptop computers.<br />

This is evidenced by the high mean score of 4.39 out of 5. The majority of the students, 85.9 percent, agreed or<br />

strongly agreed with the necessity of onsite maintenance. If the students are expected to use their laptops as a<br />

learning tool, they must be able to have their laptop quickly serviced when needed.<br />

Another factor rated as critical by students was the issue of providing them with a breakdown of all associated<br />

costs of owning a laptop computer. With the increasing cost of tuition and books, money is almost always an<br />

issue with students. Approximately 85.5 percent of the students agreed or strongly agreed with this item. The<br />

mean response for this issue was 4.37 out of 5.<br />

Logistical and Technological Factors Perceived as Not so Critical<br />

To determine which logistical and technological factors were deemed as not so critical to the successful<br />

implementation of a laptop program, the mean responses to each question were calculated and examined. Figure<br />

2 below shows the five factors rated as less important with the means ranging from 2.92 to 3.58.<br />

While students may see the benefits of using laptop computers in their education, they do not believe that it<br />

should be a requirement. This factor had a mean score of 2.92 out of 5 with only 36.4 percent agreeing or<br />

strongly agreeing with this factor. This factor is consistent with the cost factor that was deemed as a critical<br />

success factor for the students.<br />

Students also believe that it is not critical to exchange to a new laptop after two years. The mean score of this<br />

issue was 3.00. While only 33.1 percent agreed or strongly agreed with exchanging to a new laptop after two<br />

years, 46.9 percent agreed or strongly agreed with not requiring a two year exchange. This finding is consistent<br />

with the question asking about the need for instantly upgrade hardware. About 75 percent do not perceive that it<br />

is critical to instantly upgrade hardware of the laptop.<br />

In addition, students believe that it is not critical to require the purchase of a backup battery. This factor had a<br />

mean score of 3.15 out of 5 with only 42.8 percent agreeing or strongly agreeing with this factor. This finding is<br />

consistent with the observed critical factor of providing sufficient power outlets in class. With sufficient power<br />

outlets available, the need for a backup battery becomes a non-critical issue.<br />

115


Figure 2. The factors perceived as not so critical<br />

The factor of upgrading the hard drive of the laptop was also a less critical issue. This factor had a mean score<br />

of 3.51 with only 50.5 percent agreeing or strongly agreeing with this factor. This is consistent with the findings<br />

regarding a required two year hardware update.<br />

Response Mean<br />

4.5 5<br />

3.5 4<br />

2.5 3<br />

1.5 2<br />

0.5<br />

0<br />

1<br />

Response Mean<br />

Exchange after two years<br />

4<br />

3.5<br />

3<br />

2.5<br />

2<br />

1.5<br />

1<br />

0.5<br />

0<br />

Backup battery<br />

All students must purchase<br />

3.58 3.51<br />

Provide<br />

physical<br />

storage<br />

space<br />

Difference Between Groups<br />

All faculty to use laptop<br />

Instantly<br />

upgrade<br />

hardware<br />

Instantly upgrade software<br />

Demonstrate laptop benefits<br />

Demonstrate how to use laptop<br />

Factors<br />

3.15 3.00 2.92<br />

Require all<br />

students to<br />

purchase a<br />

backup<br />

battery<br />

Factors<br />

Basic training<br />

Require all<br />

students to<br />

exchange<br />

to a new<br />

laptop after<br />

two years<br />

Standardized software<br />

Maintenance support<br />

Figure 3. Differences between support and reject groups<br />

Require all<br />

students to<br />

purchase<br />

laptop<br />

Support Group<br />

Reject Group<br />

Students also perceived that the necessity of providing physical storage space, for the laptop computer when not<br />

in use, was a less critical issue. This factor had a mean score of 3.58 with 56.1 percent agreeing or strongly<br />

agreeing with this factor. This finding is consistent with the portability concept of the laptop computer. Laptop<br />

and notebook computers are smaller and lighter which make them easy to carry around when not in use. Hence,<br />

physical storage space on campus is not a necessity.<br />

116


Support Group vs. Reject Group<br />

It is also interesting to examine whether there are any differences between students who favor the laptop<br />

program and those who are against the program in terms of their perceptions on each factor. The responses were<br />

therefore divided into two groups, those who favored the laptop initiative (support group) and those who did not<br />

support the initiative (reject group). The students who were uncertain on the laptop initiative were excluded.<br />

Then, t-tests were conducted to find out if there were significant differences between these two groups. Figure 3<br />

below shows the logistical and technological factors exhibiting a significant difference between the two groups<br />

at a p-value < 0.01.<br />

There was a statistically significant difference between the two groups on ten of the factors (see Figure 3): (1)<br />

exchange the laptop for a new one after two years, (2) purchase a backup battery, (3) require all students to<br />

purchase a laptop, (4) encourage all faculty to integrate the laptop in their teaching, (5) instantly upgrade<br />

software installed on the laptop, (6) demonstrate to students how to use the laptop, (7) demonstrate the laptop’s<br />

benefits to the students, (8) provide basic training on laptop operation, (9) provide all students with standardized<br />

software, and (10) provide onsite maintenance support.<br />

The fact that the support group rated all factors higher than the reject group demonstrated that they tend to pay<br />

more attention to the details of program implementation. These findings suggest that the university may want to<br />

consider these logistical and technological factors before implementing the laptop program.<br />

Conclusion<br />

Due to the ever increasing use of technology in primary and secondary education and the increasing demand, by<br />

industry, for more computer savvy graduates, the use of technology in higher education will continue to grow.<br />

Although many higher education institutions view the use of laptop computers as advantageous, in order to<br />

smooth the transition, the logistical and technological factors critical to a successful laptop program must be<br />

identified and addressed before implementing the requirement.<br />

This study identifies the logistical and technological factors that are important to students when requiring them<br />

to purchase a laptop computer. The results indicated that students, both those who support and those who do not<br />

support laptop initiatives, place a critical level of importance on the following factors: 1) having a wireless<br />

network in place, 2) having sufficient power outlets available in class, 3) having access to printers, 4) having<br />

onsite maintenance, and 5) having a breakdown of all associated costs. In addition, the two groups perceived<br />

that the following five factors were not so critical: 1) requiring all students to purchase a laptop, 2) requiring all<br />

students to exchange to a new laptop after two years, 3) requiring all students to purchase a backup battery, 4)<br />

instantly upgrading the hardware, and 5) providing physical storage space/locker for students to store the laptop<br />

when not in use.<br />

The results also revealed that ten logistical and technological factors were perceived differently between the<br />

groups who support and do not support the laptop program. These ten factors were: (1) exchange the laptop for a<br />

new one after two years, (2) purchase a backup battery, (3) require all students to purchase a laptop, (4)<br />

encourage all faculty to integrate the laptop in their teaching, (5) instantly upgrade software installed on the<br />

laptop, (6) demonstrate to students how to use the laptop, (7) demonstrate the laptop’s benefits to the students,<br />

(8) provide basic training on laptop operation, (9) provide all students with standardized software, and (10)<br />

provide onsite maintenance support. These findings suggest that the university may want to carefully consider<br />

these factors before implementing the laptop program.<br />

This study identified the logistical and technological factors perceived as critical by students regarding a laptop<br />

program. Determining such factors may allow educational institutions a base level awareness of students’<br />

perceptions. This awareness could provide insights into what needs to be done towards an effective laptop<br />

program.<br />

These initial findings provide avenues for future research. To achieve a better understanding of all factors<br />

important to the laptop program, future research should also include the perceptions of faculty, administrators,<br />

and staff as well as those of students.<br />

117


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119


Appendix 1: Critical Success Factor Survey Instrument<br />

Please answer the following questions.<br />

CSF LAPTOP INITIATIVE QUESTIONNAIRE<br />

Do you own a desktop computer? 1. yes 2. no<br />

Do you own a laptop computer? 1. yes 2. no<br />

How would you rate yourself with respect to your knowledge about computers?<br />

1 (very poor) 2 3 4 5 6 7 (excellent)<br />

How long have you been using the Internet? 1. never 2. less than 1 year 3. 1-2 years 4. more than 2 years<br />

How often do you use the Internet per week? 1. never 2. one time 3. 2-3 times 4. more than 3 times<br />

How often did you use the desktop computer in high school per week? 1. never 2. one time 3. 2-3 times 4.<br />

more than 3 times<br />

How often did you use the laptop computer in high school per week? 1. never 2. one time 3. 2-3 times 4.<br />

more than 3 times<br />

How often do you use the desktop computer for classroom assignments per week? 1. never 2. one time 3. 2-3<br />

times 4. more than 3 times<br />

How often do you use the laptop computer for classroom assignments per week? 1. never 2. one time 3. 2-3<br />

times 4. more than 3 times<br />

How often do you use the desktop computer for leisure per week? 1. never 2. one time 3. 2-3 times 4. more<br />

than 3 times<br />

How often do you use the laptop computer for leisure per week? 1. never 2. one time 3. 2-3 times 4. more<br />

than 3 times<br />

Have you worked before? 1. yes 2. no<br />

Did your previous work require a use of a desktop computer? 1. yes 2. no<br />

Did your previous work require a use of a laptop computer? 1. yes 2. no<br />

What is your current employment status? 1. full-time 2. part-time 3. unemployed<br />

Does your current work require a use of a desktop computer? 1. yes 2. no<br />

Does your current work require a use of a laptop computer? 1. yes 2. no<br />

What is your expected cost per semester for the purchase of a laptop computer (including a service fee for onsite<br />

maintenance support)?<br />

1. less than $100 2. $100-$150 3. $151-$200 4. $201-$250 5. $251-$300 6. $301-$350 7. $351-<br />

$400 8. $401 up<br />

I prefer to pay ………..<br />

1. …. $350 per semester (including onsite maintenance support) and graduate with a TWO year old laptop<br />

computer.<br />

2. …. $200 per semester (including onsite maintenance support) and graduate with a FOUR year old laptop<br />

computer.<br />

Your status: 1. student 2. faculty 3. staff<br />

120


What is your classification? 1. Freshman 2. Sophomore 3. Junior 4. Senior 5.Graduate<br />

Your college: 1. Arts & Humanities 2. Business 3. Education 4. Nursing 5. Science & Technology<br />

Are you a first generation college student? 1. yes 2. no<br />

Your gender: 1. male 2. female<br />

Your age: 1. under 18 2. 18-21 3. 22-25 4. 26-29 5. 30-33 6. 4-37 7. 38-41 8. 42-45 9. 46-49 10.<br />

over 49<br />

Your ethnicity: 1. African 2. Anglo 3. Asian 4. Hispanic 5. Native American<br />

How do you support your education? (Mark all that apply) 1. self 2. parents 3. spouse 4. children 5.<br />

scholarship 6. financial aid 7. loan 8. employer 9. Other<br />

Your annual income: 1. under $20,000 2. $20,000-$39,999 3. $40,000-$59,999 4. $60,000-$79,999 5.<br />

$80,000 and over<br />

How important do you think each of the following are ….….<br />

1--- not important 2 --- somewhat not important 3 --- neutral 4 --- somewhat important 5 ---<br />

important<br />

For the laptop initiative to be successful, the University must….<br />

…. provide a wireless network 1 2 3 4 5<br />

…. provide onsite maintenance support 1 2 3 4 5<br />

…. provide a loaner computer while the laptop is in for service 1 2 3 4 5<br />

…. provide sufficient power outlets in the class. 1 2 3 4 5<br />

…. provide sufficient power outlets outside the class. 1 2 3 4 5<br />

…. provide basic training to all students after they purchase the laptop 1 2 3 4 5<br />

…. provide all students with a university e-mail account 1 2 3 4 5<br />

…. provide a standardized package of software to all students 1 2 3 4 5<br />

…. provide a help desk to answer basic laptop operating questions 1 2 3 4 5<br />

…. provide a breakdown of all associated costs of owning a laptop 1 2 3 4 5<br />

…. provide students a laptop lease option 1 2 3 4 5<br />

…. provide students with network storage space 1 2 3 4 5<br />

…. provide students with access to printers 1 2 3 4 5<br />

…. provide update for virus protection 1 2 3 4 5<br />

…. provide physical storage space/ locker for students to store the laptop when not in use 1 2 3 4 5<br />

…. require all students to exchange to a new laptop after two years 1 2 3 4 5<br />

…. not require all students to exchange to a new laptop after two years 1 2 3 4 5<br />

…. require all students to purchase a backup battery 1 2 3 4 5<br />

…. require all students to purchase a laptop 1 2 3 4 5<br />

…. demonstrate the benefits of using the laptop before requiring them to purchase it 1 2 3 4 5<br />

…. demonstrate how to fully utilize the laptop before requiring them to purchase it 1 2 3 4 5<br />

…. encourage all professors to fully utilize the laptop in the class 1 2 3 4 5<br />

…. instantly upgrade the hard drive of the laptop. 1 2 3 4 5<br />

…. instantly upgrade the software installed in the laptop. 1 2 3 4 5<br />

…. to be able to transfer the work on my laptop to the campus computer. 1 2 3 4 5<br />

It is a good idea to require all students to purchase a laptop computer. 1 2 3 4 5<br />

List any other items that you feel are necessary to successfully implement a campus-wide laptop computer<br />

program.<br />

121


Cagiltay, N. E., Yildirim, S., & Aksu, M. (<strong>2006</strong>). Students’ Preferences on Web-Based Instruction: linear or non-linear.<br />

Educational Technology & Society, 9 (3), 122-136.<br />

Students’ Preferences on Web-Based Instruction: linear or non-linear<br />

Nergiz Ercil Cagiltay<br />

Computer Engineering Department, Atilim University, Ankara, Turkey<br />

Tel: +90 312 586 83 59<br />

Fax:+90 312 586 80 90<br />

nergiz@atilim.edu.tr<br />

Soner Yildirim<br />

Department of Computer Education and Instructional Tech, Middle East Technical University, Ankara, Turkey<br />

Tel: +90 312 210 40 57<br />

Fax: +90 312 210 11 05<br />

soner@metu.edu.tr<br />

Meral Aksu<br />

Department of Educational Sciences, Middle East Technical University, Ankara, Turkey<br />

Tel: +90 312 210 40 05<br />

Fax: +90 312 210 11 05<br />

aksume@metu.edu.tr<br />

ABSTRACT<br />

This paper reports the findings of a study conducted on a foreign language course at a large mid-west<br />

university in the USA. In the study a web-based tool which supports both linear and non-linear learning<br />

environments was designed and developed for this course. The aim of this study was to find out students’<br />

preferences pertaining to the learning environment and to address the factors affecting their preferences.<br />

The results of this study showed that the individual characteristics of the students affected their preferences<br />

on the learning path (linear or non-linear).<br />

Keywords<br />

Linear instruction, Non-linear instruction, Web-based course, Individual differences<br />

Introduction<br />

In traditional classroom settings, instructors present information by using a linear model. For example, a video<br />

may be shown from the beginning to the end or a textbook is covered from one chapter to the next. Generally,<br />

most of the early applications of modern technology were also based on structural and linear instruction through<br />

an electronic platform and mainly based on the delivery of course material (Roblyer & Edwards, 2000;<br />

Dalgarno, 2001, Simonson & Thompson, 1997). On the other hand, according to Howell, Williams and Lindsay<br />

(2003), instruction is becoming more personalized: learner-centered, non-linear and self-directed. Socialconstructivist<br />

pedagogical approaches have introduced different (active, learner-centered and communitycentered)<br />

models and pose strong arguments against the structured knowledge consumption approach (Koper &<br />

Oliver, 2004).<br />

As Silva stated (1999, p.1.), “The use of technology is important for Second Language courses, more important<br />

for Foreign Language courses and even more important in the curricula of the less-commonly taught foreign<br />

languages …”. Several studies found that computers have positive effects on teaching language. Stepp (2002)<br />

summarized some positive effective benefits of technology for foreign language learners. Research results of<br />

Computer-Assisted Instruction (CAI) showed a significant increase in students' scores in both reading<br />

comprehension and vocabulary and spelling (Stone, 1996; Kulik, 1994; SIIA, 2000) in the classrooms where<br />

computers are used. Students using computer software designed for developing spelling had significantly higher<br />

scores than the others (Stone, 1996; Anderson-Inman, 1990 cited in SIIA, 2000). Researchers have found that<br />

when students use word processors, they show a higher level of writing skills (SIIA, 2000). Hirata (2004) also<br />

shows that native English speakers who used the Japanese pronunciation training tool have improved their<br />

overall test scores significantly. However, there are some other studies showing that there were no significant<br />

differences between the classrooms using computer applications and those using traditional lecture-based<br />

courses (Wilson, 1996 cited in Gilbert & Han, 1999; Goldberg, 1997, Hokanson & Hooper 2000). For example,<br />

Cuban, Kirkpatrick, and Peck’s study (2001) show that investments in infrastructure and increased access to<br />

technology did not lead to increased integration, instead, most teachers remained “occasional” or “non-users” of<br />

classroom technology (p. 813). They state that limited time to learn and implement new technology was<br />

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copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies<br />

are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by<br />

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specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.<br />

122


considered a serious barrier as well as poorly implemented professional development and defects in the<br />

technology itself. In parallel to this finding, Hokanson and Hooper (2000) pointed out that the expanded use of<br />

computers in education continues despite research having failed to accrue definite benefits in learner’s<br />

performance. According to Gilbert and Han (1999), the main reason for finding no significant difference<br />

between the traditional education system and the system using technology is the instructional methods. Barker,<br />

Giller, Richards, Banerji, and Emery (1993) reported that early implementations of computer-assisted language<br />

learning (CALL) also had several limitations. They were mainly built on text-based instruction with very limited<br />

end-user interaction and participation.<br />

For some researchers, presenting the information in a linear form was not a problem when the information being<br />

presented is well structured and simple. Often, however, as the difficulty of the material increased so did the lack<br />

of structure. When the knowledge domain to be taught is complex and ill structured, the use of traditional linear<br />

instruction becomes ineffective (Spiro, Feltovich, Jacobson, Coulson, 1991). In that context Barker (1997, pp 5)<br />

states that:<br />

… for one reason or another, many academic organizations are now therefore exploring the<br />

possibilities of using these new technologies to support student-managed, self-study activities in a more<br />

extensive way than they have in the past.<br />

However research findings on learner control have proven contradictory. Some findings show learner controlled<br />

environments lead to higher performance, whereas others show no significant difference, or even that instructor<br />

or program controlled systems work better. These findings illustrate that although learners’ control over the<br />

learning environment is important to improve the learning process, there should be some factors affecting their<br />

learning and preferences in such an environment.<br />

The existing studies outline the trends in the evolution of CALL and the development from the perspective of<br />

pedagogy and language learning (Warschauer & Kern, 2000), however more research into CALL is needed<br />

(Chambers, 2001; Davies, 2001; Levy, 2001). CALL assists language learning and is intended to enhance the<br />

way in which a language is taught and learned (Decoo, 2003). Decoo (2003) summarizes some of the levels of<br />

language teaching methods such as the label method, program method, textbook method, teacher method and<br />

student method. Decoo (2003) conclude that CALL is used to strengthen and improve these existing methods. As<br />

Chan, and Kim reports (2004), there is a shift in the second language curricula from declarative knowledge or<br />

“what we know about” to procedural knowledge or “what we know how to do”. This causes a greater emphasis<br />

on learners’ learning process (Chan, & Kim, 2004). They believe that, appropriate use of suitably designed<br />

Internet-based materials can make a significant contribution towards facilitating autonomous learning (the ability<br />

to take charge of one’s own learning) (Chan, & Kim, 2004). Accordingly developers now try to design<br />

interfaces that give learners more autonomy (Lonfis & Vanparys, 2001). They also claim that any foreign<br />

language curriculum that aims to promote autonomy must focus on putting learners in control of their linguistic<br />

and learning process (Chan, & Kim, 2004). However there is very limited research which examines students’<br />

preferences and performance in such a learner controlled learning environment.<br />

In this study, a web-based tool was designed and developed for an entry-level foreign language course, which<br />

supports both linear and non-linear learning paths. The aim of this study is to find out students’ preferences<br />

regarding learner controlled environments and address the factors affecting these preferences. The next section<br />

examines the factors affecting students’ preferences regarding learner controlled learning environments.<br />

Different instructional approaches such as direct instruction and indirect instruction are also discussed in this<br />

section. In the third section, the research method is discussed. The fourth section reports the results of this study<br />

while the final section presents the conclusions and discussions of the current study.<br />

Background<br />

This section tries to investigate the factors affecting students’ preferences in a learner controlled environment. It<br />

also gives a brief explanation of direct and indirect teaching.<br />

Factors affecting students’ preferences on a learner controlled learning environment<br />

Individual Differences<br />

One prominent theory of individual differences is Howard Gardner’s Multiple Intelligences. Gardner suggests<br />

that all people have varying degrees of innate talents developed from a mixture of biological factors, evolution<br />

and culture (Gardner, 1983). Each intelligence represents an area of expertise with a specific body of knowledge,<br />

123


as well as a way of approaching learning in any domain. Students may experience new ways of expression,<br />

helping them individually, to understand multiple perspectives. In parallel to Gardner’s theory (1983), studies on<br />

learning and information processing suggest that individuals perceive and process information differently<br />

(Hitendra, 1998). According to Gilbert and Han (1999), how much individuals learn is related with the<br />

educational experience geared toward their particular style of learning. Mcmanus (1997, p1) argues that:<br />

One of the great promises of computer based instruction is the idea that someday the instruction could<br />

be adapted to meet the specific needs and styles of individual learners, thereby enhancing their<br />

learning. In order for this to happen, educators need to know which instructional and presentation<br />

strategies, or combination thereof, is most effective for individuals with certain learning styles and<br />

differences, in a given learning environment.<br />

Hitendra found that, certain cognitive styles might suit certain types of test tasks (1998). Cho also found that<br />

individual learning styles and preferences are presumed to affect the moment-to-moment selection of options in<br />

non-linear learning environments (1995). For example, several studies showed that the field-independent (FI)<br />

learning style seems to facilitate understanding the structure intended by the designer of the instruction more<br />

than those with a field-dependent (FD) style (SIIA, 2000). Kelley and Stack found that learners having an<br />

external locus of control usually tend to perceive reinforcements from other people (Kelley & Stack, 2000).<br />

According to Kelley and Stack, people with an internal Locus of Control (LOC) seek more control over life’s<br />

circumstances, and like to have more personal responsibility for outcomes (Kelley & Stack, 2000).<br />

Age<br />

Additionally, there is some evidence to suggest that the age of the learner may be an important variable in<br />

learner control. Shin, Schallert and Savenye (1994) indicated that students (seven or eight years of age) who<br />

were given only limited access through a hierarchical hypertext structure answered more questions correctly in<br />

the post-test than students in the free access network hypertext structure. Hannafin (1984) concluded from a<br />

review of the relevant research that learner control compared with program control is likely to be most successful<br />

when learners are older.<br />

Gender<br />

Research studies also show that gender is an effective factor on learner control. For example Knizie et al. (1992)<br />

found that the use of a program controlled environment resulted in better post-test performance for male<br />

students. Similarly, Braswell and Brown (1992) show that in interactive video learning environments females<br />

had a better performance than the males.<br />

Student’s prior knowledge and familiarity with the material<br />

Research studies also show that a student’s prior knowledge and familiarity with the material to be learned and<br />

the subject domain to be learned are the factors affecting students’ success in a learner-controlled instructional<br />

environment. For example, students whose prior understanding of a topic is low should be provided with more<br />

structured information whereas students whose prior understanding of a topic is high can be given more control<br />

over the instructional system (Gay, 1986). According to the findings of Charney, students who are new to the<br />

subject domain and non-linear learning systems may sequence the information poorly or omit important<br />

information altogether (1987). Cho reports that learners make poor decisions about what to study and in what<br />

order (i.e., selecting links) because they have insufficient knowledge about the new content (1995).<br />

Therefore, students vary in their cognitive or learning styles and would benefit from teaching techniques that<br />

appeal to their individual styles (Brown & Liedholm, 2004). By providing several different instructional<br />

methods, the use of technology in education will significantly improve educational performance (Gilbert & Han,<br />

1999) and web offers a rich environment for this purpose. Accordingly, as Internet technology is improved,<br />

Gardner’s theory has gained more popularity. The web offers a variety of instructional materials that could be<br />

incorporated into effective learning environments.<br />

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Direct Teaching (Teacher Instruction)<br />

Direct teaching or direct instruction is a systematic way of planning, communicating, and delivering in the<br />

classroom. This method provides the students with strong structure that helps them to concentrate on their<br />

academic task. The direct instruction approach assumes that all students learn at the same speed and at the same<br />

way. The role of the learners in direct instruction is to stay on the task and perform. In this context program<br />

controlled learning environments are considered to be “direct instruction”.<br />

Indirect Teaching (Indirect Instruction)<br />

Indirect instruction is mainly student-centered. Indirect instruction seeks a high level of student involvement. It<br />

takes advantage of students’ interest and curiosity. It is flexible in that it frees students to explore diverse<br />

possibilities. Students often achieve a better understanding of the material and ideas under study and develop the<br />

ability to draw on these understandings. The current interoperability specifications have to be extended to<br />

include the multi-role interactions and the various pedagogical models that are needed to provide real support for<br />

learners and teachers in more advanced and newly developing educational practices. In our study, the learner<br />

controlled environment of the tool is considered as being “indirect instruction”.<br />

Several research efforts have shown that computer programs offer students greater control over their learning<br />

environments and have beneficial effects on students (Shoener, & Turgeo, 2001; Wooyong & Robert, 2000;<br />

Hargis, 2000; Kemp, Morrison & Ross, 1994; Hannafin & Sullivan, 1995; Shyu & Brown, 1992; Santiago, &<br />

Okey, 1992; Knowles, 1975). According to Schank students should control the educational process; not the<br />

computers (1993). In order to increase the learner’s control over the learning environment, organizing the<br />

instruction in a non-linear manner becomes important. In such an environment students have a higher degree of<br />

freedom regarding the method of study and the study material.<br />

However, there are studies showing that some students do not succeed in learner-controlled learning<br />

environments. For some it is hard to make decisions about what to study and in what order. They may have<br />

trouble in monitoring their own learning (Cho, 1995). In support of this, the findings of McNeil’s study (1991)<br />

show that a learner-controlled program is less effective than a computer controlled program in CAI at the<br />

elementary level. According to McCombs (1988 cited in Sleight, 1997), since students don’t know how to use<br />

strategies in a non-linear learning environment, they are having adjustment problems. Chang (2003) found that<br />

teacher-directed CAI was more effective in improving students’ achievement than student-controlled CAI, given<br />

the same learning content and overall learning time. Results from this study also revealed that students in the<br />

teacher-directed CAI group showed significantly more positive attitudes toward the subject matter than did those<br />

students in the student-controlled CAI group (Chang , 2003). According to Ellis and Kurniawan (2000) the<br />

flexibility in non-linear learning paths may increase complexity.<br />

Method<br />

This study was not designed to examine the effect of the web-based tool on students’ learning, instead its<br />

purpose was to reveal some factors effecting students’ preferences pertaining to linear and non-linear learning<br />

paths. In this sense, the tool for this study was designed and developed to support both linear and non-linear<br />

instruction.<br />

By addressing the factors that affect students’ preferences in this environment, the study also aimed to guide<br />

other research studies to gain further insight on the different behaviors of the learners. Accordingly the following<br />

factors were analyzed:<br />

(a) Individual differences among the students (age, gender, preferences on instructions (preferring teacherbased<br />

instructions (direct instruction) or self-paced learning (indirect instruction)), perceptions on problem<br />

solving (whether they are a good problem solver or not) and their learning preferences such as visual and<br />

audio)<br />

(b) Student’s prior knowledge and familiarity with the material (e.g. computers, computer experience,<br />

familiarity with windows-based applications and their backgrounds)<br />

This qualitative case study focuses on the perspectives of the participants of the study in order to uncover the<br />

complexity of human behavior in such a framework and present a holistic interpretation of what is happening in<br />

this context. As McMillan & Schumacher (2001) advocate case studies focus on phenomenon “. . . which the<br />

researcher selects to understand in depth regardless of the number of sites or participants” (p.398). Qualitative<br />

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case studies also yield to better understanding of abstract concepts as this is the case for this study. Therefore, in<br />

this study the critical point is not the number of subjects but the depth and the quality of presenting the subjects’<br />

learning experience with the system.<br />

The Course<br />

This study was conducted on an entry-level Turkish language course at a mid-west university in the USA.<br />

Turkish is a less-commonly taught foreign language in the USA. This course is offered as an elective for students<br />

with different backgrounds. The number of students registering in this course in each semester is usually very<br />

limited. Turkish instructors whose native language is Turkish, but who have no formal language education offer<br />

these courses. Accordingly, the instructor turnover rate is very high. Additionally, new instructors sometimes<br />

need additional information and sources to prepare the lectures and to find out the answers for some of their<br />

questions.<br />

The course was organized in the form of 45-minute lessons five days a week. In general, on Mondays the<br />

instructor would introduce the topics, on Tuesdays she would introduce the grammar issues related with that<br />

lesson, the next day she would do different exercises related with the topic, on Thursdays she would introduce<br />

some songs, audio-visual materials related with the topics and finally on Fridays she would help the students in<br />

group exercises. The course instructor also organized after-school conversation hours every three weeks. The<br />

students were free to attend these conversation hours. For these after-school conversation hours, the course<br />

instructor invited some people interested in talking Turkish, to help students communicate with native Turkish<br />

language speakers while talking about topics related to daily life.<br />

The Tool<br />

In this study, a web-based learning tool was developed for the entry-level Turkish language class (available at<br />

http://clio.dlib.indiana.edu/~ncagilta/tlepss.html and http://www.princeton.edu/~turkish/practice/tlepss.html).<br />

Several different forms of instruction such as sound, image and text were also provided. The contents of the tool<br />

were all adapted from the course textbook. The first unit of the course textbook bound the scope of this study.<br />

The contents of the tool were also enhanced with some sound files. There are 480 sound files in the system. The<br />

contents of the tool were fostered with some pictures (images) as well. Most of the images used for the lessons<br />

and examples were taken from Microsoft's clip art gallery (Microsoft, 2000). 307 images were used for this<br />

system. To assist the students in different applications, some tools such as text boxes, simulated Turkish<br />

keyboards, and indexes were also provided within the tool. The tool includes some instructions, examples and<br />

exercises. In Figure 1 an example page is shown.<br />

Figure 1. An Example in the Tool<br />

The tool was designed and developed to support both linear and non-linear instruction and several practice<br />

alternatives.<br />

Non-linear instruction<br />

Non-linear instruction was provided through the Indexes (organized as Turkish or English) (Figure 2) to help<br />

students to select any topic from indexed list, to initiate their own learning and direct it. Students may choose to<br />

select and study a concept, or go through the instruction and the examples using the index.<br />

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Linear Instruction<br />

Figure 2. English Index providing non-linear Instruction<br />

Linear instruction was provided through the main menu shown in Figure 3. In this menu, the content is organized<br />

in the same order as introduced in the classical classroom environment. Students may follow the instructions in<br />

this linear order.<br />

Data Collection<br />

Figure 3. Main Menu providing linear Instruction<br />

The actual data collection process for this study was conducted during the first six weeks of the semester. The<br />

content of the tool covers the first three weeks of the course. At the beginning of the semester an orientation<br />

session was organized to introduce the main purpose of the research and how to use the web-based environment.<br />

Afterwards, students used the tool in parallel to their regular classes. The tool was not used during the classroom<br />

activities; rather students were provided with a CD version of the tool and were also able to access it via the<br />

Internet. During this period, students were asked to use the tool whenever they needed help. They had<br />

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opportunities to choose any subject within the tool and study it, or practice a chosen subject. In this sense,<br />

students had to decide when to use the tool, how long to use the tool and how to use it according to their<br />

preferences. They had opportunities to repeat sounds, lessons and any activities in the tool whenever they needed<br />

help. After three weeks, an interview was conducted with each student in the classroom and with the course<br />

instructor.<br />

After the individual interviews, an observation session was also conducted with each student. During the<br />

observations, each student was asked to use the tool as if they were alone. The observer recorded each step that<br />

the student followed. The observation sessions took approximately half-an hour. The main purpose of the<br />

observation session was to find out the students’ preferences regarding the tool and to investigate their preferred<br />

learning path (linear or non-linear). These interviews and observations were all conducted within five days.<br />

During the second half of the six week period, students followed the lessons without the support of any specific<br />

web-based tool designed for these lessons.<br />

After this three week period, the next round of interviews was conducted with the students and the course<br />

instructor to obtain comparative feedback on the benefits and weaknesses of the tool. These interviews were all<br />

conducted within three days.<br />

During the first and the second interviews several questions were presented to the students and the instructor to<br />

get a better view regarding the major variables analyzed in this study. During the interviews with the course<br />

instructor, a different session for each student was conducted.<br />

Students<br />

There were ten students in the classroom. For the sake of anonymity, each student was assigned a different code,<br />

such as S1 and S2. Students were from different age groups and had different backgrounds. Meanwhile, there<br />

was a wide range of distinction among their preferences and their expectations during the learning process. Only<br />

S4, S5, S6, S8, S10 were a little familiar with the Turkish language because of a Turkish person whom they<br />

knew. The others were not familiar with the course content at all. There were four male students in the class;<br />

only three students had very low computer usage but not much familiarity with the web-based applications. Five<br />

students preferred to study by themselves (self-study) while others preferred to have teacher instruction. Tables 1<br />

& 2 summarize students’ profiles. All the data shown here was collected by means of interviews and<br />

observations, as mentioned in the data collection section.<br />

Table 1 Students’ Profiles (I)<br />

Code Age Gender Problem Solving? Studying with<br />

teacher/<br />

self-studying<br />

Learning preferences<br />

S2 25 M Good Self Visual learner<br />

S3 21 F Not good Self Learning by listening<br />

S4 53 F Not good Self Learning by writing and repetition<br />

S7 25 M Pretty good Self Audiovisual,<br />

S10 18 F Good Self<br />

S1 42 M Excellent Teacher Drill-and practice, hands on, strode it on the<br />

board, do the exercises, verbalize it<br />

S5 25 M Very Good Teacher Learning by talking.<br />

S6 50 F Good Teacher Group learner, learning with traditional<br />

methods, Writing, talking and reading.<br />

S8 22 F Good Teacher Watching, writing, talking and listening<br />

S9 61 F Good Teacher Talking and listening, learning with traditional<br />

methods<br />

F: Female<br />

M: Male<br />

The students’ learning preferences were different from each other. Some students preferred to learn by drill &<br />

practice and doing exercises. On the other hand some students preferred visual illustrations. This group felt that<br />

visual illustrations helped them to learn easily and remember what they had learned.<br />

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Table 2 Students’ Profiles (II)<br />

Code Likes Computers? Computer<br />

experience<br />

(years)<br />

Familiarity With<br />

windows based<br />

applications<br />

Background<br />

S1 Not always 30 Very high Central Eurasian Studies<br />

S3 Very much 3 Very high Computer<br />

Systems<br />

Information<br />

S2 Very much 8 High Criminal Justice<br />

S7 Yes, but cannot sit in front of a 19 High Law, Mathematics<br />

computer for several hour<br />

S8 A lot 10 High Biology<br />

S4 Yes 3 Middle Psychology<br />

S5 Very much 3 Middle History<br />

S6 Yes, but cannot sit in front of a 10 Low Educator<br />

computer for several hours<br />

S9 Not very much 16 Low MS on education<br />

S10 Not very much 3 Low Chemistry<br />

Average 10<br />

Limitations of the study<br />

Since the tool developed for this study is not a professional one, it has some limitations in the sense of the<br />

content included and user interface issues. Additionally, only ten subjects participated in the research.<br />

Results<br />

In this section, the data collected for this study is presented to provide evidence for the students’ preferences on<br />

the provided environment. Thus, first how students used the tool was analyzed. Then, students’ preferences<br />

pertaining to linear and non-linear types of instructions, according to their individual differences and their<br />

background regarding the environment were analyzed.<br />

How students used the tool<br />

Results indicated that, each student used the tool in several different ways. While some of them preferred linear<br />

instruction, others preferred non-linear instruction. One student who preferred to use the tool in a non-linear<br />

order stated that:<br />

If the teacher gives me a specific example, I go through the assignment; otherwise, I try to find<br />

the topic that we are learning in class and I study the topic simultaneously on the computer<br />

with the class. … I liked to use the system interactively. My preference was going through the<br />

index and looking for the specific things there. If I found something interesting I would explore<br />

it…<br />

Similarly, in that context another student stated that he used the tool in a non-linear way to get a better view<br />

about the tool. He also stated that, if it was like an exam, he would prefer to use it in a linear order. He stated:<br />

I like to play with things first and then when I get tired I go through each. I kind of experiment<br />

with it first and then go through each item randomly. But for an exam it helps to have it in<br />

linear, run through it from the beginning to the end.<br />

However, one student stated that, in some cases she preferred the linear instructions where some other cases she<br />

preferred non-linear instructions. She stated that:<br />

I liked to search through the content independently. I liked to study the tool by using the<br />

indexes. But, I preferred to look at different Turkish books while studying grammatical<br />

components, instead of studying it through the tool. I believe that manual methods work better<br />

for me while studying grammar.<br />

With regard to this issue, one student stated; even though she preferred non-linear instructions, she liked seeing<br />

linear and non-linear instructions together:<br />

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If everything had been designed in a non-linear form, it would have been like a dictionary.<br />

Having the structured menu is very helpful. I preferred the dictionary part mostly, but I also<br />

liked seeing the content of unit one, and sometimes I went through it. After I studied the first<br />

unit, I wanted to come back to Main Menu. But if everything had been just like in the<br />

dictionary, it would have been harder.<br />

On the other hand, some students preferred only the linear instructions. One student stated that:<br />

I just started from the Main Menu, then I clicked on each one, I kind of way down the list, I did<br />

not get a chance to do the exercises in the book, but I worked the exercises on the CD.<br />

Another student who liked linear instructions reported that she followed the instructions in the book, and then<br />

went through the CD:<br />

I like some linear instruction because I am not trained completely [to be an] independent learner. The<br />

younger generation [is] yes. So I need some instruction. But I can do a little bit of independent<br />

searching. I just need practice.<br />

While some of the students preferred mostly to study the lessons, others did the exercises. Some of them used<br />

the tool on a daily basis after the lessons whereas others preferred to use it during the weekends. Most of the<br />

students studied the lessons from both the tool (web-based environment) and the course textbook. Only one<br />

student preferred to study the lessons from the web-based environment and not to use the textbook at all. Some<br />

students preferred to use the tool by reading the instructions and studying the examples. Some students preferred<br />

to study by means of exercises and went through the instructions as necessary.<br />

All students reported that they used the tool easily. All students found the user interface easy to use, easy to learn<br />

and self-explanatory. They said they could easily reach the answers of their questions using the tool. However,<br />

S6 reported that she encountered difficulty while studying the lessons using the tool. For example she needed<br />

some help from other people while using the tool, but when she needed help she could not find anybody.<br />

Additionally, while she was using non-linear instruction she was lost in the application. She reported,<br />

I should have followed the book but I did different things on the CD. So, I was lost on the CD. I blindly<br />

clicked on this that and was lost in the computer.<br />

As the course instructor describes, the technology is not her (S6) favorite. The course instructor declared that she<br />

helped S6 in using the tool 4 or 5 times in the computer laboratory. She added that other students did not ask for<br />

help. The instructor reported that,<br />

Sometimes she becomes intimidated because technology is something that she is not familiar with. It<br />

took some time for her to get used to the technology. After she got used to it, she liked it. But still<br />

technology is not her favorite thing. She likes studying by traditional methods. For this reason we study<br />

together with her to correct some mistakes in her homework. She prefers studying by writing, speaking<br />

and grammar; it is her preference.<br />

Individual differences<br />

According to the course instructor, using the tool in conjunction with the course curriculum improved classroom<br />

performance. She believes that the individual differences among students affect the classroom’s performance:<br />

The individual differences among students affect class performance seriously. In general freshmen are<br />

better in audio than the more senior students whereas the more senior students usually have problems<br />

in hearing the words and understanding the words in an audio exercise. If the students’ individual<br />

characteristics and their preferred ways of learning of in the classroom are similar, then they can<br />

become more active in the classroom [and] learn a lot. They are motivating each other as well as<br />

helping each other. If these individual characteristics are not similar, then I need to spend more time to<br />

building a common instructional style, which will be helpful for all [/most]of the students in the<br />

classroom. Most of the time, this also affects the general classroom performance. For example,<br />

sometimes, some students distract the others by asking a lot of questions and by not following the<br />

common preferred way of learning of the classroom.<br />

According to the course instructor, when students used the research tool, they were more prepared for the<br />

lessons. She did not spend much time on repeating those lessons. The instructor also reported that, students did<br />

not ask as many questions during the lessons in parallel to the tool as during the other lessons. She believes that<br />

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students found answers for most of their questions from the tool. Using the tool was time saving for the course<br />

instructor as well and she gained more time to organize her lessons and do other activities in the classroom.<br />

Students’ preferences on the provided environment were analyzed according to the data collected by means of<br />

interviews and observations. Accordingly, Table 3 and 4 summarize students’ preferences on the linear and nonlinear<br />

ways of using the tool in the sense of individual differences.<br />

Table 3. Students preferring linear paths of instruction<br />

Code Age Prefers teacher or Problem Preferred way of learning Gender<br />

self-study solving<br />

S10 18 Self Good Female<br />

S8 22 Teacher Good Watching, writing, speaking<br />

and listening<br />

Female<br />

S6 50 Teacher Good Group learner, learning with<br />

traditional methods, Writing,<br />

speaking and reading.<br />

Female<br />

S4 53 Self Not good Learning<br />

repetition<br />

by writing and Female<br />

S9 61 Teacher Good Talking and listening, learning<br />

with traditional methods<br />

Female<br />

Average 41<br />

Table 4. Students preferring non-linear paths of instruction<br />

Code Age Prefers teacher Problem Preferred way of learning Gender<br />

or Self-study solving<br />

S1 42 Teacher Excellent Drill-and practice, hands on, Male<br />

S5 25 Teacher Very Good<br />

strode it on the board, exercises,<br />

verbalization<br />

Learning by speaking Male<br />

S7 25 Self Pretty Good Audiovisual Male<br />

S2 25 Self Good Visual Learner Male<br />

S3 21 Self Not Good Learning by listening Female<br />

Average 28<br />

Age: In this study, “age” was a factor affecting students’ preferences on selecting the linear or non-linear paths in<br />

the tool (Table 3 and 4). For example, the average age of the students who preferred linear instruction was 41<br />

where the average age of the students who preferred non-linear instruction was 28. In this context, during the<br />

interviews the course instructor said that “age” is an important factor affecting the way how students learn a<br />

language. She further reported:<br />

“Age” is also an important factor, not personally how old they are but when they learn a<br />

language, what system they use, what materials and techniques they use. So, when I say<br />

subject pronoun, the older students know what I am talking about. But I have to introduce<br />

these terms for the freshmen because they did not learn it that way. Similarly when I give them<br />

an Internet exercise, the freshmen can use it easily, but I have to spend hours with the older<br />

ones.<br />

Accordingly, while using the tool, mostly the students belonging to the younger generation (S2: 25 years old, S3:<br />

21 years old, S5: 25 years old, S7: 25 years old) preferred to use non-linear instruction. On the other hand, the<br />

more senior students (S4: 53 years old, S6: 50 years old, S9: 61 years old) preferred to use linear instruction in<br />

the tool.<br />

Gender: All male students preferred to use the tool through non-linear instruction. Only one female student (S3)<br />

preferred to use the tool through non-linear instruction.<br />

Preferred way of learning: Students who preferred to use the tool through linear instruction (S4, S6, S8, and S9)<br />

preferred the following ways of learning: writing, repetition, watching, group-learner or traditional learning<br />

methods. Other students who preferred to use the tool through non-linear instruction (S1, S2, S3, S5 and S7)<br />

preferred the following ways of learning: Drill and practice, visuals, listening, speaking and audiovisuals.<br />

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Teacher or self-study preferences: Most students who preferred self-study (studying on their own) (S2, S3 and<br />

S7) also preferred to use the tool through non-linear instruction. On the other hand, other students who preferred<br />

studying with the help of the teacher (S6, S8 & S9) also preferred to use the tool through linear instruction.<br />

Perceptions on Problem Solving Capacity: Most students who preferred non-linear instruction described their<br />

perceptions on their problem solving capacity as very good, pretty good, or excellent (S1: excellent, S5: very<br />

good, S7: Pretty good).<br />

Prior knowledge and familiarity with the material<br />

Tables 5 and 6 summarize students’ preferences on the linear or non-linear way of learning with the tool<br />

according to their prior knowledge and familiarity with the material. Since they were not familiar with the course<br />

content before entering to this course, students’ prior knowledge on the course content will not be discussed<br />

here.<br />

Code Familiarity With<br />

Window Applications<br />

Table 5. Students preferring linear paths of instruction<br />

Likes Computers? Computer<br />

Experience<br />

(years)<br />

S8 High A lot 10<br />

S4 Middle Yes 3<br />

S6 Low Yes, but cannot sit in front of a<br />

computer for several hours<br />

10<br />

S9 Low Not very much 16<br />

S10 Low Not very much 3<br />

Average 8.4<br />

Code Familiarity With<br />

Window Applications<br />

Table 6. Students preferring non-linear paths instructions<br />

Like Computers Computer<br />

experience<br />

(years)<br />

S1 Very High Not always 30<br />

S3 Very High Very much 3<br />

S7 High Yes, but cannot sit in front of a<br />

computer for several hour<br />

19<br />

S2 High Very much 8<br />

S5 Middle Very much 3<br />

Average 12.6<br />

According to these results, only the familiarity with windows-based applications was an effective factor on<br />

students’ preferences. We could not find any relation between liking computers or not and their computer<br />

experience.<br />

Familiarity with window-based applications (FWWA): All students (except S8), whose FWWA is low or middle,<br />

preferred the linear learning path. Other students (except S5), whose FWWA is high or very high, preferred the<br />

non-linear learning path.<br />

Classroom Performance: Although this study is not organized to investigate the effect of the tool on students’ or<br />

classroom’s performance, according to the course instructor it improved the classroom performance. She<br />

reported that she did not spend much time on repeating those lessons included in the tool. According to the<br />

instructor, students did not ask as many questions during the lessons studied parallel to the developed tool as in<br />

the other lessons. She believes that students found answers for most of their questions from the tool. She declares<br />

that using this tool was also time saving for her: she gained more time for organizing her lessons and doing other<br />

activities in the classroom. According to the instructor, this tool helps students to study on their own:<br />

They [students] can study on their own, or study with the tool. It [the tool] will also, perhaps help<br />

develop a skill on using other technological tools, to learn a language. Again, you make it for them<br />

more fun and easer. [It helps] most of them to study on their own, so they are not always dependent on<br />

the teacher. So, upon that point of use, it is [the tool] very useful.<br />

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Computer Experience: The average computer experience of the students who prefer linear path of instructions<br />

(8.4) is slightly lover than that of who prefer non-linear path of instructions (12.6).<br />

Computer Affinity: Most students who prefer the non-linear path of instruction like to use computers very much<br />

(S2, S3, S5). The students who do not like to use computers (S9 & S10) also preferred the linear path of<br />

instruction.<br />

Discussions and Conclusion<br />

The results of this study underlined that the learners’ preferred learning path (linear or non-linear) depends on<br />

their personal characteristics such as their age, perceptions on problem solving, teacher or self study preferences,<br />

familiarity with the windows based computer applications, gender and preferred way of learning.<br />

