Teaching-Studying-Learning (TSL)
P r o c e s s e s
a n d
Mobile Technologies
–Multi-, Inter-, and
Tr a n s d i s c i p l i n a r y ( M I T )
Research Approaches
Proceedings of the 12 th International
Network-Based Education (NBE)
Conference (Former PEG) 2005
1 4 th – 1 7 th S e p t e m b e r
2005 Rovaniemi, Finland
http://www.ulapland.fi/NBE
Heli Ruokamo, Pirkko
Hyvönen, Miika Lehtonen
and Seppo Tella (Eds.)
UNIVERSITY OF LAPLAND
P U B L I C AT I O N S I N E D U C AT I O N 1 1
LAPIN YLIOPISTON KASVATUSTIETEELLISIÄ JULKAISUJA 11
ISBN 951-634-980-3
Proceedings of the 12th International NBE Conference
Teaching–Studying–Learning (TSL)
Processes and Mobile Technologies:
Multi-, Inter- and Transdisciplinary
(MIT) Research Approaches
Edited by
Heli Ruokamo, Pirkko Hyvönen,
Miika Lehtonen & Seppo Tella
September 14–17, 2005
Rovaniemi, Finland
ISBN 951-634-979-X
INTRODUCING ICT IN HIGHER EDUCATION:
1
THE CASE OF SALAHADDIN/HAWLER UNIVERSITY
2005 - NETWORK-BASED EDUCATION 14th-17th SEPTEMBER 2005, ROVANIEMI, FINLAND
Proceedings of the 12th International NBE 2005 Conference
Teaching–Studying–Learning (TSL) Processes and Mobile Technologies:
Multi-, Inter- and Transdisciplinary
(MIT) Research Approaches
University of Lapland Publications in Education 11
Lapin yliopiston kasvatustieteellisiä julkaisuja 11
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PL 122
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1
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Preface
Dear NBE 2005 Conference Participants
We are pleased to welcome you all to the NBE 2005 international conference at
Rovaniemi, Finland.
The international NBE 2005 conference continues the tradition of the PEG conferences
that were organised every two years. For over a decade, the PEG/NBE international
conferences have explored ideas at the cutting edge of developments in the fields of
artificial intelligence, epistemology, psychology and education in relation to the interaction
between teacher, learner, researcher, curriculum, culture and technology.
This will be the 12th time, and we have chosen to upgrade the name of the conference to
better highlight our central theme which is Network-Based Education (NBE). We are sure
that this way we can respect the tradition and yet create an even more promising future.
Let us, however, remind you of the history of PEG. Originally established in 1985, PEG
aimed at linking Logic Programming and Education. Gradually, its focus expanded to
encompass all elements of intelligent computer technologies as well as information and
communication technologies (ICTs), and, most recently, mobile technologies and
applications intended for teachers, students of all ages, as well as designers and
researchers. Thanks to this broadened interest, PEG is now known as NBE, NetworkBased Education.
NBE aims to grow into an informal and friendly conference which experts and specialists
like to attend regularly to exchange ideas and information. NBE is a consortium of all those
interested in the relationships between information, knowledge, information and
communication technologies (ICTs), mobile technologies, teaching, studying and learning,
and multi-, inter- and transdisciplinary (MIT) research approaches.
For this conference, we received 34 submissions, out of which 56 % will be presented. We
take this opportunity to thank all reviewers who helped us make this conference even
better qualitatively.
The conference presentations cover a high number of themes and topics relating to the
thematic groups of the conference. Let us mention the most central domains: Knowledge
Construction and Hypermedia, Playfulness and Game-Based Learning, New Pedagogical
Models, Emotionality in TSL Processes, Design and Development, New Media and Online
Video Clips, Narrativity in TSL Processes, and ICT Tools for Teaching and Learning.
We are very grateful to all the members of the Programme Committee for their altruistic
contributions to the success of our conference. Our gratitude also goes to Ms Marja-Leena
Porsanger, Congress Secretary, for excellent general logistics of the organisation, to Ms
Annakaisa Kultima for all graphics design and conference web pages, and to Mr Mauno
Hernetkoski for attending to the conference publication and the CD-ROM.
The venue of this NBE 2005 conference is unique. Rovaniemi is generally considered as
the Gateway to Finnish Lapland. She has always been at the crossroads of cultural and
2
technological achievement and civilisation. Our conference is hosted by the University of
Lapland, the northernmost of all universities of the European Union. This will guarantee us
a splendid setting to meet, to share and to feel at home.
Looking forward to meeting you all at Rovaniemi in September 2005!
For the Organising Committee
Professor Heli Ruokamo, Chair
Organising Committee Members
Pirkko Hyvönen
Project Manager
Miika Lehtonen
Researcher
Organising University
University of Lapland
Faculty of Education
Centre for Media Pedagogy (CMP)
Jon Nichol
Doctor
Seppo Tella
Professor
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Table of Contents
NBE 2005 Sponsors ........................................................................................3
Programme Committee....................................................................................3
Organising Committee .....................................................................................4
Reviewers ........................................................................................................4
Keynotes ..........................................................................................................6
Semantic Web versus Data Mining ...........................................................................................7
Veljko Milutinovic
Advancing Education in Virtual and Real Worlds by Meta- Innovations ...........................19
Juhani E. Tuovinen
Conference Papers ........................................................................................ 27
Knowledge construction and hypermedia ............................................... 28
One Practical Algorithm of Creating Teaching Ontologies ................................................. 29
Tatiana Gavrilova, Rosta Farzan & Peter Brusilovsky
Building a bridge between school and university
- critical issues concerning interactive applets .................................................................... 39
Timo Ehmke, Lenni Haapasalo & Martti Pesonen
ICT tools for teaching and learning ......................................................... 48
Teaching and Learning with ICT within the Subject Culture of
Secondary School Science ..................................................................................................... 49
Linda Baggott la Velle, Jocelyn Wishart, Angela McFarlane, Richard Brawn & Peter John
Looking technology supported environments from conceptual and procedural
perspectives ............................................................................................................................. 57
Lenni Haapasalo & Martti Siekkinen
Introducing ICT in Higher Education: The Case of Salahaddin/Hawler University ........... 67
Narin Mayiwar & Mohammad Sadik
Design and development ........................................................................ 74
Organisational Development within Course Development.................................................. 75
Jari Kukkonen, Teemu Valtonen, Anu Wulff & Olli Hatakka
Perspectives on the roles of a web-based environment in collaborative designing ........ 83
Mari Pursiainen & Petra Falin
New pedagogical models ........................................................................ 94
Perspectives of Some Salient Characteristics of Pedagogical Models in
Network-Based Education....................................................................................................... 95
Virpi Vaattovaara, Varpu Tissari, Sanna Vahtivuori-Hänninen, Heli Ruokamo & Seppo Tella
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The features of playfulness in the pedagogical model of TPL – tutoring,
playing and learning .............................................................................................................. 103
Pirkko Hyvönen & Heli Ruokamo
Playfulness and game-based learning .................................................. 114
Scripted game environment as an aid in vocational learning concerning surface
treatment ................................................................................................................................. 115
Raija Hämäläinen
Group Investigation, Social Simulations, and Games as Support for Network-Based
Education ................................................................................................................................ 123
Sanna Vahtivuori-Hänninen, Miika Lehtonen & Markus Torkkeli
Digital Games to Support Education in a Playground Context –
The Challenges for Design.................................................................................................... 133
Suvi Latva
Emotionality in TSL processes.............................................................. 142
Intention, Imitation, and Common-Sense in Network-Based Collaboration .................... 143
Pirkko Hyvönen, Esko Marjomaa, Evgenia Chernenko & Miika Lehtonen
Learnt without joy, forgotten without sorrow! The significance of emotional experience
in the processes of online teaching, studying and learning ............................................. 153
Miika Lehtonen, Pirkko Hyvönen & Heli Ruokamo
New media and online video clips......................................................... 164
The Role of New Media in the Worldview and Activities of Primary School Pupils........ 165
Osmo Sorsa
Successful and Unsuccessful Use of Online Video Clips in the Stories of
Teachers from the Viewpoint of Meaningful Learning ....................................................... 173
Päivi Hakkarainen
Designing and Producing Digital Video-Supported Cases with Students How to Make it Happen?........................................................................................................ 183
Päivi Hakkarainen & Tarja Saarelainen
Narrativity in TSL processes ................................................................. 192
The Narrative of Problem-Solving Processes: Implementation as a TSL method in the
Logic Programming Paradigm.............................................................................................. 193
Bruria Haberman & Zahava Scherz
A Narrative View on Children’s Creative and Collaborative Activity................................ 203
Marjaana Juujärvi, Annakaisa Kultima & Heli Ruokamo
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NBE 2005 Sponsors
Centre of Expertise for Digital Media, Content Production and Learning Services
Graduate School of Multidisciplinary Research on Learning Environments
European Social Fund
Regional Council of Lapland
State Provincial Office of Lapland
Programme Committee
Heli Ruokamo (Chair)
University of Lapland, Finland
Rosa Maria Bottino
Istituto per la Matematica Applicata, – CNR, Genova Italy
Benedict du Boulay
University of Sussex, UK
Derek Brough
Imperial College, London, UK
Peter Brusilovsky
University of Pittsburgh, Pittsburgh, USA
Tom Conlon
University of Edinburgh, Scotland
Darina Dicheva
Winston-Salem State University, USA
Paola Forcheri
Istituto per la Matematica Applicata, – CNR, Genova Italy
Tatiana Gavrilova
St. Petersburg State Technical University, Russia
Pirkko Hyvönen
University of Lapland, Finland
Päivi Häkkinen
University of Jyväskylä, Finland
Pertti Järvinen
University of Tampere, Finland
Miika Lehtonen
University of Lapland, Finland
Maria Teresa Molfino
Istituto per la Matematica Applicata, – CNR, Genova Italy
Jon Nichol
School of Education University of Exeter, UK
Hannele Niemi
University of Helsinki, Finland
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Zahava Scherz
Weizman Institute of Science, Rehovot, Israel
Pirita Seitamaa-Hakkarainen
University of Joensuu, Savonlinna Unit, Finland
Seppo Tella
University of Helsinki, Finland
Henry Tirri
University of Helsinki, Finland
Matti Vartiainen
University of Helsinki, Finland
Denise Whitelock
The Open University, UK
Mauri Ylä-Kotola
University of Lapland, Finland
Organising Committee
Chair Heli Ruokamo, Pirkko Hyvönen, Miika Lehtonen, Jon Nichol and Seppo Tella
Reviewers
Derek Brough
Imperial College, London, UK
Peter Brusilowsky
University of Pittsburgh, USA
David Burghes
University of Exeter, UK
Tom Conlon
University of Edinburgh, Scotland
Jorma Enkenberg
University of Joensuu, Savonlinna Unit, Finland
Paola Forcheri
Istituto per la Matematica Applicata, – CNR, Genova Italy
Päivi Häkkinen
University of Jyväskylä, Finland
Sanna Järvelä
University of Oulu, Finland
Pertti Järvinen
University of Tampere, Finland
Pauli Tapani Karjalainen
University of Oulu, Finland
Kinshuk
Massey University, New Zealand
Raine Koskimaa
University of Jyväskylä, Finland
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Tony Manninen
University of Oulu, Finland
Jari Multisilta
Tampere University of Technology, Pori, Finland
Jon Nichol
University of Exeter, UK
Hannele Niemi
University of Helsinki, Finland
Tom Page
Loughborough University, UK
Heli Ruokamo
University of Lapland, Finland
Zahava Scherz
The Weizman Institute of Science, Israel
Pirita Seitamaa-Hakkarainen
University of Joensuu, Savonlinna Unit, Finland
Riitta Smeds
Helsinki University of Technology, Finland
Leena Syrjälä
University of Oulu, Finland
Seppo Tella
University of Helsinki, Finland
Henry Tirri
University of Helsinki, Finland
Minna Uotila
University of Lapland, Finland
Denise Whitelock
University of Exeter, UK
Mauri Ylä-Kotola
University of Lapland, Finland
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SEMANTIC WEB VERSUS DATA MINING
1
Keynotes
Semantic Web versus Data Mining
Advancing Education in Virtual and Real Worlds by Meta- Innovations
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Semantic Web versus Data Mining
Veljko Milutinovic
vm@etf.bg.ac.yu
http://galeb.etf.bg.ac.yu/~vm/
School of Electrical Engineering, University of Belgrade, Serbia
The fields of semantic web and datamining are currently emerging and creating lots of scientific and
commercial interest. The two fields are typically analyzed in isolation from each other. This paper represents
an effort to treat them as two different approaches to the same final goal, and to treat them comparatively. In
addition, it explains the essential issues of the two approaches, and gives some predictions about the future
development trends.
1 Introduction
A major goal of both datamining and semantic web is efficient retrieval of knowledge from large databases (single or
distributed) or the Internet. In this context, the knowledge is treated through a synergistic interaction of information
(data) and their relationships (links within a typical relational database or links on the web). Synergistic interaction
implies also the cases in which the meaning of data differs from the cases when data is represented in isolation, to the
cases when data is linked with other data, which is a special challenge for research efforts aimed at efficient knowledge
retrieval.
If datamining and semantic web are compared from the point of view of how they facilitate retrieval of knowledge, a
major difference is in the placement of complexity. In the case of datamining, complexity is (conditionally speaking)
placed at run time and retrieval time. In the case of semantic web, complexity is (conditionally speaking) placed at
compile time and design time.
In the case of datamining, data and knowledge are represented with simple mechanisms (typically based on HTML) and
typically without metadata (data about data). Consequently, relatively complex algorithms have to be used, which
means that complexity is migrated to the retrieval request time. In return, there is no complexity at system design time –
one uses well developed algorithms and their standard implementations.
In the case of semantic web, data and knowledge are represented with complex mechanisms (typically based on XML),
and with plenty of metadata (sometimes, a byte of data – a name – may be accompanied with a megabyte of data –
descriptive information related to that name). Consequently, relatively simple algorithms can be used for data retrieval,
which means that complexity placed at the data retrieval time is minimal. However, large and sometimes relatively
sophisticated metadata have to be created at system design time – one has to invest large efforts into the metadata
design, preprocessing, postprocessing, and general maintenance.
Major knowledge retrieval algorithms used with datamining are neural networks, decision trees, rule induction, memory
based reasoning, and many others. Consequently, the stress in the datamining review part of this paper is on algorithms.
Major metadata design, processing, and maintenance tools used in semantic web are XML, RDF, and ontology
languages. The ongoing research concentrates on issues like logic, proof, and trust. Consequently, the stress in the
semantic web review part of this paper is on tools.
The rest of this paper is divided into three parts: an overview of datamining, an overview of semantic web, and
conclusions that include trend predictions. With this final issue in mind (trend predictions), the two overview parts
stress the point to be elaborated in the trends prediction part.
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
SEMANTIC WEB VERSUS DATA MINING
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2 Datamining
This section contains a condensed overview. A detailed overview can be found in [1], which is a tutorial. That tutorial
can be found on the web site of the author, and was presented many times at conferences, in house for industry, or as a
university course, worldwide. Primarily, the issues are stressed which represent either the important bottlenecks of the
approach or the potential solutions for the general problem of recognition of semantics in cases when data may change
its meaning from one context to the other.
There are three major differences between datamining and database engineering: (a) Uncovering the hidden knowledge,
(b) Treating the huge n-p complete search space, and (c) Implementing a multidimensional interface to the user.
With databases, one can do only the data retrievals conceptualized at the database design time. If a query is placed
which is planed at the database design time, the database will deliver the requested information. However, if a query is
made which is not predefined, the database will deliver a question mark! On the other hand, a datamine is supposed to
be able to deliver answers even in such cases. This means that a major difference is in layers of intelligence that have to
be placed on the top of a database, to create a datamine.
Next, traditional databases are typically much smaller compared to datamines, especially if datamining is done in the
context of the entire Internet. This extra-large size means that linear search algorithms (sometimes used in the database
environments) are absolutely useless in datamining environments.
Finally, the retrieved knowledge (in the case of datamine search) has to be presented to the user in a way which is easy
to comprehend, especially in situations when the meaning is dependent on the context. This requires complex graphical
interfaces. On the other hand, in the case of database search, information is comprehensible even if presented in the
form of tables or histograms or similar.
One possible definition of datamining implies that it represents automated extraction of predictive information from
memory (large databases or the Internet), or communication lines (cell phones or data channels in general). With this in
mind, the rest of this section concentrates on datamining problem types, algorithms, models, as well as some available
software.
One can talk about a number of different problem types in datamining (data description and summarization,
segmentation, classification, concept description, prediction, and dependency analysis), but in real systems, most of the
time, one can recognize a combination of several problem types. This is important to know, because some of the
algorithms (to be elaborated later) work better for one problem types, while other algorithms work better for other
problem types. Consequently, if we have a combination of problem types, we have to use a combination of algorithms.
As it will be seen later, especially in the case of less complex and less expensive tools, one tool supports one type of
algorithm. So, treating a problem with various algorithms typically implies the usage of several tools.
One widely used class of algorithms is neural networks. These algorithms are especially useful if the nature of the
problem is not well defined, and it is difficult to determine an exact explicitly defined algorithm for problem treatment.
The approach uses an analogy with biological neurons and utilizes the so called artificial neurons, as indicated in Figure
1.
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I1
W1
I2
W2
I3
W3
In
Output
f
Wn
Output = f (W1*I1, W2*I2, …, Wn*In)
Figure 1: An artificial neuron. Legend: Inputs (I) are combined with weights (W), propagated through an
interconnection network of some topology (N), and treated by the built-in function (f), to create an output (O). This
output represents the result (e.g., a decision to make, an action to initiate, etc.). Explanation: Neurons are typically
interconnected, to form a network, and the network can be applied to a problem, only after it has been properly trained.
Network is trained iteratively, by comparing the network generated answer to the problem, and the beforehand known
answer to the problem. The difference of the two answers is fed back into the system, the major parameters of the
system are modified (weights W or topology N or function f), and such iterations last till the difference between the
known and the created becomes acceptably small. The major bottleneck of neural networks is their training, because the
training process can take huge time (during that time, processor time is being spent, without any advancement in the
approaching to the final problem solution).
Another widely used algorithm is decision trees. This algorithm is especially useful if all decision making parameters
and conditions are well defined, and precise processing rules can be created. The approach uses if-then-else and case
structures, to define all relevant rules, as indicated in Figure 2.
Balance>10
Balance<=10
Age<=32
Married=NO
Age>32
Married=YES
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Figure 2: A decision tree. Legend: Arcs represent conditions, and leaves represent the actions to take. Explanation: In
this specific example, the problem is who to give a bank loan, based on financial standing, age, and marriage status. The
major bottleneck of decision trees is how to represent cases with meanings that depend on the context.
Still another widely used algorithm is rule induction. This algorithm is used in situations when various opinion
creators/leaders have different opinions, and it is not possible to set precise rules. Instead, a statistical set of rules is
created, and it is allowed that various rules of the set contradict with each other. The approach uses rule definitions
with specifications of confidence levels and weights, as indicated in Figure 3.
If balance>100.000
then confidence=HIGH & weight=1.7
If balance>25.000 and
status=married
then confidence=HIGH & weight=2.3
If balance<40.000
then confidence=LOW & weight=1.9
Figure 3: A rule induction specifier set. Legend: Confidence can be HIGH or LOW; balances and weights are real
numbers. Explanation: Note that higher balances can result in lower confidence (compare rules 1 and 2), and rules can
contradict with each other (compare rules 1 and 3). The major bottleneck of the approach is related to the treatment of
cases with small probability but a huge impact.
The memory based reasoning approach is used much more widely than in datamining alone; it is used also in court
practices, etc. This algorithm is used in situations when we have to reduce the problem size, in order to be able to apply
more sophisticated algorithms only to a subset of cases that can not be resolved with memory based reasoning. The
approach uses the concept of history size and majority logic, as indicated in Figure 4.
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Figure 4: A case for memory based reasoning. Legend: Small circles represent the events and large circles represent the
limits of the history to be taken into consideration. Explanation: Note that in some cases we have clear situations and in
other cases ambiguous situations inside the history limits. The major bottleneck of this approach is how to determine the
history size for efficient treatment of a given problem.
Other algorithms of interest include logistic regression, discriminant analysis, generalized adaptive models, genetic
algorithms, simulated annealing algorithms, etc. For research results of the author, in the domains of these algorithms,
the interested reader is directed to the web site of the author [3].
The major datamining model (framework for the application of above mentioned algorithms) is the CRISP model which
tries to decompose each problem into six different stages, and to apply the relevant algorithms to each stage separately
(divide and conquer), as indicated in Figure 5.
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Business
understanding
Data
understanding
Data
preparation
Deployment
Evaluation
Modeling
Figure 5: The CRISP model. Legend: Functions of the stages are self-explanatory. Explanation: The CRISP model was
developed through a joint effort of three important companies: SPSS, NCR, and DaimlerCrysler.
A comparison of 14 different tools is given in Figure 6. Each tool supports a different algorithm, and their cost (at the
time of our research) spans the range of three orders of magnitude, which is a clear indication of the fact that the field is
still in its development stages.
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Figure 6: Evaluation of 14 difference datamining tools. Legend: Plus indicates that a feature is extremely well
supported, checkmark indicates that the feature is correctly supported, and minus indicates that the feature is not
supported. Explanation: A good exercise for an interested reader is to make an effort to compare the latest versions of
the given tools (only those that survived till the time of reading of this paper), from the following viewpoints: Ease of
use, data visualization, depth of algorithms, file I/O, etc.).
An important research issue in this emerging field is how to combine different algorithms, models, and tools, for
maximal performance, especially in cases when the meaning of the required knowledge depends on the context.
3 Semantic Web
This section contains a condensed overview. A detailed overview can be found in [2], which is a tutorial. That tutorial
can be found on the web site of the author, and was presented many times at conferences, in house for industry, or as a
university course, worldwide. Primarily, the issues are stressed which represent either the important bottlenecks or the
potential solutions for the general problem of recognition of semantics in cases when information changes the meaning
from one context to the other.
Figure 7 gives a definition of web today. The central elements are the information portals responsible for indexing,
referencing, and maintenance of data collections. Figure 8 gives a definition of semantic web. The added elements are
metadata (S+), and they enable the information portals to be able to do a number of newly added sophisticated functions
like interpretation, negotiation, planning, decision making, ratings, trust services, and many other ones. So, semantic
web is an extension of the current web that enables computers to be more helpful to the real needs of their users.
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Figure 7: Web today. Legend: User preferences are described in a way understandable to search engines, based on
URLs (Universal Resource Locators). Explanation: Users are information consumers.
Figure 8: Semantic web: Legend: S+ refers to metadata. Explanation: Users are now knowledge consumers.
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The introduction of semantic enables the implementation of a number of qualitatively new concepts and applications on
the web, like context awareness (linking based on the meaning of information elements, rather than on the predefined
URLs), filtering (visited pages can be rated, which can later on be used for generation of automatic recommendations),
annotations (one can add comments to the information on the web, which can be shared by future visitors of the same or
related pages), privatization (one can create his/her own database of information from the web).
A layered model of semantic web is shown in Figure 9. The tower of semantic web is build on foundations consisting of
metadata and URIs (Universal Resource Identifiers). The concept of URI is more general than the concept of URL.
One URL refers to a specific web page, while one URI may refer to a finer granularity (subset of a web page, or even a
single word on a web page). Consequently, semantic coverage can be made more sophisticated!
Figure 9: A layered model of semantic web. Legend: All mnemonics are defined in the text. Explanation: The
reusability crisis of XML was overcome by the introduction of XML schema. Simple metadata created by XML can be
made more sophisticated, and consequently closer to the level of typical user queries, if RDF is used. Analogously,
RDF schema resolves the reusability crisis of RDF. With ontology languages one can describe better the knowledge of
interest for a specific knowledge query, and one can get rid of the knowledge items not relevant for the given
knowledge query. The concepts of logic, proof, and trust still represent research topics.
The major three development strategies of semantic web are: evolution support (building new techniques on the top of
the existing ones), minimalist design (making large progress through small steps), and inference (based on the predicate
logic). Such a strategy is enabled by the existence of the concept of the called XML stack, as indicated in Figure 10.
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Standardized Applications
Specific
XHTML, SVG, SMIL, P3P, MathML
Applications
Layout
Hyperlinks
Metadata
- XSL
- XLink
- RDF, RDFS
- CSS
- XPointer
API
Schemas
Queries
- DOM
- XSD
- XPath
- SAX
- Namespaces
- XQuery
XML 1.0
Locators (URI)
Unicode
DTDs
Figure 10: Architecture of the XML stack. Legend: All symbols are well known from the open literature. Explanation:
The XPath language is crucial, since it enables the access to the most elementary semantic concepts, but an elaboration
is needed that enables the treatment of context dependant semantics.
New vocabularies can be defined with RDF. As indicated before, with RDF one can combine simple metadata (atomic
metadata) into more sophisticated metadata (molecular metadata). In this way, one enables that the semantic level of
metadata is on the same level as the semantic level of typical user queries. This capability of RDF is enabled with the
mechanism called reification. Another mechanism of importance is collections; it enables semantically related
knowledge to be grouped, for easier handling.
Each triple (S, P, O) node - arc - node represents
an RDF statement
Gipsy song is performed by Vlatko Stefanovski.
subject
(resource)
object
predicate
(resource or literal)
(property)
http://www.music.org/songs/g/gipsySong
http://www.artist.org/stefanovski
Performed by
Song represented
by entry in a (fictive)
song directory
Artist represented
by his homepage
Figure 11: RDF Statement and Graph. Legend: Self-explanatory. Explanation: The essence is the predicate logic.
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Ontology is a specification of a conceptualization. Conceptualization is an abstract (simplified) view of the world that
we wish to represent for some purpose. An example of an ontology tree is given in Figure 12. In other words, if we need
to know only about one aspect of a problem, then all non-related knowledge has to be eliminated; however, without any
negative impact on the semantics.
Figure 12: An ontology tree. Legend: Self-explanatory. Explanation: This tree enables one only to view relationships in
a structure, and abstracts/neglects all other non-relevant information.
The most popular ontology languages are DAML+OIL or OWL. The OWL Lite is a subset of OWL. In these systems,
the body of the ontology consists of classes, properties, and instances. The major component of an ontology is a
taxonomy (class hierarchy). The major ontology related problem today is how to treat semantic ambiguities.
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4 Conclusion
This paper gives a comparative overview of datamining and semantic web, and underlines the urgent need for research
leading to better concepts and tools for treatment of semantic ambiguities! For a more detailed treatment of these
subjects, an interested reader is referred to the references of this paper, or to the proceedings of IPSI conferences [4].
5 References
In addition to the references listed here, an interested reader can consult also 7 different books, coauthored/coedited by
the author of this paper, at his web site. Information form these books was also used in preparing this paper. A common
characteristic of these 7 books is that for all of them, a Nobel Laureate wrote a foreword (7 different persons). They are
related to IPSI conferences [4].
[1] Jovanovic, N., et al, ‘Tutorial on Datamining,’ galeb.etf.bg.ac.yu/vm/, May 2004.
[2] Vujovic, I., et al,‘Tutorial on Semantic Web,’ galeb.etf.bg.ac.yu/vm/, June 2004.
[3] Milutinovic, V., ‘Web Site,’ galeb.etf.bg.ac.yu/vm/, July 2005.
[4] ‘IPSI Conferences Web Site’ www.internetconferences.net, August 2005.
18
ADVANCING EDUCATION IN VIRTUAL AND REAL WORLDS BY
META- INNOVATIONS
Juhani E. Tuovinen
juhani.tuovinen@batchelor.edu.au
1 Introduction
We have many challenges in education today. In fact, education is constantly getting more challenging as our
technological, social, political, commercial and cultural complexities increase. We can look back to civilizations in the
past, like the Egyptian society, where essentially very little changed over 3000 years in the days of the Pharaohs
(Blainey, 2000, p. 85). However, today every facet of our available existence is changing, either due to external factors
or because we would like to reorganise our lives and environments. So are our existing educational policies and theories
adequate to the task? Are we approaching the multiplying challenges in an optimal way or can we do better?
I submit that we can do better, and the issue we need to tackle in my view is the fragmentation and reliance on old
approaches in the development of new educational practice and theory. In fact I would argue, as Erno Lehtinen
mentioned in his EARLI 2003 presidential address in Padova, Italy, that it is no longer satisfactory for thinking
educators to work exclusively within the confines of individual educational theories but rather take a wider view in
practical and theoretical developments.
However, I would go a step further and argue that what we need is not only the application of individual situationallyappropriate theories for different contexts as Erno Lehtinen advocated, which is already a major advance on the
common practice of applying a single theoretical framework to all situations, e.g. see the almost universal advocacy of
for “social constructivism” paradigm, but we need to develop meta advances in theory and practice. (The “meta” term
in this context is used to indicate overarching linking of parts to make a more powerful and cohesive whole, e.g. as used
in the term ‘meta-analysis’.) This means that we need to develop meta-theories of education that incorporate existing
teaching, learning and educational theories into harmonious broadly-based descriptions and prescriptions of educational
activities and interacting factors. We need to develop an overall orchestra out of individual theories, which then play
together like musical instruments performing a symphony – a Sibelius symphony no less! By the way what I am
advocating is not a simple or trivial exercise, as any symphony composer will tell you!
Secondly, I believe we also need to take a more holistic view of our educational practice, e.g. as Saba (2003) recently
suggested using systems theory in modern distance education. In facing the challenges of the mix of virtual and real
education we may be overlooking critical factors and ending up like the University of Mid-America consortium
(McNeil, 1993). They had a wonderful start, great technology, good buy-in from the students (how would the
University of Lapland like to have applications to enrol 20,000 students?), but failed due to organizational problems that
were not resolved by the component partner universities in time.
So we also need meta-practice models, which take into account the real and virtual aspects of education and
educational affordances and possibilities. How might we do this? I will present three examples. One from the past, one
from the present and one from the future.
2 The Past
In my doctoral research in the 1990’s I contrasted discovery learning, e.g. see (Bruner, 1961, 1962), with a more
structured instruction, which used worked examples extensively as a main form of instruction. This approach was based
on the Cognitive Load Theory (CLT) (Sweller, 1988; Sweller, van Merriënboer, & Paas, 1998). In effect I had two
competing educational theories which made broad and opposing predictions about the utility of different forms of
instruction. So who was right? Sometimes they both were right, sometimes one was right and the other was wrong.
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
ADVANCING EDUCATION IN VIRTUAL AND REAL WORLDS BY META- INNOVATIONS
NETWORK-BASED EDUCATION 2005, 14th–17th SEPTEMBER 2005, ROVANIEMI, FINLAND
Let me explain. Instead of either theory being applicable in all circumstances they were found to be differentially
suitable. The factor that made the difference was students’ prior experience. We can summarise and cautiously
generalise the findings as shown in Figure 1.
Discovery Learning
Worked Examples Instruction
Good prior knowledge
Good learning
Good learning
Poor prior knowledge
Poor learning
Good learning
Figure 1: Results of the discovery learning vs. worked examples instruction in experiments in (Tuovinen & Sweller,
1999).
For the students with good prior knowledge both discovery and worked examples approaches were equally effective,
although my experiments gave a hint that the discovery approach might be significantly better with even greater prior
knowledge than my students had during this experiment. (The trend for the reduction in the utility of worked examples
with increasing expertise has been shown to be correct and has been termed the “expertise reversal effect” (Kalyuga,
Ayers, Chandler, & Sweller, 2003; Kalyuga, Chandler, Tuovinen, & Sweller, 2001).) However, for students with poor
prior knowledge in the field of study, i.e poor prior schema, the structured instruction that employed substantial study of
worked examples, was significantly more effective than discovery.
So now we have a better understanding of how we should structure instruction according to the individual needs of
students. One group of students with poor schema definitely needs structured instruction using worked examples. So the
cognitive load theory prescriptions are particularly beneficial for them. The students with good schema do not
necessarily need the worked examples, and in fact the discovery learning approach might be better for them.
Thus we need to combine these results into a synthesis of the two apparently incompatible educational explanations.
However, the factor that provides the glue is the consideration of differential student learning needs. Under one set of
conditions one theory applies, under alternative conditions, the other predicts the beneficial learning conditions and
outcomes better. Of course the new information gathered from this empirical investigation has now been incorporated
into an expanded version of the Cognitive Load Theory. Perhaps it could also be published as an interesting extension
of the discovery learning theory perspectives as well.
3 The Present
Presently I have been thinking about the prescriptions and descriptive power of “multiple perspectives” view of
educational multimedia and the “variability effect” in the Cognitive Load Theory. The multiple perspectives view of
multimedia has been strongly advocated as one of the main benefits to be derived from the use of educational
multimedia (Moreno & Duran, 2004; Rowland, Wright, & Harper, 2004). However, the experiments in Cognitive Load
Theory context suggest the multiple perspectives approach may lead to harmful redundancy effects (Kalyuga, Chandler,
& Sweller, 1999; Mayer, Heiser, & Lonn, 2001). Other studies such as (Moreno & Duran, 2004) and a review of the
empirical experimental results (Tergan, 1997) indicate that using multiple representations approach in educational
content presentation is not an unqualified universal benefit for learning and the students need to be provided with
scaffolding and various forms of extra help, such as verbal guidance, for the learning to be generally useful, and even
then multiple representations pose problems for novices.
In the Cognitive Load Theory framework the “variability effect” is thought to consist of varying the examples and
exercises to provide a better understanding of the applicability of the general principles taught (Sweller et al., 1998).
However, in the CLT context the limit of the working memory has been a key emphasis and so it has been understood
that the variability in the examples does add significantly to the cognitive load and so the combined intrinsic and
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extrinsic cognitive load needs to be sufficiently low to allow room for added or ‘germane’ cognitive load generated by
the problem variability. If we compare the multiple perspectives approach to multimedia with the variability effect, we
notice they are trying to achieve the same effect. Both of them are seeking to provide a greater range of alternatives to a
given procedure, process or content. However, generally the multiple perspectives approach does not recognize limits
on the variability whereas the variability effect incorporates the cognitive load limitations principle in its basic
description.
Thus in this sense we could see the multiple perspectives view of educational multimedia design as an instance of the
variability effect in the CLT. In fact we could show this effect as a Venn diagram as pictured in Figure 2.
Multiple
perspectives
multimedia
Variability
effect
COGNITIVE LOAD THEORY
Figure 2: Relationship between ‘multiple perspectives’ in educational multimedia, ‘variability effect’ and ‘cognitive
load theory’.
This provides a different slant to the variability effect, which has been usually discussed in terms of providing different
practice examples for the students to work through. It broadens its application to multimedia design as well as
suggesting the increase of germane cognitive load via varying the beneficial exercises.
In this sense the synthesis of these two ideas provides better understanding of the limits of the multiple perspectives
principles, while at the same time suggesting to the people a new way to increase the germane cognitive load when
there is capacity in the working memory to accommodate extra processing of multiple perspectives.
4 The Future
The above two examples deal with the synthesis of theories, but with very real empirically-established consequences. In
this example we will look at the incorporation of meta-practices to achieve improvements in educational practice. By
meta-practice I mean that the practice takes into account numerous pragmatic factors that will make the students’
educational experience better than if we just focused on changes in the classroom, but where the new practices are
based on relevant educational theories and innovative applications of new educational technologies.
In this situation I will be discussing how the classroom experiences in schools may be improved by applying virtual
technology and methods. However, the new practices need to be designed according to suitable educational principles,
which take into account the circumstances of the schools, school systems, students, and the organisers. In this sense the
design of these practices is sited in the context of the systems theory (Saba, 2003), but where other educational theories
are linked to a new practice prescription to form a meta-theoretically-based meta-practice.
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One of the perennial problems in education has been the meaninglessness or lack of relevance of classroom learning,
i.e. the dissociation between the learning content and methods of the classroom and the world of experience and
practice being taught and/or being experienced by the students. Rousseau (Page, 1990) was an early critic who
recognised this problem. In Rousseau’s time the common schooling involved memorisation of the Greek and Roman
classics, and he thought this approach stifled children's natural tendencies for activity, and made them deceitful, selfish
and pretentious. In his view classical education was boring, mostly beyond the children's comprehension, and simply
taught predigested information without much benefit for the students' practical life. The enforced silent motionless
student behaviour caused the students to hate education and made them into 'passive, feeble and stupid' citizens. His
father devised a ‘cunning plan’ for encouraging Rousseau to read the books in his library by forbidding his son to read
the books, but conveniently leaving the key to the book cupboards in an easy place for his son to find and enjoy the
forbidden fruits of reading the best of modern thought.
Some of the responses to this perceived problem have been the authentic learning (Clark & Estes, 1999; CorrentAgostinho, Hedberg, & Lefoe, 1998; Crocker & Fendt, 1998; Dehler & Porras-Hernandez, 1998; Fitzgerald, Standifer,
& Semrau, 1998; Harper, Hedberg, & Wright, 2000; Harrell Jr., 2000; Herrington, Reeves, Oliver, & Woo, 2004; Naidu
& Oliver, 1999), situated learning (Griffin, 1995; Herrington, Oliver, Herrrington, & Sparrow, 1997; Herrington,
Sparrow, & Herrington, 2000; Knapczyk & Chung, 1999; Micheller, 1999; Rosenfeld, 1999; Royer, 2001) and
autonomous learning (Clifford, 1999; Kaur, Fadzil, & Ahmed, 2005; Lee, Yamada, Shimizu, Shinohara, & Hada, 2005;
Melzer, Hadley, & Herczeg, 2005; Pahl, 2005; Wang, Wang, & Wu, 2005; Yumuk, 2002) schools of thought. These
concepts are often intermingled and in most of the references noted above, they have been implemented via modern
technology-enabled educational environments. In fact, technology, particularly the modern information and
communications technology implemented in various ways via the Internet network, has been promoted as a key vehicle
for enabling autonomous, authentic and situated teaching and learning.
The problem to be addressed at this point in time is the improvement in the relevance and authenticity of the science
education provided in a Middle Eastern country, while giving the students a greater degree of control over their
learning, i.e. greater student autonomy. The challenge is to move beyond the classroom, to bring the reality of science in
the world to the students linking it with their school curricula, without necessarily interrupting the total fabric of the
schools and school systems by huge numbers of excursions or other incredibly expensive and difficult to organise
activities.
Let us take the example of chemistry education. One of the key uses of chemistry in Middle East is in oil production.
Most of our cars in the world run on oil products sourced from the Middle East. So an understanding of the chemistry in
oil production is of authentic interest to the students of the country. In many schools in the world oil chemistry is taught
by formulae, e.g. learning about the long molecules of carbon chemistry. Yet how much do each of us that have
dutifully learned our basic organic chemistry understand about how it actually relates to the operations of a typical oil
refinery? What better example can these students have of needing to bridge the near and present reality, the operation of
the oil refinery, and the study of chemistry at school?
What could we do to bring these two worlds together in a practical and an increasingly student-controlled manner?
Firstly, it seems that we could look to site the relevant organic chemistry topic(s) at a common time in the school year
when the oil refineries were accessible for demonstrating their fundamental operational processes. Thus with liaison
between the curriculum designers/providers and the oil refinery operations the two aspects could be coordinated to
occur at a mutually convenient time. Then the chemistry curriculum of the school needs to re-designed to ensure that it
is organised to make use of the oil refinery processes to illustrate by suitable examples the concepts in the school
curriculum. The operations from the oil refineries can then be transported into the schools by the magic of the flying
carpet of interactive television. We are used to seeing television from authentic locations where disasters, such as the
bombing of the London transport system, or major events of international significance, such as the announcement of the
next Olympic games city, are broadcast in real time as the event actually unfold. How does this work? It is not at all
difficult in these days of outside broadcast (OB) units for all television companies to source content from the field as
requested by the program producers in the studios and then broadcast immediately either over free-to-air stations, by
cable or by satellite networks.
At the same time it is not at all difficult to combine the live footage with previously captured and prepared footage,
animations, graphics, sounds, etc., which illustrate and simplify the complex operations shown in the real refinery. This
is part of the normal operation of a television station. Thus it is proposed that a production system incorporating OB
facilities under the control of the TV studio would be able to bring relevant experiential learning environments to
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ADVANCING EDUCATION IN VIRTUAL AND REAL WORLDS BY META- INNOVATIONS
NETWORK-BASED EDUCATION 2005, 14th–17th SEPTEMBER 2005, ROVANIEMI, FINLAND
schools. However, we can go way beyond simply providing educational television for schools. After all this has been
done for decades. Firstly, what is different here is that each television event must link intimately to the chemistry
lessons designed for the schools. The students in the schools will be progressing through their chemistry studies in the
topic of organic chemistry at the same time in all the schools when the broadcasts from the field are provided. Secondly,
what is possible now is to then provide a feedback link from the schools, directly from the students, to the studio
controlling the broadcasts via a real-time link to affect the activities of the broadcast. I proposed such a system in 1995
when the World-Wide Web was still in its infancy (Tuovinen, 1995, 1996). Thus the students and the teachers in the
schools can request particular views, explanations and discussion about the field events. Just imagine a student sitting in
a school hundreds of kilometres away wanting to get a better view of the fractionating column in a refinery, and a better
explanation of how the viscous goo found in the ground is separated into the various commonly known components,
such as fuels, lubricating oils, etc. Not only can the request be sent to the studio, by the magic of the Internet, but the
on-site engineers can be asked by the on-site presenters to explain in more detail the alternatives they need to deal with
in designing and maintaining the systems, etc., in terms of the chemistry they are learning at school.
Thirdly, what is then possible is discussion among the students in real time or asynchronously about a whole range of
issues, such as the social impact of oil production and use, the environmental issues of oil production, transport and use,
etc. In this way organic chemistry becomes a living and topical issue. It provides an example for the students about the
societal and democratic nature of decision making processes about the application of chemistry to whole range of
possible uses, and shows the students how the modern technology enables them to have an influence on the process. For
example, with perhaps hundreds or thousands of students wanting to influence the OB views of the refinery, ways of
getting consensus or majority rulings over Internet need to be implemented. Thus once various alternative action
proposals have been submitted to the studio the students need a quick way of voting or expressing opinions, which are
then quickly collated and the total results displayed very quickly. This is where the Internet shines. There are many
systems available for voting and collating information over the Internet, which can be used in real time as the students
participate and watch the results unfold.
So in this brief glimpse into the design of an authentic, situated cognition-based system of learning that emphasises
student-control of learning, we have an example of a meta-theory-based meta-practice where all the parts of the
educational system need to work in harmony to produce improved learning.
I submit that this is the promise and imperative of our education today. To seek to link existing educational theory and
practice which individualises education while at the same time providing the scope and scale to provide it to ever larger
numbers of students with increasing quality and relevance.
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learning. Paper presented at the ED-MEDIA 2005, Montréal, Canada.
Yumuk, A. (2002). Letting go of control to the learners: the role of the Internet in promoting a more autonomous view
of learning in an academic translation course. Educational Research, 44(2), 141-156.
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Conference Papers
Themes and Topics
Knowledge construction and hypermedia
ICT tools for teaching and learning
Design and development
New pedagogical models
Playfulness and game-based learning
Emotionality in TSL processes
New media and online video clips
Narrativity in TSL processes
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Knowledge construction and hypermedia
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One Practical Algorithm of Creating Teaching Ontologies
Tatiana Gavrilova1, Rosta Farzan2, Peter Brusilovsky2,3
1Intelligent
2
3
Computer Technologies Dept, St.-Petersburg State Technical University, Polytechnicheskaya st. 29, 195251
St.-Petersburg, Russia, gavr@fulbrightweb.org
Intelligent System Program, University of Pittsburgh, Pittsburgh PA 15260 USA, rosta@cs.pitt.edu
School of Information Science, University of Pittsburgh, Pittsburgh PA 15260 USA, peterb@mail.sis.pitt.edu
The paper presents one practical approach aimed at developing teaching ontologies. The underlying research
framework is pursuing a methodology that will scaffold the process of knowledge structuring and ontology design.
