Learning
Theory in Practice:
Case
Studies of Learner-Centered Design
Elliot Soloway, Shari L. Jackson,
Jonathan Klein, Chris Quintana, James Reed, Jeff Spitulnik,
Steven J. Stratford, Scott Studer
University of Michigan
1101 Beal Ave.
Ann Arbor, MI 48109, USA
E-mail: sw.lcd@umich.edu
The design of software for learners must be guided by educational theory. We
present a framework for learner-centered design (LCD) that is theoretically
motivated by sociocultural and constructivist theories of learning. LCD guides
the design of software in order to support the unique needs of learners:
growth, diversity, and motivation. To address these needs, we incorporate
scaffolding into the context, tasks, tools, and interface of software learning
environments. We demonstrate the application of our methodology by presenting
two case studies of LCD in practice.
KEYWORDS: Learner-Centered Design,
Educational Applications, Science Applications, Socioculturalism,
Constructivism, Case Study, Scaffolding.
Education—in schools, in homes, in the workplace—is arguably one of the top
growth areas for computing technologies. In designing software for education,
we are designing for learners. Learners
are also users, so principles of user-centered design apply; however,
user-centered design guidelines are not sufficient to address the unique needs
of learners:
•Growth. At the core of education is
the growth of the learner; promoting the development of expertise must be the
primary goal of educational software. Rather than just support “doing” tasks,
software designed for learners must support “learning while doing.”
•Diversity. Developmental differences,
cultural differences, and gender differences play a major role in the
suitability of materials for learners. To be usable by all learners, a range of
software tools which address these differences must be available.
•Motivation. In contrast to software
developed for professionals, the student's initial interest and continuing
engagement cannot be taken for granted.
To address these unique needs of learners, we are extending the established
user-centered design (UCD) framework [21] to a learner-centered design (LCD)
framework [33]. Our current focus is on K-16 learners; however, given Senge's
[31] compelling arguments that an organization must be a learning
organization in order to be productive, LCD should also have validity for the
workplace.
The central claim of LCD is that software can embody learning supports—scaffolding—that can address the learner's growth, diversity, and
motivation. Scaffolding is an educational term which refers to providing
support to learners while they engage in activities that are normally out of
their reach [37, 39]. For example, Carroll's [7] “Training Wheels” model
suggests that one scaffolding strategy would be to initially hide sophisticated
commands from novices.
Our selection of particular scaffolding strategies is directly informed by
sociocultural and constructivist theories of learning. An expanded discussion
of this theoretical framework and the practices that are informed by the
framework is given in Section 2.1. A brief example here will convey the basic
idea:
•Theory. One tenet of constructivist
theory is that learning is a process of actively building mental
representations.
•Practice. An implication of this
theory for software-realized scaffolding is to design software which supports
learners in visualizing the process of doing the task (e.g., writing a
program). For example, Guzdial's Emile [14], a computer-based environment for
learning HyperCard programming, supports students in building an explicit plan
before actually writing code.
Other examples of systems informed by this constructivist framework are
Resnick's StarLogo [27], Fischer's software-based critics [12], and Schank's
active learning environments [30]. In contrast, Anderson's work on intelligent
tutoring systems [2] is informed by an information processing framework.
The push for educational reform in the U.S. is strong. Currently, the
dominant educational paradigm is “didactic instruction,” where learning is
viewed as an information transmission process: teachers have the information,
students don't, and teachers' lectures serve to move information into the heads
of students. In contrast, national and state education reform movements are
advocating that some combination of sociocultural and constructivist
paradigms be implemented, at least in K-12. For example, Project 2061, a
national science curriculum developed by the American Association for the
Advancement of Science [1] calls for students to engage in long-term, authentic
investigations. In such an education model, the student's role is to actively
build mental representations and assimilate professional practices, while the
teacher's role becomes one of mentor and manager as opposed to information
deliverer [e.g., 4, 20].