Earlier studies show that young students of age 7 or 8 are more successful on structured learning materials (Shin,<br />

Schallert, Savenye, 1994). Also, learner controlled programs are more successful than the program controlled<br />

when the learners are older (Hannafin, 1984). In our study, we have found that older students of age around 40<br />

also prefer linear and more structured instruction. However middle age group students of age around 20-30<br />

usually prefer non-structured and non-linear instruction. This shows us that while younger students and older<br />

students prefer more structured and linear way of learning, middle age group students prefer non-linear way of<br />

learning.<br />

We believe that, such tools can be used in the or outside the classroom to support current methods of<br />

instructions. The following section offers recommendations for instructors, designers and for further research.<br />

Implications for the Instructors<br />

Since students’ preferences on the learning path of instructions (linear or non-linear) differ, it is not always<br />

possible to provide an appropriate method for each student in the classroom. In such cases, the instructor has to<br />

choose a method which is common for most of the students. Accordingly, technological tools providing several<br />

different alternative ways of instructional methods could help to guide students according to their individual<br />

preferences.<br />

Implications for Further Research<br />

The factors analyzed in this study need to be evaluated in other learning environments with a different group of<br />

students. For example, learners’ familiarity with the most recent technological innovations and older<br />

technological applications should be analyzed as separate factors to get a better understanding of the design<br />

issues for such tools.<br />

Implications for the Designers<br />

The studies carried in the last 20 years showed that older students benefit most from the direct instruction (Volet,<br />

1995). In our study even the average computer usage score of students is 8.4 (Table 5), still the older students<br />

preferred direct instruction and they preferred to follow a linear path of instruction. Additionally, the students<br />

who have preferred non-linear path of instruction were more familiar with the windows-based computer<br />

applications. This shows that the students are not always well prepared for the new technologies, since<br />

technological developments occur very rapidly. This could be a big barrier for adapting technology into the<br />

traditional educational systems. In order to handle this problem, while designing new instructional systems,<br />

involving both the previous technologies and the current new technological approaches at the same time could be<br />

helpful. For example, in our study, we have found that individual differences among the students affect their<br />

preferences pertaining to linear and non-linear paths. The linear way of learning is more traditional. In that sense,<br />

it is not always easy to move learning from linear to non-linear organization. In order to benefit more from the<br />

non-linear way of learning and to ease students’ transition between these approaches, providing both methods at<br />

the same time and leaving the choice to the learner could be a good strategy. Such an approach helps students to<br />

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go between these two approaches and to get use to the non-linear instruction. This approach could be applicable<br />

to any instructional tool involving more recent technologies.<br />

In our study we could not find any relation between students’ previous knowledge on the course content, if they<br />

liked working with computers or not as well as their computer experience and their preferences on linear and<br />

non-linear instruction. Additionally, these factors need to be tested in other research studies, and further the<br />

results of this study need to be supported by other qualitative and quantitative research.<br />

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Hsieh, Y.-C. J., & Cifuentes, L. (<strong>2006</strong>). Student-Generated Visualization as a Study Strategy for Science Concept Learning.<br />

Educational Technology & Society, 9 (3), 137-148.<br />

Student-Generated Visualization as a Study Strategy for Science Concept<br />

Learning<br />

Yi-Chuan Jane Hsieh<br />

Department of Applied Foreign Languages, College of Commerce, Ching Yun University, Jung-Li 320, Taiwan<br />

Tel: (+886) 3-4581196 ext. 7903<br />

Fax: (+886) 3-250-3014<br />

ychsieh@cyu.edu.tw<br />

Lauren Cifuentes<br />

Department of Educational Psychology, College of Education and Human Development<br />

Texas A&M University, College Station, Texas 77843-4225, USA<br />

Tel: (+1) 979-845-7806<br />

Fax: (+1) 979-862-1256<br />

laurenc@tamu.edu<br />

ABSTRACT<br />

Mixed methods were adopted to explore the effects of student-generated visualization on paper and on<br />

computers as a study strategy for middle school science concept learning. In a post-test-only-control-group<br />

design, scores were compared among a control-group (n=28), a group that was trained to visualize on paper<br />

(n=30), and a group that was trained to visualize on computers (n=34). The paper group and the computer<br />

group performed significantly better on the post-test than the control group. Visualization as a study<br />

strategy had positive effects whether students used paper or computers to generate their visualizations.<br />

However, no significant difference existed between the paper group and the computer group’s scores.<br />

Qualitative results indicated that students who were trained to visualize on paper or on computers had<br />

positive attitudes toward the use of visualization as a study strategy, and they engaged more in purposeful<br />

tasks during study time than the control group. However, several participants in the computer group felt<br />

negatively about the use of visualization; they claimed that visualization demanded too much time and<br />

effort. Attitudes toward visualization as a study strategy differed within groups indicating that visualization<br />

might interact with learner characteristics.<br />

Keywords<br />

Visualization, Study strategy, Concept mapping, Science learning<br />

Theoretical Background<br />

Constructivist theorists contend that learning occurs when learners actively construct their own knowledge and<br />

think reflectively when information and concepts are presented to them (Lee, 1997). Students build their<br />

understanding in the context of mentoring from instructors who help them find connections among concepts<br />

(Bransford, 2000; <strong>July</strong>an & Duckworth, 1996). “Connections that are obvious to an instructor may be far from<br />

obvious to a pupil” (Driver, 1983, p. 2). Such connections are made through experience over time. One strategy<br />

for providing students with constructivist learning experiences that also gives teachers access to the students’<br />

understandings for effectively mentoring is student-generated visualization.<br />

Student-generated visualization is defined as student-created graphical or pictorial representations of sequential,<br />

causal, comparative, chronological, oppositional, categorical, and hierarchical relationships among concepts,<br />

whether hand drawn on paper or constructed on computers (Cifuentes & Hsieh, 2004a, 2004b, 2004c; Cifuentes,<br />

1992; Wileman, 1993). Students’ study notes are visualizations if the concepts are presented in the form of direct<br />

representations, diagrams, matrices, charts, trees, tables, graphs, pyramids, causal chains, timelines, or even<br />

outlines (Cifuentes & Hsieh, 2004a, 2004b, 2004c).<br />

Wittrock (1990) stressed that successful comprehension requires learners to actively construct relationships<br />

among parts of a text, and between the text and knowledge and experience, and to invest their effort at<br />

generating headings, summaries, flow charts, pictures, tables, metaphors, and analogies during or after the<br />

reading process. Plotnick (1997) later listed several advantages of constructing visual representations of text: (a)<br />

visual symbols are quickly and easily recognized; (b) minimum use of text makes it easy to scan for a word,<br />

phrase, or the general ideas; (c) visual representation allows for development of a holistic understanding that<br />

words alone cannot convey (p. 3).<br />

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137


One of the visualization techniques commonly used by learners for knowledge construction is concept mapping.<br />

Concept mapping is the “process for representing concepts and their relationships in graphical form, providing<br />

students with a visually rich way to organize and communicate what they know” (Anderson-Inman & Ditson,<br />

1999, p. 7). As students construct concept maps, they actively revise and manipulate the information to be<br />

learned and look for meaningful concept connections (Kinchin, 2000). Concept mapping also “enhances<br />

students’ self-esteem through the sense of accomplishment of constructing a map and the subsequent realization<br />

that they can extract concepts to construct their own meaning” (Novak, 1998, p. 124).<br />

Several tools facilitate generating visual representations of concepts, including paper and pencil, pen or colored<br />

markers, computer graphics software, or concept mapping software, such as Inspiration or Microsoft Visio.<br />

Constructivist theorists indicate that computers can be the “cognitive tools” to support learners’ thinking<br />

processes (Jonassen, 2000; Lajoie, 1993). Namely, computers can be used as tools for “analyzing the world,<br />

accessing information, interpreting and organizing individuals’ personal knowledge, and representing what they<br />

know to others” (Jonassen & Reeves, 1996, p. 694). Anderson-Inman (1996) noted that the creation of<br />

visualization on computers made the learning process more accessible to students, and it helped mitigate the<br />

frustration and confusion felt by students while constructing concept maps with the paper-and-pencil approach.<br />

The use of computers for constructing visual representations of concepts offers several advantages. Students can<br />

manipulate graphical representations with ease, and can perform subsequent revision and dynamic linkage of<br />

concepts. In addition, computers support learners’ production of sophisticated-looking graphics regardless of<br />

their level of artistic skill (Cifuentes & Hsieh, 2004a, Anderson-Inman & Ditson, 1999; Anderson-Inman &<br />

Zeitz, 1993; Lanzing, 1998).<br />

Researchers, such as Anderson-Inman (1992), and Anderson-Inman, Knox-Quinn, & Horney (1996), found that<br />

the use of computer-based concept mapping tools as a vehicle to synthesize information during study time had a<br />

positive impact on learning. Computer graphics software, such as AppleWorks and PhotoShop allow<br />

students to access a variety of tools that help them draw and paint objects to visually organize and represent what<br />

they know. Jonassen (1996) indicated that drawing and painting programs are powerful expressive tools for<br />

learners to visually articulate what they know, and to make their knowledge structures more easily interpretable<br />

by other viewers. Skilled learners can use drawing and painting tools for image generation to facilitate making<br />

sense of their ideas and producing an organized knowledge base (Jonassen, 1999). When the drawing and<br />

painting programs are used as “cognitive tools” for mindful engagement, learners’ thinking processes can be<br />

supported, guided, and extended (Derry & Lajoie, 1993).<br />

Nevertheless, there are several concerns regarding the use of computers during study time. Downes (2000) noted<br />

that children between 5 and 12 years old usually perceive the computer as both a tool and a toy. When children<br />

are thinking and using the computer as a toy, it is “playable.” Such a conception of the computer enables<br />

children to complete their work-related tasks more through playful means. Without adult guidance, children who<br />

use computers during study time are more likely to spend their time fiddling around instead of concentrating on<br />

purposeful tasks. Computer-related distractions, such as technological problems, and multimedia, or software<br />

features also have an impact on students’ effective use of computers during study time.<br />

Generally, research studies indicate that visualization on computers has improved student learning. In studies in<br />

which computers have been a distraction, those researchers concluded that computers would have been<br />

beneficial given controlled elements in the school settings, explicit instruction in when, what and how to<br />

visualize concepts on computers, the selection of the appropriate computer tool with students’ high competency<br />

in its usage, and frequent feedback regarding accuracy of students’ visualization. In this study, further<br />

investigation into the effect of the use of computer-based drawing and painting tools on learning was conducted.<br />

Each of the concerns regarding the use of computers during study time was addressed in the student visualization<br />

training.<br />

Research Questions<br />

This study explored the use of visualization as a study strategy for middle school science concept learning. The<br />

relative effectiveness of student-created visualization on paper and on computers was investigated. The research<br />

questions addressed through the quantitative method included: (1) Did students trained to visualize on paper<br />

perform better on a comprehension test than those not trained to do so? (2) Did students trained to visualize on<br />

computers (using Microsoft<br />

138<br />

TM drawing and painting tools) perform better on a comprehension test than those<br />

who not trained to do so? (3) Was there any difference on comprehension posttest scores between students who<br />

trained to visualize on computers (using Microsoft TM drawing and painting tools) and those who trained to<br />

visualize on paper?


Other questions addressed through the qualitative method were listed as the following: (4) What was the<br />

difference among groups in their level of engagement during study time? (5) What were the elements in the<br />

school setting and learners’ behaviors that might contribute to the effectiveness or lack of effectiveness of the<br />

use of Microsoft TM drawing and painting tools to generate visualizations during study time? (6) What were<br />

students’ attitudes toward generating visualizations during study time? (7) Had students ever been exposed to the<br />

visualization skills that were identified in the provide visualization workshops?<br />

Based on previous studies, we expected that students who received visualization training on either paper or<br />

computers would outperform students who did not receive training. We provided visualization training to help<br />

the participants develop the abilities to organize, to monitor, and to control their generative processes.<br />

Microsoft TM drawing and painting program was selected as a visualization tool because the students were<br />

competent in using those tools.<br />

Methods<br />

This study used the quantitative and qualitative methods to investigate the research topic. The participants were<br />

8th graders (N=92) in six intact science classes at a rural, public, junior high school in the Southern Texas. Two<br />

classes were randomly assigned to be the control group, two classes to be the visualization/paper group, and two<br />

classes to be the visualization/computer group. All participants received the given treatment as part of their<br />

curricular activity in regular science class periods.<br />

Because of the lack of random selection and random assignment of individuals to groups, evidence of groups’<br />

equivalence was especially important. According to the chi-square tests results, the three groups did not differ<br />

across age or ethnicity, but did differ in gender. The visualization/computer group had significantly more male<br />

students than the other two groups (p< .05). Further, in order to determine whether the three groups differed in<br />

their perception of the five biological topics (Energy, Cells, Homeostasis, Coordination, and Transport in Plants<br />

and Animals), students were asked to report the extent (I knew none/some/a lot of/all of the information) to<br />

which they had been previously exposed to the information presented in the studied essays after the treatment.<br />

The frequency counts of the extent to which the students had been exposed to the studying content in studying<br />

essays was shown in a 5 x 4 chi-square contingency table. Five Pearson chi-square tests results indicated that<br />

there were no significant differences among the proportion of students in the three groups who checked the<br />

extent to which they had been exposed before to the five biological topics. Accordingly, the students in each<br />

group did not differ in their prior knowledge on the content in studying essays. It was suspected that the<br />

participants’ prior knowledge of the content shown on the science essays did not confound their comprehension<br />

test scores.<br />

In addition, in order to gain a better understanding of the participants’ computer use at school and at home, a<br />

“Computer Use Survey” was administered prior to the treatment. The results indicated that the three groups did<br />

not differ significantly in the frequency of using a computer at school and at home, in the amount of time spent<br />

in using a computer at school and at home, in the number of computer courses taken in the past, in their<br />

performances in previous computer course(s), in the average amount of time using a computer at home each<br />

time, and in the frequency of using computer tools to support various learning tasks.<br />

Procedures<br />

A posttest-only control group design was used. The control group attended 100-minute non-visualization<br />

workshop. Each day, students watched a 25-miunte science-related videotape in their regular classroom. Videos<br />

were carefully selected to assure that content did not include concepts to be covered in the experimental studying<br />

materials. On the first, second, third, and fourth days after the workshop and on days five and six, students were<br />

given five different science essays for unguided and independent study. When students finished their studying,<br />

they handed in their study notes to the test administrator, and they were given a test covering comprehension of<br />

the science essays.<br />

As for the visualization/paper group, students attended a 100-minute paper-form visualization workshop, which<br />

lasted 25-miunte per day. On days one, two, three, and four, students were instructed in how to identify each of<br />

the three types of structures (cause-effect, sequence, and comparison-contrast) and in how to use visual<br />

conventions (fishbone diagram, flowchart, matrix/table) to represent these structures on paper. On the first,<br />

second, third, and fourth days after the workshop and on days five and six, students were given the same science<br />

essays to study as the control group. Students had to use their learned visualization skills to graphically represent<br />

139


the interrelationships among concepts on paper. When students finished their studying, they handed in their<br />

study notes to the test administrator, and they were given the same comprehension test as the control group.<br />

The visualization/computer group attended a 100-minute paper-form visualization workshop, which lasted 25<br />

minutes per day. During the workshop, they were asked to perform their visualizing work on computers, using<br />

Microsoft TM drawing and painting tools. The visualization workshop was delivered in the school computer lab.<br />

The content and the structure of the workshop were the same as for the visualization/paper group except that the<br />

teacher modeled visualization on computers rather than on paper and students generated their visualizations on<br />

computers. On the first, second, third, and fourth days after the workshop and on days five and six, students were<br />

given the same science essays to study as the control group. Students had to use the learned visualization skills to<br />

graphically represent the interrelationships among concepts on computer. When students finished their studying,<br />

they handed in their study notes to the test administrator, and they were given the same comprehension test as<br />

the control group.<br />

After the completion of the comprehension posttest, all participants were asked to verbally describe their study<br />

strategy used to prepare for the comprehension posttest. The visualization/paper and the visualization/computer<br />

groups were further asked to respond two questions: (1) How did you feel about the generation of visualizations<br />

during study time? Did it help you learn the content? and (2) Have you ever learned the visualization strategy<br />

before?<br />

During the entire study, the participants’ science teacher delivered the treatments. During the workshop, one of<br />

the researchers helped this teacher in guiding students in how to properly represent what they learned. The<br />

science teacher and the researchers also provided feedback to the visualization groups regarding the<br />

appropriateness of their visualizations during their study time. Following the treatments, the researchers<br />

administered the comprehension posttest for all groups.<br />

Essays studied by groups and the comprehension posttest<br />

The five science essays for students to study were excerpted from an American biology textbook, Biology: the<br />

web of life (Strauss & Lisowski, 1998), adopted in the 9-12 grade Texas science curriculum. The illustrations<br />

were eliminated in order to create the text-based document. The higher level reading passages were used to<br />

assure a high level of difficulty and a lack of student exposure to the content.<br />

The first day after the treatment video-watching or visualization workshop, all participants were asked to spend a<br />

maximum of 20 minutes studying an essay on science concepts on “Energy”, and then they took a paper-andpencil<br />

comprehension test containing five multiple-choice items. On the second day, after the video-watching or<br />

visualization workshop, all participants were asked to spend a maximum of 20 minutes studying an essay on<br />

“Cells”. After that, a paper-and-pencil comprehension test containing two multiple-choice items were<br />

administered.<br />

Likewise, on day three, after the video-watching or visualization workshop, all participants were asked to spend<br />

a maximum of 20 minutes studying an essay on “Homeostasis”, and then they took a paper-and-pencil<br />

comprehension test containing eight multiple-choice items. On the fourth day, after the video-watching or<br />

visualization workshop, all participants were asked to spend a maximum of 20 minutes studying an essay on<br />

“Coordination”. After students studied the written verbal science text, a paper-and-pencil comprehension test<br />

containing six multiple-choice items was administered.<br />

On day 5, all participants were asked to study an essay on “Transport in Plants and Animals.” They had a<br />

maximum of 50 minutes to study on the fifth day. When the study period time was over, the researchers<br />

collected all students’ essays. On the sixth day, the researcher handed the same essay back to the students, and<br />

they had a maximum of 35 minutes to complete their studying. After that, students were given a comprehension<br />

test containing nine multiple-choice test items to measure their understanding of the reading materials that they<br />

had spent time studying since day 5.<br />

The test items administered on each day were combined to form a 30-item multiple choice comprehension test.<br />

Students did not receive the results of their comprehension posttest each day; instead, the researchers graded<br />

each participant’s total testing items to form their final scores in the last day of the study. The test items were<br />

derived from the Taiwan Educational Department Test Bank for Middle School Biology (Taiwan National<br />

Institute for Compilation and Translation, 2000) that evaluated students’ higher level of thinking skills, which<br />

140


equired them to apply comprehension, analysis, and synthesis skills (Bloom & Krathwohl, 1956) to answer<br />

questions. The test items were constructed and validated by three content experts to be appropriate for this study.<br />

For the purpose of scoring students’ responses to the comprehension test items, 3.5 points were given for a<br />

correct answer and no credit was given for incorrect or unanswered questions. The reason to assign 3.5 points to<br />

a correct answer was for the test to have face validity, and have no detrimental result on the total score. The<br />

comprehension test had a reliability coefficient of 0.71 (coefficient alpha).<br />

Results<br />

One-way analysis of variance indicated that there was a significant difference among the three treatment groups,<br />

F (2, 89) = 20.363, p


The control group. On the first day, students were told that those who worked very hard on the learning tasks<br />

and behaved well would get small gifts, and points would be deducted from grades related to the activity for<br />

those students who did not work hard. Approximately 12 students engaged themselves in serious studying in the<br />

following days. However, eight male students still kept visiting with their friends and making a fuss during the<br />

prescribed study time on days two, four, and five. These students did not have a sense of time pressure for the<br />

completion of the assigned task, and paid less attention to the instructor. Nevertheless, most female students<br />

were able to sit quietly in the classroom, and read the textual materials with highlighting and underlining. On the<br />

third day, when asked to study the provided science essay, most of the students started making noises and<br />

expressed no interest in doing the assigned work. After a couple of minutes of goofing around with their<br />

classmates, some of those students went back to their work, but some still did not care much about their work.<br />

None of the students asked to take the test before the prescribed study time. When the prescribed study time was<br />

over, no students requested more time to study.<br />

The visualization/paper group. Students were more attentive to the learning tasks than the control group. At the<br />

beginning of the first day, students were informed that they would get small gifts if they studied the reading<br />

materials quietly and created visualizations during study time. As with the control group, students were told that<br />

points would be deducted from grades related to the activity for those students who did not work hard. Two-third<br />

of the students was very cooperative in the following days. There was only one student who kept talking to other<br />

folks the entire study time on days one, two and three. The teacher thus deducted points from that student's<br />

conduct behavior grade, and he started to behave himself on days four, five, and six. Some students had been<br />

asking the teacher each day whether their visualization work and test would be graded. The teacher responded to<br />

them by saying that their visualization work and test score would be graded and used for the teacher’s references.<br />

Many female students studied diligently and worked hard on the generation of their visualization throughout the<br />

six days. The teacher walked around the classroom all the time and provided necessary help to those students<br />

who had difficulty visually representing the related concepts in the texts, and gave corrective feedback to<br />

students’ visualizations. Four male students were fond of having conversation with each other during study time,<br />

and the teacher had to regulate their behaviors, but generally this group was engaged in studying.<br />

The visualization/computer group. Again, students were informed that they would get small gifts if they studied<br />

the reading materials quietly and created visualizations during study time and that points would be deducted<br />

from grades related to the activity for those students who did not work hard. About half of the students were able<br />

to concentrate on drawing and painting the graphics relevant to the reading content on computers. One student,<br />

who made a racket in the computer lab on the first day, started to behave himself very well on days two to six in<br />

order to get more gifts from the teacher. Further, one boy expressed his inability to study independently and<br />

chose to visit with his friends in the computer lab throughout the six days. He just copied his near-seat<br />

classmate’s work on computers in the last five minutes of the prescribed study time. Two girls were found to<br />

open another computer window to draw something irrelevant to the assigned reading texts, and they did not<br />

study at all. Two boys liked to make fun of each other while constructing visualizations on computers during<br />

study time. Two additional male students felt uncomfortable seated in their chairs at the computers, and they<br />

often chose to scuffle down the aisle or do make scary movements to surprise the teacher and classmates. The<br />

teacher deducted points from the grades of some of the students’ conduct behaviors, and asked them to study<br />

quietly.<br />

During study time, some students requested help because of their difficulties in adjusting the position of lines,<br />

circles, squares, arrows, or making tables on computers. Students’ difficulties in the features of the Microsoft TM<br />

drawing and painting tools diminished as their progressive familiarity in the functional features of the tools each<br />

day.<br />

Further, three or four students complained about their slow typing speed and asked someone else to type for<br />

them. One male student worked very hard on the computer, but he needed much help from the teacher in order to<br />

understand the content of the textual information due to his limited English proficiency. He was quite frustrated<br />

about his inability to spell the English words accurately and about his slow typing speed on computers. Six or<br />

seven students spent much time playing with the functions of the computer drawing and painting tools during the<br />

study time; apparently, computers continued to distract these students’ studying process. They were not able to<br />

finish their studying by the end of the prescribed study time on days one, two, three, and four.<br />

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Elements that contributed to the effectiveness and lack of effectiveness of the use of computers to generate<br />

visualizations in the workshops and during the study time<br />

The participants in the visualization/computer group were taken to the computer lab in a separate building near<br />

their science classroom for six days. There were 21 PC computers in the lab, and each of them was connected to<br />

the Internet. Every student had his or her own I.D. and password for logging in to the computer system.<br />

However, none of the computers had been networked to the printers and, therefore, saving all files for printing<br />

was impractical. All students were asked to save their work in folders on the computers at the end of the study<br />

time.<br />

On the second day, there were only 19 computers available for 22 students because of technological problems,<br />

and six students were paired with partners to share a computer during the workshop and the study time. The<br />

teacher delivered the visualization workshop using Microsoft TM PowerPoint slides, which were presented on a<br />

big TV screen at the front of the computer lab. Students had to arrange their seats in order to see the TV screen<br />

during the workshop. Students sitting in the back of the room had a problem with the words presented on the TV<br />

screen being too small to read, and they were told to read their slide handouts during the workshop. The teacher<br />

wrote the complete steps for opening the Microsoft TM drawing and painting tools on the blackboard located in<br />

the back of the computer lab. The teacher continuously walked around the lab to make sure every student<br />

followed directions. Some students did not bring paper or pencil to the computer lab on the first day, so the<br />

researcher provided those students with pencils and pens.<br />

During the workshop, when asked to practice visualizing sequential relationships found in the text on computers,<br />

all the students were busy engaging themselves in drawing circles or rectangles with the connected lines. Several<br />

spent much time figuring out how to type the words into the created circles or rectangles. Two or three students<br />

chose to draw on paper first before constructing visualizations on computers. Many students typed using only the<br />

forefinger of their right or left hands, and this slow typing process made them dislike what they had to do on<br />

computers. Three or four students tended to focus on beautifying their matrices with lots of colors and totally<br />

neglected the accuracy of the visual representations of concepts. Several students, probably three or four, looked<br />

around the room a lot, and they often expected the teacher to come to their seats and instruct them on what to do.<br />

During the essays study time, one girl worked very diligently throughout the six days, and she asked the<br />

teacher’s immediate feedback about her visualizations all the time. Male students tended to be highly distracted<br />

by the computer software, and liked to play computer games. Two or three students drew graphics that were<br />

totally irrelevant to the science concepts being explored on days five and six, and the teacher instructed them to<br />

get back to their assigned task. Six students studied continuously and drew quietly at the computer regardless of<br />

the noises created by other students in the computer lab.<br />

Students’ attitudes toward generating visualizations during study time<br />

For those students who visualized on paper during study time, 7 out of the 30 expressed that the generation of<br />

visualization that showed interrelationships among concepts helped them learn, and that they could understand<br />

what they read better through the use of this strategy. One of the students even mentioned that the visualizing<br />

process helped her learn because she was a visual learner. Five students did not think that visualizations could be<br />

helpful to their studies, and they stated that they would rather use the study strategy they were used to, such as<br />

memorization, or asking themselves questions during the study time. One of those students disliked the use of<br />

visualization as a study strategy because he felt it took too much effort and time to do—he thought it was quite<br />

boring.<br />

Students who received computer-based visualization workshop training and who constructed graphics on<br />

computers during study time showed more willingness to include visualization as part of their regular study<br />

technique. Twelve of the 34 students indicated that visualization was helpful to their studying of the assigned<br />

textual information. One of those expressed that visualizing the relationship among concepts on computers made<br />

the learning “pretty fun.” Another student said that graphing the reading content on her computers improved her<br />

understanding of the concepts. Four students mentioned that the use of computer tools to create visual<br />

representations was great because it helped them answer test questions better. However, five students did not<br />

think that visualization was a useful study strategy because they did not know what to do on the computers<br />

without the teacher's guidance. One of those students stated that she needed to spend more time learning how to<br />

create graphics that represent relationships among concepts on computers before she could use it comfortably<br />

during independent study time. Some students were interested in using computers to draw the relationships<br />

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among concepts although they had no or limited experiences using the computer drawing and painting tools<br />

before.<br />

Students’ prior exposure to the visualization skills identified in the visualization workshops<br />

Twenty-three out of the 30 students in the visualization/paper group expressed that they had not learned how to<br />

generate graphical visualizations to show interrelationships among science concepts in the past. Five students in<br />

the visualization/paper group reported that they had learned a similar visualization skill at school—probably at<br />

the grade level of five, six, or seven. However, only 2 out of the 34 students in the visualization/computer group<br />

had learned how to construct visual representations of concepts before in their seventh grade classes.<br />

Summary of results<br />

The results of the statistical analyses conducted to answer the first three research questions indicated that the 8 th<br />

graders who were trained to visualize on paper or on computers during study time scored higher on a<br />

comprehension posttest than those students who attended the non-visualization workshops and applied an<br />

unguided study strategy. However, no significant difference was found between the mean scores of the<br />

visualization/paper group and the visualization/computer group.<br />

The control group showed the least level of engagement during the study time, and they did not necessarily use<br />

of the entire study time to master the content being studied. Over the week, students in the control group became<br />

less engaged. However, students in the visualization/paper group were highly engaged in generating<br />

visualizations associated with the concepts in the studying essays. With the teacher’s guidance and the<br />

researcher’s assistance, most students in the visualization/computer group were also able to engage in the<br />

creation of meaningful visualizations on computers during the workshop and during the study time. However,<br />

computers distracted some male students. Generally, female students in the three groups studied quietly the<br />

entire study time; whereas, the male students were in need of more teacher supervision. Over the week, students<br />

in the visualization/paper group and visualization/computer group became more engaged.<br />

Elements in the school setting that contributed to instructional effectiveness in the computer-based visualization<br />

training included adults’ assistance in how to visualize on computers, and the teacher’s feedback regarding the<br />

accuracy of students’ visualizations. Elements that interfered with instructional effectiveness in the computerbased<br />

visualization training and may explain the lack of difference between computer-based visualization and<br />

paper and pencil-based visualization were: (a) inordinate time spent exploring the features of the tools, (b)<br />

students’ slow typing speed, (c) students’ inefficient use of study time at the computer, and (d) computer<br />

distractions, such as multimedia programs, or computer games. These elements might have negatively impacted<br />

the test performance of male students in particular in the visualization/computer group.<br />

Approximately 23% of students in the visualization/paper group and 35% of students in the<br />

visualization/computer group thought that visualization as a study strategy was helpful for their understanding of<br />

science concepts. Those students showed positive attitudes toward the use of visualization as a study strategy for<br />

learning science textual materials. About 16% of students in the visualization/paper group and 15 % of students<br />

in the visualization/computer group felt negatively about the use of visualization. They claimed that visualization<br />

demanded too much time and effort, and that they needed a teacher’s guidance in how to visualize on computers<br />

and how to make use of features of drawing and painting tools to generate visual representations of concepts.<br />

Discussion<br />

Constructivists contend that students should be provided with learning activities that help them negotiate<br />

meaning internally and socially, rather than simply receiving explanations of phenomenon from those in the<br />

know (Fosnot, 1996). Student-generated visualization as a study strategy supports constructivist learning by<br />

allowing students to extract concepts to construct knowledge and it enables them to think reflectively while they<br />

learn. Our findings provide further evidence that the visualizing process engages learners in meaningful learning.<br />

The construction of visual representations during study time can help individuals build internal associations<br />

among information in long-term memory, and external associations between new information and prior<br />

knowledge.<br />

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Similar to the findings of previous studies (Cifuentes & Hsieh, 2004b, 2004c; Anderson-Inman & Ditson, 1999),<br />

we found that students who were instructed in the structures of text, and who subsequently made use of visual<br />

conventions to spatially represent concepts on paper or on computers during their study time, performed better<br />

on the comprehension test than did the groups who studied in the traditional manner of re-reading, underlining,<br />

and highlighting. The visualization training provided in this study successfully helped students develop the<br />

abilities to organize, to monitor, and to control their generative processes. The participants were able to generate<br />

meaningful visualizations with sufficient practice, and with teachers’ feedback regarding the appropriateness of<br />

their visualizations during study time. Students who constructed meaningful visualizations deeply processed<br />

what they learned, and they felt more confident in their own acquired knowledge.<br />

Our study also provided evidence for the Perkins & Unger (1999) theory indicating that students who are able to<br />

construct their own representations among concepts demonstrate a deep understanding of those concepts. The<br />

recognition of structures in science expository texts and the use of visual conventions to spatially represent tobe-learned<br />

materials positively affected the way that young participants approached science texts. Studentgenerated<br />

visualization, when created with sufficient cues from adults, showed relevancy to the content, and<br />

demonstrated accuracy of the interrelated concepts, which successfully improved learners’ understanding of<br />

concepts.<br />

Consistent with the findings in the Cifuentes, & Hsieh (2004a) study, we also found that middle schoolers easily<br />

engaged in unpurposeful tasks on computers as a result of being distracted by the perceived computer<br />

affordances. The students in the visualization/computer group tended to spend an inordinate amount of time<br />

adjusting the display of graphics, changing the color and font of texts, and experimenting with different<br />

functions on the tool bar when constructing visual representations on computers. Several students intended to<br />

make their graphics very “artistic” and “appealing” with no consideration given to the content of their<br />

visualizations.<br />

However, the students in the visualization/paper group were able to concentrate on the reading of the<br />

information and finish studying. When compared to the visualization/paper group, students in the<br />

visualization/computer group were placed in a more complex environment with intervening elements that easily<br />

diverted their attentions students. Several students in the visualization/computer group were unaware of what<br />

they were doing at the computer and they appeared to lack metacognitive strategies. Nevertheless, given<br />

visualization as a study strategy, students who constructed visualization on paper or on computers engaged<br />

themselves more in the meaning-making process than those who simply read and applied the unguided study<br />

strategy to master the content being studied. Visualization offered students a means to reflect on what they<br />

learned and assess their understanding of concepts.<br />

Further, the results of this study indicated there was no significant difference between the test performance of the<br />

visualization/paper group and the visualization/computer group. Contrary to the findings in the Cifuentes &<br />

Hsieh (2004a) study, the researcher found that with the instructor’s and the researcher's guidance and supervision<br />

in the computer lab, the student-generated visualization on computers was as effective as visualization on paper<br />

for facilitating science concept learning. The differences between the findings in this study and the Cifuentes &<br />

Hsieh’s (2004a) study might be due to the teachers’ delivery of the training in visualization, the presence of<br />

teachers during students’ study time, the provision of immediate feedback from teachers regarding the<br />

appropriateness of student-generated visualizations during study time, and the availability of the researcher’s<br />

assistance with the features of the drawing and painting tools on computers. The participants of this study might<br />

also have been motivated to learn because of external rewards, such as gifts or praise, granted on each day of the<br />

study.<br />

The use of computer drawing and painting tools to generate visualizations during study time had a positive<br />

impact on middle school science concept learning in this study. The students in the visualization/computer group<br />

scored significantly higher on the comprehension posttest than did the students who did not attend the computerbased<br />

visualization workshop and who had applied the unguided study strategy during study time. With the<br />

appropriate management and control of students’ behaviors in the computer lab, the students in the<br />

visualization/computer group were able to engage themselves in the generation of facilitative visual<br />

representations of texts on computers. Computers thus functioned as “cognitive tools” for students to reflect,<br />

refine, and assess their structural knowledge.<br />

Even though we found that the construction of visualizations on paper and on computers during study time was<br />

fruitful to middle school science concept learning, most participants in the visualization/paper and in the<br />

visualization/computer groups did not express their wish to use such a strategy as their regular study technique.<br />

It was found that the process of creating visualizations that showed interrelationships among concepts required<br />

145


learners to be attentive to learning tasks, and to be willing to invest their time and effort to think deeply,<br />

organize, and process what they learned. Rather than invest in visualization, pupils are more likely to attach to a<br />

quick and easy memorization strategy to master something new. Students rarely have the chance to construct<br />

other useful study strategies necessary to become better learners. The findings of this study urge educators to<br />

help young unsophisticated learners develop expertise in how to visualize so that the process becomes laborsaving<br />

and so that they can use that expertise to construct useful knowledge within each subject domain.<br />

Limitations of the Study<br />

This study result may not generalize to the students of different grade levels or to students from dissimilar school<br />

settings. The effect of the use of self-generated visualization as a study strategy on middle school science<br />

concept learning may be specific to the participants. The participants’ behaviors were influenced by the learning<br />

climate in class, as well as by their teacher’s expectations of them.<br />

Further, the participated middle school had a limited number of computers in the lab; therefore, students’ access<br />

to the computers was restricted. Urban middle schools may have had higher probabilities of being equipped with<br />

more and better computers, and students in those schools have more competency to use computers as a study<br />

tool. Additionally, the learning outcomes might be dissimilar as a result of the use of different drawing and<br />

painting tools on different computer platforms to generate visualizations. Also, the reading materials used in this<br />

study were mainly from biology subject matter. It should be noted that the use of visualization as a study strategy<br />

for interpreting textual information from other domains might not produce outcomes similar to this study.<br />

Conclusion<br />

Visualization is a factor in scientific understanding (Earnshaw & Wiseman, 1992; Peltzer, 1988), and it is also an<br />

important part of becoming a creative thinker (De Bono, 1995; Torrance & Safter, 1999). Given the power of<br />

visualization as a study strategy and the limited visualization skills among learners, an orientation is essential to<br />

prepare learners for using visual techniques to represent interrelationships among concepts. With appropriate<br />

scaffolding for students, young learners can construct meaningful concept representations and progressively<br />

internalize visualization as part of their study strategy (Bliss, Askew, & Macrae, 1996).<br />

Teachers need to provide regular feedback about student-generated representations so students can repeatedly<br />

revise their visuals until they match the scientific reality. Jonassen (1999) described the kinds of activities in<br />

which students can engage for meaning making. Such activities should be incorporated into the curriculum to<br />

prepare students for scientific thinking:<br />

The process for building the ability to model phenomena requires [1] defining the model, [2] using the<br />

model to understand some phenomena, [3] creating a model by representing real world phenomena and<br />

[4] making connections among its parts, and finally [5] analyzing the model for its ability to represent<br />

the world (p. 227).<br />

The more time for modeling and practice in how to visually represent the interrelationships among concepts, the<br />

more likely students will learn science concepts through visualization. Middle school students should be<br />

encouraged to engage in the diverse practice of learning how to construct their own concept representations<br />

while receiving expert or teacher’s feedback regarding their appropriateness.<br />

Given the positive effect of training students to create visualizations using computer-based drawing and painting<br />

tools, students may be instructed to use computers as a study tool to intentionally organize and integrate content<br />

ideas. The computer-based visualization tool provides students with a means to depict the underlying structure of<br />

the ideas they are studying, and to understand how new concepts are related to the known, which is the basis for<br />

meaning making (Jonassen, Peck, & Wilson, 1999). Training on metacognitive strategies in a computer-based<br />

learning environment is of importance for young learners’ efficient use of study time. When students study with<br />

computers, they need to be advised to regard computers as a partner to help them construct knowledge instead of<br />

as playable toys. Curriculum is suggested to include computer graphics activities from an early age so computers<br />

can become partners to support learners in their efforts to become better thinkers, rememberers, and problem<br />

solvers (Jonassen, 2000). Visualization should be a focus of science curriculum.<br />

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148


Rafi, A., Samsudin, K. A., & Ismail, A. (<strong>2006</strong>). On Improving Spatial Ability Through Computer-Mediated Engineering<br />

Drawing Instruction. Educational Technology & Society, 9 (3), 149-159.<br />

On Improving Spatial Ability Through Computer-Mediated Engineering<br />

Drawing Instruction<br />

Ahmad Rafi<br />

Faculty of Creative Multimedia, Multimedia University, Cyberjaya, 63100 Selangor, Malaysia<br />

Tel: +603-8312 5555<br />

Fax: +603-8312 5554<br />

ahmadrafi.eshaq@mmu.edu.my<br />

Khairul Anuar Samsudin and Azniah Ismail<br />

Fakulti Teknologi dan Komunikasi, Universiti Pendidikan Sultan Idris, Tanjung Malim, 35900 Perak, Malaysia<br />

Tel: +605-450 5021/5041/5050<br />

Fax: +605-458 2615<br />

kanuar@upsi.edu.my<br />

azniah@upsi.edu.my<br />

ABSTRACT<br />

This study investigates the effectiveness of computer-mediated Engineering Drawing instruction in<br />

improving spatial ability namely spatial visualisation and mental rotation. A multi factorial quasi<br />

experimental design study was employed involving a cohort of 138, 20 year old average undergraduates.<br />

Three interventional treatments were administered, namely Interactive Engineering Drawing Trainer<br />

(EDwgT), conventional instruction using printed materials enhanced with digital video clips, and<br />

conventional instruction using printed materials only. Using an experimental 3 x 2 x 2 factorial design, the<br />

research has found statistical significant improvements in spatial visualisation tasks. There appears to be no<br />

improvement in reaction times for Mental Rotation. The authors also have investigated the gender<br />

differences and the influence of prior experience of spatial ability.<br />

Keywords<br />

Spatial ability, Spatial visualisation, Mental rotation, Computer-mediated Engineering Drawing<br />

Introduction on spatial ability<br />

Spatial ability is widely perceived by the scientific fraternity to be a vital trait in human intelligence. This<br />

involves a cognitive process through the brain’s attempts to perceive and interpret certain types of incoming<br />

information namely the visual and spatial information. A simple comprehension of this visual-spatial<br />

information is one’s ability to remember how to move around in a house. This skill becomes evident when<br />

individuals are engaged in activities rich in visual and spatial content such as Engineering, Science, Architecture<br />

and Technology. Though deemed vital, the emphasis to train and practice in spatial skills seldom receives the<br />

desired attention where historically other forms of intelligence in particular mathematical ability have been given<br />

more emphasis albeit recent evidence that suggests a similar importance of humans mental capabilities of the<br />

former. According to Smith (1964), many assumptions of spatial ability tests were prone to practical and<br />

mechanical abilities that are useful in predicting success in technical fields, but not as measures of abstract<br />

reasoning abilities.<br />

Several definitions has been proposed, all having different nomenclatures but in essence they indicate this ability<br />

to be a non-unitary construct of human intelligence deemed very important in life. Mayer and Sims (1994)<br />

explained spatial ability as the ability to rotate or fold objects in two or three dimensions and to imagine the<br />

changing configurations. According to Sternberg (1990), one’s spatial ability pertains with the visualisation of<br />

shapes, rotation of objects, and how pieces of a puzzle would fit together. Likewise, Linn and Petersen (1985)<br />

indicated the skills in representing, transforming, generating and recalling symbolic and nonlinguistic<br />

information are asscociated with this ability. Spatial ability is also viewed to be multi faceted comprising several<br />

sub skills. Meta-analysis of studies made between 1974 and 1982 by Linn and Petersen (1985) suggested spatial<br />

ability to be composed of three distinct components namely spatial visualisation, spatial perception and mental<br />

rotation.<br />

Factors influencing the development of spatial ability<br />

Factors influencing the development of spatial ability have been identified in several psychological studies such<br />

as gender, age and spatial-related experience (Miller, 1996). Results of the meta-analysis (Linn & Petersen,<br />

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149


1985; Voyer et al.,1995) show that gender differences in favor of males in spatial abilities exist. The magnitude<br />

of these gender differences are slight, moderate and pronounced in spatial visualisation, spatial perception and<br />

mental rotation respectively. Men are arguably faster at the second stage of the mental rotation operation<br />

comprising sequential stages; perceiving, rotating, and comparing where women are relatively slower at this<br />

stage (Kail et al., 1979; Petrusic et al.,1978) contributing to this disparity. Explanations from biological and nonbiological<br />

perspectives namely socio-cultural factors have expatiated women’s relative lower performance in<br />

spatial tasks. Several theories such as male cerebral lateralisation (Gur et al., 2000; Vogel et al., 2003), sex<br />

hormone (Hier & Crowley, 1982), and x-linked genetic theory (Harris, 1978) explicate the cause of gender<br />

differences from biological perspective.<br />

Gender differences in spatial aptitude may be caused by several socio-cultural factors such as gender-typed<br />

socialisation. Children’s conception of how to behave is shaped by the gender-linked beliefs about them resulted<br />

from their parental notions on gender-related abilities (Swim, 1996). Girls are inadvertently not encouraged to<br />

pursue an interest in masculine domains which are heavily loaded with spatial reasoning aspects. Females may<br />

also underestimate their potentials in spatial domains due to their parental beliefs that affect their self-perception<br />

of capability (Fouad & Smith, 1996). Male children have more opportunities to engage in spatial activities at an<br />

early age through gender-biased activities that promote spatial skills development (Baenniger &<br />

Newcombe,1989). The situation is exacerbated by girls’ lack of practice that engenders low motivation where<br />

engagement in spatial tasks will be discouraged or the likelihood of failure will increase (Stericker &<br />

LeVesconte, 1982).<br />

Age related differences in spatial ability were investigated by Piaget and Inhelder (1971) suggesting that an<br />

individual’s cognitive development determines the potential of what one could achieve. At the initial stage a<br />

child exhibits a purely egocentric view of the world that continues to the second stage. A child develops spatial<br />

thoughts independent of images but still requires the actual presence of the object being manipulated at the third<br />

stage in the range of 7 to 12 years old. This stage of development concurs with Ben-Chaim’s et. al (1989)<br />

proposition that the optimal age for acquiring spatial skills through instruction is between 11 and 12 years old.<br />

The capability of exploring mental manipulation involving infinite spatial possibilities and complex<br />

mathematical concepts is attainable at the formal operational stage from the age of 13 years old onwards. The<br />

maximum potential is reached at the age of 17 implying that students in high schools or post secondary<br />

education are formal operational thinkers. Individuals’ spatial ability seems to reach maturation stage at<br />

adolescence and will gradually decline in the late twenties in the general populations due to aging effects even<br />

among individuals who are using these abilities in their profession (Salthouse et. al, 1990).<br />

Prior to Maccoby’s and Jacklin’s (1974) study there were many hypotheses debating whether spatial ability was<br />

inherited or learned behavior. Findings of some research after this time provide evidence that spatial skills can be<br />

taught (Alington et al., 1992; Bishop, 1989; Petrusic et al., 1978). In 1987, the National Council of Teachers of<br />

Mathematics recommended that an individual must have experienced with geometric properties and relationships<br />

to help develop this ability. The extent of improvement and level of performance gain for both sexes are very<br />

important considerations in studies dealing with spatial skills training. Practice effects have also been detected in<br />

previous research for spatial training both for general and specific skills. Empirical evidence shows females<br />

through practice improved at a significantly higher rate because according to Baenniger and Newcombe (1989)<br />

men might be operating closer to their maximum potential. On the other hand, Sorby’s (1999) study suggests<br />

that there is significant room for improvement of spatial skill for both men and women depending on the<br />

difficulty of the task. Of late, various instructional interventional programs using computer and multimedia<br />

technologies have been carried out (Ahmad Rafi et al., 2005; Khairul & Azniah, 2004; Lehmann, 2000; Turos &<br />

Ervin; 2000) to address spatial skills acquisition and its corresponding impact for both genders reveal promising<br />

results.<br />

Purpose of Study<br />

Spatial skills such as spatial visualisation and mental rotation are important abilities in tertiary education<br />

involving studies which are highly involved with spatial and visual understanding especially in Engineering,<br />

Computer Graphics, Architectural and other scientific courses. Investigation on developing these cognitive skills<br />

among undergraduates is vital to assist students lacking these abilities. The effectiveness of training using<br />

different instructional methods will suggest educators on utilising appropriate approaches that maximise the<br />

training impact. Demographic factors such as gender and spatial experience also contributes to the overall<br />

training outcomes. Considering these points, three research questions were formulated to articulate the research<br />

study as follows:<br />

150


a) Will learner’s spatial visualisation and mental rotation abilities improve after performing Engineering<br />

Drawing tasks?<br />

b) Are there substantial differences in improvement attributed to methods of instruction used for<br />

Engineering Drawing tasks?<br />

c) Do demographic factors such as gender and spatial experience substantially influence training<br />

outcomes?<br />

In this study, three experimental conditions involving Engineering Drawing exercises were administered namely<br />

the computer-mediated Interactive Engineering Drawing Trainer (EDwgT), conventional instruction using<br />

printed materials enhanced with digital video clips, and conventional instruction using printed materials.<br />