Moreover, special stress should be placed on visual design as a powerful learning mind tool. For more
comprehensible understanding the process of developing a practical ontology from the domain of introductory C
programming is described.
Keywords: ontology, visual knowledge engineering, knowledge acquisition, knowledge sharing and reuse,
NBE.
1 Introduction
The achievements in the field of Artificial Intelligence help to develop a range of ways of symbolic and graphical
representing of knowledge. A well-chosen analogy or diagram can make all the difference when trying to communicate
a difficult idea to someone, especially a non-expert in the field. The idea of using visual structuring of information to
improve the quality of student learning and understanding is not new. Knowledge engineers make use of a number of
ways of representing knowledge when acquiring knowledge from experts. These are usually referred to as knowledge
models.
Teachers are also knowledge engineers. They are used to work with concept maps, mind maps, brain maps, semantic
networks, frames (Conlon 1997), (Jonassen 1998), (Sowa 1984) and other conceptual structures. As such, the visual
representation of the general domain concepts facilitates and supports student understanding of both semantic and
syntactic knowledge. A teacher operates as a knowledge analyst by making the skeleton of the studied discipline visible
and showing the domain’s conceptual structure. At the present time, this structure is called an ontology. However,
ontology-based approaches to teaching are relatively new fertile research areas. They originated in the area of
knowledge engineering (Boose 1990), (Eisenstadt et al 1990), (Wielinga &Schreiber 1992), which was then transferred
to ontology engineering (Fensel 2001), (Jasper & Uschold 1999), (Mizogushi & Bourdeau 2000).
Knowledge Engineering traditionally emphasized and rapidly developed a range of techniques and tools including
knowledge acquisition, conceptual structuring and representation models (Adeli 1994), (Scott & Clayton 1994).
Since 2000 a major interest of researchers focuses on building customized tools that aid in the process of knowledge
capture and structuring. This new generation of tools – such as Protégé, OntoEdit, and OilEd - is concerned with visual
knowledge mapping that facilitates knowledge sharing and reuse (Protégé 2004), (OntoEdit 2004), (OilEd 2004). The
problem of iconic representation has been partially solved by developing knowledge repositories and ontology servers
where reusable static domain knowledge is stored. Ontolingua, and Ontobroker are examples of such projects
(Ontolingua 2004), (Ontobroker 2004).
This paper proposes a clear, explicit approach to practical ontology design. The underlying research is pursuing usage
of the visual, iconic representation, and diagrammatical structures. The special stress is put on visual design as a
powerful learning mind tool. For more comprehensible understanding of the process, the process of developing a
practical ontology from a course of introductory C programming is described. In the remainder of the paper, we will
describe some theoretical issues regarding ontological engineering and present our proposed algorithm for ontology
design. Moreover, we will describe our detailed practical example following the proposed algorithm. In conclusion, we
provide insight into the discussion of the current and possible future work.
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
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2 Using ontological engineering for teaching purposes
We start the discussion of theoretical issues of ontological engineering by reviewing different definitions of ontology
from literature circulating within the field.
2.1 Ontology Definitions
Ontology is a set of distinctions we make in understanding and viewing the world. There are numerous well-known
definitions of this milestone term (Neches 1991), (Gruber 1993), (Guarino & Giaretta 1998), (Gomez-Perez 2004), that
may be generalized, e.g.:
9
Ontology is a hierarchically structured set of terms for describing a domain that can be used as a
skeletal foundation for a knowledge base.
Such definition clarifies the ontological approach to knowledge structuring while giving enough freedom to openended, creative thinking. For example, ontological engineering can provide a clear representation of a course structure,
main terms, methods, and their inter-relationship.
Ontology as a useful structuring tool may greatly enrich the teaching process, providing students an organizing axis to
help them mentally mark their visions in the information hyper-space of the domain knowledge.
2.2 Creating Teaching Ontologies
Ontology creating also faces the knowledge acquisition bottleneck problem. The ontology developer encounters the
additional problem of not having any sufficiently tested and generalized methodologies, which would recommend what
activities to perform and at what stage of the ontology development process. An example of this can be seen when each
development team usually follows their own set of principles, design criteria, and steps in the ontology development
process. The lack of structured guidelines and methods hinders the development of shared and consensual ontologies
within and between the teams. Moreover, it makes the extension of a given ontology by others, its reuse in other
ontologies, and final applications difficult (Guarino & Giaretta 1998).
Until now, only few effective domain-independent methodological approaches have been reported for building
ontologies (Swartout, Patil, Knight& Russ 1997), (Fensel 2001), (Mizogushi 2000). What they have in common is that
they start from the identification of the purpose of the ontology and the needs for the domain knowledge acquisition.
However, having acquired a significant amount of knowledge, major researchers propose a formal language expressing
the idea as a set of intermediate representations and then generating the ontology using translators. These
representations bridge the gap between how people see a domain and the languages in which ontologies are formalized.
The conceptual models are implicit in the implementation codes. A re-engineering process is usually required to make
the conceptual models explicit. Ontological commitments and design criteria are implicit in the ontology code.
Figure 1 presents our vision of the mainstream state-of-the-art categorization in ontological engineering (Guarino,
Welty 2000), (Jasper & Uschold 1999), (Uschold & Ggruninger 1996) and may help the knowledge analyst to figure
out what type of ontology he/she really needs. We use Mindmanager™ as it proved to be a powerful visual tool.
Frequently, it is impossible to express teaching information in a single ontology. Accordingly, subject knowledge
storage consists of a set of related ontologies. However, some problems may occur when moving from one ontological
space to another that could be solved by constructing meta-ontologies that may help to resolve these problems.
We can propose different types of teaching ontologies that can aid effective learning:
Main concepts ontology,
Historical ontology (genealogy),
Partonomy of the discipline,
Taxonomy of the theories, methods and techniques, etc.
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Figure 1. Ontology classification
The concrete set of ontologies depends on personal vision, teaching subject and awareness level of the students.
Generalizing our experience in developing different teaching ontologies for e-learning in the field of artificial
intelligence and neurolinguistics (Gavrilova & Voinov 1996), (Gavrilova & Voinov 1998), (Gavrilova, Voinov,
Vasilyeva 1999), (Gavrilova 2003), we propose a five-step algorithm that may be helpful for visual ontology design.
We put stress on visual representation as a powerful mind tool (Jonassen 1998) in structuring process. Visual form
influences both analyzing and synthesizing procedures in ontology development process. That is why we believe that
the “beauty” of the ontology plays an important role in understanding of the knowledge. The following section
describes our 5-step recipe of ontology design and some consideration on layout harmony
3 Ontology Creating
3.1 Five-Steps Recipe
We can propose 5-steps recipe for creating ontology:
1.
2.
3.
4.
5.
Glossary development: The first step should be devoted to gathering all the information relevant to the
described domain. The main goal of this step is selecting and verbalizing all the essential objects and concepts
in the domain.
Laddering: Having all the essential objects and concepts of the domain in hand, the next step is to define the
main levels of abstraction. It is also important to elucidate the type of ontology according to Figure 1
classification, such as taxonomy, partonomy, and genealogy. This is being done at this step since it affects the
next stages of the design. Consequently, the high level hierarchies among the concepts should be revealed and
the hierarchy should be represented visually on the defined levels.
Disintegration: the main goal of this step is breaking high level concepts, built in the previous step, into a set
of detailed ones where it is needed. This could be done via a top-down strategy trying to break the high level
concept from the root of previously built hierarchy.
Categorization: At this stage, detailed concepts are revealed in a structured hierarchy and the main goal at this
stage is generalization via bottom-up structuring strategy. This could be done by associating similar concepts
to create meta-concepts from leaves of the aforementioned hierarchy.
Refinement: The final step is devoted to updating the visual structure by excluding the excessiveness,
synonymy, and contradictions. As mentioned before, the main goal of the final step is try to create a beautiful
ontology. We believe what makes ontology beautiful is harmony and clarity.
3. 2 Harmony as Conceptual balance
A well-balanced ontological hierarchy equals a strong and comprehensible representation of the domain knowledge.
However, it is a challenge to formulate the idea of a well-balanced tree. Here we offer some tips to help formulate the
“harmony”:
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1.
2.
3.
4.
Concepts of one level should be linked with the parent concept by one type of relationship such as is-a, or has
part.
The depth of the branches should be more or less equal (±2 nodes).
The general outlay should be symmetrical.
Cross-links should be avoided as much as possible.
3.3 Harmony as Clarity
Moreover, when building a comprehensible ontology it is important to pay attention to clarity. Clarity may be provided
through number of concepts and type of the relationships among the concepts. Minimizing the number of concepts is
the best tip according to Ockham’s razor principle proposed by William of Ockham in the fourteenth century:
”Pluralitas non est ponenda sine neccesitate,” which translates as “entities should not be multiplied unnecessarily.”
The maximal number of branches and the number of levels should follow Miller’s magical number (7±2) (Miller 1956).
Furthermore, the type of relationship should be clear and obvious if the name of the relationship is missing. Some tips
to achieve visual clarity are described later in section 4.4.
4 Developing Practical Ontology
In this section we describe our attempt to develop ontology for C programming language following the aforementioned
5-step algorithm. We have tried to report the exact practical procedures we followed at each step by including all the
visual structures.
4.1 Step 1 - Glossary Development
As previously mentioned the first step in building ontology is collecting information in the domain and building a
glossary of the terms of the domain. To build a glossary for teaching introductory C programming course, we collected
the terms from two different types of resources: closed-corpus material and open-corpus material.
The closed corpus materials are in the form of lecture notes that are precisely designed for the course. The open corpus
materials include several online tutorials in C programming. We extracted the terms from the lecture notes manually by
carefully reviewing the lecture handout. The terms from open-corpus material were extracted automatically
(Brusilovsky & Rizzo 2002 ). Consequently, we tried to combine the automatically extracted terms with manually
extracted terms to build a single glossary. Figure 2 presents the combined unsorted glossary.
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Figure 2. Glossary of the terms for teaching C programming
4.2 Step 2 - Laddering: Building an Initial Mind Map Structure
At the second step we built an initial visual structure of the glossary terms. The main goal of this step is the creation of a
set of preliminary concepts and the categorization of those terms into concepts. A mind map can be a useful visual
structure for this step. Figure 3 presents the mind map of our initial categorization. Since the categorization in this step
is preliminary, some of terms might not fit into any of the initial categorization. We should mention that the
categorization in this step is done entirely manually. However, we employed the lecture notes, which were used to build
the glossary in the previous step, to build the initial categories as well. We can consider the lecture notes, as expert help,
to design the ontology. This is due to the fact that the lecture notes were designed by the expert who is teaching the
course for couple of years.
Figure 3. Trivial categorization
Figure 4 presents the details of our initial categorization of the terms into the concept in Figure 3. The visual structures
presented at this step, illustrates the idea of how an ontology can bridge the gap between the chaos of unstructured data
presented in the glossary and be a clear means of showing mapped representations. Another good example of this
bridge can be the ontology of Italian artistic schools which is built from chaos of names of great Italian artists
(Gavrilova 2003).
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4.3 Steps 3 & 4 - Disintegration/Categorization: Building a Concept map with more Precise
Hierarchy
At next step we composed more precise concepts and hierarchies by analyzing the glossary and previously built visual
structure. First we employed the top-down design strategy to create meta-concepts such as “Date”, “Structure”, and
“IO”. Then using the bottom-up strategy we tried to fit the terms and concepts into the meta-concept. Moreover, we
created the relationships between the concepts. A concept map is the most useful visual structure for representation of
the results of this stage, since it gives the ability of defining the relationship in addition to building the hierarchy. The
output of this step is a large and detailed map, which covers the course in the hierarchical way1. However, since this
ontology is designed for teaching purposes it is important to offer the overall picture and a general hierarchy as well.
Figure 4. Details of first level categorization
Therefore, based on the detailed concept map, we built the general ontology which is shown in Figure 5.
1
Because of the huge size of the concept map it is difficult to include it in the paper
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Figure 5. General ontology
4.4 Step 5: Refinement
As described in the algorithm, the final step is devoted to making the ontology beautiful. The followings are some
practical tips that we may be taken into consideration while designing the ontology:
1.
2.
3.
4.
Use different font sizes for different strata (as shown in Figure 3 and Figure 4).
Use different colors to distinguish particular subsets or branches (as shown in Figure 5, not very clear in the
black and white printout ).
Use a vertical layout of the tree structure/diagram (as shown in Figure 5).
If needed, use different shapes for different types of nodes.
Moreover, we re-built the general ontology while taking into consideration the harmony and clarity factors. Comparing
Figure 5 and Figure 6 presents these changes. Consequently, we tried to balance the depth of the branches by adding
one more level to the “IO” branch. Another feature of harmony is having the same relationship at each level. Since this
is not easy to achieve, we tried to differentiate the level of the nodes based on the relationships in the same depth. For
example, all nodes with the “has” relationship are at the same level and all the node with the “has part” relationship are
also at the same level. Moreover, to achieve clarity we removed all unnecessary nodes and use the standard
relationships that are easy to understand.
Figure 6. Harmony and clarity in the ontology
5 Discussion
We have already developed more than 20 teaching ontologies. Our research stresses the role of knowledge structuring
for developing ontologies quickly, efficiently, and effectively. To achieve this goal we follow David Johnassen’s idea of
“using concept maps as a mind tool.” The use of visual paradigm to represent and support the teaching process not only
helps a professional tutor to concentrate on the problem rather than on details, but also enables pupils and students to
process and understand great volume of information.
The development of knowledge structures in the form of ontologies, provides learning support and scaffolding that may
improve student understanding of substantive and syntactic knowledge. As such, they can play a part in the overall
pattern of learning, facilitating for example analysis, comparison, generalization, and transferability of understanding to
analogous problems. Therefore, a visual knowledge structure editor provides a two-dimensional, iconic model that
represents the author’s understanding of the key elements in the concerned knowledge based.
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At a basic level of knowledge representation, within the context of everyday heuristics, it is easier for educationalists
simply to draw the ontology using conventional “pen and pencil” techniques. However, for more sophisticated
knowledge representations, it is necessary to master appropriate programming and the involved language, or to use ellknown ontology editors.
It is possible to use any of the available graphical editors to design visual ontology, e.g. Paintbrush, Visio, Inspiration,
or Mind Manager. But any effective computer program for knowledge engineering should perform the functions
described for structuring the stages of a subject domain. Accordingly, it should correspond to the phenomenological
nature of the knowledge elicitation involved using the appropriate algorithms previously detailed. This program must
support the knowledge engineer through incorporating game rules that are clear, transparent, and functional. Ideally, the
knowledge engineer should be able to tailor the program to his or her specific requirements. Concerning this, each
analytical stage may be represented visually and accurately modelling the knowledge domain, elements already being
realized in some commercial expert system shells.
This described approach can be applied to developing those tutoring systems where general understanding is more
important than factual details. Furthermore, ontology design may be used as an assessment procedure for expressive as
opposed to exploratory learning. For both formative and summarizing assessment purposes, students can clearly
indicate the extent as well as the nature of their knowledge and understanding through creating ontology and explaining
the involved processes.
Acknowledgements
This work is partly supported by the grant of Russian Foundation for Basic Research No.04-01-00466.
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BUILDING A BRIDGE BETWEEN SCHOOL AND UNIVERSITY
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- CRITICAL ISSUES CONCERNING INTERACTIVE APPLETS
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Building a bridge between school and university
- critical issues concerning interactive applets
Timo Ehmke1, Lenni Haapasalo2 and Martti Pesonen3
1
Leibniz Institute for Science Education (IPN), University of Kiel, Olshausenstr. 62, D-24098 Kiel
e-Mail: ehmke@ipn.uni-kiel.de; homepage: http://www.ipn.uni-kiel.de/persons/ehmke/ehmke.html
2
University of Joensuu, Department of Applied Education, P.O. Box 11, 80101 Joensuu, Finland
e-mail: lenni.haapasalo@joensuu.fi; homepage: http://www.joensuu.fi/lenni
3
Martti E. Pesonen, University of Joensuu, Department of Mathematics, P.O. Box 11, 80101 Joensuu, Finland
e-mail: martti.pesonen@joensuu.fi; homepage: http://www.joensuu.fi/mathematics/personnel/PesonenM.html
Mathematics can be considered as typical example when discussing about the gap between school and
university. The main problem might be how students could develop their procedural school thinking towards
abstract conceptual thinking. Among neglected topics in the development of mathematics education is the
frequently mentioned use of modern technology, especially hypermedia utilizing interactive Java applets. This
paper highlights critical issues by implementing such kind of technology in the teaching of university
mathematics. It seems that moving from old studying culture towards modern one is full of cognitive,
emotional and social problems. Our experiences do not support the view that using interactive applets would
bring special advantages without an appropriate pedagogical framework. Even though they seem to bring
interesting and useful elements in learning and assessment, it is especially the reflective tutoring that needs
more consideration.
Keywords: applets, binary operation, computer-based, conceptual, function, interactive, procedural, technologybased
1 Introduction
When maintaining popular discussion concerning PISA studies, problems in tertiary mathematics education are easily
forgotten even though these quite global problems have been recognized among the international scientific community,
as among ICMI1. One of the basic questions is the gap between school and university (cf. Holton, 2001). Griffiths &
Oldknow (1993, p. 1) see university mathematics as a collection of discrete courses with little interdependence. After
long experience as mathematics educators we agree and find that the basic arguments of the Joint European MODEM
project2 still hold:
Mathematics tends to be explained as an organized body of knowledge, in which students are largely passive,
practicing old, clearly formulated, and unambiguous questions for timed examinations. The large body of theory is
found to be abstract and depends on an unfamiliar language. These features are of course essential for the purposes
of a professional mathematician, but they leave many students dispirited and bored, and their performance in more
advanced courses is poor because the foundations are weak: the examiners are reduced to setting only bookwork or
stereotyped questions, which can be remembered without becoming a vital part of the student.
Concerning the gap between school and university it is appropriate to discuss some basic concepts in the university
freshmen’s mathematics. One central concept is function, which constitutes a necessary background for higher
mathematics and has been considered by many educational researchers as Tall & Bakar (1991), Breidenbach et al.
(1992), Tall (1992), Vinner & Dreyfus (1989), and Brown et al. (1997). Using a quite recent analysis of conceptual and
procedural mathematical knowledge by Haapasalo & Kadijevich (2000), in the Department of Mathematics at the
University of Joensuu we have been searching for a certain balance between students’ more or less procedural school
thinking and conceptual academic thinking. This has been a part of DAAD project with Leibniz Institute for Science
1
2
The International Commission of Mathematical Instruction; http://www.mathunion.org/Organization/ICMI/
Modernization of European Mathematics Education (http://www.joensuu.fi/lenni/modem.html)
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
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Education (IPN), University of Kiel. Our earlier reports (Pesonen et al. 2002, Pesonen et al. 2004) have concerned with
learning of mathematical contents. In this report we just highlight some relevant aspects of technology-based learning.
We represent these findings from two case studies made by utilizing interactive Java applets in the learning of functions
and binary operations. The Java applets offer graphical representations of mathematical concepts, which can be
explored by the students interactively in dragging mode (more details described in paragraph 3.3).
2 Aims and objectives
The aim of our research was to generate hypotheses, what special benefits do the dynamic interactions offer and what
new types of difficulties in conceptual thinking arise. What advantages are there in manual dragging by the students
(within the applets) and what in automatic animation? How students use the tracing function and what significance do
the given hints have? In the second step we analyse whether the different representation formats (symbolic, verbal and
the graphical given through interactive applets) led to different test performance. In a qualitative step we consider
possible explanations to these difficulties, for example why conceptually identical but functionally slightly different
implementations lead to diverging interpretations.
3 Theoretical background
We represent shortly the framework, which we used in designing the applets and in realizing the learning environments
including assessment.
3.1 Interplay between conceptual and procedural knowledge
In order to be able to consider the learning of mathematics from dynamic point of view, we adopted recently established
knowledge type characterization of Haapasalo & Kadijevich (2000):
• Procedural knowledge denotes dynamic and successful utilization of particular rules, algorithms or procedures within
relevant representation forms. This usually requires not only knowledge of the objects being utilized, but also the
knowledge of format and syntax for the representational system(s) expressing them.
• Conceptual knowledge denotes knowledge of and a skilful “drive” along particular networks, the elements of which
can be concepts, rules (algorithms, procedures, etc.), and even problems (a solved problem may introduce a new
concept or rule) given in various representation forms.
Because the dominance of the first one over the latter one seems quite natural both in the development of scientific and
individual knowledge, an appropriate pedagogical idea also in mathematics could be to go for spontaneous procedural
knowledge. The logical relation between the two knowledge types in this so-called developmental approach is based
upon a genetic view (i.e. procedural knowledge is necessary for conceptual one?) or a simultaneous activation view (i.e.
procedural knowledge is necessary and sufficient for conceptual knowledge). On the other hand, it seems appropriate to
claim that the goal of any education should be to invest on conceptual knowledge from the very beginning. If so, the
logical basis of this so-called educational approach is the dynamic interaction view (i.e. conceptual knowledge is
necessary for procedural one), or again the simultaneous activation view already mentioned. The latter means that the
learner has opportunities to activate conceptual and procedural features of the current topic simultaneously. By
“activate” we mean certain mental or concrete manipulations of the representatives of each type of knowledge. Being in
the intersection of two complementary approaches, the simultaneous activation view is loaded with some expectations
concerning the planning of learning environments. Modern technology, of course, offers natural solutions for these
kinds of activities.
3.2 Multiple representations of concept attributes
When designing our Java applets we utilized the framework of the Finnish MODEM-project (see Haapasalo 2003),
which offers a sophisticated interplay between conceptual and procedural knowledge (see Figure 1). Because our aim
was not to plan a comprehensive learning material for the mathematical concepts under our consideration, we mainly
applied the basic structure of mathematical concept building in the right hand box of Figure 1. However, in order to be
able to describe the task types of our applets, we have to understand the idea of the concept building.
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Figure 1. Sophisticated interplay between developmental and educational approach within the MODEM framework
When searching for convenient ways to introduce a function or a binary operation into a verbal, graphic or symbolic
form, basically we should have given students opportunities to orientate themselves in the concept. It is this kind of
Orientation (O) that forms the first phase of the systematic concept building in the right hand box of Figure 1. It
basically utilizes a developmental approach: the interpretations of the situation can be based on mental models of the
pupils, coming, more or less, from their naïve procedural ideas. These act like a wake-up voltage in an electric circuit
that triggers another, much more powerful current to be amplified again. The procedural and conceptual knowledge
types start to support each other, offering a nice opportunity to use the principle of simultaneous activation, for
example. This principle, being at the intersection of the logical definitions of the two approaches, links the
developmental approach and educational approach in a most natural way.
The role of the Concept Definition (D) is to offer students the opportunity to make their own investigations, to express
the investigation results especially in verbal forms in each case, and to argue about these results within the collaborative
teams and between the teams. As a result of social construction, a definition for the concept is born, meaning that
students try to fix the relevant determiners of the concept in verbal, symbolic and graphic forms. Especially in the
phases of orientation and definition, creative thinking and productive work is needed. The next phases of concept
building utilize the principle of dynamic interaction. The idea is to give students a sufficient number of opportunities to
construct concept attributes and procedural knowledge based on them.
In the phase of Identification (I) we have to give students opportunities to train themselves in identifying concept
attributes in verbal (V), symbolic (S) and graphic (G) forms. For this we need six kinds of tasks (I): IVV, IVG, IVS, IGG,
ISS and ISG. During the learning process, the teacher must be ready, if necessary, to begin with tasks that require
distinguishing between only two elements before going on to the identification of several elements.
In the phase of Production (P) we have to give pupils the possibility to produce from a given presentation of the
concept another representation in a different form. The development of production (P) requires nine combinations:
PGV, PGS, PGG, PSG, PSV, PSS, PVS, PVV and PVG. The tasks of identification and production must be achievable
without any complicated processing of information on the student’s part.
In the phase of Reinforcement, the goal is to train and utilize concept attributes and to develop procedural knowledge to
be used in problem solving and applications.
The interaction between verbal, symbolic and graphic forms described above gives, right from the very beginning, an
excellent framework not only for learning but also for an assessment of students’ conceptual understanding (we will
speak about VSG-tasks, hereafter).
We must point out clearly that in our case study students did not have opportunities to utilize the whole framework in
Figure 1. Missing of the orientation and definition phases as described above might have been the basic reasons why
students had difficulties in the utilizing of our applets. It is the viable definition for the concept through students’ social
constructions that would have been the ideal case. We used definition tasks only for assessment in the same way as we
did with identification and production tasks, applying also the theories of concept images and concept definitions (e.g.
Vinner & Dreyfus 1989; Vinner 1991). The applets were from the very beginning aimed to whitewash students’ naïve
and stereotypic conceptions based on school mathematics, and to increase their sensitivity to use different glasses when
looking at mathematical objects.
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3.3 Interactive Graphical Representations (IGR)
Binary operations are two-variable functions, whose variables in linear algebra are usually vectors. Therefore the
traditional static graphical representations become inadequate. Thus, a completely new “learning dimension” can be
added by using dynamic figures. We utilized the MODEM framework above in our Interactive Graphical
Representations (IGR). These allow - and mostly require - the learner to interact with the figures by dragging with the
mouse or using control buttons. In our case the IGR pictures are implemented using dynamic geometry Java applets
(JavaSketchpad and Geometria, see Pesonen 2001; Ehmke 2001). The advantage of IGR is that students become
engaged with the content and the problem setting and get a ”feeling” for dependencies between the given parameters.
Dynamic pictures offer new possibilities to solve problems (e.g. draw a trace or use scaling). Also an automatic
response analysis, which enables immediate feedback, can support concept understanding and ”learning when doing”.
Disadvantages are that computer activities are time consuming (especially in developing) and also the integration into a
traditional curriculum may be problematic. The measuring of students’ achievements must be thoroughly reconsidered.
By a sketch we mean a dynamic interactive applet construction containing text parts, figures, and geometric elements
(points, lines, rays, segments, circles and more advanced constructions), which is meant to be manipulated with the
mouse. Control buttons can be used for showing, hiding, moving and animating the sketch elements (see Figure 2 in
Chapter 5.1).
4 Methods
For the analysis of our research aims, two studies were conducted in the Mathematics Department of the University of
Joensuu. The pilot study was done within a first semester Introductory Mathematics course in November 2002 (N = 42).
The students were mainly mathematics majors and the course lectures had already dealt with logic, sets and relations,
but not yet functions. This study comprised a 2-hour exercise sessions in 2 groups. The first part of the learning material
was implemented by the Geometria applet and it contained interactive sketch tasks about sets and relations, with focus
on the introducing the function concept. The second part consisted of an html form containing dynamic JavaSketchpad
figures (see Figures 2 and 3) together with the appropriate problem sets. The answers were sent directly to the teacher.
In both parts of the working periods the students’ actions were recorded by a screen capture program, and later the
material was analyzed with qualitative methods. The second study was done during the first course on Linear Algebra
(N = 92) in March 2004. These students were heterogeneous in their background: most of them were first year
mathematics or physics majors but about 20% of them were 1st to 3rd year computer science majors. The test items were
posed to the students using the course management system WebCT. We represent the most important affective findings
of our studies, concentrating mostly on students’ difficulties to utilize certain sketches that contain special technical or
mathematical features. Some cognitive findings are represented just for considering possible explanations to these
difficulties3.
5 Results
5.1 Study 1
The aim of the first study was to analyse how students use the special advantages of interactive applets. In the following
we summarize the main findings. A more detailed description of the results is given in Pesonen et al. (2003).
What advantages are there in manual dragging, what in automatic animation? Dragging was very popular throughout
the tests. All students used this feature to interact with the learning content. Dragging is advantageous when studying
what happens in special positions in the sketch and in the controlling of parameter values. The study confirms that
animation is useful in attracting students’ attention to special situations. Most students used animations when it was
helpful or necessary, but only 40% when it was not crucial. In some problems dragging was crucial. For example, when
the students had to find the special places themselves, not all managed in this. A typical difficulty could be seen in the
Problems concerning the Figure 2: The base value a can be controlled on the parameter axis in the bottom, where also
the Neper number e is marked. For which values a is the function x → ax increasing? Varying the parameter a causes
the whole curve y = ax change. Therefore, dragging a around the number 1 was crucial in finding out the values for
which the function is increasing. On the basis of the screen capture analysis we found empirically some relationships
between using the dragging mode for exploring special cases and solving the task correctly.
3
The applets and tasks used in the two studies are found through the URL address
http://www.joensuu.fi/mathematics/MathDistEdu/Animations2MentalModels/RovaniemiNBE2005/index.html
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Figure 2. A screen shot of the sketch concerning exponential functions
What can be said about tracing? The tracing facility, that was available in some tasks, plots the positions of the function
value in the co-domain. This feature can be switched on and off by two labelled buttons inside the sketch. As long as
the function is switched on, every point visited by the function value is marked. If the function is switched off, no new
points are marked, but the old ones are still visible. They can be deleted by a small button, marked by a red X. An
example of the trace after moving x from 1 to 0 is given in Figure 3. Our results show that about half of the students
used tracing when it was available. In our learning material tracing facility was not well guided. The students had
difficulties in applying the feature in a fruitful way. It could be seen that 67% did not clear the traces, which caused
problems with messy figures. However, the tracing command could be used very fruitfully for the visualisation of the
image of an interval (Figure 3). ). In this task some students showed a misconception about the range or image of a
given function. They seemed to determine the image of a real interval simply by taking as image the interval between
the image points of the left and right endpoints of the domain interval. The video analysis confirmed that these students
had only examined the endpoints and did not use the possibility of tracing, which would have led them to the correct
answer.
Figure 3. The dark dotted line visualises the image of the interval [0, 1]
What significance do the hints have, how much and what kind of guidance is ”optimal”? Hints were available by
pressing a hint button within the sketch. This button shows a modal window with a helping text. By the close button, the
hint disappears and the work can continue at the point where it was interrupted. Hints were available in five applets.
The results concerning the use of hints were alarming. Applet hints must be offered only when crucial; the students
stopped using hints as soon as they found them not useful.
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5.2 Study 2
The learning material of the second study contained problems concerning verbal, symbolic and graphic representations
of mathematical binary operations. A first descriptive report (Pesonen et al. 2005) shows that students who could
identify a binary operation given through a verbal description are also able to identify a binary operation in a symbolic
representation form (r = 0.31). This was in accordance to the findings in the MODEM project (Haapasalo, 2003, p. 15),
where especially the verbalisation was an important step for the concept building. In contrast to this, identifying binary
operations given in an interactive graphical form, do not stand in correlation with these two “classic” representation
types (verbal-graphic: r = 0.04, symbolic-graphic: r = 0.05). To analyse this remarkable result deeper a qualitative study
was applied post-hoc. The students were interviewed in a web-based questionnaire about their understanding of the
interactive graphics. We chose from the test the most difficult task (p = 0.18) represented in Figure 4. The sketch
contains three point objects: movable u, fixed v and the image uov. Because v is a fixed point, the function o cannot be
a binary operation on the whole plane.
Figure 4. A sketch where the student interpretations were most diverging
We asked a group of students (N = 29), who could not solve this item correctly, some question about the item to find
out why the difficulties arise. The student’s responses show that all students have recognized that the point v can be
dragged (which would be necessary for a binary operation in the plane). Therefore, we can exclude that someone has
not used dragging to solve the question. Further the students were asked:
a) I thought it is irrelevant, because u moved and the result was visible and moved.
b) I thought it is irrelevant, because u moved and the result was visible.
c) I thought it is irrelevant, because u and v and the result are seen.
d) I was confused and answered positively, just for sure.
About 70% agreed to statement a), about 40% to b), about 30% to c) and about 20% to d). This shows that students
have difficulties to interpret the mathematical meaning of the applet constellation. Point v is fixed, so it cannot reach the
whole domain. However, student did not have difficulties to identify analogous problems when represented in a
symbolic or verbal form. This difference can be seen if we compare the average solution rates for verbal, symbolic and
graphic identification tasks (Table 1). The group showed only small differences in the solution rates for symbolic and
verbal tasks (symbolic: +4.3 %, verbal: –3.7 %) but a higher deficit in solving graphical tasks (–12 %).
Also an open text field was offered for their verbal explanations. For several students it had been enough to see that
when u moves also the result moves in the plane.
Table 1. Solution rates for verbal, symbolic and graphic identification tasks
Symbolic tasks
Verbal tasks
Graphical tasks
All students
74.4 %
55.8 %
71.8 %
Students with item wrong (Figure 5)
78.7 %
52.1 %
59.8 %
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In the questionnaire we also showed these students three slightly different sketches about a certain binary operation on
the real line interval [-c, c] (namely relativistic addition of speeds, but this was not told). We asked which of them
suited best, and which worst, for illustrating that it really is a binary operation on the interval. Clearly worst was voted
the one in which the result uov is seen even if the operands are dragged outside the interval. The other two were rated
nearly equal; in the first the operands are tied to the interval and in the second the result vanishes whenever one of the
operands is outside the interval.
6 Conclusions
Kadijevich (2004) points out four areas, which have been neglected in the research of mathematics education: 1)
promoting the human face of mathematics; (2) relating procedural and conceptual mathematical knowledge; (3)
utilizing mathematical modelling in a humanistic, technologically-supported way; and (4) promoting technology-based
learning through applications and modelling, multimedia design, and on-line collaboration. These findings give special
challenges to utilize modern technology in all its forms. Today even small pocket computers allow the use of the dragand drop technology, where the student can easily manipulate mathematical objects between two windows, illustrating
two different forms of mathematical representation. In many cases this means forming links between conceptual and
procedural knowledge, which is a relevant perspective to evaluate the sustainability of educational technology, as done
in Haapasalo & Siekkinen (2005). Their five implications fit the exemplary results of our two studies, which show that
interactive learning modules offer new features and challenges not only for teaching and learning of mathematics but
also metacognitive skills. Especially the possibility of dragging, tracing and animation provide a new aspect of
representing mathematics. But as we have seen in the second study, the new possibilities easily come together with
cognitive problems for a considerable part of students. Especially the interactive graphical representation can become
problematic, as reported in Sierpinska et al. (1999). They found that students showed quite surprising ways in
interpreting dynamic figures concerning plane vectors and basis. The interactive component seemed to differ from the
classical representation formats (verbal, symbolic), which are traditionally used in school mathematics.
Our experiences show that moving from old studying culture towards modern technology-based one is full of cognitive,
emotional and social problems (cf. Pesonen et al. 2005). The using interactive applets, for example, would not bring
special advantages without an appropriate pedagogical framework. Even though they seem to bring interesting and
useful elements in learning and assessment (as we have seen in study 1), it is especially the reflective tutoring that needs
more consideration. Perhaps the most promising aspect of technology-based learning is to utilise the principle of
simultaneous activation of conceptual and procedural knowledge. This allows the teacher to be freed from the worry
about the order in which student’s mental models develop when interpreting, transforming and modelling mathematical
objects. Our examples hopefully show that more or less systematic pedagogical models connected to an appropriate use
of technology can help the teacher to achieve this goal. Interactive applets can be used not only for learning but also for
assessment and for increasing new kinds of complexity for the content – being an essential element when building a
bridge between school and university.
Acknowledgements
We would like to express our gratitude to two funding organizations for supporting our work. Developing of the applets is based on MODEM
activities (www.joensuu.fi/lenni/modemact.html) during the teacher exchange program between the Universities of Bielefeld and Joensuu within the
SOCRATES funding programme. Der Deutsche Akademische Austauschdienst (DAAD) has made possible an intensive co-operation between the
University of Joensuu and the Leibniz Institute for Science Education (IPN), University of Kiel. Finally, we are grateful to the editors and the
anonymous NBE reviewers for valuable comments, which have helped us to improve the presentation of our paper.
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Ehmke, T. (2002b) Geometria: A Tool for the Production of Interactive Worksheets on the Web. In M. Borovcnik & H.
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Pesonen, M., Haapasalo, L. & Lehtola, H. (2002) Looking at Function Concept through Interactive Animations. The
Teaching of Mathematics 5 (1), 37-45.
Pesonen, M., Ehmke, T. & Wünscher, T. (2003) Verbaalisen, symbolimuotoisen ja kuvallisen esitystavan soveltaminen
matemaattisten peruskäsitteiden opiskeluun vuorovaikutteisessa etäoppimateriaalissa. Tutkimuksen tuella verkkooppimiseen, Joensuun yliopiston opetusteknologiakeskuksen selosteita 5, 147-163.
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INTRODUCING ICT IN HIGHER EDUCATION:
1
THE CASE OF SALAHADDIN/HAWLER UNIVERSITY
2005 - NETWORK-BASED EDUCATION 14th-17th SEPTEMBER 2005, ROVANIEMI, FINLAND
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INTRODUCING ICT IN HIGHER EDUCATION:
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2005 - NETWORK-BASED EDUCATION 14th-17th SEPTEMBER 2005, ROVANIEMI, FINLAND
ICT tools for teaching and learning
48
1
TEACHING AND LEARNING WITH ICT WITHIN THE SUBJECT CULTURE OF
1
SECONDARY SCHOOL SCIENCE
NETWORK-BASED EDUCATION 2005, 14th–17th SEPTEMBER 2005, ROVANIEMI, FINLAND
Teaching and Learning with ICT within the Subject Culture of
Secondary School Science
1
Linda Baggott la Velle , Jocelyn Wishart, Angela McFarlane, Richard Brawn
Graduate School of Education, University of Bristol,
35, Berkeley Square, Bristol,
BS8 1JA, UK.
and Peter John
Faculty of Education,University of Plymouth,
Douglas Avenue, Exmouth,
EX8 2AT, UK.
This paper reports some of the findings from the Science Subject Design Initiative team in the ESRC Interactive Education Project
at the University of Bristol. The subject culture of secondary school science, characterised by a content-laden curriculum and
assessment, but also with a tradition and requirement for practical work, is briefly described to give a picture of the environment in
which the use of ICT was planned. Six science teachers, working in UK comprehensive schools, with between 2 and 18 years’
experience in the classroom planned subject design initiatives (SDI) in which practical work was simulated by software. Team
discussions and individual interviews following the SDIs are summarised and early conclusions presented about the resulting shift
in pedagogic approach and subject culture.
Keywords: science, simulation, subject design initiative,
1 Introduction
1.1 the InterActive Education Project
In recent years we have seen a massive drive to incorporate ICT into every aspect of school life - policy initiatives
aimed at increasing the use of new technologies have seen over £1.7 billion invested in training, hardware and software
in UK schools. Teachers are increasingly expected to develop innovative ways of teaching with ICT, to use these
technologies in administration and management and to use the Internet to develop new ways of communicating with
parents, students and other practitioners.
Alongside these changes in school, students' use of computers in the home is increasing, presenting teachers with the
challenge of marking computer-produced work, negotiating students' growing expertise in the use of new technologies
and confronting inequalities in differential access to computers in the home.
The InterActive Education project, funded by the ESRC Teaching and Learning Programme 2001-2004, aimed to
provide systematic approaches and practical means of overcoming some of the challenges presented by these
developments and set out to examine the ways in which new technologies can be used in educational settings to enhance
learning.
Central to the project is the contention that effective and innovative practices in teaching and learning require a
combination of practitioner and researcher expertise. Design is informed in an iterative way by theory, research-based
evidence on the use of computers for learning, teacher's craft knowledge and the research team's expertise. The focus
therefore was on iterative design and evaluation of learning initiatives with a period of piloting before substantive
evaluation. Thus teachers, teacher educators and university researchers worked in partnership to develop Subject Design
Initiatives (SDI), which were teaching interventions, planned and prepared by the teachers to include an element of ICT
in their lessons. These lessons were digitally videotaped for subsequent discussion and analysis. The SDIs were
undertaken in key curriculum areas, including science in secondary schools, (pupils in the 11-18 year age range). The
1
Author for correspondence: linda.lavelle@bris.ac.uk
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
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project schools were identified by negotiation between the Project Director and the head teachers of the schools, who
then identified willing subject teachers to participate in the project. The science team consisted of six specialist science
teachers (5 male and 1 female), with between 2 and 22 years’ experience in the classroom, three university lecturers
with expertise in teacher training and one professor of education with particular expertise in educational ICT.
Much work of the science team centred on the use of software to simulate practical work. This was an important focus,
because teaching and learning in school science is traditionally rooted in the hands-on, learning-by-experience strategy
of the laboratory-based "experiment". Fundamental questions about the nature of school science and its pedagogy are
raised by the possibilities offered by new technologies to simulate experimental apparatus and procedures as well as
methods of data gathering and analysis, for example: How real is real? Is school science the same as scientists' science?
Is an idealised data set more or less valid for teaching and learning scientific concepts? These issues were problematised
and theorised in team discussions.
1.2 the subject culture of science
The six science teachers were all individually interviewed at the outset of the project. We were particularly interested
in what science itself meant for them, and how they saw the subject culture of school science. Deeply rooted in their
biographical experience, the views and beliefs that they held and used in relation to the curriculum content they taught
were inextricably bound to their individual systems of ideas and procedures for the organisation of learning in their
classrooms. This has respectively been referred to as ‘science as paradigm’ and ‘science as pedagogy’, (Baggott la Velle
et al, 2004). Essentially, they held a social constructivist view in which science education intersects both the natural and
social worlds (Cobern, 1998). They provided many examples of teaching and learning episodes that were grounded in
the everyday experience of their learners. Their espoused pedagogical styles were likewise peppered with such ideas
that ‘it should be real’, ‘should be taught through an applied, contextualised background’, etc. They saw practical work
as being a fundamental and motivating element of science education, echoing a report by Jim Donnelly in 1995, who
found that science teachers took for granted that practical work was done in school science.
2 Relationship between ‘school’ subject and subject
The teachers in our interview series drew a clear distinction between school science and scientists’ science,
acknowledging that students in school were not carrying out ‘watered down science’ or ‘aping scientists in research
labs’. That science now covers such a wide and diverse range of human activities in different cultures across the globe
points clearly to the impossibility of science education reflecting ‘real’ science’. For example it would be simply too
complicated to define a ‘scientific method’ to reflect this diversity for the purposes of curriculum design.
Almost without exception, the teachers in our design initiative group saw science as a contextualised, human activity,
and this view linked closely with their espoused pedagogic identity. Relating scientific ideas to everyday experience
was seen as very important, and several teachers stressed the relevance of introducing discussion of ethical issues to
their teaching. There was evidence of palpable pleasure in knowing about the subject matter of science. For one teacher
it was his credo:
I mean, science for me is a way of life really. In the way that some people’s religion is a way of life. And science helps me understand the
world. And with that I don’t feel I need a religion, I don’t have a faith. This is mine. It takes the mystery out of the world. Some people
don’t like you taking the mystery out of the world – but for me to understand things and how they work, it’s the fascination, the awe
aspect.
Two teachers spoke of their fascination for science from childhood. Their early reading or the encouragement of their
parents fuelled this:
….my father’s interest in science influenced my early childhood….