Sociocultural and constructivist theories therefore inform an authentic,
project-based learning environment—and in such an environment, the need for
software-realized scaffolding is paramount. (This is discussed more fully in
Section 2.) For example, the tasks students undertake are more complex, and often
more diverse. Software-realized scaffolding can reduce the complexity of these
tasks by relating discrete subtasks to their current mental representations.
In this paper, then, our goals are as follows:
•Articulate the Theoretical Rationale.
Our perspective, LCD, is based on the learning theories of the sociocultural
and constructivist genres (described in Section 2.1).
•Articulate the LCD Framework. We
outline the main principles of LCD (Section 2.2).
•Illustrate LCD via Case Studies. In
Section 3, we provide several case studies that exemplify how LCD has informed
the design of software that is being used by both high school students and
college undergraduates.
We conclude by summarizing the key issues in LCD.
In this section, we highlight the key notions in the sociocultural and
constructivist paradigms that underlie LCD and the key notions in our
perspective of LCD. In preparation for that discussion, we need to first
provide a characterization of a learning environment. In particular, there are
four elements that must be addressed in constructing an effective learning
environment:
•Context: What is the environment in
which the software will be embedded? How will it be used, and by whom?
•Tasks: What are the tasks the software
will support?
•Tools: What tools will perform
these tasks?
•Interface: What is the interface to
those tools?
We propose to develop theoretically-motivated scaffolding strategies that
focus on each of these elements.
One goal of formulating and applying LCD principles is to realize current
theories of learning in software that can shape and augment curricula in ways
that have been shown to be beneficial for learning. Therefore, to describe the
parameters by which learner-centered software could be designed, this section
illustrates what we mean by learning and how learning can be supported. Drawing
upon two theoretical perspectives, constructivism and socioculturalism, we
define a framework for the discussion of context, tasks, tools, and interface
to support the needs of learners. We chose these two perspectives because
together they provide a wealth of principles and evidence for effective
learning never before realized in the history of educational theory.
From the constructivist paradigm, we draw upon research on cognition that
reveals a richness to the capabilities of the human brain that previous
theories of learning did not reveal. From the sociocultural paradigm, we draw
upon research on activity and practice that shows that knowledge, learning, and
understanding are contextualized, situated, and culturally-based. These two
perspectives have informed recent developments in curricula and pedagogy; for
example, project-based science [4], Community of Learners [5], and cognitive
apprenticeship [9]. These paradigms have also informed recent work in the use
of technology in educational settings, for example, CSILE [29], the anchored
instruction work at Vanderbilt [8], the work at Northwestern (formerly at Bank
Street) [15,], the research at Apple's Learning Technologies Group [17], and
Papert's work on constructionism [22]. Since these approaches have been shown
to be quite effective, the principles for LCD software are derived from the
same body of evidence. Furthermore, we claim that the use of LCD software in
these settings will prove to be quite advantageous (one goal of this paper is
to illustrate this claim).
Table 1 shows how the constructivist and sociocultural perspectives define
the learning process, and provides a few examples of how this process might be
realized through scaffolding.
Learning is facilitated in a multitude of ways through the scaffolding
process [37, 39]. Scaffolding is support that enables a learner to accomplish a
goal that would not be attainable without the support. However, what counts as
successful and appropriate scaffolding depends on how one defines learning.
Table 1 shows that in the constructivist perspective, the goal is to help
learners build knowledge representations and mental skills like those of
experts. The table also shows that the goal in the sociocultural perspective is
to help learners socially construct knowledge through the use of language,
tools, and practice in a community. These two ideas lead to very different, yet
useful conceptions of how scaffolding (also shown in the Table 1) can be
provided through the context, tasks, tools, and interface.
Constructivism: According to the constructivist perspective, learning is assimilation,
augmentation, and self-reorganization of the incomplete mental structures held
by learners [25, 26, 36, 37]. The goal is to enable knowledge organization,
depth, and structure that corresponds to that of an expert in the domain under
study.