Conventional instructional method was operationalised as learning strategy that employs similar training<br />

materials of Engineering Drawing using printed materials with tutor supervision. Several predictions were made<br />

in order to answer the research questions with regard to spatial skills improvement, effectiveness of training<br />

methods and the influence of demographic factor on training outcomes. These are:<br />

a) learners’ performance gain in spatial ability measures namely spatial visualisation, mental rotation<br />

accuracy and mental rotation speed will be significant in the computer-mediated EDwgT followed by<br />

video-enhanced conventional instruction, and finally conventional instruction,<br />

b) male learners will achieve greater performance gain in the spatial ability measures than female<br />

learners,<br />

c) high spatial experience learners will achieve greater performance gain than low spatial experience<br />

learners.<br />

Methods<br />

Participants<br />

A cohort of one hundred and thirty eight (138) undergraduate students with an average age of 20 participated in<br />

the experiment involving equal numbers of females and males. The sample was drawn from an intact class of<br />

Computer-Aided Design course involving students majoring in Information Technology and Communication<br />

(ITC), Universiti Pendidikan Sultan Idris, Malaysia. A convenience sampling was used and the participants were<br />

randomly assigned to three treatment groups forming two experimental groups and one control group. The<br />

treatments for the two experimental conditions were computer-mediated instruction and video-enhanced<br />

conventional instruction. The control group only received conventional instructions. All participants were given<br />

course credits for their participation.<br />

Instructional Materials and Apparatus<br />

The EDwgT was carried out by each participant on a personal computer with a pre-installed multimedia program<br />

freely downloaded from the Visualisation and Spatial Reasoning website (Blasko & Holiday-Darr, 2000). It was<br />

developed to replicate typical Engineering Drawing tasks comprising of multi 2D orthographic views together<br />

with isometric representations. This program allowed the user to learn the fundamentals of constructing the<br />

orthographic projections from an isometric view. Several utility buttons were also embedded in the interface for<br />

user guidance while exploring the problem solving activities.<br />

Individual differences in spatial visualisation and mental rotation were measured respectively using the Spatial<br />

Visualisation Test (Middle Grades Mathematics Project, 1983) and an online mental rotation test developed by<br />

Chay (2000) based on the Vandenberg and Kuse (1978) respectively. The categorisation of participants into high<br />

and low spatial experience levels was adopted from Spatial Experience Questionnaire (SEQ) designed by<br />

McDaniel et. al. (1978).<br />

The first instrument comprises 32 multiple-choice items with five response choices for each item. Items<br />

consisted of views having one, two and three dimensional figures shown in line drawings to be completed within<br />

25 to 35 minutes. The second instrument, the electronic test version comprises 30 evaluation items each<br />

composed of a target and comparison figure positioned at various degrees of orientation. Scoring involved<br />

assigning one point for a correct response and all questions were randomly presented to avoid order effect.<br />

151


Procedure<br />

This study employed a factorial pre-test post-test quasi experimental (3 x 2 x 2) design protocol comprising three<br />

independent variables namely treatment group (3 levels: experimental 1, experimental 2 and control), gender (2<br />

levels: females and males) and prior spatial experience (2 levels: high and low). The dependent variables in the<br />

study were mean scores of the spatial visualisation and mental rotation tests that served as both pre-test and posttest<br />

measures. The SEQ is a 25-item self-reported questionnaire consisting of a list of spatial activities such as<br />

drawing, map reading, and playing chess. Each item has a four-point scale ranging from two extremes (i.e. very<br />

often and never) to be rated by participants on the experiment. The two levels of spatial experience were<br />

categorised based on the total scores of the questionnaire such that low experience was 42 and below, and high<br />

experience was 43 and above. For the mental rotation test all participants were explicitly explained that their<br />

performance in the spatial test depend on both accuracy and speed factors in which they were allowed three<br />

minutes to complete the test. Practice session on two to three items in the online mental rotation test was<br />

instructed prior to pre-testing measurements to allow participants to familiarise with the interactive instructions<br />

and interfaces.<br />

Data containing number of correct attempts and response times in seconds were automatically generated and<br />

retrieved for analysis in statistical program. The spatial visualisation test was developed with manual instruction<br />

in which students were given 25 to 30 minutes to complete the tasks. During the intervention, training in EDwgT<br />

to improve performance in spatial tasks was applied to the first experimental group in the computer lab.<br />

Figure 1: The Interactive Engineering Drawing Trainer (EDwgT) window<br />

The second experimental group received similar instructional materials in printed form augmented with video<br />

materials. The digital video clips were produced using the screen motion capture software, Techsmitch’s<br />

Camtasia Studio Two to record screen activities into avi files. Participants were advised to use the clips to assist<br />

problem solving issues.<br />

Figure 2: A snapshot of a video clip launched by users<br />

152


The control group only received printed instructional materials consisting Engineering Drawing exercises<br />

scheduled in five sessions, two hours per week for five weeks duration. All groups received the same training<br />

materials, time allocation and time of day of training to avoid external threats confounding the treatment. This<br />

ensures any differences in performance after treatment were solely attributed to the effectiveness of the<br />

instructional approaches used. The authors were the facilitators throughout the training sessions providing<br />

guidelines and directions to ensure participants could follow the treatment programs with ease. Post-test was<br />

administered on the fifth week utilising the same tests used in the pre-testing stage to reveal any performance<br />

gain resulting from the spatial training. The five-week gap between pre-testing and post-testing will ensure that<br />

any improvement detected is not attributed to test re-test effect but is due to the intended effect of spatial<br />

training.<br />

Data Analysis<br />

It is important to ensure that the groups were statistically equivalent prior to treatments. Three independentsample<br />

t-tests for each pre-test of the spatial ability revealed no significant group differences at p> 0.05. Similar<br />

tests conducted to detect diferences due to gender and spatial experience showed all the groups were statistically<br />

equivalent except for spatial visualisation pre-test measure indicating high spatial experience participants were<br />

more accurate than the low spatial experience counterparts. The absence of gender differences for both measures<br />

of spatial ability especially in mental rotation were most surprising as most literature reported otherwise. Table 1<br />

summarises the means and standard deviations of the pre-test and post-test measurements.<br />

Table 1: Means and standard deviations for the spatial ability measures<br />

Spatial<br />

Mental Rotation<br />

Conditions<br />

Visualisation<br />

(max 32)<br />

(max 30) Reaction time (secs)<br />

Pre Post Pre Post Pre Post<br />

Experimental 1<br />

Females High exp. 13.70 19.40 24.00 27.10 124.88 100.67<br />

(4.69) (2.63) (2.71) (1.20) (42.81) (32.38)<br />

Low exp. 12.46 16.15 19.77 22.54 118.43 126.90<br />

(2.66) (2.64) (1.79) (2.50) (40.51) (32.00)<br />

Males High exp. 15.60 20.10 24.60 27.00 113.31 94.70<br />

(4.03) (3.96) (2.37) (1.25) (25.68) (24.41)<br />

Low exp. 14.23 19.15 19.92 22.15 113.98 119.46<br />

(3.92) (3.83) (1.15) (2.11) (42.27) (32.70)<br />

Total<br />

13.91 18.57 21.78 24.39 119.10 97.68<br />

(Females+Males)<br />

Experimental 2<br />

(3.86) (3.57) (2.97) (3.01) (34.87) (28.08)<br />

Females High exp. 14.00 17.88 22.13 24.00 142.32 119.56<br />

(4.04) (2.75) (2.36) (2.92) (34.06) (30.16)<br />

Low exp. 12.93 15.07 21.07 22.67 124.58 117.87<br />

(2.63) (2.02) (3.56) (3.41) (38.07) (31.90)<br />

Males High exp. 15.67 20.00 22.11 24.11 115.80 105.58<br />

(4.00) (2.87) (3.62) (3.57) (39.86) (43.79)<br />

Low exp 13.36 17.50 20.00 23.14 137.96 129.61<br />

(3.43) (2.07) (3.68) (3.61) (39.53) (28.43)<br />

Total<br />

13.78 17.26 21.13 23.33 130.03 119.34<br />

(Females+Males)<br />

(3.46) (2.89) (3.44) (3.37) (38.24) (33.23)<br />

Control<br />

Females High exp.<br />

Males<br />

Low exp.<br />

High exp.<br />

Low exp.<br />

14.83<br />

(4.31)<br />

12.82<br />

(2.74)<br />

15.70<br />

(3.77)<br />

14.31<br />

(3.17)<br />

18.67<br />

(2.07)<br />

14.59<br />

(3.02)<br />

18.00<br />

(4.11)<br />

16.92<br />

(2.81)<br />

19.83<br />

(3.54)<br />

19.82<br />

(3.50)<br />

19.60<br />

(3.37)<br />

20.69<br />

(3.04)<br />

21.00<br />

(3.80)<br />

22.35<br />

(3.32)<br />

21.80<br />

(3.68)<br />

21.85<br />

(3.58)<br />

138.52<br />

(29.80)<br />

141.85<br />

(38.21)<br />

137.79<br />

(40.33)<br />

150.28<br />

(24.25)<br />

117.97<br />

(27.36)<br />

127.74<br />

(36.85)<br />

124.29<br />

(40.83)<br />

131.92<br />

(25.32)<br />

153


Total<br />

(Females+Males)<br />

Spatial Visualisation<br />

14.13<br />

(3.40)<br />

16.52<br />

(3.43)<br />

20.02<br />

(3.27)<br />

21.91<br />

(3.44)<br />

142.92<br />

(33.54)<br />

126.90<br />

(33.02)<br />

Three-way interaction between method of instructions, gender and level of spatial experience was not found to<br />

be significant, F(2,126) = 0.58, p = .56 by the analysis of variance performed. Similarly, no three-way<br />

interactions among the three independent variables were found to be signififant. The main effect for method of<br />

instructions was significant, F(2,126) = 3.47, p = .03, showing better performances for participants receiving<br />

training in EDwgT compared to the other two methods. Gender factor produced significant main effect, F(1,126)<br />

= 9.91, p = .002 indicating males to be more accurate in spatial visualisation tasks than their female counterparts.<br />

A highly significant main effect of spatial experience was detected, F(1,126) = 21.60, p = .0005 revealing better<br />

spatial visualisation performance for high spatial experience participants compared to their low spatial<br />

experience counterparts.<br />

Table 2 summarises the results of the main effects and interactions for spatial visualisation post-test.<br />

Table 2: ANOVA for the Spatial Visualisation Test<br />

Source df Sum of Squares Mean Square F Value<br />

Method 2 60.96 30.48 3.47*<br />

Gender 1 87.16 87.16 9.91**<br />

Spatial Experience 1 190.01 190.01 21.60 ***<br />

Method x Gender 2 11.28 5.64 .64<br />

Method x Spatial Experience 2 2.01 1.01 .11<br />

Gender x Spatial Experience 1 27.84 27.84 3.17<br />

Method x Gender x Spatial 2 10.22 5.11 .58<br />

Experience<br />

Error 126 1108.37 8.80<br />

*p


The main effect for method of instructions was found to be highly significant, F(2,126) = 9.90, p = .0005<br />

demonstrating greater mental rotation accuracy for participants receiving training in EdwgT compared to the<br />

other two instructional approaches. Spatial experience factor produced significant main effect, F(1,126) = 10.08,<br />

p = .002 indicating participants with high spatial experience to be more accurate in mental rotation tasks than<br />

their low spatial experience counterparts. Main effect for gender was found to be not significant, F(1,126) =<br />

0.02, p = .90.<br />

A simple main effects analysis for the high spatial experience factor indicated a significant difference between<br />

the mean scores of mental rotation accuracy for method of instructions factor, F(2,50) = 17.94, p = .0005. A<br />

follow-up comparison analysis using Tukey’s procedure (alpha = .05) revealed the mean score of mental rotation<br />

accuracy of the EDwgT group was significantly higher than the second experimental group that received videoenhanced<br />

conventional instruction. Likewise, the mean score of mental rotation accuracy of this second<br />

experiemental group was significantly higher that the control group. A simple main effects analysis for the low<br />

spatial experience factor did not show any significant differences for the three groups, F(2,82) = .47, p = .63.<br />

Mental Rotation (Reaction Time/Speed)<br />

The three-way interaction between method of instructions, gender and level of spatial experience was not found<br />

to be significant, F(2,126) = 0.63, p = .53. Likewise, the three two way interactions among the three independent<br />

variables were not found to be significant in the same analysis. The main effect for method of instructions was<br />

not significant, F(2,126) = 2.25, p = .11, showing all the groups made statistically similar performance gain.<br />

Gender factor did not produce significant main effect, F(1,126) = 0.02, p = .88 indicating both female and male<br />

participants were more or less having similar reaction time in completing the mental rotation tasks. However,<br />

there was a significant main effect for spatial experience factor, F(1,126) = 6.82, p = .01 indicating that high<br />

spatial experience participants were faster in mental rotation tasks than participants with low spatial experience<br />

after performing Engineering Drawing tasks.<br />

Table 4 summarises the results of the main effects and interactions for mental rotation speed post-test.<br />

Table 4: ANOVA for the Mental Rotation Test (Reaction Time)<br />

Source df Sum of Squares Mean Square F Value<br />

Method 2 4805.66 2402.83 2.25<br />

Gender 1 23.58 23.58 .02<br />

Spatial Experience 1 7282.26 7282.26 6.82*<br />

Method x Gender 2 755.81 377.91 .35<br />

Method x Spatial Experience 2 1791.32 895.66 .84<br />

Gender x Spatial Experience 1 432.01 432.01 .41<br />

Method x Gender x Spatial Experience 2 1346.08 673.04 .63<br />

Error 126 134556.78 1067.91<br />

*p


Given the absence of any significant gender difference prior to treatment indicates that male participants were<br />

found to be relatively superior than females in the spatial visualisation measure as anticipated in the second<br />

prediction. Males may have developed greater understanding of spatial properties and relationships enabling<br />

them to transfer this skill in spatial visualisation tasks. The relative reduction in female performance in handling<br />

Engineering Drawing tasks may be partly attributed to the belief that it is a male-biased activities seldom<br />

encountered by females similar to Spencer et al. (1999) theory of Stereotype Threat. The difference in<br />

performance between the high and low spatial experience groups widened after training suggests that level of<br />

spatial experience can produce different training outcomes. Significant difference attributed to spatial experience<br />

was detected favoring high spatial experience participants thus supporting the third prediction. The 5-week<br />

spatial training certainly has further strengthened the former’s spatial visualisation skill that effectively made<br />

them more effective in managing spatial strategy. The absence of any interactions among the three variables<br />

suggests that engagement in Engineering Drawing tasks can improve spatial visualisation skill irrespective of<br />

gender and level of spatial experience.<br />

Mental Rotation Accuracy<br />

Highly significant performance gain in mental rotation accuracy was also found favoring participants that<br />

received computer-mediated instruction training compared to the other groups. The performance gain acquired<br />

by the second experimental group was significantly higher than the control group hence confirming the first<br />

prediction of the study for this measure. The second prediction of males outperforming females in mental<br />

rotation accuracy did not materialise as both acquired equivalent improvement for correct responses in mental<br />

rotation measure after training. Significant performance gain by high spatial experience group than those with<br />

low spatial experience attested the third prediction in mental rotation accuracy. The presence of an interaction<br />

between instructional method and spatial experience factor influenced the overall spatial training. High spatial<br />

experience participants that trained in EDwgT showed higher mental rotation accuracy than the other groups.<br />

Participants of similar spatial experience level trained with augmented video-enhanced approach attained better<br />

mental rotation accuracy than high spatial experience participants in the control group. On the contrary, low<br />

spatial experience participants performed equally regardless of the instructional methods employed.<br />

Therefore, any training program to enhance mental rotation in terms of accuracy involving learners with high<br />

spatial experience must take into consideration the types of instructional media being employed. The type of<br />

instructional approach adopted will determine the level of achievement as demonstrated in the study where<br />

computer-mediated spatial training produced the best outcome. However, the method of instructions used for<br />

spatial training in mental rotation accuracy may not be as critical for low spatial experience learners. One<br />

plausible explanation is that the effectiveness of such educational tool was not actualised since the low spatial<br />

experience participants may not possess sufficient experience or exposure (Reed & Overbaugh, 1993) and<br />

proficiency in using computer-mediated instructions which entail considerable degree of skills in humancomputer<br />

interaction. This is supported by the fact that several items used in the SEQ include information on<br />

computer software and games experiences. Other contributing factor was the duration of the course that may not<br />

suit well with this group and may require longer training period to gain confidence and ease in using novel but<br />

unfamiliar methods.<br />

Mental Rotation Speed<br />

Methods of training to enhance participants’ reaction time in mental rotation tasks did not support the first<br />

prediction for this spatial skill measure. The ability of the three groups to perform mental rotation tasks as<br />

quickly as possible was found to improve slightly through training irrespective of the instructional approaches<br />

used. The impact of performing Engineering Drawing exercises produced equivalent impact in reaction time<br />

regardless of instructional method used. The instructional method may not be the critical determinant but the<br />

nature of the Engineering Drawing activities itself needs to be analysed. The Engineering Drawing problems<br />

used mainly involved completing incomplete orthographic and isometric views requiring learners to visualise<br />

three-dimensional objects transforming from two-dimensional planar faces.<br />

This spatial information processing is cognitively more related to spatial visualisation than mental rotation<br />

although the latter cognitive function is involved but its speed factor is not so much emphasised when<br />

performing Engineering Drawing tasks. No gender difference was detected to support the second prediction for<br />

mental rotation speed. Both females and males have made similar gains by becoming slightly quicker in mental<br />

rotation after training. This implies that engaging in Engineering Drawing activities can be quite benificial for<br />

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oth sexes. Significant difference attributed to spatial experience factor was found confirming the third<br />

prediction for mental rotation speed. High spatial experience participants were faster than the low spatial<br />

experience group. Their relativeley higher spatial experience may have assisted them to mentally rotate objects<br />

much quicker through utilisation of enhanced mental rotation skills that they possessed. The absence of any<br />

interactions among the variables suggests that engagement in Engineering Drawing tasks in the three different<br />

treatment conditions can slightly improve mental rotation speed ability irrespective of gender.<br />

Conclusion and Recommendations<br />

Computer-mediated instruction for spatial training of Engineering Drawing exercises substantially improved<br />

spatial visualisation however the mental rotation improvement was marginal. The performance gain for<br />

individual depends on the instructional methods, especially attributed to its high degree of interaction and<br />

interactive simulation feedback, enhancing learners’ understanding and comprehension. Performance improved<br />

by having less commission of errors and reduced reaction time as progression of training continued. Its<br />

effectiveness to a certain extent was replicated for improving mental rotation accuracy but not the speed factor.<br />

In fact, all the three methods employed produced equivalent impact for this speed measure of mental rotation.<br />

Engineering Drawing activities seem to tap more on spatial visualisation skill than mental rotation skill. One<br />

plausible explanation is that training using Engineering Drawing activities utilises learning contents and<br />

presentation strategy that are not suited to tap on mental operations associated with mental rotation speed ability.<br />

Specific mental rotation training using learning content is more effective such as object matching exercises and<br />

presentation of spatial exercises with time limitation (Khairul & Azniah, 2004; Turos & Ervin, 2000).<br />

Training programs also need to weigh mediating factors such as gender and spatial experience. The level of<br />

spatial experience has been found to be a critical factor recurring significantly in the analysis of spatial<br />

visualisation and mental rotation abilities. Gender was also found to be a factor that may impact training<br />

outcomes using different methods of training in spatial visualisation skill. Emphasis should be given to spatial<br />

experience and gender when implementing interventional or remedial program of sort. This will ensure<br />

appropriate utilisation of instructional method for a particular group to maximise training efficacy. More studies<br />

employing stringent experimental design methodology with randomised samples should be undertaken for future<br />

research to establish evidence for the general students population. Experimental conditions can be manipulated<br />

to include latest computer technologies such as multimedia, virtual reality (VR), collaborative environment, and<br />

time-emphasis practice sessions. Student characterictics such as learning styles can be also studied to examine its<br />

impact on spatial skill training. This is vital since solving spatial tasks of spatial visualisation and mental rotation<br />

may involve different adoption of cognitive strategies among diverse student groups.<br />

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159


Delwiche, A. (<strong>2006</strong>). Massively multiplayer online games (MMOs) in the new media classroom. Educational Technology &<br />

Society, 9 (3), 160-172.<br />

Massively multiplayer online games (MMOs) in the new media classroom<br />

Aaron Delwiche<br />

Department of Communication, Trinity University, San Antonio, TX, USA<br />

Tel: +1 210 999-8153<br />

adelwich@trinity.edu<br />

ABSTRACT<br />

Recent research demonstrates that videogames enhance literacy, attention, reaction time, and higher-level<br />

thinking. Several scholars have suggested that massively multiplayer online games (MMOs) such as<br />

Everquest and Second Life have educational potential, but we have little data about what happens when<br />

such tools are introduced in the classroom. This paper reports findings from two MMO-based courses in the<br />

context of situated learning theory. The first course, focused on the ethnography of on-line games, used the<br />

game Everquest as a vehicle for teaching research methods to 36 students in an undergraduate<br />

communication course. The second course used the game Second Life to teach the fundamentals of videogame<br />

design and criticism. Synthesizing comments from student web logs with data collected from followup<br />

surveys, the paper highlights key findings and offers concrete suggestions for instructors contemplating<br />

the use of multiplayer games in their own courses. Recommending that potential virtual environments be<br />

selected on the basis of genre, accessibility, and extensibility, it is suggested that game-based assignments<br />

are most effective when they build bridges between the domain of the game world and an overlapping<br />

domain of professional practice.<br />

Keywords<br />

Virtual environments, Video-games - learning, Educational technology, Game design, Situated learning<br />

In April 2003, thirty-seven Halflings of mixed gender congregated at a large public university in the Pacific<br />

Northwest. The first meeting of the Halfling Ethnographers Guild was in session. Known throughout the land for<br />

their good-natured hospitality, these hobbit-like creatures were well-suited to the task of collecting qualitative<br />

data about their fellow citizens. There was just one problem: this group of eager social scientists had quite<br />

literally been “born yesterday.” Before they could undertake any sort of research, they would first have to learn<br />

how to talk, how to move, and how to avoid being killed by diseased rats.<br />

The convergence of high-speed Internet connections, sophisticated graphics cards, and powerful microprocessors<br />

has paved the way for immersive virtual environments populated by thousands of users simultaneously. These<br />

environments have been referred to as persistent worlds, multi-user virtual environments (MUVEs), and<br />

massively multiplayer on-line games (MMOs). Gamers enter these worlds by creating highly personalized digital<br />

personae called “avatars.” Many of these games are highly addictive, and some users spend more waking time<br />

with friends in the digital world than with human beings in their physical environment. As these worlds have<br />

matured, they have developed many characteristics of physical communities such as specialized language,<br />

political structures, complex social rituals, and shared history (Steinkuehler, 2004).<br />

In recent years, several theorists have highlighted the educational potential of multiplayer games. Noting that<br />

these cultural objects raise important questions about identity, community, and the influence of technology in<br />

our daily lives, some believe that virtual environments facilitate a “psychosocial moratorium” that has profound<br />

therapeutic and educational benefits (Turkle, 1995). Others draw attention to the way these distributed<br />

environments facilitate networked learning that transcends the game itself (Herz, 2002). Foreman (2003) predicts<br />

that shared graphical worlds are “the learning environments of the future” (p. 14).<br />

While optimistic about the potential of MMOs, Foreman (2004) asks if they can “simulate within the computerenhanced<br />

classroom the kind of ‘situated learning’ experienced by students in the real world” (High Cost section,<br />

para. 3). He also wonders if students can apply knowledge obtained from these virtual environments once the<br />

game has ended. Although Foreman is concerned with the use of MMOs in courses across the liberal arts<br />

curriculum, his questions are highly relevant to those who teach courses on the theoretical implications of new<br />

media. Instructors working in this area commonly lament the difficulty of explaining cyberculture through the<br />

non-interactive medium of the textbook. The Cybercultures Reader (Bell & Kennedy, 2000), Society Online: The<br />

Internet in Context (Howard & Jones, 2004), and Media and Society in the Digital Age (Kawamoto, 2002) are<br />

excellent works, but many instructors feel that a traditional textbook is incapable of capturing the interactive,<br />

hypertextual and dynamic nature of on-line life.<br />

ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the<br />

copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies<br />

are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by<br />

others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior<br />

specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.<br />

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Synthesizing findings from two MMO-based courses, this article argues that MMOs are living, breathing<br />

textbooks that provide students with first-hand exposure to critical theory and professional practice. The first<br />

course, which focused on the ethnography of on-line games, used Everquest as a vehicle for teaching research<br />

methods to 36 students in an undergraduate communication course. The second course used Second Life to teach<br />

the fundamentals of video-game design and criticism.<br />

After briefly reviewing current research on the educational promise of video-games, I explain the objectives and<br />

design of the two courses. Since this paper is intended to provide a review framework of preliminary classroom<br />

experience with massively multiplayer environments, a formal and detailed classification of student data is not<br />

incorporated in this analysis. However, synthesizing comments from student web logs with data collected from<br />

follow-up surveys, I highlight key findings and offer concrete suggestions for instructors who may be<br />

contemplating the use of multiplayer games in their own courses. Although both of the case studies incorporated<br />

MMOs in games-related courses, my findings suggest that these virtual worlds have broader relevance to the<br />

new media classroom.<br />

Gaming in the classroom<br />

During the 1980s, early studies on video games focused primarily on dangerous content, with the Surgeon<br />

General warning that young people were addicted “body and soul” to dangerous machines. However, in recent<br />

years, a growing body of work makes more positive claims about the educational benefits of games. Researchers<br />

have argued that video-games enhance computer literacy (Benedict, 1990), visual attention (Bavelier & Green,<br />

2003), and reaction time (Orosy-Fildes & Allan, 1989). Meanwhile, in works written for popular audiences, Gee<br />

(2003) and Johnson (2005) have suggested that video-games teach players to become problem solvers.<br />

In well-designed games, players can only advance to higher levels by testing a range of strategies. Many games<br />

allow users to modify difficulty levels and other environmental variables, thus fostering insight into the<br />

constructed nature of all simulations. Games such as The Sims and Grand Theft Auto teach principles of<br />

representation, semiotics, and simulation in situated, experiential ways that cursory exposure to the works of<br />

Baudrillard might not. As Gee (2003) notes, good video-games teach users “to solve problems and reflect on the<br />

intricacies of the design of imagined worlds and the design of both real and imagined social relationships and<br />

identities in the modern world” (p. 48).<br />

Of course some games are more likely to promote these goals than others. Even the controversial Grand Theft<br />

Auto series is more likely to promote “higher-level thinking” than reflex-based titles such as Pong or Pac-Man.<br />

Indeed, claims about the educational value of video-games tend to be based on more esteemed genres such as<br />

simulations, puzzles, strategy, adventure, and role-playing games (RPGs).<br />

Researchers continue to document the educational potential of games, but there have been few attempts to<br />

explain their effectiveness in the context of an overarching theoretical perspective. The work of Steinkuehler<br />

(2004, <strong>2006</strong>, in press) and Gee (2003) is a notable exception. Both argue that the instructional potential of games<br />

can only be realized through attention to the fact that learning is a social practice.<br />

In their landmark elaboration of situated learning theory, Lave and Wenger (1991) challenge the conventional<br />

view of education as a process by which an individual internalizes culturally given knowledge. They argue that<br />

learning, thinking and knowing emerge from a world that is socially constructed. Meaning is contextual, and<br />

learning is what happens when individuals become increasingly involved as participants in social communities<br />

of practice. Examining networks of midwives, tailors, and recovering alcoholics, the authors offer apprenticeship<br />

as an example of situated learning in which knowledge is obtained through a process of participation within a<br />

community.<br />

This is particularly relevant to MMOs, for these environments are complex discursive communities characterized<br />

by a "full range of social and material practices" (Steinkuehler, 2004, p. 9). When newcomers enter into such<br />

spaces, they are gradually introduced to a complex social framework through the tutelage of other community<br />

member. These social spaces encourage information sharing and collaboration both within and beyond game<br />

parameters. In external message boards, fans discuss strategies, recommend improvements to game software, and<br />

share chunks of software code ("mods") that transform rules and content. The distributed learning evident in<br />

such forums is similar to that found in other knowledge communities, from discussion forums dedicated to<br />

sewing to mailing lists focused on programming techniques.<br />

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Gee (2003) argues that all knowledge communities function as semiotic domains that give meaning to the social<br />

and physical practices that exist within them. He notes that learners enter into such spaces as newcomers,<br />

unfamiliar with domain-specific meanings. Through active participation, they learn to experience the world in<br />

new ways and they affiliate with others who understand community practices and concerns. Gradually, the new<br />

participant develops problem solving strategies, some of which might be applicable in other arenas. This aspect<br />

of Gee’s analysis is closely related to the apprenticeship process that Lave and Wenger (1991) refer to as<br />

“legitimate, peripheral participation.” However, Gee takes this perspective one step further, suggestion that true<br />

critical learning occurs when the learner engages in a process of meta-level reflection, “thinking about the<br />

relationships of the semiotic domain being learned to other semiotic domains” (p. 50).<br />

Of course, situated learning is hardly unique to MMOs. From the headquarters of the school newspaper to the<br />

halls of student government, college students have long been apprenticed in communities of practice. Yet,<br />

MMOs are intriguing because social interaction, cooperation, and knowledge sharing is central to their<br />

enjoyment. Hertz (2002) observes that these networked games "fully leverage technology to facilitate 'edge'<br />

activities -- the interaction that happens through and around games as players critique, rebuild, and add on to<br />

them, teaching each other in the process. Players learn through active engagement not only with the software but<br />

with each other" (p. 173). This stands in marked contrast to dominant pedagogical approaches. Learning is often<br />

viewed as a highly individualized activity that stops at the classroom door. Even today, many teachers<br />

discourage students from collaborating on homework assignments, viewing such behavior as “cheating.”<br />

In addition to their social character, MMOs are uniquely engaging environments. In a recent study of 30,000<br />

players, Yee (<strong>2006</strong>) found that 70% had spent at least 10 continuous hours in a virtual world at one sitting. Many<br />

researchers have observed that players intensely involved with video-games display characteristics of the<br />

psychological state that Csikszentmihalyi (1990) has termed the “flow experience.” Hoffman and Novak (1996)<br />

explain that the flow state is characterized by user confidence, exploratory behaviors, enjoyment, distorted time<br />

perception, and greater learning. Drawing on Heeter's (1992) work on telepresence, Chou and Ting (2003) argue<br />

that on-line games such as MMOs are uniquely likely to evoke all of these effects among users.<br />

This level of engagement is exciting because it helps develop “the motivation for an extended engagement” that<br />

is crucial to mastering a complex body of knowledge (Gee, 2004, p. 4). Peng (2004) notes that “students learn in<br />

a flow state where they are not just passive recipients of knowledge, but active learners who are in control of the<br />

learning activity and are challenged to reach a certain goal” (pp. 10-11). Garris, Ahlers, and Driskell (2002)<br />

agree, pointing out that “motivated learners more readily choose to engage in target activities, they pursue those<br />

activities more vigorously, and they persist longer at those activities than do less motivated learners” (p. 454).<br />

Finally, MMOs also encourage role-playing behaviors that have educational promise. The literature is packed<br />

with examples of role-playing techniques being successfully deployed in the college classroom. At Barnard<br />

College, history students role-play key moments of the French Revolution and collectively enact imperial<br />

politics of 16 th Century China (Fogg, 2001). In Australia, college students are prodded to consider the<br />

environmental and social effects of building a tourist resort on indigenous territory (Cutler, & Hay, 2000). Some<br />

of these exercises have been conducted on-line, while others were designed for face-to-face interaction. All have<br />

been highly successful.<br />

Luff (2000) notes that successful role identification helps students escape the grip of contemporary norms and<br />

beliefs. Whether they project themselves into the role of an Athenian politician or a patient suffering from<br />

chronic pain, they are forced to shift perspective and imagine the world through different eyes. Luff refers to<br />

role-playing as “the ultimate empathy exercise.” Bell (2001) makes a similar argument, noting that the ability of<br />

role-playing techniques to affect attitudes and behavior has been widely demonstrated. Bender (2005) points out<br />

that the on-line environment is particularly well suited to role-playing activities.<br />

MMOs have instructional promise because they immerse students in complex communities of practice, because<br />

their immersive nature invites extended engagement with course material, and because they encourage roleplaying.<br />

So, how can these environments be used in the classroom? In their elaboration of situated learning<br />

theory, Lave and Wenger (1991) emphasize that their approach “is not in itself an educational form, much less a<br />

pedagogical strategy or a teaching technique.” Despite the disclaimer, this theoretical perspective does offer<br />

some guidance in the classroom. As Quay (2003) notes, citing Wenger (1998), the instructor’s role is to<br />

implement forms of practice that open up participation to newcomers.<br />

The ability of students to become actively involved in communities of practice within the game world has been<br />

well documented. The next step is to link student engagement in the game world to engagement in an<br />

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overlapping knowledge community that is connected to the theoretical concerns of the course in which the MMO<br />

is being used. Once students are highly engaged in the process of role-playing and information seeking, it is<br />

relatively easy to convince them to role-play as apprentice participants within a higher-level theoretical<br />

community. The students can also be encouraged to make the critical leap into meta-reflection about the similar<br />

learning processes embedded in both domains. In the following pages, I describe two courses that melded game<br />

activities with participation in other knowledge communities.<br />

Course Description<br />

Course 1. Ethnography of On-line Games<br />

In April 2003, I taught a course entitled “Ethnography of Massively Multiplayer On-line Role-playing Games”<br />

to a group of 36 undergraduates at a large public university. In this course, students explored the behaviors,<br />

cultural practices, symbolic expressions and motivations of MMO players. In lieu of a textbook, they purchased<br />

a three-month subscription to the game Everquest. Arguably the most successful virtual world in North America<br />

at the time the course was offered, Everquest is a fantasy-themed MMO which encourages players to assume<br />

virtual identities such as “dwarf warrior” or “gnome magician.” Over the course of weeks, months, and years,<br />

players gradually build up the skill level, capabilities, and wealth of their game character. Along the way, they<br />

compete for scarce virtual resources and join vast in-game social networks known as guilds. At last count, more<br />

than 420,000 players paid $15 per month to immerse themselves in the game’s virtual world. At peak moments,<br />

more than 98,000 players interact with one another on the game servers simultaneously – a population roughly<br />

approximate to that of Dearborn, Michigan. Virtual items (e.g. swords, wands, armor, characters) are regularly<br />

sold on Ebay for US dollars, leading one economist to calculate that the typical player earns $3.42 in real-world<br />

dollars during each hour of gameplay. He extrapolates that Everquest’s per-capita GNP is $2,266 – making it the<br />

77 th richest “nation” in the world (Castranova, 2001).<br />

The mind-boggling complexity of this virtual world made it an ideal vehicle for exploring social and<br />

philosophical issues related to new media. Along with the game Everquest, a comprehensive course packet<br />

synthesized articles on gaming, virtual community, and social-science research methods. Students were assigned<br />

approximately 80 pages of reading each week. The course packet included articles specifically analyzing<br />

Everquest (Yee, 2001; Castranova, 2001; Griffiths, Davies, & Chappell, 2003), the cultural roots of role-playing<br />

games (Fine, 1983; Mackay, 2001), psychological significance of role playing (Douse & McManus, 1993;<br />

Hughes, 1998), and identity construction in virtual worlds (Turkle, 1995; Stone, 1995). These theoretical and<br />

substantive works were accompanied by methods pieces that described interview techniques and ethnographic<br />

approaches (Emerson, Fretz & Shaw, 1995; Fetterman, 1989; Mann & Stewart, 2000).<br />

Ethnography is a qualitative research method in which the investigator strives toward an insider’s perspective of<br />

a particular culture. Originally used to study indigenous cultures in remote locations, the method has been widely<br />

applied to other cultural groupings within industrialized nations. Ethnographic research combines participant<br />

observation with qualitative interviews and analysis of related cultural artifacts. Because the academic quarter is<br />

only ten weeks long, it was impossible for students to gain a fully emic perspective on Everquest players. While<br />

recognizing these limitations, the class gave the students a trial run of an ethnographic research project. In class,<br />

we jokingly referred to their abbreviated methods as “ethnography lite.”<br />

Approximately half of the class time was spent in the virtual world, and students were asked to log at least five<br />

hours in the game-world each week. Role-playing the part of ethnographers, students crafted research questions<br />

and set out to collect data through a process of participant observation. They documented their field notes and<br />

reactions to class assignments in publicly accessible web logs. At the end of the quarter, students delivered<br />

conference-style presentations of their findings.<br />

The course objectives were two-fold. The primary goal was for the class to investigate collectively the activities<br />

of on-line gamers in the context of what Silver (2000) terms “critical cyberculture studies.” Along the way,<br />

students were exposed to the fundamental principles of social science research. By the time students finished the<br />

course, I hoped they would understand the relationship between research questions and data collection, the<br />

necessity of obtaining informed consent, sampling considerations, the way interview techniques and question<br />

design can shape results, and the difference between qualitative and quantitative methods.<br />

Class exercises varied, depending on the reading. In one session, after discussing the concept of on-line identity,<br />

four students created avatars of varying genders. Within the game, the remainder of the class asked questions and<br />

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attempted to guess which students were virtually cross-dressing. This paved the way for a thoughtful discussion<br />

of Goffman’s (1959) theories on the social performance of identity. Students were not graded on their activities<br />

within the game world, but they were asked to reflect on the discussion in a subsequent web log posting. In a<br />

second exercise, students traveled to different continents in the game and used the built-in chat tools to talk with<br />

other players. This activity was followed by a spirited conversation about on-line interview techniques and the<br />

ethical considerations of ethnographic research. It also prompted students to reflect on their experiences of being<br />

instructed by other players.<br />

During the quarter, students were active participants in two semiotic domains. Initially, as residents of the game<br />

world, they participated in a distributed network of information and ideas related to game dynamics. They<br />

participated in on-line forums, talked with other players, and shared strategies with each other. However,<br />

throughout this process, they also participated in a community of practice as communication researchers. They<br />

discussed research ethics, compared interview techniques and evaluated each other’s methodologies. They also<br />

participated in web sites and discussion forums populated by game researchers. The two domains (player and<br />

researcher) overlapped, and students became highly engaged with both identities.<br />

While I realized most students had no intention of becoming communication scholars after the course was<br />

finished, this class attempted to make students more critical consumers of research findings by providing firsthand<br />

exposure to data collection and analysis. This is analogous to the way media literacy educators promote<br />

critical analysis of representations by giving students hands-on experience with video cameras and editing decks<br />

(Van Buren & Christ, 2000).<br />

Course 2. Game design for the web<br />

In January 2004, I taught a course on game design to 15 communication students at a small liberal arts college in<br />

the Southwest. This course covered the social dynamics of virtual worlds, fundamentals of game design, and<br />

video-game aesthetics. The class had two primary learning objectives. As with the ethnography course, a<br />

primary goal was to explore critical themes of cyberculture studies through sustained interaction with other<br />

gamers. A second objective was to experiment with the mechanics of game design by creating games that could<br />

be played by other residents of the game Second Life. Like Everquest, Second Life makes it possible for<br />

thousands of users to interact simultaneously in a graphical virtual world. This is where the similarities end.<br />

While Everquest (along with most MMOs) is characterized by a fantastic narrative, clearly defined rules, and<br />

competitive goals, Second Life is an open-ended environment in which players themselves design the world, its<br />

objects and their behaviors. Incorporating sophisticated three-dimensional modeling tools and a powerful<br />

scripting language, the game invites players to freely unleash their imaginations. Rather than struggling to<br />

acquire a gold piece or an enchanted Sword of the Bloodsworn in Everquest, players in Second Life derive<br />

pleasure from displaying their own creations and admiring those of others. If Everquest was a good place to<br />

begin investigating key ideas in cyber culture studies, Second Life was clearly an ideal environment in which<br />

students could create and analyze their own games.<br />

In the game design course, students created games within the virtual world of Second Life. The class was split<br />

into three development teams of five students each. Some acted as project managers, while others focused on<br />

narrative development, three-dimensional modeling, avatar customization, and scripting. As with the first course,<br />

I had no illusions that students in this course would ultimately pursue a career in game design. However, in the<br />

process of designing their own games, students would become further sensitized to the aesthetic characteristics<br />

of video-games while understanding more about the underlying structures of all games.<br />

By the end of the course, I hoped that students would be able to wield a substantial vocabulary for game<br />

criticism that incorporated equally the language of game designers and critical game theorists. In addition to the<br />

on-line simulations, students were assigned approximately 50 pages of reading each week. The course packet in<br />

the game design course included articles about the history of multiplayer games (Chick, 2003), identity<br />

formation in virtual worlds (Stephenson, 1993; Turkle, 1995), the presumed motivations of gamers (Crawford,<br />

1982), the nature of play, rules, and cheating (Salen and Zimmerman, 2004), aesthetic criteria for analyzing<br />

games (Pearce, 2001; Wolf, 2001; Jenkins & Squire, 2002; King & Krzywinska, 2002), and sociological debates<br />

about violence, gender, and sexuality in video-games (Robins, 1994; Relph, 2002; Consalvo, 2003).<br />

Class exercises were closely matched to the content of the reading. One day, after spending several weeks<br />

discussing the mechanics of game design, we engaged in a face-to-face version of a popular parlor game called<br />

“Mafia.” Next, students attempted to replicate the game within the confines of Second Life. They immediately<br />

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ealized that the virtual world made it almost impossible to play according to the traditional rules. Hashing out<br />

design solutions in their web logs, students developed a second version of the game that was quite successful in<br />

the on-line environment.<br />

Once again, this course was premised on the potential of situated learning. Students were active participants in<br />

the quirky world of Second Life, and they came to think of themselves as community residents. They learned<br />

how to use the game’s scripting and object creation tools by participating in tutorials and activities organized by<br />

other residents. Throughout this process, they also participated in a community of practice as game designers.<br />

They discussed game mechanics, deconstructed the strengths and weaknesses of the Second Life environment,<br />

and participated in professional forums maintained by game designers. Because participating in the creative<br />

process is the main attraction of Second Life, the two semiotic domains (game player and game designer) were<br />

tightly integrated.<br />

Findings<br />

Game accessibility is crucial to learning<br />

Two weeks into the ethnography course, I realized many students were having difficulty mastering the<br />

mechanics of Everquest. Most students had experienced games on home consoles as children, but only a few<br />

were able to quickly grasp the game’s complicated interface. In the second week of class, each student created a<br />

Halfling druid as his or her avatar, and all 36 players simultaneously entered a region of the world known as the<br />

Misty Thicket. Completely unfamiliar with the controls, students ran in all directions, bumping into hostile<br />

monsters and accidentally triggering attacks on the part of computer-controlled non-player characters. In less<br />

than an hour, each player had been killed many times. However, due to a quirk in the game’s design, the bodies<br />

of dead avatars remain visible in the virtual world for twenty four hours. By the end of the class session, the<br />

Misty Thicket was littered with scores of Halfling corpses. The sight was especially disturbing to other gamers<br />

who just happened to be wandering through the area at that moment.<br />

Students recorded their frustration with the steep learning curve in their personal web logs:<br />

I feel like all I am doing is running around like a chicken with my head cut off. (Sue, ethnography<br />

student)<br />

I played Everquest in class for about 10 minutes today, and I got killed by a giant bat, a giant spider, a<br />

Halfling named Beardo or something, and I drowned. Sometimes, I stay up at night wondering how I<br />

got so far in real life. (Eric, ethnography student)<br />

At first, I was troubled by reports of frustration and frequent death. But, failure is not necessarily a bad thing.<br />

Jones (1997) notes that making mistakes is a crucial element of games and of education: “One can be told<br />

countless times, but making the mistake and the proper adjustment creates deeper connections with the content<br />

than simply trying to remember.” In response to this initial trouble, I worked with one of the more experienced<br />

students to design in-class exercises that would make the learning curve less painful while also allowing students<br />

to make mistakes. Only a handful gained full mastery of the game, but every student was able to conduct ingame<br />

interviews.<br />

A year later, when planning the game design course, I found several MMOs that would be easier to master.<br />

Game developers had made fantastic strides in usability since Everquest was introduced in 1998. Second Life is a<br />

non-structured virtual environment with extensive tutorials and instructional support for new users. It also offers<br />

powerful tools for creating three dimensional objects and for scripting the behavior of those objects within the<br />

game world. The class quickly mastered the Second Life fundamentals, and they were able to use the game to<br />

create custom avatars, buildings, and objects when implementing their games.<br />

Students preferred to play the game with others<br />

In both courses, I asked students to invest five hours a week in solo play outside of class. This requirement was<br />

intended to increase their familiarity with the culture of the virtual world while helping students achieve greater<br />

competence. In both courses, many students resisted this requirement. It is possible that a lack of sufficient<br />

computing power made it difficult to play the game at home, but students could access the software on lab<br />

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computers. There might also have been psychological barriers to viewing a game as homework. The most likely<br />

explanation is that students found the game much more enjoyable when other people were playing in their<br />

immediate environment.<br />

In their analysis of political formations in virtual environments, Jakobsson and Taylor (2003) argue that social<br />

networks and social capital are crucial to the immersive appeal of virtual environments. Furthermore, as noted<br />

earlier, social interaction is a crucial component of situated learning. The absence of social networks can be a<br />

barrier to newcomers. Once again, comments in the web logs reinforced the importance of the social dimension.<br />

Someone I met on the Sanya server told me that Everquest is just a game until you talk to someone. He<br />

was right. Interaction with others expands the enjoyment of the game exponentially. (Joyce,<br />

ethnography student)<br />

I think that the reason the in-class exercises were popular was because everyone was able to see that<br />

their classmates were as clueless as themselves about the game. It’s always better to be lost with a<br />

buddy, than lost alone. (Carlos, ethnography student)<br />

Unless they are genuinely hooked, it is unrealistic to expect students to spend much extra time in a virtual world<br />

on their own. Yet, devoting additional class time to game play detracts from discussion time. One way of solving<br />

this problem is to set up weekly “gaming sessions” outside of class hours. For example, one might tell students<br />

that they need to meet in the lab between 6:30 and 9:00 p.m. on a recurring weeknight to explore the game world<br />

together. A similar approach is often used in film studies courses, when instructors arrange evening or weekend<br />

viewing times. As long as they are warned in advance, students seem willing to make the time commitment. The<br />

more relaxed and informal nature of the gaming sessions also reinforces class camaraderie, feeding back into the<br />

quality of participation during more formal discussions.<br />

MMOs are safe learning environments<br />

Castranova (2001) identifies three defining features of virtual worlds: interactivity, physicality, and persistence.<br />

To this, I would add a fourth characteristic. Virtual worlds are safe. The player’s avatar may be exposed to an<br />

array of in-game dangers, but the human being is never at risk of physical harm. Furthermore, in most massively<br />

multiplayer games, the characters themselves do not experience permanent death. The character may lose<br />

experience points or a modest amount of wealth but, as Grimmelmann (2003) points out, virtual death “doesn’t<br />

really seem very deadly.” He notes that this dimension of safety is what makes virtual reality an effective therapy<br />

for agoraphobia and other anxiety-related disorders (Vincelli et al., 2003). It is also an important component of<br />

education.<br />

Safety is crucial to any learning environment. When students feel threatened, they clam up. Diamantes &<br />

Williams (1999) cite research suggesting that the uppermost levels of the human brain function best in<br />

supportive, non-threatening environments. Conversely, dangerous environments are more likely to provoke<br />

fight-or-flight responses in the lower-brain stem. In the ethnography course, students were asked to do<br />

something that can provoke as much anxiety as public speaking: they were asked to interview other people. In<br />

the game design course, students were asked to undertake ambitious projects using unfamiliar technology tools.<br />