The teachers’ views of science formed the foundation for the expression of a number of pedagogical and subjective
educational theories that were also embedded in biographical experience. The responses of the science teachers
therefore reflected a diversity of beliefs and perceptions. When talking about his educational and professional
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background one traced a developmental and adaptive linkage between his school days, his later career as a researcher
and his current role as a teacher:
At school I’m not sure I was allowed to be that creative to be honest. Because the teaching in those days was very traditional. At university
it was a lot different and there was a lot of opportunity to be creative in your thinking and doing…When I went back to the Food Research
Institute…I worked with a lot of people who were extremely creative and I learned a lot from them. Just their way of thinking was
quite…quite...it had a major effect on my own work and teaching.
Another was strongly influenced by his own higher education, linking this to his teaching:
I worked as a post-doctoral researcher after my PhD years at university, and for various and many reasons thought I might be able to make
a difference doing science and teaching kids. And so I opted for a PGCE course…..
The teachers’ views of the characteristics of science were closely entwined with their feelings about it. The notion of
science having a creative aspect cropped up in several interviews, for example:
….and I worked with a lot of people [in his research career] who were extremely creative. And I learned a lot from them. And just their
way of thinking was quite…was quite…had a major effect on my own work.
However, several teachers felt that school science offered few opportunities for this creativity:
The nearest I get to being sort of creative in science, I suppose, is through the PRI work – through the Pupil Research Initiative at Sheffield
where I now act as a teacher associate.
This idea that school science is very different to scientists’ science was almost universally held:
School science needs to move on in terms of experiments….we’re teaching 18th and 19th century science…..the real world is different..
why are we still boiling beakers of water with Bunsen burners?
This resonates interestingly with the idea that in school science pupils are initiated in a ‘ritualistic or fetishistic way’
into a new domain in which the Bunsen burner is the icon of school science (Delamont et al, 1988).
3 Assessment regime in Science
In UK science education, assessment is traditionally summative: end of topic tests; National Curriculum Assessment
Tests at age 14; General Certificate of Secondary Education (GCSE) examinations at 16; practical skills assessment
within the National Curriculum (Sc1) regularly from 11-16. Although the influence of Assessment for Learning, a
central plank of the 2004 National Secondary Strategy, is now increasing enacted in UK science classrooms, the
teachers in the InterActive Project undertook their SDIs before the national roll-out. Consequently, they were much
concerned with summative assessment within an essentially modular scheme of work, typically expecting to test pupils’
knowledge and understanding of a topic approximately every twelve lessons. Their interviews and discussions strongly
reflected this.
Well, I suppose my biggest bugbear is the Science curriculum, that it’s so overloaded and doesn’t really offer much inspiration to the
students. It’s so content-driven, fact learning by rote.
4 Dominant concerns in Science
An obvious tension exists between the weight of the UK science curriculum with its assessment instruments and the
traditional requirement that the subject is essentially learned through practical experience. School science
“experiments” are essentially messy, time-consuming and often inconclusive, (Wellington, 1998). This conflict forms
the basis of current and recent debate in science education. Briefly, the issues include:
•
Breadth and Balance: How broad should science education be? Biology, chemistry and physics only or
geology, psychology, archaeology – are these really science? What should be the balance?
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•
Integration versus Separation: should each science be taught separately, or should science teachers take a
topic and present it in an integrated way? e.g. topics such as flight, energy, as in schemes such as SCISP,
(1974). Why is this not ubiquitous? “Broad and Balanced” science of the 1980s + statutory National
Curriculum with clear boundaries between disciplines.
•
Process and Content: skills and processes, as opposed to facts, laws, theories.
•
Balance and separation: Should values come into sc ed? Can we escape value-laden facts? Values inherent in
choice of facts?
•
Practical work and ICT: dilemma of doing and understanding or doing and arriving at misconceptions.
Choice of practical and whether to adopt it is fundamental to planning for teaching and learning in science.
Should practical work be done virtually?
5 The use of practical simulation and changes to the culture of school
science
Early discussions about what the SDIs might comprise identified the teachers’ interest in simulation of practical work.
In the team meetings, various examples of simulation software were demonstrated and discussed, and the teachers
began to generate ideas for their SDIs linked to forthcoming topics that they were scheduled to teach. In many cases,
such as the Focus Science Investigations2, the simulation software was precisely tailored to the UK National
Curriculum and its assessment, reflecting the concern of the teachers to provide teaching and learning experiences that
fell within this framework.
Although scientists use computer simulations for modelling in many areas of research and development, the classroombased simulation packages selected by our teachers do not fall into this category. Again, demonstrating the difference
between school science and scientists’ science, the pupils were being asked to repeat “experiments”, where the outcome
is known. The fact that these were in silico as opposed to in vitro is irrelevant. Deployment of simulated school
experiments affords new opportunities for learning. As the teachers acknowledged, simulations have the power to
liberate the learner from laborious, repetitive procedures and truly to experiment for example by changing variables in a
way that would be impossible in a lab situation.
As we have reported before (Baggott la Velle, et al, 2000, 2003) to be effective the teachers must adapt their pedagogic
approach when departing from the traditional practical approach to science education. To varying degrees they have
demonstrated this by harnessing the visual impact afforded by simulations to aid understanding of abstract concepts
such as structure and bonding, chemical reactions and electricity. Another example lies within one of the apparent
shortcomings of simulation software: that of result predictability. Here, the teacher can encourage criticism of the
simulation, by discussing its limitations and what this might mean in terms of the underlying science.
In science education the construction of knowledge requires learners to be active decision makers, choosing between a
number of options instead of the passive recipients of another's interpretation. The grandees of learning theory, Piaget,
Dewey and Bruner all advocated involvement of the learner in the learning process. One of the defining characteristics
of a simulation is the requirement of the user to make decisions in order to accomplish a goal. Simulations designed for
use in science teaching allow pupils to take control of the organisation and content of their own learning; this is central
to their effectiveness, Wishart (1990); Osborne and Hennessy, (2003). In this regard, the play aspect of simulation is an
important motivator (Blissett and Atkins, 1993). Play requires an act of imagination that stimulates the pupil’s mind
through engaging in a rule-based activity that brings expectation of differential rewards. The imaginative faculty
requires the pupil to speculate, to project permutations, to anticipate outcomes and mentally to create different situations
and scenarios. The rewards (and disappointments!) result from the outcome of a choice or choices made from a range of
options. This heightened gaming stimulus from projecting expectations involves developing pupil understanding
beyond the options provided by conventional teaching, (Vygotsky, 1978; Wood and Attfield, 1996, p.68).
This ‘edutainment’ element, may account for the pupil-appeal reported in the simulation evaluation by Watson and
2
Focus Educational Software, Ltd. http://www.focuseducational.com/
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Baggott, (1997). Well-designed simulations are therefore not a break from learning but a most effective learning
strategy: They challenge a learner’s fantasy and curiosity within the context of rule-bound ‘play’. However, we should
not lose sight of the fact that reality is much, much more than simulation. Substantial differences exist between the real
world and the simulated world. To appreciate the difference fully, the pupil needs to experience both.
A review of teachers’ reports on their use of ICT in science lessons by Rogers and Finlayson (2003) discovered that
simulations were the most popular category of software used in science. Over 95% of science teachers reported that
using simulations enabled them to achieve their teaching objectives and their reports referred to simulations stimulating
thought and clarifying ideas as well as being an efficient use of time and motivating for students. Newton and Rogers
(2003) consider that potential benefits to student learning such as clearer understanding and thinking arise in science
lessons when teachers exploit intrinsic properties of the software such as the speed of processing large quantities of data
and the dynamic display or animation of changes.
However, our research suggests that using simulations effectively is not as straightforward a task as it first seems.
Baggott la Velle, McFarlane and Brawn (2003) describe the complex and interrelated processes of subject, pedagogical,
pupil, technological, curricular and contextual knowledge transformation that a science teacher must undergo in order to
teach successfully through simulation software. Wellington (2000) actually lists a number of dangers inherent in
simulation use in science: they are idealised versions of reality built upon invisible, unquestionable, often simplified
models of a scientific process that give the students the impression that every variable is easily controlled. Newton and
Rogers (2003) point out that the planning decisions made by the science teacher about the mode of application of the
software are critical to securing the potential learning benefits described earlier.
6 The Simulation Subject Design Initiatives
In science a dominant concern with how to manage science experiments and the assessment of practical skills led to the
choice of computer-based simulations. Various demonstration copies of commercially available software encouraged
the teachers to focus upon simulations for their SDIs. There was a brief discussion about other types of ICT usage, but
each was quickly rejected, e.g. data-logging took too long to set up and results were uncertain/unpredictable; skill-anddrill CD-ROMs were seen as demotivating except for revision.
Table 1 outlines the science topics taught in the SDIs during the academic year 2002-03, together with the software
packages deployed.
Table 1 Science Topics and Software on which the SDIs were based.
topic
Terminal velocity
Photosynthesis x 2
Radiation
Structure and bonding
Simple electric circuits
package
3
Focus Educational Science Investigations
Focus Educational Science Investigations
4
Multimedia Science School
5
Hutchinson Science
6
Crocodile Clips
3
http://www.focuseducational.com/science/focus_on_science_investigations_1.html
4
http://asp.platolearning.co.uk/scienceschool/index.html
5
ASIN: B00005AC4I CD-ROM - June 30, 2001
6
http://www.crocodile-clips.com/crocodile/physics/index.htm
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Resistance in a circuit
Respiration and breathing
displacement reactions, voltaic cells, photoelectric
effect,
7
Furry Elephant – Electricity Explained
Multimedia Science School
Web based free animations
The individual teachers planned and taught their SDIs and the lessons were videotaped. Pupils and teachers were
separately interviewed after the lessons. Following the SDIs, the research team considered the outcomes. The following
points are a summary of these discussions:
•
•
•
•
•
•
•
•
•
Simulations aid comprehension
Instant graphs and analysis tools reduce drudgery (2)
Simulations are a useful revision aid or as an orientation device prior to an investigation (2)
They avoid real world messiness and provide sanitised or clean data sets which are useful for analysis, and
which can allow students to evaluate their real experiments, investigations and data against an idealised model.
This was felt to be particularly useful for lower ability pupils or those who don’t see the important aspects or
those who become obsessed with procedure (not mutually exclusive categories).
The visualisation of dynamic processes is powerful, especially the slowing down of fast ones, even though
idealised (2)
The ease with which variables can be altered, especially the facility to give ‘impossible’ values (in the real
world)
The facility to move from microscopic to macroscopic and vice versa with ease
The power of ICT to facilitate a different teaching and learning approach recognised
The power of ICT to develop a different teaching and learning culture appreciated.
In post-SDI interviews, the teachers were asked specifically to reflect on their planning decisions for deploying
simulations in science lessons. These decisions appear to relate to the intrinsic properties of the software. The results
show that through taking the opportunity to teach through simulation every teacher rethought rather than replaced their
teaching with ICT and moved on from their original perspective that simulation was an impoverished version of
practical work. Their reflections on the intrinsic properties of simulation software:
•
confirmed previous research (reviewed by Osborne and Hennessy, 2003) that suggests student exploration and
control, dynamic visual representation and freedom from laborious processes to be the most salient features
linked to successful use of simulation;
•
shed new light on various teaching strategies that can be planned for the use of simulation in school science.
The teachers recommended: deploying simulations after teaching a topic to consolidate understanding,
allowing students to control the computer with encouragement to explore and giving students opportunity
critically to review the model used in the simulation software;
•
highlight issues concerning the moment-by moment direction, locus of control and focus of student learning.
7 Preliminary Conclusions
This paper has reported how the subject culture of secondary school science, characterised by a content-laden
curriculum and assessment, but also with a tradition and requirement for practical work, is challenged by the use of ICT
which as a multipurpose digital tool can be used in the classroom to transform learning through:
• the development of radically new knowledge domains, practices and tools. In science new pedagogical content
knowledge domains (Shulman, 1987) emerged in which teachers demonstrated that they use simulations in
adaptive ways to enhance learning. The work of Carey Jewitt on multimodality and technology-mediated
learning (Kress et al, 2001) suggests that in the case of Multimedia Science School the simulated visual
7
http://www.furryelephant.com
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representations enable students to express ideas and make meanings which neither they nor the teacher could
readily do in a different mode of communication or in one mode alone. The teachers in this study reported that
pupils readily engaged with the science representation afforded by the simulation.
• the democratisation of knowledge domains which would have been previously inaccessible to the majority of
students. In the teaching of critical thinking in science simulation allowed the possibility of asking ‘what if?’
questions. Pupils were able to pursue such questions to their conclusion because of immediate feedback and
teasing out the implications of the questions. Our research evidence suggests that computer-based activities are
commonly effective for motivating interaction and stimulating discussion. In this respect, simulations can
develop collaboration and co-operation and can foster learning through peer interaction, both co-operative and
dissonant. Through discussion, the simulated practical exercise in science involves negotiation, estimation and
examination of alternative ideas, demonstration of different interpretations of evidence. This enhances the
development of pupils’ social and scientific skills. It forms an aspect of a pupil’s learning environment,
providing secure opportunities for competition and leadership practice. The teachers in our study understood that
competition may overshadow collaboration and co-operation, and carefully managed this.
• the provision of access to complex knowledge domains through the rapid processing of normally timeconsuming practices. This has been referred to as the liberating effect of simulation in science education, where
the process of practical work can actually get in the way of pupil’s learning, (Scaife and Wellington, 1994). Here
we have seen evidence of simulation as swift and sanitised: pupils can quickly repeat experimental runs, change
variables and set up virtual equipment in a fraction of the time it would take to do it with traditional laboratory
apparatus. Simulation also frees pupils from the messiness of some data sets, such as that generated by faulty
meters, low batteries and loose wires in investigations on electrical circuits, for example.
• the provision of digital scaffolds for particular learning aims. A particular set of learning aims in which skills
of the scientific process, such as hypothesising, measuring, recording, inferring, etc is associated with Sc1, the
Scientific Investigation section of the National Curriculum. Simulation software affords opportunities for pupils
to enhance their abilities in these areas. So if the learning aim is to extrapolate information from which a theory
can be generalised from a data set, quickly producing a graph so that the trend can be readily appreciated enables
pupils more rapidly to reach the higher order thinking skill.
Acknowledgments
We acknowledge with thanks the work and interest of the teachers and pupils of the classes in which the SDIs took
place.
References
Baggott la Velle, LM, McFarlane, AM and Brawn, R. (2003) Knowledge Transformation through ICT in Science
Education: A case study in teacher-driven curriculum development. British Journal of Educational Technology 34 (2),
183-200
Baggott la Velle, L.M., Watson, K.E. and Nichol, J.D (2000) Otherscope - The Virtual Reality Microscope - Can the
real Learning Experiences in Practical Science be simulated? Int J Health Technology Management, Vol. 2 No. 5 (60,
2000 pp 539-556.
Baggott la Velle, LM, Brawn, JR, McFarlane, AE & John, P. (2004) According to the promises: the sub-culture of
school science, teachers' pedagogical identity and the challenge of ICT. ECi, 4 (1), (pp. 109-130)
Blissett G. and Atkins M., (1993) Are they thinking? Are they learning? A study of the use of Interactive Video.
Computers and Education 21, 31-39.
Cobern, W.W (1988) Science and a Social Constructivist View of Science Education. In: Cobern, W.W. (Ed) SocioCultural Perspectives on Science Education: an International Dialogue. Science and technology Library. Klewer
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Delamont, S., Benyon, J. and Atkinson, P., (1988) In the beginning was the Bunsen: the foundations of secondary
school science. Qualitative Studies in Education 1 (4) 315-328
Donnelly, J. (1995) Curriculum Development in Science: the lessons of Sc1. School Science Review 73 265): 79-83
Kress, G., Jewitt, C. Ogborn, J., and Tsatsarelis, C., (2001) Multimodal teaching and Learning: the Rhetorics of the
Science Classroom. Continuum Press.
Newton, LR & Rogers, L (2001). Teaching Science with ICT. London: Continuum
Osborne, J. and Hennessy, S. (2003) Literature Review in Science Education and the Role of ICT: Promise, Problems
and Future Directions. A Report for NESTA Futurelab. Available at
http://www.nestafuturelab.org/research/reviews/se01.htm [Accessed 6.9.04]
Rogers, L and Finlayson, H. (2003) Does ICT in science really work in the classroom? Part1,The individual teacher
experience, School Science Review 84(305) pp 105-112
SCISP (1974) Schools Council Integrated Science Project. Summary of project at
http://www.kcl.ac.uk/iss/archives/collect/10sc40-1.html
Scaife, J. and Wellington, J. (1993) IT in Science and Technology Education. Buckingham: Open University Press.
Shulman, L.S. (1987) Knowledge and Teaching: foundations of the new reforms. Harvard Educational review, 57 1-22.
Watson and Baggott, (1997) An evaluation of pupils’ responses to a protoytpe microscope simulation on a CD-ROM the Interactive Microscope Laboratory. CAL97 International Conference Superhighways, Super CAL, Super Learning?
Conference Proceedings Abstract No.1 p327-335 ISBN 85068 188X.
Wellington, J.J. (1998) Practical Work in Science: which way now? London: Routledge.
Wellington, J. J. (2000) Teaching and Learning Secondary Science - Contemporary Issues and Practical Approaches.
London: Routledge
Wishart, J.M. (1990) Cognitive factors related to user involvement with computers and their effects upon learning from
an educational computer game. Computers and Education, 15 (1-3), 145-150.
Wood, E. and Attfield, J. (1996) Play, Learning and the Early Childhood Curriculum. Paul Chapman Educational
Publishing
Vygotsky, L.S. (1978) Mind and Society Ed Cole et al Harvard University press.
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LOOKING TECHNOLOGY SUPPORTED ENVIRONMENTS
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Looking technology supported environments
from conceptual and procedural perspectives
Lenni Haapasalo
Lenni.Haapasalo@joensuu.fi
http://www.joensuu.fi/lenni
Martti Siekkinen
Martti.Siekkinen@joensuu.fi
http://www.joensuu.fi/siekkinen
Department of Applied Education
University of Joensuu, Finland
Tulliportinkatu 1, 80101 Joensuu
When considering technology-based learning, the focus has been shifted from a technology-oriented
viewpoint to humanistic view, stressing cognitive, affective and social variables involved in the learning
processes. However, the impact of knowledge structures and pedagogical philosophy has been neglected. As
regards that philosophy, learning may be based upon developmental approach assuming that procedural
knowledge is based on conceptual one or educational approach assuming the opposite. The aim of this paper
is to evaluate the sustainability of educational technology in the light of these approaches. We want to
highlight five questions, often neglected in discussion. To answer these questions, a cavalcade of concrete
examples will be represented in the light of our framework theory. Our examples show that the focus should
be shifted from students and classroom activities to teachers and to activities outside the classroom.
Keywords: conceptual, developmental, educational, design, procedural, teacher education, technology-based
1 Introduction
When designing any learning environment, we meet the conflict between conceptual and procedural knowledge: Do we
have to understand for being able to do, or vice versa (Haapasalo 2003). Implementing of technology makes this more
complicated but at the same time opens new, maybe progressive approaches, especially when learning through design is
utilized. Our task is to uncover and explore these paths contributing to a better education for both students and their
teachers. Even if teachers may have difficulties in accepting flexibility in the ICT- based learning (cf. Forcheri et al.
2001), a hypermedia-based instruction design, for example, can improve educational practice, provided that pedagogy is
linked to technology, instructional units are planned collaboratively, and a support in their classroom utilization is given
to teachers (Cleland et al. 1999). A detailed analysis of the Finnish TIMSS and PISA results reveal indirectly (Kupari
2003, Törnroos 2003) that it is not necessarily the school teaching that impacts on students’ performances. This makes
educational research interesting - which factors in our education are important for the development of thinking abilities?
If we accept the assumption that the main task of education is to promote a skilful ‘drive’ along knowledge networks so
as to scaffold pupils to utilize their rich activities outside school, it seems appropriate to look for an appropriate
educational approach. On the other hand, the fact that students seem to learn effectively many kind of skills – even
mathematical ones – outside the school, forces us to ask if there is something wrong inside the school as far the question
“how to learn” concerns.
2 Aims and objectives
The aim of this paper is to consider the interplay between conceptual and procedural knowledge, at first. This
framework is used to analyze students’ and teachers’ cognitive and social behaviour in technology-based learning
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
LOOKING TECHNOLOGY SUPPORTED ENVIRONMENTS
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environments. By using examples from mathematics and early childhood education – being special topics of the authors
– we represent typical difficulties and benefits of technology-based learning from the following perspectives:
• Metacognitions: Does technology enhance the learning skills among teachers and students?
• Software design: What kinds of benefits are derived from learning by design?
• Teacher education: What would be the appropriate way to implement technology in teacher education?
• Minimalist instruction: Is it reasonable to implement technology when the time is very limited?
• Progressive hardware and software: Does the allocation of learning shift from classroom onto freetime?
3 Background
3.1 Relationship between instructional approaches and educational technology
Technology-supported learning environments often appear as “interactive e-textbooks”, based on objectivist-behaviorist
tradition to learn basic facts and skills. The learning is divided into small hierarchical items or stimuli with immediate
feedback to a correct answer. Studies (e.g. Siekkinen 2004) have indicated that there are coherent patterns between
teacher’s instructional approach and the quality of technological applications used in the classroom. Some studies (e.g.
Niederhauser & Stoddart 2001) indicate that computer-oriented teachers, especially during preschool and first school
years, prefer to use clearly skill-based applications. More generally, there seems to be a relationship between teachers'
epistemological and pedagogical perspectives and their way to use educational software. These concerns are even more
crucial, when students use technological applications in more informal way, as on their free time. In constructive
approaches the relationship to technology is not only limited to the ready-made learning packages. The technological
applications for learning (e.g. robotics, multimedia-authoring software, simulations) are used as an expressive medium
by teachers as students for the enhancement of reflective thinking. In the developmental psychology and in mathematics
education, for example, one of the main interests is how students articulate and realize the interaction between
conceptual and procedural knowledge Rittle-Johnson & Siegler (1998).
3.1 Interplay of conceptual and procedural knowledge
In authentic actions performed by a person, procedural and conceptual knowledge can often be distinguished only by
considering at which level of consciousness the person acts. The former often calls for automated and unconscious
steps, whereas the latter typically requires conscious thinking. However, procedural knowledge may also be
demonstrated in a reflective mode of thinking when, for example, the student skillfully combines two rules without
knowing why they work. For being able to consider the learning from dynamic point of view, we adopted recently made
knowledge type characterization of Haapasalo & Kadijevich (2000):
• Procedural knowledge denotes dynamic and successful utilization of particular rules, algorithms or procedures within
relevant representation forms. This usually requires not only the knowledge of the objects being utilized, but also the
knowledge of format and syntax for the representational system(s) expressing them.
• Conceptual knowledge denotes knowledge of and a skilful “drive” along particular networks, the elements of which
can be concepts, rules (algorithms, procedures, etc.), and even problems (a solved problem may introduce a new
concept or rule) given in various representation forms.
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Because the dominance of the first one over the latter one seems quite natural both in the development of scientific and
individual knowledge, an appropriate pedagogical idea also in mathematics could be to go for spontaneous procedural
knowledge. The logical relation between the two knowledge types in this so-called developmental approach is based
upon genetic view (i.e. procedural knowledge is necessary for conceptual one) or simultaneous activation view (i.e.
procedural knowledge is necessary and sufficient for conceptual knowledge)1. On the other hand, it seems appropriate
to claim that the goal of any education should be to invest on conceptual knowledge from the first beginning. If so, the
logical basis of this so-called educational approach is dynamic interaction view (i.e. conceptual knowledge is necessary
for procedural one), or again the simultaneous activation view. The latter means that the learner has opportunities to
activate conceptual and procedural features of the current topic simultaneously. By “activating” we mean certain mental
or concrete manipulations of the representatives of each type of knowledge. Being in the intersection of two
complementary approaches, the simultaneous activation view is loaded with some expectations concerning the planning
of learning environments. Modern technology, of course, offers natural solutions for these kinds of activities.
4 Methods
Our paper is a mainly a meta-study, utilizing first author’s MODEM –project (Model Construction of Didactical and
Empirical Problems of Mathematics Education; http://www.joensuu.fi/lenni/modemeng.html) and recent studies made
in the Pedagogical Faculty at the University of Joensuu. We also implement our own observations and experiences as
teachers and tutors in teacher education and in service-in-training courses – not neglecting our observations of our
children, neither.
5 Results
5.1. Metacognitions
Does technology enhance the learning skills among teachers and students?
Many educators still believe that learning, especially by children, should begin with concrete objects and that it could
move towards abstract things just after that. Every-day life, however, is full of counter-examples showing that human
brains have to search links between concrete and even very abstract things simultaneously. Very often “concrete” means
acting procedurally, and “abstract” refers to conceptual features. Figure 1 shows how the simultaneous activation
principle, being in the intersection of the two pedagogical approaches, can be utilized especially when planning and
realizing technology-based learning environments: a pupil can manipulate the concrete slope with the mouse and look
how its abstract symbolic representation is changing. On the left-hand screen (s)he has to handle just few data chunks,
whereas on the right-hand screen (s)he should have some metacognitive abilities to regulate his/her own learning2.
Figure 1. Utilizing the SA method in technology-based learning environment
1 Concerning the logical relation between conceptual and procedural knowledge, four views can be found in literature
(cf. Haapasalo & Kadijevich 2000). The two approaches here are based on these views.
2
We refer to Haapasalo (2003) to illustrate how to move from the concrete slope to the abstract mathematical concept
gradient, and how the mathematical concept building can be scaffold by utilizing the dynamic interaction method. The
whole software can be downloaded freely at http://www.joensuu.fi/lenni/programs.html
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Our experiences during more than 20 years as CAL tutors clearly show that in most cases it is the poor meta-cognitive
abilities that cause the difficulties for the learning, preventing the forming of desired conceptual-procedural links even
though the software designer would manage to design a beautiful “call to dance”. Figure 2 illustrates how a novice
learner changes all possible components on the right hand side of figure 1 to get just a total data overflow. This prevents
recognizing of the essential aspects, whilst an expert learner can see the relevant attributes by just one mouse dragging
(on the left). The first author has, during more than then years, had only a couple of times luck to meet this kind of
learner among hundreds of students and teachers having been observed. This can be interpreted that students and
teachers would need comprehensive guidance for behaving in a problem-solving situation. For that, basic strategies (as
changing components of the problem, taking a special case, etc) in the sense of Polya’s (1973) checklist would be
appropriate.
Figure 2. Expert (on the left) and novice (on the right) by utilizing the SA method.
Our second example (Figure 3) is taken from Kidware aquarium simulation program (see Mobius 2002)3, which we can
unfortunately not visualize in this paper as we did in the concerence presentation. The simulation allows even young
children to discover the core concepts of balanced ecosystem (how e. g. parameters of warmth and air affect the quality
of water, which in turn affects the health of fish in the aquarium). These kinds of computer simulations contain an
artificial model of a system and processes, in which conceptual and procedural knowledge is embedded to be applied in
knowledge representations. This has a strong relation to constructivist learning (de Jong & van Joolingen 1998,
Siekkinen 2003).
Figure 3. Aquarium simulation environment (left) and setting of conceptual and procedural controls (right).
In Kuopio city, a specific project with preschool aged was carried adopting this kind of simulation-orientated software
(Siekkinen 2004, Siekkinen 2003, Hyttinen et al. 2003). Children (N= 132) were interviewed about their motivation to
use computers, which also in turn represents children’s various levels of metacognition. Interestingly most children’s
(40 %) answers related to reading, arithmetic, information searching, expressing own ideas by painting and drawing,
3
See animation of Aquarium simulation at http://www.edu.joensuu.fi/siekkinen/aquarium.wmv
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etc. Playing computer games - which was expected to be most expressed motivation to use computer - was expressed by
relatively few children (22 %) and to learn to use technology as basic skills to use software and computers were
expressed. After two years using of interactive simulation programs these children were interviewed again. The results
indicated that metacognitions were increasing by10 % and entertainment- relatedness decreased by 12 %. The cognitive
playing with subject (including conceptual-procedural elements) has been considered important not only in early
education, but also e.g. in the history of mathematics (Zimmermann 2003).
Implication: The missing of metacognitive abilities often events the desired learning even though the technological
solution would offer a direct access to a conceptual – procedural link, for example. Technology can enhance as well
metacognitions as problem-solving skills in the sense of Polya (1973).
5.2. Software design
What kinds of benefits are derived from learning by design?
Studies of design processes have produced useful information concerning problem solving and group dynamics, for
example. Eskelinen’s (2005) dissertation uncovers how different kinds of approaches and support for reflective
communication affect students’ conceptions of teaching and learning, group dynamics and interest in ICT support. The
participants (N=48) designed their hypertext based software for the learning of conceptual and procedural mathematical
knowledge of measurement and accuracy. The sample was divided into four sub-groups according to the two
pedagogical approaches (educational - developmental) and the communicational tutoring (yes – no). The research was
based on quantitative analysis of the follow-up measurements by questionnaires administered in different phases of the
design process. The results clearly show that design of a technology-based learning environment within an adequate
constructivist theory linked to the knowledge structure offers promising respond to the main challenge of teacher
education: to get students understand which are the basic components for teaching and learning. The developmental
approach based on spontaneous procedural knowledge seems to be appropriate concerning as well cognitive as affective
variables. To apply the educational approach to stress the importance of conceptual knowledge, educator needs a lot of
sensitivity concerning cognitive and emotional variables in the learning process.
Implication: Learning by design is one of the most sophisticated way to implement technology, opening new
productive ways to develop constructively orientated teacher education and service-in-training (e.g. Ojala, Wright &
Siekkinen 1996). We would like to share the view of Jonassen (2000) that those who learn more from the instructional
materials are their developers, not users. Therefore teachers and students should design ICT-based lessons and thus
become knowledge constructors rather than knowledge users.
5.3. Teacher education
What would be the appropriate way to implement technology in teacher education?
Eskelinen’s (2005) findings give strong support to the position that technology should be implemented strongly in
teacher education programs. The research doesn't support the conception that computer skills in teacher education
should be taught separately from the information structures and pedagogical thinking. Järvelä (2003) made interesting
findings when researching how conceptual and procedural approach affects in teachers’ learning of basic skills in ICT. The
research material consisted of portfolios, which teachers wrote during their service-in-training course. The study suggests that
there are three different types of learners, and that the instructions should be tailored to meet these needs. Conceptual-oriented
learners aim to learn things advancing from conceptual knowledge towards procedural knowledge. Procedural-oriented
learners act in opposite way – they advance from procedural knowledge towards conceptual knowledge. Procedural-bounded
learners concentrate only on procedural knowledge. Neither procedural nor conceptual approach, in their most simply and
exaggerated forms, seem to represent any students’ way of learning. Instead of that, developmental approach could act as a
successful starting point for all learner types, forming an appropriate basis also for educational approach. The study suggests
that the probability for meeting a procedural-bounded learner is higher than to meet a procedural-based or conceptual-oriented
one. Neither an exaggerated pedagogical polarization nor learner’s earlier know-how seems to create different types of
learners, referring to a more or less learner’s “built-in orientation” by the learner. Although it is theoretically possible to
derive “ideal” methods for teaching ICT skills based on different learning orientations, their application into concrete teaching
situations might be difficult. Instead it would be fruitful to consider if it is possible to affect on persons learning orientations.
The conceptual-oriented learner seems to bear the ideal student when learning ICT skills. This implies a natural question: Is it
possible to convert procedural-bounded and procedural-based learners into conceptual learners?
Integration of technology in curriculum is even more complicated process than to learn to use technology (Siekkinen 2004).
The dual-focus orientation could be best achieved when teacher education has a focus on well-defined curriculum that is
consistent with and supportive technology used. Among teachers, especially at early level classes, acceptance of new learning
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theories as well as technological applications varies from resistance to curiosity. When considering effectiveness of in-service
training there is a need to consider also teacher’s practicability ethics, which refers to criteria how innovations are adopted: Is
innovation congruent with own current practices? Will those who urge you to change provide you with the necessary
resources (e.g. time, materials etc.)? Cost-reward relationship: given cost in terms of time and energy required to adopt
proposed innovation, will it provide to you with sufficient psychical rewards (e.g. positive or negative feedback from students,
other colleagues, parents, director, administration)? If the answers to these issues tend to be negative, teachers may discard the
proposed innovation.
Implication: Teachers carry their own history and personal/social/institutional orientations of learning. For finding an optimal
way to learn ICT skills, education must be tailored to fit these orientations and these skills should not be taught separately
from the information structures and pedagogical thinking.
5.4. Minimalist instruction
Is it reasonable to implement technology when the time is very limited?
We consider this question in the light of a case study concerning learning by hypermedia-design, through which teacher
students developed HTML files comprising Java applets downloaded from the Internet (Kadijevich & Haapasalo 2003).
The first author organized for 22 students a workshop, which was utilized especially to get experiences how
introduction to hypermedia could be done in an optimal way. For this purpose, conceptual and procedural approaches
were used in an “exaggerated” way in the sense of van Merriënboer (1997), Chatfield (2000), Shih & Alessi (1994),
Ben-Ari (2001), and Urban-Lurain (2001). Students’ abilities to design hypermedia were considered on six principles of
Mayer (2001), illustrated in Figure 4. When ‘developing these hypermedia lessons, the topic to be learned (i.e. mathematical content to be used for this purpose) was not the focus. The researcher wanted to go to the limit concerning
sufficient instructions to begin a successful design process. Because of the very limited time, some kind of ‘Minimalist
Instruction’ was adopted in the sense of Carrol (1990) and Lazonder (2001).
Procedural approach basically involved a harmless playing with a prototype of a very simplified applet site on the host
computer, aiming to change the text and the interactive picture to achieve something more mathematical for pupils. For
being able to make the necessary changes, students needed guidance about what parts of the document they could
develop. At the starting point it was enough to learn to reveal the HTML code. After learning to open a page on the host
computer and the desired applet page on the Web simultaneously, students could recognize the similarity in the critical
places. Hereafter, they started to develop the site by making changes with trial and error, for example. This approach
suits for a tutor who has very limited knowhow concerning Java applets or HTML codes. However, problems can be
encountered when the students loose the logic of their actions and meet ‘conceptual barriers’ in the sense of Chatfield
(2000). The conceptual (educational) approach was based on a mini-lesson about knowledge of a Web page involving
an applet, i.e. what minimum requirements would be necessary and what is the logic of the HTML source structure.
Furthermore, students were hoped to understand the advantages and restrictions of particular programs to create, edit
and browse HTML pages that contain applets (cf. Ben-Ari 2001 and Urban-Lurain 2001).
Students were quite satisfied with their success, and their own requirements were compatible with the end products.
Most students expressed encouraging comments about pedagogical ideas gained through the workshop. Students’
differences in their experiences on computer did not cause any problems as the students themselves defined the goals
for their products. Concerning the impact of the pedagogical polarization, the procedural group (Figure 4b) eagerly
discussed pedagogical issues. Students considered what would be interesting for children more than technical issues of
their Web pages. On the other hand, the conceptual approach seemed to force students in the second group (Figure 4a)
to discuss the logical and technical structure of their Web pages. The restricted time caused that most students reached
only multimedia design requirements (1) and (4). However, many students especially within the conceptual approach,
discussed improvements they could do to their productions if they would have time to do that. Thus, also requirements
(2) and (3) were implicitly involved. The open-ended goal setting of the workshop caused an ambitious end by three
students of the conceptual group. They started to design sophisticated material for teaching and research purposes,
basing upon all six design requirements4.
4
Such an applet is located at http://cc.joensuu.fi/~lenni
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Figure 4. Overview of student’s answers (dark polygons) concerning Mayer’s six principles.
The light polygons represent tutor’s expectations with respect of the time resources having used.
Implication: It seems reasonable to implement technology even though the preparation time is very limited. Procedural
and conceptual approaches should be tailored to fit different learner types.
5.5. Progressive hardware and software
Does the allocation of learning shift from classroom onto freetime?
We already described above that students tend to use computer on their free-time in more sophisticated way than what
educators believe. Both author, for example, have had opportunity to observe how their own children have worked
hundreds of hours at home with the Kidware program intensively and collaboratively. We would, however, concentrate
in this chapter in representing very progressive hardware and software, which future students carry even in their
pockets.
About 20 years, it has been possible to interpret symbolic representations as graphs by using small computers.
However, students should understand these symbolic representations at first, before being able to utilize computers in
conventional way. Within our conceptual-procedural framework presented above, we cannot be satisfied with this kind
of one-way ticket. We illustrate new kind of activities by utilizing ClassPad 300, a modern pocket computer made by
Casio (2003). Most ClassPad applications support simultaneous display of two windows, allowing to access the
windows of other applications from the main application and to perform drag and drop activities (i.e. copy and paste
actions), and other operations with expressions between the Main Application work area and the currently displayed
screen (Graph Editor, Graph, Conic Editor, Table, Sequence Editor, Geometry, 3D Graph Editor 3D Graph, Statistics,
List Editor, and Numeric Solver). We give here just one example, which shows how the properties of dynamical
geometry programs have been extended to allow interplay between algebra and geometry (being one of the major
factors in the history of mathematics, by the way).
Without knowing anything about the analytic
expression of a circle, we can just play
harmlessly by drawing a circle in the geometry
window (frame 1 in the figure 5), and then
drag and drop the circle into the algebraic
window (2). Something surprising happens:
The circle seems to be expressed in algebraic
form x2+y2+0.8xy-12.55=0. Let’s manipulate
(3) the equation by changing the constant to
25, then drag-and-drop it to see the new circle
(4). It seems that only the radius changes.
Let’s go back to the algebraic window to do
more manipulations (5). This time, let’s
change the coefficients of the second degree
variables: 1 to 2 and 1 to 9: The equation
2x2+9y2+0.8xy-12.55=0 seems to make an
ellipse.
Figure 5. Utilizing the simultaneous activation method with ClassPad
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NETWORK-BASED EDUCATION 2005, 14th– 17th SEPTEMBER 2005, ROVANIEMI, FINLAND
Of course ClassPad modules would allow us to continue the mathematics making on a more exact level. Drag and drop
activities can be utilized almost for every topics of school mathematics and they might offer a desired bridge between
school and university. We believe that ClassPad is a promising step towards technology that would allow the mathematics making even on students' free time. Our example shows that even the most abstract concepts can be based on
students’ spontaneous ideas. Our position is that doing should be cognitively and psychologically meaningful for the
student. Building a bridge between geometry is just one opportunity to utilize ClassPad. Even if just imagination of the
user might put limits for inventing of environments within simultaneous activation, for example, most operations are
still complicated to be realized without obtaining first basic routines to use the equipment. Non-optimal user interfaces
has been studied by Carrol (1990, p. 8) and Norman (1986), for example.
Implication: Teachers and students should be made aware what happens outside the classroom, especially when
progressive technology concerns.
6 Conclusions
Concerning the learning to use technology, basic operational principles of new applications are quite similar (UrbanLurain 2002). We would like to share the position of Shih & Alessi (1994, 154): “Instruction that emphasizes how to
can be effective in a particular context but may not transfer to novel situations because it does not teach the knowledge
underlying the skills. On the other hand, instruction that emphasizes the why can provide richer knowledge applicable to
a variety of contexts but creates discrepancy between instruction and application—that which we teach is not what we
expect students to do.” Procedural skills are not sufficient for a transfer effect, if the logic and meaning beyond the
skills is unknown. Chatfield (2000) speaks about conceptual barrier when the user does not have conceptual knowledge
to be able to use more complex functions of applications (cf. Brandt 1997 and Borgman 1999). On the other hand, the
problem of conceptual knowledge is its slow applicability (Neves & Anderson 1981). When having mere conceptual
understanding of an application, retrieving the needed information from the memory and interpretation to concrete
procedures can be difficult. Interpretation or modification of conceptual “facts” for certain situation is slow, requiring
additional tests and functions. Applying of procedural knowledge is faster, because procedures can be directly used in
the situation without any time consuming interpretations. If the application to be learned is simple in nature, conceptual
training can lead to awkward use of the application (cf. Olfman & Mandiwalla 1994). These kinds of aspects push us to find a
sophisticated interplay between developmental and educational approach (see Haapasalo 2003) as well concerning the topic to
be learned as the using of technology. If we agree that the main goal of education is to develop both procedural and
conceptual knowledge and to make links between the two, very important research questions are what is the quality of
technological application and how different technologies and pedagogical solutions affect the relation between the two
knowledge types. From our considerations and especially from our five implications above we conclude that
technologically supported learning environments can in essential way empower procedural and conceptual knowledge
construction and enhance students’ and teachers’ metacognitions. The implementation of technology requires dual focus
approach: a well-balanced coherence between teacher’s instructional orientation and technological applications.
Eskelinen’s (2005) findings give encouragement that such a balance could be reached in a well-planned teacher
education.
Acknowledgements
We are grateful to the editors and the anonymous NBE reviewers for valuable comments, which have helped us to improve the presentation of our
paper.
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66
INTRODUCING ICT IN HIGHER EDUCATION:
1
THE CASE OF SALAHADDIN/HAWLER UNIVERSITY
NETWORK-BASED EDUCATION 2005, 14th– 17th SEPTEMBER 2005, ROVANIEMI, FINLAND
Introducing ICT in Higher Education:
The Case of Salahaddin/Hawler University
Narin Mayiwar & Mohammad Sadik
(Narin.mayiwar@dis.uu.se, President@usalah.org)
Abstract: The democratization of Iraq as well as changes in the pedagogical paradigm place new demands
on higher education. Higher education in Iraq is one of the sectors that have undergone much destruction.
In the last decades, there has been extensive use of Information and Communication Technology (ICT) in
education as a tool for enhancing learning and teaching strategies. This can be seen in accordance with
constructivist approach of learning; where the student is active in his/her learning. Within this change of
paradigm, it is now impossible to ignore the potential of ICT, and especially that of the Internet (Trindade,
2002). Therefore, in this paper we have suggested a new infrastructure at University of Salahaddin/Hawler
for implementing ICT, which will serve as a basis for improving teaching and learning. The aim is to support
the university’s academic mission, which is to move from teacher-centered teaching strategies to a more
student-centered approach in a computerized environment.
Keywords: Information and Communication Technology (ICT), Learning and teaching strategies, learning styles
1 Introduction
“I never try to teach my students anything. I only try to create an environment in which they can learn.”
Albert Einstein
Democratisation in Iraq as well as changes in the pedagogical paradigm place new demands on higher education. The
higher education in Iraq is one of the sectors which have undergone much destruction. The long-standing difficulties
and international embargo on Iraq has hindered developments in the country. In particular, it has affected quality of
education, and lead to a poor quality of the graduating body. In general, teaching and learning material as well as
qualified staff are scarce. For years teaching methods have been based on memorizing rather than comprehension,
through reading lectures notes because of poor facilities. The remaining researchers in different fields have also been
influenced by the environment and deprived from their needed scientific contacts.
In this paper we have suggested a new infrastructure at University of Salahaddin/Hawler for implementing ICT in
higher education, which serves as a basis for improving teaching and learning. The aim is to support the university’s
academic mission, which is to move from teacher-centred teaching strategies to a more student-centred approach. In a
traditional classroom environment the teacher cannot support all forms of learning styles (Gardner 1983), which means
that some students' needs will probably not be satisfied. To give the students the opportunity to learn in accordance with
their abilities, the education provided has to be individualized. Therefore, it is important to offer alternative ways of
teaching and here ICT can play an important role (Edman & Mayiwar 2003, Mayiwar & Hakansson 2004). A
combination of this technology and pedagogical new ideas will afford opportunities for all learners, everywhere and at
any age, to reach their potential during their life time (Emurian 2002).