One way to support this goal is to create a context through which students actively engage in the task of working with information to build external
representations of their knowledge. In turn, this construction task can be
scaffolded by tools, such as information
management, organization, and communication tools, that break the content and
task into sub-parts that relate to currently held mental structures of the
student. (This concept is listed in the Examples of Scaffolding row of Table
1.) The tools must support the student in moving toward expert-like knowledge
organizations, depth, and structure. Finally, use of these tools (and thus the
move toward expert-like knowledge) can be scaffolded by providing visual or
conceptual representations in the interface that correspond to those held by the student.
Furthermore, the representations help relate the student's knowledge to more
expert-like representations.
Furthermore, in the constructivist perspective, learning is growth in the
abilities to self-monitor acquisition, management, and use of information and
knowledge. Therefore, scaffolding can be provided in the construction task by
providing processes that the student is able to undertake, and by also
explicitly encouraging other, more expert-like mental processes used in the
task. This explicitness, noted in Table 1, enables the student to assimilate
the expert-like mental skills and learn how to consciously use them.
Socioculturalism: According to the sociocultural perspective, learning is enculturation,
the process by which learners become collaborative meaning-makers among a group
defined by common practices, language, use of tools, values, beliefs, and so on
[6, 19, 28, 38]. The goal is to enable practices and meaning making that are
appropriate in the professional culture of the domain under study.
Table 1: Learning as Defined by
Constructivism and Socioculturalism
Enculturation is enabled by creating an authentic context through which students participate in the tasks and practices of the professional culture.
Participation in these tasks and practices require the use of tools, language, social interaction, communication, and
so on which, according to Table 1, contain constraints and affordances that
scaffold the execution of the tasks and practices and help move the learner
toward culturally appropriate, and thus meaningful professional practices. Finally,
use of the tools (and the move to professional practices), can be scaffolded,
for example, by providing symbol systems in the interface that have meaning in the learner's culture, but
also help move the learner toward the use of symbol systems used in the
professional culture.
Through LCD software, we create and sustain a learning context in which
authentic, personally relevant, project-based, constructivist activities are
carried out. This encourages understanding and growth in the constructivist sense
that students build knowledge structures and mental
sense that students build knowledge structures and mental skills as they
engage in activities, and also in the sociocultural sense that students learn
and partake in the understandings developed during professional, authentic
activities rich with scaffolding cues. The use of technology is not paramount
to curricula that draw upon the constructivist and sociocultural paradigms;
nonetheless, we argue that properly designed software—LCD software—can help
foster the success of teaching and learning in contexts that substantiate these
theories.
At the outset of this paper, we identified three needs of learners: growth,
diversity, and motivation. In a fully-articulated LCD framework, each of these
three needs would be addressed by theoretically-motivated scaffolding
strategies in each element of a learning environment. At this point in our
work, we can only partially complete this picture. Thus, Table 2 describes our
current rationale for the links between theoretical justifications, learning
environment element, learner need, scaffolding strategy, and implementation.
Our research strategy has been to focus on what we feel are the most salient
linkages; we indicate that focus in Table 2 by emphasizing the salient
learner's need. In the Task element, the scaffolding strategies that we have
identified, rationalized, and implemented, focus on supporting growth of understanding in the learner. In the Tools
element, they focus on the diversity of learning styles and levels of expertise. And in the Interface
element, they focus on motivation.
To ground these rather abstract notions, in the next section we present two
case studies of how we implemented the scaffolding strategies in software, and
what impact that software has had on learners. Table 2 summarizes the
connections between theory, needs, and practice.
Model-It and NoRIS are learner-centered software tools which we have
designed for two different contexts:
•Model-It: High school, project-based science classroom: We are
working with science teachers at Community High School in Ann Arbor to develop
a new high school science curriculum in which computing technologies are
routinely used, and in which the subject matter of earth science, chemistry,
and biology is combined and taught in the context of meaningful, long term
projects. Model-It, software for
building and testing computational models, is one of the tools we are
developing for use in this environment.