In both cases, the safety of virtual environments, combined with a mood of playful intellectual freedom, made it<br />

easier for students to throw themselves into the role of inquisitive social scientists and game developers.<br />

Outcomes<br />

Students reported that learning occurred.<br />

In both classes, students were asked to reflect on course design and their experiences throughout the term. Many<br />

mentioned that they had initially expected a video-game-themed course to be a “joke” or a “blow-off class.”<br />

Fortunately, the vast majority reported that the course was both informative and enjoyable.<br />

I learned a great deal about ways to make the research repeatable and as closed to individual<br />

interpretation as possible. I’m actually looking forward to the next time I study people and behaviors.<br />

(Joyce, ethnography student)<br />

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This class, without exaggeration, was one of the best learning experiences I had during my eight-year<br />

college career. Through play, I was able to learn on a transparent level. I learned without the pain. (Tim,<br />

ethnography student)<br />

The availability of knowledge [in Second Life] provided a learning environment unmatched by any<br />

other class I have taken. We found ourselves in an enjoyable environment where we could learn from<br />

the professor, each other, and countless others whom we have never even met. (Alex, game design<br />

student)<br />

This is probably the best course I have taken thus far at this university. While I loved playing in Second<br />

Life, I found the theory equally interesting, and the feeling of exploring new and unexplored media<br />

quite exciting. (Melissa, game design student)<br />

Such evidence is anecdotal, and there are many reasons to be suspicious of self-reports when assessing<br />

curriculum effectiveness. Nevertheless, it is interesting to note that these students explicitly articulated the<br />

underlying premise of the courses. They commented on the successful melding of communities of practice<br />

(“learning on a transparent level”), and reported their satisfaction with the ability to learn from other members of<br />

the game community.<br />

Students produced quality research<br />

Another way of assessing course effectiveness is to look at the quality of student work. The depth of analysis in<br />

student web logs, along with strong scores on written exams, suggested that students were grasping and applying<br />

the material. This was particularly evident in both sets of final projects: research papers in the ethnography<br />

course and a collectively-designed game in the game development course.<br />

In the ethnography course, students refined their research questions and headed out into Everquest to interview<br />

other gamers. Students selected their own topics, often raising issues that had not been considered by other<br />

researchers. A conference-style series of presentations was scheduled for the final exam period, and it took more<br />

than three hours for each student to summarize their work. Although we significantly exceeded the allotted time,<br />

students willingly stayed late to pepper their classmates with methodological and theoretical questions.<br />

Students explored a range of topics, including: the characteristics and motivations of Everquest players, the<br />

appeal of supernatural themes, gaming addiction , the therapeutic effects of role-playing, the slippery<br />

relationship between the virtual and the real, construction of on-line identity, the depth of on-line friendships,<br />

gender-bending, effects on off-line relationships, the dreams of Everquest players, the relationship between<br />

introversion and avatar attractiveness, the use of mind-altering substances by gamers, the impact of gender and<br />

race on player interaction, attitudes of gay, lesbian and bisexual MMO players, and class reactions to the game<br />

itself.<br />

In the game design course, students created games within the virtual world of Second Life. The class was split<br />

into three development teams of five students each. Some acted as project managers, while others focused on<br />

narrative development, three-dimensional modeling, avatar customization, and scripting. Considering that few<br />

students had prior experience with multimedia development, the final projects were highly creative. From a<br />

pirate-themed scavenger hunt complete with talking parrot to a three-dimensional hedge maze populated by Pac-<br />

Man like creatures, the games were well conceived and implemented. On the final day of the course, students<br />

turned in papers that dissected their games using the aesthetic and critical vocabulary that had been developed in<br />

the course readings. In terms of both theory and production, students had clearly mastered the course material.<br />

Recommendations<br />

Warn students about the potential for addiction<br />

Two months after the ethnography course ended, an anonymous net user linked the on-line syllabus to a popular<br />

site called Fark.Com. The link was quickly forwarded to game-themed mailing lists and MMO discussion<br />

forums. During the next few weeks, I received almost 100 e-mail messages from gamers around the world. As<br />

one respondent wryly commented, “it appears that the players are as interested in your students as your students<br />

are in them.”<br />

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On the whole, the gaming community’s response to the course was positive and good-natured. Players of all ages<br />

wanted to know if they could take the course via distance education, and some were willing to move to the<br />

Pacific Northwest if necessary. Several high-level players courteously introduced themselves and offered to<br />

answer all of the students’ questions. However, I was also contacted by players who described themselves as<br />

former Everquest addicts. While acknowledging that the sociological aspects of the game are intriguing, these<br />

players worried that the assignments might inadvertently cause students to become addicted.<br />

[Y]ou could potentially get people addicted and lost in this world. I was addicted to the game for 3<br />

years and it IS a very, very powerful addiction. I strongly urge you to explain to everyone in advance<br />

that if they have strong addictive-type personalities not to force them to do this. . . [I] could not be any<br />

more serious. (Karen, recovering addict)<br />

One man in his late 30’s asked me to think carefully about the potential risks, citing many stories of students<br />

whose lives had been ruined by Everquest addiction.<br />

The very nature of this game, which makes it such an intriguing subject to build a college class around,<br />

is inherently alluring to those whose lives and priorities are lacking in meaning and substance. (Nick,<br />

recovering addict)<br />

Fortunately, although a handful of students (and the instructor) developed a temporary fixation on Everquest that<br />

could be compared to an addiction, this behavior subsided when the class ended. Nevertheless, any instructor<br />

who contemplates introducing an MMO in the classroom should consider the fact that extreme immersion can<br />

lead to addiction. Ethical teachers will warn students about this possibility during the first day of class, and will<br />

periodically check in with students to ensure that they are not spending too much time in the game environment.<br />

Evaluate several MMOs before selecting one for your course<br />

All virtual environments are not created equal. Everquest would not have worked for the game design course<br />

because it lacks tools for creating user-generated content. Second Life would not have lent itself to the same<br />

range of research questions explored by the ethnography students.<br />

When selecting an MMO, key issues include accessibility, genre, and extensibility. As noted earlier, the learning<br />

curve for Everquest is very steep, and it is difficult for beginners to understand game dynamics without investing<br />

huge amounts of time. A more usable environment would allow the students to spend more time making<br />

connections between in-game occurrences and specific theoretical concepts. Genre also makes a difference.<br />

Swords and sorcery themes have a proud tradition in the world of gaming, but they don’t appeal to everyone.<br />

Sims Online and Second Life are two games that break this mold. Also, depending on the context, it may be<br />

important to find an environment that allows the instructor and students to extend the world and design new<br />

scenarios. Second Life proved quite promising in this regard.<br />

Tightly integrate semiotic domains<br />

For an MMO-themed class to be effective, learning objectives should be identified at the outset. Along with the<br />

macroscopic theoretical goals, students should be given a series of smaller objectives or “baby steps” that are<br />

related to game mechanics. In the Everquest course, the broader research objective kept the class on track.<br />

However, more clearly identified low-level goals would have increased students’ mastery of the game during the<br />

first few weeks. A handful of in-class exercises gave students immediate objectives on which to focus (e.g. the<br />

fundamentals of movement or how to transcribe on-line conversations), but there could have been more of these<br />

in-class activities.<br />

These assignments should encourage parallel activities in both communities of practice. For example, once they<br />

have mastered conversational basics, students might be encouraged to seek out help from another player within<br />

the game world. They could document their reactions to this experience in an on-line web log. Several weeks<br />

later, they might be encouraged to post specific questions in on-line forums or mailing lists devoted to<br />

professional practice. In both cases, the exercises would reinforce the value of learning by asking questions of<br />

more experienced community members.<br />

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Conclusion<br />

This paper has focused on the use of MMOs to teach research methods, game design and cyber culture, but they<br />

can be used in other situations. For example, Bradley and Froomkin (2003) suggest that these environments<br />

could be an effective realm in which to assess the effects of simple changes to legal rules. This application could<br />

easily be extended to courses in media law and telecommunication policy as a parallel to the effect of court<br />

decisions and federal rule making. The interview techniques used by the ethnography class could easily be<br />

applied to reporting students looking for news stories. In fact, news stories about activities in the virtual world<br />

would be an excellent and safe introduction to news values, source reliability, and the “five Ws” (who, what,<br />

when, where, and why) stressed in many US journalism courses. Some MMOs allow players to market realworld<br />

products, and these virtual worlds could be used to teach advertising students such concepts as audience<br />

segmentation and product targeting.<br />

Other theorists have noted that virtual worlds shed light on economic transactions and the formation of political<br />

communities (Castranova, 2001; Grimmelmann, 2003). Global organizations – from transnational corporations<br />

to NGOs – could use these tools to promote intercultural communication skills between members in far-flung<br />

locations (see Cox, 1999; Hofstede, 1999). Conklin (2005) proposes a variety of ways that Second Life can be<br />

used to explore concepts in political theory such as cooperation, reputation, self-governance and class<br />

relationships.<br />

Yet, the decision to implement an MMO-based curriculum should be more than a gimmick. As elaborated above,<br />

these virtual worlds are used most effectively as a bridge between overlapping communities of practice. During<br />

the final weeks of class, students can be encouraged to reflect on their participation within the domain of the<br />

game world and within the domain of professional practice. In articulating the similarities and differences<br />

between the two experiences, students have the opportunity to engage in meta-level awareness of their own<br />

learning process.<br />

However, we should not uncritically embrace MMOs. The same factors that promote immersion and engagement<br />

can lead to addictive gaming behaviors that displace other activities such as exercise, real-world social<br />

interaction, and homework. Some theorists speculate that excessive involvement in virtual worlds negatively<br />

impacts interpersonal relationships, scholarship and family life (Messerly, 2004). Yet, similar charges were made<br />

against such media as film, comic books, and television when they first arrived, and each of these<br />

communication technologies has demonstrated its instructional effectiveness. In the absence of solid data<br />

supporting negative claims about MMOs, we should cautiously proceed with efforts to incorporate virtual<br />

environments into the classroom.<br />

As this paper has repeatedly argued, context is crucial. In many classroom situations, face-to-face discussion<br />

makes more sense than on-line interaction. Furthermore, MMOs need not be the centerpiece of the course in<br />

order for learning to take place. As we explore the potential of virtual worlds, we should remind ourselves that<br />

they are not a panacea. In many situations, traditional methods of instruction will work just fine. Yet, we should<br />

not be afraid to experiment. Experimentation, like play itself, is ripe with possibility.<br />

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Capus, L, Curvat, F., Leclair, O., & Tourigny, N. (<strong>2006</strong>). A Web environment to encourage students to do exercises outside<br />

the classroom: A case study. Educational Technology & Society, 9 (3), 173-181.<br />

A Web environment to encourage students to do exercises outside the<br />

classroom: A case study<br />

Laurence Capus, Frédéric Curvat, Olivier Leclair and Nicole Tourigny<br />

ERICAE, Département d’informatique et de génie logiciel, Université Laval, Canada, G1K 7P4<br />

laurence.capus@ift.ulaval.ca<br />

nicole.tourigny@ift.ulaval.ca<br />

ABSTRACT<br />

For the past five years, our students have been passing less and less time preparing for lectures and exams.<br />

To encourage them to do more exercises, a pedagogical activity was offered outside the classroom. With<br />

the goal of making students more active during the problem-solving process, an innovative online<br />

environment, Sphinx, was developed. Sphinx proposes a set of exercises with their solutions, and invites<br />

students to explain them. Sphinx also gives students the opportunity to exchange ideas about an exercise<br />

and its solution, and gives the teacher the ability to observe if students take part in the problem-solving<br />

process. The originality of Sphinx lies in its ability to support students between lectures with a common<br />

learning strategy: learning-by-example. An experiment was conducted with 137 students during the 2003<br />

fall session. The solved exercises were consulted most often before the two exams. However, only a few<br />

students participated actively in the experiment by intensively using the Sphinx environment; they obtained<br />

a better average score than the rest of the class. Thus, participation and collaboration had a positive effect<br />

on the students’ marks. Tools should be added to motivate more students to take part in the explaining and<br />

collaborating process.<br />

Keywords<br />

E-learning, Self-explanation, Learning-by-example, Collaborative learning, Case study<br />

Introduction<br />

For the past five years, we have observed that our students generally have been passing less and less time<br />

preparing for lectures. Only a few have been reading theory and doing exercises. We also noted that they were<br />

not prepared for their exams. We decided to offer a pedagogical activity outside the classroom to encourage<br />

them to do more exercises.<br />

Usually, the teachers on our campus use WebCT® or Learning Space® as online environments to support<br />

distance learning. Such environments exploit information and communication technologies to offer relevant<br />

tools: e-mail, discussion forum, chat, etc. However, they do not include specific tools for helping students learn<br />

the problem-solving process by solving exercises within these environments (Cronjé, 2001). For courses given in<br />

the classroom, teachers generally use Web sites with classic elements such as electronic slides, descriptions of<br />

assigned projects (or class projects), marks, exercises to be solved, etc. However, these elements are static. If<br />

students want to ask questions, they have to send a message to their teacher. This can be time consuming for the<br />

teacher and is not flexible for the students.<br />

Since the 2002 fall session, we have proposed an online environment – more interactive than those usually<br />

employed on our campus – with examples of solved exercises that students are invited to self-explain (Capus et<br />

al., 2003). This environment has been improved in response to the various users’ comments (students and<br />

teaching team). Our teaching method is original because we combine classroom instruction with an online<br />

environment to support learning outside the classroom. The purpose of the online environment was to make<br />

students more active during the problem-solving process and to motivate them to work more outside the<br />

classroom by giving them feedback within a virtual classroom between lecture sessions. It also allows the<br />

teacher to follow the progress of each student using the environment.<br />

In this paper, we describe a case study conducted with 137 students during the 2003 fall session in a university<br />

course on artificial intelligence. Generally, the students consulted exercises, but they did not often explain them.<br />

The group of students who used the Sphinx environment most frequently obtained a better average score than<br />

that of the class as a whole. The objective of this paper is to show how the functional architecture of the Sphinx<br />

environment supports learning and teaching outside the classroom.<br />

Next section describes how the Sphinx environment supports learning outside the classroom. This is followed by<br />

description of the experiment we conducted, as well as an analysis and discussion of the results obtained.<br />

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How to encourage students to do exercises outside the classroom?<br />

To encourage students to do exercises outside the classroom, we developed Sphinx, an online environment that<br />

presents a set of exercises with their solutions, available at anytime on any platform. Sphinx allows students<br />

access to worked examples and derived problems and uses a collaborative model for learner advancement in<br />

problem-solving skills. It also allows the teacher to observe if students take part in solving exercises. This<br />

section describes the pedagogical principles on which Sphinx is based, the needs that Sphinx should help satisfy<br />

to support learning and teaching efficiently, the functionalities added to fulfil these needs, and finally the<br />

Sphinx’s architecture.<br />

The pedagogical principles of the Sphinx environment<br />

The Sphinx environment combines learning-by-example and collaborative learning. Several authors, like<br />

VanLehn (1998), mentioned that study by means of examples is a common and natural way of learning. Sphinx<br />

also integrates self-explanation, because research has shown that the best problem-solvers self-explain more than<br />

other students (Chi, 2000; Chi et al., 1989). VanLehn and Jones (1993) conducted an experiment on the ability of<br />

students to solve problems after studying examples. Their hypothesis was that good problem-solvers are able to<br />

encode knowledge contained in an example and then explain implicit information related to this example; thus,<br />

they should obtain a better score when they solve new problems. Their results showed that the ones who learned<br />

the most had given the greatest number of explanations while studying examples.<br />

To encourage students to self-explain a chosen problem in Sphinx, they are invited to write their explanations<br />

within the environment in order to formalize them more systematically. The collaboration allows students to<br />

learn with peers (Oliver and Omari, 2001). All students can look at the explanations and comment on them or<br />

can respond to another student’s questions. The teacher waits for a moment before commenting or answering in<br />

order to let the collaboration process take place. Global feedback can also be given in the classroom so teachers<br />

can avoid having to intervene frequently to answer students’ questions. This aspect is valuable because it is<br />

important that the use of the environment should not increase the teacher’s tasks.<br />

Students can find different kinds of examples in the Sphinx environment – questions/answers, problems with<br />

several solving steps, etc. – with different levels of difficulty. In fact, the teacher adds these examples according<br />

to their relevance to the course. Generally, the examples in the Sphinx environment are taken from an exercise<br />

book used in the course during previous terms. Table 1 presents an example from the Sphinx environment on<br />

resolution refutation proof, based on the “dead dog” problem (Luger, 2005). The solution is voluntarily a simple<br />

list of steps without explanations. The students have to reason through the problem in order to understand how<br />

the solution was obtained.<br />

Table 1. An example from the Sphinx environment<br />

Problem With the following premises:<br />

P1: ¬dog(X) ∨ animal(X)<br />

P2: dog(fido)<br />

P3: ¬animal(Y) ∨ die(Y)<br />

Peter has to prove that Fido will die.<br />

Solution S1: ¬dog(X) ∨ animal(X)<br />

S2: dog(fido)<br />

S3: ¬animal(X) ∨ die(X)<br />

S4: ¬die(fido)<br />

S5: ¬animal(fido)<br />

S6: ¬dog(fido)<br />

S7: {}<br />

Peter proved that Fido will die.<br />

Students can use self-explanation or explanation to make this reasoning. A self-explanation can contain an<br />

inference that refers to a piece of knowledge; in this case, the self-explanation specifies the application<br />

conditions of an action, the consequences of an action, the relation between an action and a goal or the relation to<br />

principles illustrated by the example (Chi et al., 1989; Khan and Yip, 1995). For the example contained in Table<br />

1, a good explanation for step S4 can be: “To make a resolution refutation proof, add the negation of what is to<br />

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e proved (Fido will die), in clause form, to the set of axioms.” In other words, the expected explanations<br />

correspond to the justifications for the reasoning used to solve the problem. A self-explanation can also be a<br />

paraphrase, a self-check or even be a textual fragment with no sense, but in all cases it is good for learning (Chi<br />

et al., 1989). Consequently, the most important goal is to motivate the students to explain and discuss solutions.<br />

A good explanation can then be obtained at the end of a discussion between users (the students and eventually<br />

the teaching team).<br />

How does the Sphinx environment support learning?<br />

A recent faculty study showed that students worked only about one hour per week per course instead of the six<br />

hours advised by teachers. We noted our students were more insecure about their exams and the class average<br />

had decreased. We needed a way of encouraging our students to work more outside the classroom. The Sphinx<br />

environment is a tool for attracting the students into a learning community, and then creating enthusiasm among<br />

the students. This environment also allows the teacher to observe the work of each student logged on, and to get<br />

some information about her/his difficulties. However, the development of an educational environment is not<br />

easy. It is rather a complex task because of the required knowledge from various fields: user interface<br />

engineering, cognitive sciences, educational sciences, and knowledge engineering (Tchounikine, 2002). After a<br />

preliminary experiment in 2002 (Capus et al., 2003), we collected users’ comments to improve the online<br />

environment. Then, we identified special needs and added particular functionalities to fulfil these needs in order<br />

to support the learning process in the Sphinx environment.<br />

Needs to be considered<br />

As for any software, the user interface should be appropriate to the users' needs. It is doubly important in an<br />

educational context where the main objective is to help the student acquire new knowledge. Thus, the interface<br />

should not hinder this knowledge process by discouraging the user with its ineffectiveness or problems of<br />

coherency. The graphic interface should be ergonomic and should provide all the information necessary to the<br />

user, who should be able to personalize it. A user model must be provided to save user preferences about media<br />

types, colour parameters and the position of the interface. It is also important to provide simple contextual help<br />

that is available when needed.<br />

More particularly, several means of facilitating learning can be proposed based on the principle of help in real<br />

time. We suppose that help given to the learner during the use of the environment effectively encourages selfexplanation.<br />

For each category of explanation, it is important to give the user effective and adapted advice. Then,<br />

adapted semantics can be employed to allow the student to clarify her/his thought. To help the learner structure<br />

her/his thought, one can highlight special argumentative keywords contained in her/his explanation. This<br />

emphasis on the logic structure of the sentence should improve the re-reading. A way of helping the learner to<br />

construct her/his explanation is to begin with a description of the action implemented in the step of the problemsolving<br />

process to be explained. The action is characterized by an action verb, a complement and parameters. A<br />

list of words from an educational dictionary (Legendre, 1993) can be proposed for each part of the action. An<br />

immediate automatic retroaction is then possible if the right response is stored in the environment. It is important<br />

to construct a learner model (Baker, 2000) in order to advise the student on the examples to be studied and the<br />

concepts to be revised. The profile of the learner should integrate her/his knowledge about the domain. To build<br />

such a model, one can use various methods: based on the course, based on results, or by self-assessment<br />

(Delestre, 2000).<br />

Functionalities to support the learning process<br />

We added some particular functionalities to the online environment in order to meet the above needs. These<br />

functionalities should more efficiently support the learning process.<br />

Different navigation modes<br />

Students can navigate among the examples, as they prefer. Examples are classified according to the structure of<br />

the course, which is represented by a tree in the user interface. Each week of the course (or leaf of the tree)<br />

proposes a list of examples. Our objective is to propose another way of navigating to help students that are<br />

175


dependent on field. This is an important tool (Triantafillou et al., 2003) for advising them during the revision<br />

phase. A list of keywords, not visible to users, is combined with each example. These keywords are used to find<br />

examples related to predefined subjects. To guide the student, the example links are coloured. We defined three<br />

categories of links, e.g. three colours: for the ‘not visited links’, ‘visited links’ and ‘links to be visited’<br />

(belonging to the set of suggested links). This principle is simple, and similar to the one used on all Web sites.<br />

Thus, students can navigate freely or by using a more personalized revision mode.<br />

Information about messages<br />

We based this functionality on the principles of discussion forums. For each example, the user interface indicates<br />

the number of messages posted. This functionality allows the student to quickly see if comments were made on<br />

her/his explanation or if new messages were added since her/his last logon.<br />

Modifications of individual preferences<br />

The student can also modify her/his individual preferences concerning nickname, password, email, colours and<br />

links, etc. This functionality allows the student to personalize her/his own interface making the user interface<br />

become more familiar.<br />

Saving users’ actions<br />

Users’ actions are saved in a special folder in text files. These files have a specific format, which is easy to<br />

translate by parsing. Each line of the files is a record composed of a series of values corresponding to a relevant<br />

event in a user’s action. Each record contains the event type, for instance ‘write an explanation’, ‘read an<br />

explanation’, or ‘display an example’. If the event is ‘write explanation’, the time to write an explanation and the<br />

number of significant words in the written explanation are added to the record. For each event type, other<br />

information is saved such as the number of positive (e.g. ‘I agree with this explanation’) and negative (e.g. ‘I<br />

disagree with this explanation’) students’ messages as well as the number of positive and negative teacher’s<br />

messages. The list of keywords for the example consulted and its difficulty level, as well as the number of words<br />

in the written explanation are also added to the record. All this information allows the environment to update the<br />

learner model.<br />

Learner model<br />

The learner model indicates the knowledge level of each student and is quite simple. A network of relevant<br />

concepts studied during the course describes this model. The concepts can take the following values: ‘not seen’,<br />

‘seen’, ‘known’, ‘learned’. At the beginning of the session, each concept has the value ‘not seen’. According to<br />

the students’ actions, the learner’s model is updated by modifying the value of each concept implied by the<br />

actions. In fact, the information gathered by the preceding functionality allows the environment to modify the<br />

new value of a concept. Assessment of learner’ knowledge using only this information is not accurate because<br />

other elements are needed. For instance, students can learn concepts in the classroom or with their handbook. For<br />

the time being, the learner model does not take this outside learning into account. However, we have found a<br />

way of making it work for our context. Sphinx uses a reference table specifying the number of points for each of<br />

the user’s actions according to its importance and its a priori impact on learning. For instance, if a student<br />

explains an example, the number of points is greater than if this example is only read. The rationale behind this<br />

approach is that explaining an example is more efficient than only reading it to understand a concept. The<br />

revision navigation mode uses the learner model to propose links to relevant examples. Indeed, the environment<br />

suggests to students that they revise specific examples that integrate concepts not sufficiently understood. It<br />

automatically gives messages to students advising them on what they should do. The creation of these messages<br />

is also based on the learner model.<br />

Other functionalities, such as browse bars allowing forward and backward movements within the environment<br />

improve the user interface. The content of an example can be printed. The home page of the Sphinx environment<br />

displays information about its utility and its use. A help menu is available to introduce the environment and give<br />

details on its use. A contextual help offers the student advice and tips.<br />

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Architecture of the Sphinx environment<br />

Figure 1 presents the architecture of the Sphinx environment in a simplified way. The student enters the<br />

environment by using the Student Module. This is a Web interface that allows the student to have access to the<br />

examples of solved exercises, and to all explanations and discussions. The student can modify her/his<br />

preferences for this interface. The Feedback Module is activated when the student chooses words for describing<br />

the action made in a step of the problem-solving process. It also allows the student to know if her/his response<br />

was right or wrong.<br />

Figure 1. A simplified architecture of the proposed environment<br />

The Server Module is the central point of the environment. It manages access to and the saving of<br />

data/knowledge (examples of solved exercises, users’ explanations and actions, and user preferences). This is the<br />

link between the different modules: Teacher Module, Student Module, and Feedback Module. The teacher has<br />

access to the environment by using the Teacher Module, which is an acquisition module for adding examples of<br />

solved exercises. This aspect is often forgotten in educational environments, but it is very important for<br />

facilitating the use by teachers, because it eliminates the need for the teacher to adapt to the programming<br />

language used to build the system. The teacher can also have access to the environment by using the Student<br />

Module and can interact with all the students by observing explanations and discussions, or by adding new<br />

explanations or comments.<br />

Figure 2. A snapshot of the user interface<br />

The online environment, Sphinx, performs on any platform; both Windows and Linux are available for our<br />

students. It does not limit the number of connections. The interface is developed in the Java language, mySQL<br />

was chosen as a database system, and data and knowledge are represented in an XML format. All users have<br />

access to the environment by any Web browser that supports the Java Servlet technology. To enter the<br />

environment, they have to validate their login and password. Next, they can use the general user interface. Other<br />

particular interfaces are proposed to observe examples of solved exercises, to write messages, change<br />

preferences or consult the help menu. The database system allows access to users’ messages and user data<br />

177


(preferences, history, etc.). The users’ actions are saved in text files in a special folder, the track folder. This<br />

function is important because these files allow us to evaluate how the students used the environment. To<br />

conclude this section, Figure 2 presents a snapshot of the user interface.<br />

The left-hand column proposes the list of examples for each week. The browser arrows and a help message are<br />

shown below this. Tools like printing, modifying personal features, help, etc., are at the top of this snapshot. The<br />

main window shows an example with details on each step of the solving process. For each step, an ‘explain’<br />

button (at right of each solving step) allows the user to post a message by using the grey shaded window at the<br />

bottom right of the window. The numbers below the ‘explain’ button indicate the number of messages: total, not<br />

read, new, replied. All the discussions about this step can be seen at the left of the blue shaded window,<br />

structured as a discussion forum.<br />

Experiment, results and discussion<br />

During the entire 2003 fall session, this environment was made available as additional pedagogical material to<br />

137 students in our department's course on artificial intelligence. Most of the students were in their second year<br />

of university studies, and this course is compulsory for their bachelor program. The term is fifteen weeks long,<br />

with two exams, one at the middle of the term and the other at the end of the term, usually in the fifteenth week.<br />

The students had to use a login and password, thus, only the students enrolled in this course could log onto the<br />

environment. Each week, the teacher added between five and ten examples corresponding to the content seen in<br />

classroom; the examples were listed according to their difficulty level. Based on the text files saved in the track<br />

folder, we evaluated the participation and collaboration of the students. We also compared the students’ marks in<br />

order to find a correlation between the use of the environment and the results obtained. Finally, we questioned<br />

the students on the use of the new functionalities such as different navigation modes, information about<br />

messages and modifications of individual preferences. The purpose of our evaluation was to determine if the<br />

Sphinx environment was effective in increasing students’ marks and if its functionalities were useful or not.<br />

Participation<br />

We recorded 506 student logons, an average of 3.7 per student. In fact, only 113 students out of the 137 used<br />

Sphinx. If we consider only the students who actively participated in the experiment, the average number of<br />

logons per student is 4.47. The average logon time is about one hour. We noted that most of the students who<br />

entered the environment did not add any explanation or message. However, they consulted solved exercises,<br />

explanations and messages of the other students. Why did the students participate so little in the discussions? We<br />

have no sure answers at the present time. One might hypothesize that they did not know how to explain the<br />

solutions to problems or they did not want to participate in discussions because they were afraid of making<br />

mistakes. Further investigation is needed to clarify this point. However, it seems that the students found it useful<br />

to consult the information available in the Sphinx environment.<br />

We also noted that the Sphinx environment was not used regularly during the session. Figure 3 shows the<br />

number of logons per week. Most of students logged onto the environment during exam week (Weeks #7 and<br />

#14), so we can suppose that the Sphinx environment was useful for students as a revision tool before each<br />

exam.<br />

Figure 3. <strong>Number</strong> of logons per week<br />

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Collaboration<br />

Table 2 corresponds to three extracts of discussions (translated into English) posted by students during this<br />

experiment. Discussion #1 is about the best path found in a search tree by using the alpha-beta technique. The<br />

student Jflal7 explained why the node R was chosen. This was a good explanation and another student agreed<br />

with it. The students’ messages were not only explanations. Sometimes, students asked questions on the solved<br />

exercises because they did not understand them. For instance, in discussion #2, the student MaTur2 asked a<br />

question about a natural language processing program that builds sentences with a set of words and grammar<br />

rules. This program had no semantic verification process. Then, MaTur2 asked why a certain sentence was not<br />

given as a solution. During this discussion, another student Gucot59 explained to MaTur2 that the solution<br />

proposed in the exercise was not complete and it missed twelve other sentences. From the teacher viewpoint,<br />

collaboration is very important because students can exchange ideas and learn from each other. This discussion<br />

illustrates how collaboration can be exploited in a learning context.<br />

Table 2. Three extracts of discussions between students<br />

Discussion Title of message Nickname Content of message<br />

#1 Reason Jflal7 The value R is 2 and the one of Q is 1. R is chosen because one<br />

must choose the maximum.<br />

Correct! Stleg19 It’s correct!<br />

#2 And the cupboard? MaTur2 Should this sentence be here: A cupboard builds a joiner?<br />

Partial Solution Gucot59 I think this program produces 12 other different sentences.<br />

#3 A lot of negatives! Jofou33 Is it possible to delete the negatives in the sub clauses?<br />

In discussion #3, the student Jofou33 wondered why many negatives were used in an exercise on knowledge<br />

representation using conceptual graphs. The other students did not give any response. In this case, there was no<br />

collaboration or one can suppose that the other students did not know how to answer the question. Because we<br />

think it is important to give correct feedback to our students, a teaching assistant posted a response (not given in<br />

the table) to explain the representation.<br />

Students’ marks<br />

We compared the marks of the whole class to those of the students who used the Sphinx environment most<br />

frequently. We think that to be useful in the learning process, the student should actively use Sphinx. If a student<br />

only enters Sphinx and prints some examples, s/he is not getting any more than s/he would get from a book, for<br />

instance. Thus, we considered only the students who added messages, logged onto the environment for more<br />

than four hours and participated in several discussions. When we analysed the logon time, this group of students<br />

clearly stood out from the others. Their average score was 70.84% whereas the average score of the class was<br />

67.44%. One might think that the best students used the Sphinx environment most frequently. However, upon<br />

looking at the students’ general marks, we noted that this hypothesis was wrong, thus indicating that Sphinx may<br />

be having a positive effect on the students’ marks. This increase is an encouraging result and we will continue<br />

improving the Sphinx environment to help students learn and succeed.<br />

Users’ comments<br />

At the end of the session, the students filled out a questionnaire. The analysis of the questionnaires showed that<br />

63% of the students used the new functionalities (different navigation modes, information about messages and<br />

modifications of individual preferences), 61% wrote that Sphinx had helped them and 70% appreciated the<br />

possibility of revising concepts with which they had difficulties. We can conclude that the Sphinx environment<br />

is useful to students especially because of the different modes of navigation. The degree of satisfaction<br />

concerning the messages is lower. Only 48% appreciated this functionality. The students have different learning<br />

styles. Some prefer to be directed, others do not. For the moment, these messages are quite basic and need to be<br />

more precise and personalized, and perhaps should even use a pedagogical agent. These two facts could explain<br />

the low degree of satisfaction.<br />

The teaching team thinks that the new functionalities of the Sphinx environment improve the learning context<br />

and should help students use this environment more easily and more often. According to the team, the messages<br />

could be improved by explaining why they are given. It would help the students to better understand what is<br />

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expected from them. The teaching team considers that encouraging messages should be given even when<br />

participation is satisfactory. Finally, the team would like to have another functionality with which to propose<br />

specific advice, to underline the importance of an example, for instance.<br />

Benefits of the Sphinx environment<br />

Through using the Sphinx environment we learned that participation and collaboration can have a positive effect<br />

on the students’ marks. If we consider only the students who really participated in the experiment by adding<br />

several messages, logging onto the environment for more than four hours and taking part in several discussions,<br />

we can conclude that the use of the Sphinx environment improved the learning process. Moreover, the results on<br />

learning-by-example showed the importance of the explaining process. Thus, in the next phase in the<br />

development of Sphinx we will add elements that hopefully will encourage more students to take part in the<br />

processes of explaining and collaborating.<br />

Future work<br />

We are planning a new experiment to measure improvement in each individual's learning. In the present version<br />

of Sphinx, at the beginning of the session, each concept in the learner model has the value ‘not seen’. According<br />

to her/his actions, her/his student’s model is updated by modifying the values of the concepts implied by the<br />

actions. At the end of the session, each learner model can be consulted in order to evaluate the knowledge level<br />

of concepts. However, such an evaluation is not really exact because our students can use pedagogical material<br />

other than the Sphinx environment to learn. If a student does not explain specific examples, this does not always<br />

mean that s/he does not know the concept illustrated by these examples. S/he can have learned it in classroom,<br />

by doing exercises, or by some other means. The improvement in learning can be verifiable from a global<br />

viewpoint but it is more difficult to evaluate on an individual basis, because the Sphinx environment is only an<br />

online educational support for classroom instruction. Students can decide to use or not use it. Above all, we want<br />

to encourage students to work more outside the classroom. We are now working on a better representation of the<br />

learner model, which would allow us to measure individual learning improvement more efficiently. We would<br />

also like to adapt the Sphinx environment to distance learning (Tourigny et al., 2005), an instruction mode that<br />

our university is becoming more and more interested in.<br />

Conclusion<br />

This paper presented a case study on an online environment, Sphinx, available on a continuous basis to 137<br />

students during the 2003 fall session. This environment is a tool for helping students outside the classroom and<br />

for encouraging them to do exercises. A set of solved exercises was proposed each week during the course. A<br />

student could consult an exercise and its solution. She/he could try to do the exercise, to self-explain a step of the<br />

solving process for her/himself or add an explanation in the environment. She/he could share her/his explanation<br />

with the other students or comment on an explanation of another student. Or she/he could simply read the<br />

discussion of an example. Sphinx is based on self-explanation (Chi, 2000; Chi et al., 1989) and collaboration<br />

(Oliver and Omari, 2001), two activities that allow students to build and/or revise their domain knowledge and<br />

become more active when they learn. We noted that the students who used the Sphinx environment most<br />

frequently, obtained a better average score. Even if it is difficult to interpret this result, it encourages us to<br />

continue using the Sphinx environment and we can show this result to our future students in order to encourage<br />

them to use Sphinx more frequently. We are improving our methodology for studying individual learning<br />

effectiveness and are planning a bigger experiment to evaluate how and why students learned with the Sphinx<br />

environment.<br />

The analysis of this experiment also allowed us to identify some aspects of the environment that should be<br />

improved. Particular attention will be paid to ways of motivating the students to take part in the explaining and<br />

collaborating process. We continue to improve the present version of the Sphinx environment and our final goal<br />

is to build a shell adaptable to any course and any kind of training. Teachers should be able to easily store<br />

examples of their course and students should be able to consult examples at anytime, explain them, comment on<br />

explanations of peers, and receive feedback within a virtual classroom between lecture sessions.<br />

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Acknowledgements<br />

The authors would like to thank the Institute for Robotics and Intelligent Systems (IRIS-Precarn Inc.) for its<br />

financial support. The authors would also like to thank the students, Jalil Emmanuel, Maxime Garceau-Brodeur,<br />

Huu Loc Nguyen and Benoît Potvin, for their participation in the development of the Sphinx environment as<br />

well as the students registered in the course IFT-17586 Artificial Intelligence I for their collaboration. Finally,<br />

the authors would like to thank the two anonymous reviewers for their constructive comments.<br />

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Hussain, S., Lindh, J., & Shukur, G. (<strong>2006</strong>). The effect of LEGO Training on Pupils’ School Performance in Mathematics,<br />

Problem Solving Ability and Attitude: Swedish Data. Educational Technology & Society, 9 (3), 182-194.<br />

The effect of LEGO Training on Pupils’ School Performance in<br />

Mathematics, Problem Solving Ability and Attitude: Swedish Data<br />

Shakir Hussain<br />

Department of Primary Care & General Practice, University of Birmingham, UK<br />

s.hussain@bham.ac.uk<br />

Jörgen Lindh<br />

Jönköping International Business School, Sweden<br />

lijo@jibs.hj.se<br />

Ghazi Shukur<br />

Jönköping International Business School and Centre for Labour Market Policy (CAFO), Department of<br />

Economics and Statistics, Växjö University, Sweden<br />

shgh@jibs.hj.se<br />

ghazi.shukur@vxu.se<br />

ABSTRACT<br />

The purpose of this study is to investigate the effect of one year of regular “LEGO” training on pupils’<br />

performances in schools. The underlying pedagogical perspective is the constructivist theory, where the<br />

main idea is that knowledge is constructed in the mind of the pupil by active learning.<br />

The investigation has been made in two steps. The first step was before the training and the second after<br />

training. For both cases we have constructed and included control groups. A logistic model is applied to the<br />

data under consideration to investigate whether the LEGO training leads to improving pupil’s performance<br />

in the schools. To analyse the opinion studies, GLM for matched pair models and the Quasi symmetry<br />

methods have been used. Preliminary results show better performances in mathematics for the trained group<br />

in grade five, and pupils who are good at mathematics tend to be more engaged and seem to be more<br />

successful when working with LEGO.<br />

The study has also shown that pupils have different learning styles in their approach to LEGO training. The<br />

role of the teacher, as a mediator of knowledge and skills, was crucial for coping with problems related to<br />

this kind of technology. The teacher must be able to support the pupils and to make them understand the<br />

LEGO Dacta material on a deeper level.<br />

Keywords<br />

Robotic Toys, Problem Solving, Constructivism, Multilevel Modelling<br />

Introduction<br />

This research project called “Programmable construction material in the teaching situation”, aims at studying the<br />

pedagogical effects caused by the application of LEGO Dacta materials in some schools in the area of middle<br />

Sweden. For that purpose, we took two groups of study in order to make comparisons. One of them is called the<br />

control group (CG) formed by schools that have not been subjected to the experimental work with LEGO Dacta<br />

and the other called experimental group (EG) that was represented by schools that have participated<br />

pedagogically with the LEGO Dacta proposals and technological materials.<br />

The starting point was a former project called INFOESCUELA, which was a pilot project that began in Peru<br />

1996 (Iturrizaga, 2000). It was initiated by the Peruvian Ministry of Education, with the objective of introducing<br />

technology to primary schools through the use of LEGO Dacta materials. Over the course of three years, from<br />

1996 to 1998, the project was expanded to cover 130 schools throughout the country of Peru. In general terms,<br />

the result of the Peruvian project showed empirical evidences that the pupils from the experimental group<br />

successfully fulfilled their school activities due to the use of LEGO Dacta material. In the referred case, the EG<br />

gained better percentages of achievement than the CG in the tests of mathematics, technology, Spanish and eye<br />

to hand coordination. The results of this research were so encouraging that LEGO Dacta was interested in<br />

studying the effects of using their products in Sweden, which represented a different school context than in Peru.<br />

We were conscious of many of the dissimilarities between the school contexts of Peru and Sweden, and<br />

especially the more complex evaluation process in the Swedish school environment. In Peru the chances were<br />

good to find control groups of pupils that never have been in touch with computers. Due to an over all higher<br />

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182


technological level in Sweden, we could not expect to find pupils that were totally inexperienced with<br />

computers, because most children come into contact with computers at early ages in their families and elsewhere<br />

in the community. The Peruvian research project was in that respect of a more simple nature, and the results<br />

could not easily be applied to other contexts, i. e. the circumstances of the Swedish case were more subtle.<br />

Theoretical background<br />

The theoretical foundation for our research project is both the theory of constructivism, deriving from Piaget’s<br />

view of learning (Piaget & Garcia, 1991), and the theory of situated cognition (Lave, 1988). Constructivism in<br />

terms of Piaget is normally called individual constructivism, ie. that individual persons construct knowledge<br />

through interaction with their environment. Papert in collaboration with Piaget led him to consider using<br />

mathematics in order to understand how children learn and think. Papert believed that the computer was a tool<br />

that could allow children to explore mathematics and other curricular subjects that support constructionist<br />

learning, ie. an educational method which is based on the constructivist learning theory. This method stresses<br />

the role that concrete objects play in the complex process of knowledge construction (Papert, 1980, 1993).<br />

Relating this to pupils’ interaction with the programmable construction material, it means that the pupils’<br />

individual knowledge develops continuously in building constructions of LEGO material. In situated cognition<br />

the importance of the situation or the context of learning is emphasized. Individuals participate and become<br />

absorbed in social and cultural activities. Learning is a part of these activities, which contributes meaningful<br />

knowledge to its carrier. Communication is a key concept since it mediates between the individual and her<br />

context (social situation).<br />

Our work with the programmable material in the school classes was performed as group work. This put a lot of<br />

“attention to what kind of things that surrounds the individual; especially relations between individuals, groups,<br />

communities, situations, customs, language, culture and society” (Marton & Booth, 2000, p 28). The way of<br />

working with the LEGO Dacta material in the schools pointed to knowledge development which to a great extent<br />

seemed to happen between individuals and between groups. LEGO and LOGO rely on the same pedagogical<br />

principles, even though LEGO can be considered as an extension of LOGO. Papert wanted to design a suitable<br />

computer language for children, which had the power of professional programming languages, but was easy<br />

enough for non-mathematical beginners. The name LOGO was chosen for the new language to suggest the fact<br />

that it is primarily symbolic and only secondarily quantitative (Papert, 1980).<br />

During the same period, Marvin Minsky was encouraging children in the new MIT Children’s Laboratory to<br />

learn to control a small robot which moved on the floor and could draw a record of its movement with a pen. It<br />

seemed to Papert and Minsky a logical step to integrate control of this robotic turtle into LOGO, which later was<br />

replaced by a screen turtle, but the language remained true to Papert’s ideals; that it should be a tool for learning<br />

concepts like planning, problem solving, and experimentation.<br />

Mitchel Resnick, Professor at the lab and Director of the Lifelong Kindergarten research group, compared and<br />

contrasted several projects chosen by workshop participants which featured the construction of physical objects,<br />

often built from LEGO bricks, that were controlled by the computer (Resnick, 1991). For Resnick each project<br />

was rich in personal meaning, as it symbolized something for each of the project leaders, and secondly there was<br />

great diversity among these projects. Diversity of themes showed itself through the variety of projects, none of<br />

them “typical”. He concludes that while both LEGO and LOGO encourage open-ended construction, their use<br />

alone does not lead to diversity. Participants were encouraged to forget constraints when choosing a project<br />

theme.<br />

Most of the reported LEGO projects are small, in terms of sample size of individuals and period length of study.<br />

Criticism has been raised towards these kinds of studies, as being only stories rather than research. Becker<br />

(1987) emphasizes the importance of testable consequences in research about LOGO in his discussions of<br />

advantages and disadvantages of two types of research methodologies used to study the effect of LOGO in<br />

classroom settings: the treatment methodology and computer criticism. Several researchers, including Becker<br />

(1987), have stressed that the main evidence showing that LOGO can produce measurable learning when used in<br />

"discovery" classes has been obtained in situations close to individual tutoring. In normal-sized classes, the<br />

evidence clearly shows the need for direct instruction in the concepts and skills to be learned from LOGO, as<br />

well as further direct instruction to enable students to generalize what they have learned to transfer to other<br />

situations. This is in complete opposition to Papert's conception of the discovery approach to LOGO. Pea (1985)<br />

asks: “What contribution do we get from the computer to our mental functioning?” whether the computer is only<br />

an amplifier of cognition or a reorganizer of our minds.<br />

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Moore & Ray (1999) argue for more advanced formal statistical methods for sensitivity and performance<br />

analysis in computer experiments. They suggest, for example, multivariate methods in analysis of thorough<br />

investigations. Our research project aims to combine a wide range of different kinds of methods in a one year<br />

study.<br />

Research questions and hypotheses<br />

Questions about the pupils learning:<br />

How do the pupils learn the LEGO Dacta material?<br />

What kind of skills and abilities are supposed to be developed when pupils are working with the material?<br />

Are there any differences in the pupils’ way and ability to handle the material related to age or gender?<br />

Questions about the learning context/classroom environment:<br />

In what way shall the context/environment be organised to best stimulate the pupils’ learning of the LEGO<br />

material?<br />

How to integrate the material so it will be a natural part of the pupils’ everyday work?<br />

Question about the role of teacher:<br />

What kind of role is feasible for the teacher/the pedagogy to support the pupils’ learning with LEGO<br />

material?<br />

Hypotheses<br />

For the trained pupil with our specific program the study aimed to quantify the contribution of robotic toys<br />

(LEGO) training on mathematics, problem solving ability and student attitude (MPA) toward different issues.<br />

Formulating a proper model, interpreting the parameters and quantitative assessment will be attempted.<br />

In the project, two hypotheses were set up:<br />

By using LEGO construction kits, sensors and programming tools, pupils will develop better knowledge in<br />

mathematics than pupils that do not work with the material. (1)<br />

By using LEGO construction kits, sensors and programming tools, pupils will develop better problem<br />

solving ability than pupils that do not work with the material. (2)<br />

Furthermore, we were also interested to measure attitudes towards different issues related to usage of LEGO, or<br />

general techniques in school (see Appendix A).<br />

Potentially there are two main approaches to estimating the training impact of MPA. The first approach would be<br />

to design a study of trained pupils and compare them with controlled pupils that under similar circumstances did<br />

not get any training. The second approach would be to obtain good information on the pupils’ change in<br />

performance based on the MPA. The performance parameters will be obtained for individual pupils before and<br />

after training. Both of these methods were used in this study, but with emphasis on the second one.<br />

The outline of the project<br />

In this section we explain the design and the outline of the LEGO project.<br />

Participating schools and classes<br />

To get a fair comparison we wanted both groups, EG and CG, to be equivalent regarding educational, social and<br />

demographic characteristics (Lindh et al., 2003). Different educational tests were applied to these groups. When<br />

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ecruiting “experimental” classes (EG) our ambition was to reach a balanced distribution with schools in varying<br />

geographical regions in the middle of Sweden and representation of schools in small, medium sized and big<br />

municipalities. Our intention was also to get an equal proportion of classes in fourth grade and eighth grade. The<br />

class sizes varied between 17 and 43 pupils.<br />

The project was performed in 12 “experimental classes” of different schools in the middle of Sweden. All<br />

together there were 322 pupils, 193 pupils in the fifth grade (12-13 years old) and 129 pupils in the ninth grade<br />