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
INTRODUCING ICT IN HIGHER EDUCATION:
2
THE CASE OF SALAHADDIN/HAWLER UNIVERSITY
NETWORK-BASED EDUCATION 2005, 14th– 17th SEPTEMBER 2005, ROVANIEMI, FINLAND
2 Historical Background
The existing system of education in Iraq is the result of a long chain of historical processes. Its origins are rooted in the
typical form of religious Quranic schools “Kuttab” and goes back to the educational system which was introduced by
the Ottman rules in the mid 19th century. It has also been influenced to a great deal by the British during the period from
the First World War to 1958, and by Egypt who assisted in providing curricula, teachers and educational management
in the early stages of the modern Iraqi state. However, the framework of the modern educational system has developed
more after 1968, when education was given a leading priority by the state. Education was regarded not only as one of
the major public services besides health, but also officially as the means to prepare the potential manpower required for
the economic, social, cultural and political development of the country. In the late 70 and 80s education and schools
became the tools for the ruling Baath party machine to infiltrate their ideas and justify their aggressive wars on Iraqi
neighbors (Sadik 1989).
Higher education in Iraq started in 1908 when the Baghdad Law School was established. This was followed by the
foundation of Baghdad University in 1956. Today university education in Iraq is provided by twenty universities and
many technical institutes.
Salahaddin/Hawler University was established in 1968 in Sulaimania city then transferred to Hawler (Arbil) city in
1981. Today University of Salahaddin consists of 20 colleges and 68 academic departments. The total number of
students in 2004-2005 is 17355. The University grants BA and B.Sc., MA, M.Sc. and Ph.D. degrees in various subjects
and specializations.
3 Information and Communication Technology (ICT)
According to the broad World Summit on the Information Society's (WSIS 2004) definition, ICT refers to a set of
activities that facilitate by electronic means the processing, transmission and display of information while development
projects pertaining to activities that relate to the socio-economic well-being of the country or community.
The term ICT (Information and Communications Technology) includes all kind of communication devices or
applications, such as radio, television, cellular phones, computer and network hardware and software, satellite systems
and so on. It will also include various services and applications associated with above applications, such as
videoconferencing and distance learning.
It is important to acknowledge that the use of ICT as a tool for enhancing learning and teaching has both advantages and
disadvantages that have to be considered. According to William Davies (isociety 2003) in the UK Work Foundation
report, ICT will change the structure of our everyday life, but it will do that only through the invention of new
traditions, which means that we are not doing anything new we just do the old things in new ways that suit our lifestyles
better.
Alexander and McKenzie (1998) have reviewed 104 out of 173 projects relating to ICT for teaching and learning in
Australian higher education between 1994 and 1998. As a result of their study the following benefits have been given:
improved attitudes to learning
improved quality of learning
improved productivity of learning
improved access to learning
the opportunity to interact with others internationally
enhanced communication between students and instructors
the development of information and technological literacy
According to the European Union Commission, the importance of ICT lies less in the technology itself, rather than in its
ability to create greater access to information and communication. However others like Will Hutton argue that whilst
technological resources are regarded as the key to organisational and social challenges of our times, one can argue that
as ICTs have failed in delivering the above promised benefits as ICT have paid little attention to the social
infrastructure. Other social disadvantages identified by Norman Nie and Lutes Erbing (2000) in the first Stanford
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NETWORK-BASED EDUCATION 2005, 14th– 17th SEPTEMBER 2005, ROVANIEMI, FINLAND
University Internet and Society report suggested that the internet was making people isolated rather than being socially
connected (isociety, 2003). They also concluded in their report that this decline in the social connection brings with it
advancement in technological connectivity.
In considering both the advantages and disadvantages of ICT, we have come to a conclusion that ICT will bring more
benefits to the university education in Iraq.
4 Learning and Teaching Approaches
Entwistle (1981) defined four orientations to learning: meaning, reproducing, achieving and holistic. A combination of
these four orientations together with external factors, such as the need to pass examinations or the interest for the
subject, can lead to learning strategies which categorized certain approaches to study, from deep to surface levels of
thinking (Capel et al. 1999). Marton et al. (1996) argue that there are two main strategies for learning; surface and deep.
In a surface approach to learning the students focus on memorizing set of facts, reproducing parts of the content and
thereby developing an atomic view. The deep approach to learning takes place when students focus on significant issues
in a particular topic and reflect on what they have read, relating their own previous knowledge to the new knowledge
they have obtained. The students look for the overall meaning of the material and thereby develop a holistic view,
which is desirable. The new pedagogy helps students focus more on knowing what to know, where to find and how to
store knowledge (Loveless & Ellis 2001).
In traditional classrooms teachers focus on remembering as much as possible, which is the case for Higher Education in
Iraq.This current position needs to be reformed from a surface approach to learning to a deep strategy for learning
which we argue could be supported by the introduction of ICT to university education.
5 Current Infrastructure at Iraqi Universities
The hard circumstances suffered by Iraq in the past quarter of a century, affected the quality of education, and lead to
poor graduate quality control. Amongst the reasons for that is the mass expansion of higher education, at the expense of
the quality, and poor facilities available which lead to:
•
Overcrowded classrooms and weak relations between students and their teachers.
•
Because of poor facilities, teaching methods are based on memorizing rather than comprehension through
reading lecture notes on a particular subject.
•
The theoretical aspect of education also suffered from poor status of labs and shortage in modern equipment.
•
Teaching based on one textbook kept students away from going to libraries to look and search for other books
and references.
•
Old curricula which are incapable to cope with modern developments and hence have a negative affect on the
quality of graduates.
The higher education in Iraq is one of the sectors which have suffered a great deal. The buildings were destroyed, burnt
or looted. In some governorates the destruction reaches up to 84%. The basic problems can be summed in the following:
The lack of buildings and suitable classrooms for the increase in the number of students admitted.
The shortage of instruments and laboratory equipment.
Shortage of computers and internet networks. It is therefore required a communication infrastructure to ensure
the flow and exchange of information between colleges of the same universities. The infrastructure may be
used to enhance information and academic exchange with other universities in and outside Iraq.
The poor and ambiguous relations between higher education as a sector and the demands of the labour market.
It is also worth mentioning that serious constraints exist in some rare academic specializations.
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There is rising need for the university management to develop itself based on a reassessment of the university’s
needs.
Prior to the American war on Iraq, there were 15000 computer systems (P III, PIV) in the higher education sector in
Iraq. Most of these computers were looted during the liberation of the country. An estimated need for computer
equipment by the ministry of higher education in Iraq puts the need to 30000 computer systems in order to rebuild the
infrastructure of Iraqi universities. That is based on the assumption of one computer for five students. We believe that
the need is much higher than this figure and the need exits 70000 computer systems for the higher education in Iraq. As
for the internet, the ministry of higher education survey (2004) states that there are 110 separate networks which form
43%of the Iraqi colleges and institutes, i.e., one network per college.
6 The existing ICT infrastructure at Salahaddin/Hawler University
The university of Salahaddin/Hawler is located in a semi independent area of Kurdistan region which has been
disconnected from the central Iraqi government in July 1991. As a result, the region was subjected to double economic
blockades, one from the international community, being technically part of Iraq and another more severe one from the
Iraqi regime itself. This had a negative effect on the university infrastructure in the area. It is therefore, difficult to talk
about ICT infrastructure at the university. As mentioned previously Salahaddin/Hawler University was established in
1968 and now contains 20 colleges (faculties) with a total number of 17355 students. The University grants BA, B.Sc.,
MA, M.Sc. and Ph.D. degrees in various subjects and specializations with a handful of computer systems and a limited
access to internet. To that end, we are suggesting in this paper a new and modern infrastructure of ICT for
Salahaddin/Hawler University.
7 Suggestions for a New ICT Infrastructure for the University of
Salahaddin/Hawler
According to Collis (1999), the use of ICT in higher education focuses on:
•
The dissemination of information and of publications.
•
Communication between teachers and students and between students.
•
Collaboration: group discussions, joint project work, etc.
•
Information & resource handling: search engines, access to multimedia databases, etc.
•
Specific teaching & learning purposes: such as interactive tutorials, quizzes, simulations, test, and videoconferencing for lecture participation.
•
For course integration: WWW-based course-support systems.
Guided by Collis’s approach and our deep understanding of the ICT needs, we propose the following infrastructure of
ICT for the University of Salahaddin/Hawler:
9
To connect all the administrative buildings as well as the services buildings such as library, continuous
education, computer centre, administrative affairs, financial affairs, training, medical center and others to the
intranet system.
9
To design and create electronic classes for teaching and allow the users to direct connections with seminars
and conferences.
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To develop an extensive pool of trained ICT manpower at all levels to meet the requirements of the University.
9
To promote widespread use of ICT applications in faculties and departments for efficient teaching, research
and learning.
9
To design and create an electronic library as per international standards and including most of the items and
lessons given by the different branches of the university, and to assure a connection with one international
library.
9
To supply a dedicated information rate satellite service capable of servicing the current and future information
data needs of the university. In effect a sufficiently sized and robust bandwidth service for the University that
will be available at least 99.9% of the year.
9
Supply wireless Line of Sight architecture with sufficient capacity to support all colleges within the University.
9
To supply and install the infrastructure and the required hardware for the reliable, computerized, LAN (Local
Area Network) for use by the students and educational staff of University.
9
To supply and install an adequate number of servers supported by the appropriate networking infrastructure
(hardware and software) to connect the computers to servers, printers, plotters, scanners and other peripherals
through the university.
9
To provide e-mail services to all students and staff within the University in order to be able to complete their
work more efficiently and assist the University in communicating and supporting them in that endeavor.
9
Establish efficient and effective practices within the University that reflect information systems working today.
The suggested ICT infrastructure will not only benefit student but can also be used to utilize teacher performance. The
ICT infrastructure will increase access to information, communication and to online courses. Moreover, teachers can
also be supported in their teaching by introducing ICT in the classrooms as a pedagogical tool.
8 Conclusions and Further Work
The main objective of this paper has been to explore some issues relating to use of Information and Communication
Technology in higher education sector in Iraq. An appropriate infrastructure for implementing ICT at the university has
been suggested.
As mentioned before, the main approach for teaching at Iraqi universities is still teacher-centred, which results in
surface learning. Our attempt is to change the teaching strategies form teacher-centred to student-centred approach by
introducing ICT.
We have suggested a new physical infrastructure and also considered pedagogical advantages of using ICT in higher
education. This paper has been as a first step toward reforming educational system in northern Iraq. To conclude, ICT
has many important contributions to make for Universities in Iraq, but only when we have a good understanding of its
technical and pedagogical aspects.
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References
Alexander, S., & McKenzie, J. (1998) An evaluation of information technology projects for university learning.
Canberra, Australia: Committee for University Teaching and Staff Development.
Capel, S., Leask, M. & Turner, T. (1999) Learning to Teach in the Secondary School. London: Routledge.
Carlson, S. & Tidiane Gadio, C. (2002) Teacher Professional Development in the Use of Technology.
Collis, B. (1999) Telematics-supported education for traditional universities in Europe. Performance Improvement
Quarterly.
Davies, W., May 2003, isociety, UK Work Foundation report,
http://www.theworkfoundation.com/research/isociety/gettingby_main.jsp.
Edman, A., Mayiwar, N. (2003) A Knowledge-Based Hypermedia Architecture Supporting Different Intelligences and Learning
Styles. Proceedings of the eleventh PEG2003 Conference. Powerful ICT for Teaching and Learning, St. Petersburg, Russia.
Emurian, H. & H.: (2002) Web-Based Instructional Learning/[Edited by] Mehdi Khosrow-Pour. USA: IRM Press.
Gardner, H. (1999) Intelligence reframed. Multiple intelligences. New York: Basic Books.
Lovless, A., Ellis, V. (2001) ICT, Pedagogy and the Curriculum: London: Subject to Change, RoutledgeFalmer.
Marton, F., Hounsell, D. & Entwistle, N. (1996) Hur vi lär (The Experience of Learning), Stockholm: Rabén Prisma.
Ministry of Higher Education: (2004) Strategies of Iraqi Ministry of Higher Education and Scientific Research.
Mayiwar, N., Hakansson, A.: (2004) Considering Different Intelligences and Learning styles when Transferring
Knowledge from Expert to End User. Proceedings of the eleventh KES2004 Conference.
Sadik, M. (1989) Technical/Vocational Secondary Educatioin Planning in Iraq. Ph.D. Thesis. Department of Politics
and Contemporary History. University of Salford.
http://itmatters.com.ph/news/news_08312004e.html (2004), Study seeks clearer definition of ICT projects for dev't in
RP.
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1
INTRODUCING ICT IN HIGHER EDUCATION:
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2005 - NETWORK-BASED EDUCATION 14th-17th SEPTEMBER 2005, ROVANIEMI, FINLAND
Design and development
74
1
ONE PRACTICAL ALGORITHM OF CREATING TEACHING ONTOLOGIES
ORGANISATIONAL DEVELOPMENT WITHIN COURSE DEVELOPMENT
NETWORK-BASED EDUCATION 2005, 14th– 17th SEPTEMBER 2005, ROVANIEMI, FINLAND
1
Organisational Development within Course Development
Jari Kukkonen
jari.kukkonen@joensuu.fi
http://toty.joensuu.fi
Teemu Valtonen
teemu.valtonen@joensuu.fi
http://toty.joensuu.fi
Anu Wulff
anu.wulf@kuopio.fi
http://www.isoverkosto.fi
Olli Hatakka
olli.hatakka@joensuu.fi
http://savonlinnakampus.joensuu.fi/eoppimaisteri/
Finnish high school system is facing a huge challenge in rural areas due to negative changes in population
number and also with curricular changes. Educational technology has been suggested as one possible
solution as a tool to share organisational resources between networked high schools. In this paper we
describe a process of organisational development mostly based on learning organisation approach. It is a part
of the ongoing Itäsuomalainen oppimisverkosto 2004-2006 (ISOverkosto) –project. Project aims to improve
the good practices developed in the previous project (2000-2003) with 8 Eastern Finland adult high schools
to a group of 36 high schools. The main goals of the ISOverkosto project are 1) to support (small) secondary
education institutes in the area, 2) to increase co-operation and collaboration among eastern Finland
secondary education teachers, 3) to provide flexible and high-quality educational services in Eastern Finland,
and 4) to support teachers in adapting to a new operational culture (e.g. use of online learning environments).
We suggest tentative model to consider each participating institution (school) as a learning organisation to
support development of teacher leadership (extended feel of responsibility of school), which may have
positive impact to student outcomes. To gain these aims we try enhance professional development by
supporting teachers reflection processes through course evaluation and revision. In the course evaluation we
found out that students still need local tutoring as social support, and the conducted first phase courses still
rely mostly on learners individual work.
Keywords: virtual high school, professional development, online learning
1 Introduction
Finnish high school system is facing a huge challenge in rural areas due to negative changes in population number and
also with curricular changes. Quite many high schools suffer from lack of students at the same time as they are
supposed
to
enhance their educational activities and course offerings. Educational technology has been suggested as one possible
solution as a tool to share organisational resources between networked high schools. Still it is quite a challenge to adapt
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
ONE PRACTICAL ALGORITHM OF CREATING TEACHING ONTOLOGIES
ORGANISATIONAL DEVELOPMENT WITHIN COURSE DEVELOPMENT
NETWORK-BASED EDUCATION 2005, 14th– 17th SEPTEMBER 2005, ROVANIEMI, FINLAND
2
the educational technology into daily practice. The teaching staff is not yet ready for such and also some concern on the
quality of the actual online teaching and learning is a very relevant question.
In this paper we describe a process of organisational development mostly based on learning organisation approach. It is
a part of the ongoing Itäsuomalainen oppimisverkosto 2004-2006 (ISOverkosto) –project. Project aims to expand the
good practices developed in the previous project (2000-2003) with 8 Eastern Finland adult high schools to a group of 36
high schools. The main goals of the ISOverkosto project are 1) to support (small) secondary education institutes in the
area, 2) to increase co-operation and collaboration among eastern Finland secondary education teachers, 3) to provide
flexible and high-quality educational services in Eastern Finland, and 4) to support teachers in adapting to a new
operational culture. Geographically large area and high number of institutes involved makes the project challenging
both in pedagogical and administrative terms. In the previous project the participating high schools were mostly
focusing on adult education and online teaching and online course development. The developmental process was based
on supporting continuous teamwork and individual professional development in the use of ICT in education. We feel
that this approach was successful in many ways not least to produce community of practice that is capable to offer
online courses for high schools in continuous manner.
In ISOverkosto project we try to spread out the experiences gained in the previous project to ordinary high schools and
simultaneously further develop new forms of virtual high school. The different types of high schools, ordinary and
adult, involved in this work need to share same vision on the functioning of the virtual high school network. The
networked organisation to provide education is a new way to almost all participating schools. Since there is no previous
similar working culture in those institutions all personnel need to be taken into account and be confirmed by the benefits
of networking. We believe that this is a matter of organisational learning; professional development occurring
simultaneously both at individual level and at organisational level. Due to the limited time of the project, only three
years, it is essential to utilise previous experiences as much as possible.
In this paper we discuss theoretical basis to consider virtual high school network as a strategic alliance in which
learning organisation approach could be utilized to offer a potential zone for development for participating individuals.
Furthermore we suggest tentative model to consider each participating institution (school) as a learning organisation to
support development of teacher leadership which may have positive impact to student outcomes. In school
improvement the main goal is to improve quality of teaching, in this case online teaching, we apply Jonassen’s (1995)
criteria of meaningful learning as a tool to evaluate and improve quality of an online course. In this paper we present the
evaluation of the first so called “Teachers’ apprenticeship-courses” as a starting point to further individual and
organisational development in domain of online teaching.
2 Situated learning for organisational development
Organisational learning is connected to situations where a rapid change and constant development are taking place in
order to adapt changing circumstances. In the discussion about organisational learning a lot of emphasis has been set on
the shared mental models or theory-in-use (Argyris and Schön, 1978 sited by Ghosh, 2004). Burgoyne (1996) offers a
working definition: “a learning organisation continuously transforms itself in the process reciprocally linked to the
development of all its members.” The organisation must have some way to change smoothly its operations, enriching its
context by having some processes that changes the organisation policy and operations in organisational level and
thinking and doing in individual level (Burgoyne, 1996).
Since educational systems are always seeking for better ways to operate, it is quite natural that the learning organisation
approach has been applied also in school settings. One interesting example of this is Australian, Tasmanian LOLSOproject (Leadership for Organisational Learning and Student Outcomes) which has been a three-year-project to
investigate effect of organisational learning approach to change school practices and effects of that on student outcomes
(Silins & Mulford, 2001). They found out that learning organisation approach has positive impact on teachers’
conception of work, they call it teacher leadership. Teachers’ work (leadership) on the other hand has positive impact
on student participation, engagement with school (Silins, 2000) and academic self-concept which also affects academic
achievement (Mulford & Silins, 2003). Teachers’ leadership means that teachers take responsibility on whole school
happenings and not just of their own classrooms. They claim that the learning organisation atmosphere is a supporting
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factor for development of teacher leadership. On their analysis of teacher responses on the nature of school as learning
organisation they found some key characteristics: trusting and collaborative climate, taking initiatives and risks, shared
and monitored mission and continuous professional development (Mulford & Silins, 2003).
For newcomers it is often difficult to understand organisational culture and atmosphere or make mental models about
the organisation. Lave (1991) suggest that the building of shared cognition is a process of becoming a member of
community of practice. Lave also anchors the learning to the situated activity in which the person participates in the
activities of the community and while acting in the community he/she has constant negotiations of meanings with the
other members of the community. She calls this process as legitimate peripheral participation, and with peripheral
presses the point that the process is gradual with increasing level of responsibilities according to the mastery of the area.
One form to apply situated conception of learning is cognitive apprenticeship and to utilise technology to support the
working process of communities of learners. In cognitive apprenticeship one tries to include domain knowledge,
heuristic knowledge, metacognitive strategies and learning strategies. This is done in authentic real-life context in which
by scaffolding an individual or an organisation can support the construction of own understanding of the problem in
hand. Cognitive apprenticeship includes teaching and learning strategies such as: articulating own reasoning process,
monitoring the knowledge construction or problem solving process, reflection on the process in order to find better or
more general ways of thinking, and modelling of the effective process (Collins, Brown, & Newman, 1989). Jonassen
(1995) discusses the role of technology in supporting cognitive apprenticeship model of teaching and learning and
defines qualities of meaningful learning. He also suggests three possible roles for the technology to support the teaching
learning process: using technology as a (productive) tool, as an intellectual partner and using technology to build up the
learning context (Jonassen, 1995). We believe that these factors, in addition to supporting students learning, also
support learning of teachers. Dimensions of meaningful learning serves even as an instrument to evaluate quality of an
online course.
In recent learning research ever increasing attention has been put to forms of collaborative learning (e.g. Dillenburg,
1999). Ghosh (2004) combines organisational learning and collaborative learning by introducing concept of strategic
alliances. According to him in strategic alliances autonomous organisations work for joint accomplishment of individual
goals linked to corporative mission. Strategic alliances offer partners opportunities to transfer embedded knowledge
between them by providing opportunities for joint building of the mental models about the functioning of the
collaborative effort they are involved with. He also connects the Vygotsky´s socio-cultural-historical learning theory
into organisational learning by treating the strategic alliances as potential zones for development. Furthermore, he
combines the used tools/artefacts, also technological, to the interpersonal communication and meaning making process
which precedes the intrapersonal, individual level. We also believe that the technological tools like online learning
environments and digital material repositories can scaffold the learning process of the individual participants or the
organisations. However, in the process of building trusting and collaborative climate also face-to-face meetings of
different groups of teachers and individuals are essential. According to Ghosh, Vygotsky´s point of view ties the history
of the organisations and their personnel to the collaborative learning effort. In this case we have organisations involved
that has quite a wide scope of knowledge and skills in using technology in education, especially online learning
environments, and therefore the apprenticeship model of teaching seems to be suitable for the in-service training of
teachers.
3 Course development
Mulford and Silins (2003) mention continuous professional development as one of the key characteristics describing a
school as a learning organisation. In learning organisation approach it is assumed that the professional development
(e.g. learning) is closely tied to functioning of everyday practices and also research on in-service training of teachers
seems to support this demand (e.g. Galanouli, Murphy & Gardner, 2004). Teachers are nowadays described to be
reflective, inquiring professionals who are willing and capable to carry out constant professional development. We
believe that one possible theoretical model to support reflection is Korthagen´s (1999) ALACT model of reflection
consisting five phases 1) Action 2) Looking back on the action 3) Awareness of the essential aspects 4) Creating
alternative methods of action 5) Trial. It is a spiral model starting and ending to an action, and basically the first and the
fifth phases are same (Figure 1). According to Korthagen the third phase, awareness of the essential aspects, is the most
difficult to implement. We believe that one valuable point of view is to evaluate the meaningfulness of the online
courses which the virtual high school consortium has produced. So the evaluation of the courses serves two purposes
simultaneously: description of the nature of online education produced in the teacher community and as feedback to
continuous professional development of online teachers and their organisation.
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Figure 1. ALACT model for ideal reflection cycle
In ISOverkosto project the professional development is seen as a method to advance quality in the online courses. The
quality is seen as a property of the courses based on the learning theories used in the course design. The aim is to
develop the quality of the courses using Jonassen’s (1995) theories of meaningful learning. According to him learning
must be active so that learners have responsibility and control of their own learning, learning must be constructive so
that learners can build up on previous knowledge and reconcile possible cognitive conflicts, collaborative so that
learners can advance each others skills and knowledge, intentional so that learners can form and achieve learning goals,
conversational so that learners can benefit from the meaning making process and differing opinions, learning should be
contextual so that it is anchored in meaningful authentic tasks and reflective so that learners can externalise and reevaluate their decisions and process. In this chapter we describe the process that we call “koulutuskurssi” – teachers’
apprenticeship-courses, which means normal courses in the web for the learners but a development and learning process
for the senior teachers and local tutor teachers.
Senior teachers in these courses have usually a lot of experiences about teaching and learning in the web-based learning
environments. Most of them have been involved in teaching and learning online for several years. These teachers design
the courses and are responsible of the course contents and learners activities and also of the assessment. In addition to
senior teachers, there are also local tutor teachers in each school so that learners can get support when needed. Tutor
teachers don’t have earlier experiences about teaching and learning in web-based learning environments. Their role is to
help and encourage learners during the online courses and particularly to learn (in-service training) to use new learning
environments. For learners these courses are normal courses in the web-based learning environments.
There have been so far three teachers’ apprenticeship-course unities each containing 9 to 10 different courses. Teachers’
apprenticeship-courses consist of three phases (see Figure 2). The first is a beginning meeting where senior teachers
present their courses for the tutor teachers, describing the aims of the courses, learning methods, different tools in
learning environment etc. The teacher and tutor make an agreement about their different roles during the course. The
second phase involves carrying out the online course. After the course is the third, evaluation and reflection phase. In
after-course meetings teachers evaluate courses using an evaluation form which has been constructed based on
Jonassen’s (1995) theory about meaningful learning. Senior and tutor teachers evaluate and demonstrate their courses to
other teachers. The idea is that teachers reflect their teaching methods and evaluate and compare how different methods
worked since the aim is also to share ideas and best practices. Right after these courses we also gather feedback from
learners and tutor teachers by web-based questionnaires. In addition, the courses are also evaluated by researchers who
use the same evaluation form as the teachers. These results and feedback from learners and tutor teachers are presented
for teachers in the after-course meeting as basis for the conversation. In these conversations we have found ways to
develop next courses, what is good, have there been any problems, what needs to be improved and so on.
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Figure 2. Apprenticeship curse
4 Experiences from the teachers’ apprenticeship-courses
Teachers’ apprenticeship-courses were also evaluated by researchers using the same evaluation form as the teachers.
The results of the course evaluations had strong similarity compared to models made by Manninen (2003). Manninen
describes four different ways of teaching in web-based learning environments (Figure 2). The differences are based on
different roles of teacher, learner and learning materials. In the first model the learning process is very well guided
process by teacher and learning materials. The structure of the course resembles normal contact teaching where teacher
controls the learning using learning materials. The second model is based on discussions. Teacher and learners are
actively involved in learning process using asynchronous discussion forums. Teachers’ role is important in guiding
learners to think and in helping learners to reflect their ideas and learning experiences. Model three consists basically of
self-study learning materials. The learner follows ready-made materials involving guides concerning what and how
learner should learn and also the materials to be studied. The fourth model is a learner-centered model where the
learning materials and teachers are only supporting the learning process and the learner groups themselves are
responsible for the learning results. (Manninen 2003).
Figure 3. Manninen’s different ways of teaching in web-based learning environments
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Compared to the models in Figure 3 the teachers’ apprenticeship-courses represented mainly models one, two and three.
Only model four was totally lacking in our data. A common feature for all the studied courses was very clear and easyto-follow structure. Materials and learning assignments were clearly presented containing various instructions, for
example instructions for different learning tasks, technical instructions and also a common learning and reflection
instructions. We believe that because of the clear structure the feedback from the learners was mostly positive.
The second common feature for the courses was the lack of collaboration. The learning process contained a lot of
learning assignments that learners carried out alone, without peer interaction. Learners mainly interacted only with the
teacher. They accomplished their learning assignments and returned them to the teacher who gave feedback. Most of the
courses were constructed so that learners did not have a need to interact with the other learners. The peer interaction
was mainly used in courses that were designed according to model two in Figure 3. In these courses the learning process
was carried out using discussion forums instead of learning assignments that learners accomplish alone.
Local tutor teachers had a very important role in the teachers’ apprenticeship-courses. They had actually surprisingly
many tasks. Tutor teachers served both as a technical support and as a pedagogical support. They helped learners with
learning assignments whenever they could and they also arranged face-to-face meetings when needed, very often in a
weekly basis. Probably the most important role of tutor teachers was encouraging learners and help learners to plan and
to stay in their timetables. The tutor teacher’s underlined role may result from the lack of other collaboration in the
studied courses. When learners did not get much feedback from the other learners all around Eastern Finland they
consulted the tutor teacher available in their own school..
5 Conclusions
Forming a network of high schools (virtual high school) seems to be rather demanding task. There needs to happen
quite a many changes in the daily practices at the schools and their working policy and not least in the job description of
a teacher. Therefore it seems to be reasonable to investigate the process happening at the schools and also how network
based tools that are used in this project. Based on above analysis it seems to be so that local tutoring is quite essential
for the young students and some kind of teacher leadership, enlarged sphere of responsibilities, is essential. It is still to
be seen, if the learning organisation approach is to be taken place in participating high schools and if so, will it lead to
some kind of teacher leadership and better student outcomes.
The courses that was conducted and analysed seemed to be designed for individual, self-paced studying, representing
models one, two and three in Figure 3. During the ongoing project our goal is to proceed toward more collaborative
courses emphasizing peer interaction. The idea is to emphasize models two and four in Figure 3 that represents
collaborative, learner-centred courses, containing also studying in small groups over Internet.
These results were used in after course reflection sessions with teaching staff, but the data concerning the courses
designed and conducted after that are not yet analysed. Again what kind of changes these interventions had caused is to
be investigated. It is also a matter of further investigation to try to find out what kind of professional development has
happened among senior teachers, and among new beginners in the field of online pedagogy.
References
Burgoyne, J. (1996). Creating a learning organisation. In J. Enkenberg, M. Gustafsson & M. Kuittinen (Eds.), Learning
organisation from theory to practice (pp. 13-22). Joensuu: University of Joensuu, Research and Development Center for
Information Technology in Education.
Collins, A., Brown, J., Newman, S. (1989). Cognitive apprenticeship: Teaching the crafts of reading, writing, and
mathematics. In L. B. Resnick (Ed.), Knowing, learning, and instruction: Essays in honor of robert glaser. Hillsdale, NJ:
Erlbaum.
Dillenburg, P. (Ed.). (1999). Collaborative learning: Cognitive and computational approaches (first ed.). Oxford:
Elsevier.
Galanouli, D., Murphy, C., & Gardner, J. (2004). Teachers' perceptions of the effectiveness of ICT-competence
training. Computers & Education, 43(1-2), 63-79.
Ghosh, A. (2004). Learning in strategic alliances: A vygotskian perspective. The Learning Organization: An
International Journal, 11(4), 302-311.
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Jonassen, D.(1995). Supporting communities of learners with technology: A vision for integrating technology with
learning in schools. Educational Technology,60-63.
Korthagen, F. (1999). Linking Reflection and Technical Competence: the logbook as an instrument in teacher
education. European Journal of Teacher Education, Vol 22, No. 2/3
Lave, J. (1991). Situating learning in communities of practice. In L. Resnick B., J. Levine M. & S.
Teasley D. (Eds.), Perspectices on socially shared cognition (first ed.)Washington, DC:
American
Psychological Assosiation, 63-85
Manninen, J. (2003). Ohjaus verkkopohjaisessa oppimisympäristössä. In. J. Matikainen (Eds.), Oppimisen ohjaus
verkossa. Helsingin yliopiston tutkimus- ja koulutuskeskus Palmenia. Helsinki.
Mulford, B., & Silins, H. (2003). Leadership for organisational learning and improved student outcomes -what do we
know? Cambridge Journal of Education, 33(2), 175-195
Silins, H. (2000). Toward an optimistic future: Schools as learning organizations – effects on teacher leadership and
student outcomes. AARE-NZARE conference, AARE-NZARE Conference, Sydney, Australia, Retrieved 28.4.2005,
Silins, H. & Mulford, B. (2001). Reframing schools: The case for system, teacher and student learning. AARE 2001
conference papers, Melbourne, Victoria, Australia.
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7
INTRODUCING ICT IN HIGHER EDUCATION:
1
THE CASE OF SALAHADDIN/HAWLER UNIVERSITY
2005 - NETWORK-BASED EDUCATION 14th-17th SEPTEMBER 2005, ROVANIEMI, FINLAND
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Perspectives on the roles of a web-based environment in
collaborative designing
Mari Pursiainen
mari.pursiainen@ulapland.fi
Petra Falin
petra.falin@ulapland.fi
University of Lapland
Faculty of Art and Design, Department of Textile and Clothing Design
P.O. Box 122, FIN-96101 Rovaniemi, Finland
Tel: + 358 16 341 2315, Fax: + 358 16 341 2310
This paper presents perspectives on the roles of a web-based environment as a tool and a context for a case
of computer supported collaborative design process in the context of academic design education. The aim of
the paper is to call attention to how web-based environment in its multiple roles serves or affects a
collaborative design process. The subject is here reviewed through the viewpoint of design discipline but the
nature of the subject as an area of multi-, inter-, and transdisciplinary research is brought into discussion.
The main focus of the paper is in design collaboration through a web-based environment. The paper brings
to the fore four perspectives which are closely intertwined: web-based environment as a medium for
1) distribution of expert knowledge, 2) presentation and viewing of concept ideas, 3) evaluation and
feedback, and 4) guidance and supervision of the process. The case referred in the paper is an authentic,
collaborative, computer supported concept design process which has been documented with various methods
for qualitative study with various approaches. The participants of the design process included design
students, consultants, project personnel and representatives of end-users. The study is related to the on-going
research project Facilitating Social Creativity through Collaborative Designing at the University of Lapland.
The research project is funded by the Academy of Finland through the Life as Learning – programme.
Keywords: computer supported designing, collaborative designing, network-based design interaction, constructing
knowledge through design, web-based environment
1 Introduction
1.1 Design and research
Research in the design discipline is always somehow related to designing. Yet in academic design education, there often
seems to be a gap between research and education of the design students. In our department the multiple simultaneously
on-going research projects have created unique opportunities for learning through designing and in the same time
bridging the gap between research and education. The research projects concentrating on the collection and utilisation
of user knowledge create opportunities for student design projects and direct utilisation of the research knowledge of
end-users. In the same time the students’ design projects create circumstances for studying authentic design processes in
research projects interested in the activity of designing.
Design in itself as a discipline invites multiple perspectives and multi-, inter-, and transdisciplinary research
approaches. Design and social sciences have made connections in the study of users of design products whereas in the
study of the activity of designing connection with psychology and cognitive sciences etc. is natural and evident. Equally
designing as a process or context of learning brings together researchers with pedagogical and design interests.
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
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Designing as a form of activity is assumed to represent some of the highest cognitive skills of human activities.
Consequently learning through designing is seen as an interesting setting for the study of the development of cognitive
as well as social and aesthetic skills. Further in Finland, design is considered as a key factor of our competitiveness in
the global economy. Still we have not yet established neither a strong scientific tradition of studying individual and
collaborative processes of designing, nor strong pedagogical models and practices that would support learning through
designing in general or collaborative designing in web-based environments in particular.
1.2 The CoDes – research project
The subject and approach of the paper are based on the goals and foundations of the Facilitating Social Creativity
through Collaborative Designing (CoDes) research project. The purpose of the CoDes project is to analyze challenges
of learning through designing in different levels of educational and professional design contexts. A special focus of the
project is to address challenges of collaborative designing and examine the possibilities provided by virtual design
studios to cross boundaries between educational institutions and enterprises, and facilitate horizontal learning of
designers in multiprofessional teams. In addition the project aims to explore how new media- and design technologies
enable to advance understandable design communication.
The project relies on multiple methods, approaches and units of analysis. The data in the project contains content-rich
ethnographical data, such as video recordings of the face-to-face studio teaching situations and design team meetings,
participant observations, and structured interviews. In the project, several collaborative environments are used in order
to obtain a richer understanding of the role of a virtual environment’s diverse functions in support of the collaborative
process.
The CoDes research project is carried out by the consortium of the department of Textile and Clothing Design from the
University of Lapland and the Department of Teacher Education from the University of Joensuu during the years 20032006. The project is funded by the Academy of Finland through the Life as Learning – programme.
2 Aims and objectives
The aim of the paper is to introduce a design case, which provided an opportunity for testing the applicability of a webbased learning environment in a collaborative concept design process. From the researchers’ point of view the case
offered an opportunity to simulate and explore a method of working and communicating that could be applied and
developed further both in professional and educational contexts of design. From the perspective of the participants of
design process the case represented an authentic design process.
The paper presents perspectives on the multiple roles of a web-based environment as a tool and a context for the case.
The goal of the paper is to call attention to how the web-based environment serves or affects a collaborative design
process. The purpose of the paper is to present the context of our data collection and bring forward the perspectives
which emerged for consideration during the process and initial analysis. The discussed perspectives are not intended to
be examined as final results of the study but as themes and grounds for prospective studies.
The authors of the paper have a twofold relation to the case in question. In this paper we examine the case from the
perspective of researchers but we have been involved in the process also as participants. The author A was involved in
the design process in project personnel supervising and guiding the use of the web-based environment. The author B
was one of the designers of the concept design team. The data for the CoDes research project was collected while
participating in the process.
3 Background
As tools for computer aided design have developed, so have also the conceptions of the relation between designing and
the means and tools changed. Nowadays there seems to be growing a misconception of the tool’s meaning for designing
– many people seem to think that learning to use design tools equals learning to design. Tools have different roles in
different phases of the design process, but mastering of a tool does not make one a designer. Nevertheless, tools have an
inevitable relation to designing and especially to the outcomes of designing. May the outcome be illustrations,
presentations or design artefacts the appearance of the outcome and the process is always affected by the tools that were
used.
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The web-based environments for design collaboration are becoming globally more common both in professional use of
designers and in design education. In the industrial context this has been affected by the cost-based motives which are a
factor in education as well; the limited resources have increased a wish to make use of web-based environments and
their facilitating characteristics in surpassing the limitations of time and location. Web-based environments enable
collaboration of multiprofessional teams without a physically shared working environment. This was the circumstances
also in our particular case.
The presented design case was conducted as a joint effort of two research projects. The approach in the paper is
grounded on the previously demonstrated foundations of the CoDes project. The contentual parameters and challenges
of the design case were founded on the objectives of the Methods and Models for Intelligent Garment Design
(MeMoGa) research project.
One of the goals of the MeMoGa project is to produce applications in the area of wearable intelligence. Consequently
the introduced case represents a design process of an intelligent workwear concept for heavy industry. The user-centred
approach of the MeMoGa project provided a chance of exploring an authentic collaborative design process where endusers of the product were also participating. In addition of the expertise of end-users the design process of intelligent
workwear concept utilized also expertise and collaboration of representatives of textile technology, electronics,
wearable technology, physiology, as well as industrial and clothing design. Figure 1. illustrates factors and elements
that affected the process and use of the web-based environment in the collaborative design process.
INSTRUMENT
web-based environment
OBJECT
intelligent workwear
SUBJECT
participant
RULES
user-centred design
OUTCOME
cloth concept
DIVISION OF LABOR
collaboration
COMMUNITY
expert team
designers & consultants & end-users & project personnel
Figure 1. The chart of the operational system in the design process (based on Engeström, 2004 and Diaz-Kommonen,
2002)
4 The design case and methods of data collection
4.1 Description of the case
The concept design phase of design process is the early stage of product development process – sometimes called “the
fuzzy front end” (Cagan & Vogel, 2002). There are many definitions for the term concept design but often it is used to
define a phase of the research and development process that aims for innovative solutions and defines key elements or
functions of a product but does not aim for an outcome that could be forwarded directly to manufacturing or marketing
processes. (Keinonen et al. 2003) A design concept is a description of functions, technology and appearance of a
product as well as of services it provides. A design concept is often presented with sketches, illustrations, modelling and
supported with verbal descriptions. (Ulrich & Eppinger, 2000)
The design process in question represents computer supported collaborative designing. The process took place in 1.3.–
28.5.2004 at the University of Lapland. The web-based environment for the process was developed into Discendum
Optima (http://www.discendum.com) learning environment. The participants in the design process included a team of
four designers (two students of clothing design and two students of industrial design), consultants of physiology,
material technology, electronics and wearable computing (n=4) from collaborating universities as well end-users (n=6)
from three different heavy industry companies and project personnel (n=3). Three of the consultants participated as
researchers of the MeMoGa project and one of the consultants was employed particularly for the purposes of the design
process. The consultants used facilities of their universities. The end-users – employees from collaborating heavy
industry companies – participated in the process during their working hours without additional compensation in
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premises of their companies. The designers and project personnel were located at our department. The communication
between designers, consultants, end-users and project personnel was conducted in the network-based environment
except for lectures and face-to-face meetings of the design team. The designers and project personnel had prior
experience of working with at least one web-based environment, two of the consultants had some experience of a webbased environment and none of the end-users had previously been working with a web-based environment.
4.2 Data collection and analysis
The meetings of the design team were documented on audiovisual recordings. The solitary working of designers outside
the meetings was not recorded into the data except for material the designers produced during the process. Most of the
produced material such as sketches, notes etc. were imported into the web-based environment during the process. All
the communication and produced visual and textual material were saved in the Discendum Optima environment. The
web-based data has also been printed out for documentation. Data was also supported by web-based questionnaires and
diaries which were aimed at documenting use of the environment. In addition designers, expert consultants and project
personnel were also interviewed after the process and two of the end-users filled in a web-based questionnaire. The
methods of analysis include different qualitative approaches. The collected data will be examined from different
perspectives with different research problems within the framework of the CoDes research project.
5 The web-based environment as a medium for design interaction and
communication
The web-based environment as a tool and a factor of the process has been initially analyzed to have had four roles. The
roles of the web-based environment were also the means to enable design interaction and communication. These roles
are described in the subsections and presented in the figure 2.
Concept
presentation
Guidance and
supervision
Medium for
collaborative
design interaction
Distribution of
expert knowledge
Evaluation and
feedback
Figure 2. The web-based environment as a medium for interaction in the MeMoGa case
5.1 The web-based environment as a medium for distributing expert knowledge and
information
One of the aimed functions of the web-based environment was to enable distribution of the different fields of expertise
which the participants were considered to represent in the case; the consultants and project personnel represented
expertise of their research fields, the designers represented design expertise and the end-users provided their expertise
of authentic tasks and working environments.
The designers were encouraged to both look for information independently and utilise the expertise of the consultants.
The designers were advised to import knowledge produced in the process to the environment for consideration and
discussion of the other team members. Some of the information was already established in the environment by the
project personnel prior to the beginning of the concept design phase and some of the information was produced by the
participants as work progressed. The purpose was to support interaction between the designers and other participants so
that the team could examine emerging problems and questions in a collaborative and participatory manner.
The consultants were asked to provide information from the fields of their own expertise. The purpose was that they
could introduce the existing research knowledge to the designers as they were supposed to hold information that was
not easily adoptable and available through mediums on hand for the designers. Their experience on their research fields
was considered a valuable asset in the design process. In addition they were hoped to come up with realistic solutions
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for specific problems and details in the design concept as ideas evolved. The aim was that communication of ideas and
challenges involving them could emerge spontaneously between the designers and consultants throughout the whole
process.
The project personnel’s assignment was to provide enough background information of end-users, aimed contexts of
workwear’s use as well as challenges of wearable intelligence for the design process. The researchers of the MeMoGa
project who were also participating in the process as project personnel had collected information in three collaborating
heavy industry companies prior to the beginning of the design phase. The aim of the background research was to ensure
that the design team would have an extensive information reserve already in the start of the process. The existence of
the background knowledge formed also the role of the end-users as they were not expected to produce any additional
information but only participate in evaluation of ideas and offer their expertise on the subject through commenting,
feedback and discussion.
5.2 The web-based environment as a medium for presentation
One of the main purposes of the web-based environment was to serve as a medium for presentation of ideas and the
design concept. The purpose was that the designers would bring their ideas to the environment to create conversation
between the participants and enable the collaborative nature of the design process. The formats of the presentations
were not predetermined. The utilized environment includes tools for generation of textual material in different formats
and also allows importing material produced outside the environment. The aim was that the consultants could follow the
process and evolving ideas and offer their comments whenever suitable. The material produced by the designers was
constantly available for the consultants and vice versa. The designers were supposed to offer the consultants
information of the ideas and possible problems so that the consultants could contribute appropriately. In practice the
consultants were able to review nearly all of the produced material, including the presentations for the end-users.