•NoRIS: University nuclear engineering classroom: The University of
Michigan Nuclear Engineering department encourages the use of computational
science in the upper-level undergraduate curriculum. NoRIS is a problem-solving environment we have developed
for use in these classrooms.
While on the surface these two contexts are different, at their core they
both require the same sorts of scaffolding; the only real difference is one of
emphasis. In the high-school context, motivation is a big issue, while it is
less so in the undergraduate context. However, in the undergraduate context,
structuring the complex tasks that make up a computational science-style
argument is the real challenge.
In our discussion of each example, we first present the software design, and
how it incorporates scaffolding to address learner's needs regarding software
context, tasks, tools, and interface, as summarized in Table 2. Then, we
present examples from the user testing data which illustrate the impact of
specific software features designed to provide scaffolding.
Model-It is designed to support learners in building and testing models of
dynamic systems. Scientists build models to test theories and to develop a
better understanding of complex systems [18]. Similarly, we want to support
students in the building of models, as sociocultural learning theory says that
learners should be involved in professional practices. Constructivist learning
theory predicts that by constructing external representations of scientific
phenomena, learners are building an internal, mental model of the phenomena. We
believe that by building models, students will support, refine, and develop
their understanding of a scientific system by constructing models to represent
their understanding of the phenomenon and its complex interrelationships.
The modeling tools that have typically been designed for students fall into
two categories: pre-defined simulations, and modeling environments. Pre-defined
simulations, such as Maxis' SimEarth and Wings for Learning's Explorer, are not
constructivist; although user-friendly and informative within their
pre-programmed domains, they do not provide access to underlying functions and
representations which drive the simulation, nor the ability to add or change
functionality. On the other hand, modeling environments, such as High
Performance System's Stella or Knowledge Revolution's Working Model, allow
unlimited flexibility in building models. However, they are difficult to learn
because they don't support the novice's knowledge representation of the domain;
for these tools, building complex models requires mastery of a complex
authoring language [35]. Thus, current modeling tools inadequately address the
needs of learners.
Context:
Model-It, with its emphasis on building and testing models, is designed to be used in an authentic,
project-based science curriculum, grounded in constructivist and sociocultural
educational paradigms. The 9th and 10th grade students in our pilot studies
have been engaged in a
long-term project investigating the question “How safe is our water?”
Specifically, they are studying a tributary of the Huron River which flows near
the school, collecting a variety of data to determine the quality of the water.
Since this water eventually ends up in their drinking fountains, the question
is motivating and personally meaningful to the students.
Using Model-It, the students constructed models of the stream ecosystem, [1] and were assigned open-ended projects in which they
were asked to build models to represent their choice of particular stream
phenomena, e.g., land use practices: the impact of man-made structures such a
golf course or parking lot on stream quality. Creating models is motivating to
students because the students are engaged and challenged to create an original
artifact. Furthermore, as students have more input into the choice and control
of their environments, their motivation for pursuing cognitively challenging
problems increases [4]. Allowing students to decide how to plan, design, and
work on their models can engage them in the learning process.
Tasks:
Model-It scaffolds the complexity of the modeling task by providing a set of pre-defined
high-level objects (e.g. stream, bugs, golf
course). These physical objects match the learner's knowledge representation of
the domain, in contrast to an expert's knowledge representation which might
consist of domain-independent primitives of inputs, outputs, functions and
states.
Students select from this set of objects, define factors of the objects, and
relationships between the factors. Model-It redefines the task of defining
relationships by supporting a qualitative representation of relationships, rather than requiring formal mathematical
expressions. This scaffolding is important for learners because their knowledge
structures don't initially include a quantitative command of the concepts
involved.
Tools: Learners
need tools appropriate for their learning styles and levels of expertise;
therefore Model-It provides tools for both qualitative and quantitative definition of relationships. Initially, relationships can be
defined qualitatively by selecting descriptors in a sentence, e.g., “As stream
phosphate increases, stream quality decreases by less and less”
(Figure 1). As students' knowledge representations of the domain become more
expert-like, they have the option of defining the relationship more quantitatively,
e.g., by entering data points into a table (Figure 2). Model-It also supports a
similar qualitative definition of rate relationships which define how one
factor sets the rate of change of another factor over time.