(15-16 years old). There were 12 “control classes”, 374 pupils together, 169 pupils in the fifth grade and 205 in<br />

the ninth grade. The training time was around 2 hours a week over 12 months, from April 2002 to April 2003.<br />

The LEGO Dacta material in the classroom work<br />

The LEGO material, ie. the construction kit, consisted of a mechanical assembly system, a set of sensors and<br />

actuators, a central control unit (the programmable brick), a programming environment, ie. a computer and<br />

software and working instructions and manuals. The programmable brick is the most noticeable component of<br />

the kit, as it provides both control and power to all LEGO constructions.<br />

When the experimental classes worked with the LEGO material, pupils cooperated in smaller groups, generally<br />

3-4 pupils, which we called working groups. The groups did not follow a certain syllabus working with the<br />

LEGO material. The work was rather adjusted to the ordinary school activities and to the local preconditions at<br />

each school. To be sure that the classes started in a similar way, the teachers were instructed to start with the<br />

same kind of task.<br />

It was stated in the research plan that the pupils should work with the LEGO material about eight hours a month.<br />

This level was decided to ensure that pupils should have similar preconditions. It was planned that the<br />

researchers should come out and visit the EG during this period, to follow up how well the work continued and<br />

what changed during this time.<br />

We noticed that the school classes solved the practical things in different ways. The physical preconditions<br />

concerning rooms varied at the different schools. Some classes could have LEGO material out permanently,<br />

while other classes took the material out each time before using it. Some had to work in special computer rooms,<br />

other classes needed to go to other school rooms to get computers, and other classes had only a couple of<br />

computers in their ordinary class room which they used to program the robotics the pupils built.<br />

In some classes, especially in grade 8, the teachers have been able to integrate the work in their ordinary<br />

teaching, in mathematics or in technology. This was not usually the case in grade 4, where LEGO work was<br />

more like a separate part of the school day. The participating teachers in the project have been taught how to<br />

handle the LEGO Dacta material, as pupils often ask highly intricate questions.<br />

Methods used in the project<br />

In this research project we used both quantitative and qualitative methods, i.e. triangulation (see for example<br />

Reason & Rowan (1985)).<br />

Qualitative methods<br />

The qualitative methods used in the project were observation, interview and inquiry.<br />

Besides the above, every teacher involved in the project had to document their LEGO lessons; what kinds of<br />

activities were done during the lessons, how the pupils worked, what kind of problems they faced, and so on.<br />

The researchers made regular visits to the project schools. While visiting they made interviews with the pupils<br />

and observations of the work. The interviews were taped for later analysis. The purpose was to be able to follow<br />

the working group’s achievements during the project as well as discern their attitudes/feelings about the LEGO<br />

material. Also we could analyse their way of speaking about the material and their understanding of the LEGO<br />

concepts.<br />

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Quantitative methods<br />

The quantitative methods consisted of different tests in mathematics and problem solving, and also covered<br />

inquiries concerning pupils’ attitudes to working with robotics.<br />

Before the school classes started their work with the LEGO Dacta material they had to perform a test in<br />

mathematics that was similar to the Swedish national test in mathematics, followed up by a test at the end of the<br />

project. The test was done by both EG and CG. The purpose was to compare the achievements for the two<br />

groups to see if there had been any changes/improvements. The problem solving test for both EG and CG at the<br />

same period was given for the same reason.<br />

Method for studying interrelationship<br />

The response for these pupils against the control pupils (which may depend on the MPA), can be described by a<br />

regression model with binary response variable. The usual logistic regression is used to study how the MPA are<br />

related to a dichotomous outcome Y = 0 (control pupils) or Y = 1 (training pupils). Y is the dependent variable in<br />

the logistic regression and is a function of a number of explanatory variables associated with their respective<br />

parameters. The maximum likelihood estimate of the parameters is obtained after maximizing the log-likelihood<br />

function. These estimated parameters are the change in the following logarithm of the odds<br />

ratio:<br />

⎡ Pr ob ( Y = 1|<br />

MPA)<br />

⎤<br />

log<br />

.<br />

⎢<br />

⎥<br />

⎣1−<br />

Pr ob(<br />

Y = 1|<br />

MPA)<br />

⎦<br />

In this paper, we study issues related to the model above in a multilevel perspective, i.e. by applying the<br />

multilevel logistic regression to our data. We have a clear case of a system in which individuals are subject to the<br />

influences of grouping pupils to learn in classes. The units in such a system lie at two different levels of a<br />

hierarchy. Note that this hierarchy should be taken into account and standard models and estimation methods are<br />

not appropriate in this case and will give biased and misleading results. A typical suitable multilevel model,<br />

Goldstein (1995), of this system would assign pupils to level one and classes to level two. Units at level one are<br />

recognized as being grouped, or nested, within units at the next higher level. In this case we can see clear<br />

hierarchical structure in the data. From this point of view of our model what matters is how this structure affects<br />

the measurements of interest. Thus when measuring educational achievement, it is known that the average<br />

achievement varies from one class to another. This means that pupils within a group will be more alike, on<br />

average, than pupils from different groups.<br />

The point of multilevel modeling is that a statistical model should explicitly recognize a hierarchical structure<br />

where one is present, and if this is not done then we need to be aware of the consequences of failing to do this,<br />

which leads to inefficient modeling. It is inefficient because it involves estimating many more coefficients than<br />

the multilevel procedure, does not treat groups as a random sample and provides no useful quantification of the<br />

variation among classes or groups in the population more generally. However, data with more than one level<br />

structure (as in our study) usually is analysed using a multilevel model. The multilevel model we use in this<br />

paper helps us investigate many important issues related to the study. Patterns of variability, in particular the<br />

nested form of variability, are studied with respect to different variables of interest. The fixed effect and the<br />

random effects are part of the outcome of the multilevel model that helps us decide the significance and direction<br />

of each effect.<br />

Very often it makes sense to use probability models to represent the variability within and between groups, i.e. to<br />

perceive the unexplained variation within groups and the unexplained variation between groups as random<br />

variability. For a study of pupils within groups, for example, this means that not only unexplained variation<br />

between pupils, but also unexplained variation between groups or classes are regarded as random variability.<br />

This can be expressed by statistical models with so-called random coefficients. The hierarchical model is such a<br />

random coefficient model for multilevel data and is by now the main tool for multilevel analysis.<br />

If we consider any outcome point in our study we may notice that it comes from a sampling design called a<br />

multi-stage sample. A simple random sample is selected from the first stage followed by a second stage random<br />

sample selection, nested in the first stage. Take for example the student score in mathematics. A cost-efficient<br />

strategy of evaluating schools and students within schools is by taking a random sample of schools and then a<br />

second stage random selection of student sample from each school. This method of sampling represents a twostage<br />

design. However the mathematics score variance consists of two components, between pupils within any<br />

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school variance and between schools variance. The calculations in this study are performed using the statistical<br />

program packages, MLWIN-version 1.1 and SPLUS-version 6.1.<br />

Methods for opinion studies<br />

Pupils in the LEGO study are classified into categories of options that represent their opinion in a given<br />

question. We call the pupils in this classification “raters”. The questioner includes 17 questions with each<br />

question consisting of 4 categories (see the appendix) to investigate the training effects after the participation of<br />

the pupil in this training program. At this stage, we are mainly interested in investigating the following:<br />

1. Testing that the distribution between the 4 categories is the same.<br />

2. Whether the after training choice is independent from the before training choice for the pupils who changed<br />

their mind?<br />

3. Whether there is any symmetric association pattern around the original answers?<br />

Many of the social studies involve responses taken on the ordinal scale and may involve subjective opinion and,<br />

in particular, an intermediate category will often be subjective to more misclassification than an extreme<br />

category because there are two directions in which to err from the extremes. A square table can be used to<br />

display the joint rating of two occasions (before and after).<br />

Tables of equal rows and columns with dependence structure have two matters. The first, important issue is the<br />

difference in the marginal distribution. The question that we like to have an answer for is “whether classification<br />

for after training tends to be higher than before training”? Secondly, the extent of main-diagonal occurrence<br />

within the joint distribution of the rating and the question one may ask is “whether agreement between the two<br />

occasions, e.g. non-significant or diagonal, leaks”? Perfect agreement occurs when the total probability of<br />

agreement = 1. Pre and post results obtained from these raters’ data are analysed using Generalized Linear<br />

Model (GLM) and the data is in square table format. Matched pairs models are used to analyse agreement<br />

between two observers. Moreover, the structure of agreement and fitting different models is also investigated.<br />

Now we consider the pupil’s opinion before and after LEGO training. For any pupil, indexed by s, we suppose<br />

that the log probabilities for the k response categories are<br />

λ ,..., λ<br />

λ<br />

s 1 sk<br />

s1 + 1 sk<br />

τ ,..., λ + τ<br />

k<br />

Before LEGO Training, and<br />

After LEGO Training<br />

So that (τ1,. . .,τk) is the training effect, assumed to be the same for all individual pupils. To simplify the idea of<br />

modelling of square tables we will introduce the main type of models that we use in the analysis. The first is the<br />

symmetry model where we like to test the null hypothesis<br />

H : π = π ,<br />

0<br />

ij<br />

ji<br />

that is, we like to test if the cell probability on one side of the main diagonal are a mirror image of those on the<br />

other side.<br />

For expected frequency the logit value is<br />

log μ = λ + λ + λ + λ<br />

(1)<br />

ij<br />

i<br />

j<br />

ij<br />

The quasi symmetry model implies some association and allows the main effects terms to differ so that<br />

X<br />

( log μ ij = λ + λi<br />

Y<br />

+ λ j + λij<br />

) ≠<br />

X Y<br />

( log μ ji = λ + λ j + λi<br />

+ λij<br />

)<br />

(2)<br />

The main effect in (2) is different for rows and columns and the resulting estimates are the differences in<br />

Y X<br />

{ λ j − λj<br />

} for j = 1,2,…, .<br />

The marginal homogeneity model compares marginal distributions in the square table, and one may test the<br />

hypothesis of marginal homogeneity by comparing the fit of the specific square table. It is known, that a table<br />

that satisfies both quasi symmetry and marginal homogeneity can also satisfy symmetry and one can test<br />

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marginal homogeneity by comparing goodness-of-fit statistics for the symmetry and quasi-symmetry models<br />

(Bishop et al., 1975).<br />

Conditional symmetry models may be used when categories are ordered, and this model estimate extra parameter<br />

τ for the off diagonal on structure of agreements. The main objective of this extra parameter is to quantify the<br />

effect on the structure of agreement. The symmetry model is a special case when τ = 0. The following model<br />

represents a generalization that includes the condition when symmetry does not hold with ordered category.<br />

log μ = λ + λ + λ + λ + τI(i<<br />

j), I( • ) is the indicator function (3)<br />

Results<br />

ij i j ij<br />

In this section we present the most important qualitative and quantitative results of this study.<br />

Qualitative results<br />

Different strategies of learning the material<br />

We have found that pupils learn the material in various ways, which is in line with other research (Kafai, 1996).<br />

One way to learn by children is by a “trial-and-error method”. Another way is more “cooperative”: by asking<br />

their fellow workers. Alternatively they ask another pupil in the class that is considered to know the material<br />

much better than oneself.<br />

More seldom are situations where students read the written instructions from the teacher or from a book. One<br />

reason may be the normal situation when pupils constructed the robotics, which often seems to be a situation of<br />

“joyful stress”, but sometimes they took help from instructive pictures. We could also observe that boys were<br />

more often less willing to follow the instructions, whereas girls seemed to be more concentrated and intent on<br />

following the written task.<br />

Pupils learning<br />

Even though our study did not report significant contributions as far as logic skill, we could still discover other<br />

interesting things. Of certain interest was the pupils’ learning to cooperate in working groups. On interviewing<br />

pupils we often heard how the work with LEGO had enhanced the feeling of a community.<br />

Another positive thing was the pupils’ better understanding of how to program the computers and how to load<br />

different programs to the robotics via an infrared beam. Gradually the pupils became more conscious of how<br />

they could steer the robotics by making and loading complex programs which made the robotics perform and<br />

interact in an advanced way.<br />

We did not see any significant difference between the younger and older pupils concerning the ability to build,<br />

program and more generally handle the LEGO material. The same holds for gender, there was not any general<br />

difference between girls and boys.<br />

Learning context<br />

From our observations we could draw several conclusions about how the environment should be best organized<br />

to best stimulate pupils’ learning of the LEGO material. First, there needs to be a large space for the pupils to<br />

work: they must be able to spread the LEGO material on the ground, to “play around”, and test different kind of<br />

solutions for each kind of project they face. The working groups should not be too big (maximum 2-3<br />

pupils/LEGO box). The task given to the pupils must be concrete, relevant and realistic to solve. It is very<br />

important that the pupils can relate the material to their ordinary school work and their different subjects.<br />

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The role of the teacher<br />

The role of the teacher, as a mediator of knowledge and skills, was crucial for coping with problems related to<br />

this kind of technology (Chioccariella et al., 2001). The teacher must be able to support the pupils and help them<br />

understand the LEGO Dacta material on a deeper level. We have seen from the study the advantage of a well<br />

prepared teacher who can meet even advanced problems from eager pupils. Sometimes tricky problems had to be<br />

resolved before the pupils could continue their work with new constructions. A teacher with a background in<br />

physics or natural science could discuss LEGO technology in comparison with other technology and give a<br />

broader perspective to the available technology.<br />

One opinion often heard among the teachers was about the advantage of two teachers working together in the<br />

classroom. This made it possible for one teacher to stop and discuss situations thoroughly with a working group<br />

of pupils, while the other one had control of the classroom situation. Teachers or other adults sometimes also<br />

played another important role, as the resolver of conflicts. Even though we generally found collaboration in<br />

working groups good, sometimes conflicts occurred. A trained supervising teacher could easily be helpful in<br />

resolving any arguments by explaining to the pupils the opportunities which open to them through cooperating<br />

together (Knoop, 2002).<br />

Quantitative results<br />

Comparing control and trained groups in the fifth grade<br />

In this part of the study we start by investigating the properties of any possible differences between the control<br />

and the trained groups for the pupils in the fifth grade (ie. after the LEGO training experiment). We first start by<br />

applying the binomial second order marginal quasi-likelihood (MQL) approach (for more information about this<br />

approach, see Hox, 2002 and Snijders et al., 2002).<br />

Our analysis reveals that the vast majority of unexplained variation in the probability of LEGO training is, as<br />

expected, between classes which support our design procedure of dividing these classes into two groups (trained<br />

and control). Moreover, we find that pupils that highly support the idea that “pupils can co-operate better in<br />

working groups” belong with high probability to the trained group. When using the multilevel regression with<br />

results from mathematics as a dependent variable, we find a common agreement among the pupils that are good<br />

at mathematics in general regarding the attitude to question 6, namely that “Working with LEGO material helps<br />

us learn things like order and method”. On the other hand, we find a negative output for question 5, that “LEGOmaterial<br />

should not be used in the school”. Note that there is a negation in this question which means in this case<br />

that the pupils do not support this statement (most of them totally disagreed with the statement). Moreover, we<br />

also find a negative output for question 12, that “Girls and boys learn equally well when working with LEGO<br />

robots” indicating that the boys and girls in fact do not believe that they learn equally well.<br />

Table 1. Results from the multilevel regression in two stages<br />

Fixed Effect Model Standard Model Standard<br />

Stage 1 error Stage 2 error<br />

Intercept 29.08 0.476 26.5 1.683<br />

Question 5: LEGO-material should not be used<br />

in the school.<br />

-0.601 0.314<br />

Question 6: Working with LEGO material helps<br />

us learn things like order and method.<br />

0.811 0.363<br />

Question 12: Girls and boys learn equally well<br />

when working with LEGO robots.<br />

-0.809 0.400<br />

Random Effect<br />

Level 2 variance 2.235 1.272 1.9 1.1<br />

Level 1 variance 25.188 2.039 24.4 2.0<br />

Log Likelihood 1961.4 1947.6<br />

The sample size consists of 165 pupils from different schools.<br />

Table 1 summarises the multilevel results of the estimated parameters together with their standard errors from<br />

the fixed effect once using the empty model with only a constant term included and then using the full model<br />

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with the attitude questions included (here we only find questions 5, 6 and 12 to be statistically significant<br />

effects). The second part of the table, i.e. the random effect part, shows the level one and level two variance<br />

estimates together with the log likelihood which indicate that the second model is more proper than the first. By<br />

adding the fixed effect, i.e. questions 5, 6 and 12, to the model, we expand the variation in the outcome<br />

mathematics (the difference in deviance is 13.8 (=1961.4 - 1947.6). The level one variance (24.4) with its<br />

respective standard error (2.0) shows significance in the differences between pupils when having the<br />

mathematics as the dependent variable. In other words, the vast majority of unexplained variation in mathematics<br />

comes from the difference between students. On the other hand, when looking at the level one variance (1.9)<br />

together with its standard error (1.1), we find the class effect not to be significant in this case.<br />

When looking at achievements in mathematics for this group of pupils before and after the training by using the<br />

standard two-sample t-test, we find a positive shift in the mean from 0.711 to 0.817 with p-value = 0.000 (which<br />

means significant at all significant levels) indicating better performances in mathematics for the trained group.<br />

For the problem solving, on the other hand, we find a slight shift in the opposite direction from 0.696 to 0.649<br />

with p-value = 0.023 which is rather significant.<br />

When looking at the pupils in the trained group in the fifth grade evaluated by their teachers using level of<br />

engagement as a dependent variable, see Table 2, we find a clear difference between pupils and the overall level<br />

of engagement (3.37) which is above the average (2.5). On the other hand, we do not find any significant<br />

differences between the teachers from the different classes (when evaluating their pupils).<br />

By adding the fixed effect, i.e. mathematics, to the model we expand the variation explained in the outcome<br />

engagement (the difference in deviance is 12.9 (= 472.5 - 459.6). Moreover, we find that the pupils with a<br />

greater ability in mathematics to be more engaged in the learning process, as shown in the following table:<br />

Table 2. Results from the multilevel regression in two stages<br />

Fixed Effect Model Stage 1 Standard error Model Stage 2 Standard error<br />

Intercept 3.36 0.11 1.73 0.45<br />

Mathematics 0.06 0.02<br />

Random Effect<br />

Level 2 variance 0.04 0.05 0.02 0.03<br />

Level 1 variance 0.99 0.11 0.94 0.10<br />

Log Likelihood 472.5 459.6<br />

The sample size consists of 165 pupils from different schools.<br />

When adding the attitude variables in the modelling, our results (not shown here) reveal that the vast majority of<br />

the pupils agree with respect to question 5 that says “LEGO material ought to be used already in pre-school”,<br />

which means the pupils that highly support this statement tend to be more engaged in the learning process. We<br />

have the same result with respect to question 7 which indicates that working with LEGO material can give the<br />

pupils more self confidence. Moreover, looking at the level two variance (0.94) with its standard error (0.10), we<br />

find significant differences between students when evaluated by their teachers using a level of engagement as the<br />

dependent variable. The level one variance (0.02) with its respective standard error (0.03) does not indicate any<br />

significance difference between teachers’ evaluations of their students in different classes using the engagement<br />

level as a dependent variable.<br />

Comparing control and trained groups in the ninth grade<br />

Here, we investigate the properties of any possible differences between the control and the trained groups for the<br />

pupils in the ninth grade after (i.e. after the LEGO training experiment). When applying the (MQL) approach we<br />

could not find any significant differences between the controlled and trained groups regarding the mathematics<br />

and problem solving. However, we find a common agreement on refusing the statement which states “Teaching<br />

about LEGO material does not require any computer knowledge”. In particular, pupils who highly disagree are<br />

good at mathematics.<br />

When looking at achievements in mathematics for this group of pupils before and after the training by using the<br />

same standard two-sample t-test as for grade 5, we did not find any significant shifts in the mean with regard to<br />

mathematics or problem solving.<br />

190


When looking at the pupils in trained grade 9 evaluated by their teachers using level of engagement as a<br />

dependent variable, we find a clear difference between pupils, and the overall level of engagement (3.13) which<br />

is above the average (2.5). The classes show no significant effect on the level of engagement, but as we<br />

mentioned the pupils differ in their level of engagement, see Table 3:<br />

When including the mathematics as an explanatory variable, the result shows that this variable is significant with<br />

a positive sign indicating that pupils with high ability in mathematics tend to be more engaged. More variation is<br />

explained when including this variable in the model; the difference in the deviance is 18.2 (= 375.2 - 356.97),<br />

see Table 3 below:<br />

Table 3. Results from the multilevel regression in two stages<br />

Fixed Effect Model Stage 1 Standard error Model Stage2 Standard error<br />

Intercept 3.13 0.22 1.80 0.39<br />

Math 0.04 0.01<br />

Random Effect<br />

Level 2 variance 0.22 0.18 0.30 0.21<br />

Level 1 variance 1.46 0.20 1.22 0.17<br />

Log Likelihood 375.2 356.97<br />

The sample size consists of 114 pupils from different schools.<br />

As in the case of grade 5 pupils, we find the attitude questions number 5 and 7 to show the major agreement<br />

among the pupils.<br />

Analysing the opinion studies<br />

We here analyse the differences in responses between the two occasions, before and after. We used the method<br />

of factor analysis to select the most important questions from the list of 17, (see the Appendix).<br />

Then, when considering the trained group in the fifth grade and based on the method of factor analysis, we find<br />

that following questions 4, 13, 16 and 17 to have the greatest factor loadings (i.e., the most important variables)<br />

both before and after training. For the trained group in the ninth grade pupils, we find questions 4, 6, 9 and 12 to<br />

be most important. Accordingly we analyse these questions, regarding the possible opinion changes among the<br />

pupils, by means of the method of GLM for matched pair models that we mentioned in the previous section. The<br />

Quasi symmetry model, however, is shown to have a better fit than the symmetry model and hence we analyse<br />

results that are obtained by using the Quasi symmetry method only (results supporting this are excluded to save<br />

space but are available upon request from the authors).<br />

Generally, the results, regarding equations 4, 13, 16 and 17 for the fifth grade and equations 4, 6, 9 and 12 for the<br />

ninth grade, indicate that pupils with a high level opinion (i.e., those who totally agree) before training have<br />

changed their responses, regarding these questions, to a lower level (i.e. partly agree) after training. This is<br />

happening more often than the reverse. The results also indicate that pupils’ option choices after training are<br />

independent from their option choices before training. Moreover, the results reveal that there is a symmetric<br />

association pattern and that any lack of symmetry seems to reflect slight marginal heterogeneity.<br />

Concluding Discussion<br />

There has been an intense debate in pedagogical spheres about the outcomes of LOGO/LEGO, which is mainly a<br />

part of an even broader discussion about justifying the use of computers in education. A good overview of this<br />

discussion is the paper by Harvey (2001) “Harmful to children?” where he analyses why the idea of educational<br />

computer is under attack.<br />

Within the LEGO research group reasonable statements have been given why use of what they call the new<br />

generation of computationally-enhanced manipulative materials, or shortly “digital manipulatives”. These<br />

researchers mean that the traditional field of instructional design is of little help: it focuses on strategies and<br />

191


materials to help teachers instruct. Instead, the interest must be in developing strategies and materials to help<br />

children construct. They call this effort "constructional design" (Resnick, 1996; Resnick, Bruckman, & Martin,<br />

1996). Constructional design is a type of meta-design: it involves the design of new tools and activities to<br />

support children in their own design activities. In short, constructional design involves designing for designers.<br />

A lot of research has been performed to find out whether or not there are any substantial benefits when using<br />

LEGO in educational contexts. Most of the research – which has been shown in the research background of this<br />

article – have weaknesses due to smallness and time. The size of this study is much bigger than most of the other<br />

LEGO studies, except from the initially referred Peruvian study, that in our opinion has serious shortcomings.<br />

This project is run in a complex context; schools. Certainly there is a risk for some minor bias because of the<br />

pupils’ use of LEGO in their spare time, though we consider this bias as statistically negligible.<br />

The study was built up from both a qualitative and quantitative research perspective. It was based on two stated<br />

hypotheses, which are dealt with in order below. The results show better performances in mathematics for the<br />

trained group in grade 5. When looking at achievements in mathematics for pupils in grade 9 before and after the<br />

training, we did not find any significant shifts in the mean with regards to mathematics. For the problem solving,<br />

there is no significant improvement either. This seems to be true for both grade 5 and 9. An interesting result of<br />

the study is, that pupils with higher ability in mathematics tend to be more engaged.<br />

There is not a general positive attitude towards LEGO among the pupils. We have seen in our study that for a<br />

certain category of pupils, i.e. high-performing pupils in mathematics in grade 5, they have a positive attitude<br />

towards the LEGO material. The same is also true for grade 9. GLM for matched pair models and the Quasi<br />

symmetry model has been used in the analysis of the opinion studies among the pupils. The results reveal that, in<br />

some of the questions, the pupils have changed their opinion responses from high-level opinion before training<br />

to a lower level after training. This happened more often than the reverse.<br />

Summarising, this field test shows a complex variation of data concerning the different measured variables. We<br />

would like to point out that lots of data also have been collected by using other methods than the quantitative<br />

ones. Thus several qualitative methods have been used, among others, including interviews and observations.<br />

Briefly, these other methods confirm our results above. The qualitative and quantitative results are in alignment,<br />

where the qualitative data has been necessarily comprehensive, and the qualitative data adds learning approaches<br />

which is not evident from the quantitative data.<br />

After reviewing research in this area, we conclude that it is difficult to confirm the hypothesis that LEGO -<br />

generally - has positive effects on cognitive development. However our study indicates certain positive effects<br />

can be shown for groups/categories of pupils. Pedersen (1998) argues that the teacher’s role in the positive<br />

results is important. It is likely that the teacher also has considerable influence over the way in which these tools<br />

are received by the pupils, boys as well as girls. In this regard, parallel arguments can surely be made for an<br />

interest in technology.<br />

More follow-up studies, especially longitudinal, need to be conducted to answer the question of whether LEGO<br />

training which stimulates a pupil’s ability to solve logical problems can really be raised by using LEGO<br />

Mindstorms for Schools? The question of the extent to which LEGO Mindstorms for Schools activities can<br />

generally raise the level of problem solving is indeed complex, and will surely need to be examined in further<br />

studies.<br />

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Piaget, J., & Garcia, R. (1991). Toward a logic of meanings, Hillsdale, NJ, USA: Lawrence Erlbaum.<br />

Reason, P., & Rowan, J. (1985). Human inquiry - A Sourcebook of new paradigm research, New York, USA:<br />

John Wiley & Sons.<br />

Resnick, M. (1991). Xylophones, Hamsters, and Fireworks: The Role of Diversity in Constructionist Activities.<br />

In Harel, I. & Papert, S. (Eds.), Constructionism: Research Reports and Essays, 1985-1990 by the Epistemology<br />

and Learning Research Group, Norwood, NJ, USA: Ablex Publishing.<br />

Resnick, M. (1996). Towards a Practice of Constructional Design. In Schauble, L & Glaser, R. (Eds.),<br />

Innovations in Learning: New Environments for Education, Mahwah, NJ: Lawrence Erlbaum.<br />

Resnick, M., Bruckman, A., & Martin, F. (1996). Pianos Not Stereos: Creating Computational Construction Kits.<br />

Interactions, 3 (6), 41-50.<br />

Snijders. T. B., & Bosker, R. J. (2002). Multilevel analysis. An introduction to basic and advanced multilevel<br />

modeling, SAGE Publication.<br />

193


Appendix A<br />

Statement<br />

1. LEGO material ought to be used already in pre-school.<br />

2. LEGO-robots are well suited for techniques lessons.<br />

3. LEGO material enable pupils to cooperate better in groups.<br />

4. Many of the pieces in the LEGO package get lost in the school.<br />

5. LEGO-material should not be used in the school.<br />

6. Working with LEGO material helps us learn things like order<br />

and method.<br />

7. Working with LEGO robots makes us more self confident.<br />

8. We learn a lot when we build and program LEGO robots.<br />

9. Learning about techniques helps us develop in many ways.<br />

10. You cannot build LEGO robots in language lessons.<br />

11. Boys like to compete with LEGO robots more than girls do.<br />

12. Girls and boys learn equally well when working with LEGO<br />

robots.<br />

13. LEGO robots are only toys or a game.<br />

14. Teaching about LEGO material does not require any computer<br />

knowledge.<br />

15. Boys know more about techniques than girls.<br />

16. Group work tends to be better when working with LEGO.<br />

17. We learn best by using LEGO robots in games or<br />

competitions.<br />

How far do you agree with these statements?<br />

Totally<br />

agree<br />

Partly<br />

agree<br />

Partly<br />

disagree<br />

Totally<br />

disagree<br />

194


Randolph, J. J., Virnes, M., Jormanainen, I. & Eronen, P. J. (<strong>2006</strong>). The Effects of a Computer-Assisted Interview Tool on<br />

Data Quality. Educational Technology & Society, 9 (3), 195-205.<br />

The Effects of a Computer-Assisted Interview Tool on Data Quality<br />

Justus J. Randolph, Marjo Virnes, Ilkka Jormanainen and Pasi J. Eronen<br />

Department of Computer Science, University of Joensuu, PO BOX 111, 80101, Joensuu, Finland<br />

Tel: +358 13 251 7929<br />

Fax: +358 13 251 7955<br />

justus.randolph@cs.joensuu.fi<br />

ABSTRACT<br />

Although computer-assisted interview tools have much potential, little empirical evidence on the quality<br />

and quantity of data generated by these tools has been collected. In this study we compared the effects of<br />

using Virre, a computer-assisted self-interview tool, with the effects of using other data collection methods,<br />

such as written responding and face-to-face interviewing, on data quantity and quality. An intra-sample,<br />

counter-balanced, repeated-measures experiment was used with 20 students enrolled in a computer science<br />

education program. It was found that there were significantly more words and unique clauses per response<br />

in the Virre condition than in the written response condition; however, the odds of avoiding in-depth<br />

responding were much greater in the Virre condition than in the written response condition. The effect sizes<br />

observed in this study indicated that there was a greater quantity of data and a higher rate of response<br />

avoidance during Virre data collection than what would have been expected, based on previous literature,<br />

during face-to-face data collection. Although these results statistically generalize to our sample only, these<br />

results indicate that audio-visual, computer-assisted self-interviewing can yield as high, or higher, quality of<br />

data as other commonly-used data collection methods.<br />

Keywords<br />

Computer-assisted interviewing, Data collection, Data quality<br />

Introduction<br />

Face-to-face interviewing is considered by many to be superior to other types of interview data-collection<br />

techniques, such as telephone interviewing and paper-and-pencil interviewing (Dillman, 1978; Rossi, Wright, &<br />

Anderson, 1983; Smith, 1987). According to De Leeuw, compared to paper-and-pencil and telephone interviews,<br />

face-to-face interviews have more flexibility, higher response rates, and greater potential for studying the general<br />

population (1993). However, face-to-face interviews also require more resources to carry out (De Leeuw, 1993).<br />

Much research has been collected over the past two decades on the feasibility of using computer-assisted data<br />

collection methods as low-cost supplements or alternatives to face-to-face data collection (see Saris, 1989;<br />

1991). Most of the computer-assisted data collection research concentrates on interviewers’ and respondents’<br />

attitudes towards computer-assisted interviewing; however, it does not address the quality of data that is<br />

collected in computer-assisted interviews. De Leeuw and Nichols (1996), in a review of research on computerassisted<br />

data collection methods, concluded that:<br />

Computer-assisted data collection has a high potential regarding increased timeliness of results,<br />

improved data quality, and cost reduction in large surveys. However, for most of these potential<br />

advantages the empirical evidence is still limited. . . . At present there is still little empirical research<br />

into the effect of computerized interviewing on data quality. Most studies have investigated the<br />

acceptance of the new techniques by interviewers and respondents. (p. 7.1-7.2)<br />

Ten years later, there is still a high potential for computer-assisted personal interviewing, but there is still also a<br />

paucity of empirical evidence on the quality of data generated by those methods. Because of a lack of needed<br />

empirical evidence in this area, we examined the quantity and quality of data generated from computer-assisted<br />

interviewing. Specifically, we investigated the use of an innovative tool called Virre, which is a combination of a<br />

computerized self-administered questionnaire and a computerized self-interviewing tool designed to collect the<br />

responses of primary-school-aged interviewees. (We classify Virre as a self-interviewing tool because only the<br />

respondent and Virre are necessary for an interview to be conducted.)<br />

Several stakeholder groups stand to gain from this research. There has been much recent discussion in the field<br />

of research and evaluation about harnessing technologies to improve practice (Gay & Bennington, 2000; Love,<br />

2004; Means, Roschelle, Penuel, Sabelli, & Haertel, 2003). Evaluators and researchers may be interested in this<br />

article’s findings because we investigate the hypothesis that Virre, and tools like Virre, can be used as a low-cost<br />

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copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies<br />

are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by<br />

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195


alternatives to high-quality, but resource-intensive, data collection strategies, such as face-to-face interviewing.<br />

Educational practitioners in general may be interested in the findings of this research; Virre was originally<br />

designed as an educational tool to motivate students to ‘think about their thinking’ aloud, a strategy which has<br />

known benefits for learning (see Pressley & McCormick, 1995). Computer science educators may be particularly<br />

interested in this research because Virre was created by, and for, computer science educators in K-12 computer<br />

science education programs. Although our study design only allows us to statistically generalize to the<br />

population of responses made by the students involved in this study, it is reasonable to hypothesize that our<br />

findings would generalize most accurately to populations of similar students in comparable K-12 computer<br />

science education programs.<br />

In the section that follows, we describe a conceptual model of data collection effects and use that model to point<br />

out the theoretical similarities between Virre and face-to-face data collection. In the section titled ‘Expected<br />

Results,’ we describe and justify the point estimate and range of values that we expected in our study. In the<br />

procedures section, we operationalize our variables, describe Virre in more detail, and document the data<br />

collection and data analysis procedures that we used. In the results section, we present the findings of our<br />

research in terms of the comparative effects of Virre and written responding on number of words, number of<br />

unique clauses, and presence of response- avoidance phrases. In the discussion section, we revisit our research<br />

hypotheses and comment on the implications of our findings.<br />

Literature Review<br />

De Leeuw’s (1993) conceptual model of data collection effects on data quality, as illustrated in Figure 1, is<br />

composed of three types of factors: media-related factors, information transmission factors, and interviewer<br />

impact factors. According to De Leeuw (1993), media-related factors concern “the social conventions associated<br />

with the medium of communication” (p.14), information transmission factors concern “the more technical<br />

aspects of information transmission, not social customs” (p. 16), and interviewer impact factors concern the<br />

extent to which the effects of the interviewer’s presence and behaviors are restricted.<br />

Media-Related<br />

Factors<br />

- familiarity<br />

- locus of control<br />

- conventions about<br />

silence & sincerity<br />

Information Transmission<br />

- available channels<br />

- presentation of stimuli<br />

- regulation of<br />

commmuncation flow<br />

Data<br />

Quality<br />

Interviewer Impact<br />

- presence of the<br />

interviewer<br />

- effect of specific<br />

interviewer<br />

behaviors<br />

Figure 1. De Leeuw’s Conceptual Model of Data Collection Effects on Data Quality<br />

[From De Leeuw, 1993, p. 20, Reprinted with permission]<br />

In terms of media related factors, face-to-face interviewing and Virre methods differ on several counts. Face-toface<br />

interviewing is obviously more familiar to respondents than computer-assisted interviewing. We assume<br />

that respondents will have different conventions about silence and evaluate the sincerity of the data collection<br />

endeavor differently in face-to-face and Virre conditions. Nevertheless, several studies (e.g., Zandan & Frost,<br />

1989; Witt & Bernstein, 1992) have found that “respondents generally like [computer-assisted interviewing];<br />

they find it interesting, easy to use, and amusing” (De Leeuw & Nichols, 1996, p. 6.3). We suppose that the<br />

locus of control in face-to-face interviewing and Virre is comparable.<br />

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In terms of interviewer factors, on one hand, Virre is not able to do many of the tasks that a human interviewer<br />

can do well, such as motivating respondents, answering respondents’ questions, or asking for clarification to<br />

respondents’ answers. On the other hand, research has shown that participants are much more likely to disclose<br />

sensitive information in computer-assisted interviews than in face-to-face interviews -- an effect which has been<br />

found, however, to be diminishing over time (Wiesband & Kiesler, 1996). Also, because computer-assisted<br />

interviews can be standardized, instrumentation threats to internal validity can be controlled for.<br />

Because of the theoretical similarities between Virre and face-to-face data collection, especially in terms of<br />

factors related to information transmission, we hypothesized that the effect sizes of Virre would be similar to the<br />

effect sizes found in the research on face-to-face data collection. (The effect sizes found in the research on faceto-face<br />

data collection can be found in the following section.)<br />

Expected Results<br />

Because of the lack of previous research on the effects of computer-assisted data collection on data quality, we<br />

had to estimate the expected results by proxy; we looked to the research on data comparisons between mail,<br />

telephone and face-to-face data-collection methods to put the effect sizes of the current study into context. In a<br />

meta-analysis of the effects of mail, telephone, and face-to-face data collection methods on data quality, the two<br />

effect sizes, and their ranges, presented below are particularly useful for putting the results of our current study<br />

into perspective (De Leeuw, 1993).<br />

Although there is no estimate of the comparative effects of face-to-face surveys and mail surveys on the number<br />

of responses to open statements, an estimate does exist between face-to-face surveys and telephone surveys. De<br />

Leeuw (1993) found that face-to-face surveys are slightly superior to telephone surveys in terms of the average<br />

number of statements to open questions. In a meta-analysis of four studies that examined number of statements<br />

to open questions between face-to-face surveys and telephone surveys, De Leeuw reported that the average,<br />

weighted r (i.e., the Pearson product-moment correlation) across studies was .04, with 95% lower and upper<br />

bounds of .02 and .07. (An r of .04 in the context of De Leeuw’s study is statistically equivalent to 52% of cases<br />

having had a greater number of open statements in face-to-face interviews than in telephone interviews. See<br />

Rosenthal, Rosnow, & Rubin, 2000, or Randolph & Edmonson, 2005.) Based on De Leeuw’s theoretical model<br />

(1993), we assume that the effect size between face-to-face surveys and mail surveys would be higher than the<br />

effect size between face-to-face surveys and telephone surveys for the number of statements to open questions.<br />

Another important finding from De Leeuw’s meta-analysis is that there is a slightly lower rate of nonresponse in<br />

face-to-face surveys than in mail surveys. In De Leeuw’s meta-analysis, the average, weighted value of r over 8<br />

studies was .03, with 95% lower and upper confidence intervals of .01 and .05 (1993). (An r of .03 in the context<br />

of De Leeuw’s study is statistically equivalent to 51.5% of cases having had a lower rate of nonresponse in faceto-face<br />

surveys than in mail surveys. See Rosenthal, Rosnow, & Rubin, 2000, or Randolph & Edmonson, 2005.)<br />

Because of the similarities between Virre data collection and face-to-face data collection and because face-toface<br />

data collection has been shown to lead to more statements and less nonresponse than written data collection<br />

techniques, we drew the following general and specific hypotheses for this study:<br />

1. The Virre responses of students will have more statements and fewer incidences of nonresponse than the<br />

written responses of those same students.<br />

2. The magnitude of effects attributed to Virre, in terms of number of statements and incidence of nonresponse,<br />

will be near the plausible range of magnitude of effects attributed to face-to-face interviewing for number of<br />

statements (i.e., .02 < r < .07) and nonresponse [hereafter response avoidance] (i.e., .01 < r < .05). (Stated<br />

in another way, the difference between the number of statements in the Virre condition and the number of<br />

words in the written response condition is expected to be approximately the same as the differences between<br />

face-to-face interviews and telephone interviews found in the previous literature. Also, the difference<br />

between the number of response avoidances in the Virre condition and the number of response avoidances in<br />

the written response condition is expected to be approximately the same as the differences in nonresponse<br />

between face-to-face interviews and mail surveys found in the previous literature.)<br />

To be able to compare the magnitude of effects of Virre responding and written responding to the magnitude of<br />

effects of face-to-face responding and mail responding requires several, admittedly tenuous, assumptions. The<br />

first is that mail responding is to face-to-face responding as written responding is to Virre responding. We justify<br />

this assumption based on the theoretical similarities between face-to-face and Virre responding. Second, in<br />

previous research, two often-used data quality variables were number of statements made and nonresponse.<br />

197


Because number of statements made is not operationalized in the previous research, we assume that number of<br />

words per response and number of distinct ideas per response are valid measures of the construct – number of<br />

statements made. Since students were instructed to respond to every item in our study, we assume response<br />

avoidance terms such as I don’t know or no comment to be analogous to nonresponse in the previous research.<br />

(Admittedly, number of statements made and nonresponse are quantitative in nature; however, following the<br />

terminology used in previous data collection research [e.g., in De Leeuw, 1993], we used the word quality to<br />

refer to these characteristics of collected data.)<br />

Methods<br />

Instruments<br />

The Virre environment contains four parts: the application itself, a webcam, a microphone, and a computer that<br />

runs the application. The application, written with Delphi, handles question sets, which can predefined by a Virre<br />

operator. For each question in a set, the application plays an audio file in which the question is spoken; it also<br />

presents the question as text to the user. While the user responds to the question, the application records audio<br />

and video to a file so that the user can later watch and comment on the answer file. All data, such as question sets<br />

and comments, are saved to files in XML format.<br />

Virre needs external software for recording and playing question files and for playing back answer files. Since<br />

Microsoft’s DirectX interface is used to capture and compress Virre’s video stream, it is possible to use any<br />

DirectX-compatible webcam.<br />

Currently, Virre’s components are housed inside a bear with a web cam in its nose and a video screen in its<br />

abdomen; however, the Virre components could be installed within different types of exteriors to match different<br />

contexts. See Eronen, Jormanainen, and Virnes (2003) for more details. Figure 2 shows a photograph of Virre in<br />

its stuffed-bear version, which is designed for elementary-age students.<br />

Participants and Setting<br />

This investigation took place in the context of a computer science education program, called Kids’ Club, located<br />

at a university in eastern Finland (See Eronen, Sutinen, Vesisenaho, & Virnes, 2002a, 2002b). According to the<br />

Kids’ Club website (Kids’ Club, n.d.):<br />

Kids’ Club is a collaborative research laboratory, where children of age 10-15 work together with<br />

university students and researchers of Computer Science and Education. To children, Kids’ Club<br />

appears as a technology club with an opportunity to study skills of their interests in a playful, nonschool-like<br />

environment, where there is room for innovative ideation and alternative approaches. (n. p.)<br />

Typical activities in Kids’ Club include designing and programming robots and carrying out technology design<br />

projects.<br />

The 20 participants in this study self-selected into the Kids´ Club program, which is held at a learning laboratory<br />

of a department of computer science. Eight of the participants came from a university practice school; twelve of<br />

the students came from a local, public elementary school. The ages of the students ranged from 10 and 12 and<br />

their grade levels ranged from 4 th grade to 6 th grade. As is typical in computer science education programs,<br />

the number of female students who self-selected into the program was much lower than the number of males<br />

who self-selected into the program (Galpin, 2002; Teague, 1997); only 2 of 20 participants in this study were<br />

female participants.<br />

Procedure<br />

In this study the independent variable is response condition (i.e., Virre responding or written responding), the<br />

dependent variables are number of words per response, number of unique clauses per response, and the presence<br />

of one or more response avoidance phrases as the sole elements of a response. Oral language markers like mmm.<br />

. . , hmmm. . . , and oh. . . were removed from the responses before analyzing number of words.<br />

198


Figure 2. A Student Interacting with an Ursidae Version of Virre<br />

A clause was defined as a subject-predicate combination or implied subject-predicate combination. For example,<br />

if a student, in response to the question --“What did you do today?”-- had responded with “Built robots, I built<br />

robots today,” both of those statements would have been counted as clauses. A unique clause was defined as<br />

clause that did not repeat the same information already reported in an earlier clause, in response to the same<br />

question. For example, if a student, in response to the question -- “What did you do today?” -- had responded<br />

with “Built robots, I built robots today,” that response would have been considered to have only one unique<br />

clause since the information in the two clauses was essentially the same.<br />

We dichotomously categorized a response as a response avoidance if the students used one or more of the<br />

following terms or phrases, translated from Finnish, without commenting further: “nothing,” “nothing special,”<br />

“everything,” “can’t remember,” “nothing new,” “all kinds of things,” “anything,” “something,” or “it doesn’t<br />

matter.” For example, if a student, in response to the question -- “What did you do today?” -- answered “All<br />

kinds of things,” that response would have been counted as a response avoidance; however, if the student had<br />

responded with “All kinds of things. We learned programming. We built robots,” that response would not have<br />

been counted as a response avoidance since the student elaborated on what had been done.<br />

Students’ responses were collected on four occasions, twice in the Virre condition and twice in the written<br />

condition. Prior to this investigation, students had received instruction on how to design, build, and test robots.<br />

During all measurement sessions students did the same activities; they built, programmed, and tested their<br />

robots. During the last part of the class, students were asked to respond to the following questions, which are<br />

translated from Finnish:<br />

1. What did you do in Lego-robot club today?<br />

2. In your opinion, what was hard about today’s lesson?<br />

3. In your opinion, what was easy about today’s lesson?<br />

4. What did you learn today?<br />

The researchers randomly selected which groups of students would respond using Virre and which would<br />

respond in writing. There were no time limits on how long students could take to respond in either condition.<br />

If a student was instructed to use Virre, the student would individually go to Virre, hit the start button and would<br />

then see the question on the screen and hear the question being spoken by Virre. Then the student would record<br />

his or her answer, in private, by speaking to Virre. When the student was done speaking, he or she would tap the<br />

start button again to end the recording and move on to the next question until the student had answered all four<br />

199


questions. If the student was instructed to respond in writing, he or she would be given a form which had the<br />

four questions on it. The forms were filled out individually.<br />

The Virre and written response conditions were purposively counterbalanced (i.e., half of the students responded<br />

using Virre one measurement session and responded in writing in another measurement session, while the other<br />

half did the opposite). After the data had been collected, the responses in the Virre session were transcribed. One<br />

rater coded the number of words and number of unique clauses per response. To establish estimates of interrater<br />

reliability, a second rater coded a random sample of 30 (about 10%) of the responses.<br />

Data Analysis<br />

We took an intra-sample statistics approach (see Shaffer & Serlin, 2004) to data analysis because this was a<br />

preliminary study in which we were primarily interested in making inferences concerning the universe of<br />

responses that the participants in our sample might have made. Since we took an intra-sample approach, we<br />

treated participants as fixed-effects, used the response as the unit of analysis, and used a factorial, orthogonal,<br />

between-subjects univariate design for the dependent variables: number of words and unique clauses. (Had we<br />

taken the traditional, extra-sample statistics approach we would have treated the participant as the unit of<br />

analysis, used a repeated-measures, two-within factor design where the factors would have been type of<br />

treatment and measurement, and made an inference to the universe of participants.) A two-way mixed-effect<br />

model, single-measure intraclass correlation coefficient (consistency definition) was used as the estimate of<br />

inter-rater reliability. An analysis of how well the data for this study met parametric assumptions and a rationale<br />

for using multiple univariate analyses can be found in an online appendix; see Randolph (<strong>2006</strong>).<br />

We used logistic regression to estimate an odds ratio for the binary, dependent variable: response avoidance. For<br />

model checking we used Hosmer-Lemeshow’s test (Hosmer & Lemeshow, 1989) and examined classification<br />

tables. In these analyses, we used the variables response condition (i.e., Virre responding or written responding)<br />

and participants as covariates. To convert the odds ratio to the r metric, via Rosenthal et al.’s equations (2000, p.<br />