The end-users were invited to participate in a specific timeframe twice in the process and the material available for them
was limited only to the presentations that were hoped to be commented and discussed. The designers were expected to
present material that could inform the end-users of the ideas so that they could form an opinion and give feedback to the
designers. The first commenting period the designers introduced their ideas through short narratives which represented
the concept ideas in the working context. The end-users were also asked to review some moodboard collages and
comment on the presented material. In the second period of commenting the design team put together an interactive
presentation which included drawings, textual descriptions of concept details and suggestions of colour charts for the
concept.
5.3 The web-based environment as a medium for evaluation and feedback
For the designers the process was also a process of learning. This aspect was closely related to the web-based
environment’s role as a medium for evaluation and feedback. The specific purpose of the evaluation was that the other
participants would give the designers opinions and comments on the ideas and concept presentations based on the
participants’ own expertise.
The consultants were able to give feedback to the designers throughout the process. In addition the process included
three separate days that were reserved for more thorough review of material by the consultants and also offered them
opportunities to engage in a real-time conversation through the chat feature. The end-users main assignment in the
design process was to evaluate and comment the design team’s concept ideas based on their working experience. The
end-users were not originally believed to engage in a continuous conversational interaction but rather comment on the
presentations when specially asked to. This was anticipated because of the end-users limited participation time.
Additional challenge to the end-user participation was brought by the fact that the end-users were participating from the
premises of their employer and two of them had an opportunity to use computer only in the office of their supervisor.
5.4 The web-based environment as a medium for guidance and supervision
The learning and teaching aspect of the process came visible also in the fourth role of the web-based environment. The
project personnel were assigned to guide, manage and supervise the process and the working in the web-based
environment as well as offer help and work out the possible technical or other problem situations. The concept design
process was scheduled and managed through the environment and the timed elements of the environment were aimed to
ease the process through intermediate goals and a structured timeframe. The purpose was also to make the evolving
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concept ideas visible to the other participants phase by phase in the web-based environment. In addition the project
personnel were able to follow the process and advancement through the environment.
6 Design collaboration in the web-based environment
6.1 From interaction to collaboration
Offering a shared tool or technology is not enough to make interaction in a web-based environment collaborative. What
is also needed is social infrastructure, to ensure that the interaction of participants would succeed desirably (Lahti,
2004). The essential element in a successful networked collaboration is not the amount of sent messages but the
meanings given to them. These meanings are a factor in how the interaction mediated through a networked environment
eventually contributes to actions and outcomes. (Matikainen, 2001)
In collaboration the participants interact in relation to the object and to each other. The object represents the issue the
participants are managing. In our case the object is both the contentual aspects of the concept as well as the process with
its different phases. The levels of collaboration can be divided into three types: coordination, cooperation and reflective
communication. In coordination each participant has his own task and participants do not actually communicate to each
other. In addition they perform according to a predetermined script or process plan and role differentiation. In
cooperation participants have a shared object to manage which they bring into conversation. They also surpass the
borders of the predetermined script. In reflective communication participants evaluate and develop also the ways of
interaction and role determination as well as the process in general. (Engeström, 2004) Figure 3 presents the objective
levels of collaboration in the design case.
JOINT OBJECT
intelligent workwear
concept
DESIGNERS
MANUSCRIPT
user-centred concept design in
web-based environment
CONSULTANTS
END-USERS
PROJECT
PERSONNEL
Figure 3. Objective levels of collaboration in Memoga design case (Adapted from Engeström, 2004 and SeitamaaHakkarainen, 2004)
The researchers in the CoDes research project have defined collaborative designing as follows: collaborative design
means a process of actively communicating and working together in order to jointly establish design goals, search
through design problem spaces, determine design constraints and construct a design. The research project emphasizes in
particular that the creation of shared design objects is an essential element of collaborative designing. (Lahti, 2004) In
the presented design case the goal was to design a single collective concept, which was the outcome of the participation
of all of the members through their fields of expertise although the main responsibility of the designing was on the
designers.
6.2 From communication to dialogue
Communication plays a vital role in collaborative design. The nature of the communication in a collaborative design
process depends on various factors. However communication in design teams by nature resembles dialogic interaction
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rather than discussion or debate. Sometimes dialogue is used as an interchangeable synonym of the terms conversation
or discussion but often it is conceived to represent face-to-face social interaction (Luckmann, 1990) between persons. In
this paper the term is conceived as a type of communication which is defined by the nature of the interaction.
Discussion has a tendency to encourage fragmentation, categorization and generalization whereas dialogue allows
synthesis of divergent conceptions and recognition of nuances. (Heikkilä & Heikkilä, 2001) Discussion and debate can
be described through an intention of narrowing down and finding a rationally valid alternative, while dialogue is about
gaining deeper understanding of meanings, alternative views and new, larger perspectives. Dialogue enables creativity
and is open for possibilities; it helps team members to reach goals they could not have reached on their own. (Örndahl,
1999) As the dialogue is a form of communication that exceeds the verbal language the dialogic nature of interaction is
inevitably limited in the communication in a web-based environment. The dialogic nature of interaction can not be
expected to emerge in the full meaning of the term in a web environment but communication in the environment may
still hold features of dialogue.
Dialogic interaction has been examined also in the relation of learning in a web-based environment. For instance Webb
et al. (2004) have established that engagement in dialogue in a network-based learning environment correlates with
learning outcomes. The network-based environment in the process certainly opened opportunities for communication
and for even a form of dialogue between the designers, consultants, end-users as well as the project personnel. The
interaction between designers in the face-to-face meetings typified a dialogue. The same can not be stated on the behalf
of the communication in the web-based environment. Reasons for this can be searched in many directions but one of the
problems can be analyzed also in the structure of the web-based environment. Collaborative interaction and learning is
not effectively supported by the same tools as independent information retrieval. Nevertheless some of the features of
the environment also seemed to facilitate interaction – especially the consultants preferred the given opportunity for
asynchronous communication which enabled contemplation, retrieval of additional information and reflected answers.
Even though the consultants were not expected to act as full members of the design team the interaction and distribution
of expertise did not emerge to the extent it was expected. This was partly analyzed to originate from the foundationally
different ways of thinking and acting of the designers and consultants. The consultants expected specific questions of
specific problems where their knowledge could be of assistance. At the same time the designers were used to act on the
basis of insecure and incomplete information and use their imagination to envision things that could not be known. The
designers wished that the consultants would have assumed a more spontaneous role in the generation of information and
asked the designers defining questions if the suggested ideas seemed too vague to be commented. The ways of working
of the designers and the consultants did not seem to meet in the process despite of attempt.
The role of the end-users was not expected to become a very dominant either. Our case can not be described as
participatory design where the end-users attend as active members as Luck (2003) states:
When engaged in a participatory design workshop the people who attend are part of the social process of
design and play an active part in the issue/problem raising, discussion and decision making processes
that are part of the early design stage of a project. The people who are commonly known as the ‘users’
are active participants in the design process and hence the boundary between ‘designer’ and ‘user’
becomes blurred.
6.3 Breaking through the manuscript
The forms of interaction between the designers and consultants were not predetermined and limited to the web-based
environment. The participants were advised to utilize also other methods if the interaction was not found productive.
Engeström (2004) notes that instruments can be used in many ways. Sometimes a technically demanding instrument can
become an end in itself which displaces the original object.
In our exemplary case the web-based environment was not intended to be an ambition of the process, let alone
complicate the interaction. Even though the face-to-face meetings were encouraged neither the designers nor the
consultants did make an initiative to organize a meeting. Yet afterwards reflecting on the process both the designers and
the consultants brought out their wishes for one or more collective meetings. On this sector the participants’ actions
follow the type of interaction described by coordination; the predetermined script was followed in such and the borders
were not crossed or reassessed.
The end-users’ type of interaction remained at the level of coordination. Each of the end-users formed an autonomous
opinion of the presentations. Conversational interaction emerged neither between the designers and the end-users nor
between the end-users as a group. Partly this was affected by the somewhat asynchronous communication. The
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networked environment in itself enabled also synchronous communication (chat object), but in practice all the
participants were never simultaneously active in the environment. The biggest limitation of the end-users participation
was obviously their participation in the process in a limited timeframe during their working hours. This led them to act
as they were discharging their duties answering questions rather than engaging in the process as equal participants.
Their contribution was still seen valuable. The designers considered the end-users in the role of an acceptor or rejecter
of the suggested ideas.
Even though the communication in the web-based environment did not manage to reach the level of dialogue on all
accounts, the communication featured some aspects of it. The designing as a collaborative process proceeded inherently
without a leader, even if the team was regularly attended by the project personnel. The same equal attribute of the
process endured also in the web-based communication. This may have been largely due to the network environment
which affected that the personality of the “speaker” was erased to a certain extent and instead the substance of messages
rose as a centre of attention. On this behalf the environment succeeded in fading potential hierarchical relations between
the participants which could have interfered with the interaction. At the same time some of the participants felt that the
web-based environment sustained the participants as strangers since they were not familiar to each other before the
process. The process was obviously also too short to eliminate the unfamiliarity between the participants. The feeling of
unfamiliarity caused timidity as especially the consultants were sometimes shy to pose questions relating to the
expertise of others.
7 Conclusions
In this case the network-based environment enabled an exiting potential of combining the expertise of designers,
consultants as well as the end-users. The potential of utilizing the expertise of end-user appeared especially tempting as
a designer. The user is after all most qualified to evaluate the designed solutions from the perspective of his experience
and purpose of use.
7.1 Design collaboration and learning
In the exemplary design case the web-based environment enabled and supported also learning and construction of
knowledge. The learning processes involved in the case can be examined from four perspectives. (1) Each one of the
participants learned something about the collaboration with different disciplines. As Dias-Kommonen states (2002);
Collaboration can subsequently provide one with new ways to look at his/her discipline. [---] As a form of
learning, collaboration can expand one’s horizon: One gets to visit other disciplines, learn other
languages.
The process was especially educational as an authentic design task for the design students involved in the process as
designers. Clashes of views and frustrating situations could not be avoided in the design process and in interaction in
and out of the web-based environment. Misunderstandings and conflicting expectations based on different ways of
thinking and acting were emphasized in the web-based activities interfering with the interaction. As Kim states (1990);
Different disciplines have different priorities, different thinking style and different values. When people
from different disciplines get together, their values collide. What one person finds valuable others do not
even notice. And they do not notice that they do not notice.
But this is also the reason why the distribution of expertise and collaboration between different fields of expertise is
productive from the point of view of design process even if it causes frustration to the participants.
(2) The concept design phase of product development process is also seen as a process of learning in both individual
and organizational level. (Keinonen et al. 2003). From the designers the case required adoption of a number of new
things in a short period of time. The web-based environment passed and preserved this information throughout the
process and thereby enabled learning.
(3) For the designers the process was also a chance to develop their knowledge and skills as a designer through an
authentic design process. The web-based environment as an instrument required also the adoption of new methods of
working. Some of the designers were also motivated through the process to learn the use of new design software and
utilize it in production of material for the web-based environment.
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The production of informative presentations for the end-users and consultants proved to be an additional challenge for
the designers. The particular challenge in communication by design artefacts through the web was asynchronous
communication which prevented correction of misinterpretations in real time.
(4) In our design case the web-based environment was a new tool for most of the participants. The consultants and the
end-users were also offered an opportunity for a private tutoring of the environment but only one of them asked for
additional instruction after distance teaching. A general opinion of the web-based environment was that it was perceived
to be at least somewhat advantageous tool in the process. This testing situation gave confidence to recommend use of
the environment in our department also in the future.
7.2 What remains to be studied?
Communication and especially dialogue is seen as an essential component of learning on various occasions as well as a
key element in collaborative design. In education of design students teaching and learning through design tasks is still in
many ways the prevailing practice also in the academic level. However there still remains a lot of study to be done on
the phenomenon of learning through design. The development of the academic design education as well as the
development of tools for collaborative design in network-based environments should be supported by research on
learning through design. In order to promote computer-supported learning in the context of design education there must
be a basic understanding of learning involving the activity of designing where one of the salient points of focus is in the
dialogic nature of design interaction.
Learning through design is a subject of research that could be best studied combining the expertise and views of
multiple disciplines. Neither research based solely on perspectives of design nor pedagogical approaches can approach
the subject comprehensively. This is why the subject needs to be brought into discussion in a multidisciplinary forum.
In relation to the use of a web-based environment in collaborative designing there is also need for research on questions
about the utilisation of end-users’ tacit knowledge in the process. As Luck (2003) states:
Explicit knowledge is readily available to designers in design codes and guides but the ability to reveal
tacit knowledge is of particular value to the designer, knowledge that would otherwise not be available.
The social process of participatory design and design dialogue has enabled the transfer of user
knowledge to designers who may be able to use this knowledge for the users’ benefit
In order to reach a level of interaction that could be described as participatory the methods and tools for user-centred
design should be developed as well. Additional research on how the web-based environment supports the participatory
design process and the interaction between the designer and the end-user is needed also.
Acknowledgements
We would like to offer our gratitude to the colleagues and partners in cooperation in MeMoGa research project and all of the project personnel in the
CoDes and MeMoGa research projects and especially professors Minna Uotila and Pirita Seitamaa-Hakkarainen. We also thank the University of
Lapland for providing the Discendum Optima web-based learning environment for use in our research projects. And last but not least, we would like
to thank the Academy of Finland for the funding of CoDes research project through the Life as Learning programme.
References
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approval. Prentice Hall, Upper Saddle River, USA.
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Dias-Kommonen, L. (2002) Art, Fact and Artifact production. Design Research and Multidisciplinary Collaboration.
Ilmari design publications.
Engeström, Y. (2004) Ekspansiivinen oppiminen ja yhteiskehittely työssä. Vastapaino, Tampere.
Heikkilä, J. & Heikkilä, K. (2001) Dialogi – Avain innovatiivisuuteen. WSOY, Porvoo.
Keinonen, T., Andersson, J., Bergman, J-P, Piira, S., Sääskilahti, M. (2003) Mitä tuotekonseptointi on? In Keinonen, T.
& Jääskö, V. (ed.) Tuotekonseptointi. Teknologiateollisuus.
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Kim, S. (1990) Interdisciplinary Cooperation. In Laurel, B. (ed.) The Art of Human-Computer Interface Design.
Addison-Wesley Publishing Company.
Lahti, H., Seitamaa-Hakkarainen, P., & Hakkarainen, K. (2004) Collaboration patterns in computer supported
collaborative designing. Design Studies, Vol. 25, No. 4 July 2004, pages 351-371.
Luck, R. (2003) Dialogue in participatory design. Design Studies, Vol 24 No. 6 November 2003, p. 523-535.
Luckmann, T. (1990) Social communication, dialogue and conversation. In: The dynamics of dialogue. Eds. Ivana
Markovà & Klaus Foppa. Harvester Wheatsheaf, New York. p:45-61.
Matikainen, J. (2001) Vuorovaikutus verkossa. Verkkopohjaiset oppimisympäristöt vuorovaikutuksen näyttämöinä.
Yliopistopaino, Helsinki.
MeMoGa – research project, homepage: http://www.ulapland.fi/?deptid=14705
Seitamaa-Hakkarainen, P. (2004). Yhteisöllinen suunnittelu verkossa. Life as Learning: Oppiminen ja muuttuva
työelämä-conference presentation. 2.6.2004, koulutuskeskus Dipoli, Espoo.
Ulrich, K. & Eppinger, S. (2000) Product design and development. 2nd edition. New York: Irwin McGraw-Hill.
Örndahl, M. (1999) Learning through dialogue. Swedish School of Economics and Business Administration. Working
papers, 409. Helsinki.
Webb, E. Jones, A. Barker, P. & van Schaik, P. (2004) Using e-learning dialogues in higher education. Innovations in
Education and Teaching International, Vol. 41, No. 1, February 2004.
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2005 - NETWORK-BASED EDUCATION 14th-17th SEPTEMBER 2005, ROVANIEMI, FINLAND
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New pedagogical models
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Perspectives of Some Salient Characteristics of
Pedagogical Models in Network-Based Education
Virpi Vaattovaara1, Varpu Tissari2, Sanna Vahtivuori-Hänninen3,
Heli Ruokamo1 & Seppo Tella3
Virpi.Vaattovaara@ulapland.fi, Heli.Ruokamo@ulapland.fi
University of Lapland, Faculty of Education,
Centre for Media Pedagogy (CMP)1
P.O. Box 122, FIN-96101 Rovaniemi, Finland
Tel: + 358 16 341 341, Fax: + 358 16 341 2401
Varpu.Tissari@helsinki.fi, Sanna.Vahtivuori@helsinki.fi, Seppo.Tella@helsinki.fi
University of Helsinki, Faculty of Behavioural Sciences2,
Department of Applied Sciences of Education, Media Education Centre3
P.O. Box 9, FIN-00014 University of Helsinki, Finland
Tel: + 358 9 191 29621, Fax: + 358 9 191 29626
Abstract. This article discusses the use of pedagogical models as appropriate means of improving
the quality of network-based education (NBE). NBE and novel kinds of teaching, studying, and
learning environments have recently become an essential part of university-level education. In
changing ethos of education, one special challenge is facing teachers, designers and researchers:
the development of pedagogical models, teaching methods and practices that are applicable in
NBE. We argue that by analysing some salient characteristics of NBE it will be possible to develop and evaluate NBE. It is also crucial to analyse how to learn to apply pedagogical models in
NBE in an appropriate way. The aim of the HelLa Project was to evaluate university degree programmes in the educational use of ICTs in the Finnish Virtual University. The focus of this study
was the 30-ECTS-credit study programme on the educational use of ICT, designed and implemented as part of the Finnish Virtual University Project of the Faculties of Education. The HelLa
Project included three case studies in which students’ and teachers’ conceptions of applying pedagogical models in NBE were examined. The case studies combined qualitative and quantitative research approaches. Data were collected by using two web-based questionnaires for students, by interviewing teachers and students, and by recording the network-based discussions regarding the
course assignments. The data were analysed by using content analysis, narrative analysis and statistical analyses. This article draws on the results of the three case studies regarding the conceptions of teachers and students on the application of pedagogical models in NBE.
Keywords: Pedagogical models, network-based education (NBE), educational use of ICTs, virtual
university.
1 Introduction
During the past five years the network-based education (NBE) offered by the Finnish Virtual University has become
well established. Discussion of developing university-level courses has focused on the pedagogical models, teaching
methods and practices used in network environments, as well as on the creation of novel ways to teach, study and learn
in these environments (see Britain & Liber, 1999). In the HelLa Project, the special aim was to understand how a highquality studying and learning process can be supported by developing the use of applicable pedagogical models in network environments. At the same time the challenge was to foster a new culture of teaching, studying and communication in network-based education (NBE).
Pedagogical models have been regarded as tools in designing, implementing and evaluating NBE (Ruokamo et al.,
2002; Vahtivuori et al., 2003a; on the concept of NBE, see e.g., Tella et al., 2001, 21). Pedagogical models have also
been invoked in the effort to combine explanatory models in didactics and learning theory as well as in the experiencebased knowledge, skills and competence of teachers and students (see e.g., Andersen et al., 1995; Dillenbourg 2002;
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
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Banathy & Jenlink 2004). Previously we have referred to these as the teacher’s educational rationale and the foundation of his or her pedagogical vision (Tella et al., 2001).
2 Aims of the Project
The HelLa Project, a joint research and development initiative of the Universities of Helsinki and Lapland
[http://www.helsinki.fi/sokla/media/hella.html] that ran from 2001 to 2003, aimed to evaluate and develop the educational use of ICTs study programmes of the Finnish Virtual University. The particular focus of the research was a 30ECTS-credit module dealing with the educational use of ICTs. The aim of the module was to familiarise students with
the learning theoretical background of educational use of ICTs and media education. In addition, the societal impacts of
the media were studied simultaneously with the educational practices of ICTs. The module was designed and implemented nationally as a collaborative contribution of the faculties of education at eight universities to the Finnish Virtual
University Project of Educational Sciences [http://www.helsinki.fi/sokla/media/kasvi.html]. As many as 147 students
attended the module. The research project contributed to the topical discussion on the design, implementation and
evaluation of teaching, studying and learning environments (see Uljens, 1997; Kansanen et al., 2000) which are appropriate with regard to didactics, teaching methodology, and learning theory.
The three case studies from the HelLa Project deal with national pilot courses of the educational use of ICTs module,
which was planned in 2001–2002 and implemented in 2002–2003. This article draws on the results of the three cases
studies to present the teachers’ and students’ conceptions of the application of pedagogical models in NBE and their
views on the features and principles of network-based teaching and studying (for a more detailed treatment, see Tissari,
2004b; Vaattovaara, 2004; Vahtivuori-Hänninen, 2004; Vaattovaara, 2003; Vahtivuori ym., 2003a; 2003b; Tissari,
2004a; Tissari ym., 2004a.)
The HelLa Project looked into how pedagogical models were reflected in NBE in the Educational Use of ICTs study
programme. The researchers in the project redefined this research focus in the context of three case studies (Tissari,
2004b, 84; Vaattovaara, 2004, 54; Vahtivuori-Hänninen, 2004, 29). This article examines how pedagogical models
were applied in NBE, and what aspects and salient characteristics of such teaching and studying featured most prominently in the network-based courses offered nationally by the Finnish Virtual University Project. This article examines
students’ and teachers’ conceptions on characteristics of high-quality NBE and on applying pedagogical models in
NBE.
3 Theoretical Framework
3.1 About Pedagogical Models
Joyce & Weil (1980, 1) define a pedagogical model as follows: “a model of teaching is a plan or pattern that can be
used to shape curriculums (long-term courses of studies), to design instructional materials, and to guide instruction in
the classroom and other settings”. In this article, we use the term “pedagogical model” to refer to the models of purposive studying and the models of reflective instructional design and implementation that teachers, tutors and curriculum designers and students can apply in the teaching, tutoring and studying processes. (Tissari et al., accepted.)
3.2 Problem-Based Teaching, Studying and Learning
Problem-based teaching can be considered a means of organising a course and the instruction in a way which allows to
use problems as the stimuli for and focus of students’ work. In a problem-based course, the focal problems of the student’s field of study or other real-life problems form the basis for studying and learning and skills development. The
problem-solving situation is facilitated through various learning materials and other resources as well as through the
support and guidance offered by the teacher or the tutor. Other key elements in this problem-based context are the students’ previous knowledge and skills. Students often work in small groups or teams with the teacher supporting them in
their learning and studying process (see Boud & Feletti, 1991, 14–15; Hakkarainen et al., 2004; Tissari et al., accepted).
Problem-based studying is not a method or a teaching technique; rather, it can be considered an approach to teaching,
studying and learning (Boud & Feletti, 1991, 21; Tissari et al., accepted.)
3.3 Reciprocal Teaching
Reciprocal teaching is based on the notion of sharing and combining expertise in teaching and studying (Palincsar &
Brown, 1984; see Oatley, 1990). The model makes it possible to approach textual meanings collaboratively and to combine expertise among peers. The point of departure here is to encourage students to construct knowledge together but in
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a problem-based manner and the way that would best accommodate individual goals and needs in applying what is
learned. A key element of the model is making the problem-solving process visible so that the presence and learning
paths of other students become part of each student’s own learning process. (See e.g., Vaattovaara 2004, 57, 68, 76)
(Tissari et al., accepted.)
3.4 Collaborative Learning
Collaborative learning can be defined as an interactive undertaking with learning processes and outcomes that no student could have achieved on his/her own (Tella 1998; Vahtivuori, Wager & Passi, 1999). The basis of collaborative
learning lies in the group having convergent aims. Particular emphasis is placed on the importance of having a common
working process and on the background community, i.e., the organisational level (Sharan & Sharan, 1992; Tella, 1998;
see Castells, 1996; cf. co-operative learning, Johnson & Johnson, 1994; Kagan & Kagan, 1994). In a collaborative context, studying and learning can be seen as a process of exploration and problem-solving and as a communal and dialogic, social event. In doing research with others, the student gains personal experience of the acquisition of scientific
knowledge. According to Dewey (1943), purposive studying and meaningful learning occur through collaborative exploration. In the course of the collaborative learning process, the student’s responsibility for and organisation of his or
her studying expand to become communal rather than individual responsibility. (Vahtivuori, Wager & Passi, 1999, 269–
270; cf. Eteläpelto & Tynjälä, 1999.) Collaborative learning is seen in practice not only in the student’s work but also in
the teacher’s pedagogical thinking and in the way instruction and guidance are implemented. In a network environment,
collaborative activity is also significant when planning teaching, as experience has shown that it is more difficult to
change the course of instruction in the teaching–studying–learning situation itself. (Tissari et al., accepted.)
4 Methods and Approaches
The research strategy in the HelLa Project combined qualitative and quantitative research approaches. The research design was ethnographic in nature (Hammersley, 1990), the aim being to gain as rich and comprehensive a picture of the
research focus as possible. The data collection methods comprised two network-based questionnaires (N=55 and N=38),
interviews of students (N=5) and teachers (N=5), and recordings of the network-based discussions regarding the course
assignments (N=109, 400 pages). Different forms of analysis were used: content analysis, statistical comparisons and
descriptions, and narrative analysis. The observations, analyses and interpretations presented here are based on the students’ responses to the two questionnaires, the views and experiences presented by teachers and students in the interviews, and the recorded discussions. (Tissari et al., accepted) Narratives were considered as referential memories and
experiences of the students. They were constructed to texts in reflective discussions and interaction between different
actors of network studies.
A sociocultural or contextual approach is based on theories of Vygotsky (1978). Our approach is based on psychological and methodological reflections geared towards an internationally-growing trend of research. Our theoretical background thinking is grounded in the intersubjective ideas rooted in the zone of proximal development and in the results
of cognitive anthropology of communities outside of the schools. (See Lave & Wenger, 1991.) Learning is bonded to
different contexts, cultures and situations that are based on collaborative activities (Miettinen, 2000, 281). In this study,
socioconstructivism and a sociocultural approach have opened possibilities to study the activities of groups and network
communities as well as learning and studying as a social development with all successes and stumblings.
5 Results
In what follows, we will present some findings and related interpretations of the three case studies where the application
and some salient characteristics of pedagogical models are concerned. We will examine the views of students and
teachers on the pedagogical models that were applied in the national pilot courses and on what they considered to be the
central characteristics of high-quality network-based teaching and studying.
5.1 Some Salient Characteristics and Principles of NBE
Our analysis of the courses revealed a number of salient characteristics and principles of network-based teaching, studying and learning. In the views of the students, the foundation of the courses lay in 1) shared and integrated expertise, 2)
the active involvement of the teachers, 3) teaching and guidance as support for network-based studying, 4) a sense of
community, dialogicity and 5) the prominent role of discussion. Other essential elements of network-based courses at
the university level are that they are theoretical, research-based, and critical in nature; argumentation plays a significant
role in them and, in addition, they are problem-based, student-centred and purposive. (Tissari, 2004b; Tissari et al.,
2004a, 108; Vaattovaara, 2004; Vahtivuori-Hänninen, 2004.) The above-mentioned characteristics can be regarded as
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crucial principles in any university pedagogy and are thus not elements essential or unique to the network context only.
Network environments and groupware offer a variety of opportunities for developing the capacity for criticism, argumentation and reflection, for example, and also support problem-based and student-centred activities provided that interaction and students’ network-based discussions are guided in accordance with the principles of problem-based and
exploratory learning. With different uses of pedagogical models we can create a new culture of studying and teaching in
network environments. Those cultural practices are not functioning only as individual methods or as tools of learning.
The purpose of using pedagogical models is to give devices which would help to commit oneself to collaborative,
communal and experienced-based purposive studying with critical reflection.
5.2 Collaborativity, Dialogicity, Critical Thinking and PBL as the Characteristics of HighQuality NBE
In the views of the teachers and students, the most worthwhile characteristics of pedagogical models and principles in
the design and implementation of NBE were those that supported collaborative activities, dialogicity, critical scientific
thinking and problem-based studying. By adhering to these principles and models, the teachers and tutors felt that they
were able to support the students in understanding the relevant subject matter thoroughly, in assessing information critically and in producing new knowledge. (Tissari et al., 2004a, 108; Vahtivuori-Hänninen, 2004, 33–34.) The teachers
indicated the following as characteristic of the successful design and implementation of NBE: 1) consideration of the
situationality of the teaching, 2) support for communication, interactivity and dialogicity (including written communication skills), 3) planning and modelling, 4) clarity and simplicity of materials and guidance, 5) reflectivity, 6) trust in the
students, and sincerity and commitment on the part of those giving guidance (Tissari et al., 2004a, 108–109; VahtivuoriHänninen, 2004, 51–52). The teachers’ responses stressed the situational nature of teaching and studying and the need
to support communication. These are features that have not been sufficiently prominent in earlier models. The network
teacher needs a rich array of written communication skills if he or she is to encourage genuine dialogic and collaborative interaction. In NBE, students must also be given opportunities to reflect on their studying and the subject matter.
(Tissari et al., 2004a, 108–109; Vahtivuori-Hänninen, 2004, 33–36.)
5.3 Commitment and Grouping
According to the views presented by the students on the web questionnaires, commitment on the part of teachers and
students to the teaching–studying–learning (TSL) process is an important condition for high-quality NBE. The students
stressed the importance of their own proactive involvement and commitment to such study but also pointed out the importance of teachers and tutors as sources of support in studying and learning. (Tissari et al., 2004b, 91–93; Vaattovaara, 2004, 65, 71.) According to the students, working in groups contributed to the working atmosphere, which was
considered open but hectic in the courses studied here. Optimally, collaboration was inspiring, encouraging and challenging even though one did not know the other members of the group beforehand. The students indicated that successful commitment and a sense of community depended crucially on whether the student was truly interested in the educational use of ICTs or merely in completing his or her own projects and course work. (Vaattovaara, 2004, 71.)
5.4 Collaborative Learning and Reciprocal Teaching Models and the Importance of Dialogue
The research brought to light how pressures for individual achievement and anxiety about one’s level of knowledge being revealed were both reduced in collaborative learning, where the goal was a jointly agreed outcome and, optimally,
combined expertise. In NBE, as in other forms of teaching, a teacher’s pedagogical proficiency comprises his or her expertise and skill. Under optimal circumstances, the skills of other experts and the peer support that become available on
the network can bring numerous new perspectives on the subject matter at hand, making possible the co-construction of
knowledge (Tella & Mononen-Aaltonen, 1998, 62). However, the students pointed out that it is very challenging and
demanding to plan a teaching-studying-learning environment and the associated expert culture that supports sociocultural dialogue. (Vaattovaara, 2004, 68, 75.)
5.5 Experience-Based Knowledge and Participation in Discussions
In discussions considering the learning theoretical basis, the students emphasised different aspects: noticing the student
as individual, collaborative working groups, social construction of knowledge and assessment. In narratives teachers’
conceptions of learning and pedagogical proficiency seemed to relate with the personality of the teacher. The best
memories of thoughtful and reflective studying and learning were those experiences, when the students were treated like
‘students’, but also as equal human partners or group in discussions. (Vaattovaara, 2004.) University teachers should
approve that the student’s knowledge can differ from theirs: it may happen that throughout discussions and an exchange
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of opinions and experiences, the students find answers that are not promoted or inspired by the teacher (see Naskali,
1998, 130).
5.6 Use of Pedagogical Models in NBE
On the basis of the teachers’ experiences and the open-ended items on the questionnaire administered to the students,
three different ways of using the pedagogical models could be distinguished: 1) planning of instruction on the basis of
the model; 2) combination of models; and 3) a varied use of the models depending on the TSL situation. The value of
the pedagogical models comes then to the fore in practice. The models can be understood as representing the middle
ground between the teacher’s theoretical thinking and practice: they do not directly describe the reality of teaching and
studying but provide teachers with a tool to set out the structure of their course in advance. The teachers felt that the
culture-bound nature of the models (ethos) should be better taken better into account (Tissari et al. 2004a, 108–109;
Vahtivuori-Hänninen, 2004; Tissari et al., accepted.)
6 Conclusions
This article has analysed some key results of three case studies of the HelLa Project with regard to the conceptions of
teachers and students of certain salient characteristics of NBE and of the application of pedagogical models in NBE.
This study shows that the models were applied to the teaching process but not necessarily consistently or even consciously when planning and implementing the courses. On the other hand, a number of specific characteristics of teaching and studying could be regarded as important points of departure for the course. These factors prompt the questions
which pedagogical models, characteristics, and principles are most applicable as a foundation for teaching and guidance
when considering the goals and contents of the good quality net-based course and purposive studying. Teachers and tutors articulated their pedagogical thinking and educational rationale clearly. It would also be fruitful for the teachers to
co-operate with the students when applying different models, principles and practices in a network-based course, for
this is one way to promote development of students’ thinking and metacognitive skills. Particularly in the case of the
Finnish Virtual University network-based courses on the educational use of ICTs, it seems worthwhile to assess what
kinds of models and principles are applied and how successful they are, in as much as one aim of the courses was that
the students should become familiar with the pedagogical potential of ICTs. Purposive studying, i.e., the setting and
pursuit of goals, as well as the evaluation of the extent to which they are achieved, is not only a precondition for meaningful learning but also a necessary point of departure in helping students master the knowledge and skills they need in
educational uses of ICTs, and in order to become teachers and tutors capable of developing and evaluating their own
work on a continuous basis. (Tissari et al., 2004a, 108–109; Tissari, 2004b, 100–102; Vahtivuori-Hänninen, 2004.)
Educational institutions must respond to the new educational goals as well as to the changing challenges of society. One
purpose of using pedagogical models is to present choices and means which draw on learning theory and on didactics,
and through which students become committed to purposive studying both communally and collaboratively. One aim of
the models might be to combine expertise in the way that would encourage the students to take more responsibility for
their studying and learning through peer support. Pedagogical thinking means that the approaches chosen are continuously reviewed by the teacher and the student alike. Teachers’ choices can be seen as linked to choices of pedagogical
models and applications through their educational and professional socialisation and their role as experts (see Vaattovaara, 2004, 77; Vahtivuori-Hänninen, 2004). These choices in turn are connected with the students’ own educational
experiences and conceptions of learning. However, it is every bit as important that we continue to study what reasons
students and teachers give for the choices they make in different teaching and study-related situations (see Kansanen,
1996, 45–46; Jyrhämä, 2002). The position of the teacher and the student can also be examined by considering the
teacher as a social actor and the student as a participatory actor—in constructivist terms, a person who actively constructs knowledge.
Acknowledgements
The HelLa Project was financed by the Ministry of Education as part of the Virtual University Project of the Faculties of Education (KasVi).
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The features of playfulness in the pedagogical model of TPL –
tutoring, playing and learning
Pirkko Hyvönen
Pirkko.Hyvonen@ulapland.fi
Heli Ruokamo
Heli.Ruokamo@ulapland.fi
University of Lapland
Centre for Media Pedagogy (CMP)
P.O. Box 122, FI-96101 Rovaniemi, Finland
Tel: + 358 16 341 341, Fax: + 358 16 341 2401
http://www.ulapland.fi/MPK
The aim of this study was to develop a theoretical and pedagogical model for planning and evaluating play
and games as learning tools. The model is also useful for evaluating playful learning environments (PLE).
This research is a part of the Let’s Play project in which purpose is to design and construct playful learning
environments for primary schools. The pilot projects of PLE are located at Rovaniemi, Finland.
We utilised theories of playing and learning, including definitions of mature play, and empirical data
collected during the Let’s Play project. The data particularly highlight children’s view on playing, playful
environments and embodied experiences. The data was collected via participatory observation. It revealed
the playing worlds of 6-year-old children (N=49). Children, inspired by short frame stories, created playing
worlds by drawing and discussing. More data, collected by the story-crafting method, produced everyday
experiences, desires, fears and events (N=161). Further data, collected by interviews and observation at a
sporting environment and qualitatively processed, revealed how children and educators (N=58) experienced
playing when directed by pre-plotted stories and sensory system.
The concept of playfulness comprises six salient features; embodiment, collaboration, action, narration,
creativity and insight. Playfulness refers to activities, environment and personal traits. These six features of
the TPL model comprise the processes of tutoring, playing and learning. Tutoring means both teacher action,
peer support and environmental factors that support, guide and encourage children. Playing is defined as
actions that afford learning. Learning occurs through embodied experiences. The TPL model can be used for
designing and evaluating playful learning environments and providing their actional content.
Keywords: Playing, tutoring, learning, playfulness, learning environment
1 Introduction
In this article we define the pedagogical TPL model that represents the processes of tutoring, playing and learning. We
also introduce the concept of playfulness and its six salient features. We offer the model for use in the practice of
primary schools, where playing is integrated into curricula and daily practices. Playing is understood to cover both
playing and a variety of games, including digital games. The pedagogical TPL model interlinks with the Let’s Play
project, where three doctoral theses have examined how playing is utilised in the processes of learning and growing and
what kinds of qualities playfulness requires of the learning environment.
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
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Learning environment is defined through different views (Core curriculum for pre-school education in Finland 2000;
National Core Curriculum for Basic Education 2004). First, it is a physical environment; in this case, built on the yard
of a school. Embedded technology is a part of the physical environment. We see physicality in another way;
environments offer possibilities for physical activities. Second, the environment is an entity of mental elements, where
the significance of emotions should be considered. Third, the environment is an entity of social relations, where
collaboration and joint activities of boys and girls should be taken into account. The fourth view emphasises
environments as cultural constructs.
Classrooms as learning environments afford limited possibilities for physicality and activity, which are required for
learning. The active role of learners will expand when PLEs are taken advantage of. Then playing is comprised of
physical, mental, social and cognitive activities that involve the whole body. The pilot playful learning environments
are located at Rovaniemi, on the yards of two schools. It is significant to note that, along with our research, the extent of
playing will increase since playing and environments that offer playful activities continue throughout the schools. We
find that the traditional constructivist view of learning is inadequate because it stresses knowledge constructing and
does not sufficiently take into account of the significance of emotions in learning and other activities. Emotional,
cognitive, social and physical realities should be integrated (Norman 2004). They are included in our socio-emotional
cultural view that is based on socio cultural theory (Vygotsky 1978). They are also contained in the features of
playfulness, which is topical for designing learning environments. In addition, it is a meaningful concept in evaluating
the quality of learning environments and the activities that are implemented in playful learning environments. We
examined the concept of playfulness from different perspectives and have found six salient features. They are
embodiment, collaboration, action, narration, creativity and insight. Our examination is based on theories of playing
and learning and on our empirical data from: 1) creative sessions, 2) test playing and 3) story-crafting, which are briefly
explained below.
1) Creative sessions. The first empirical data, which represents the playing worlds of children, was collected during
autumn 2003. Six and seven-year-old children (N=49) in small groups (2–5 children) drew and discussed the features of
their ideal playing world. The data created stories and so-called playing worlds (Hyvönen & Juujärvi accepted article;
Hyvönen & Juujärvi 2004).
2) Test playing. More empirical data was collected at the Santasport Centre where technological applications are based
on the interaction between a sensory system and the environment. We created 16 different plotted stories and
transformed them into playful actions. Children aged 6–10 and adult educators (N=58) tested them and a memory game
that is played by hopping on the floor. (Hyvönen et al. in print.)
3) Story-crafting. Another set of data comprises 161 stories by 5–10-year-old children, collected by the story-crafting
method. (Hyvönen & Marjomaa 2005). In the story-crafting method, a child freely tells a story without any hints from
adults who merely listen very carefully. In addition to listening, the adults must write the story down in the presence of
the child – exactly as it is told. Then she/he reads the story to the story-teller who has an opportunity to change or retell
her/his story. (Karlsson 2003.)
We have listened to children’s voice. Through this data, we get close to their unique culture that they construct through
stories and playing (Corsaro 1992, 2005; Karlsson 2003). It is important to listen to children’s voice once we take
playing into the school context where measurable cognitive achievements are often emphasised. What does TPL and
playfulness imply in the school context? In the following chapter we describe the process of the TPL model.
2 TPL pedagogical model that embodies processes
The pedagogical TPL model is composed of tutoring, playing and learning. In addition to these elements, the features of
playing that refer to action and environment are included in the model (Figure 1). The structure of TPL is based on the
model of Teaching-Studying-Learning (e.g., Uljens 1997; Lehtonen, Ruokamo, & Tella 2004; Tella & Ruokamo
accepted article) where teaching represents teacher action, studying student action and learning, as a neurobiological
event, subsequently takes place for some time (Uljens 1997; Lehtonen et al. article submission to NBE 2005). In the
TPL model, tutoring replaces teaching, and playing replaces studying, while playing conveys learning.
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TUTORING
Tutoring enables
playing.
It supports,
instructs
and supervises
as well.
Playful
Learning
Environment
PLE
PLAYING
LEARNING
…conveys
learning
Playing is
action
that…
Learning takes
place
through
embodied
experiences.
Features of
playfulness:
* Embodiment
* Collaboration
* Action
* Narration
* Creativity
* Insight
Figure 1. The elements of the TPL model and the features of playfulness that refer to action and the environment
Figure 1. illustrates the elements of the TPL model and its salient features. Tutoring (T) primarily implies teachers’ and
educators’ planned and intentional action when they transform children’s environment and also tutors’ and guides’
playful activities with children. In addition to teachers and co-learners some tutoring tasks can be performed by
technological applications, like agents that are implemented in the environment. Playing (P) is a form of activity that is
expected to provide learning (L). Six salient features of playfulness are embodiment, collaboration, action, narration,
creativity and insight. They indicate the quality of action and the environment.
3 Tutoring, playing and learning in the TPL model
In this chapter we examine tutoring, playing and learning in the TPL model. Tutoring is seen from two points of view:
teachers’ intentional tutoring and environment that affords tutoring. Secondly, we compare playing to digital games.
Finally, we discuss learning that emphasises bodily experiences, zone of proximal development (ZPD) and mediating
artefacts.
3.1 Tutoring
Intentional tutoring can be called education that implies pedagogical and intentional actions whose aim is to influence a
child (Kivelä 2004). These actions can focus on a child or her/his environment once an educator transforms the
environment in order to provide learning and growth (Sutinen 2003). Hakkarainen (2002) states likewise that an adult
affords playing and learning by creating suitable environments and situations. Consequently, a child can be an active
learner that examines, inspects, wonders, constructs and asks questions. Teachers and other tutors should support and
help children in this process. Children usually do not have enough knowledge about the events, different roles and
language involved in these roles. Teachers’ duty is to guide children to find information and to expand their repertoire
of roles. In addition she/he should encourage children to use verbal and body language and embodied expressions, and
helps them in designing playful activities. Designing games and studying different roles and contexts are important
parts of the learning processes.
Another view of tutoring deals with environments that afford tutoring. Tutoring is involved in the concept of affordance
(Gibson 1979), because it manifests processes that bind children and teachers together with the environment. Once we
are interested in playfulness, we expect that the environment, technology and people afford playful action and learning.
Affordances alone are not sufficient, but allowances are relevant, because affordances do not actualise until allowances
do. Allowances are information and cases of principle, if participants perceive them, are led by them and are capable of
utilising them in playing. Studies have shown how people adjust their action to suit their environment and how they
orient themselves towards relevant attributes in their environment (Gaver 1996). Environments with embedded
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technology should enable adaptation according to participants’ goals and needs. An environment with embedded
technology guides tutors or participants by providing information about its attributes. In addition, it expands
interactivity by offering feedback that guides ongoing activities. Feedback may occur as verbal, auditory, visual and
tactile sensations. Feedback is not only reflection but it actually gives topical information for children about their
ongoing activities. In the following chapter we examine more closely such activities, namely playing.