To support different learning styles, and to facilitate the learner's shift
to more abstract mental representations, these tools provide both textual
and graphical representations of relationships.
Given a qualitative definition, the software translates the text into a
quantitative visual representation; e.g. “decreases by less and less” is
interpreted as shown by the graph in Figure 1
[1]Model-It can be used to build a wide range of
process flow models; for our preliminary classroom study we chose the domain of
stream ecosystems. In our description of the program, we use examples from this
domain.
Figure 1: Qualitative relationship definition: Text View
Figure 2: Quantitative relationship
definition: Table View
Interface: Learners
often need extra motivation to sustain interest in a task, and the
interactivity and engaging personal graphics of Model-It can help provide that
motivation. To make the task more concrete and authentic, objects are
represented with actual digitized photographs and user-defined graphics.
Students can create their own objects and paste in their own pictures. In
Figure 3, the background graphic is a photograph of the actual stream the
students studied. According to sociocultural perspectives of learning, this
personalized representation creates a context through which the activity has
meaning.
The Factor Map (Figure 4) provides an interactive overview of the model. It helps students structure the task by providing a
means of visualizing the network of factors and relationships, rearranging the
nodes in a meaningful way, and making changes (e.g., drawing an arrow to create
a new relationship).
Figure 3: Model-It simulation window
Figure 4: Interactive overview of the model: Factor Map
The highly interactive, direct manipulation interface of Model-It can help
provide sustained engagement in the task
[21, 32]. During a simulation, meters and graphs provide immediate
feedback of factor values as they change
over time (Figure 4). Students can make changes in factor values even while the
model is running, and immediately see the impact.
From a constructivist perspective, interactively working and reworking the
representation enables the student to continue constructing their knowledge
representations [24]. By integrating the building and testing components of
modeling, Model-It supports an iterative process of model construction.
Finally, to encourage students to reflect, and therefore extend their
knowledge and their metacognitive skills, the interface encourages articulation
by providing explanation fields (e.g.,
Figure 2) where students can enter explanations for the objects, factors and
relationships they create.
Versions of Model-It have been used in several classroom studies with 9th
and 10th grade students. In each, students have worked in groups of two with
the program, over a period of one or two weeks. Each study culminated in the
assignment of an open-ended modeling task, where students were asked to create
their own models to represent some chosen ecological phenomenon. In a recent
paper [16], we present a detailed analysis of the data. The following
discussion focuses on a representative pair of students, Paul and Jim, two 9th
graders from our first classroom study, and how Model-It scaffolded them in
creating a complex model in just one 45-minute period.
Context: The
open-ended modeling task assigned to the students gave them the flexibility to
branch off and explore different topics, and to express their own
understanding. For example, to demonstrate land use impacts, Paul and Jim chose
to put the golf course object into their model, and show how factors of the
golf course might affect the stream and the organisms living in it:
J: Let's use that one.
P: The golf course?
J: Yeah, we haven't used that one yet.
P: How the golf course affects what, though?
J: How the golf course affects, um, bacteria.
P: Too hard.
J: It's easy. Because the golf course, a lot of geese are on the golf
course, and the geese feces go in the water.
P: Oh, and it affects fecal coliform
J: Which in turn affects the bacteria, and the fecal coliform grows on
bacteria.
P: Okay, where do you want the golf course?
J: Right there.
This opportunity to build their own models was extremely motivating for Paul
and Jim; they displayed excitement and enthusiasm for the project throughout
the class period. Once they had completed their initial goal of representing
the golf course impact, they branched out on their own to create more
relationships, from the stream quality to the mayfly population. They expressed
pride in their model, and called the teacher over to show it off to her. This
reaction was typical of the entire class; as one student said in
post-interviews, “It makes you think more about a real-life situation, where's
there's no real answer—you set it up and
everything.”