24), we used the odds ratio to create a binary effect size display, then calculated rbesd. The confidence intervals<br />

for rbesd were estimated using the variance equations in Shadish and Haddock (1994).<br />

Equation 3.2 of Rosenthal et al. (2000) was used to calculate rcontrast for the effect size of words per response and<br />

unique clauses per response; confidence intervals for rcontrast were calculated based on information given in<br />

Shadish & Haddock (1994, Table 16.3). SPSS 11.0.1 was used to conduct the statistical analyses.<br />

Results<br />

Complications<br />

In the Virre condition, 23 student responses were missing because of a faulty design aspect in Virre. (There were<br />

320 responses in the written response condition and 297 responses in the Virre condition.) We found that the<br />

students would sometimes repeatedly push the start button and, as a result, would skip one or more questions.<br />

We assume that these errors are nonsystematic because we are led to believe that the students pushed the start<br />

button repeatedly on accident instead of pushing the button repeatedly as a way to avoid responding. Because<br />

this fault has since been corrected, we do not conceptualize this as part of the treatment’s construct.<br />

We ran analyses with and without replacement of missing data. (When we replaced missing data, we replaced a<br />

missing data point with the data point that corresponded to the data point for the same condition, question, and<br />

participant, but in a different measurement.) Since there were only minor differences in the results when using<br />

replacement and not using replacement (see the sensitivity analyses section below) and since orthogonal designs<br />

are more robust than nonorthogonal designs, we did our parametric analyses on the data with missing values<br />

replaced. However, for nonparametric analyses (i.e., for the analyses of response avoidance and number of types<br />

of words) the data were not replaced. We also examined the mean differences when response avoidances were<br />

treated as missing data.<br />

Interrater Reliability<br />

The intraclass correlation coefficient between the raters was .79. The coefficient had a 95% upper confidence<br />

interval of .89 and lower confidence interval of .60.<br />

200


<strong>Number</strong> of Words<br />

Table 1 shows that students in the Virre condition responded with 3.39 more words per response than in the<br />

written response condition. The ANOVA table of Table 2 indicates that this difference (response condition) was<br />

statistically significant, F(1, 280) = 39.01, p < .000. For the difference between conditions, rcontrast was .35; the<br />

95% confidence intervals indicate that the plausible values of the parameter should be between .22 and .48.<br />

<strong>Number</strong> of Unique Clauses<br />

In this sample, there were, on average, 39 more unique clauses per 100 responses in the Virre condition than in<br />

the written response condition (see Table 1). The ANOVA table presented in Table 3 indicates that this<br />

difference (response condition) was statistically significant, F(1, 280) = 27.91, p < .000. For the contrast between<br />

response conditions, rcontrast was .30 with 95% confidence intervals of .17 and .43.<br />

Response Avoidance<br />

Regardless of whether participants were included as fixed factors, the odds of a student avoiding a response were<br />

significantly greater in the Virre condition than in the written response condition. Table 4 shows the<br />

crosstabulation of response avoidance by response condition. Not using participants as a fixed factor, the odds of<br />

a student avoiding a response was 2.56 times greater in the Virre condition than in the written response<br />

condition.<br />

Taking a logistic regression approach and including participants as a fixed-factor, the odds ratio was 4.26 with<br />

99% lower and upper confidence intervals of 1.47 and 12.66. This odds ratio corresponds to an rbesd of .35, in the<br />

written response direction, and 99% confidence intervals of .22 and .48.<br />

Table 1. Descriptive Statistics for <strong>Number</strong> of Words and Unique Clauses per Response Condition<br />

Dependent variable Response Condition Mean SD Std. Error 99% Confidence intervals<br />

Lower Upper<br />

Words<br />

Virre 7.53 7.62 0.05 6.53 8.52<br />

a<br />

Written 4.14 4.24 0.05 3.14 5.13<br />

Unique clauses<br />

Virre 1.58 0.95 0.39 1.45 1.70<br />

b<br />

Written 1.22 0.47 0.39 1.10 1.34<br />

a. Difference of the mean between response conditions (99% confidence intervals of difference): 3.39 (1.98,<br />

4.79)<br />

b. Difference of the mean between response conditions (99% confidence intervals of difference): 0.39 (0.18,<br />

0.53)<br />

Table 2. ANOVA Table for Words per Response Condition<br />

Source Type III Sum of Squares df Mean square F p<br />

Corrected Model 6,413 a<br />

39 164.45 6.99 .000<br />

Intercept 10,881 1 10,881.11 462.36 .000<br />

Participant 3,520 19 185.24 7.87 .000<br />

Response Condition 918 b<br />

1 918.01 39.01 .000<br />

Interaction c 1,976 19 103.99 4.42 .000<br />

Error 6,590 280 23.53<br />

Total 23,844 320<br />

Corrected total 13,003 319<br />

a. r 2 = .49 (adjusted r 2 = .42), b. rcontrast =.35 (99% confidence intervals of contrast = .22, .48). c. The interaction is<br />

between response condition and participant<br />

Table 3. ANOVA Table for Unique Clauses per Response Condition<br />

Source Type III Sum of Squares df Mean square F p<br />

Corrected model a 86.72 39 2.22 6.11 .000<br />

Intercept 624.40 1 624.40 1,716.15 .000<br />

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Participant 45.16 19 2.38 6.50 .000<br />

Response condition b<br />

10.15 1 10.15 27.91 .000<br />

Interaction c 31.41 19 1.65 4.54 .000<br />

Error 101.88 280 0.36<br />

Total 813.00 320<br />

Corrected total 188.60 319<br />

a. r 2 = .46 (adjusted r 2 = .38), b. rcontrast = .30 (95% confidence intervals of contrast = .17, .43). c. The interaction<br />

is between response condition and participant<br />

Table 4. Cross Tabulation of Response Avoidance and Response Condition<br />

Response condition<br />

Virre Written<br />

Response avoidance Yes 27 14 41<br />

No 110 146 256<br />

Total 137 160 297<br />

Note. The odds ratio for this table is 2.56 with Mantel-Haenszel 95% lower and upper bounds of 1.28 and 5.11.<br />

Participants are not included as a fixed factor in this estimate. Missing data were not replaced in this analysis.<br />

The logistic regression model’s overall prediction accuracy was 88.9%. The model’s prediction accuracy given<br />

that there was no response avoidance was 98.0%; however, prediction accuracy given response avoidance was<br />

only 31.7%. The Hosmer-Lemeshow test (with a statistically nonsignificant X 2 of 5.3 with 7 df) indicated that<br />

this model was appropriate.<br />

Sensitivity Analysis<br />

Table 5 shows the mean differences when no data manipulation was done (i.e., when no data were replaced),<br />

when missing data were replaced, and when response avoidances were also treated as missing data. Table 5<br />

indicates that the differences between the data manipulation methods used are negligible. Regardless of the type<br />

of data manipulation, rcontrast was .35 for number of words and .30 for number of clauses.<br />

Table 5. Mean Differences under a Variety of Data Manipulations<br />

Data Manipulation Variable Mean 99% Confidence interval of difference<br />

difference Lower bound Upper Bound<br />

No replacement Words 3.39 1.98 4.79<br />

Replace missing Words 3.39 2.32 4.46<br />

Replace missing and response avoidance Words 3.97 2.49 5.44<br />

No replacement Clauses 0.39 0.18 0.53<br />

Replace missing Clauses 0.36 0.22 0.49<br />

Replace missing and response avoidance Clauses 0.42 0.24 0.60<br />

Note. Mean differences are positive in the Virre direction and negative in the written response direction.<br />

Discussion<br />

In summary, these 20 students used markedly more words and more unique clauses in the Virre condition than<br />

they used in the written response condition. There were significantly more instances of students avoiding<br />

responding in the Virre condition than in the written response condition. However, Table 5 shows that when<br />

avoided responses are treated as missing data, in both the Virre and written response conditions the number of<br />

words and clauses in each response in the Virre condition was still significantly higher than in the written<br />

condition.<br />

In terms of our first research hypothesis, we were correct that there would be more words and unique clauses in<br />

the Virre condition than in the written response condition. However, contrary to our hypothesis, there were more<br />

incidences of response avoidance in the Virre condition than in the written response condition.<br />

Total<br />

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In terms of our second research hypothesis, we were wrong on both counts. Our observed results were far<br />

outside of the range of what we had expected. Figure 3 shows the predicted and observed effect sizes (in terms of<br />

r).<br />

Values of r<br />

.6<br />

.4<br />

.2<br />

-.0<br />

-.2<br />

-.4<br />

-.6<br />

Statements (pred.)<br />

Words (obs.)<br />

Clauses (obs.)<br />

Dependent variable<br />

Nonresponse (pred.)<br />

Resp. avoid. (obs.)<br />

Upper interval<br />

Figure 3. Differences Between Predicted and Observed Effect Sizes<br />

Lower interval<br />

Effect size estimate<br />

Note. pred. = predicted. obs. = observed. Resp. avoid. = response avoidance. For Words, Clauses and Resp.<br />

avoid., values of r are positive in the Virre direction. For Statements and Nonresponse, values of r are positive in<br />

the face-to-face interview direction. 95% confidence intervals are shown for predicted variables. 99% confidence<br />

intervals are shown for observed variables.<br />

We have several alternative hypotheses for the discrepancy between the expected and observed values:<br />

The variables that we chose do not correspond directly with the variables in the previous literature. For<br />

example, number of words and number of unique ideas may not measure the same construct, in the same<br />

way, as number of statements to open-ended questions.<br />

The analogy that mail responding (or telephone responding in the case of number of statements) is to faceto-face<br />

responding as written responding is to Virre responding is strained.<br />

The discrepancy is an artifact of our self-selecting sample compared to the supposedly random samples<br />

selected in the previous literature.<br />

The discrepancy is due to systematic error in either this study or the meta-analysis of the previous literature<br />

or a nonsystematic meta-analytic error as discussed in Briggs (2005).<br />

In terms of the reason for the higher number of response avoidances in the Virre condition, we suspect that<br />

there was a tacit academic convention that each question must not be avoided in the written response<br />

condition and that no such convention had been established in the Virre condition. Equally, the greater<br />

number of words and unique clauses in the Virre condition may have been due to an experimenter effect.<br />

In actuality, we believe that the discrepancy is probably due to a combination of these hypotheses.<br />

Since we took an intra-sample approach in this study, these results do not statistically generalize to the<br />

population of students. The results generalize to the population of responses that these students could have<br />

responded with. However, the results do at least provide some support for a revised hypothesis that students<br />

when using Virre will use more words and unique clauses, but also have a tendency to ‘hedge’ more on their<br />

answers, compared to when written responding is used. The prevalence of response avoidances in the Virre<br />

203


condition, however, do not drastically change the fact that there were significantly more words and clauses in the<br />

Virre condition than in the written response condition.<br />

Assuming that future generations of Virre studies affirm and generalize our finding that students respond with<br />

more words and unique clauses, controlling for response avoidances, there are several practical implications for<br />

researchers. If Virre can indeed be used as an alternative to face-to-face interviewing, researchers, evaluators,<br />

and educators in similar programs can benefit because Virre, and other computer-assisted self-interviewing tools<br />

are more cost-effective in the long run than face-to-face interviewing (De Leeuw & Nichols, 1996) and provide<br />

more data than written responses, as was shown in this study.<br />

Conclusion<br />

In this study we compared the effects of using a computer-assisted self-interviewing tool, called Virre, with<br />

written responding on the variables: number of words, number of unique clauses, and response avoidance.<br />

Taking an intra-sample approach, it was found that students who self-selected into a computer science education<br />

program responded to a series of reflection questions with significantly more words and more unique clauses<br />

during Virre responding than during written responding. The students were much more likely to use a response<br />

avoidance term during Virre responding than in written responding; however, when treating answers that were<br />

categorized as a response avoidance as missing data, the number of words and clauses per response was still<br />

much higher in the Virre condition. Although these results do not generalize to the population of K-12 students,<br />

they do give preliminary evidence that Virre, and computer-assisted self-interviewing tools like Virre, could lead<br />

to more data than written responding or face-to-face interviewing. If this theory is supported by further studies,<br />

the implications are that researchers, evaluators, and educators could use Virre or Virre-like tools as a<br />

supplement or substitute to face-to-face interviewing, which, particularly when large numbers of subjects are to<br />

be interviewed, is more expensive and resource-intensive when many interviews need to be done.<br />

Acknowledgement<br />

This research was supported in part by a grant from the Association for Computing Machinery’s Special Interest<br />

Group on Computer Science Education (SIGCSE).<br />

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Breiter, A., & Light, D. (<strong>2006</strong>). Data for School Improvement: Factors for designing effective information systems to support<br />

decision-making in schools. Educational Technology & Society, 9 (3), 206-217.<br />

Data for School Improvement: Factors for designing effective information<br />

systems to support decision-making in schools<br />

Andreas Breiter<br />

Institute for Information Management Bremen, Am Fallturm 1, 28359 Bremen, Germany<br />

Tel: +49 421 218 7525<br />

Fax: +49 421 218 4894<br />

abreiter@ifib.de<br />

Daniel Light<br />

EDC/ Center for Children and Technology, 96 Morton St, New York NY 10014, USA<br />

Tel: +1 (718) 237-5116<br />

dlight@edc.org<br />

ABSTRACT<br />

National legislation that increased the role of accountability testing has created pressure to use testing data,<br />

along with other data, for instructional decision-making. Connected to this push for data-driven decisionmaking,<br />

is the increased interest in data delivery systems or Management Information Systems (MIS) in<br />

education. But, before administrators rush to build data and information systems, we argue for a careful<br />

review of existing knowledge about information systems in the education sector in light of what business<br />

and organizational research already knows about information systems. We draw on the considerable body<br />

of business and organizational research on MIS and a recent educational case study in New York City to<br />

introduce a theoretical framework to describe the process from data to decision-making in schools. Our<br />

exploration of how schools use information focuses on the potential of new technologies and new ways of<br />

analysis to meet the information needs of educators across different levels of the system. We conclude with<br />

a discussion about critical factors for the development and implementation of effective information systems<br />

for schools: 1) Build from the real needs of classroom and building educators; 2) Recognize teachers’<br />

wealth of tacit knowledge as a starting point; 3) Select appropriate data to include in the information<br />

system; 4) Effective testing requires close alignment between standards, teaching and testing; 5) Educators<br />

need professional development on instructional decision-making that considers the role of data; 6)<br />

Educators need expanded repertoires of instructional strategies; and 7) Further research on effective<br />

instructional decision-making and IS support is needed.<br />

Keywords<br />

Standard-Based Testing, Decision Support System, Data-Driven Decision-Making, Management Information<br />

Systems, Assessment Information Systems<br />

Introduction<br />

The shift in the funding and regulatory environment caused by the No Child Left Behind Act (NCLB) has<br />

prompted many district and school administrators to think differently about the potential that assessment data<br />

and information systems may have to inform instruction and decision-making aimed at raising student<br />

achievement. Increasingly the exploration of how data can inform instructional decisions is a main topic of<br />

educational policy (Salpeter, 2004; Secada, 2001) and building Management Information Systems (MIS) is a<br />

central concern for many administrators. But, before administrators rush to build data and information systems,<br />

we argue that educational decision-makers could benefit from a review of relevant work being done in business<br />

research and its application to an analysis of early experiences using technology to provide test data to classroom<br />

teachers. We draw on the considerable body of business organizational research on MIS and a recent educational<br />

case study in New York City to explore the question of how schools use information systems and the<br />

information needs of end users across different levels of the system. The case study examines the<br />

implementation of a web-based information system for student standardized test results to assist the educator’s<br />

daily practice. Finally, the paper concludes with a discussion about critical factors for the development and<br />

implementation of information systems for schools and the meaning the data can have for school administration.<br />

Support for Decision-Making<br />

Research about using test data to support classroom-level decisions or building-level planning to improve<br />

learning is just beginning to emerge. In the U.S., the research from different design sites that are piloting<br />

educational data-systems are seen in: the Quality School Portfolio (QSP) developed at CRESST (Mitchell &<br />

ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the<br />

copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies<br />

are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by<br />

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specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.<br />

206


Lee, 1998), and IBM Reinventing Education data projects in Broward County Florida (Spielvogel et al., 2001),<br />

the Texas Education Agency, and the South Carolina Department of Education (Spielvogel & Pasnik, 1999).<br />

Research on the role of data systems and applications in practice is also being done in Minneapolis (Heistad &<br />

Spicuzza, 2003), Boston (Sharkey & Murnane, 2003), San Francisco (Symonds 2003) and on the implementation<br />

of QSP in Milwaukee (Thorn, 2002; Webb, 2002).<br />

Additionally, there is a body of empirical research on the use of school information systems in other countries,<br />

like the case study in New Zealand (Nolan, Brown, & Graves, 2001), Visscher and Bloemen’s (1999)<br />

examination of data-system in Dutch schools (Visscher & Bloemen, 1999), an examination of experiences with a<br />

widely used school information systems in Great Britain (Wild, Smith, & Walker, 2001) and in Hong Kong<br />

(Fung & Ledesma, 2001). In Germany, most studies primarily focus on test administration and feedback<br />

mechanisms (for an overview see e.g. Kohler & Schrader, 2004; Weinert, 2001). Nevertheless, most studies<br />

mainly focus on administrative data for school management. Less emphasis is given to the role of data for<br />

teachers in their instructional decision-making.<br />

Although research on data-support systems is just beginning in the education field, such systems, known either<br />

as Management Information Systems (MIS) or Decision Support Systems (DSS), have been a focus since the<br />

early 70’s in the field of organization and management research. Except for the work done by Thorn in<br />

Milwaukee (Thorn, 2001, 2002, 2003), the study on High School’s continuous improvement process (Ingram et<br />

al., 2004) and the approach of Petrides and Guiney on knowledge management in schools (Petrides & Guiney,<br />

2002), most of the above educational studies use case study methods and do not offer a theoretical model of<br />

data-driven decision making. Thorn used MIS theory to help understand data-support systems in schools. In this<br />

paper we follow his lead and present a review of MIS research and use our own research on a New York City<br />

educational data-system to highlight the application of an MIS framework to education.<br />

Taking into account the increased significance of “information” as a prime resource in management contexts and<br />

its importance for the support of decision-making processes, various approaches to information management<br />

were developed in the beginning of the 70’s. MIS are based on the assumption that availability of relevant<br />

information is a necessary condition for decisions. Simon (1977) suggested three phases of decision-making:<br />

intelligence (review the environment, analyze goals, collect data, identify problem, categorize problem, assess<br />

ownership and responsibility), design (develop alternative courses of action, analyze potential solutions, create<br />

model, test for feasibility, validate results) and choice (acceptability of solution, building normative models). In<br />

all three phases information has to be provided and/or searched for in different forms and levels of aggregation.<br />

Essentially, management decisions can be understood as information processing where information takes on a<br />

strategically important significance for the organization’s development.<br />

In the beginning of the 1970’s, Gorry and Scott Morton (1971) recounted, in an empirical study, that the first<br />

MIS failed mainly because it was based on a flawed understanding of managerial work and a fundamental<br />

misunderstanding regarding the necessary information (Gorry & Scott Morton, 1971). The predominant<br />

perspective at that time, which is still common today among many system developers, is based on a naïve<br />

understanding of decision-making processes. It was thought that decisions can be exclusively rationalized and it<br />

took some years to understand the “bounded rationality” of decision-makers (Simon 1977). Built on this<br />

conception, company-wide projects collected data from every department and sub-department to be stored in a<br />

central data bank, which managers could use to make the “right” decisions. Through extensive case studies<br />

Gorry and Scott Morton (1971) showed that only a small portion of the collected data was relevant for decisionmaking<br />

and most of the data was totally worthless for decision-making.<br />

Ackoff (1989) elaborates on the fundamental flawed assumptions that accompanied the development of MIS.<br />

The preconceptions underlying the design of early MIS presupposed that the crucial need of management was<br />

the availability of all relevant information. The early designers failed to realize that good management requires<br />

the reduction of irrelevant information to focus on relevant information when making a decision. The early MIS<br />

systems overloaded decision-makers with extraneous and irrelevant information, which merely complicated their<br />

task of selecting out the relevant data. This mistaken assumption was also exacerbated by actual managers who,<br />

when asked, in the abstract, would usually request all possible information but then get lost in data overload. It is<br />

important to bear in mind, however, that the definition of relevant information is often hard for managers as they<br />

usually act with unclear information. Feldman and March (1988), too, doubt that the provision of requested<br />

information should be sufficient to make good decisions. Their assumption is that, often, the necessary<br />

information only can be identified when the decisions have already been made. Even if essential information is<br />

already available to the decision-makers it is frequently ignored during the decision-making process.<br />

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Today, MIS literature has moved forward to what is called “business intelligence”. The underlying assumption<br />

remains that enough efficient computers would be able to remove the problems of user-friendly data analysis.<br />

The latest approaches, like data warehousing, integrate multiple databases and promise the use special<br />

algorithms (“data mining”) that will uncover hitherto unknown connections in big databases (see e.g. Laudon &<br />

Laudon, 2002; Marakas, 2003). But even these technologically complex systems do not meet the demands of<br />

decision-makers who expect more than simple predefined reports. In the end of the 90’s the hardware still was<br />

not efficient enough to carry out the analyses. Longitudinal analyses were difficult because only limited<br />

historical data was available. OLAP (“On-Line Analytical Processing“) brought the expectation that now<br />

complex, fast, and user-friendly data bank inquiries could be performed (see e.g. Connolly & Begg, 2002).<br />

Unlike earlier technologies, OLAP facilitates a more effective and efficient access to the core data, and the<br />

graphic visualization and the user interface have been improved.<br />

In this brief review of research, we have identified a few key points as we move on to think about school<br />

information systems:<br />

Decision-making is a highly complex individual cognitive process influenced by various environmental<br />

factors. The classroom may be the example par excellence of an inter-subjective decision-making<br />

environment. Teachers constantly make decisions which may affect 20 or more children.<br />

Decision-makers often are not fully cognizant of the specific data they rely on for each decision. Identifying<br />

the information needs of the decision maker is a crucial step in designing an effective information system,<br />

although identifying the appropriate information to put into the system is a complex and time-consuming<br />

process. When making instructional decisions, teachers may need to consider their students’ intellectual and<br />

physical abilities, developmental stages, personalities and their interpersonal skills.<br />

An effective information system needs to incorporate the logistical elements of time, quantity, quality and<br />

access. Schools are challenging organizations to work with: they lack professional staff for data processing<br />

and distribution; and teachers are often isolated in their classrooms, unable to absent the classroom to<br />

retrieve information.<br />

Typology of School Information Systems<br />

School information systems constitute a clear sub-group of management information systems that are used in<br />

educational organizations. In schools, distinct information systems support different types of decisions:<br />

administrative information systems, learning management systems and assessment information systems. In<br />

principle we must distinguish between systems that are focused directly on the support of the teaching and<br />

learning process and systems that serve for the administration and instructional decisions (see figure 1). An often<br />

cited definition for a school information system is given by Visscher: “[A]n information system based on one or<br />

more computers, consisting of a data bank and one or more computer applications which altogether enable the<br />

computer-supported storage, manipulation, retrieval, and distribution of data to support school management.“<br />

(Visscher, 2001, p. 4). But this emphasizes only the aspect of administrative support.<br />

Figure 1: Typology of school information systems<br />

208


Administrative information systems span the whole area of basic data – from addresses to scheduling and<br />

timetables, to accounting and financial planning. Usually, the school management must work with several<br />

systems for different purposes that are compatible in limited ways.<br />

Learning management systems or Learning Content Management Systems aim at the direct support of the<br />

learning and teaching process (e-learning). Here, either learning processes are controlled individually or material<br />

is made available to students and teachers.<br />

Independent of the content management systems, are assessment information systems (AIS) that make data about<br />

student test performance available. The assessment information can come from standardized tests, classroombased<br />

assessments (i.e. teacher designed) or from portfolios of student work. The systematic analysis and use of<br />

AIS for instruction and school development will be a determining topic for schools and their management in the<br />

next years. Stronger accountability policies as well as school improvement processes will require the collection,<br />

analysis and reporting of data. Many systems are being combined into “data warehouses” since the database<br />

integration of multiple sources allows for multidimensional analyses and reduces the expense of inquiry and<br />

maintenance.<br />

We can learn from the empirical research in MIS that decision-makers at different levels of the school system<br />

have different information needs, which first have to be identified and analyzed. The aspect of information<br />

logistics in the design of MIS raises the question of how accurate information can be provided to the right<br />

persons at the right time. In the school system four action levels with specific actor groups can be distinguished<br />

that each have different needs of information (see table 1).<br />

Table 1: Model of levels of information needs in schools<br />

Level Stakeholders Information needs<br />

Classroom Teachers Disaggregated student data<br />

Students Grades and test scores / portfolios<br />

Tracking of attendance / suspensions<br />

School Principal Aggregated longitudinal student data (i.e. by class, by subject)<br />

Administrators Grades and test scores<br />

Tracking of attendance / suspensions<br />

Aggregated longitudinal administrative data<br />

Coordination of class scheduling<br />

Special education and special programs scheduling<br />

Allocation of human resources<br />

Professional development<br />

Finance and budgeting<br />

District Superintendent Aggregated longitudinal student data (i.e. by building, by grade)<br />

Administrators Aggregated longitudinal administrative data (i.e. by building, by grade)<br />

External data reporting requirements<br />

School Environment Parents Disaggregated student data<br />

Local community Aggregated administrative data<br />

Data-to-Knowledge Process Model<br />

Most theories of information management draw distinctions among data, information, and knowledge. For<br />

example, knowledge is regarded in management literature as being embedded in people, and knowledge creation<br />

occurs in the process of social interaction about information (e.g. Brown & Duguid, 2000; Sveiby, 1997).<br />

Decision support systems have to be embedded in a larger context which is often described as knowledge<br />

management (e.g. Nonaka & Takeuchi, 1995) or organizational learning (Argyris & Schoen, 1978; Bhatt &<br />

Zaveri, 2001). The terms ‘information’ and ‘knowledge’ are often used as though they were interchangeable<br />

when in practice their management requires very different processes. At the core of knowledge management is<br />

the idea of systematizing and categorizing the variety of data and providing the resulting product in an<br />

appropriate using information technology. This, then, supports organizational learning (e.g. Alavi & Leidner,<br />

2001; Earl, 2001). This perspective is supported by Nonaka and Takeuchi (1995): “information is a flow of<br />

messages, while knowledge is created by that very flow of information anchored in the beliefs and commitment<br />

of its holder. This […] emphasizes that knowledge is essentially related to human action”. Likewise, Drucker<br />

(1989) claims that “[…] knowledge is information that changes something or somebody - either by becoming<br />

grounds for actions, or by making an individual (or an institution) capable of different or more effective action”<br />

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(Drucker, 1989). Therefore, data, prior to becoming information, is in a raw state and is not connected in a<br />

meaningful way to a context or situation.<br />

Borrowing from Ackoff’s (1989) work in the field of organization and management theory, we adapted a<br />

simplified version of Ackoff’s conceptual framework that links data, information and knowledge (Breiter &<br />

Light, 2004a, 2004b). Within the framework, there are three “phases” of the continuum that begins with raw data<br />

and ends with meaningful knowledge that is used to make decisions. They are the following:<br />

Data exist in a raw state. They do not have meaning in itself, and therefore, can exist in any form, usable or<br />

not. Whether or not data become information depends on the understanding of the person looking at the<br />

data.<br />

Information is data that is given meaning when connected to a context. It is data used to comprehend and<br />

organize our environment, unveiling an understanding of relations between data and context. Alone,<br />

however, it does not carry any implications for future action.<br />

Knowledge is the collection of information deemed useful, and eventually used to guide action. Knowledge<br />

is created through a sequential process. In relation to test information, the teacher’s ability to see<br />

connections between students’ scores on different item-skills analysis and her classroom instruction, and<br />

then act on them, represents knowledge.<br />

Figure 2: The process of transforming data into knowledge (see also Light, Wexlar and Heinze, 2004)<br />

The literature identifies six broad steps (see Figure 2) through which a person goes in order to transform data<br />

into knowledge (Ackoff 1989; Drucker, 1989). The process entails collecting and organizing data, along with<br />

summarizing, analyzing, and synthesizing information prior to acting (making a decision). This is the process<br />

through which raw data are made meaningful, by being related to the context or situation that produced it;<br />

consequently, human action underlies all decision-making. This sequential process underlies our understanding<br />

of how teachers interact with data.<br />

We can use an example of test scores to exemplify the underlying theoretical assumptions that distinguish among<br />

data, information and knowledge presented above. For example, the number 655 by itself means little. Test-data<br />

becomes information with the realization that the numbers indicate a measure of student test performance and<br />

the level of performance. A scale score of 655 on the third grade Language Arts test places that child below<br />

proficiency at Level 2 of the New York State Performance Levels. In relation to test scores, knowledge comes<br />

when the information can guide practice. The school must help a child achieve proficiency, therefore a Level 2<br />

student might be enrolled in a supplemental program, or placed in cooperative groups with higher-level students<br />

(Level 3 or 4). Furthermore, 655 is right at the cut off to Level 3 – this provides even more knowledge about the<br />

significance of this child’s score to the school’s overall accountability process. Since schools must show a<br />

certain percentage of the students moving from Level 2 up to Level 3, a child whose score is right below the cut<br />

off is easier to move up than students scoring way below the cut offs. Achieving a certain level of knowledge<br />

about the test results is an important step in the decision-making process, for example.<br />

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Case study: New York City Department of Education and the Grow Network Data<br />

Reports<br />

This paper draws on a research project of the implementation of an assessment information system in a large<br />

U.S. city. The research project Linking Data and Learning was funded by the Carnegie Corporation (Light et al.,<br />

2005). The New York City Department of Education (NYCDOE) is the largest education system in the USA<br />

with over a million students and 80,000 teachers. In 2001, NYCDOE contracted with the Grow Network to<br />

provide a data-driven decision-making tool at the third-grade through eighth-grade levels, where there are 30,000<br />

teachers, 5,000 district and school instructional leaders, and 1,200 schools serving approximately 400,000<br />

students. This represented an unprecedented effort to use standardized assessment data linked with supporting<br />

teaching resources to improve the quality of educational decision-making across multiple levels of the school<br />

system.<br />

A number of factors of the larger context of New York City are often perceived as obstacles to improving<br />

student achievement. Among the total student population there are 423,694 children who are supported by public<br />

assistance, 153,134 receiving special education services and 127,099 English Language Learners (for all<br />

statistics see http://nycenet.edu/Offices/Stats). Other key complicating factors include:<br />

High levels of concentrated poverty, homelessness, isolation and addiction.<br />

High rates of teacher turn over create a constant cycle of novice teachers in need of training, mentoring, and<br />

support regarding content knowledge.<br />

High turn over of school leaders, 50% of school leaders hold their position for less than three years.<br />

Cultural disconnect: given the diversity of the school population and the challenge to effectively<br />

communicating philosophies, addressing learning needs of many different students and families is a<br />

challenge.<br />

Basic issues of ongoing maintenance and technical support are still concerns. Internet connectivity was still<br />

an obstacle in some districts.<br />

NYCDOE introduced a system-wide data-support tool for its schools with the help of the Grow Network<br />

Company in 2001. The goal of Grow Network’s NYCDOE Data Reports was to use paper and on-line reports to<br />

present relevant standardized test results to teachers, principals, and parents with specific recommendations for<br />

responsive action. Targeting students in grades 3-8, the objective was to use standardized assessment data,<br />

coupled with supporting resources and professional development, to improve the quality of instructional practice<br />

and student outcomes. By the end of the study, the Grow Network delivered four different data Reports<br />

reflecting different views for different target groups (table 2).<br />

Table 2 Views of Grow Network Data Reports<br />

View Information Reported Target group<br />

School Aggregated data, divided by subjects and grades Principal, district, local community<br />

Class Students’ test results, divided by subjects and by item-skills Teachers, staff developers<br />

Subject Aggregated data, divided by grades Teachers, subject coordinators<br />

Students Test data, divided by subjects Students, teachers, parents<br />

The Grow Network does a substantial amount of cleaning and manipulating to prepare the data for the Reports.<br />

Students are grouped by their current class, grade and school. They are grouped not just by score, but also<br />

according to the New York State standards across four levels, ranging from Far Below Standards (Level 1) to<br />

Far Above Standards (Level 4). Furthermore, the Grow Reports also present educators with student results on<br />

sub-sections of the test. For example, the teacher’s Grow Report groups students in accordance with the state<br />

performance standards and provides an overview of class-wide priorities. For administrators, the reports provide<br />

an overview of the school, and present class and teacher-level data. For the parents, the reports explain the goals<br />

of the test, how their child performed, and what parents can do to help their child improve their score.<br />

Soon after the beginning of the school year, educators receive a paper report with disaggregated data about their<br />

current students and they get a password-protected account on-line with access to complete test data for every<br />

student broken down by test areas. The on-line information system allows teachers to find and compare<br />

individual student data. Their class is ranked and grouped according to each sub-test and skill item.<br />

In addition to the test reports, the Grow Network website supports teachers’ analysis and instructional decisionmaking<br />

with two additional features. First, the website provides information on the state standards, definitions of<br />

the tested skills and concepts. Administrators and teachers often cited these materials as an important component<br />

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of the information provided. Second, the reported data is also linked to instructional materials and resources for<br />

teachers and administrators that suggest activities and teaching strategies to promote standards-based learning in<br />

the classroom. The reports also link to external resources approved by NYCDOE. The goal is to help teachers to<br />

collect more course material and rethink their classroom organization.<br />

While most parts of the system rely on existing data from other sources, the analytical component offers<br />

aggregates of data (according to subject, item-skills). Additionally, the system suggests different models for<br />

classroom organization (e.g. heterogeneous or homogeneous grouping, additional material according to<br />

standards).<br />

Research Methodology<br />

The research project used a mixture of qualitative and quantitative methodologies. At the building and district<br />

level, the qualitative components focused on understanding the how educators (from classroom teachers to<br />

district administrators) understood the data presented in the Grow Reports and how they used that information to<br />

generate knowledge that could inform their decision-making. At the highest levels of the system, the findings are<br />

based on structured interviews with 47 educational leaders, including: central office stakeholders,<br />

superintendents, deputy superintendents, math coordinators, English Language Arts (ELA) coordinators, staff<br />

developers, district liaisons, technology coordinators, directors of research and curriculum. Additional interviews<br />

were conducted with representatives from non-governmental organizations working closely with the New York<br />

City schools on issues such as educational reform and professional development.<br />

The research team also conducted ethnographic research in 15 schools across four school districts in New York<br />

City that represented various neighborhoods, student populations, and overall performance levels. This<br />

methodology is increasingly used in information systems research as hidden expectations, beliefs and usability<br />

concerns can be identified (e.g. Myers 1999; Trauth 2001). Research in the 15 schools produced 45 semistructured<br />

and open-ended interviews with principals, assistant principals, staff developers, and teachers; and<br />

observations of ten grade-wide meetings and/or professional development workshops. To further explore the<br />

ways in which teachers think about using assessment information, the team conducted structured interviews<br />

using sample Grow Reports with 31 teachers in grades four, six and eight. The qualitative data was used to<br />

design two separate surveys for teachers and for administrators to explore how educators interpret data and<br />

conceptualize the use of the Grow Reports for instructional planning and the types of supports needed to fully<br />

leverage the use of data to improve instruction.<br />

Use by Administrators<br />

Linking Data and Learning found that administrator uses of the Grow Reports could be grouped into four main<br />

categories. However, depending upon the administrators’ position (e.g. superintendent for curriculum, district<br />

math coordinator, school principal, or staff developer), they generated knowledge from the data organized by the<br />

Grow Reports and implemented their decisions into the school or district in slightly different ways.<br />

Identifying areas of need and targeting resources: Administrators explained that the Grow Reports helped<br />

them to identify class-, grade-, and school-wide strengths and weaknesses that could then be used to make<br />

decisions about planning, shaping professional development activities, and determining student performance<br />

and demographics. As one superintendent explained, “Grow allows you to combine test results and<br />

longitudinal analysis to diagnose a school’s strengths. This helps make decisions about professional<br />

development and resource allocation” (Light et al. 2004, p.41)<br />

Planning: Once administrators identified which students, teachers, and resources they wanted to target, the<br />

data helped them to focus school or district planning activities. Administrators explained that they used the<br />

data on the Grow Reports to plan for setting school and district priorities and for instructional programs.<br />

However, administrators do not look to test data exclusively to make decisions because it is based on a<br />

single assessment. A superintendent reflected that, “You have to take into consideration how valid or current<br />

the data is when you are using the previous year’s data. This is why you have to compare Grow with all of<br />

the other data sources” (Light et al. 2004, p. 42)<br />

Supporting conversations: Administrators considered that the reports and test data helped frame important<br />

conversations across the school system about student learning, professional development needs and school<br />

wide challenges. The reports provoked discussion about the role of testing in teaching and learning, as well<br />

as the (mis)alignments among standards, teaching and assessment. Specifically, the reports raise issues<br />

regarding standardized tests as diagnostics. Some respondents spoke of using standardized test data to move<br />

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principals’, teachers’ and parents’ conversations about the determining factors of student achievement away<br />

from issues of socio-economic status or student behavior and toward a specific focus on students’ strengths<br />

and weaknesses.<br />

Shaping professional development: The Grow Reports were used both as the focus of a professional<br />

development activity (typically in a workshop format) and to make decisions about other professional<br />

development activities, such as helping teachers to create differentiated instructional activities or learning<br />

about school or district-wide standards and goals through their close alignment to the Grow Reports.<br />

Use by Teachers<br />

Generally, the teachers considered the Grow Reports to be easy to read and informative. Teachers felt the report<br />

was self-explanatory. They compared them very favorably to all prior reporting formats they had seen. In<br />

particular, those teachers who had been using data as a planning tool felt the reports were a substantial<br />

improvement and time saving tool. The interviews with teachers also uncovered a core of “practitioner<br />

knowledge” about using the data which is what enabled them to use the Grow Reports to inform their<br />

instructional decisions. On the issue of teachers’ background in psychometrics, teachers do not often have strong<br />

knowledge, but they did touch on many measurement and assessment issues and raised a number of concerns,<br />

although not phrased in psychometric terms. Some teachers raised concerns about the ways the data might have<br />

been transformed as it was turned into the Grow Report. Nearly all teachers touched on issues of validity and<br />

reliability in some way. Around validity, teachers had concerns about students who test poorly, or where having<br />

a “bad day” when they took the test. Teachers also raised concerns about students who test well – whose higher<br />

scores do not truly reflect their ability – and would be denied needed academic support because of it. Teachers<br />

also had reliability concerns linked to the difference between what they see as life skills and deeper learning, and<br />

the skills measured by the discrete, de-contextualized items on the test.<br />

Teachers’ concerns about reliability and validity were mediated by two factors – the level at which decisions<br />

were being made, and other “information” available. These two factors are closely interconnected. First, when<br />

referring to classroom-level decisions made by teachers, the interviewed teachers expressed less concern. At the<br />

classroom level, teachers understood that the test result, as a single measure, was insufficient for decisionmaking.<br />

Therefore, they always balanced the test data with other perspectives. Teachers have multiple sources of<br />

information about their students – teacher assessments, authentic assessments, observations, conversations and a<br />

shared experience. Teachers have a wealth of what sociologists of knowledge have called “tacit knowledge”<br />

(Polanyi, 1966) that they use in conjunction with test data. Teachers concerns about the validity of the test data<br />

increased when they spoke about decisions made at higher levels of the education system. They felt it was<br />

unwise to base student graduation or promotion decisions on one score. Their concerns were connected to a lack<br />

of other relevant information (i.e. insufficient data) available to decision-makers at higher levels.<br />

The teachers’ synthesis of information from the Grow Reports into their understanding of the classroom offered<br />

a springboard into a conversation about instructional decision-making. In the interviews teachers reported using<br />

the Grow Reports in myriad ways to meet their own varied instructional pedagogical needs, as well as their<br />

diverse students’ academic needs. We grouped those ‘areas of instructional practice’ into the following five<br />

categories:<br />

Targeting instruction: When asked in interviews, several teachers and school administrators report, that they<br />

use the Grow Reports and instructional resources when doing broad level planning such as setting class<br />

priorities, creating a pacing calendar, or doing weekly or yearly lesson plans. Teachers report that the Grow<br />

Reports might help them decide on what standards to address and which skills to teach in daily lesson plans,<br />

mini-lessons, and even year-long pacing calendars. Many say that analyzing the information presented in the<br />

Grow Reports helps to show them where their overall class’ strengths and weaknesses lie.<br />

Meeting the needs of diverse learners: Most teachers agree that because the data represented on the Grow<br />

Reports reveals that individual students perform at different levels, the tool helped them to differentiate<br />

instruction. Noting that the Grow Reports provided them with more information about student test<br />

performance than what they had access to previously, teachers said that they looked at the data mostly to<br />

know “where their students are.” Classroom teachers commonly interpreted the test results in relative terms<br />

of their students’ strengths and weaknesses. Teachers report different uses of the Data Report depending on<br />

the differentiation strategies they sought to implement. Teachers said that sometimes ideas for<br />

individualized instruction to meet student needs are derived from the reports, e.g. by modifying lesson plans,<br />

by providing different materials so that students have multiple entry points into the content; by varying<br />

homework and assignments and/or, by teaching in small groups or one-on-one.<br />

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Supporting Conversations: Most of the teachers interviewed say the Grow Reports help bridge discussions<br />

about student learning. The teachers talked about using the Grow Reports in conversations with teachers,<br />

parents, administrators, and students as a starting point for conversations as well as something “concrete” to<br />

show parents, administrators, other teachers, or the students themselves when discussing where the class or<br />

the student was in terms of his or her learning and where he or she needs to go.<br />

Shaping teachers’ professional development: In interviews and surveys teachers indicated that they use the<br />

opportunity to analyze the Grow Reports and their classes’ strengths and weaknesses to also reflect upon<br />

their own teaching practice. Teachers explained that seeing, for example, that the majority students scored<br />

low on a skill, would cause them to reflect upon how they taught that specific skill. Some teachers reported<br />

that by looking at the Reports they realized that they weren’t even teaching some of the standards and skills<br />

on which the students were tested (Light et al. 2004, p. 37). The reports helped teachers align their teaching<br />

to what the state standards expect children to be able to know and do.<br />

Encouraging self-directed learning: Another interesting use that emerged during the fieldwork was the<br />

dissemination of the data to students as a way to encourage them to take ownership of their own learning. A<br />

small but sizeable group of teachers talked about sharing the Reports (or the data from the reports) with their<br />

students so that students were not only aware of their performances on the test but were also encouraged to<br />

take responsibility in terms of their own academic progress. (Light et al. 2004, p. 38).<br />

Rethinking the design of MIS for education<br />

The findings from the research on Grow Reports offer an illuminating example for other districts that are starting<br />

to use test data for accountability and policy making. From the classroom-level perspective, the Grow Reports<br />

can be regarded as a useful data-tool since most teachers interviewed felt the data presented was clear and useful.<br />

Despite a noted lack of psychometric sophistication, teachers clearly demonstrated they could make sense of and<br />

use the data in the reports. Educators at the two levels of the school system closest to the students (i.e. classroom<br />

and building levels) felt that the student performance result on a single standardized test was not sufficient data<br />

to inform their instructional decision-making. The teachers and administrators who were using this data<br />

incorporated additional data from other sources to inform their decisions. In particular, teachers relied heavily on<br />

information gleaned from their daily interactions with their students. It was this tacit knowledge that enabled<br />

educators to use the MIS data effectively. Information technology has become widely available and its power<br />

and capacity is continuously increasing. This school case highlights the following seven factors of how data<br />

systems can support educators in making informed decisions:<br />

Build from the real needs of classroom and building educators. Most systems are built top-down, gathering<br />

as much data as possible and thinking about relevant data as information later – user-centered approaches<br />

would help. The Grow Network built the Grow Reports working closely together with the target audience –<br />

teachers. So much so that the tool may be more closely tailored to teacher needs than administrators;<br />

Recognize teachers’ wealth of tacit knowledge as a starting point. Teachers using the Reports talked a lot<br />

about their holistic understanding of the students’ needs and abilities, emphasizing their tacit knowledge as<br />

educators and how the data fit into their prior knowledge;<br />

Select appropriate data to include in the information system. Information systems are often flooded with<br />

data, offering more data than decision-makers can effectively synthesize and use. The Grow Reports present<br />

one specific and crucial data point – the standardized test scores. Because of the demanding accountability<br />

context in the United States, this is significant data to most teachers and administrators regardless of their<br />

concerns about the data’s reliability and validity.<br />

Effective testing requires close alignment between state standards, teaching and testing. Alignment between<br />

what state standards expect students to know, what teachers are teaching and what the tests measure is often<br />

missing. The data tool can support a discussion about alignment by making the connections (or<br />

disconnections) explicit.<br />

Educators need professional development on instructional decision-making that considers the role of data.<br />

As U.S. teachers have long experience with standardized testing and state standards, they did not need<br />

specific professional development on standardized tests and standards. However, teachers working in<br />

systems that only recently have introduced standardized tests may need professional development around<br />

understanding the tests themselves.<br />

Educators need expanded repertoires of instructional strategies. Parallel to the needs for professional<br />

development, it is also important to provide access to resources, teaching materials and information about<br />

good practices. Although the data helps teachers identify the need to differentiate instruction, the teachers<br />

are often in need of an expanded repertoire of strategies and practices to be able to respond to the needs of<br />

individual children or groups of students.<br />

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Further research on effective instructional decision-making is needed. Even if the support by information<br />

systems for decision-making is highly advanced, we will not be able to tell whether the decisions made are<br />

better than before – it depends on the context and is not reproducible. Neither the impact of the Grow<br />

Reports, nor the extent of its use in the district, has yet been evaluated.<br />

Conclusion<br />

We started this article by connecting research on MIS in corporate organizations to data-driven decision-making<br />

in schools and have found that research on the Grow Reports offers a school case that can illuminate MIS theory.<br />

Data-driven decision-making will be an important task for school administrators and teachers in the future; and<br />

more countries will follow the U.S. example. Our research on the Grow Reports suggests that the process for<br />

designing decision support systems has to be turned upside down from decision-making to data selection. Instead<br />

of starting with the available data, designers need to start from the source of the data – the students and their<br />

learning needs. The design needs to start from the information needs for decision support of different<br />

stakeholders, which are defined by their different relationships to the students. For example, the information<br />

needs of a third grade teacher planning a reading project are quite different from those of a school principal<br />

deciding on professional development programs to offer her teachers. From that premise, MIS designers should<br />

then consider which presentation formats and representations of data are relevant to meet those different needs.<br />

From this knowledge, an information system can then be built that houses the decision-relevant data that will<br />

help educators more effectively guide the students’ learning.<br />

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Deng, Y.-C., Lin, T., Kinshuk, Chan, T.-W. (<strong>2006</strong>) Component Exchange Community: A model of utilizing research<br />

components to foster international collaboration. Educational Technology & Society, 9 (3), 218-231.<br />