3.2. Playing
According to Callois (2001) play is free activity: it is not obligatory. At school playing is not as free as it is in
kindergarten and preschool; playing brings, however, more playful freedom to school context and offers children more
physical activities than traditional learning methods. According to Callois and as in our definition, playing is seen as
separate activity: circumscribed within limits of space and time, defined and fixed in advance. The demand of
uncertainty (Callois 2001) takes place in creativity that is encouraged in playful processes. Make-believe and rules are
always present in playing, but the definition of unproductive (Callois 2001) is not pertinent at school. Playing and
games are creative processes where children may produce something else than imaginative things, e.g. handicrafts,
piece of arts, posters, stories or songs. We see that playing is not limited to the actions that can be seen as playing, but
also planning, preparing and ending are part of the activity of playing. For example, the preparation of role-playing may
take more time and effort than actual playing.
Playing and games share similar characteristic but also have differences. In the following, we compare the
characteristics of playing with those of games, as discussed by Ermi et al. (2004) and Manninen (2004). Such
comparison of characteristics is a rough guideline and, by itself, does not cover the different varieties of playing and
games.
Games have 1) pre-planned structure. In playing, the initial structure is often planned in advance but it is not fixed and
can be altered during playing. The test playing at the sports centre was based on a pre-planned structure that was entered
into a computer program. It was our experience that this limited children’s options for constructing a plot. Games have
2) rules that must be observed in order to make progress. Playing also has rules but they may be adapted during playing.
One can state that socially conditioned rule change in playing is an indication of players’ creativity and insight. Games
have 3) conflicts and the goal of game play is to control them. Playing, as well, may involve conflict. Cognitive
conflicts are productive moments of negotiation that serve the goals of insightfulness, for example. It is necessary to
solve social conflicts in order for playing to continue. Games tend to measure 4) achievements and failures (winning
and losing). This may be the greatest difference between playing and games since in playing the process itself is in
primary focus. Though challenges and winning are important in games, it is important to bear in mind that how to
devise a winning strategy and means to achieve the goals are significant as well.
In games, or rather in the activity of games, 5) a combination of luck and skill is necessary. This is usually not central in
playing. Games are required to be 6) interactive, the significance of which is emphasized and altered in situations where
the participants do not have eye contact. In playing, children’s interaction is frequently close and intensive. Games are
also supposed to be 7) physical, which implies applications of physical interfaces, among other things. Playing is a
physical activity, and the body may be characterised as the “interface” of playing.
Event though the TLP model emphasises the significance of playing and games, they are not automatically beneficial
processes. The play evaluation continuum introduced by Johnson (2004) illustrates the character of different games and
forms of play and their influence on the growing child. This involves evaluating activity according to whether it
promotes the child’s divergent thinking, imagination and creativity, whether it supports the child’s personality
development and enhances social interaction and social cohesion. On the other hand, the negative effects of activity are
also evaluated: whether playing or a game is psychologically harmful to the child, other children or the environment.
For performing this evaluation, teachers and other educators have a key role.
3.3 Learning
The fundamental idea of the TLP model is that learning occurs through physical experiences. We refer to Johnson
(1999) according to whom experiences, concepts and thoughts are realised neurologically but never independently,
solely neurologically. Neural networks only develop in interaction with the environment, which requires that the entire
body must be seen as a system of perception, experience and thinking, i.e., interaction (Johnson 1999).
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According to theories of cultural history, or social development, learning is viewed as social activity where the
interconnection of language and thought is crucial. Although the cultural historical model, while emphasising language
and thinking, fails to pay enough attention to embodiment and the emotions involved, the concept of zone of proximal
development by Vygotsky is significant from the points of view of learning, playing and embodiment. The zone of
proximal development describes a domain where the child is able to function well when supported by someone more
capable. In group activity the zone of proximal development refers to action where the members of the group create,
through interactively constructed support, what would be impossible for them in isolation. Frequently, playing makes it
possible for children at different stages of development to learn emergent skills and understand emergent knowledge.
(Vygotsky 1978.)
In the TLP model, learning can also be examined through the symbols presented by Hakkarainen et al. (2004), of which
knowledge creation describes learning as social effort to comprehend a topic and develop it in an innovative knowledge
community, in this case through playing and games in school. According to the symbol of knowledge creation,
mediating factors, in addition to interaction of individuals and communities, are significant for the learning process, for
they promote organisation and actualisation of knowledge. Such mediating factors include physical structures of a
playful learning environment, information and communication software as well as the practice of playing and games.
Through support of the mediating factors, children’s creative and logical thinking develops during playful activity (cf.
Ko 2002) because this involves negotiation on the meanings of objects and issues. This implies that thinking is made
visible and understandable – issues are assigned meanings, interpretations and designations. What is interesting is that,
in playing, the process itself is significant and that the outcome of the activity may be open-ended. Although we
emphasise, in connection with this process, socio-emotional group construction of knowledge and creativity, no single
theory of learning is sufficient for explaining the learning process of children. Children learn in many different ways.
For example, trial and error may lead to learning motor skills or training social skills. It is a question of holistic learning
where it is equally important to learn social, motor, emotional and cognitive skills.
4 Six features of playfulness
In this chapter we examine the features of playfulness in more detail. They are used to plan playful activity for basic
education and to assess both activity and learning environments. These six features are chosen on the grounds of (i) our
three datasets and (ii) current theoretical views of playing and socio-emotional learning. The features are interconnected
and somewhat overlapping. The examples from our empirical data cited in the text serve to reinforce our understanding
of the significance of these features for children and tutors. The role of playing and games in activity is crucial, and
playfulness describes the quality of activity and learning environments. Playfulness may also refer to the characteristics
of participants. Playful individuals are guided by what is completely novel to them. Consequently, innovation,
spontaneity and creativity correlate strongly with playfulness (Dunn 2004). The concept of playfulness stresses the idea
that activity itself is significant and that the function of playfulness is not only to induce performance of tasks related to
learning. The concept emphasises the nature of a process where playing and games are elements of such a process but
their role and format are determined in everyday practice.
4.1 Embodiment
The significance of embodiment is apparent in the view that human neurobiological systems and body function
together, in interaction with each other and with the environment and other people. As the human mind is also
embodied, abstract thought is not isolated from the sensory-motor system but, on the contrary, is based on it. (Johnson
1999). The concept of embodiment refers to what a person experiences, knows and feels in her/his body and how she/he
interacts through her/his body with other people and the environment (Hyvönen et al. 2003). The body
phenomenological view (see. Burkit 1999; Johnson 1999) emphasises the quality of experiences, which stresses
emotions because they afford us valuable information about the state of our bodies and their relation to ongoing activity,
such as playing and games.
Different manifestations of embodiment, especially experiencing emotions, are obvious in our research data, for
example in the playing worlds of children (creative sessions), that express elements of caring, horror, excitement,
satisfaction, aggression, humour and security, among others. Also the story-crafting data reveals the significance of
emotions, especially in peer relations. Concerning emotions, children express their embodiment in many ways, for
example, by adopting views on moral issues, by showing caring or lack thereof, by determining objects of desire and by
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telling stories of both fearfulness and empowerment. Children also address hunger, cold, illness, death and embodiment,
among other things. During the test playing at the sports centre, an overweight child was overjoyed to realise that he
was the heaviest and the strongest: I made it through with arm strength, I’m the heaviest and I’m the strongest of all. I’ll
be coming back. (test playing). So the limitations may become strengths in some sense.
Embodiment is related to one of the characteristics of mature play by Bodrova and Leong (2003) that emphasise bodily
and verbal interaction. Also games provide a channel for experiencing forms of embodiment. Role games can be
compared with role play because they involve the gamer or player as if claiming the body of another. The roles enable
different positions, for example, so that a player is alternatively the recipient or provider of help or the maker or
executor of decisions. This was clearly reflected in the creative sessions of playing worlds because each child had two
roles, that of a planner and that of a player. While children created play environments they also played in the
environments so created. It is easier to have emotional experiences when functioning within various roles than when
being one’s own self. Moreover, role play trains the ability to perceive and interpret emotions and intentions of other
players (Bendelow & Mayall 2002).
The emotions and the so-called manifestations of embodiment of various types can be viewed as significant factors in
the processes of tutoring, playing and gaming, as well as that of learning (Lehtonen et al. in print). Emotions and the
tendency to assess experiences on the basis of their pleasantness and unpleasantness are not only background factors for
action, inclination to study and motivation but influence, parallel to Damasio (2001) how one plays, whether one plays
at all and whether one remembers the issues processed during play. We do not only learn from our environment and our
own actions but, especially, from other participants. That is why we examine, as the second feature of playfulness,
collaboration, which is required for conveying, assessing and comprehending models and for accepting oneself and
others, among other things.
4.2 Collaboration
In the context of playfulness, collaboration refers to different manners of social cohesion and cooperation and
collaborative construction of knowledge. Collaboration has a special role in role play and role games. According the
definition of good play (Bodrova & Leong 2003), collaborative action requires both major and minor roles. For
example, test playing at the sports centre included, in addition to police officers, people in need of help, people and
animals in traffic and other police station personnel. It was interesting to observe that both boys and girls acted
collaboratively, helping each other, in situations where group members needed to look after each other. Our data also
suggests that, in the collaboration of girls and boys, girls and boys have an opportunity to learn from each other cultural
skills corresponding to the opposite gender.
From the point of view of collaboration, it is important to circulate roles so that each player is given an opportunity in
her/his turn to experience so-called ‘momentary mastery’ and thus practice, by assuming roles, different skills and
actual social interaction, which she/he might not be able to experience otherwise. Roles also enable children to practice
the language, intonation and vocabulary appropriate for different situations. Stage plays and stories in their various
forms constitute important expressive training. Collaboration is important also when rules are agreed on and observing
them is practiced. All playing has rules, including role playing (Vygotsky 1978), and it is important to come to an
agreement so that all can accept them. The importance of rules comes up, if they are broken: breaking rules also
interfere playing and games (cf. Huizinga 1980). During the test-playing at the sports centre we observed how
essentially how rules correlate with the logic of action applied. The following quote demonstrates that the rules were
defective and were not understood identically be all. Janitor cats-play was nice and it had Sepsu that was peering about
but it was a little annoying that he was peering at me all the time. It was no wonder that Markus got past her. (test
playing). The rules of good play are clear, and observing them during playing or a game trains the child to understand
that she/he cannot act solely according to her/his desires in social interaction. (Bodrova & Leong 2003).
According to creation sessions, the imitation of other children and especially humour afforded collaborative ideation
among children. In addition, spontanious and funny ideas flourished. The fun in these ideas was based on comical rules
that are known implicitly. From the adult viewpoint this kind of humour represents mostly slapstick comedy, but is
valuable because it gives impetus to collaboration. Girls manifested a little bit different humour than boys, for example
imagining with upside-down –world. However, humour is important channel to encourage collaborative thinking and
acting among both gender.
In connection with interaction and shared rules, we also refer to collaborative thinking and language that is used to
construct knowledge and understanding (Mercer 2000). Language is not only a channel for conveying information but a
system of collective thinking (cf. Corsaro 1992). Through language, an intellectual network is set up; in this network
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experiences and problem-solving processes become meaningful. (Mercer 2000.) The playful activity of the storycrafting data – expressed via language – took place in social context with peers and family members. Children
collaboratively created the emotional environments in small groups, as was the purpose of the creative sessions/in
creative sessions.
4.3 Action
We define action primarily as physical activity that, in view of the other features of playfulness, invariably is
experiential. Learning through playing (Roussou 2004) or learning by doing (Dewey 1957) are points of view that are
emphasised in playfulness. Dewey (1957) downplays individualised knowledge construction in the classroom that tends
to increase competition among learners. A competitive setting, in turn, decreases collaboration. Competition should be
replaced with options for active pursuits, experiential action and knowledge about the significance of activity. (Dewey
1957.) The test playing at the sports centre demonstrated that children tolerate deficiencies and weaknesses that occur
during the development of the environment and its technology as long as there is meaningful activity. Price and Rogers
(2004) confirm that physical activity and interaction with physical environment strengthen commitment to and activity
in learning. Active play involves physical exercise, as in the case of the play scenario of Janitor and three cats (test
playing) that was based on a short adaptable frame story, rules and surprising turns of events. After playing, children
reflected on collaborative action, as the following quote illustrates. Antti is praised by his friend who received help from
him in the game. Antti, you were really nice. When I was over there and you touched that I could get out of that tube
and move over. (test playing) One can state that when activity is meaningful for children it also engenders discussion
among them.
According to the story-crafting data, action is a factor that consolidates girls and boys. Their mutual forms of action are
concentrated in adventures and treasure hunts set at sea, on islands, in space and in wilderness. Actional format was
prominent during creative sessions, involving volcanic mountains, caves, waterways and forests. Although in these data
action is primarily connected with nature, built environments with various equipment and playhouses occupy children’s
minds. What is again significant in them is that they make experiential action possible, and this should involve active
physical interaction with a physical learning environment. According to Price and Rogers (2004), an active learning
environment requires that children are aware of and understand the physical and digital worlds, learning experiences are
authentic and there is collaboration. The challenge is to offer children options for such activities that would facilitate
ever more physical interaction with their environment. Action becomes goal-oriented through narration, which we
examine as the fourth feature of playfulness.
4.4 Narration
In playing and games, plotted stories are created and acted out, which allows a multiple means of creating narration, for
example, with rhyming, gestures, music or pictorial collages. The playing can involve role play, stage plays or
experiential adventures. Coherence of content is fundamental to plotted playing. Collaborative playing pursues,
specifically, in addition to collaborative construction of creativity and knowledge, understanding of one’s self and
others. Narration also serves to reinforce memory since, for example, a photograph of a day’s activity may retrieve a
story acted out during playing. According to Crossley (2003), we combine isolated factors, whereby a photograph may
produce a complete story. A plot constructs a comprehensible whole and thus enables remembering. In teaching we
should pay more attention to acquiring narrative thinking because its vital role in our daily lifes. In addition to
understanding, remembering and learning facts, narratives teach humanity, like social interaction (McEwan and Egan
1995). In story-crafting and creation sessions it could regularly be seen that children operated with relations, both with
humans and animals.
A characteristic of good play is related to play duration, which is related to the plot. Playing may be of short or long
duration, sometimes continuing for months or even years (Hakkarainen 2002; Karimäki 2004). Good playing is not
confined to short periods of time but can always be continued, which often happens when the themes and the plot have
been developed by children themselves. During playing that maintains the same themes for long periods of time
children create imaginative situations, introduce new roles in the playing and invent new meanings for objects and the
environment. (Cf. Vygotsky 1978; Hakkarainen 2002.) The players have the option to negotiate on play themes, which
need to be sufficiently flexible for introducing new roles and subplots while playing is in progress. Themes can combine
different environments and participants – this occurred during the creative sessions for playing worlds by preschool
boys. Home, ocean, castle, pond, president, tortoise and protected tigers were combined. The processes where boys
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created plotted story provided scenario which can evidently seen also by Huizingas (1980) viewpoint: playing makes
and keeps order and harmony.
During the test playing at the sports centre children constructed, after an actional play scenario, a plotted story on the
strength of five assisting words. In the actual playing, the task was to find the following five words: magic, map, crab,
flag and quicksand, and then tell a story where these words occurred. It was interesting to note that, in the beginning of
the story, the children were external narrators but as the plot unfolded they continued narration through the roles that
they had constructed. Stories actually are an effective means of self-expression and facilitate expressing different,
occasionally conflicting experiences (Wortham 2001). Telling stories both requires and demonstrates creativity, which
is the fifth feature of playfulness.
4.5 Creativity
As knowledge is constructed collaboratively (Hakkarainen et al. 2004), creativity is similarly constructed according to
our observations. Here one needs to pay attention to imitation and humour because they can free up thinking and
imagination and generate an atmosphere conducive to creativity. This occurred during creative sessions where humour
assisted meandering into unusual and even unconventional fantasy and allowed the creative process to begin. Imitation,
in turn, appeared to be constructed so that a core idea was developed together through fantasy. (Hyvönen & Juujärvi
accepted article; Hyvönen & Juujärvi 2004.) Imaginary situations, equipment and environments constitute the context
of good playing (Hakkarainen 2002; Bodrova & Leong 2003). For example, the testing environment of the sports centre
was transformed through imagination during playing into an apartment block teeming with cats, a bogey mountain full
of deadly mushroom or a city with heavy traffic.
On the basis of these examples, one can state that there are creative individuals and processes, products that indicate
creativity and environments that support creativity (Uusikylä 2002). For our research, it is important to identify such
factor in the learning environment that foster participant creativity and facilitate their creative processes. Allowing an
atmosphere of creativity alone promotes attaining theses goals. Allowing such an atmosphere also implies accepting
diversity and requires encouragement from families and schools. In the context of allowing creativity, one must also
assess the competitive settings of learning environments because competition tends to inhibit creativity. (Uusikylä
2002.) Instead of competition, creativity has been made one of the goals of the information society. In addition, wellbeing and enriching interactions are included in the ideals and goals (Himanen 2004).
4.6 Insight
Insight refers to problem-solving situations and to making observations and conclusions. According to Jarrett (1998),
playfulness makes people “play” with a problem and thus enables them to solve it. Playfulness also refers to the ability
to wonder and ask novel questions. Playing that requires and fosters insight includes various types of adventure and role
playing where players encounter novel issues and situations. Insight and narration are combined in action so that
problem-solving tasks and situations are included in the plot. Children, then, recognise in their action, through the story,
the content as an intact whole. This is important for collaborative action in order to maintain the idea of a story in
interaction with other children, which requires that the participants are able to negotiate (cf. Roussou 2004). Although
the essential collaboration of players and gamers often promotes thinking and creative learning, the effect may be the
reverse in some situation. This happens, for example, when children are instructed to do problem solving and not given
feedback (Tudge 1992). The significance of feedback is also emphasised in view of individual differences among
children as, for example, in problem-solving situations contained in a game some children employ sophisticated models
for solution while others proceed by trial and error. (Ko 2002.)
During the test playing at the sports centre we observed that so-called defects may become positive experiences from
the point of view of insight. Both the computer system and the ready-stored play scenarios were new to the children and
partly highly problematic; the occasional clumsiness produced by the scenarios and the software increased interaction
and cooperation among the children so that they were forced to solve problems together during playing and support
each other when facing problematic situations. The question ‘What was the funniest thing of the test playing?’ mostly
generated answers where physical exercise was considered as the funnies element. In addition, various problem solving
tasks was described as being cheerful, as the following excerpt shows: When you had to look for those codes and it was
fun when you were looking for animals. (Test playing.)
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5 Conclusions
In this article, we have defined a pedagogical frame of reference, the TLP model, which is constructed of the processes
of tutoring, playing and gaming as well as that of learning. In addition, we have defined the concept of playfulness and
the six salient features that describe playfulness, namely embodiment, collaboration, action, narration, creativity and
insight. Our theoretical frame of reference can be utilised in educational practice, for designing learning environments
and activities for them and in theoretical examination of playing, gaming and learning. The goal of the pedagogical TLP
model is to guide basic education practice to pursue more actional and embodied directions. Constructed outdoor
learning environments suitable for playing and gaming can be utilised, in addition to the daily work at schools, for afterschool clubs and meeting points of three generations – children, parents and grandparents.
In the future we will utilise the data [containing many voices collected during our research] for more detailed analysis
and planning of learning environments and activities suitable for them. We will also make a more detailed study of the
options for applying technology in learning environments. Our goal is to make technology familiar through games and
playing, as well as to enhance the interaction among families, schools and the environment. This could be facilitated by
various applications of information and communication technology that enable to different environments and individual
involved in them to remain in contact. The significance of the applied technology arises from social and creative
experiences and the mastery of one’s own world, which is also linked to processes of empowerment. Consequently,
schools should consider what applications of information and communication technology are specifically oriented
towards children’s needs (Druin & Inkpen 2002). We expect that information and communication technology should, as
defined by the TLP model, support playing, gaming and active collaboration that is based on children’s natural need and
disposition to exercise, act, investigate and carry out. What are needed here are educators and teachers whose
personality is playful, who are innovative adopters of a learning environment that utilises information and
communication technology and who creatively invent new content (Dunn 2004).
The article to come we will report on the developmental history of playing, games and technology related to learning
environments and examine playfulness in more detail from the points of view of affordance and allowance because they
allow attention to be paid in children’s environment to those factors that allow or hinder good playing or games.
Acknowledgements
Let’s Play is a project administered by the Centre for Media Pedagogy of the Faculty of Education of the University of Lapland. The project employs
researcher Marjaana Juujärvi, planning coordinator Suvi Latva and project coordinator Pirkko Hyvönen. Professors Raimo Rajala and Heli Ruokamo
are responsible for the work of the group. The project is funded by the European Social Fund, the Provincial Government of Lapland and Lappset
Group Oy. The most important partners, in addition to Lappset Group, include VTT Information Technology and the Rovaniemi Polytechnic. We are
deeply grateful to all of our funding providers and partners.
[http://www.smartus.fi] [http://www.ulapland.fi/mediapedagogiikkakeskus/tutkimus]
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Vygotsky, L. S. (1978) Mind in society. Cambridge: Harvard University Press.
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Playfulness and game-based learning
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Scripted game environment as an aid in vocational learning
concerning surface treatment
Raija Hämäläinen
raija.hamalainen@ktl.jyu.fi
http://ktl.jyu.fi/ktl/tutkimusryhmat/top/henk/raija
Institute for Educational Research
P.O.Box 35
FI-40014 University of Jyväskylä, Finland
In school contexts much hope is placed on CSCL (Computer-Supported Collaborative Learning), and in
working life organizations on CSCW (Computer-Supported Co-operative Work). Especially in vocational
education there is a need to call attention not only to collaborative learning processes but also to co-operative
working methods in order to develop students' skills for collaboration and co-operation in their future jobs,
which are likely to call for group work. This study involves a design experiment, which comprises the design
process of the Mustakarhu game environment, description of the script developed for this game, as well as
the empirical study with multiple data collection methods, data analysis, results and conclusions for further
work. The empirical experiment was organised among vocational students (N= 20) divided into five groups
of four persons. A qualitative analysis was carried out using data classifications. According to the findings
different levels of the game create possibilities for motivative learning. A major benefit of the virtual
environment was the possibility to visualise the design process in a manner that would have been impossible
in a traditional classroom setting. The game process also brought up a new form of interaction, as the
students were able to use visual communication.
Keywords: CSCL, virtual game, scripting
1 Introduction
In school contexts much hope is placed on CSCL (Computer-Supported Collaborative Learning) (Koschmann, 1996),
and in working life organisations on CSCW (Computer-Supported Co-operative Work) (Dourish & Bellotti, 1992). Part
of the current research on collaboration and co-operation in virtual environments derives from the earlier work on
group-based learning approaches (Strijbos and Martens, 2001). Even though co-operative working and collaborative
learning are related and have partly shared roots, the processes are different. Differences between CSCL and CSCW can
be found: For example, in school contexts different methods and rewards are used, there is a teacher who structures the
activities and goals, learners are novices in the study field, whereas co-operative work situations are often arranged
between experienced professionals. (Stahl, 2004.) Collaboration and co-operation differ from each other also in terms of
task position and coordination. In collaborative situations participants are mutually engaged to coordinate their efforts
to solve problems together, while in co-operation each participant is responsible for a portion of the problem solving
according to the division of labour. In co-operation the task is split into subtasks and further coordination may be
unnecessary. In such settings learners also often produce separate solutions, whereas in collaborative learning
constructing a shared solution is essential. (Roselle and Teasley, 1995; Dillenbourg, Baker, Blaye, and O`Malley, 1996;
Weinberger, 2003.)
Especially in vocational education there is a need to call attention not only to collaborative learning processes but also
to co-operative working methods in order to develop students' skills for collaboration and co-operation in their future
jobs, which are likely to call for group work. Even though the need for that kind of activities is increasing, they are not
without problems. Group work is especially challenging in virtual environments where the team members are often
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
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separated in space and time, which easily hampers their communication. On the other hand, at their best virtual
environments provide a shared forum not only for content issues, but also for bringing people together to meet,
exchange ideas and access a variety of online resources (Holmes, Lin, & Bransford, 2001).
In recent years the need for computer-supported virtual activities has been increasing (Beuschel, 2003). The main idea
of collaborative learning is that through collaborative knowledge construction, co-ordination of different perspectives,
commitment to the joint goals, and shared evaluation of group activities a group creates something that exceeds what
any one individual could achieve alone. At its best, CSCL may generate learning characterised by benign dependence
between participants (Bereiter, 2002; Stahl, 2003). However, researchers have pointed out various problems with
CSCL. Collaboration seems to be a very complex phenomenon, which includes elusive and unpredictable elements
(Dillenbourg, 2002; Arvaja, 2005). Latest studies have pointed out that collaboration does not emerge automatically
when a group of people is operating at the same virtual environment. (Arvaja, Häkkinen, Rasku-Puttonen, & Eteläpelto,
2002).
In co-operative interaction certain design structures are traditionally used to facilitate group performance, whereas
collaborative interaction relies rather on “natural” interaction between team members usually without such predefined
interaction structures (Derry, 1999; O’Donnell, 1999). Recent studies have indicated that some amount of structuring
may help teams to achieve effective collaboration. Structures that guide collaborative processes are called collaboration
scripts (Dillenbourg, 2002). Such scripts are intended to facilitate collaborative learning processes and guide learners’
activities. In scripted collaboration, the participants are supposed to follow directions and undertake shared learning
tasks (Weinberger, 2003). Recently, two different types of scripts have been identified in CSCL. Firstly, scripts may
instruct learners in how to deal with their task (epistemic collaboration scripts) in the virtual environment. Secondly,
scripts may tell the participants how they should interact with the other group members (social scripts) in the virtual
environment. (Weinberger, 2003; O’Donnell, 1999; Weinberger, Fischer, & Mandl, 2003).
One important factor of scripting learning is that the scripts must lead to pedagogically reasonable practice and the
environment itself must support the idea of scripting in the first place. Studies have indicated that scripting interactions
is a natural idea in game design, as games are often based on different levels of activities. And those way virtual game
environments may be one way to meet CSCL needs. Different kinds of scripts can be employed for higher game levels
that may be reached by solving problems set in the game. For example, the higher level may offer a new scope for
action or give access to more tools that help the player succeed in the game. The aim of learning games is to use scripts
and different game levels in a way that supports learning and pedagogically reasonable aims (Hämäläinen et al., 2005).
Generally, the aim of an “edugame” is to provide students with complicated challenges related to the learning task
(Kiili, 2005). In all kinds of games it is typical of good gameplay that the story keeps the player motivated throughout
the game (Costkyan, 2002). Thus computer games are often associated with the image of motivational learning
(Ulicsak, 2005). Still, enhancing motivation should not be considered from the viewpoint of extrinsic reasons of
gaming, such competition involved in the game. Rather, developers should concentrate on scripting learning tasks to the
game story, so that the game world brings some added value to learning. Scripting edugames is attempting possibility to
vocational task learning, because it is often based on a set of authentic working-life tasks and competencies built step by
step, where different professionals have to manage teamwork.
2 Research tasks
The Mustakarhu-study is a part of the ECOL (Ecology of Collaboration) research project (which aims to examine
collaborative learning as a motivated and co-ordinated activity) and also part of a larger project carried out at the
Jyväskylä Vocational Institute of Technology to highlight scientific and mathematical applications. This study includes
design experiments conducted in authentic educational settings. The first research task was to develop a game
environment to simulate the work context of the vocational design process of surface treatment. The second task was to
describe the game and design process by means of a script description model developed in MOSIL (Mobile Support for
Integrated Learning, Kaleidoscope Network of Excellence). Finally, the third research task was to describe what kind of
effects the scripted virtual game environment brought to specific vocational learning of authentic design process of
surface treatment.
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3 Research methods
This study involves a design experiment, which comprises the design process of the Mustakarhu game environment,
description of the script developed for this game, as well as the empirical study with multiple data collection methods,
data analysis, results and conclusions for further work (Bannan-Ritland, 2003). The empirical experiment was organised
among vocational students (N= 20) divided into five groups of four persons. A specific laboratory environment was
constructed in order to capture all the required data from the experimental game sessions. During the experiment the
students played the game session and had a stimulated recall interview immediately after the game. Data was gathered
by various means drawing on video feed of each group, audio recording of spoken dialogue and/or logged chat
conversations during the game, logged player activities, observation notes and stimulated recall interviews.
4 Data analysis
The empirical data was analysed afterwards. The analysis was partly theory-driven (Berger & Calabrese, 1975) and
partly data-driven. After the game experiment, all the data were verified, interviews and conversations conducted during
gameplay were transcribed and observation notes were sorted into relevant categories. A qualitative analysis was
carried out using data classifications. The first classification was based on the key points scripted into the game
environment and the expected interaction processes. In the second classification, groups were identified to find out
what kind interactions and individual activities the players used to solve problems and how important these were for
gameplay. And finally, the analysis focused on how the environmental elements affected collaboration. Crosscomparisons of sets of research materials collected by various methods were performed to improve the reliability of the
research results (Cohen & Manion, 1994).
5 Design framework and instructional design of Mustakarhu game
In future learning the benefits provided by new technologies should be utilised more extensively. In discussing learning
and computer games we should take into account the theoretical knowledge and needs of learning as well as the existing
possibilities of game development. In this study there was an attempt to develop a new virtual space for collaboration
and vocational task learning (Dillenbourg, 1999; Dourish, 1999). The technical implementation of the game
environment was based on the theory of CSCL. Epistemic collaboration scripts (Weinberger, 2003), with some social
modes were applied to make learning more efficient. The aim of our study was to use scripts and different game levels
in a way that supports pedagogically reasonable aims.
The design draws on the features of illustrative environment provided by the virtual game. It was recognised in the
game development that it would not be reasonable to plainly transfer learning from a classroom setting into a virtual
environment (Arvaja, 2005). The game environment was expected to offer learners some added value, especially
because the use of distributed games, in particular, is justified by catering for such aspects of the curriculum and
learning tasks that have been traditionally difficult to teach (Charles & McAlister, 2004). In vocational learning the
need for both collaborative and co-operative processes is based on authentic problems of the working life, and the
design of the game thus followed the relevant curriculum. The leading idea in the game design is to simulate the work
context of a vocational design process, which involves a vocational task to design four different customised hotel
rooms. The philosophy behind the game design is to offer the kind of game-play in a virtual environment that allows
such practice that would otherwise be almost impossible, or at least very costly, to arrange.
Mustakarhu is a virtual 2D/3D online game for four players. It can be defined as an epistemic task-centred computer
game. Game-play emphasises collaboration and co-ordination between the players. The teacher has an active role in
after-game reflection, but does not intervene during the actual play. Due to the limited duration of the experiment, the
content of the game caters for approximately 45 minutes of goal-oriented activities. The role enactment and player-toplayer communication is supported by chat or voice-over-IP speech systems, which allow free dialogue between the
players. The development of the Mustakarhu game and the related empirical study was a joint effort between three
parties: the University of Jyväskylä, the Vocational Institute of Technology, and a small company called Korento OY.
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Picture 1: View of the hotel rooms during the play
6 Mustakarhu script
The scripts are aimed to encourage students to make decisions together. The game includes three different types of
puzzles; some can be solved individually, but others require effort and commitment from the whole team for successful
completion. So, different modes of collaboration and co-operation are required in the play. During the game students
are expected to design the rooms, calculate the areas and costs of the materials (within a budget of 4000 euros as a
team), answer to a quiz about materials and finally make a report about the design process. The script of the Mustakarhu
is described in the following two tables, which are based on a script description model developed in MOSIL* (Mobile
Support for Integrated Learning, Kaleidoscope Network of excellence). Table 1 gives some specifications and
background information on the game (name of the script, authors of the game, objectives, target audience, range of
application, context, locus of representation, granularity, coercion degree, duration, environment and design principle).
Table 1. Background information on the game.
Features
Script Name
Mustakarhu-game
Authors
Hämäläinen, Koutaniemi, Mannila
Reference
-
Objectives
Epistemic tasks of design and surface treatment of the hotel rooms
Learning and practising collaborative learning mechanisms
Target Audience
Expected range
application
Context
Vocational education students
of Different vocational content domains
Design task for four different hotel rooms made to order.
Students are expected to design the rooms, calculate the areas and costs of the materials
in collaboration (within 4000 euros budget as a team), And finally make a report about
the design process.
Locus
representation
Granularity
of External
Medium – The script encourages students to make decisions together.
Medium/ High – The design task gives guidelines for activities, which are
predetermined. Problems are set in strict order, but teams may create different ways to
/ Degree of freedom solve problems. Subtask need to be solved in the previous phase to be able to move on
> moderate
to the next level.
Coercion Degree
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45 minutes
Duration
Environments
2D and 3D-game (on-line)
Mustakarhu is a virtual 2D/3D game for four players. It can be defined as an epistemic
task-centred computer game. The game simulates the work context of a vocational
design process, which involves a vocational task to design four different customised
hotel rooms. The role enactment and player-to-player communication is supported by
chat and voice-over-IP speech systems.
Design Principle
- The design principle is to model the work contexts of vocational design process
- Use the features of illustrative environment provided by the virtual game
- Contains authentic work-problems
- Game-play emphasises collaboration and co-ordination between the players.
- Includes individual puzzles and puzzles that are designed in a way that the effort and
commitment of all players is required for successful completion.
The game comprises epistemic tasks of design and surface treatment of the hotel rooms, which entails learning and
practice of collaborative learning mechanisms. The game includes sets of vocationally oriented problems (13 tasks), of
which six are mathematical problems. The second part of the script description model consists of a storyboard with
information on expected collaboration (Table 2). As the following table shows, the game integrates individual work to
collaboration (e.g., in Phase 6); the costs of floor materials for each room need to be calculated and the sum affects the
joint team budget. The extent of expected group processes varies during the gameplay.
Table 2. Storyboard with expected activity outlines.
StoryBoard
Phase 1
form a team of 2-4 members - for designing customised hotel rooms
Phase 2
choose a room for each player (collaboration)
Phase 3
negotiate the rules for the game – you have 4000 euros budget as a team
(collaboration)
Phase 4
calculate the area of the floor (individual or collaboration)
Phase 5
choose the materials for the floor (collaboration)
Phase 6
calculate the costs of the floors (individual or collaboration)
Phase 7
calculate the area of the walls (individual or collaboration)
Phase 8
choose the materials for the walls (collaboration)
Phase 9
calculate the costs of the walls (individual or collaboration)
Phase 10
calculate the area of the ceiling (individual or collaboration)
Phase 11
choose the materials for the ceiling (collaboration)
Phase 12
calculate the costs of the ceiling (individual or collaboration)
Phase 13
quiz of the materials (individual or collaboration)
Phase 14
make a final report for the customer (collaboration)
Phase 15
Reflection situation
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All five groups followed the scripted task order and completed the game successfully. The scripting was integrated
behind the design task of the hotel rooms. The scripted game environment enriched task learning and enabled aspects
that would not have been possible in traditional classroom settings. As far as the results are concerned, all five groups
came up with a reasonable and feasible plan for four different hotel rooms. Data analysis revealed that the students'
game processes varied a great deal despite the scripted environment. The groups differed in terms of the outcomes of
the design process, the time spent on the game, and the degree and amount of collaboration shown.
7 Effects of the virtual game environment on learning process
Afterwards the students felt that the game environment had offered added value by visual outlining. The design process
was also more motivating this way than the traditional pencil and paper method. A new form of interaction emerged
during the game, as all these players used some “visual communication”. They spent long periods of time comparing
different materials. During that time they did not speak or write, but they were highly concentrated on browsing through
different options for materials until they found good ones. The students found this new learning environment as a
positive experience, and especially they appreciated the illustrative presentation of materials. Another advantage of the
virtual environment was that it was easy to experiment with different materials and immediately see the actual results of
their choices. The game featured a 3D model of the hotel rooms to illustrate the overall task. In analysing the data it
turned out, however, that besides this illustration point of view, some players used the model as a chance to take a break
when the cognitive load started to build up too big.
The time spent on the game varied from 30 to 50 minutes. Within all the groups playing was intensive. The players
found the authentic tasks challenging. Especially students with some work experience were excited about finding
similarities and differences between the real and virtual world. The players seemed to feel safe in the virtual
environment, and observation notes confirmed this subjective finding. On a more general level, some of the players
found that the gameplay was somehow like playing for fun. For the future learning games student wished more
challenging tasks, such as determining the thickness of paints, and also the possibility to return to the tasks afterwards to
make changes.
During the game, students used different methods to achieve and maintain collaboration. Scripting guided team
members towards shared problem-solving. Within all the groups, the game encouraged players to various kinds of
negotiation situations (especially in calculation tasks). As seen in the following excerpt players negotiated not only
about the actual tasks and problem solving but also about the game functions.
Minna: everybody OK if I take this laminate?
Anna: yeah, go ahead, Minttu [a nickname]
Minna: :)
Eve: suits me, I'll take the tiles.
Henna:
Anna: jeez, what's this linoleum?????
Eve: dunno.
Anna: can I take that plastic covering?
Henna: hey come on, where on earth did you guys find that material point..!!!
Anna: well where are you now then, Henna?
Henna: this is just a mess!!
Eve: on the previous page there was some continue box, click on that
Anna: calculate that area that how many square meters there are and click the calculate button.
Excerpt 3: An excerpt from students' chat conversation during the game
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Co-operation took place on an equal basis and data analysis indicated that that the game essentially guided the team
members to make sure that everybody was able to go on. The players felt that peer support during the game was
important and they did not want teacher’s guidance at that time. The players appreciated each otter’s presence and
possibilities to ask for help. After the game the students felt that they had been able to help each other and observation
notes and log data confirmed this finding. Groups solved problems in mutual understanding and conflict situations
during the game were rare. There were no cognitive conflicts, but as seen in the following excerpt of interview the time
used for material choices could become an issue.
”Pia: It's that,(.) may be but I wouldn't have needed (.)like more that time, so that (.)as one anyway (.)as one realised
that the others are already moving on e, [Heidi: yea] [Interviewer: yes] or are already ahead, so that you got the feeling
that now I, too, must (.)[2: it's not like that] keep up with like that.”
8 Discussion
This study indicated that at their best epistemic scripts have potential to make learning more efficient in virtual game
environments. Different levels of the game create possibilities for motivative scripting. A major benefit of the virtual
environment was the possibility to visualise the design process in a manner that would have been impossible in a
traditional classroom setting. The game process also brought up a new form of interaction, as the students were able to
use visual communication, as well. The findings indicated that this game environment also offered a setting for different
modes of interactions and encouraged teams to collaboration. This study supports the finding that in scripting one must
be aware of the risk of over-scripting (Dillenbourg, 2002). Scripts should not be made too strict, because then there
would be no space for students' own constructions. In addition, there is an evident need for features that allow easing up
the learner's cognitive load between tasks.
According to findings, edugames can to enrich learning and pedagogical use of technology. Designing pedagogically
meaningful virtual environments for the learning of specific contents is a challenging task, which calls for close cooperation between the technical game developers and specialists with pedagogic and field-specific expertise. Such
design teams can take into account the needs of learning, possibilities of technical applications, and latest research
findings. Especially in vocational education where learning is based on authentic tasks, better ways to visualise such
learning tasks are needed to answer the motivational challenges. Edugames have potential in this respect. Illustrative
presentation of occupational situations through game-like applications seems to be one potential way to improve
vocational learning and to respond to the changing needs of working life.
Acknowledgements
This paper has benefited contributions from MOSIL-group, comments of Professor Päivi Häkkinen and co-operation with Birgitta Mannila
(Vocational Institute of Technology) and Lauri Koutaniemi (Korento OY).
This research is supported by the Life as Learning research programme (LEARN) of the Academy of Finland (2002-2006) and State Provincial Office
of Western Finland.
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Group Investigation, Social Simulations, and Games as
Support for Network-Based Education
Sanna Vahtivuori-Hänninen
sanna.vahtivuori@helsinki.fi
University of Helsinki
Department of Applied Sciences of Education
Media Education Centre (ME)
P.O. Box 9, FIN-00014 University of Helsinki, Finland
Miika Lehtonen
miika.lehtonen@ulapland.fi
University of Lapland
Centre for Media Pedagogy (CMP)
P.O. Box 122, FIN-96101 Rovaniemi, Finland
Markus Torkkeli
markus.torkkeli@mil.fi
Finnish Defence Forces
Finnish Defence College
P.O. Box 7, FIN-00861 Helsinki, Finland
The aim of the study was to clarify the conceptions of teachers and students on pedagogical models and practices. A particular object of interest was the pedagogical models, which enable the utilization of collaborative
learning as well as social simulations and games in network-based education (NBE). Our principal proposition is that game-based social simulations and group investigation enable experiential and collaborative
NBE. The research strategy was to combine qualitative and quantitative research. The research design was
ethnographic. The object of research was Finnish Defence College Leadership and Military Pedagogy
Course and the students and teachers in the course as the research group. The course was implemented in an
network environment under planning in cooperation between R5 Vision (Tieturi Vision) and the Finnish Defence Forces. In data collection, privilege participant observation, thematic interviews and web-based questionnaires were utilized. The data was analysed by means of statistical methods and qualitative content
analysis. According to the results, the pedagogical models supported the design and implementation of NBE.
In order to succeed, the beneficial exploitation of simulations and games in NBE required a careful and clear
motivation and planning stage. The social relationships and the players’ backgrounds impacted the success
of the game-based social simulation. The group investigation model incorporated in the implementation of
collaborative learning was regarded as an operational mode applicable for leadership training. This research
is part of the MOMENTS (Models and Methods for Future Knowledge Construction: Interdisciplinary Implementations with Mobile Technologies) research project connected with the Academy of Finland’s Life as
Learning programme.
Keywords: Network-based education (NBE), pedagogical models, collaborative learning, social simulations, games.
1 Introduction
The role-playing games and social simulations played in the net environments represent a part of the everyday life of
students as well as our culture (Kangas, 1999; Järvinen, 1999; 2003; Prensky, 2001; Mäyrä, 2002). Simulations and
games have been beneficially exploited to a considerable degree during the last few years in many connections, not only
in entertainment but also in education and research. Particularly in the field of sociological research, computer simulations have shown their strength in the resolution of various social problems. In imaginary but realistic and safe circumstances (cf. Duijn et al., 2003), the social simulation which has occurred is seen to enable the examination of complex
real-life problems (e.g., Daré & Barreteau, 2003; Smith, 1999). At best, it is possible through social simulations and
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games to combine experiential richness and emotions in collaborative studying and learning (e.g., Kankaanranta et al.,
2004).
Collaborative learning has frequently been strongly in the fore when there has been discussion on the development of
teaching. Together with action, many kinds of purposive studying and meaningful learning-related processes in network
environments have been created. Various results from experiments have been obtained on the appropriateness of collaborative learning, depending on their quality and research formats. In addition to successes, innumerable types of
challenges and disappointments in practical application have been reported. (Hakkarainen ym., 1998; Vahtivuori, Wager & Passi, 1999; Häkkinen, 2001; Lipponen, 2003; Marttunen & Laurinen, 2004).