Tasks: Students
were comfortable expressing themselves qualitatively, and using the qualitative
definition of relationships, they were able to build complex relationships very
quickly:
P: As geese increases fecal coliform increases at about the same. And then
if we want, it won't take long to put in nitrates.
J: Okay.
P: We can add that in.
J: Cause that's part of fertilizer...
P: Cause that's part of fertilizer, yeah. So we go to stream...okay...to
nitrates N I T nitrates.
J: Lesser and lesser.
Paul and Jim created four accurate, interrelated relationships in four
minutes, and in the next four minutes, tested and verified their model, and
found another relationship to add (they realized that the size of the golf
course should affect
the number of geese on it). Figure 4, above, shows the factor map of their
final model. In class discussion, they proudly described how their model
worked:
P: The size of the golf course affected the geese, the number of geese...
J: The more land there is the more geese... And the more geese the more
fecal coliform.
P: The golf course size affected nitrates and phosphates...because the
bigger golf course has more fertilizer and fertilizer has nitrates and
phosphates in it.
Teacher: Do you have any [relationships] going to quality?
P: Well I'm getting there, okay? This is complicated! Okay, fecal coliform
goes to quality, phosphate goes to quality, nitrate goes to quality... And then
the quality went to rate of growth.
Teacher: Why?
P: Because the better quality...
J: There is the more mayflies can grow. And then the growth went to count
and the decay went to the count.
Tools: Providing
a variety of modeling and visualization tools proved very useful for learning,
as students could choose the tool which made the most sense to them. For
example, we provide both qualitative and quantitative means of defining
relationships to support students at different levels of expertise. While Paul
and Jim exclusively used the qualitative “text view” tool, another classmate
preferred the precision afforded by the quantitative “table view.” Often,
students transitioned from one to the other during our longer studies,
switching to the "table view" when they realized a need to make their
models more accurate.
Interface: Meters
and graphs provided visualization of simulations as they ran, and were used for
model testing and verification. For instance, during their testing, Paul and
Jim used the meters to try different values of golf course size, and realized
that it should affect the number of geese on the golf course, so they went back
to put that relationship in: “So, golf course size affects golf course geese.
Yeah, we can do it. As golf course size increases, geese increases by about the
same.”
Our Model-It testing showed that the software design scaffolded the
learners' growth, diversity, and motivation. Within the context of this project-based
classroom, working on an authentic problem, students were able to build and
test computational models, a task which is usually inaccessible to learners in
high school science classrooms. Students used modeling tools provided by the
software in ways reflective of their learning styles; their engagement with the
modeling task was evident in their interaction with the interface as they built
and tested their models.
NoRIS is designed to provide an environment that will enable students to use
professional computational science tools to carry out a scientific
investigation. More and more researchers are turning to computational science
when they investigate problems because increased computing power allows them to
model physical phenomena, giving more explanatory power to their arguments.
Therefore, it is important for students to use authentic tools as they learn to
conduct investigations and construct scientific arguments [10]. However,
learning to use computational science tools and techniques is a complex process
that poses difficulties to the learner.
First, there are many different individual computational tools available to
scientists, but few tools that provide comprehensive support for the entire
investigative process. For example, visualization packages are very powerful,
but very specific for a certain subtask of an investigation. Others, such as
Mathematica, Maple, etc., are attempting to integrate more functionality within
a single package, but the packages are still complex and do not support all
investigative tasks [34], nor do they provide support for learners.
Second, computational science results in artifacts of different media types,
but there is no support for the construction of the scientific argument, or for
the management of the artifacts necessary to support the investigatory process
[13]. For example, in a given situation, a student may need to refer to a
source code file, data file, and graph, all of which may reside in different
directories. The responsibility for organization and access of these artifacts
is with the student.
Finally, students are confronted with a variety of different interfaces and
tools, which adds an additional level of complexity to the investigation.