Component Exchange Community: A model of utilizing research<br />

components to foster international collaboration<br />

Yi-Chan Deng<br />

Department of Computer Science and Information Engineering, National Central University, Taiwan<br />

ycdeng@cl.ncu.edu.tw<br />

Taiyu Lin and Kinshuk<br />

Advanced Learning Technologies Research Centre Massey University, Palmerton North, New Zealand<br />

t.lin@massey.ac.nz<br />

kinshuk@ieee.org<br />

Tak-Wai Chan<br />

Research Center of Science and Technology for Learning National Central University, Taiwan<br />

chan@cl.ncu.edu.tw<br />

ABSTRACT<br />

One-to-one technology enhanced learning research refers to the design and investigation of learning<br />

environments and learning activities where every learner is equipped with at least one portable computing<br />

device enabled by wireless capability. G1:1 is an international research community coordinated by a<br />

network of laboratories conducting one-to-one technology enhanced learning. The concept of component<br />

exchange community emerged as a means of realizing one of the missions of G1:1 - speeding up researches<br />

through exchanges of research components. Possible types of research components include software,<br />

subject matter content (learning objects), and methodologies. It aims at building a platform for fostering<br />

international collaboration, providing a novel way for the research work by an individual or laboratories to<br />

be accessed by the wider research community and users, and, in return, increasing research impacts of these<br />

researches. Component exchange community motivates maintenance of good quality documentation. This<br />

paper describes the concept and its model of component exchange community. Related models are<br />

compared and, as an illustration, a scenario of using component exchange community is given.<br />

KEYWORDS<br />

Component exchange, One-to-one learning technology, G1:1, eBay-like model<br />

Background<br />

One-to-one (1:1) technology enhanced learning (TEL) is defined as the design and investigation of environments<br />

and learning activities in which every learner is equipped with at least one computing device that is capable of<br />

offering the learning experience similar to that of one-teacher-to-one-student interaction. G1:1, pronounced as<br />

"G one one", is a research community (http://www.g1to1.org) that coordinates research teams conducting<br />

significant 1:1 TEL projects. In order to achieve this goal, the scope of the G1:1 initiative is broad; it includes<br />

research and development in fields that have potential to contribute to the realisation of the goal. Currently, six<br />

broad fields are identified: hardware, software, digital materials, theories for learning and teaching, activity<br />

models, and methodologies.<br />

In order to harness the benefits of introducing mobility into learning environment (see Hsi, 2003), particular<br />

attention is paid to wireless-enabled hardware in the G1:1 initiative. G1:1 was in fact originally initiated by the<br />

organizers and some key participants of the first few IEEE International Workshops on Wireless and Mobile<br />

Technologies in Education (WMTE).<br />

The hardware devices can be cellular phones, personal digital assistants, laptops, (which already have wireless<br />

communication capability), or graphing calculators, electronic dictionaries, Gameboys, and the like, which might<br />

be enabled by wireless communication capability one day. Over the next 10 years, it is anticipated that the pace<br />

of establishing the 1:1 experimental sites such as 1:1 classrooms at all educational levels or 1:1 informal learning<br />

locations such as 1:1 museums will be accelerating. Some of them, such as the One Laptop Per Child project<br />

(http://laptop.media.mit.edu), by the Media Lab of Massachusetts Institute of Technology, are deployment<br />

projects.<br />

With support of wireless-enabled hardware, one-to-one TEL research brings about the concept of seamless<br />

learning space. It indicates the potential that one may learn in various learning scenarios (environments and<br />

learning activities). These learning scenarios vary over three dimensions: (1) places: classrooms, campus,<br />

ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the<br />

copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies<br />

are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by<br />

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specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.<br />

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outdoors, museums, forest, home, train, and so forth; (2) scale of number of people to learn with: none (learning<br />

alone), a small group, a whole class and the teacher, or a large online community; (3) learning activity models<br />

(or pedagogical models): intelligent tutoring, learning with cognitive tools (e.g. Lego), computer supported<br />

collaborative learning, digital game-based learning, and so forth. “Seamless” refers to the ease and quickness of<br />

switching from one learning scenario to another scenario while maintaining the continuity of one’s learning.<br />

“Space” refers to the potential huge number of possible learning scenarios generated by varying over the three<br />

dimensions mentioned above (Chan, et al., <strong>2006</strong>).<br />

G1:1 is informal, yet, it connects to formal organizations such as Kaleidoscope (http://www.noekaleidoscope.org),<br />

The International Society of the Learning Sciences (ISLS, http://www.isls.org), Asia-Pacific<br />

Society for Computers in Education (APSCE, http://www.apsce.net), Artificial Intelligence in Education (AIED,<br />

http://www.ijaied.org), and potentially some others organizations in the future through overlapping membership<br />

and shared events. It has evolved over a series of events. There were three consequent workshops each year from<br />

2002 to 2004. Then, in 2005, there were three G1:1 workshops and six panels in international meetings<br />

discussing G1:1. Except for the first one, all G1:1 workshops were held just prior to some international meetings.<br />

At the core of G1:1 are a group of researchers who have been working in various research labs and centers in<br />

sub-areas of science and technology for learning. They perceive that the implications of the advent of wireless,<br />

mobile and ubiquitous technologies go beyond investigation of just another genus of new learning technologies,<br />

but an upcoming wave of technological innovations in both formal and informal learning, in which no nation<br />

avoids nor claims to be in the lead in research, technology, development, practice, deployment, and so forth of<br />

these changes (Roschelle & Pea, 2002; Hsi, 2003; Hoppe et al., 2003; Sharples & Beale 2003; Norris &<br />

Soloway, 2004; Roschelle et al., 2005; Liang et. al., 2005; Chan et al., <strong>2006</strong>). There is an urgent need of putting<br />

together complementary strength and combining insights of different researchers as rapidly as possible to make a<br />

greater impact in the global context.<br />

What does G1:1 do? Based on the belief that the high quality research is the basis of every intention and action<br />

of impacting 1:1 TEL, G1:1 intends to stimulate and promote high quality 1:1 research, at least to the extent that<br />

actively debate and critique what high quality research looks like; to set or attempt to set high standards for<br />

research outcomes, and support advancement of understanding.<br />

G1:1 tries to inform advancements of 1:1 TEL, to raise the next direction of globally important learning<br />

challenges, establish an international research agenda, anticipate emerging drivers for educational changes by<br />

advanced learning technologies and their wider socio-cultural impact, and makes the impact of researches more<br />

visible and effective by aligning the momentum to the same direction.<br />

G1:1 also attempts to increase the international sharing by serving as the key incubator for international<br />

collaborative research on designs, methods, strategies, software, and findings as well as exploring learning with<br />

similar technologies across multiple cultures. Besides, G1:1 is setting up a worldwide network of test beds so<br />

that a particular test bed can "see the universe" from the local and specific perspectives. This paper is an<br />

endeavor towards this mission of G1:1.<br />

The preliminary concept of Component Exchange Community (CEC) was a part of the vision statement of G1:1<br />

documented in late 2003 and a simplified version of that concept, Component Inventory, was proposed by Mike<br />

Sharple and Sherry Hsi in the second G1:1 workshop held in National Central University two days before IEEE<br />

International Workshop on Wireless and Mobile Technologies in Education (WMTE2004). The concept was<br />

implemented in a G1:1 website by Sharple and graduate students in National Central University.<br />

The Component Inventory, serves as a portal and collects description of projects conducting 1:1 TEL projects.<br />

This information serving role, irrefutably important, is however limited by its similarity of content to individual<br />

projects’ websites. The authors believe that the research community can be even better served by a<br />

sharing/collaborative model, which is similar to the success-proven e-Bay model in eCommerce. Componentexchange<br />

community (CEC) is an embodiment of such a collaborative model. The establishment of CEC also<br />

signals that the G1:1 initiative is difficult, if not impossible, to be achieved by an individual or a single research<br />

centre, but also the entire research community as a whole.<br />

Objectives and Motivations<br />

The objectives of CEC are the following:<br />

1. Exchanging 1:1 research results, such as an 1:1 software, to be accessible to the wider G1:1 community;<br />

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2. Being the platform to foster 1:1 international collaborations; and<br />

3. Encouraging high quality and collaborative documentation of some useful 1:1 research components.<br />

There are two underlying assumptions of this effort. The first assumption is that researchers, in the academic<br />

world in general and in G1:1 in particular, are eager to share their research results, ideas and discoveries besides<br />

academic publications. Spreading research results is, in essence, a mission of academia. Traditionally, this is<br />

done by publishing books or papers in conferences and journals. Results of learning technology research do not<br />

only include ideas and discoveries, but could also be software systems or components. If the intellectual property<br />

has been recognised, the software, or part of the software, is ready to be publicized. The software could become<br />

an opportunity for collaborations and hence further its research impact if it can be used for research purposes by<br />

other 1:1 laboratories.<br />

The second assumption is that there is a demand for reusable and/or modifiable research results in the advanced<br />

learning technology research community in general and G1:1 in particular, especially for graduate students.<br />

There are several advantages of this endeavour. First, it may reduce unnecessary efforts of re-inventing the<br />

wheel which cannot earn any credit any way. A laboratory, instead, can make their efforts more valuable by<br />

building upon what other laboratories have already done or develop alternative approaches. These research<br />

results are possibly the most up-to-date learning materials for other researchers, especially those who have just<br />

begun 1:1 research.<br />

Although many researchers are eager to share their research outcomes, such as software systems, implementation<br />

documentations are often poor or even non-existent due to the higher priority of proof of concept than continual<br />

development or commercialization. The lack of good quality documentation hinders others from using research<br />

components that are already in existence. Furthermore, many countries/regions, owing to shortage of talents or<br />

resources, are in need of better/innovative products to improve their standard of education or living. In addition<br />

to this humanitarian benefit, it has been very long- and well-known belief which was explicitly pointed out by<br />

Florida (2005) that “when talented people come together, their collective creativity is not just additive; rather,<br />

their interactions multiply and enhance individual productivity”.<br />

The rapid growth of “weblogs” suggests that it may be possible that individual laboratories can publicize their<br />

research results, especially those such as software that cannot be published in the form of research articles or<br />

books. We can imagine an analogous situation in which every 1:1 laboratory is a “factory” for producing some<br />

research products. That factory can “sell” their products by having a “window” in the cyber world. The “sell”<br />

here may mean “call for using our software”, “call for testing our software”, “call for collaborating with us”, and<br />

the like. Thus, unlike most of software sharing websites which follow Amazon-like model, CEC adopts eBaylike<br />

model.<br />

The Amazon-like and eBay-like models are discussed subsequently in detail. The eBay-like model is further<br />

investigated from three different views that are: Dimension of Provider, Dimension of User and Dimension of<br />

Community, as shown in the section Three dimensions of view to eBay-like model. Graphical representations<br />

depicting the relations of different components, component versions and component contributors are employed<br />

to ease the search of components and attribute due credit to contributors. These graphs, called contribution-graph<br />

and pedigree-graph, are then discussed. A section is also presented about the prototype developed for CEC and<br />

an exemplary scenario showing how two different researchers can use CEC to their own benefit is depicted<br />

before the Conclusion and Future Work.<br />

Related Works<br />

There have been some centralizing efforts on global-scale research collaborations based on what we called the<br />

Amazon-like model. These include: the National High-performance computing and communications (HPCC)<br />

Software Exchange (NHSE), which is an Internet-accessible resource that promotes the exchange of software<br />

and information among those involved with high-performance computing and communications (Browne et al.,<br />

1995, 1998); SourceForge.net (http://sourceforge.net) which is the largest Open Source software development<br />

web site (Weiss, 2005); EduForge (https://eduforge.org), an open access environment designed for the sharing of<br />

ideas, research outcomes, open content and open source software for education; and Download.com<br />

(http://www.download.com) – the popular site to get freeware and shareware are all examples of the Amazonlike<br />

model.<br />

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Table 1 shows the comparisons of related works. The target of NHSE is especially for the research community<br />

whereas the SourceForge.net and Download.com are targeted for general purpose. EduForge is aimed at the field<br />

of education. The methodology of NHSE and Download.com are to collect software in their websites and that of<br />

the Source Forge and EduForge are to maintain projects in a centralized manner. Most of them use GPL (General<br />

Public License), LGPL (Lesser General Public License), or are classified as freeware or shareware to limit usage.<br />

They are a centralized model for product management and project management.<br />

NHSE<br />

Table 1: Comparisons of related works<br />

Target Methodology Usage limitation Model<br />

HPCC research<br />

purpose<br />

SourceForge General purpose<br />

Download.com General<br />

purpose<br />

EduForge<br />

Educational<br />

purpose<br />

Definition of Component<br />

Collect product in<br />

central site<br />

Register projects in<br />

central site<br />

Collect product in<br />

central site<br />

Register projects in<br />

central site<br />

GPL, freeware,<br />

shareware, …<br />

GPL,LGPL …<br />

freeware, shareware,<br />

…<br />

GPL,LGPL …<br />

Centralized<br />

product management<br />

Centralized<br />

project management<br />

Centralized<br />

product management<br />

Centralized project<br />

management<br />

It should be noted that the term “component” defined here is much less technically specific from that in software<br />

engineering literature (Booch, 1994; Szyperski, 1998; Sweller, 1998). In the area of learning technology, a<br />

‘component’ usually refers to a piece of software, a unit of digital content material (in short, material), or<br />

perhaps a piece of hardware (probably together with some communication protocols). The type of component<br />

focused by CEC is somehow different from that of the industry. In CEC, the emphasis is placed on research<br />

components – components that bear value for the research community. Therefore, in addition to the usual types<br />

of component i.e. software, digital material and hardware, three more types of components are defined in CEC,<br />

namely: theory, activity model and methodology. These six types of components are defined in the following<br />

list:<br />

Components of theory: A theory is a logically self-consistent model or framework devised to explain a<br />

group of facts or phenomena, especially one that has been repeatedly tested or is widely accepted and can be<br />

used to make predictions about natural or social phenomena. In education and psychology, (learning)<br />

theories help us understand the process of learning. An example of components in this category is the Social<br />

Development Theory (Vygotsky, 1978).<br />

Components of activity models: An activity model is a schematic description of actors, tools, and their<br />

actions via some tools. A schematic description can be less rigorous than that described by a formal<br />

language, for example, Educational Modelling Language (Koper & Manderveld, 2004). Examples of activity<br />

models include the scaffolding and fading model in cognitive apprenticeship (Collins et al., 1989), the<br />

Jigsaw model of cooperative learning (Slavin, 1980), and reciprocal teaching model of peer tutoring<br />

(Palincsar & Brown, 1984; Palincsar et al., 1987).<br />

Components of methodologies: A methodology is a set of working methods consisting of practices,<br />

procedures, and rules used by those who work in a discipline or engage in an inquiry. In other words, a<br />

methodology is a specific way of performing an operation that implies precise deliverables at the end of<br />

each stage of an activity model. An example of methodology would include specifying a set of principles<br />

and procedures in the design of a scaffolding tool to assist learning physics in senior high school level (Pea,<br />

2004).<br />

Components of digital materials: Digital materials are digital files which can be launched by software<br />

components. These digital files are electronic representation of media, such as text, images, sound,<br />

assessment objects or any other piece of data that can be rendered by a software component and presented to<br />

the learner. More than one digital files can be collected together to build other digital files.<br />

Software components: Software components include but are not limited to:<br />

1. Software applications which are complete and stand-alone programs that can be installed and<br />

executed on one or a set of computational hardware devices.<br />

2. Software objects which are complete source codes or software libraries that represent one or a set of<br />

functions and can be quoted to reuse in developing another program. Software objects can be written<br />

in compiler languages such as object-oriented languages or interpreter languages.<br />

Hardware devices: Hardware devices include but are not limited to:<br />

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1. Learning devices which are hardware equipment used to facilitate the participation in learning<br />

activities. Learning devices can be purpose-specific devices such as response pads, graphic calculators,<br />

electronic English dictionaries, and pocket game machines. Other learning devices can be generalpurpose<br />

devices such as cellular phones, personal digital assistants (PDAs), WebPads, Notebooks and<br />

Tablet PCs.<br />

2. Supporting devices which are instructional equipments used to sustain learning activities taking place,<br />

such as EduCart (Deng et al., 2004), digital whiteboard, projector, learning management server, and so<br />

on.<br />

A one-to-one learning scenario can be composed of a theory, an activity model, a methodology, a set of software<br />

components, a set of digital materials, and a genre of hardware devices as shown in figure 1. The collaborations<br />

between research teams can be contributed in different types of components to form a new one-to-one learning<br />

scenario.<br />

eBay-like Model<br />

Figure 1: A example to composing six types of components<br />

In this section, we propose an eBay like model for component exchange. In other words, the model is a central<br />

bulletin and peer contract model. In figure 2 shows, the CEC takes the role of a broker to trigger and promotes<br />

peer-to-peer collaboration. Research teams can submit their research components to CEC and they also can<br />

search to find out their collaboration candidates in CEC and request to create a Component Usage Agreement.<br />

The two parties of a Component Usage Agreement are called the Requestor and the Requested.<br />

Figure 2: eBay-like model<br />

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Once a candidate component is found, the Requestor submits a request to the Requested expressing intention to<br />

create a Component Usage Agreement so that the Requestor can use one of the components in CEC provided by<br />

the Requested.<br />

The Component Usage Agreement consists of zero to many clauses. Each individual clause represents a<br />

condition that either the Requestor or the Requested wish for. Both the Requestor and the Requested are entitled<br />

to initiate (add) or modify clauses before the agreement is finalized. Some default clauses are initially available<br />

but are optional. Some of these default clauses are as follows:<br />

The Component Owner agrees to provide any missing information or objects that was unintentionally not<br />

incorporated in the original Component.<br />

The Component Owner and the Component User agree to jointly own the copyright of the research data<br />

resulted from the use of the Component.<br />

The Component Owner and the Component User agree to grant each other the right to initiate publication of<br />

the research result from the use of the Component.<br />

The Component Owner and the Component User agree to include the representative(s) from the other party<br />

in the author list if the research results from the use of the Component are published.<br />

At the close of the study, the Component User will provide the Component Owner with a final and complete<br />

dataset gathered in the research in which the Component was involved.<br />

The change of terms, from Requestor to Component User and from Requested to Component Owner, takes place<br />

when the status of the Component Usage Agreement is finalized.<br />

Depending on whether the initiator or the last modifier made the last change to the clause, each clause is<br />

categorized as either Requestor-initiated/modified-clause (Requestor- clause) or Requested-initiated/modifiedclause<br />

(Requested-clause). Each clause has to be agreed by both parties before the finalization of the agreement,<br />

for example, when the Requestor agrees with all Requested-clauses, he/she can finalize the agreement; and the<br />

same applies to the Requested with all Requestor-clauses.<br />

The following is an example to illustrate some of the clauses.<br />

Three Dimensions of Viewing CEC<br />

Members of CEC are of two types: providers and users. A provider of a component is a research team who<br />

offers the component to the community. A user of a component is either a collaborator, who is a research team<br />

collaborating with the research team providing the component, or a consumer, who is a teacher, learner, or<br />

administrator and uses the component in teaching or learning activities.<br />

This section discusses three dimensions of viewing the eBay-like model: the Dimension of Providers, the<br />

Dimension of User and the Dimension of Community. There are three different levels of sharing in each<br />

dimension, as described below, to allow providers and users of educational computing research community to<br />

have more choices to share or collaborate with others.<br />

Three Levels of Each Dimension<br />

There are three levels in each dimension. The first level is simple and requires the least effort for each dimension<br />

whereas the third level is the most complex and requires the most effort for sharing and using. There are<br />

inevitable conflicts between the needs of providers and users. The users always require more resources, but the<br />

providers may not have the time or resources to cater for what the user asks for. Different levels provide more<br />

options for both providers and users.<br />

However, quality control is always an issue for sharing. A contribution labelling and management mechanism is<br />

developed and is tailored to the particular needs and nature of the research community. Contributions are<br />

labelled by different levels- level 1 is the simplest and level 3 the most complete.<br />

Component contributor’s self-assessment is the easiest and earliest quality label that could be obtained. Anyone<br />

who wishes to share his/her research components and contribute them to the CEC and the rest of research<br />

community can simply refer to table 3 and table 4 to label the provided components. In this manner, the<br />

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component provider is not required to provide documentation, user support, and so on to the fullest level which<br />

in fact may not be needed by the users.<br />

The rest of the community can also have their say about the quality label of components. A voting mechanism<br />

allows the user and others to determine the authenticity of the initial data input by the providers.<br />

Dimension of Provider<br />

From the viewpoint of the provider, a simple three-tier classification and basic attributes are used to explain the<br />

different levels of components and provider (Table 2).<br />

Level 1<br />

Table 2: Check-lists of provider<br />

Level 2 Level 3<br />

User manual primitive complete complete with case studies<br />

Open source code none a little many<br />

Consultant<br />

asynchronous<br />

(e-mail)<br />

synchronous (telephone, video<br />

conferencing)<br />

face-to-face (students /developers<br />

exchange)<br />

Development<br />

document<br />

none thesis / technical report detail<br />

Central info<br />

updating<br />

none sometimes synchronous<br />

Release constrains just one time by contract no limitation<br />

Table 3 constitutes an example of basic requirements for providers. For example, the correction-type component<br />

is at its testing stage (beta version) and requires testing, debugging and improvement. The component provider<br />

will provide at least user manual and central info updating attributes to level 3 (i.e. comprehensive user manual,<br />

total accessibility for updates/patches) to allow users to test the components and access the latest component<br />

information. The other attributes might be still at level 1.<br />

Table 3: Examples of component type<br />

Correction-Type Component Discovery-Type Component<br />

User manual complete with case studies Complete<br />

Open source code none Many<br />

Consultant asynchronous (e-mail) face-to-face (students /developers exchange)<br />

Development document none Detail<br />

Central info updating synchronous Sometimes<br />

Release constrains just one time no limitation<br />

If the research component is of discovery-type, then it is stable but the provider needs to see how it works and<br />

discover its potential applications. The provider will offer user manual and central info updating attributes to<br />

level 2. The user manual of level 2 is not expected to have the examples of case study so the user would not be<br />

confined to only the examples shown on the user manual and would discover more creative ideas. On the other<br />

hand, as the component is quite stable, central info updating does not need to be done frequently. The other<br />

attributes such as open source code, consultant, development document and release constrain can also be set to<br />

level 3 to attract more suitable users for collaboration.<br />

From the above examples, it can be seen that the provider can select different attributes at different levels based<br />

on various development stages, on the extent of producing different attributes and on expected results of his/her<br />

research component.<br />

Dimension of User<br />

Similar to dimension of provider, a simple three-tier classification (Table 4) and its basic attributes are used to<br />

explain different kinds of users (Table 5). For example, a use-only user might need all attributes at level 1 (none<br />

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of the attributes is needed). The component will of course be quite limited, but will suffice the need of the useonly<br />

user.<br />

Level 1<br />

Table 4: Check-list of user<br />

Level 2 Level 3<br />

Document none error correcting localization and new case study<br />

Code development none modification integration<br />

Development human<br />

resource<br />

none student development team<br />

Feedback none suggestion paper<br />

A feedback-type user, who agrees to provide feedback after using the component, is required to have feedback<br />

and document attributes to level 3 and the other attributes to level 1. But a developer-type user, who wishes to<br />

enter a co-develop relationship with the provider, will need to have code development and development human<br />

resource attributes at level 3 and feedback and document attributes at level 2.<br />

Table 5: Examples of user type<br />

Use-Only User Feedback-Type User Developer-Type User<br />

Document Level 1 Level 3 Level 2<br />

Code development Level 1 Level 1 Level 3<br />

Development human resource Level 1 Level 1 Level 3<br />

Feedback Level 1 Level 3 Level 2<br />

From the above examples, we can see how users can classify themselves and how providers can find their<br />

potential collaborators.<br />

Dimension of Research Community<br />

The Dimension of Research Community is the identifying feature of the eBay-like model. Through the<br />

community, different kinds of events can be organised to promote research collaboration and further<br />

participation among existing members and to attract new members. One of the important roles of the community<br />

is a broker of sharing and exchange. If one uses Google to find a collaborator, one would need to laboriously<br />

search, filter, identify, and request for permission. Whereas the research community offers a formal channel that<br />

users can search for components; advertise their need of certain components; and publicize their own<br />

components – all in a contextualised manner.<br />

As opposed to the once-off collaboration between two research teams for a single task, CEC employs a<br />

contribution-graph and pedigree-graph to allow multi-team- and multi-version- collaboration to take place.<br />

Detailed discussion of these two graphs is presented in the next section.<br />

The community, as a monitoring body, can also prevent aberrant or illegal behaviours from its members such as<br />

virus spreading or commercial advertisement; as a managing body, it can provide and manage membership<br />

registration and identification; and as a marketing body, can work with other international agencies or events to<br />

promote the community itself.<br />

The Research Community is also an arena for achievement recognition. Excellent component could be selected<br />

by experts periodically and a Seal of Recognition given to the contributing research team. This can foster an<br />

atmosphere of constructive competition whereby developing higher quality components are encouraged.<br />

The community itself is an attraction for enhancement. The more its members and the greater its number of<br />

components are likely to appeal, the more new members registrations and component submissions will increase.<br />

The higher quality the community’s components are, the more likely that they are going to draw in further high<br />

quality research components. The positive snow-ball effect is the unique feature expected to differentiate a<br />

community-based approach and a randomly occurring approach of research collaboration in the long run.<br />

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e-Bay Model vs. Amazon-model<br />

A comparison with the Amazon-like model can help understand the e-Bay model further. Table 6 below shows<br />

the differences between these two models. As a centralized model, the Amazon-like model has to face all the<br />

users and is expected to have its components attain a certain level of quality in order to be able to exchange and<br />

share. However, as a peer-to-peer model, the eBay-like model only needs to stress a clear explanation of the<br />

current status of research products to its user, whom is usually a single user at a time, and not on the quality of<br />

the product. If the other researcher or research team accepts the quality, then collaboration or exchange can be<br />

conducted. With regard to the collaboration between the Provider and the User, in the Amazon-like model, there<br />

is little collaboration between the Provider and the User. But in the eBay-like model, there is a lot more<br />

collaboration between the Provider and the Provider; and the Provider and the User. The Amazon-like model<br />

usually follows different kinds of standards to appeal to a bigger audience. But in the eBay-like model, if the two<br />

parties come to an agreement and they follow some simple rules, they can exchange and collaborate. In the<br />

Amazon-like model, there are a lot more issues and policies to consider, for example, which standard to follow<br />

or which development platform to use, etc., whereas the eBay-like model places more concern for issues such as<br />

getting the maximum benefit for two collaborating parties.<br />

Table 6: Comparisons of Amazon-like and eBay-like model<br />

Amazon-like model eBay-like model<br />

• Well quality control<br />

• Easy to contribute<br />

• Less collaborations between users and providers • More collaborations between users and providers<br />

• Standard rules<br />

• Easy to get peer consensuses & some basic rules<br />

• More policy issues<br />

• More mutual benefit issues<br />

Contribution-graph and pedigree-graph<br />

Another issue that researchers are generally concerned about is credit. The credit is the user can recognize and<br />

acknowledge the provider. So, we use a contribution-graph and a pedigree-graph to record the data of every<br />

component. Each node on the graph depicts a component. A link records the change between two components. A<br />

contribution-graph is mainly used to record the entire history of a component right from its initial node. A<br />

pedigree-graph is used to output all the links and nodes of a particular component. Below we make a detailed<br />

description of the two types of graphs.<br />

Contribution-graph<br />

The contribution-graph is designed for tracing the history of component and to give credits to authors. It depicts<br />

all the links between components that have a contribution relationship.<br />

An exemplary contribution graph is shown in figure 3. In the figure, Research Team 1 (RT1) revises component<br />

A to make another component B and registers it under CEC. RT2 has needs for component B to use it in PDA.<br />

Hence, they will modify component B to make another component C for use in PDA. Therefore, Figure 3(a)<br />

shows the contribution-graph for Component C. Figure 3(b) provides description of contribution of the two<br />

research teams, RT1 and RT3, in integrating components B and D to bring about a new component that has new<br />

benefits for both the research teams. In this scenario, teams RT1 and RT3 will jointly integrate components B<br />

and D to make a new component E.<br />

Pedigree-graph<br />

The pedigree-graph is designed to show the whole picture of a component. It not only shows the contribution<br />

links of the older generation, but also all the links and nodes of the previous, current and following generations.<br />

This is expected to help the users in understanding the initial and subsequent developments of a particular<br />

component and in helping them find a suitable component or collaborator.<br />

Figure 4 shows the pedigree graph of component B that was discussed in the previous section.<br />

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Implementation of CEC<br />

Figure 3: Examples of contribution-graph<br />

Figure 4: Example of pedigree-graph<br />

A prototype CEC has been implemented and deployed at the following URL: http://cec.g1to1.org/cec.<br />

Technically, the CEC website is developed using PHP and MySQL. The website (Figure 5) embodies the ideas<br />

and provides the services presented in this paper.<br />

It needs to be pointed out that unlike the software download site introduced earlier, CEC is membership-based.<br />

Its membership is only granted to those who have contributed one or more components to CEC or who is willing<br />

to contribute to the improvement of existing components, for example, offer to evaluate the component in a new<br />

context. Only members can request to create a Component Usage Agreements with other member(s). This<br />

mechanism is particularly designed for research community. CEC membership, like the creditability of any<br />

researcher, is to be valued and built on honest contributions.<br />

Strict protocols are also in place, as the conditions to use the services provided ensure the quality of operation in<br />

the CEC.<br />

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A Scenario of Collaboration<br />

Figure 5: Website of Component Exchange Community (CEC)<br />

The Center of Learning at National Central University (CL@NCU) submits Digital Classroom Environment Test<br />

bed as a component in the CEC system. (Huang et al., 2001; Liu et al., 2003; Liang et al., 2005; Deng et al.,<br />

2005) in the CEC system.<br />

A research team “S” in the CEC from Singapore (S@Singapore) finds the Digital Classroom Environment Test<br />

bed component which partially meets their particular research requirements. S@Singapore contacts CL@NCU<br />

and makes a request for collaboration. The Requirement lists of S@Singapore are as follows:<br />

To provide the Datalogger WebPAD interface<br />

Device control (push/pull/control…)<br />

Group activity (co-construct group project report)<br />

Experiment data collections<br />

Formative assessment<br />

To integrate Science Project-based Learning System and Digital Classroom Environment (DCE) to create a<br />

new product namely SCL-DCE.<br />

Then both parties modify the template of Component Usage Agreement in CEC to finalize the contract. The<br />

details of the contract are as follows:<br />

1. The CL@NCU agrees to provide any missing information or object that was unintentionally not<br />

incorporated in the DCE.<br />

2. The CL@NCU and the S@Singapore agree to jointly own the copyright of the research data resulted from<br />

the use of the SCL-DCE.<br />

3. The CL@NCU and the S@Singapore agree to grant each other the right to initiate publication of the<br />

research result from the use of the SCL-DCE.<br />

4. The CL@NCU and the S@Singapore agree to include the representative(s) from the other party in the<br />

author list if the research results from the use of the SCL-DCE are published.<br />

5. At the close of the study, the S@Singapore agrees to provide the CL@NCU with a final and complete<br />

dataset gathered in research in which the SCL-DCE was involved.<br />

6. The S@Singapore agrees to send two students to CL@NCU for 2 months to get the training required for<br />

integration.<br />

7. The SCL-DCE is limited to be used in S@Singapore and CL@NCU.<br />

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8. New contract is needed for any business use.<br />

After signing the contract, the S@Singapore sends two students to CL@NCU and begins the training program.<br />

Two month later, these students take the unfinished integrated product SCL-DCE back to S@Singapore. The<br />

S@Singapore keeps contact with CL@NCU and continues to finish the integration. The S@Singapore also<br />

updates the user manuals of SCL-DCE. The CL@NCU updates the DCE development documents and updates<br />

the SCL-DCE contribution-graph in the CEC. Then the S@Singapore starts experiment with SCL-DCE. Finally,<br />

CL@NCU and S@Singapore co-author a paper to report the results.<br />

Discussion<br />

The contribution of a member in CEC can be recognized by providing (sort of informal ‘publishing’), enhancing<br />

(e.g. documenting, extending, etc.), or testing of a component. Thus CEC can help trigger more collaboration<br />

among international research teams. Through the process, each participating team may strengthen their work and<br />

gain more widespread influences through joint publications. Besides, a practical incentive for these collaborating<br />

research teams is that they may apply for international bilateral collaborative research funding.<br />

One may ask: why do not use Google to find a collaborator as most researchers will list their on their homepages<br />

these days? Google can be regarded as an ad-hoc mode in this perspective because one may search, filter,<br />

identify, and then send emails to potential collaborators. A potential difficulty of this approach is the lack of<br />

vocabulary (keywords) of intentional research collaboration intention such as “document my component,” “call<br />

for test my component,” “call for collaborators,” and the like, in the searching process of components and<br />

collaborators. Even if one finds an interested component, the intention for collaboration of the provider of that<br />

component is not known. This is contrary to CEC. CEC is a channel for component providers and adopters to<br />

advertise their needs, and hence their intentions for collaboration and the specific requirements or details of their<br />

preferred collaboration modes are made explicit.<br />

There was debate on the priority of the six types of components in CEC though no consensus was reached. We<br />

believe experience and time of the working CEC would tell the answer. Nevertheless, G1:1 website provides a<br />

web-based Component Inventory in which there are: Centre for Educational Technology and Distance Learning<br />

(CETADL), University of Birmingham, Center for Learning Technology, National Central University, Taiwan,<br />

and The University of Tokushima, Japan. CEC can be regarded as an extension of this Component Inventory by<br />

specifying collaboration intentions and building an active community.<br />

Although it is still unknown whether the ambition of the One Laptop Per Child project initiated by the Media<br />

Lab of Massachusetts Institute of Technology for providing a $100 laptop to millions of schoolchildren in<br />

developing countries (http://laptop.media.mit.edu) can be fulfilled, the $100 laptop hardware itself can be<br />

regarded as a hardware device component in CEC. Once a critical mass for a virtuous cycle, in which momentum<br />

gathered by increasing number components further develops its impact and attracts more people to contribute to<br />

CEC, is reached, it then makes possible the vision of abundance of educational components ready to go together<br />

with the $100 laptop to benefit those who are in need.<br />

Summary<br />

Component exchange community (CEC) has sprung from the vision of G1:1 which aims to support increased<br />

international sharing and coordination of one-to-one learning technology. CEC has its focus on learning<br />

technology components at their earlier (research) stage and provides a semi-formal mechanism similar to a<br />

marketplace where sellers (component providers) can provide specifications (by using Table 3, i.e. provider<br />

checklist) of their products. The buyers (component requestor/experimenters) can make offers (by using Table 4,<br />

i.e. user checklist) to obtain the products. Idiosyncratic requirements can be added using clauses in the<br />

Component Usage Agreement in addition to what are already mentioned in the provider and user checklist. In<br />

this manner, greater flexibility is achieved.<br />

It is the hope of the authors that the establishment of CEC can accelerate global collaborative research on<br />

learning technology by achieving the following:<br />

Accessibility: research works of individual researchers or research teams can be more accessible to the<br />

global research community and users;<br />

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Quality: researchers with higher possibility of sharing and collaboration in mind can develop better quality<br />

components and documentations;<br />

Synergy: where research components can be creatively assembled; and<br />

Utilisation: those users in need can obtain what they require using non-monetary rewards (e.g. carrying out<br />

an experiment of a theory, or testing a beta-version component).<br />

CEC is unique in its three-levels of exchange model, which provides more options for different contributors’ and<br />

users’ needs, and its contribution graph, which is taken from a family tree analogy, showing merger (marriage)<br />

of components and where contribution acknowledgements are visible even after several new versions<br />

(generations) of any research components. Its pedigree-graph shows the blood-line of each component. This<br />

information is particularly beneficial when two researchers wish to enter an agreement to further develop a<br />

specific component.<br />

CEC is an ongoing project based on the previous attempt of the Component Inventory proposed by Mike<br />

Sharples and Sherry Hsi. CEC website has already been set up to validate this unique concept by testing and<br />

refining process (http://cec.g1to1.org/cec). The authors would like to invite those who are involved and<br />

interested in learning technology to contribute and use CEC.<br />

Acknowledgement<br />

The authors would like to thank the participants of G1:1 workshop in WMTE 2005, Japan for their comments<br />

and suggestions. The authors would also like to thank Amy Chen, Emily Ching, Rosa Paredes Juarez, Jitti<br />

Niramitranon and Nobuji Saito Vazquez for their valuable inputs to the various organisational specification of<br />

the CEC.<br />

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Gibbs, W. J., Olexa, V., & Bernas, R. S. (<strong>2006</strong>). A Visualization Tool for Managing and Studying Online Communications.<br />

Educational Technology & Society, 9 (3), 232-243.<br />

A Visualization Tool for Managing and Studying Online Communications<br />

William J. Gibbs<br />

Department of Interactive Media, 316 College Hall, Duquesne University, USA<br />

Tel: +1 412-396-1310<br />

gibbsw@duq.edu<br />

Vladimir Olexa<br />

Duquesne University, Pittsburgh, PA 15203 USA<br />

Olexa677@duq.edu<br />

Ronan S. Bernas<br />

Department of Psychology, Eastern Illinois University, 600 Lincoln Avenue, Charleston, IL 61920 USA<br />

Tel: +1 217-581-6416<br />

Fax: +1 217-581-6764<br />

cfrsb@ux1.cts.eiu.edu<br />

ABSTRACT<br />

Most colleges and universities have adopted course management systems (e.g., Blackboard, WebCT).<br />

Worldwide faculty and students use them for class communications and discussions. The discussion tools<br />

provided by course management systems, while powerful, often do not offer adequate capabilities to<br />

appraise communication patterns, online behaviors, group processes, or critical thinking. This paper<br />

discusses a Web-based program that represents temporal data as maps to illustrate behaviors of online<br />

discussants. Depicting discussions in this manner may help instructors and researchers study, moderate,<br />

and/or facilitate group discussions. The paper presents the rationale for program’s development and<br />

provides a review of its technical specifications.<br />

Keywords<br />

Computer-mediated-communications, Online discussions, Visualizing online discussions, Interaction patterns<br />

Introduction<br />

The paper begins by providing readers background information about Computer-Mediated Communications<br />

(CMC) and a discussion of projects aimed at visualizing CMC. From these works, it introduces a software tool,<br />

Mapping Temporal Relations of Discussions Software, that the authors developed to assist instructors and<br />

researchers manage and study asynchronous online communications. The discussion serves to overview the<br />

software’s purpose and functionally. The authors highlight software features and present observations made by<br />

users who tested it. Finally, the paper discusses the software and its implications from a pedagogical perspective.<br />

Background<br />

CMC is communication that takes place between human beings by way of computers (Herring, 1996). The<br />

growth of CMC has been exponential. At any particular time, thousands of online conversations take place<br />

worldwide (Donath, 2002). Its pervasiveness has captured the interests of educators and research scholars from<br />

diverse fields of study. As Junge (1999) points out, an expanding literature base investigates CMC’s formal<br />

linguistic properties; sociolinguists and ethnographers of communication study issues related to various CMC<br />

types; and discourse analyses of CMC modalities have explored, among other things, philosophical dimensions.<br />

Werry (1996) suggests that “interactive written discourse provides a fertile ground for analysis since it makes<br />

possible interesting forms of social and linguistic interaction and brings into play a unique set of temporal,<br />

spatial, and social dimensions” (p. 47).<br />

In educational settings, there has been a growing reliance on CMC to support learning and communications in<br />

traditional face-to-face and online classes. Most colleges and universities provide course management systems<br />

(e.g., Blackboard, WebCT). These systems supply tools that enable students (and instructors) who are not in<br />

immediate and face-to-face contact with each other to use the computer to engage in synchronous and<br />

asynchronous discussion of course topics and analyze related ideas. This form of interaction is used to create a<br />

sense of online community among discussants, to engage them, and to have them think deeply and critically<br />

ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the<br />

copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies<br />

are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by<br />

others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior<br />

specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.<br />

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about the concepts and ideas presented by the instructor and other students. It draws on aspects of traditional<br />

face-to-face classroom education but also has its own unique characteristics. For example, asynchronous<br />

computer conferencing is available 24 hours per day, 7 days per week, which allows contributions to online<br />

discussions to take place at different times. The temporal norms that evolve online are often quite different from<br />

those of a face-to-face class. CMC gives students time to reflect and to consider the content and wording of a<br />

contribution or response, which can be highly beneficial for learning (Palloff & Pratt, 2001). Students may also<br />

interact with other students, instructors, scholars, and experts from anywhere, given Internet access. To a great<br />

extent, these characteristics engender widespread utilization of and reliance on CMC within K-12, university,<br />

and corporate educational and training settings.<br />

Although popular, there is still much to be known about CMC and the interactions that occur among discussants<br />

in online groups (Jeong, 2004) and about how they influence critical thinking, engagement, and the online<br />

community. There has been insufficient research to explicate the effects of CMC on communications and<br />

learning in online discussions (Jeong, 2003), which “… can be attributed to the lack of methods and tools<br />

capable of measuring group interactions and processes” (p. 26). In addition, while popular course management<br />

systems are technically advanced, many do not address key pedagogical goals (Duffy, Dueber, & Hawley, 1998)<br />

and thus could be improved. Hara, Bonk and Angeli (2000), for example, recommend that computer<br />

conferencing tools provide discussants with “…graphical displays to indicate the potential links between<br />

messages, the depth of those links, and the directionality of communication patterns” (p. 65).<br />

Purpose<br />

Given the proliferation of online educational communications and the development of course management<br />

systems designed to support them, there is a need for tools that assist educators, researchers, and students engage<br />

in, make sense of, and study the relatively new and evolving area of CMC. This paper discusses a tool, Mapping<br />

Temporal Relations of Discussions Software (MTRDS), designed to visually and temporally represent<br />

asynchronous online discussions. It provides the rationale for MTRDS’ development and reviews literature<br />

related to the temporality and visualization of online discussions, which are foundational to the project. In<br />

addition, the paper presents MTRDS and its technical specifications.<br />

Online Discussions and Time<br />

CMC, specifically asynchronous communications, allows discussants to engage in discussion at a time<br />

convenient to them but they are often unaware of or overlook temporal norms that can affect online relations.<br />

Time cues within messages are important but are a frequently disregarded element in CMC. Walther and Tidwell<br />

(1995) purport that CMC lacks “…relationally rich nonverbal cues” (p.356). However, time cues, such as the<br />

time stamping of messages, delays in responding, a discussant’s frequent or infrequence communications over<br />

time, still remain.<br />

Chronemics refers to human perception of and reaction to time and how time is used and structured. It relates to<br />

time as a nonverbal communicative channel influencing human communications (Canfield). The presence of<br />

chronemic cues in CMC, such as the time a message arrives and the duration until a discussant responds, may<br />

impact the judgments one ascribes to the message and the message sender. How discussants use time and the<br />

variations of time during interaction episodes convey meaning at several levels. In an interaction episode, the<br />

individual who controls wait time is typically in a superior role. The person waiting for a reply to a message is<br />

subject to the preferences of the message sender as to when the message gets sent. The time when a message is<br />

sent and the delay between messages may evoke favorable or unfavorable reactions from message recipients.<br />

According to Hewitt and Teplovs (1999), “… the growth potential of a message thread may depend, to some<br />

degree, on the age of its notes” (p. 235). If a message does not draw a response in the first few days of it being<br />

posted, it is improbable that the message will receive any response (Hewitt & Teplovs, 1999). The delay of<br />

responses characteristic of asynchronous communications can adversely impact discussion threads (Jeong,<br />

2004). However, “longer response times produced critiques that elicited higher proportions of replies with<br />

elaboration and supporting evidence” (Jeong, 2004, p. 1). Thus, the temporal norms that evolve during CMC<br />

may have significant influence on communications and ignorance of them will likely result in user aggravation<br />

and misattribution (Walther & Tidwell, 1995). Tools that enable the observation of temporal patterns may prove<br />

useful in helping discussants moderate and effect worthwhile communications.<br />

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Visualization of Online Discussions<br />

Many communication technologies focus on textual representations of information ignoring modalities that<br />

emphasize such aspects as pattern recognition (Selvin et al., 2001). A number of researchers have developed<br />

systems and interfaces for visualizing online communications. For instance, Donath (2002) discussed a project,<br />

PeopleGarden, which employs flowers and a garden metaphor to visually represent message board participation.<br />

Babble (Erickson, Halverso, Kellogg, Laff, & Wolf) is an online conversation area that enables visualization of<br />

online discussants and their activities. People are shown as dots within a circle. The position of the dots changes<br />

according to the activity level of the person engaged in the conversation. Loom is another project that uses<br />

visualization techniques to reveal social patterns for Usernet groups (Donath, Karahaliosm, & Viégas, 1999;<br />

Donath, 2002; Boyd, Lee, Ramage & Donath, 2002). Among other things, it depicts conversational patterns such<br />

as individual postings, vocal members of the group, regular and irregular participants, and mood. Boyd, et al.<br />

state that provided, “…the innumerable styles of interaction in Usenet, immense possibilities exist for exploring<br />

alternative techniques and approaches to visually convey social interaction” (p. 2). Based on the work of<br />

Whittaker (1998) and Smith and Fiore (2001), they developed questions representative of social characteristics<br />

of individuals, conversations, and news groups and categorized them accordingly. Several questions appear<br />

relevant to learners' involvement in online conversations and the dynamics of those conversations:<br />

Individual<br />

How frequently does an individual post? How verbose is s/he?<br />

What types of tone, language and conversation techniques are often used?<br />

Conversation/thread<br />

How many participants are active in a conversation?<br />

What structure or pattern of communication occurs (i.e. back and forth vs. large participation vs. one person<br />

dominating)?<br />

Does the thread fracture into mini-threads?<br />

Group<br />

How many threads are usually active?<br />

How many people participate in the group, and how frequently do they post?<br />

How many people start conversations?<br />

Are people who initiate threads also tend to reply to others’ messages?<br />

(Boyd, et al., 2002, p. 3)<br />

Conceivably, by representing these data visually and dynamically during online conversations, one can provide<br />

discussants greater awareness of the communication dynamics and perhaps shape it in productive ways.<br />

Moreover, such visualization can improve the conferencing environment, which is often disconcerting to users.<br />

Each of the aforementioned projects emphasizes the social dimensions of online conversations and the design of<br />

visualizations to represent online conversational spaces intuitively and meaningfully to users. However, they are<br />

more interfaces than educational tools for analyzing online conversations. Educational researchers employ a<br />

variety of techniques and tools to represent and study CMC interactions. For example, Howell-Richardson and<br />

Mellar (1996) created message maps to temporally identify periods of variable discussion activity as well as the<br />

patterns of interactivity. Among other things, maps helped identify message clustering, concentration of<br />

referential links, and the degree of participant activity. Blake and Rapanotti (2001) made conference interaction<br />

maps with nodes representing messages posted to a conference area and arrows defining relationships among<br />

nodes. Each node includes indices of time, sender, message contribution, and message agreement with prior<br />

messages. Hara et al. (2000) used conference activity graphs to visually illustrate transformations of student<br />

interactions over time. In the authors’ view, these works, while serving different aims, lend credence to the<br />

significance of the temporality in CMC and the relevance of visualizing online conversations.<br />

Mapping Temporal Relations of Discussions Software<br />

In the summer of 2004, the authors developed Mapping Temporal Relations of Discussions Software (MTRDS)<br />

to assist them analyze the temporal aspects of online educational course discussions. Prior to MTRDS, they<br />

created print illustrations similar to figure 1 to visualize conversations, which proved time consuming and caused<br />

extended delays between the discussions and the creation of maps. Their effort to depict conversations visually<br />

was due, in large part, to the design of computer conferencing systems, which organize conference messages<br />