In the case study presented in this article, pedagogical models and practices benefiting from collaborative learning and
social simulation as well as games used in NBE were studied. The goal of research was to obtain information in regard
to the functionality in the net environment of social simulations in addition to group investigation. (See Vahtivuori,
Lehtonen & Torkkeli, in print; Vahtivuori-Hänninen, 2005; Vahtivuori-Hänninen et al., 2005; Vahtivuori & Lehtonen,
2003; also Tella et al., 2001). As the net environment, R5 Generation Learning Platform was employed. The platform
was designed and customized by R5 Vision (currently Tieturi Vision) and the Finnish Defence Forces in cooperation
with the Net-based Military School, which is part of the defence forces’ education portal.
The research target was the combined leadership and military pedagogy pilot course of the Finnish Defence College in
autumn, 2003. Those studied (N=30) were teachers (N=2) at the National Defence College and second-year students
studying to become commissioned officers (N=28). The course was designed on the basis of two pedagogical models:
1) the Group Investigation model (Sharan & Sharan, 1992) and 2) the Learning through Simulations model (Joyce et al.
1997). The goal of course realization was to enable genuinely collaborative and experiential studying on the net. What
is meant by collaborative learning in this respect is activity marked by mutual trust, interaction, dialogue, combined
experiences and sharing of the same, as well as a research-oriented approach to the operations targeted (Vahtivuori,
Wager, Passi 1999, 265–278; Vahtivuori-Hänninen et al., 2005; Vahtivuori, Lehtonen & Torkkeli, in print). Consideration is given in this article to the implementation of the course integer under study and the research findings from the
developmental perspectives of collaborative learning and, the social simulations and games.
2 Theoretical points of departure
2.1 Pedagogical models
The starting point for research is the concept that teaching activity is based not only on practical experience but also on
some more or less theoretical reference framework or pedagogical model. Joyce & Weil (1980) have determined a
pedagogical model as a plan or model by which it is possible to, among other things, direct the planning of instruction
and design teaching materials. By relying on a theoretical reference framework and his/her experience and intuition, the
teacher arrives with each situation at a certain operational format or solution.
In studying the teachers’ pedagogical thinking, it is noted that the teachers use, as the basis of their decisions and activities, what is more everyday information emerging from intuition and experience than, for example, the research information obtained during their period of training (Kansanen et al., 2000; Jyrhämä, 2002). Nevertheless, in each TSL situation the teacher has more freedom of choice and skill to choose the best and most effective pedagogical solution, when
s/he has the know-how to more strongly obtain support from theory and pedagogical methods in lieu of intuition. In our
view, by investigating, applying and developing pedagogical models, it is possible to find means for the design of research-based, reflective and high-quality NBE.
2.2 Collaborative learning
The teaching experiments conducted during the last decade have indicated that it is possible to create mutually shared
activity in a net environment. At the same time, it has been possible to create favourable social situations and contexts
for studying. Collaborative activity resting on dense interaction—for example, combined research-related chats in small
groups—have produced favourable results (e.g., Tella et al., 2001). A problem has frequently emerged from the fact that
activity on the web easily remains superficial. In addition, as it is being created it easily becomes directed away from
the target itself. In such an instance, collaborative activity promoting studying and oriented towards the general object
of studying as well as real dialogue does not see the light of day. Indeed, what is required is conceptual segments by
which activity occurring on the web can be planned, organized and directed in such a way that a clear enough control
model emerges—i.e., a pedagogical model.
According to Panitz (1996), collaborative learning is not merely a working method but something more profound: the
philosophy of interaction and one’s personal way of life. In our view, it is best implemented as an integrated research
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and problem-solving process in which interaction and real dialogue enjoy a pivotal position (Vahtivuori et al., 1999,
269–270). We contend that the requirements for the success of collaborative learning in a net are active participation,
commitment, making thought processes visible and comprehensible, and mutual interpretation processes (Vahtivuori et
al., 1999; also Hakkarainen et al., 2004; Marttunen & Laurinen, 2004).
2.3 Social simulation, simulation game or role-playing game?
In both the international and the Finnish literature, social simulation and game-based simulation as well as role-play or
the conceptual definition of playing are complex and diverse (e.g., Tompkins, 1998; Järvinen, 1999, 175–176; Prensky,
2001). Some of the terms used the most in the literature—partly with overlapping meanings—are simulation, social
simulation, game, role-play and role-playing simulation.
On the general level, simulation can be defined as the copying or imitation of a certain actual situation, instrument or
system and the dynamics and causal connection relationships linked with the same. If, in addition to the simulation, the
goals of activity are included, it may also be regarded as a game. Some researchers (e.g., Crawford, 2003) place both
social simulations and games into the same category. In social simulations, there is an attempt to simulate, most often
dynamically and in a reliable fashion, complex real-life situations, when again through sociodrama or simple role-play
one may investigate certain rather strictly limited everyday behavioural models (see Crookall & Oxford, 1990). Playing
games has traditionally been social in character, an activity going on between at least two people (Järvinen, 2003).
Role-play is fictional, short, rather simple in construction and flexible in its realization. What is central is also the competitive starting arrangement. Järvinen (1999, 176) crystallizes the nature of game-play and the playfulness inherent to
games in the following: ”A goal for the player is set, the achievement of which is slowed down by setting challenges
and obstacles. In order to separate them from freer forms of play, games have pre-agreed rules.”
In this article, we shall approach simulations and role-playing games as the copying and modelling of an everyday situation, problem or collaborative process. We utilize the term game-based social simulation (c.f. Brougère, 1999; Lehtonen, 2004b; Ruben, 1999; Vahtivuori & Lehtonen, 2003; Järvinen, 2003; Lehtonen, 2005). We employ the concept in
this respect to describe a social activity in particular and the simulation of collaborative problem-solving by means of
group investigation and game-playing. (Vahtivuori, Lehtonen & Torkkeli, in print)
2.4 Social simulations in teaching, studying and learning
The basic motivation behind the use of game-based social simulations is the desire to learn to manage a situation. Crawford (2003) states: “The desire to play and have fun is a built-in mechanism within us, which the developers of computer games use to advantage.” Some benefits of teaching, studying and learning (TSL) which utilize social simulations
and games may be regarded as 1) functionality based on one’s own experimentation and 2) emotionality. (Lehtonen,
2004a; Lehtonen, 2004c; Lehtonen, 2005; Vahtivuori, Lehtonen & Torkkeli, in print). In merging both functionality and
emotionality, social simulation becomes strongly experiential studying/learning:
1) Functionality and studying/learning by doing. By means of social simulation, it is possible to individually
study by concretely doing. (See Lehtonen, 2004a; 2004c; Vahtivuori, Lehtonen & Torkkeli, in print)
2) Emotionality and the reduction of situational distress. Simulated action often arouses the same types of
feelings as in the real situation. However, simulation allows for the possibility to safely experiment (e.g.,
Kankaanranta et al., 2004; Lehtonen, 2004a; 2004c).
3) Development of problem-solving skills. The use of social simulations in teaching helps in examining familiar
matters—for example, everyday social processes—from quite new and fresh perspectives as well. It is possible
by their means to support and develop problem-solving skills (See Lehtonen, 2004a; 2004c; Vahtivuori,
Lehtonen & Torkkeli, in print).
3 Research background and implementation
The simulations, games and various practice programs have been the typical mode of action and already an important
part of military training for many decades (e.g., Prensky, 2001, 295–316). In Finland, the defence forces have benefited
from simulations and game-playing for a long time, especially in education for leadership, decision-making, strategy
and tactics.
A broad planning group participated in the design and material production of the Leadership and Military Pedagogy (3
ECTS) pilot course, which has been the object of the study. The group was comprised of specialists not only with respect to content but also the technology employed, and the theoretical foundation and practical implementation of NBE.
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The goal of the Finnish Defence Forces was to develop their own NBE and obtain experiences from the utilization of
the net nevironment employed in the instruction of students basic examination. At the same time, there was a wish to
gain experiences in teaching which break subject boundaries, in which the planning and realization of instruction is
carried out in cooperation with a ‘multi-professional team’. The starting point for course planning was real leadership
and training situations encountered in the work of students studying to become commissioned officers, as well as the
merging of leadership and military pedagogy-related scientific explanation models. Previously, the corresponding
courses were implemented as separate lecture courses which included a book examination.
The course was designed and realized on a theory-derived basis of the two previously described pedagogical models. In
the group investigation tasks and social simulations, the students projected themselves into leadership and training
situations they encountered as officer candidates and modelled the same. As a group investigation task, e.g., the development of a conscript as a leader and trainer during the leader period was discussed.
The course was arranged into two contact units—orientation and debriefing, plus one net-based unit. During the orientation phase, the students got acquainted with the working method and net environment through collaborative learning
practice. The students, after motivation and content presentation as planned by the teachers, split up on the basis of their
interests into five groups with their own research tasks. The groups designed a problem-oriented case study for working
life based on their leadership and training experiences as aligned with a broad arrangement of tasks. One of the groups
constructed, formed its own case, four social simulations or role-playing games simulated on leadership and training
situations. The group began carrying out the task and combined its experiences from various detachments and branches
of defence by planning a personal role for each participant. Game-playing and simulation were realized in text-based
form, aided by net environment discussion forums and chat tools (see also Kangas, 1999). On the basis of the experiences, perceptions and impressions gained from game-playing, the group reported on its assignment in writing. During
the entire studying process, the teachers provided feedback on the groups’ process and written production and, at the
same time, reflected together on what was learnt. (See Vahtivuori-Hänninen, Vuorento & Torkkeli, 2005)
During the NBE unit, the students received support and guidance from the teachers. Each day, the teachers wrote about
the tasks and programme for the next workday in a letter of command as well as commenting on students’ questions.
Versatile digital source material was available for use by the students from the net material on video excerpts linked
with the theme. In the collaborative learning, the R5 Vision’s (Tieturi Vision) training portal was incorporated as the
discussion forum. This tool provided both group-related and common forums, an editor for the production of web-based
material and an ePortfolio for the collation and storage of material.
4 Pedagogical models supporting planning
4.1 Group investigation model as an application for collaborative learning
The group research of Sharan & Sharan (1992) can be regarded as a model authenticating the theoretical principles of
collaborative learning in practice (e.g., Vahtivuori, Wager & Passi, 1999). The group investigation model emphasizes
the significance of grouping on the basis of the target of one’s personal interest. The creation of new information and
expertise together, collaborative problem-solving, mutual feedback provision and interpretation process are regarded as
important. There are four basic principles in the model: 1) investigation, 2) interaction, 3) internal motivation and 4)
interpretation. Group investigation can progress in practice through six stages from selection of the study theme and
grouping to operational assessment and analysis. However, the phasing of group research is not pivotal, nor in any way
bound: the more important significance is found in the model’s four basic principles. (Sharan & Sharan, 1992, 18–19;
Vahtivuori, 2001.)
4.2 Learning Through Simulations model
The object of research having been in course planning and implementation, the Learning through simulations model—
which segments the instructional usage of the social simulations—was also applied. This model was chosen because its
application has been incorporated previously in military training. The model progresses step-by-step via four collaborative working stages. These stages are: 1) the establishment of orientation and context, 2) familiarization by participants,
3) simulation or game realization stage and 4) the mutual debriefing stage (Joyce et al., 1997.)
5 Research task and question
The research task was to clarify the conceptions of teachers and students with respect to collaborative learning, in addition to pedagogical models connected with social simulations and games. The central research guestion was, how are
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the pedagogical models which support collaborative learning, social simulation and playing games implemented within
the network environment.
6 Methods and data collection
This research was implemented in the Leadership and Military Pedagogy pilot course jointly arranged in the two departments of the National Defence College during autumn 2003. The objects of the study were educators (N=2) as well
as students in their second-year course (N=28) who were studying to become commissioned officers. The instructors
were military majors from the National Defence College and experienced educators who had earlier been involved with
multi-mode education.
The research strategy was to link both qualitative and quantitative methods in the collection of data and analysis. The
research orientation was ethnographic. The research target was examined in its natural operating environment by means
of privilege participation observation during the entire course (Hammersley, 1990). The research process was planned,
and it progressed simultaneously with course planning and implementation. The objective was the achievement of dialogue-based mutual understanding with the community members being studied. So-called ‘privilege participant observation’ included, among other things, the working method incorporated during the orientation unit, collaborative learning, the group investigation presentations and simulation models as well as acquainting the students with the net environment and the tools to be used. In particular, the operations and reflections of the teachers and students were the target of privilege participation observation during instruction. The students’ studying process, instructors’ activity and the
discussions were documented in the net environment. All contact meetings and the students’ final reportage were recorded on video and notes were made of the same. As data-gathering methods, also interviews and a web-based questionnaire were used after the close of the course.
In the analysis of data, statistical analysis methods and qualitative content analysis were utilized. The web-questionnaire
containing 98 variables, which was directed towards students, was analysed with the SPSS 11.5 program. The variables
were analyzed and the sum variables were produced from the same: 1) quality of teaching and guidance (M=3.6;
SD=0.54), 2) pedagogical quality of course (including e.g., game-based activities) (M=3.8; SD=0.49), 3) collaborative
character of course (M=3.8; SD=0.59), 4) interaction of course (M=3.7; SD=0.69), and 5) functionality of learning
platform (M=3.6; SD=0.78). In addition, the connections of the sum variables to each other were examined. A separate
statistical report was produced from the analysis. This article discusses some results of the sum variables 2 to 4.
The qualitative content analysis was made up of the five working stages: from acquaintance with the text data (transcribed interviews, web and feedback discussions, open replies in questionnaire) to the creation of the six main categories (designing, implementation, teaching and guidance, collaborative learning, games and simulations and, usability of
the platform). These gategories were mirrored to theoretical models, the observations, and interpretations derived from
the data. Statements and conceptual entireties were incorporated as the unit of analysis. In this article, the results and
reasoning presented rest primarily on 1) the analysis of the instructors’ interviews, 2) the statistical analysis of the students’ web-questionnaire and 3) the content analysis on the feedback discussion. Next, we shall present some preliminary results briefly from the perspective of the collaborative learning, games and simulations.
7 Some preliminary results
7.1 Collaborative learning and group investigation
A pivotal observation was that it is possible by means of the used pedagogical models to support the designing and
implementation of multi-professional NBE between several actors in a quite hierarchical operating culture. The planning group familiarized itself with the group investigation model, and the students were well introduced during the
orientation unit with the model and its basic principles and stages. Studying in keeping with the model was realized
mainly in the activity of the students in accordance with their own analysis. In the web-questionnaire the collaborative
learning was surveyed with seven questions (see table 1). A sum variable (Cronbach D = 0,746) ”quality of collaboration” (M=3,8; SD=0,59) was gathered from the questions1. According to the students and teachers’ interviews, the
course was found collaborative. Specifically, the voluntary grouping linked with the model, which has not been in keeping with the organization’s presiding cultural tradition, appeared to have been very successful.
1
”How well did the grouping succeed in the beginning of the course?” (M=4,3; SD=0,90), ”How well was collaborative learning implemented in the
course?” (M=3,7; SD=0,92), ”To what extent the study community built new knowledge during to course?” (M=3,5; SD=0,83), ”To what extent there
were feedback and mutual intepretation in your group?” (M=3,7; SD=0,10), ”Collaborative learning” (M=3,9; SD=0,83), ”Integrated expertise”
(M=3,9; SD=0,95) and ”Group work” (M=3,8; SD=1,09)
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Table 1. Variables describing the collaborative character of the course (Vahtivuori, Lehtonen &Torkkeli, in print).
Ryhmätyöskentely
Group work
3,8
Shared and
integrated
expertise
Yhdistetty
asiantuntijuus
3,9
Collaborative learning
Yhteisöllinen opiskelu
3,9
Missä määrin ryhmässäsi
oli
Feedback and
keskinäistä palautteenantoa
intepretationja
yhteistä tulkintaa?
3,7
Missä määrin opiskeluyhteisö
Construction
of
rakensi kurssin
aikana uutta
new knowledge
tietoa?
3,5
MitenImplementation
hyvin yhteisöllinen
of
opiskelu
toteutui mielestäsi
collaborative
learning
kurssilla?
3,7
Miten ryhmäytyminen toteutui
Grouping
kurssin alkuvaiheessa?
4,3
1
2
3
4
5
The tight schedule in particular taxed the depth of pivotal problem-solving and the research stage going on in accordance with the group investigation model. The teachers reacted to this as a problem from the perspective of the quality
of learning and acquaintance with content. The approach was nevertheless regarded as appropriate. Collaborative learning was experienced as motivating and inspiring and, in addition, it was considered applicable to the net environment
for the content to be learnt as well as leadership and the study of training skills. According to the interviews, it is crucial
for the teachers to come along at a very early stage to the design process to ensure successful collaborative planning and
implementing of the NBE.
7.2 Game-based social simulations
The progress of the social simulations and games played by the students proceeded mainly in accordance with the pedagogical model, utilizing the simulations incorporated in the planning. A smaller student group than that anticipated
obtained benefit, adapting a game-based approach to its studies. If there is a wish that the types of game-based social
simulations now realized can be genuinely utilized for benefit in the future as a support for teaching, the challenge lies
particularly in the effective planning and realization during the orientation phase. Social simulation and role-play in a
net environment appear to require, time-wise, a careful and sufficient pre-orientation, i.e., background provision and a
motivational phase that is sufficiently long. More ready concepts and instructions on the teaching usage of games and
simulations were also yearned for as support for desiging.
The implementation of game-based social simulations ideas require emotional courage and dedication from the students. This would appear to be, from the perspective of social simulation, a central influential factor for learning. The
social relationships between the students and the backgrounds of the players exerted an impact on the success of roleplay. The players knew each other, and they had previous experience of role-playing and methods for empathy. This
enabled the successful implementation of the game. In particular, community and sociality emerged as team play and
with the game being shaped in accordance with their own preferences.
The final results, especially concerning the used pedagogical models, guidance, and functionality of the learning platform have been and will be reported in a more detailed manner, e.g. in the following articles (for a more detailed treatment, see Vahtivuori-Hänninen, Lehtonen & Torkkeli, in print; Vahtivuori-Hänninen, manuscript)
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8 Conclusions
The military context of the defence forces was a natural place for an experiment in collaborative learning and new kinds
social simulation modes, as well as game-playing. Collaborative learning was experienced as motivating and inspiring
for the study of leadership and military pedagogy in a net environment. The organization of studying in accordance with
the model helped to distribute ideas. In studying in line with the group investigation model, no special problems
emerged: this was due to the fact that the students knew each other from before. Game-based social simulations and
role-playing on the basis of the data can be regarded as an interesting vehicle of reflective teaching and purposive studying, which has been beneficially utilized rather minimally in its currently implemented form. In the future, this could be
a valid way to develop student-oriented teaching. At the same time, the amount and strength of rich experience obtained
via emotions and feelings can be increased. In the instruction-related use, the pivotal aspects of simulations and games
were 1) goal orientation, 2) pre-planning and acquaintance with the background and 3) the relationship of simulation
with the students’ own real-life experiences. Role-play and social simulation encouraged the students towards functional action, risk-taking, independent thinking and creativity. Through the aid of the data analysis and experiences
gained from the course, a new implementation model will be developed for the support of NBE in the defence forces.
As a product of research-related continuing analyses, there is a theoretical model as well as practical instruments for
designers, implementers and developers. One of the future challenges is to explore, how the use of pedagogical models,
practices and reusable learning objects based on games and social simulations help to design experiential TSL processes
and to combine emotions better in NBE.
Acknowledgements
We acknowledge the Finnish Defence Forces, especially the National Defence College, and R5 Vision (Currently Tieturi Vision) for fruitful cooperation, and for making this case study feasible.
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INTRODUCING ICT IN HIGHER EDUCATION:
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THE CASE OF SALAHADDIN/HAWLER UNIVERSITY
2005 - NETWORK-BASED EDUCATION 14th-17th SEPTEMBER 2005, ROVANIEMI, FINLAND
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ONE PRCTICAL ALGORITHM OF CREATING TEACHING ONTOLOGIES
DIGITAL GAMES TO SUPPORT EDUCATION IN A PLAYGROUND CONTEXT –
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Digital Games to Support Education in a Playground Context
The Challenges for Design –
Suvi Latva
suvi.latva@ulapland.fi
http://www.smartus.fi
University of Lapland
Centre for Media Pedagogy (CMP)
P.O. Box 122, FIN-96101 Rovaniemi, Finland
Tel: + 358405924018 Fax: + 358 16 341 2401
This article presents the challenge of designing digital games in a playground context to support mathematic
education. The subject is addressed from the points of view of pedagogy, game design and usability. Issues
include the way in which digital games can support teaching and how the playground as a context differs in
terms of digital games compared to traditional games. A theoretical model for game design is presented at
the end of this article. When creating a complete and useful design theory, practical implementations must be
taken into account.
Keywords: Digital game, educational game, usability, game design
1 Introduction
In this article, I introduce my theoretical model for designing digital games to support mathematic education in a
playground context for first and second graders at Finnish comprehensive schools. Digital games to support education
are those that include pedagogical goals as well as specific game goals. In my theoretical model, I consider the task of
designing from three points of views:
1.
What kind of challenges does a playground present when designing a digital game?
2.
How should the pedagogical goals be applied for first and second graders at
Finnish primary schools when designing a digital game to support education?
3.
Which features cause enjoyment and entertainment in digital games to support education?
As an operational environment for digital games, the playground presents challenges for user interface design.
Traditional digital games cannot be applied on the playground. The typical actions on the playground differ from the
culture of action of traditional digital games: physical exercise and its enjoyment are typical on the playground, while
playing digital games is more static because they require that the user at least watch a screen. The aim is not just to
relocate traditional game consoles to the playground, but to find solutions that make it possible to integrate digital
games within a physical playground. The goal is to add value to the teaching and studying of mathematics by means of
games, but still retain the sensibility of gaming. The playground context provides a fluent combination of play and
learning and involves more operational features for learning (cf. Hyvönen & Ruokamo, in process). In this article, I also
consider the pitfalls of designing and realising existing digital educational games and look for features that add
enjoyment and entertainment to traditional digital games (video and computer games).
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
DIGITAL GAMES TO SUPPORT EDUCATION IN A PLAYGROUND CONTEXT –
THE CHALLENGES FOR DESIGN
NETWORK-BASED EDUCATION 2005, 14th–17th SEPTEMBER 2005, ROVANIEMI, FINLAND
2 Background
2.1 Background of the research
Traditionally, teaching at Finnish comprehensive schools has mainly taken place in the classroom and children are
generally sitting still. However, the Finnish Ministry of Education has emphasised the meaning of play in its teaching
curricula for 2000 and 2004. In addition, many education professionals have pointed out the importance of play within
teaching (Kief & Casperque, 2000; Resnick, 2003; Price & Rogers, 2004; Lindquist, 1998; Hakkarainen, 2002).
However, adding play and playfulness to classroom teaching is not a simple task. The use of school yard playgrounds as
natural play-based learning environments gave impetus to the research and design of new learning environments in the
Let’s Play Project, which started in September 2003.
My research is a part of Let’s Play, a collaboration with the SmartUs project. SmartUs is a partnership that began in
2003. SmartUs produced two pilot models of intelligent technology-aided playgrounds that support play, learning,
physical and motor skills development as well as creativity – one for primary school and another for preschool teaching.
3 Methods
A lot of literature on computer games is available nowadays. However, recent game research does not meet the needs of
game designers and vice-versa. It is a long way from the noble theories of game design to practical applications. For
this reason, I intend to put my game design theory into practice in the future. However, in this article, I am going to
introduce only the first part of my theory without presenting its practical execution. Since design methods of traditional
digital games cannot be applied directly to the playground, I will create a new applied design model for this purpose.
The methodological and theoretical basis of my research lies in media and interface design. With the Let’s Play Project,
I also add a pedagogical perspective to my research. The target group of my research corresponds to preschoolers and
primary school pupils, the target of the pilot models to be executed, but I have limited it even further to first and second
graders.
When analysing the structure of my research, I faced one problem: it is impossible to consider design only at the
theoretical level. A scientific design theory must be created in conjunction with collected data, its analysis and practical
application. (see also Routio 1998 and 2000.)
I am applying the media scientific design model of Mauri Ylä-Kotola (1999) to my research case:
In their general form, technical norms implement a certain aim A, a belief in a specific situation B and reach their goal
by means X (Figure 1). Goal (A) is to design a digital game for the playground to support the teaching of mathematics to
first and second graders. The belief in the situation (B) states that the successful implementation of a digital game
depends on 1) The playground as a context for the digital game, 2) the educational goals of teaching mathematics to
first and second graders at Finnish primary schools and 3) enjoying the digital game. The goal will be reached by using
the following means (X): 1) researching the special requirements of the playground as a context for digital games, for
example, user interface design compared to traditional digital games. 2) Finding out the educational goals for teaching
mathematics to first and second graders. 3) Analysing the features that ensure an enjoyable game experience in that
context. (See Ylä-Kotola, 1999, 52-53.)
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A
GOAL
B
The goal is:
SITUATION
A successful application of a digital game depends on:
To design a digital game in the
playground context to support the
teaching of mathematics to first
and second year graders
1.
The playground as the context for digital game
1
X
2.
The educational goals of teaching
mathematics to first and second graders at
Finnish primary school
3.
Enjoying the digital game.
MEANS
The goal will be reached by using following means:
1.
Researching the special requirements of the
playground as a context for digital games, for
example, user interface design compared to
traditional digital games.
2.
Finding out the educational goals in primary
school education for teaching mathematics to
first and second year graders
3.
Analysing the features that ensure an
enjoyable game experience in that context
Figure 1. The structure of a design method
4 Challenges in Using Digital Games on the Playground
4.1 Playground as a context for digital games
The playground as a context for digital games involves different challenges than those related to traditional digital game
design. Weather conditions, wear and vandalism are all practical restrictions in terms of design. However, I will not
attempt to observe design from these angles. I am interested in the typical culture of action in the context of the
playground, and in how that information could be used when designing an user interface for a game. In this context,
user interface refers to the tool that a player uses to control the game, like a keyboard and mouse for a computer game
or a control unit included in play equipment as part of a new playground concept. In recent years, user interfaces of
games have developed significantly. Along with traditional solutions like the keyboard, mouse and joystick, other
solutions like body user interfaces have appeared and are already available for use by most consumers. Body user
interfaces are those controlled by broader body movements. (see also: Kuivakari et. al. 1999). Some new body user
interfaces include the Eye-Toy (Sony), a USB-camera positioned above the television that reacts to the player’s
movements and dance pads (Logic 3, Red Octaine), used for a game in which users dance upon a digital carpet. For
future user interfaces, it will be possible to offer more “natural” manipulation: interfaces are becoming more
imperceptible and a more natural part of controlling games, like steering wheels and pedals in a rally game. Widespread
wireless technology also offers more opportunities for new interface innovations.
While considering the playground as a context for a digital game, it becomes evident that the typical and unique culture
of action on the playground is related to the joy of playing and competing. To maintaining this culture of action, game
operations must comply with the typical action models of playing at the playground. User interfaces must be as natural
as the action specific to the play equipment; therefore, games should also be closely integrated to the play equipment. In
addition, applied technology and digitalisation should be as imperceptible as possible. A well-designed interface
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provides usability without using applications through a specific interface. When the user experience is pleasurable,
users get the impression of efficiency and usefulness and feel that they are in control of the situation. (Ermi 2002;
Jäppinen & Kirvesmäki 2002; Lankoski et. al. 2002.) For example, in order to discover user-friendly solutions on the
playground, it is impossible to put up computer displays that reduce a player’s mobility, since this is not characteristic
of playground activities.
User interfaces at the playground must differ radically from traditional user interfaces of digital games because they
should support the activities of a child. Therefore, different body user interface solutions should be considered. At
SmartUs, we have tentatively considered solutions based on touching, weighing or pulling, which are easy to include in
most play equipment, because jumping and climbing are two typical forms of action in the playground context. It is still
unclear how feedback will be provided, but changing symbols, lights, voices, letters or numbers in play equipment are
possible options. When aiming to increase user-friendliness, usability testing is crucial. Even though end-users are not
able to design user interfaces themselves, they are able to tell which parts of the interface seem functional. (Jäppinen &
Kirvesmäki 2002.) Therefore, I am eventually going to test my user interface and game solutions on end-users as well.
While the target group of the pilot playground is children, individual differences – not only age and sex, but also
lifestyle, knowledge and skills – make the task of designing difficult. Therefore, it is wiser to approach design by
considering the motivations and meanings of actions involved in operating; these become apparent for people in the
form of aspirations and preferences. Human activity varies according to the situation and is based on several factors,
including previous experiences; therefore, familiar elements and forms of actions from other contexts should be utilised
when designing new solutions for user interfaces. (Jäppinen & Kirvesmäki 2002.) When adapting digital games to the
playground, it is also important to consider the common features of traditional digital games and to especially perceive
common playground activities.
4.2 Digital games on playgrounds to support the teaching of mathematics to first and
second graders
The Finnish comprehensive school curriculum for first and second graders as defined by the Finnish Ministry of
Education (2004) form the basis and the requirements for the pilot models of playgrounds and also for any digital game
executed in that context. The aim is to maintain the joy of learning and enthusiasm. Work is based on the child’s level
of development, enhancing verbal development and willingness to learn new things. Learning by playing is essential
when activities take into account the child’s need to learn through imagination and play (PEOS 2004.) I also keep this in
mind when designing digital games to support education; such games should provoke the learner’s curiosity, interests,
independence and motivation. The activity should be meaningful and challenging from the child’s point of view.
According to the present concept of learning, knowledge is a mental representation that humans construct in their
minds. Since learning is understood as a learner’s own active construction, it requires active involvement. (Malinen et.
al. 2004) A teacher can neither learn mathematics for the pupil nor transmit his or her knowledge to the pupil. Activity
is often seen as an inevitable addition when a solid basis for comprehension is created. (Leino 2004.) Since
concreteness is essential when teaching mathematics, the physical playground is an excellent place to concretise
concepts. Digital games on the playground can adapt the environment to reflect each pupil’s needs.
Playing educational games and taking advantage of information technology is considered suitable at preschool and
primary school when combined with other exploratory and operational work methods. Through playing and games, a
child takes an active role in learning, but ludic activities also support the child’s positive attitude to mathematics and
other subjects. It is easier to understand and manage mathematical concepts when they are integrated within action.
Learning methods should also enable children’s individual progress. Through digital games on the playground, students
can rehearse basic numeracy; in addition, drills performed through games are easy to tailor to each pupil’s skill level,
which also helps to prevent unnecessary frustration. Narrations and illustrations created as part of mathematic lessons
ease the understanding of verbal tasks – when children realise that the task is actually a story that can also be drawn or
performed. (Ikäheimo et. al. 2004.) By closely linking the mathematic lesson with the storyline of a game and elements
familiar to children, it is easier for them to understand everyday mathematic phenomena. When a child has the freedom
to pay attention to the mathematic phenomena of their environment and to also utilise these notions as a basis for
understanding mathematic concepts, better results in learning are achieved.
In the 1990s, so-called ”edutainment-games” appeared on the market these have developed a slightly bad reputation.
The goals of edutainment were to make the time children spent playing video games more “useful” and to make
learning more fun and entertaining. Edutainment-games have been accused of “sugar coating” bitter pedagogical issues
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– one is entertained as long as the bitter poison is swallowed. (Resnick 2004). However, it is questionable whether
leisure activities should really be so “useful” and whether inventing ways to cover up boring pedagogical contents with
fun games is the best solution. Instead, we could observe children’s spontaneous play, which includes lots of different
learning skills. Since a child’s natural way of observing the surrounding environment already involves mathematics, it
is important to maintain this attitude and to build new concepts based on it, instead of replacing those with the “readymade” mathematical models constructed by teachers. (Haapasalo 2004.) The problem with existing digital games for
education is that pedagogical contents are often not relevant to the game itself (Kangas 2003). In traditional digital
games, activity is generally focused on the inner world and story of the games. Therefore, pedagogical contents should
be presented as part of a story and not as a series of disconnected tasks. (Ermi ym. 2004, 81.) Chris Crawford (1982)
evaluates learning as a crucial part of motivation in all games, albeit unconscious to some extent. Getting acquainted
with new issues, being in control and learning itself are pleasurable. On the other hand, however, games are most
enjoyable when they are interpreted as entertainment.
4.3 Enjoying a digital game
Unnatural completion is often a problem in digital games for education. In a good game, the activity in itself is
rewarding and entertaining; the goal is not just the final result. The functions of the application should be presented so
that it is possible to perceive continuation and consistency. (Ermi 2002.) A game experience is more rewarding and
entertaining if players are deeply immersed in the game and motivated by the action. The ideal game experience, which
should also maximise the skills and knowledge absorbed from the game, resembles a flow-experience (the optimal
experience), as defined by Mihaly Csikszentmihalyi (1990).
Interaction between an individual and his/her environment plays an essential role for motivation. The features of the
environment where the individual interacts reveal the sensibility of his/her experiences (Jutila & Niemelä. 2000).
Children’s interests are naturally directed towards activities that they still cannot fully control. Games and play are
typical forms of interaction among children. Children do not need to be forced to play, because plays and games are
imagined situations that are motivating in and of themselves. (Helkama et. al. 1998.) In order for playing a digital game
to be enjoyable, motivation should spring up within the player (Sinnemäki 1998). A game should offer enough
challenges and opportunities without being too difficult, especially when the individual is just learning how to play. If
the final result remains unclear well into the game, the challenge is multiplied and motivation is sustained. (Caillois
1961; Ermi et. al. 2004.) From the player’s point of view, it is frustrating when the possibility to succeed is lost at the
very beginning.
In digital games, the goal is often for the player to be submerged in the game world. The phenomenon in which the
existing world is blocked during the game experience is called immersion (Huhtamo 2002; Stuart 1996). Immersion can
take place rationally based on the activity that the game requires, or emotionally by getting the player involved with the
game’s storyline and identifying the player with the game character. Functional empathy, which is based on
methodicalness and rationality as opposed to emotionality, often ensures greater success in the game. If the game’s
functional and intellectual proposals are too challenging or if the player sees a game figure mainly as a tool that enables
interaction (see also Weinbren, 2002), then the emotional force of immersion may be relatively minor. On the other
hand, however, the play on fantasy and reality is also pleasurable. Emotional immersion by involving the player in the
game’s narration or identiying the player with the game’s character offers the player the chance to use his/her
imagination and enjoy the fantasy of the game. By empathising with the game world, storyline or figure, the player can
experience the actions of the game figure. (Ermi et. al. 2004.) In the context of identifying, the concept of transportation
can also be used (Lombard & Ditton 1997). Then the player feels transported to the game world and senses that game
events happen to him/her. In that case, the player’s emotions are substantially stronger.
The experience of flow only occurs if a person is motivated by the action performed. An immersive game experience
resembles the state of flow defined by Mihaly Csikszentmihalyi (1997; 1990; 1988). Flow has been considered an
indicator for successful user interface or game (Pilke 2000; Järvinen et. al. 2002; Ermi et. al. 2004). In the experience
of flow, according to Csikszentmihalyi (1990), the individual loses all sense of time and place and concentration
heightens. This withdrawal is highly pleasurable. To offer rewards, flow requires sufficient challenges – a balance
between executable task and skills. To maintain flow, the challenges and skills of the individual must develop in
relation to one another and must motivate learning and development. The activity performed should correspond to the
needs and goals of the individual but should also be self-rewarding. (Csikszentmihalyi 1988.) Flow does not require
unlimited possibilities and freedom; on the contrary, if an activity does not have a clear goal, it might even inhibit the
experience. (Csikszentmihalyi 1990). In a certain sense, this reflects limited interaction. At their best, digital games are
excellent at providing flow: the game’s activities offer sufficient diversity, flexibility, a proper level of challenge, clear
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goals and immediate feedback. In addition, the player has the possibility to progress by degrees to become a more
skilful player. (Csikszentmihalyi 1990; Ermi ym. 2004; Pilke 2000.)
Does the optimal enjoyable game experience – whose activities are both entertaining and self-rewarding – necessarily
require flow? Specifically, a challenge related to the different game goals and player skills has been established as a
prerequisite for a successful, riveting game experience (Ermi et. al. 2004). When the user focuses on the task at hand,
cognitive capacity rises and the user experiences a strong sense of pleasure. When this state has been reached,
intellectual achievements become easier, so understanding and decision-making become more efficient and pleasing.
(Pilke, 2000.) An optimal digital game to support education should spark the flow experience.
5 Conclusions
I consider the design of digital games in the context of the playground to support the teaching of children in the
following theoretical model from three points of view (see figure 2.): (1) context, (2) game functioning to support
teaching and (3) entertainment. When observing the model from the context of a digital game, usability is the main
goal. When user-friendliness is the aim, the user interface of the digital game should support the typical culture of
actions of the playground – the joy of playing, gaming and physical exercise. This goal can be reached by searching for
body user interface solutions integrated with playground equipment. When considering digital game suitability to
support teaching, learning through playing is the main aim. This depends on the educational goals, their purpose and on
how the game adjusts to the player’s level of skills. In this case, educational goals include the teaching of mathematical
concepts like numbers and quantities to first and second graders. By using typical solutions of levelling, traditional
digital games can easily be adapted to the skill levels of the players or learners. Different player profiles can allow the
game to adapt to each player’s needs. The entertainment offered by digital games is the third point of view of my
theoretical model. The most important goal in this perspective is the optimal gaming experience or (in other words) flow
experience. Even digital games intended solely for entertainment require commitment and motivation from the player:
the game has to be fascinating. When the game activity is challenging enough, game immersion is possible. To a certain
extent, immersion resembles a flow experience, which is so to speak an even more optimal gaming experience. Through
the flow experience, it is possible to maximise the achievement itself and the pleasure derived from it, but also the
assimilation of skills and knowledge. In this way, flow influences both education and entertainment. When the goals of
all perspectives of the theoretical model are reached, the result is a digital game that is enjoyable, entertaining, userfriendly - and suitable for education.
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Figure 2. A theoretical model to design a digital game to support teaching and executed on the playground.
It is worth considering how entertaining educational digital games should be in general. Digital games to support
teaching are not meant to compete with games designed solely with entertainment in mind. Instead, the goal is to
reproduce the features of entertaining games that could be utilised for educational games as well. The goal is not to
totally replace traditional education methods but to discover and develop new methods that reflect the spirit of our age
and to serve learners better. As I mentioned before, there is a long path to tread from theoretical models to practical
design. Therefore, my intention is to put my theoretical model in practice in my future research and thus further develop
the model.
Acknowledgements
Let's Play is managed by the Centre of Media Pedagogy, Faculty of Education, University of Lapland. The project team includes researcher Marjaana
Juujärvi, planning officer Suvi Latva and project manager Pirkko Hyvönen. Professors Raimo Rajala and Heli Ruokamo are responsible for the
group’s activities. The project is financed by the European Social Foundation, Lapland County Administrative Board and Lappset Group ltd. and
essential partners in cooperation with the Lappset Group as well as the Finnish State Technical Research Centre, Polytehcnic of Rovaniemi.
[http://www.smartus.fi] [http://www.ulapland.fi/mediapedagogiikkakeskus/tutkimus]
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INTRODUCING ICT IN HIGHER EDUCATION:
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2005 - NETWORK-BASED EDUCATION 14th-17th SEPTEMBER 2005, ROVANIEMI, FINLAND
Emotionality in TSL processes
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Intention, Imitation, and Common-Sense in Network-Based
Collaboration
Pirkko Hyvönen
Pirkko.Hyvonen@ulapland.fi
University of Lapland
Centre for Media Pedagogy (CMP)
P.O. Box 122, FIN-96101 Rovaniemi, Finland
Tel: + 358 16 341 341, Fax: + 358 16 341 2401
Esko Marjomaa
Esko.Marjomaa@joensuu.fi
University of Joensuu
Department of Computer Science
P.O. Box 111, FIN-80101 Joensuu, Finland
Tel: + 358 13 251 7947, Fax: + 358 13 251 7955
Evgenia Chernenko
echernen@cs.joensuu.fi
University of Joensuu
Department of Computer Science
P.O. Box 111, FIN-80101 Joensuu, Finland
Tel: + 358 13 251 7947, Fax: + 358 13 251 7955
Miika Lehtonen
Miika.Lehtonen@ulapland.fi
University of Lapland
Centre for Media Pedagogy (CMP)
P.O. Box 122, FIN-96101 Rovaniemi, Finland
Tel: + 358 16 341 341, Fax: + 358 16 341 2401
This article discusses network-based collaboration in teaching-studying-learning (TSL) processes. It clarifies
the background of emotional and social connections between students from perspectives of educational
sciences, philosophy, computer science, and neuro-sciences (MIT-research). Especially, on the theoretical
level, the mechanisms are explored which enable emotional and social connections, and shared intentions and
feelings in empirical research. Both the research of mirror neurons and the conceptions of 'common-sense' and
'mental infrastructures' offer explanation for 'meeting of minds' whereas 'augmented cognition and reality'
afford more possibilities for network-based collaboration.
Keywords: Network-based
augmented cognition
collaboration,
intentionality,
imitation
neurons,
mental
infrastructures,
1 Introduction
The meaning of common-sense as a contextual basis for collaboration and mutual understanding is significant; it is an
interconnected network of implicit beliefs about the world and our relations to it. We use common-sense every day in
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teching-studying-learning (TSL) processes, for it is a common background in interpreting others as rational beings.
Mirror neurons support our ability to "read one's mind" and empathise other’s emotional states; they foster high
learning levels, moreover their role is important behind-the-scene, where empathy, social skills, cultural rules and
deciphering facial cues are constructed by predicting, mimicking and understanding actions of others.
Mental infrastructures are highlighted in this article. Although all the people are not-alike and they think about
different things, they have similar mental infrastructures, they think in the same general ways, and their thinking shares
the general characteristics and structures of the human mind. This enables people to empathise and even understand
each other. The discussion about augmented cognition and augmented reality continues the topic of network-based
collaboration. Several methods of augmenting one’s cognition are considered in the article, as well as human’s
cognitive functions and technologies that are needed to extend human cognition. The concept of 'augmented reality' is
examined from two viewpoints: (1) classical approach that meets some difficulties while utilising it in network-based
collaboration, and (2) the conception of 'extended AR' that gives an opportunity to support people's collaboration in
network-based environments.
In the next chapters, we first examine the status of intentionality in distant tutoring. Secondly we discuss the imitation
based on the functioning of mirror neurons as one key factor in network-based collaboration and interaction. Finally
we clarify the meaning of mental infrastructures and 'augmented' cognition. By this article and these topics we find
answers to following questions: How do virtual university students judge intentions and feelings, how they assign goals
or beliefs to the others? By means of what do mental representations refer to something outside the mind? What is the
status of mirror neurons in network-based collaboration? What are the things called 'mental infrastructures'? Is it
possible to augment one's cognition? Is it possible to apply the concept of Augmented Reality (AR) for the purposes of
supporting network-based collaboration?
We find it important to discuss more closely collaboration and interaction in network-based settings because as both
teachers and students we have experienced that there are mechanisms that support collaboration and also construct and
maintain mental connections that require 'meeting of the minds'. In reading one's mind, the most essential factors are the
following ones: imagination, ability to empathise, and emotional reciprocity (c.f., Chayko, 2002; Damasio, 2000/1999.)
In the creation and maintenance of the socio-mental connections, the human memory and the experienced emotions are
central, because in network-based collaboration people bring about emotional states by means of different symbols,
pictures, rituals, speeches, texts, 'mental images', and, especially, thought. Within these emotions, a 'shared state of
feeling' is brought about, collaborators are supported (or, 'hold up'!), and their states of mind are being simulated. This
means that in dialog, the connections between distant collaborators are strongly both emotional and cognitive. (Chayko,
2002; Damasio, 2000/1999b; Siegel, 1999.)