In order to address these shortcomings and provide computer-based support to
help students learn the investigative process, we have developed NoRIS (Notebook-based
Research and Investigative process Support system).
Context:
NoRIS provides a platform that enables students to use computational
science so that they can carry out a
scientific investigation. NoRIS is being used in a senior-level nuclear
engineering class where students investigate numerical methods. NoRIS assumes
more of a sociocultural perspective: by giving these students an environment
that reduces many of the complexities inherent in computational science, NoRIS
aims to support students as they begin learning the tools and practices of the
professional researcher.
Tasks: Students
with little expertise can be hindered by having to remember the variety of
disjointed, lower-level tasks that make up an investigation. NoRIS therefore
restructures an investigation in terms of high-level tasks:
•Notekeeping: Students continually record important observations, data, etc.
throughout an investigation.
•Building cases: A case encompasses the major tasks that use computational
tools, such as writing numerical-method programs, visualizing data, etc.
By providing support and structure for these high-level tasks, NoRIS allows
the student to begin constructing an understanding of the investigative
activities that researchers perform.
As well as restructuring the investigative process, NoRIS also reduces
complexity by handling the student's managerial tasks, such as artifact
management. Artifact management is
important because throughout an investigation, the student may have to re-use,
modify, or refer to artifacts such as notes, source code, data files, etc.
However, it becomes tedious and distracting for a student to coherently
organize their artifacts. By supporting artifact management, the student can
focus more on their investigation less on mundane, bookkeeping tasks.
Tools: In order
to provide an environment that students can use for scientific inquiry, NoRIS
provides the variety of tools needed by beginning students to complete their
tasks. As we have seen, there are many computer tools that can be used in a
scientific investigation: computational tools (such as compilers and algebraic/mathematical software), visualization
tools, etc. NoRIS provides this
functionality by integrating existing software packages.
However, for tasks such as artifact management, there are no existing tools
that the student can use. NoRIS is designed as a computer notebook, a metaphor that corresponds to the student's
current mental representations—they know what it is and how to use it. The
notebook metaphor provides an organizational structure to help students manage
the different artifacts that they have created during the argument. For
example, NoRIS includes the Notebook Summary window (Figure 5) that summarizes
the different numerical-method programs that have been written by the student.
Figure 5: Notebook Summary Window
Interface: One
of the complexities of computational science is having to learn different
computer tools and interfaces. Students may have access to the necessary
functionality, but if they do not have an accessible interface to that
functionality, they will not use the tools. Therefore, NoRIS has a simple,
consistent interface to all of the
different tools, by providing button and menu-based access to each tool. This
corresponds to the constructivist principle that complexity is reduced by
offering similar processes that match current mental structures for a range of
tasks. Examples include:
•The Workspace Tool (Figure 6) provides button and menu-based access to the
tools needed by the student to build and analyze numerical method cases.
Figure 6: The Workspace Tool
•The Multiplot Tool (Figure 7) allows the researcher to easily plot data
files in the same graph window for analysis. The student can simply “check off”
all of the files that they want to plot and then press the Plot button.
Figure 7: The Multiplot Tool
Once students can access the necessary functionality, they need further
support to help them identify and complete their investigative tasks. To
further sustain the students as they proceed through their investigation, NoRIS
provides visual cues in the interface so that the students can see the
different steps in the process, and the different types of information that
they must record. Examples include:
•The Workspace Tool (Figure 6) contains a task diagram (a constructivist concept) of the process used to
construct a case for the numerical method that they are investigating. Each
button represents a different stage in the case-building process. Pressing a
button presents the user with a menu identifying their options for that
particular stage.
•Notepad windows (Figure 8) contain button palettes that identify to the student the different types of
information that they should be thinking about and recording throughout the
investigation, such as problem objectives, descriptions of the numerical
methods they are investigating, etc. This structure encourages students to
reflect and keep important notes throughout their investigation.