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hierarchically by thread/topic and time. As new messages get added, they become indented under the post that<br />

provoked the reply. Such organization makes it difficult to examine discussions as well as evolving temporal<br />

norms, especially when the number of messages increases. Mapping temporal relations provides a more<br />

compelling view. For example, the authors created hand-made maps similar to what is depicted in figure 1,<br />

which illustrates a discussion that occurred over 15 days. The Y-axis represents time (hour) and the X-axis<br />

represents day or date. Each square denotes a discussion post and contains the participant’s initials and a unique<br />

numeric identifier (not shown in figure 1). The lines connecting posts indicate replies. From such an illustration,<br />

one can observe spatial and temporal dimensions of discussions, including message clustering; the general time<br />

and date of discussion activity; individual patterns of interactivity, such as individuals who contributed<br />

consistently over time and those who contributed sporadically; and those who appear on the periphery of<br />

discussions. In the authors’ view, maps provide useful information about communication patterns. It is<br />

conceivable that these kinds of data may help educators manage discussions as well as engender collaboration<br />

and critical thinking during conversations. For instance, an instructor or moderator who has this information at<br />

his/her disposal could prompt a discussant on the periphery of a discussion to engage him/her in more timely<br />

interactions.<br />

Figure 1. Hand-made student discussion activity map<br />

MTRDS and Other Approaches to Represent and Study CMC<br />

As mentioned, educational researchers (e.g., Howell-Richardson and Mellar, 1996; Blake and Rapanotti, 2001;<br />

Hara et al., 2000) have used a number of approaches to represent and study CMC interactions. The authors<br />

believe that many components of MTRDS build upon these works as well as offer unique variations on them.<br />

Characteristics that the authors view as unique to MTRDS include the following:<br />

MTRDS is not a discussion board but a tool that manipulates data from existing discussion boards, and thus<br />

it can potentially be used with a wide array of existing discussion tools. It represents data visually and<br />

provides an interface for viewing discussions that highlights their temporal and spatial dimensions.<br />

MTRDS visualizations are dynamic and reflect changes when they are made to the discussion transcript.<br />

MTRDS is entirely Web based and accessible to users with an Internet connection and a Web browser.<br />

MTRDS enables users to read discussion messages while, at the same time, examine discussion<br />

characteristics such as message clustering, concentration of links, temporal norms, and the degree of<br />

participation.<br />

Because the authors spent a great deal of time creating maps by hand, they designed MTRDS to be easy-touse<br />

and efficient. Once the user creates a discussion file, he only has to open the MTRDS’ Web site and<br />

click a button to upload the file and the map is created.<br />

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MTRDS Design<br />

MTRDS is a Web-based prototype that dynamically maps the temporal aspects of discussions. At present anyone<br />

who uses WebCT (a popular Web-based course environment) can compile discussion board messages in a text<br />

file and then upload the file to the software using a Web browser. MTRDS generates a visual representation of<br />

discussions based on hour and date. Figure 2 represents a drawing of a map rendered by MTRDS. The X and Y<br />

axes denote day/date and time, respectively. Each discussion message/post is represented by a color-coded circle<br />

(message node) and a line (link) that connects a response node to the originating message. An originating<br />

message (i.e., the Parent), when replied to will have one or more child messages. A line with a single arrow<br />

pointing backward represents the linkage between a response node (child) and its originating message (the<br />

Parent). From the maps, one can readily determine the ancestry of a particular response node (child). MTRDS<br />

draws arrows indicating which message is being responded to or followed up by a specific message. Thus, the<br />

arrows point backward. It is important to point out that this kind of a map illustrates the pattern of responding.<br />

On the other hand, if one is interested in the flow of discussion of the topic, it may make more sense for the<br />

arrows to point forward. However, this depends on the instructor’s/researcher’s purpose for using the map.<br />

MTRDS color-codes messages by topic because discussions often contain multiple topics/threads. Color coding<br />

also reveals isolated message threads and those that dominate. When the user passes the computer mouse over a<br />

message node, the node highlights and the post time appears in the far left (time) column. If the user clicks the<br />

mouse button on a message node, the view expands and presents a scroll box containing the message, author’s<br />

name, and post time.<br />

Technologies Used in MTRDS<br />

Figure 2. Rendering of MTRDS’ map of discussion<br />

MTRDS employs PHP, Extensible Markup Language (XML), and Flash (MX 2004 Professional) in an Apache<br />

or IIS Web server environment as its main underlying technologies. PHP hypertext preprocessor is a server-side<br />

scripting language used primarily for dynamic Web development. MTRDS uses this technology to parse<br />

discussion forum data and to generate XML, the common data source between PHP and Flash. MTRDS employs<br />

Flash ActionScript to visually display the data obtained from the XML file generated by the PHP script.<br />

File Processing Using PHP<br />

Discussion forum messages are obtained from the WebCT forum interface. WebCT compiles selected messages,<br />

which can be downloaded as a text (.txt) file. Text files contain the following key parameters: message ID,<br />

branch from (identification of message and the message it is tied to), author, post date, subject, and body. When<br />

the user uploads a discussion file obtained from WebCT, it is submitted to the central location on the Apache<br />

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Web server. The PHP parser processes the content of the file and extracts all relevant information. The parser<br />

generates an XML file into which it places all the extracted information. See Appendix A for additional<br />

information about the PHP parser and XML file.<br />

After the XML file is generated, an HTML page containing the Flash movie is called and the map is generated.<br />

When the Flash movie is called, it acquires the xml file and creates an array of Message objects for its internal<br />

processing. A custom Drawing class written in ActionScript contains all the basic tools required for drawing the<br />

map (e.g., drawSquare(), drawLine(), drawArrow(), drawText(), etc.). Another class, weekView, is then used to<br />

perform the actual processing and drawing of the message nodes and links.<br />

The entire Flash movie is constructed using three frames. The first frame processes the XML file and generates<br />

the array of the Message objects. The second frame instantiates the weekView object and calls the<br />

renderMessages() function that draws the actual map. This frame also includes controls to move back and forth<br />

in the time line. The third frame contains no objects and serves only as a tracking point for moving in the<br />

timeline.<br />

MTRDS’ Functionality: Benefits and Improvements<br />

The authors asked five instructors to evaluate the functionality of MTRDS. The instructors implemented it for<br />

their classes or research. They were asked to state benefits of using the program for their teaching or research<br />

needs and to identify problems they encountered and/or features that need to be incorporated. For clarity, the<br />

instructors who evaluated MTRDS will be hereafter referred to as users. In addition, the authors demonstrated<br />

the program at two academic presentations attended by teaching and research professionals. During the<br />

demonstrations, attendees reviewed MTRDS and offered suggestions about its design and functionally. The<br />

evaluative exercises provided useful information about the program and ways to enhance it. The following<br />

summary highlights several beneficial features of the software that users identified. It also lists problem as well<br />

as features not currently available that users perceived as important improvements.<br />

User Observations: Existing Beneficial Features of MTRDS<br />

Observing communication characteristics: Smith and Fiore (2001) point out that CMC software<br />

environments often “…obscure information about threads’ temporal patterns, population, and structure…”<br />

(p.139). Users found that because MTRDS displays discussion messages temporally-spatially it readily<br />

conveyed information about interactivity; thread dominance and development; message continuity,<br />

sequencing, and ancestry; links between messages; and isolated messages, which is not easily observable in<br />

traditional discussion boards (Smith & Fiore, 2001).<br />

Message context: Many popular discussion boards present users a hierarchical arrangement of message titles<br />

grouped by thread. The titles are links to the message content and in some ways serve as an index.<br />

Generally, when the user clicks the link to read a message, the hierarchy of message titles disappears and, to<br />

an extent, removes a context (time, date, placement in index, etc.) with which to understand the message.<br />

The context surrounding messages, such as the time and date of a post and its place in the thread can provide<br />

valuable information to help students understand a message. MTRDS allowed users to see the structure of<br />

the overall conversation while reading messages, which enhanced the message context. As users read a<br />

message, they observed how spatially separate by time and date the message was from other posts within the<br />

entire discussion. Users could determine the thread in which the message existed and its placement in the<br />

message chain. In addition, they could identify where that thread and message existed in the entire<br />

discussion.<br />

Temporal behaviors: Maps helped users identify the temporal behaviors of online discussants and, when<br />

necessary, moderate them to positively effect communications. Users noted that they could easily identify<br />

student participation patterns in the context of a discussion. For instance, when viewing a map after a<br />

discussion occurred, one instructor observed how a discussion leader responded sequentially to each student<br />

posts over several days. The instructor speculated that the response pattern, while useful for individual<br />

students, may not have engendered group cohesion and dialogue, an aim of the discussion activity.<br />

Moreover, the map illustrated low learner-to-learner interactions and discontinuous conversation. The<br />

instructor reflected that had he shown the map to the discussion leader during the discussion, it would have<br />

conveyed his pattern of responding and perhaps allowed him to see that his communication patterns<br />

potentially inhibited group interaction. Moreover, the map articulated the leader’s pattern of responding<br />

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ather than of initiating dialogue, which the map would have made clear to him and could have helped him<br />

alter his communication behavior.<br />

Temporal-spatial representation: When comparing MTRDS’ display of discussions with other discussion<br />

board displays, one user suggested that it is analogous to providing a person who is lost directions in the<br />

form of a geographical map rather than in text or written form. Whereas many traditional discussion boards<br />

present information textually with messages sequenced linearly with limited temporal or spatial information,<br />

MTRDS, similar to a geographical map, afforded users a spatial (and temporal) dimension of the discussion<br />

that offered insights about how discussions evolved. It also allows one to efficiently surmise the overall flow<br />

of a discussion.<br />

Indicators of communication dynamics: The communication patterns represented by MTRDS provided<br />

indices of when communications were of a monological or dialogical nature. Figure 3 illustrates a rendering<br />

of a discussion conducted by an online guest lecturer (for clarity, figures 3 and 4 were reduced to black and<br />

white drawings to indicate the overall flow in the discussions). Message nodes expanded horizontally from<br />

the initial node (column 1) as activity increased. The thread initiated by the guest dominated for several<br />

days. Only on the fifth day several new threads appeared. One can see message nodes extend over seven<br />

days, the number of posts each day, the time of each post as well as direct and indirect references to<br />

messages. It also reveals when discussants discontinued threads. One could examine the concluding thread<br />

message in an attempt to ascertain why the topic ended and another began. Overall, the segment of the<br />

discussion presented in figure 3 illustrates consistent thread development and substantial learner-to-learner<br />

interaction. Figure 4 presents a segment of an activity in which students introduced themselves at the<br />

beginning of an online course. Student partners interviewed one another and each student posted the<br />

partner’s introduction. Relative to the discussions depicted in figure 3, the activity illustrated in figure 4 is<br />

minimal and somewhat discontinuous.<br />

Observations: Suggested Improvements<br />

Figure 3. Rendering of discussion map: Guest Lecturer<br />

Users wanted a condensed view of the representations so they could see as much of discussions as possible.<br />

This could be accomplished by incorporating a zoom feature that allows users control over how much of a<br />

discussion displays at one time. Currently, MTRDS presents message nodes by time (Y-axis) and date (Xaxis).<br />

Nodes appearing at the top of the Y-axis for a particular date are older than those at the bottom. On<br />

the X-axis, nodes display from oldest to newest, moving from left to right. To display as many messages as<br />

possible at one time, while maintaining readability, several factors had to be considered. Only one week’s<br />

(seven days) worth of messages display at a time. This number can be increased but the clarity of the map<br />

may be affected. The user scrolls to view the message nodes on subsequent days.<br />

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Figure 4. Rendering of discussion map: Student Introduction<br />

MTRDS displays only days that contain messages and skips “empty” days. For instance, if February 3<br />

contained six messages, February 4 contained no messages, and February 5 contained ten messages, then<br />

February 3 and February 5 are represented on the map and not February 4. However, users pointed out that<br />

it would be useful to display days when there are no messages because it is informative and makes it easy<br />

for the instructor or researcher to ascertain periods of inactivity. One day of no activity versus several<br />

successive days of no activity is important data to interpret. Showing the “empty” days allows for looking at<br />

patterns of activity and non-activity visually.<br />

Users wanted the capability of isolating threads/topics or individuals. Each map presents the entire<br />

discussion including all threads, messages, and links, which can clutter the map when discussions become<br />

highly interactive. Users needed the capability to display selected threads or persons so they could more<br />

easily observe thread development or individual participation patterns.<br />

Researchers wanted to code or place labels on message content for analysis. For instance, as the<br />

representation is being viewed, a user could click on a message node and a drop-down list of codes would be<br />

presented. The code would allow the researcher to label or classify (e.g., evaluation, hypothesis, argument,<br />

etc.) the message. Coded information would be submitted to a database and available for additional analysis.<br />

This feature could allow one to study the semantic relations of messages to gain insights about group<br />

processes and communications.<br />

MTRDS does not distinguish a real response to a message from an unintended one. There may be a message<br />

that follows another but it is actually not a response to that previous message's content. The student merely<br />

used the previous message as a thread to follow. A student may either be genuinely following up the<br />

previous message's thought or may, in reality, be creating a new thread (a new discussion or topic). Those<br />

kinds of distinctions are meaningful and informative for the instructor or researcher, but, at present, the<br />

software is unable to detect them. It will require human interpretation and judgment to do so.<br />

Users wanted the ability to save the representations to be used in other applications<br />

MTRDS: Implications from a Pedagogical Perspective<br />

During face-to-face educational discussions, instructors often moderate and astutely observe student patterns of<br />

communication, such as responsiveness, verbal and non-verbal expressions, topic development, conversational<br />

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dominance or apprehension, and participation level. Based on these observations, they use a variety of<br />

techniques (e.g., questioning) to facilitate communication and engage students. The verbal and kinesic signals<br />

available in face-to-face communications are, to a great extent, non existent in online discussions (Walther &<br />

Tidwell, 1995). In the absence of such cues, instructors must rely on other means to effectively moderate<br />

communications. MTRDS can aid instructors by highlighting characteristics of online communications that are<br />

difficult to ascertain with traditional discussion boards. For example, Gibbs (<strong>2006</strong>) analyzed multiple online<br />

discussions with MTRDS, examining the overall topography of maps, the extensiveness of links among<br />

messages, and discussion duration. He found that complex maps with extensive node-links relations suggested<br />

learner-to-learner interactivity and when discussions exhibited consistent thread development over several days<br />

and message clustering around a thread it suggested focused activity about a topic. Conversely, thread<br />

segmentation and isolated messages were indicative of disjointed communications or short question-response<br />

interactions. Finally, color coding highlighted information about thread dominance and segmentation and<br />

allowed him to identify, over the entire discussion, when threads began and terminated. He was also able to<br />

identify specific points where threads diverged and the message content that provoked the divergence. In some<br />

cases, the maps enabled him to follow message chains assessing the content of messages and to isolate points of<br />

departure within conversations. Such a view of multi-threaded discussions will allow instructors to monitor<br />

divergent conversations. It indicates the divergence in the context of other messages and threads and provides<br />

instructors information to help them assess and possibly circumvent splintering or off-tasks conversations.<br />

Projects completed thus far using MTRDS suggest that the visualizations convey relations among messages as<br />

well as the overall form or structure of interactions that unfold during discussions. They help identify whether<br />

discussions are interactive or one-way monologues as well as who initiates conversations and who responds. The<br />

temporal-spatial display of discussion data allows for identification of individuals who participate consistently<br />

and those participating sporadically. If grading is assigned for participation, the maps present a clear picture of<br />

involvement. Not only can an instructor determine if a student contributed and how frequently but he can assess<br />

the manner in which the student took part, which may serve as an indication of the student’s involvement in a<br />

discussion. For example, in some instances, users of MTRDS generated maps that showed students who<br />

consistently posted at the end of message chains or who posting numerous messages on few days toward the end<br />

of discussions. Such patterns become evident when rendered with MTRDS and suggest minimal involvement in<br />

a discussion. They frequently do not engender dialogue with other participants and many of the messages<br />

become isolated.<br />

MTRDS presents an audit of an individual participation. Discussions often begin with a message prompt, usually<br />

posted by the instructor. The content of messages nodes appearing in close proximity to the prompt will likely be<br />

related to the originating message. Conversely, it is plausible that message appearing lower in the message chain<br />

will be more dissimilar in content to the originating message than those appearing higher in the chain. Thus, as<br />

instructors observe a discussion in MTRDS, they will likely identify student posts that consistently appear lower<br />

in the chain. Such participation should be monitored closely because the student may be discussing issues<br />

noticeably different from those intended by the instructor.<br />

The aforementioned issues are important from a pedagogical perspective because they highlight ways tools such<br />

as MTRDS can help instructors, discussion moderators, and students to moderate online conversation and to<br />

positively effect communications.<br />

Summary and Conclusion<br />

Face-to-face class discussions usually occur during a limited period of class time. Instructors moderate<br />

conversations and observe participant interaction behaviors. They are able to observe the verbal and non verbal<br />

behaviors of students, which can help them efficiently and effectively manage a conversation. For instance, an<br />

instructor may quickly prompt a participant to engage him as soon as the individual does not actively participate<br />

or the instructor may curtail one who tends to dominate a conversation and exclude others. Because online<br />

conversations lack the visual and verbal cues of face-to-face communication, managing conversations can be<br />

more complex and inefficient. In addition, asynchronous discussions typically occur over several days and are<br />

mediated by computer software, which frequently conceals important information related to interaction patterns.<br />

The MTRDS project originated as an effort to develop a tool that would reveal the temporal aspects of online<br />

discussions and visually represent discussants' posting behaviors to help instructors, researchers, and students<br />

efficiently and effectively study and/or facilitate group discussions. Online learning environments are often<br />

disorienting to students and instructors. An instrument such as MTRDS may help class participants effectively<br />

monitor discussions and aid them in constructing meaningful interactions.<br />

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There are many potential advantages of having this software for instruction or research purposes, which were<br />

emphasized by users. While MTRDS needs refinement, it appears to have potential as a viable tool to help<br />

educators and researchers monitor, manage, and study communication processes in online environments. As the<br />

authors refine the software they plan to address the issues raised by the user evaluations.<br />

Acknowledgements<br />

This project was supported through funds from a NEH Endowment Competition, Duquesne University,<br />

McAnulty College and Graduate School Of Liberal Arts.<br />

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242


Appendix A<br />

The parser is designed to be extensible so that new modules can be written to support other formats (e.g.,<br />

Blackboard). The basic mechanism of the parser is presented below. It uses an object called Message and creates<br />

an array of objects. When the array is complete, its content is then transformed and transferred into a XML file<br />

(messages.xml) on the server.<br />

class Message {<br />

var $msg_id;<br />

var $branch_from;<br />

var $author;<br />

var $post_date;<br />

var $subject;<br />

var $body;<br />

}<br />

class Parser {<br />

...<br />

function processFile($file_name, $file_type)<br />

{<br />

...<br />

switch($file_type)<br />

{<br />

case 1 : module to process file type 1; break;<br />

case 2 : module to process file type 2; break;<br />

case N : module to process file type N; break;<br />

...<br />

}<br />

...<br />

}<br />

}<br />

PHP parser<br />

XML Structure<br />

The XML file generated by the parser has a simple structure for easy processing by Flash and to reflect the basic<br />

data requirements of a message forum.<br />

<br />

<br />

BRACH_FROM_ID<br />

AUTHOR<br />

YYYY-MM-DD-HH-MM<br />

SUBJECT<br />

BODY<br />

<br />

<br />

XML file structure<br />

243


Ng’ambi, D., & Johnston, K. (<strong>2006</strong>). An ICT-mediated Constructivist Approach for increasing academic support and<br />

teaching critical thinking skills. Educational Technology & Society, 9 (3), 244-253.<br />

An ICT-mediated Constructivist Approach for increasing academic support<br />

and teaching critical thinking skills<br />

Dick Ng’ambi<br />

Centre for Educational Technology, University of Cape Town, South Africa<br />

dngambi@ched.uct.ac.za<br />

Kevin Johnston<br />

Information Systems Department, University of Cape Town, South Africa<br />

kjohnsto@commerce.uct.ac.za<br />

ABSTRACT<br />

South African Universities are tasked with increasing student throughput by offering additional<br />

academic support. A second task is to teach students to challenge and question. One way of attempting to<br />

achieve these tasks is by using Information and Communication Technology (ICT). The focus of this paper<br />

is to examine the effect of using an ICT tool to both increase academic support to students, and to teach<br />

critical thinking skills.<br />

A field study comparing a Project Management course at the University of Cape Town over two successive<br />

years was conducted. In the second year an ICT mediated constructivist approach (DFAQ web site) in<br />

which students acquired project management skills was used to increase support and teach critical thinking<br />

skills. Structuration theory, in particular the notion of practical and discursive consciousness, was used to<br />

inform our understanding of the role of questioning on teaching project management.<br />

The conclusion is that a constructive approach, mediated by an anonymous web-based consultative<br />

environment, the Dynamic Frequently Asked Questions (DFAQ) improved support to students and had an<br />

effect on student learning of project management and students acquired some questioning skills as<br />

evidenced in the examination performance. The efficacy of the approach was evaluated both through an<br />

interpretive study of DFAQ artefacts and the performance in the examination.<br />

The paper examines relevant literature, details the research objectives, describes a field survey, and the<br />

results.<br />

Keywords<br />

Constructivist approach, Critical thinking, Thinking Skills, Academic support, Consultative environment, ICTmediation<br />

Introduction<br />

The South African government funding of higher education institutions is based on student throughput, as<br />

opposed to intake numbers. The paradox is that increased intake numbers do not translate into increased<br />

throughput but rather puts huge constraints on support required to help the students. In order to increase student<br />

throughput, institutions need to increase academic support to students. Thus, the immediate challenge institutions<br />

are facing is how to provide increased student support both effectively and efficiently.<br />

In response to this challenge, many institutions have set up bridging programmes such as Academic<br />

Development Programmes (ADP) as a means to increase academic support to students, with an inadvertent aim<br />

of increasing student throughput. Given the volumes of students entering universities in South Africa, huge staff<br />

resources are required for these bridging programmes to have any effective impact on student throughput. While<br />

Academic Development Programmes (ADP) are useful interventions, these programmes are only as successful<br />

as they are able to create independent learners, and instil critical mindedness.<br />

Universities in South Africa are also faced with the challenge of how to teach critical thinking skills to students<br />

whose preparation for higher education was based on teachers as transmitters of knowledge. The Department of<br />

Education launched ‘curriculum 2005’ as an attempt to redress this and other problems (Department of<br />

Education, 2005).<br />

Mindful of the difficulty of teaching critical thinking, our approach was to facilitate the acquisition of thinking<br />

skills through using questioning as a learning activity. An IS project management course was appropriate for this<br />

ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the<br />

copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies<br />

are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by<br />

others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior<br />

specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.<br />

244


investigation because projects in general are not routine, are goal oriented, require coordination of effort, have a<br />

start and finish time, and are constrained by budgets (Schwalbe, 2004). For this reason, it was important that<br />

students acquired skills that would enable them to think laterally.<br />

In view of this background, this project was conceived to explore ways in which Information and<br />

Communication Technology (ICT) could be used to increase support to students and to teach them to think<br />

laterally.<br />

The main research objectives were thus to examine the effect of using purpose built ICT to increase academic<br />

support to students, and to teach students critical thinking skills.<br />

This paper discusses a field survey in which these two objectives were tackled using ICT at the University of<br />

Cape Town (UCT). A special purpose built ICT application designed and develope at UCT was used in the field<br />

study.<br />

The paper is organised as follows: It begins with a review of relevant literature, outlines the research objectives,<br />

and describes the field survey. The field survey is divided into three parts: the methodology; findings and<br />

discussion; and the impact on student learning.<br />

Background<br />

Use of ICT<br />

For many years researchers have been suggesting that lecturers should use ICT in new ways, other than simply<br />

‘information giving’ (Nicaise and Crane, 1999).<br />

Khine (2003) stated that lecturers could use ICT to facilitate learning, critical thinking and peer discussions. Pratt<br />

(2002) suggested that it is possible for ICT to facilitate both teaching and learning. It would be naïve to suggest<br />

that ICT are a panacea for under-prepared students, but ICT can be a useful complement to lecturers when<br />

carefully integrated into the curriculum. Winn (1989) suggested that educators should use ICT to develop<br />

alternatives to the teacher-based education model. Dynamic Frequently Asked Questions (DFAQ) is one such<br />

ICT alternative.<br />

DFAQ<br />

The Dynamic Frequently Asked Questions (DFAQ) tool was designed and developed at UCT as a special<br />

purpose question and consultation environment for students (Ng’ambi, 2003; Ng’ambi and Hardman, 2004;<br />

Ng’ambi, 2004). DFAQ provided an anonymous medium through which students consulted one another and with<br />

a lecturer (Ng’ambi, 2003). DFAQ was an educative, social and communicative space, which dynamically<br />

created a knowledge resource from student consultations. When a student posted a question, the lecturer was<br />

notified via email and if necessary via Short Message Service (SMS) on their mobile phone. When a question<br />

had been responded to, the student was notified via email with an optional SMS notification. The value of the<br />

DFAQ lay in the extent to which it supported learning both on and off-campus, as Toohey (1999) suggested.<br />

DFAQ consultations were anonymous. DFAQ was available 24 hours a day, and allowed students the<br />

opportunity to learn from answers to questions other students had posed. DFAQ thus allowed students to decide<br />

when and where to use it.<br />

Constructivism<br />

Two learning environments were identified in the literature; the traditional learning environment (teachercentred<br />

model) and the constructivist learning environment (learner-centred model). As DFAQ is learnercentred,<br />

this paper focuses on the constructivist environment. This paper views a constructivist learning<br />

environment as an effective complement to the traditional learning environment.<br />

According to Crotty (1998, p58) the term constructivism refers to the epistemological considerations focusing<br />

exclusively on ‘the meaning-making activity of the individual mind’ and constructionism focuses on ‘the<br />

collective generation [and transmission] of meaning’. Constructivism is used in this paper as a theory to guide<br />

245


understanding of how students acquire critical questioning skills. Karagiorgi and Symeou (2005, p24) asserted,<br />

“...in a world of instant information, constructivism can become a guiding theoretical foundation and provide a<br />

theory of cognitive growth and learning that can be applied to several learning goals.”<br />

In a constructivist learning environment the role of the lecturer shifts from being a source of knowledge to<br />

facilitating learning. Khine (2003) argued that students should not be left to explore alone, rather lecturers should<br />

provide support, coaching and modelling to the students to make certain learning takes place.<br />

Unlike the teacher-centred model, in which lecturers impart knowledge to students, “knowledge for<br />

constructivism cannot be imposed or transferred intact from the mind of one knower to the mind of another”<br />

(Karagiorgi and Symeou, 2005, p18).<br />

DFAQ aimed to encourage learners to continually question, and in so doing become life long learners.<br />

You can teach a student a lesson for a day; but if you can teach him to learn by creating<br />

curiosity about life, he will continue the learning process as long as he lives [CP Bedford].<br />

Integrating ICT & Constructivism<br />

“The Web is where constructivist learning can take place The web provides access to rich sources of<br />

information; encourages meaningful interactions with content; and brings people together to challenge, support,<br />

or respond to each other” (Khine, 2003, pp 22-23). However, merely providing students with access to the web<br />

does not guarantee constructivist learning. The lecturer is required to provide some guidance, or coaching to<br />

allow students to create their own meanings. Russell and Schneiderheinze (2005) argued that a critical factor<br />

which shaped how lecturers used ICT to develop learning, was the lecturers academic belief and acceptance of<br />

constructivism.<br />

Rickards (2003) observed that a problem for many is developing the skills to effectively utilise ICT in a<br />

meaningful manner. The challenge that faces lecturers when integrating ICT in their teaching are summed up in<br />

the following statement:<br />

When technologies are inserted into the educational environment, they are meant to develop<br />

learning abilities in students. However, these technologies do not function in a vacuum. Instead<br />

they are coupled to existing tools and concepts in the setting. When teachers attempt to<br />

implement a technology innovation in the classroom, they naturally face the complex challenge<br />

of fitting together new ideas with deep-rooted pedagogical beliefs and practices (Russell and<br />

Schneiderheinze, 2005, p39).<br />

DFAQ was developed as a web based instrument in order to integrate ICT and constructivism. The particular<br />

course selected to use DFAQ was a third year Project Management course at UCT.<br />

Project Management<br />

Schwalbe (2004) reported that the Chaos studies stated that only 28% of ICT projects were successful, 163%<br />

experienced time overruns, and 145% experienced cost overruns. In 2001, the British Computer Society<br />

reviewed 1027 projects, and found 13% were successful (in terms of scope, time, cost & quality) (Coombs,<br />

2003).<br />

Project Management (PM) requires strategic competency and critical thinking skills. Many Project Management<br />

text books (Schwalbe, 2004; Marchewka, 2003; Cadle & Yeates, 2004; Hughes & Cotterell, 2002) emphasise the<br />

need for developing questioning skills. A traditional project management aphorism, “you know you’re a<br />

successful project manager when you survive the project” suggests a need for critical thinking skills in addition<br />

to having knowledge about the subject matter. One of the UCT project management students put it this way:<br />

If project management is taught as thoroughly as it is... are the models misleading us? Why do<br />

the stats tell us that the chances of us completing a project properly are next to nil? Is it the<br />

project team, or the models? or a mix of both? [Anonymous DFAQ posting]<br />

246


Critical Questioning<br />

Walton and Archer (2004, p185) explained, “Critical literacy is not about oppositional thinking or an alignment<br />

with politically correct positions. Rather, educators should highlight the need for critical evaluation and<br />

acknowledge the role of cultural capital as they help students construct and apply meaningful critical<br />

frameworks.”<br />

Project Management students are expected to actively participate in class by asking questions and sharing<br />

personal experiences according to Schwalbe (2004). Critical thinking is a required competency for successful<br />

project managers.<br />

There is increasing pressure on lecturers to teach critical thinking skills as Hills (1987) pointed out several years<br />

ago. While the problem of teaching critical thinking has been identified, few suggestions on how such skills can<br />

or should be taught were found. Students need to be taught and trained in how to question. Johnston and<br />

Ng’ambi (2004) made several recommendations on using questions to teach critical thinking skills. .<br />

An opportunity for critical questioning skills using problem based learning, practical application of project<br />

management (e.g. using MS Project) and the scholarly knowledge of project management was spotted. The<br />

assumption was that, used in a constructivist learning environment DFAQ would provide opportunities for<br />

students to learn from one another while engaging with the scholarly knowledge of project management and<br />

acquiring critical thinking skills.<br />

Theoretical underpinning<br />

Giddens (2000) Structuration Theory (GST) was used in an attempt to understand how students acquire critical<br />

thinking skills in a constructivist environment. In terms of GST, students can be said to be knowledgeable<br />

agents, as they are knowledgeable about their actions, even if they cannot express that knowledge. Giddens<br />

(2000, p35) postulated, “the agent is knowledgeable, with knowledge of most of the actions he or she undertakes.<br />

This wealth of knowledge is expressed primarily as practical consciousness.” In this regard, critical questioning<br />

skills are a form of practical consciousness. It is questioning that shapes and informs decisions though these<br />

questions are not always discursively expressed. This study aimed to get students to be discursive about the<br />

questioning. According to Giddens (2000, p5), “discursive consciousness refers to the understanding or<br />

knowledge which the agent achieves by reflecting upon his or her actions”. In the context of this study, the<br />

reflection process allows students to think about the implications of their actions on the project at hand.<br />

Questions are therefore useful tools to foster that reflection. The use of an ICT mediated intervention, provided<br />

users access to a deluge of questions posted by other users. The ramifications of this were that reflections were<br />

aided by both individual questioning and what others were asking. Giddens put this succinctly, “reflection may<br />

occur with the aid of others or as an autonomous act” (Giddens, 2000, p36). In the context of this project, “aid of<br />

others” was through messages posted in an ICT mediated environment. Thus, students’ discursive consciousness<br />

is achieved through reflection on both their individual messages and those posted by others. Reflection is a<br />

meaning making process hence a constructivist activity. Meaning making is an outcome of interpretation of<br />

messages.<br />

Stohl (1995) categorised messages into three groups: “messages having intentions of senders (what is desired<br />

and intended); ostensive message (what is actually verbalized); and receivers’ interpretations (how the reader<br />

interprets the message)” (p53). Our argument is that questions are special forms of messages in that a question is<br />

an outcome of the sender having reflected on his or her actions. Questions are therefore outcomes of reflection<br />

on action and produce other reflections leading to both intended and unintended actions. Both the process of<br />

responding to questions and access to questions posted by others tend to demand some action and are invitations<br />

for reflection on practical consciousness. Accepting this argument, it seems reasonable to expect that critical<br />

thinking would result from a questioning engagement, whereby suggesting that questioning is a potential<br />

learning approach. Thus, our premise is that critical thinking skills are an outcome of a constructivist activity on<br />

practical consciousness.<br />

To the extent that questions are expressions of intentions, they are ostensive messages serving as conveyor belts<br />

of intentions. As “conveyor belts” questions are indicators of thought processes which harbour intentions.<br />

Therefore access to a collective pool of intentions, gives hope that academic support for learners can be designed<br />

that are based on constructivist principles since new meanings are made in the cause of reading others’ questions<br />

and responses.<br />

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A message is not only an expressive vehicle of intention but also is an exercise of power through which<br />

resources are mobilised. Questions give power of resource mobilisation to its author. In asking a question, the<br />

author mobilises resources in the form of responses and through the phrasing of a question the author shapes the<br />

content of the response. The target audience of questions shapes the phrasing of questions and defines the<br />

possible sources of responses.<br />

Research Objectives<br />

The main research objectives were to examine the effects of using ICT to increase academic support to students,<br />

and to teach students critical thinking skills. The questions asked were analysed and classified. The academic<br />

results of two cohorts of students were examined, the first without the particular ICT support (DFAQ), and the<br />

second cohort with the ICT support.<br />

Field Survey<br />

The choice of the field survey was informed by the need to develop students with critical thinking skills or<br />

critical literacy skills.<br />

A third year Information Systems (IS) course “Information Technology and Project Management” at UCT was<br />

used as the basis of the field survey. Three types of skills are expected of a project management student:<br />

knowledge of the body of knowledge (content); skills of using project management tools; and critical<br />

questioning skills. While recognising the need for students to have a solid foundation of the body of knowledge,<br />

the focus in this field survey was on equipping students with critical and inquiring skills.<br />

The course was lectured by the same lecturer (Johnston), and used the same text book (i.e. as a source of the<br />

body of knowledge) in 2003 and 2004. The major difference between the two years was the emphasis on<br />

developing questioning skills, and the introduction of awarding marks for asking questions in 2004. This was<br />

supported by the introduction of the DFAQ environment.<br />

The year mark component of the course assessment was modified as in Table 1, to include a mark for<br />

participating and questioning, and the essay marks were increased, the final examination mark was unchanged.<br />

Table 1: Course Assessment<br />

Course Assessment 2003 2004<br />

Essays & Assignments 10% 16%<br />

Workshop exercises<br />

April Test<br />

Class participation & questioning<br />

Final Examination<br />

10%<br />

20%<br />

0%<br />

60%<br />

10%<br />

10%<br />

4%<br />

60%<br />

A minimum of 45% was required for both the year mark, and for the final examination.<br />

Once it was decided to incorporate ICT into the Project Management Course to support students and to teach<br />

them to question, various software options had to be examined. DFAQ the web-based question environment was<br />

selected as it offered an anonymous medium for students to ask and review questions. The students were<br />

instructed in class and in handouts on how to ask questions, and how to use DFAQ. DFAQ was thus integrated<br />

into the course. Students were made aware of the fact that 12% of their year mark would be for asking questions,<br />

and of that 4% was linked to their use of DFAQ.<br />

Questions and answers were recorded. The identities of students who asked questions were recorded, but not<br />

linked to the question. Students were thus rewarded for quantity rather than quality of questions asked.<br />

Academic results of the 2004 students were compared with those of the 2003 students who had completed the<br />

course without a questioning mark in the course, and without ICT such as DFAQ.<br />

The 2004 students were encouraged and required to pose questions in their essays. These questions could be<br />

worth up to 0.2% of a students year mark. Four percent of the year mark was allocated to class participation and<br />

248


questioning. This mark was achieved by asking questions in lectures or on the DFAQ environment. A register<br />

was kept of all students who posed questions in class. DFAQ allowed quieter and reserved students to ask and<br />

respond to questions anonymously – although a list of email addresses of students who asked questions was kept<br />

for notification purposes it was not clear who asked which question. Students were encouraged to ask one-onone<br />

questions to the lecturer, to email questions to the lecturer, and to place questions in the lecturers pigeon hole<br />

– all incidences of questions asked were kept.<br />

Thirteen percent of the final written examination in 2004 consisted of questions in which students had to pose<br />

questions (worth 7.8% of the year mark). Thus a total of 12% of the course assessment in 2004 was for asking<br />

questions, rather than answering questions.<br />

The DFAQ web-site was used daily by students, not only to ask and respond to questions, but to review answers<br />

to previously asked questions. Over 95% of students participated on the DFAQ web site. The DFAQ<br />

environment (Ng’ambi and Hardman, 2004) provided the opportunity for students to practice their critical<br />

thinking skills. Students found the site easy to use, see Figure 1 for a sample of the user interface.<br />

Findings and Discussion<br />

The number of questions in all media from the 140 students in 2004 was as follows:<br />

Anonymous web-based via DFAQ 471<br />

Questions in class 88<br />

E-mail questions 15<br />

Face-to-face questions 9<br />

Written questions in pigeon hole zero<br />

This strongly indicates that the students in this class preferred asking anonymous questions via ICT (DFAQ<br />

environment). Furthermore, DFAQ offered support to students 24 hours a day. The DFAQ questions ranged<br />

from simple concept and course administrative questions to complex scenario based questions.<br />

Figure 1: Part of DFAQ User Interface<br />

There were 561 responses to these 471 questions. Some questions had as many as 6 responses. Of interest, are<br />

the frequently referenced questions (hits per question). One question was referenced 44 times – “Should our<br />

hypothesis be stated in the introduction and proven in the conclusion?” a second question was referenced 25<br />

times. In all 179 questions were referenced, and 116 were referenced more than nine times (see Figure 2).<br />

249


Figure 2: DFAQ screen showing the number of times questions have been referenced<br />

An analysis of the questions that were posted anonymously suggests that students were becoming critical in their<br />

thinking as this question indicates:<br />

At the start of a project - I mean the VERY BEGINNING - the project manager or whoever<br />

supplies management with an estimated cost and delivery date for the entire project as part of a<br />

business case. How can one know how much something will cost, what staff resources will be<br />

required, how long it will take or what exactly needs to be done (outside the usual recipe<br />

"analysis" "design" "test" "implement" etc.) BEFORE any analysis has been carried out?? And<br />

project success is measured against these "guesses"! In my opinion, a successful PM and their<br />

team guess well. Or they have delivered a very similar project previously and are able to learn<br />

from their mistakes. Any comments? [Anonymous DFAQ posting]<br />

The above question is indicative of integration between subject knowledge on project management, and<br />

acquisition of critical questioning skills. To the extent that the student stated a scenario, posed questions and<br />

answered his / her own questions shows that the student constructed his own knowledge as is the case for<br />

constructivist environments.<br />

Karagiorgi and Symeou (2005, p18) argued that “knowledge for constructivism cannot be imposed or transferred<br />

intact from the mind of one knower to the mind of another. Therefore, learning and teaching cannot be<br />

synonymous: we can teach, even well, without having students learn.” One can infer from the above student<br />

question that students were critically engaging with the course material and raising questions which allowed<br />

them to make meanings for themselves. It can be argued that the student worked with the concepts of project<br />

management (e.g. estimated time, delivery time, business case, staff resources etc.) to construct new meaning.<br />

Crotty (1998) explained that in order to generate meaning, people need to base their assumptions on things and<br />

concepts which they already know, or think they know.<br />

Some questions were of an inquisitive inquiry type. For example, the question below suggest critical thinking on<br />

the concept of Mc Farlan’s Risk Assessment::<br />

Regarding McFarlan's risk assessment, why do we get to prioritise Planning? Should planning<br />

always take priority? [Anonymous DFAQ posting]<br />

Several similar critical questions among the 471 questions posted were observed. This was encouraging as it<br />

suggests that the DFAQ environment mediated the teaching of critical questioning skills. Some questions<br />

though were of procedural nature such as this one:<br />

Hello. I just wanted to ask, How do we add a project buffer into our gantt charts in MS project?<br />

[Anonymous DFAQ posting]<br />

250


The significance of the above question is that the student was attempting to relate the concept of project buffer to<br />

a project management tool, MS Project. Anecdotal evidence based on teaching experience, suggests that many<br />

students struggled to find the relationship between the project management theory and practice. To the extent<br />

that procedural questions were asked, could indicate that students were critical of such a relationship.<br />

Where is the line drawn in the acceptable skill level for IS professionals? Talking about the real<br />

world now... do we have to multi-skill? i.e. graphics as well as programming... as well as how<br />

many languages? [Anonymous DFAQ posting]<br />

One can infer from this question that there is a gap between teaching students general management, change<br />

management and project management techniques required to manage the development of a small information<br />

systems project, and developing skills to effectively apply the knowledge.<br />

There were questions in which students needed clarity or confirmation such as:<br />

About the mini workshop. The scope of the project is small but with further phases, it would<br />

include invoicing and sales etc. Should we create the application to be open to expansion for<br />

further phases? [Anonymous DFAQ posting]<br />

The above question allowed the lecturer to play the role of a coach, which is consistent with the role of a lecturer<br />

in a constructivist environment (Khine, 2003) and in an online discussion forum (Chiang and Fung, 2004). As a<br />

coach, the lecturer may post questions or responses in a way that fosters engagement. Chiang and Fung (2004,<br />

p312) asserted “In typical online learning discussions, learners often play the role of problem solvers and the<br />

educator often plays the role of tutor or coach. The educator observes how learning progresses. In the role of<br />

coach, the educator may be involved in posting a guiding problem, providing hints or suggestions in guiding a<br />

problem, or interactively joining in the discussion.” In DFAQ an educator may choose to either post messages<br />

anonymously or reveal their identities. DFAQ gives an educator access to student knowledge levels as Ng’ambi<br />

and Hardman (2004, p195) observe:<br />

Questions serve as important indicators of learners’ current knowledge. By recording learners’<br />

questions in a database, we are able to build up a valuable teaching resource about what it is<br />

that the learners think they know and what they struggle with. We can look at the learners’<br />

questions and tailor our materials to meet the needs we see expressed in those questions.<br />

It has already been mentioned that the final written examination in 2004 consisted of questions in which students<br />

had to ask questions. In evaluating the impact on students, the type of questions students asked in the exams<br />

were analysed. For the sake of brevity only four questions are discussed here. Students were asked to list 5<br />

questions that could be used to determine the Critical Success Factors (CSFs) of ICT (Information and<br />

Communications Technology) within Cisco? Below are some of the questions posed:<br />

What are the objectives of ICT for the future within Cisco in terms of business objectives and strategic<br />

focus?<br />

What are the critical factors that will need to be met to ensure successful completion of objectives?<br />

What variables exist within each factor that will affect the outcome of that factor and the objectives as a<br />

whole?<br />

How will these variables be measured, and how often?<br />

The significance of the above questions is that they are indicative of critical thinking skills. The questions are<br />

structured such that they build on the previous question and are all open ended. While the DFAQ artefacts<br />

(questions and responses) shows that questions acquired critical thinking skills, the questions students asked in<br />

the examination give hope that students could apply the acquired skills. It can be inferred from the above that<br />

DFAQ increased academic support to students, and was used as a medium for acquiring critical thinking skills,<br />

hence meeting the research objectives.<br />

This leads to the question, what was the impact on student results as compared to the previous year?<br />

Impact on student results<br />

The impact on the general academic performance of students was not evident. For example, the percentage of<br />

students who obtained first class passes rose dramatically from 1% in 2003 to 6% in 2004. The percentage of<br />

second class passes dropped dramatically from 49% to 29%. The number of third class passes remained constant<br />

at 46%. The failure rate increased from 4% to 19%. The class average dropped slightly from 60% to 57%.<br />

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Comparing the results of the same students in another IS course run over the same time period, shows the<br />

number of first class passes rising from 11% in 2003 to 14% in 2004 (1% to 6% in PM course) . The percentage<br />

of second class passes dropped slightly from 69% to 60% (49% to 29% in PM course). The number of third class<br />

passes remained relatively constant at 17% and 18% respectively. The failure rate more than doubled from 3% to<br />

8%. The class average dropped from 66% to 64% (60% to 57% in PM course).<br />

While the gap between teaching and learning seems logical, the discrepancy between student learning and<br />

academic performance is rather odd. While further investigation is required into the impact of critical thinking<br />

skills on academic performance, Haggis (2003) argues that, research findings in the area of academic literacies<br />

suggest the need for a shift from a view of success/failure based on ‘ability’ and ‘preparation’, to one that sees<br />

study at this level as an apprenticeship into new ways of thinking and expression for students. According to<br />

Haggis (2003), new forms of expression take a number of years to develop, and need to be explicitly modelled<br />

and explored.<br />

Although the focus of this paper is on using ICTs to teach critical thinking skills, student performance is a result<br />

of subsidiary awareness as Polanyi and Prosch (1975, p33) argued:<br />

A striking feature of knowing a skill is the presence of two different kinds of awareness of the<br />

things that we are skilfully handling. When I use a hammer to drive a nail, I attend to both, but<br />

quite differently. I watch the effects of my strokes on the nail as I wield the hammer. I do not feel<br />

that its handle has struck my palm but that its head has struck the nail. In another sense, of<br />

course, I am highly alert to the feelings in my palm and fingers holding the hammer. They guide<br />

my handling of it effectively, and the degree of attention that I give to the nail is given to these<br />

feelings to the same extent, but in a different way. The difference may be stated by saying that<br />

these feelings are not watched in themselves but that I watch something else by keeping aware<br />

of them. I know the feelings in the palm of my hand by relying on them for attending to the<br />

hammer hitting the nail. I may say that I have a subsidiary awareness of the feelings in my hand<br />

which is merged into my focal awareness of my driving the nail (own highlights)<br />

Using Polanyi and Prosch’s (1975) metaphor, in this project “the hammer” – DFAQ in a constructivist<br />

environment, was used to “drive a nail” – critical thinking skills. A field survey was used to watch the “effects of<br />

the strokes on the nail as we wield the hammer” and observe the process of acquiring the thinking skills. The<br />

impact of the hammer on the nail was assessed in terms of whether the nail “went in”. The subsidiary awareness<br />

was the student performance which although highlighted, it was not the focus of the study. Given that<br />

performance emerged in “our focal awareness of our driving the nail” our future work will investigate the impact<br />

of ICT mediated critical thinking skills on student performance.<br />

Conclusion<br />

The paper described a field survey in which DFAQ (an ICT based constructivist learning environment) was<br />

introduced into an IS project management course in 2004 as a scaffolding tool to support students as well as to<br />

facilitate the acquisition of critical thinking skills. The anonymous interaction within DFAQ coupled with the<br />

integration of the tool in the course seems to have motivated student participation, and offered increased support.<br />

Despite the anonymity and the constructivist learning approach adopted, all the 471 questions posted were either<br />

on the theory of project management, use of project management tools, essay writing or course administration<br />

such as: I was just wondering, why do the workshops have to be so intense? why don’t we have less work and<br />

concentrate more thoroughly on this?<br />

Critical thinking skills are not taught by giving students more information or even better books. This survey<br />

demonstrated that providing students with an anonymous consultative environment, which is integrated within a<br />

course, made the interaction worthwhile. Students acquired critical thinking skills and were able to apply the<br />

skills in an examination environment.<br />

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