Figure 8: Notepad Window
NoRIS was initially tested in three two-week trials with two nuclear
engineering students in each trial. For each trial, the students were given a
problem to work on using NoRIS. More recently, NoRIS was used in a nuclear
engineering class by five senior-level undergraduate students who worked on
week-long, project-based assignments to analyze numerical methods in
particle-distribution problems.
Context: Using
NoRIS, students were able to complete their particle-distribution assignments,
verifying that NoRIS facilitates their investigatory process. We saw that NoRIS
gave students an environment that made computational science accessible and
investigations manageable.
Tasks: The task
decomposition defined in NoRIS helped reduce the complexity of an investigation,
and students quickly caught on to the tasks decomposition. They saw that their
investigation involved setting up different cases for their different numerical
methods and keeping notes on those cases. We soon observed students trying out
new experiments by simply setting up new cases, even though their problem did
not necessarily indicate that they needed to do so.
We also saw that it was useful for NoRIS to handle some of the student's
tasks, such as artifact management. One student noted the advantages of this:
“I am usually disorganized and after a while, I spend a lot of time
organizing things—setting up directories, putting codes and things in the right
places. NoRIS takes care of this—this really helps because it lets me
concentrate on the problem..”
We also saw that automatic artifact management helped students manage the
complexity of re-using and modifying existing artifacts to build new cases.
Since it was easy for students to find and re-use old artifacts, students could
build new cases from old cases quickly; this encouraged students to experiment
with numerical methods by continually modifying a base case for the different
experiments.
Tools: Students
liked the fact that they had all of the necessary tools available to them in
one application. Since students are not experts in using computational science,
they may not know what tools to use in given situations:
“[NoRIS] really provides an integrated package that beginning students can
really use...having all of the needed information `at my fingertips' is an
advantage so that I do not have to bounce around different programs...this is
good for students who are inexperienced with [computers]”
By having all of the functionality available to them in one application, the
students did not have to be moving from application to application, which can
be a problem for students who have little expertise with computational science.
Interface:
Students liked using the interface because it was easy to invoke their
different tools. The fact that they could use menus and buttons to access many
of their tools made it easy for the student to quickly get started with their
investigation.
Students also appreciated the different visual cues provided by the
interface. For example, one student commented on the notepad button palette
that identifies important pieces of information that should be recorded:
“[The button palette] helps lay out the thought process I should be
following when I start working on my problem...Seeing [the buttons] makes me
pause and think about the problem rather than just jumping in and starting to
write programs, which is what I might normally do.”
The visual cues of the interface therefore structure the task and articulate
their thoughts.
Our user testing has shown that students are able to use NoRIS to complete
authentic scientific investigations, and that they find the structure provided
by the program helpful. Furthermore, by providing an accessible interface to
the array of computational tools used by professional researchers, NoRIS
supports learners in their enculturation into professional practices.
Model-It and NoRIS are two components of the ScienceWare suite of tools, a
“computational workbench” that we are developing to scaffold learners engaged
in the full range of scientific investigatory activities. As we apply our LCD
strategies to the design of the ScienceWare tools, and study the use of these
tools in classroom settings, our goal is to develop a fully-articulated LCD
framework in which the needs of learners are specifically addressed by
theoretically-motivated scaffolding for each element of the learning
environment.
In putting forth the notion of UCD, Norman, Draper, and their book
contributors [21] sought to focus attention on the needs of users at a time
when there was growing interest in developing usable and productive interfaces
and interaction paradigms. Similarly, in putting forth the notion of LCD, our
intent is to focus discussion on work that is expressly intended for learners
at a time when, as Business Week [3]
declared, there is a “revolution” going on in educational software. UCD has
proven itself to be a useful notion; time will tell whether LCD is similarly
so.
We would like to extend our great appreciation to the other members of the
Highly Interactive Computing (HI-C) research group, the teachers and students
at Community High School in Ann Arbor, and Dr. William Martin and the
University of Michigan Nuclear Engineering Department, for their feedback and
support.
This research has been supported by the National Science Foundation (RED
9353481 and IRI 9117084), the National Physical Science Consortium, and the
University of Michigan.
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