One possible explanation for, or - at least - a sound basis for description of, the 'meeting of the minds' is offered by the
research of mirror neurons. Most probably, distant collaborators are able to emphasise by the means of mirror neuron
systems described within neurosciences and interaction research. In other words, they are able to consider situations
from another person's perspective and interpret and express bodily feelings via textual interaction, too. Important parts
of text based communication, besides written text, are qualities such as rhythm, intensity, nuance, and the length of
replies. (Lehtonen et.al. in print)
According to Auyang (2000), the locus of cognitive science is not mind but mind's infrastructures or mechanisms
underlying mental phenomena. Almost the same may be expressed by saying that brain processes are located on neural
level. Properly interpreted, results on infra-structural slowly enhance our understanding about human mind and neural
processes it is related to. Mistaking infra-structural processes for mental phenomena, however, leads to confusion and
obscurity. Further, we cannot hope to explain how mind emerges from the self-organisation of infra-structural
processes without clarifying what it is that emerges.
2 The status of intentionality in distant tutoring
In respect to network-based learning environments, it is important to carefully define the concept of 'intentionality'.
Logico-philosophical considerations of intentionality combined with socio-constructivism have effects on the practical
decisions of how to achieve co-operative zones of proximal development (ZPD) (Vygotsky 1978a) or scaffold learning
(see e.g. Bruner 1985; Wertsch 1985) in network-based surroundings.
Social interaction between learners as subjects and their intentionality takes place in groups, the members of which live
at a distance from each other. Just placing students in different groups does not guarantee collaboration as we very
easily may find it to be. Special support scaffolding is needed but still social interaction and its background processes in
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different levels of human activity will be the key to collaboration: if there is no social interaction, focused interaction
with the attending persons then there is no real collaboration (Garrison 1993). We take it seriously, that certain pitfalls
occur without careful scaffolding. These pitfalls in socio-constructivist network-based surroundings are, for instance,
taking social interaction for granted and restricting social interaction to cognitive processes (Kreijns et al. 2003). To
understand the process, it is important to understand that the interaction happens in system having multiple levels of
processes which may be understood only by seeing them as a hierarchical process where the deeper level success is a
base for higher level success and vice versa.
Scaffolding here shares the features of expert tutors: intensive interaction, rapid feedback, highly personalised and
situationally contingent guidance, encouragement and the elicitation of responses from the student in the form of
explanations, suggestions, reflections and considerations. Qualitative scaffolding, that emphasises the intentionality of
learner, avoids offering ready-made information, direction, error corrections or answers (Salomon & Perkins 1998;
Lehtonen et al. in print). Special attention is needed to pay on tutors' competence to motivate, recognise and understand
group processes and the qualities of linguistic socialisation in network-based environments.
The question concerning the status of intentions in teaching-studying-learning processes is "By means of what is a
mental representation or an 'interpretant' (Peirce) or symbol (Vygotsky) directed to something (or, 'referring' to
something)?" And the answer is "By some conceptual sub-model". According to Peirce, both sensations and concepts
are mental representations. The almost same idea has been defined also by L.S. Vygotsky (1978a) by defining symbols
and concepts as tools for mental activity, which may be constructed from external sources. As a matter of fact,
distinguishing between sensations and concepts originates from scholastic philosophy. Vygotsky's perspective is an
interesting one: he sees symbols and concepts as tools, as a mediating mean in a similar way we have tools for helping
us to act with the concrete world. In addition to described, it was probably Raymond Lull, who for the first time drew a
difference between intentio prima (sensation) and intentio secunda (concept). This paper will concentrate on the latter
notion combining it to Vygotsky's idea of symbols and concepts as tools for mental activity. We shall use the more
familiar term 'mental' instead of 'non-physical' keeping in mind, however, the essential difference between a concept
and its intension, the former belonging to the realm of 'transcendence' (or Popperian World 3) and the latter belonging
to the realm of mental phenomena (or Popperian World 2) (compare, esp., Marjomaa 2004; Popper 1992, p. 180 ff.).
In order to be able to clarify the status of desires and feelings in network-based collaboration we engage us to the kind
of a framework, within which an intention is interpreted as being a 'perspective' that consists of an intension (of some
concept, proposition, or structure as tools and non-psychical material for the activity) and a conceptual scheme
(composed of some interrelated concepts, propositions, or structures - see Marjomaa 2004).
3 Mirror neurons as one key factor in network-based collaboration
We are interested in the mechanism behind common-sense realism. What actually is this "sense"? How is it possible to
"read other's mind" or have mutual understanding with other participants in network-based learning, where interaction
is constructed merely by symbolic interaction ways, as by textual usage. How do virtual university students judge
intentions and feelings, or assign goals or beliefs to the other? Also cognitive empathy, correspondence in social
learning and social conformity are topic questions, which may be explained for some amount on the first theory level
by mirror neuron systems and mirror neurons. Even though mirror neurons are located in the central nervous system,
we consider students as intentional embodied subjects 'along the lines presented by Daniel Dennett (1996).
Mirror neurons were found in the 1990s by Rizzolatte and Gallese (1998) and their colleagues at the University of
Parma. Mirror neurons are called imitation neurons as well, for early findings, for these neurons explain monkey's
ability to imitate other monkey or the trainer. In brief, according to Motluk (2001) mirror neurons are active when their
owner performs certain task and same neurons fire, when their owner watches someone else performing the same task.
According to Wesson (2001) it also happens in the face-to face -studying context (cp. "joint attention" and "shared
feelings"). A student watches a teacher or when he watches another student in a co-operative learning setting, mirror
neurons must be active in a similar observation-execution matching system. When student watches another student
perform a task or even starting to perform that action, mirror neurons fire vigorously.
"To read one's mind" can be seen as a social ability based on deeper level internal personal brain functions, and, more
exactly, as the ability to comprehend, what other person thinks, what are his/her feelings, beliefs, intentions and what
are his/her actions of others. Anyway reading someone's mind, or a theory of mind, is an ability that we adult persons
have, and we are pretty good at representing the specific mental states of others. Motluk (2001) emphasises, that we are
able to understand complex mental states, too. When you hear, that students have missed their files, you share the hurt
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and harm. This means, that modalities, that make mirror neuron systems and mirror neurons to activate, are not merely
watching the real activity, but also hearing about episodes that has happened to another person. As for example
Damasio (2000/1999a; 2000/1999b; 2001/1994) states an imaginative reconstruction of actual happening will result a
similar type mental state as actual situation. This ability is engaged with common-sense realism, with second-order
representations and ability to make comparisons.
Mirror neurons support our ability to "read mind" and they foster high learning levels, moreover their role is important
behind-the-scene, where empathy, social skills, cultural rules and deciphering facial cues are constructed by predicting,
mimicking and understanding actions of others. During verbal discourse, even anticipating another person's words as
they complete a sentence seems to be associated with these neurons, states Wesson (2001).
The theory of Goldman is called "simulation theory" which construes mirror neurons based on the idea that people
understand what is going through the minds of others by mentally mimicking what the other is thinking, feeling or
doing - in essence, putting themselves in others' shoes. In interaction between the sender and receiver should be
common understanding about what's passing between them. Rizzolatti and Arbib (1998) agree, that mirror neurons
explain some features how this is achieved on neural level (Motluk, 2001). Ramachandran (2000) found that "denial"
syndrome or anosognosia is due to damaged mirror neurons (c.p. e.g. Damasio 2001/1994). As we adapt his words,
when a student wants to make a judgement about others student's movements, she/he has to run a kind of "mental
simulation" of the correspondence movements. Without mirror neurons it wouldn't succeed. Virtual university students
are running these "mental simulations" frequently, for they study physically separated, but are connected with different
kind of network-based environments.
The identification in any social learning presupposes a notion of correspondence between students. Nehaniv &
Dautenhahn (2002) offer the pattern as follows: if the demonstrator and imitator have similar bodies, e.g. are animals of
the same species, of similar age, and of the same gender, then to a human observer an obvious correspondence is to
map the corresponding body parts. Besides body parts, there is also obvious correspondence of actions. Furthermore
there is a correspondence in sensory experience: audible sounds, visible objects and colours and so on evidently seem
to be detected and experienced in similar ways. In our case, in the network-based learning environment each student
has continually both demonstrator's and imitator's role; student's bodies are similar and in addition to the structure, their
bodily expressions are all posed similar way – by textual telling. So far we know, that it is feasible mediate and
perceive bodily voices, especially intentions by that textual way. We'll carry on our research to find out which are those
various accurate bodily voices that are explained by mirror neurons.
Nehaniv & Dautenhahn (2002) ask, what should "matching behaviour" mean, when bodily correspondence is not
obvious? By bodily correspondence we mean social interaction of students that we consider as whole entities so that
mind and body are inevitable and inseparable from each other (Dennett 1996; Damasio 2001/1994). We don't interpret
the emotion and intentions posed in student's texts as physical fact, as if they were hidden at the bottom of
consciousness; rather they are visible types of behaviour. This behaviour (correspondence actions) reinforces the
coherence of students. Our conclusion is that conformity is strong enough to yield unpleasant arguments of occasional
student. Besides, solid social conformity may prevent developing fruitful dialogue among students.
4 The relation between mental phenomena and mental infrastructures
According to Sunny Y. Auyang (2000), the locus of cognitive science is not mind but mind's infrastructures or
mechanisms underlying mental phenomena. The almost same may be said by saying that the brain processes are located
on neural level. Properly interpreted, results on infra-structural enhance our understanding slowly about human mind
and neural processes it is related on. Mistaking infra-structural processes for mental phenomena, however, leads to
confusion and obscurity. Further, we cannot hope to explain how mind emerges from the self-organisation of infrastructural processes without clarifying what it is that emerges. By mental phenomena, we mean the activities described
by common-sense mental and psychological terms such as experience, feel, care, concern, recognise, err, believe desire,
think, know, doubt, choose, remember, anticipate, hope, fear, speak, listen, understand, and intend. Infrastructures
presuppose what they support; they are integral parts of a larger system where they play certain roles. Thus the mental
infrastructure presupposes the mental level. Cognitive scientists delineate infra-structural processes according to their
functions in mental life, such as their contributions to vision, memory, or speech comprehension.
Although knowledge about the mental infrastructure illuminates the structure of mind, its light is indirect. Infrastructural processes lack understanding and feeling. Therefore they are qualitatively different from mental processes
(c.f., e.g., Auyang 2000, Damasio 2001/1994). To explain mind directly, we have to show how the two kinds of process
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are causally connected, how a process on the mental level emerges from the self-organisation of many processes on the
infra structural level. Cognitive scientists call this the binding problem, which demands an account of how myriad
unconscious processes combine into the unity of consciousness. Auyang (2000) says that many "regard its solution as
the Holy Grail, as it will answer the question of how our mental and physiological properties are related. Unfortunately,
the knights are still out and it is unlikely that they will return soon with the Grail." On recent years some attempts have
been made to build a model of it. We refer especially to the work of Antonio Damasio (2000/1999a; 2000/1999b;
2001/1994).
In a previous study, Auyang (1998) found examples from various sciences showing that emergent properties are never
easy to explain, and the connection between levels is a bridge that requires firm anchors on both levels. In tackling the
binding problem, we have to first consider the problem of spelling out the basic peculiarities of the mental level. What
are the phenomena that we expect the science of mind to explain? To answer these questions, according to Auyang, we
must turn to our everyday experiences.
Scientists and folks in the street think about different things, but they think in the same general ways, and their thinking
shares the general characteristics and structures of the human mind. These characteristics, to which Damasio and
Auyang summarily refer as mind's openness to the world including the person's body, are the topics of their analyses,
because they provide the basis of a big picture of mind (Auyang 2000, Damasio 2001/1994).
Seeing, believing, hoping, and deciding are some of the most common mental activities that everyone engages in every
day. They are equally fundamental to empirical scientific research, where they are generally called observing,
hypothesising, predicting, and explaining. All cases share the common characteristics that our observations and beliefs
are mostly about events and states of affairs in the world that is physically outside us. It is common sense that reality
goes in its own way independent of our thinking, so that hopes can shatter and predictions fail. We are aware of our
own fallibility, so that we often doubt our eyes and judge our beliefs false. Scientists, too, as Auyang correctly notes,
make falsifiability an essential criterion of their hypotheses and theories. Auyang advocates common-sense psychology
and brings the cognitive science under everyone's consideration. People see; Cameras do not see but merely register
light. See, believe, doubt, hope, and act are parts of the mental vocabulary that expresses what most people mean by
mind and embodies common-sense psychology or folk psychology. Common-sense psychology is indispensable to
understanding of each other and ourselves; everyone knows and uses it intuitively. It is ordinary and not glamorous.
According to Auyang (Auyang 2000) as cognitive scientist and Damasio (Damasio 2001/1994) as neurologist, the basic
structures of our mind lies not in qualia or intelligence or feelings hiding inside the head nor located totally in brains. It
lies in the intelligibility of the brain and the whole body as part of the process as well as world and the encounterability
of objects. The double- or triple-sided structure that encompasses experiences and intelligibility, subjectivity and
objectivity, Auyang calls mind-open-to-the-world. It is what the closed mind lacks.
According to Auyang, openness is the mental capacity by which we experience things, care for other people, and turn
the blind and indifferent environment into an intelligible and meaningful world. Mind can be open to the world only
because it belongs to persons who are physically part of the world. People with open mind are neither pure thinkers nor
mere brains; they are fully bodied as Damasio states, manipulating things purposively and communicating with other
people through various physical objects, through physical media. Therefore Auyang maintains that the open mind
belongs not to the brain, not even to a person in isolation, but to a person radically engaged in the natural and social
world. The mental level where the mental phenomena occur is the engaged-personal level.
5 Augmenting human’s cognition and reality
In this chapter we examine augmented cognition and augmented reality. The word "augment" is used in cases where we
need to specify something that needs to be increased, incremented or supplemented. It is also used in the sense of
"strengthen" or "reinforce". Speaking about cognition, the term "augmented" implies spreading or extending human's
perception of the world. The concept of Augmented Reality gives the technological basis for extending the reality that
is perceived by the person and can be considered like an instrument for augmenting human's cognition and like some
kind of facilitator that supports people's collaboration in network-based environments.
5.1 Augmented Cognition
According to L.S Vygotsky (Hung & Der-Thang 2001; Wertsch 1985; Vygotsky 1978a; Vygotsky 1978b) and
Schmorrow (2002), there are three basic methods of augmenting the human condition. As a species we have already
implemented two of these methods with varying degrees of success. First, humans began extending the body thousands
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of years ago by cultural inventions mediating means for human activity by material tools and purely conceptual tools as
concepts, models and theories. Extending the body started through the use of clothing, hand tools, vehicles, and
weapons. Second, humans began extending perception with eyeglasses, telescopes, and, more recently, with hearing
aides, cameras, electron microscopes, night-vision goggles, and now retinal and cochlear implants. But the conceptual
tools were as important as the material ones, the invention of technical means were much based on conceptualisation
and modelling technological processes and nature for building those technical means as well as conventional inventions
to use and understand those phenomena which could be seen by new means. However, it has only been within the past
decade that the technologies needed to extend human cognition, as well as conceptual means have emerged.
Augmenting cognitive functions such as perception, comprehension, insight, and memory overtly transcend the
traditional boundaries of the slowly evolving human mind and body.
Schmorrow & Patrey (2001) remind that one of the shortcomings of traditional human-computer interaction is its
failure to be tailored specifically for human cognition. Human cognition has particular virtues and limitations;
designing interfaces to maximise the virtues and bolster the limitations could produce substantial gains in information
management capability. These cognition-centric design principles strive to move beyond mere human-computer
interaction and towards human-computer symbiosis – a catalytic marriage between the heuristic-driven, contextsensitive powers of human cognition and the detail-oriented, data crunching might of computer computation.
This symbiosis becomes feasible due to progress made during the "Decade of the Brain" in expanding the
understanding of brain mechanisms and introduction of novel non-invasive assessment tools (such as fMRI), the
ongoing "Cognitive Revolution" in behavioural science producing advances in the science of problems solving,
reasoning, and decision making, and the growth of digital technologies in pure computing power, miniaturisation and
ruggedisation, data mining sophistication, and evolving advancements in robust input/output devices.
According to Schmorrow & Patrey (2001), these advances produce four significant content domains: multi-modal
interaction, shared context, interested management, and a new generation of human factors issues. Traditional computer
systems rely almost solely on visual information (with a meager auditory component) – future systems will be
inherently multi-modal, relying on all sensory and motor processing channels for receiving and conveying information.
Traditional computer systems also are restricted because humans and computers operate within different contexts –
computers are wholly unaware of cues that humans give the highest priority or how to capitalise on those cues to help
humans better process information. Similarly, computers lack the ability to truly 'serve' the user and determine what
information in an environment should be omitted, what should be highlighted, and what should be portrayed with
accuracy (and what determines sufficient accuracy). Finally, the advent of these new tools in the human and computer
domain requires a new generation of human factors design issues be addressed.
5.2 Augmented Reality as an instrument for augmenting the cognition
Augmented Reality (AR) is a technology that allows seeing objects in network-based surroundings superimposed on
real world objects (Augmented Reality 2004). The difference between AR and VR (Virtual Reality) is that VR
immerses user inside a virtual world that completely replaces a real one. In AR the situation is different: virtual and real
can be seen in the same space and ideally couldn't be distinguished (Bonsor 2001). Augmented reality adds graphics,
sounds, haptics and smell to the natural world as it exists.
Contemporary AR systems are able not only superimpose graphics over a real world in real-time, but also change those
graphics to accommodate a user's head- and eye- movements, so that the graphics always fit the perspective. There are
several areas where AR systems are used. They are collaborative work and design, medicine (e.g. surgery), education
tools, games, robotics (for remote control and maintenance), architecture and interior design, military applications
(battlefield AR systems – BARS) and some others.
There are three components that are needed for an AR system to work: head-mounted display (HMD), tracking system,
and mobile computing power. Consideration of each of them separately leads to understanding that in practice it is
quite difficult and even impossible to use such systems in supporting learning and human collaboration processes. The
reasons are the following ones:
1.
Need to wear displays. Advanced AR system offer its minimal-size approach like only eyeglasses (or even
contact lenses), but its cost is so high that it seems to be impossible to use it. Moreover, there are no
commercial products (at least now).
2.
Mobile computing power: there is not enough computing power in available now wearable AR systems for
creating 3D graphics.
3.
Low accuracy in registration (ability to view virtual objects from any point).
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4.
Bulky hardware (if you use HMD, cameras, pocket PC, … it's difficult to pay attention only on what you want
to do, but not on how to utilise all this stuff).
The idea is to extend the augmented reality concept in order to make it applicable for supporting people's collaboration
through network-based environments. The aim is to create such kind of interface that follows the person (but not vice
versa, when the person needs to reach the network-based environment in order to make the interaction possible) and
acts as a facilitator in any kind of task.
There is a variety of ways of using AR in a natural way for such kind of purposes. Keeping away from displays and
other wearable devices one can imagine the space with several special projectors that allow transforming any surface
into a projected touch-screen. People can interact with the projected image by only touching the surface. Users can
work together and looking on the wall or table or floor, or any surface they want. (Such kinds of devices are already
commercially available, e.g. Everywhere Display (IBM research, 2004) by IBM).
Another way of bringing AR features to collaboration process is to support the way of working and learning based on
user profiles represented in the form of Avatars (any kind of creature). Avatar features and representation can be
adjusted by the user; can be dependent on the user location in the world and inside the physical working space. Such
kind of user representation supports everybody's awareness about everyone who is "in process", i.e. about those who
are "in flow" and can support you in your work, your cognitive processes.
Such kind of features allows every participant to know at every moment what is happening in a network-based
environment even if she is not at her computer. People are immersed into the atmosphere of "everyone presence" that
motivates participation and stimulate community spirit.
6 Conclusions
In previous investigations (Hyvönen et al. 2003a; Hyvönen et al. 2003b.), we have shown that intentions and emotions
of virtual university students come across strongly and are easily interpreted even though the students are not face-toface, only 'the minds meet'. This means that we do not subscribe to the view that body language is not used in the
network-based learning although it cannot be seen. This kind of a 'meeting' is extremely bodily occasion, the affects of
which to motivation and progression (or, interruption) of studies can be clearly observed. For the 'meeting of the
minds', the students searched for a common context, which showed to be such as, for instance, the same kinds of
personal trait - we talk here about shared emotions. We found very interesting the feature that also the kinds of
'negative trait' such as, for instance, envy, served for a 'bridge' in the 'meeting of the minds' (Hyvönen et al. 2003a;
Hyvönen et al. 2003b).
According to Chayko (2002), the same place of birth, for instance, is sufficient for the connective factor. This shows
that the bridge for the meeting of the minds needs not to be relevant for the object of study nor in any ways 'current'.
Building up the 'bridge' is closely connected to the questions, to which we searched for the answers, in this article. In
this respect, the meaning of common-sense as a contextual basis for collaboration and mutual understanding is
significant, because as Forguson & Gopnik (1988) state, common-sense is an interconnected network of implicit beliefs
about the world and our relations to it. We use common-sense everyday in teaching-studying-learning processes, for it
is a common background in interpreting others as rational beings.
In this article, we have discussed neuro-biological explanation, especially the functioning of mirror neurons, which is
extremely significant in teaching-studying-learning processes in network-based settings, because their function is not
only the imitation of seen movements, but also the supplying of intentions, emotions, and social context from peer to
peer. In order to speak meaningfully of objective likeness of humans' intentions, emotions or of common-sense, we
need to form a compact conception of relations between mind, body, and the outside world including other bodies and
minds. In this article, we take Dennett's, Auyang's, and Damasio's conceptions for granted: although all the people are
not-alike and they think about different things, they have very similar mental infrastructures, they think in the same
general ways, and their thinking shares the general characteristics and structures of the human mind. This enables
people to empathise and even understand each other.
We find it relevant to discuss about augmented cognition and augmented reality because these conceptions allow the
considerations of new possibilities for collaboration and interaction from a new and fruitful point of view. We admit
that there are quite serious restrictions in utilising AR concept and technologies for the purposes of network-based
collaboration, but the AR approach we proposed in this article can be used successfully for the facilitation of networkbased interaction.
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In future, we’ll focus more closely on mechanisms on different levels. The first level is neural level where mirror
neurons have an essential role. The second level is the level of persons, where we are interested in their interaction and
in intra-personal experiences as well as in network-based settings. In addition, we'll carry on the research where we
consider the significance of emotions in teaching-studying-learning processes (see Lehtonen et al. in print).
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Learnt without joy, forgotten without sorrow!
The significance of emotional experience in the processes of
online teaching, studying and learning
Miika Lehtonen, Pirkko Hyvönen & Heli Ruokamo
Miika.Lehtonen@ulapland.fi
Pirkko.Hyvonen@ulapland.fi
Heli.Ruokamo@ulapland.fi
University of Lapland
Centre for Media Pedagogy (CMP)
P.O. Box 122, FIN-96101 Rovaniemi, Finland
Tel: + 358 16 341 341, Fax: + 358 16 341 2401
http://www.ulapland.fi/CMP
This article examines the significance of emotion for the processes of teaching, studying and learning. The
goal is to demonstrate on the basis of both theoretical examination and empirical data that emotional
processes are crucial for human learning and should be taken into account in online teaching and learning as
well. Emotional factors during studying influence in several ways whether one studies, how one studies,
whether one learns and whether one remembers what one studied. We also examine online group dynamics
in online teaching and studying from the point of view of shared emotional states and online conveyance of
emotions. Emotional situations related to studying are also examined from the point of view of cognitive and
emotional load and via the concepts of situational anxiety and situational pleasure. The examples in the
empirical data were collected during 2002–2003 from online courses of the Cornet project. The data was
analyzed by classifying the data referring to emotionality with nVivo program under special themes
described in this article. The data contain student essays “I as a learner” during the “Education, organisations
and culture” study unit (N=12) and students’ study-related email messages during the “Learning organisation
and small group dynamics” study unit (N=28).
Keywords: emotions, emotionality, feelings, network based education, teaching-studying-learning,
1 What do emotions imply in the processes of teaching, studying and
learning?
A feeling is a state of mind with a connection to both psychical and somatic experiences and strongly anchored in
physical experience and bodily feelings (Damasio 2001/1994; Ihalainen 2004). By emotion we refer to mental activity
that is comparable to perception, thinking, language and learning, which also produces feelings (Damasio 2001,
2001/1994; cf. Nathanson 1992; Tomkins 1962, 1963, 1991, 1992). Emotions are consciously or unconsciously
generated processes with negative or positive tone that help estimate the significance of situations and actions and their
value for one’s self (cf. information theory of emotions, Simonov 1981; cf. Nathanson 1992; Tomkins 1962, 1963,
1991, 1992). According to the contemporary view, emotional processes are located not only in the evolutionarily old
parts of the brain, the so-called limbic system, but emotions are found throughout the entire brain (Kernberg 1995;
Siegel 1999). One may claim that processes on the emotional level serve to give direction and impetus for such human
activities that appear rational. Studying via online networks is no exception to this. (Damasio 2001/1994; Ihalainen
2004; Siegel 1999). To quote Damasio (2000/1999b 257–258), the concept of consciousness can be reversed,
consciousness is a strongly emotional experience, a feeling of what is happening. Emotions are experienced as episodes
and mental states of various types, such as mood, happiness, sadness, hate or anxiety. A large number of emotional
processes are barely conscious or unconscious. (Damasio 2000/1999b; Oatley & Jenkins 1996; Siegel 1999). Emotions
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might be considered as processes, with identifiable stages: first events are evaluated for their relevance to what is
important to us, then follows an evaluation of the context – what can be done about the event (Oatley & Jenkins 1996).
Emotions may be seen as mental stages of readiness for action, setting priorities and prompting plans.
We see the human emotional activity in teaching, studying and learning (Illeris 2002; Uljens 1997) with the aid of
theoretical level structure construct based on multiple levels of observation. The emotionality is seen in it on five levels
of observation: 1.) The level of subject’s internal emotional neural mechanisms (neuropsychology / cognition science),
2.) The level of subjects’ emotional aspects of behaviour as a subject, 3.) The social level of shared feelings and
emotionality as subject as a member of groups, in joint attentions, 4.) The emotionality in cultural level and 5.) The
emotionality in inter- or transcultural level in global-level social interaction between teachers, students and learners
with different cultural backgrounds. These highest levels are not more discussed in this article. (see Tella et al. 2004;
Lehtonen et al. 2003; Lehtonen & Vahtivuori 2003; Uhari & Nieminen 2001.)
The crucial importance of emotions and social cognition for interaction and collaboration is obvious (Bion 1962;
Damasio 2000/1999a, 2000/1999b; Pitkänen 2003; Siegel 1999). A person’s emotions and the so-called manifestations
of embodiment may be seen as significant factors for the processes of teaching, studying and learning as well. Emotions
and the tendency to assess experiences on the basis of how pleasurable or disagreeable they are (for more detail, see
Siegel 1999; Simonov 1981; Sinkkonen & Kalland 2001) are not only background factors for inclination to study and
motivation but also directly bear on how one studies, what one studies, whether one learns anything an whether what
one learns is remembered (Damasio 2000/1999a, 2000/1999b; Pitkänen 2003; Siegel 1999; Virsu 1995). The body, the
brain, the intellect and emotions are inseparable parts of us. The physiological-psychological activities labelled as the
mind are generated in a functional whole of the body and its environment, not only in the brain or data processing.
(Alanen et al. 2003; Damasio 2000/1999a, 2000/1999b; Dennett 1996).
Social interaction on the level of feelings, online group dynamics and the manifestations and interpretations of
embodiment must all be paid attention to when planning for online teaching. The present interactive facilities, being
mostly text-based, place great demands on interaction. Both the technology used and teaching and studying
arrangements influence what emotions are evoked and conveyed by studying and what students experience. Online
studying, on the other hand, entails protection afforded by technological conveyance, an option to withhold one’s true
feelings. This experiential emotional protection may also make collaboration on the level of feelings easier in a group
and lead to extended openness, even to an extent rarely encountered in personal interaction.
How are social activity, social ties and communities created when the participants do not meet each other? Personal
interaction is not always necessary for establishing social ties but what is necessary is reading or understanding, by
various means, the minds of others online, a meeting of the minds. Imagination, the ability to empathise, entering into
another person’s role and emotional reciprocity are essential factors in mind reading for generating a shared mutual
emotional state. (Chayko 2002; Damasio 2000/1999b). How is an emotional and social connection made and
maintained in online studying? For creating and maintaining socio-mental connections, human memory and
experienced emotions are crucial. When interacting, participants evoke emotional states through various symbols,
pictures, rituals, spoken sentences, written texts as well as through mental imagery and thinking. These emotions serve
to create a shared emotional state, “carry” the other participants and simulate the states of mind of others. For
generating socio-mental connections, people utilise a human mode of action called embodiment. In a dialogue, namely,
one not only interacts with information but also on the individual level as a member of a group. The connections are
strongly both emotional and cognitive. (Chayko 2002; Damasio 2000/1999b; Hari 2003; Ihalainen 2004; Siegel 1999).
Both attachment relations research (e.g. Simpson & Rholes 1998; Sinkkonen 2004; Sinkkonen & Kalland 2001) and
neuroscientific research on emotions (e.g. Adolphs 2002; Borod 2000; Pitkänen 2003; Siegel 1999) and mirror neurons
(e.g. Gallese & Goldman 1998; Pitkänen 2003; Wolf et al. 2000) provide a possible explanation for the meeting of the
minds. Presumably, the participants are able to empathise through interactive and attachment relations experiences in
childhood and through the emotion and mirror neuron systems, as described by neurosciences, i.e., can examine
situations from the viewpoint of others and also interpret and express bodily expression through text-based interaction.
Important elements of this communication, in addition to written text, are the other qualities of text-based
communication, for example, the rhythm, intensity and tone of communication and the length of replies. In each case of
different multimedia communication, different options come into play, with voice over IP giving such communication
extra dimensions and IP videoconferencing its own, particularly in the domain of nonverbal communication (see more
e.g. Lehtonen et al. 2005). In addition, communicative proficiency and learned skills in using these tools for conveying
one’s communication have a major effect. (Gallese & Goldman 1998; Haapasalo 2001; Hari 2003).
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In addition to the concepts of interaction and emotion, it is necessary to examine the concept of learning process. We
define learning as a long-term change of knowledge, skills and practice that is based on alterations in the neurological
system (c.p. Virsu 1991, 1995). In this connection we separate the concepts of teaching, studying and learning (Illeris
2002; Uljens 1997). Teaching and studying are activities whereas learning itself, as a neuropsychological and
neurobiological event, is connected to this process as an expected outcome of activity that is separate in time (Lehtonen
& Vahtivuori 2003) because permanent learning requires that the brain has time to reorganise after studying (Haapasalo
1993; Virsu 1991, 1995; Hari 2003; Virsu & Haapasalo 2001).
It is not possible to offer a functional online study unit that is appropriate socially, cognitively and emotionally by
applying only traditional methods, for example, transferring lectures and individual traditional tasks on the network
(Ruokamo et al. 2002). Learning is engendered in network environments and elsewhere but only through students’ own
activity, with a significant role played by related cognition, emotions, social practices and culture (Illeris 2002; Tella et
al. 2004). In addition to individual activity and the related emotions, it is vital to (Illeris 2002) learning processes
(Hakkarainen et al. 2004; Lehtinen 2003; Mercer 2000/2003). It can be stated that the emotions and shared emotional
states manifested in social-level activity and computer-aided online interaction both unite and divide people. Feeling is
one of the few things that a person can, in the last analysis, share with another person (Damasio 2000/1999b; Siegel
1999; Tamminen 2004). Moreover, a Connet student in our data during the Education, organisation and culture study
unit wished to share an emotional state when beginning a new course. “The links seemed to have a connection to
Socrates, maybe I can return to the topic after I’ve checked it out, it would be nice if someone else would be excited
about it too!” (Student 1.) Then, the challenge for teachers and teaching is organising online activity, i.e. teaching, so
that it engenders and nurtures lasting learning, where the significance of emotion needs to be taken into account both on
the individual and group level..
2 Embodiment is knowing, feeling and interaction
By embodiment, we refer to an entity of experience and interaction that contains the forms of embodiment, embodied
cognition and act of embodying (Damasio 2001/1994; Hirose 2002; Hyvönen et al. 2003; Hyvönen et al. 2003). In other
words, knowing and feeling are experienced in the entire body, and the body also serves as an interactive system that
receives, interprets and conveys information. The manifestations of embodiment relate the emotional state and the
experiences of students and their desires and intentions in the processes of teaching, studying and learning (Damasio
2001/1994; Hyvönen et al. 2003; Hyvönen et al., 2003).
It illustrative that, in the “I as a learner” essays (N=12) by the online students of the study unit “Education,
organisations and culture” in the Cornet project of the Finnish Virtual University that comprised our data, scientific
goals were also expressed as emotional goals, as demonstrated by the following example. “I think it would be even more
interesting to know how I could learn to have real peak experiences in science and my studies as well”. (Student 2.) The
students’ expressions involve both emotions and rationality, which are not opposites (Damasio 2001/1994; Sweller &
Chandler 1994). Embodiment and its emotion have frequently been decontextualised in online teaching and studying,
perhaps partly because cognitive and constructivist views and the related view on knowledge almost exclusively
emphasise knowledge and knowledge construction that is separated from emotion. Views on learning hardly bring up
personal knowledge, whose existence, transfer and interpretation are embodied, individual personality or personal life
situations. Has decontextualisation been influenced, along with the proliferation of online teaching, by a restricted view
of the learning environment? When discussing online learning environments (Tella et al. 2004), one must remember
that the environment always is a physical, psychical, social and cultural whole and a cognitive-emotional model of the
mind that is generated through personal interaction and enables the participants to produce culture, feel joy and
frustration and interact with each other and their environment. (Hyvönen & Juujärvi 2004).
In connection with cognition, embodied cognition and act of embodying, brain researcher Antonio Damasio
(2001/1994) states that emotions should be included in the concept of the mind. Yet many scientific descriptions of
cognition fail to account for them when analysing cognitive systems. Emotions are frequently viewed as fuzzy matter
that cannot share the stage with thoughts and tangible content. The view that removes emotion from the mainstream of
cognitive science has its counterpart in the field of traditional brain research – and, we believe, in the field of learning
research. (Damasio 2001/1994). Nevertheless, emotions are as cognitive as any other observable content of the mind.
Emotions represent an individual-level system that provides us with valuable information about the state of our own
bodies and the relationship of ourselves and our bodies with ongoing activity (Ihalainen 2004; Siege, 1999; Simonov
1981, 20–28), such as studying. How this activity proceeds is largely guided by emotions. (Burkitt 1999; Damasio
2001/1994; Siegel 1999). We always assess, in all activity, our knowledge and acts also emotionally, even though we
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
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do not always notice it. However, emotional assessment can be perceived, for example, in the following comment by a
student. “I feel that what is involved…”. The system of emotions is, according to Damasio (2000/1999b), a largely
unconscious yet important subsystem of our thinking. Simonov (1981, 28) states in his information theory of emotions:
Emotions are the integral parameter, which is the basis for decision-making. Emotions reduce all variety of purposes in
their simplest forms into only two of them: achievement of positive emotions and elimination of negative emotions (cf.
Damasio, 2000/1999b. 41).
3 What are situational anxiety and mental load?
Situational anxiety is an emotional response to a situation that is perceived as too rapidly changing, difficult and its
characteristic features. Anxiety may be seen also in relation to fear; those may be seen in a way compelling feelings
(Thompson & Madigan 2005, 162; Huttunen 1997; Nathanson 1992). In strongest forms situational anxiety is
sometimes replaced by situational fear and avoidance toward the whole activity or situation (Thompson & Madigan
2005, 162; Huttunen 1997; Nathanson 1992).
A concept developed by us, situational pleasure, in contrast, may be understood to be the opposite, an emotional
response to a situation that is experienced as easy or pleasant (cf. flow Csikszentmihalyi 1992). Mental load as a
concept has been derived from Sweller’s theoretic model of cognitive load (Chandler & Sweller 1991; Sweller &
Chandler 1994) by supplementing it with emotional load. Mental load implies an excessive burden in relation to a
learner’s emotional and cognitive resources that is caused by the structures and activities of study-related equipment
and materials, which diminishes learning capacity. A part of this load is due to learning of the issue being processed and
a part to concurrent effects of negative emotions. (see e.g. Thompson & Madigan 2005)
3.1 Situational anxiety and situational pleasure
Feelings of fear and helplessness and experiencing a situation as threatening inhibit learning. On the other hand, the
situation itself may be remembered well but what one attempted to study during it is often forgotten. Indications of this
have been found within neuropsychology, in particular. (Booth-Butterfield 1988; Cahill et al. 2001; Damasio
2000/1999b; Virsu & Haapasalo 2001). Situational pleasure, i.e., positive emotional substance that is evoked in a
situation of learning or other activity, has an effect of supporting, even enhancing, remembering, cognitive functions
and learning. (Damasio 2000/1999b; Virsu 1995). This is utilised in different areas, for example, in the entertainment
industry where the activity itself is entertaining. The pleasure provided by the senses
and embodiment is an important element in the contexts of learning.
Also text-based interaction affords situations of pleasure. In the following quote, a student searching for materials for
his assignments shares through email his joy that was evoked in the domain of music. “It’s a done deal. I’ll start typing
once it’s evening. – I just found a few songs of my favourite band on the net and I can’t help spreading the good news
around.” (Student 3. Email.)
The above quote also relates how a feeling of solidarity may develop. According to Chayko (2002), it develops from
pleasure, which proceeds from a shared emotional state when participants realise that they enjoy the same interests or
find that they were born in the same city, etc. The interpretations of similarity may be erroneous yet they engender
positive emotions and solidarity. (Chayko 2002).
The fact how easily situations are felt to be a burden or a pleasure is also influenced by the student’s earlier experiences
and attitudes. In the following, a student relates the significance of emotions and expectations and brings up the manner
of interpreting and experiencing integral to his own model of the mind. “Feelings and expectations too are crucial for
the learning process and have an effect on what and how I learn. As a learner I could symbolise myself as a round red
ball. Red because I have a positive attitude, which usually has made learning pleasurable.” (Student 4.)
In the following description a student demonstrates the power of emotions and mood in the context of studying. An
irritated and frustrated mood lingers about the text. According to the student, a teacher’s patronising manner in school
expressed underestimation of learners, which affected his mood, behaviour and studies. “– but in retrospect, in
comprehensive school I worked hard and needled teachers whenever they had a patronising attitude toward students. In
gymnasium, after teacher authority slackened and the learning environment became uninteresting I ended up being
expelled from the majority of biology, psychology, geography and English courses because my criticism reached a peak
that was disturbing. – When we were taught the dates of the Second World War, I was reading about the massacre on
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the Tien-an-Mien square and was moved to tears.” (Student 5.) Whether this had an effect on learning in the end,
cannot be concluded from the description.
The significance of situational anxiety and fear is revealed in its extreme form when a person faces a threatening
situation and concentrates on repulsing danger or escaping to safety. Another outcome may be passivity. Such situations
are often accompanied by neurological and hormonal responses, for example, perspiring hands and stuck thoughts.
(Adolphs et al. 1995; Cahill 1998; Siegel 1999). Under these conditions one is strongly controlled by emotional
assessment and relatively rigid action patterns instead of flexible creativity and conscious problem solving (Siegel,
1999).
It has frequently been observed that the reactions caused by emotional assessment and situational anxiety have effects
that inhibit studying, learning and remembering, as well as being linked to study avoidance behaviour (Farnill 2001;
Griffin 2000; Siegel 1999). Situational anxiety disrupts studying, especially when one studies something for the first
time, and may lead to study avoidance behaviour (Oatley & Jenkins 1996), for example, dropping an online course. In
later stages of studying, however, challenges or situational anxiety arising from a learning topic or problem may also
have positive effects. In the following, a student describes an insurmountable situation caused by a study unit where the
only solution was to leave off the unit. The quote also describes how the expectations and experiences of online
studying do not always coincide. “This simply won’t work at all now … online studying takes up three times as much of
energy, time and effort as regular studies. I don’t have any other option left except to drop out of it all.” (Student 6.
Email.)
3.2 Mental load
Mental load has a crucial effect on alertness and selective attention. For example, an excessive load, deficient materials,
equipment or navigational structure or incompetent use of hypermedia may, along with the load caused by subject
matter, lead to rapid exhaustion and scattering of selective attention, which is important for studying, towards multiple
targets. Moreover, excessively low demands of the subject matter may reduce alertness and diminish motivation (Virsu
1991, 1995), as told by a student (7.): “I’m restless because I’ve got a short attention span and easily get bored if
learning fails to motivate me. I’d rather have an excessive challenge – the easy stuff doesn’t appeal to me.”
Poor network orientation, study counselling and ambiguously compiled and expressed information about study content
and goals can cause excessive load and apathy, even though such information is intended to help perceiving cognitive
structures. The following quote is by a student who reflects on why students fail to benefit from the study instructions of
online teaching. “The instructions are too long. On the Internet people realised ten years ago already that people
always ask the same questions no matter how thorough the FAQ is. This “defect” in those asking the questions is so
common that we can’t perform massive brainwashing but need to do something about our materials. … But it’s possible
to add to confusion. Even a little ambiguity increases the risk of confusion. The control is over there where the material
is produced, not where the students are.” (Student 8. Email.)
Furthermore, acquisition of study materials appears to cause what is felt to be an extra load. “Myself, I spent last week
fishing for books and what a gloomy experience it was.” (Student 9. Email.) “In any case, if you haven’t even seen the
books it’s awfully difficult to know how to write or present anything. If I can’t soon come up with a way to deal with this
smartly without burdening the rest of the group, unfortunately I may have to stop this…” (Student 10. Email.)
A crucial factor for mental load is time management. Maintaining the pace on a course designed with a fixed schedule
may entail problems. This causes anxiety to both the student and the group. The first of the following quotes is from a
message by a student where he reports why it has been impossible for him to be active during a study unit. The second
quote relates the life situation in which a student attempts to study. “Now I’ve got to send something so that the gang
would believe I still exist. I’ve had many things, war wounds…– Was there deadline for deciding on topics? (Now it
comes out how poorly I’ve been involved, I’m a little ashamed of myself…)” (Student 11. Email.) “I need to go again to
work today but I’ll try to get something done later in the evening.” (Student 3. Email.)
3.3. Factors affecting situational anxiety and mental load
On the basis of our empirical data it can be stated that what is essential in online teaching, studying and learning is that
the situation and the activity can be felt to be sufficiently secure. By the feeling of security we imply that a student can
rely on instruction and tutoring, technology, scheduling, interaction and peer groups. A secure environment encourages
unconventional thinking, creative practices and trial and error (Hyvönen & Juujärvi 2004; Siegel 1999).
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An online student must achieve a harmony with his internal qualifications and difficulties and the emotions that they
give rise to. Internal qualifications include goals, interest, motivation and will, i.e., volitional factors. Inner difficulties,
in turn, are related to beliefs about ability, attitudes and various fears. Examples of external difficulties include the socalled accessibility factors or gaps, which occur, for example, when a student does not have use of a computer,
necessary software or sufficient support, such as a support person. A significant external difficulty may also be
considered to be vague expectations of cognitive activity or online orientation: because of defective instructions or
tutoring the student is unable to perceive the entirety of action or content, its subgoals and subactivities. In addition, the
terminology used may cause perceptual gaps. “Getting lost” because of faulty orientation (Galperin 1989) is unpleasant
and often leads to intense situational anxiety and mental load with numerous consequences. External difficulties and
qualifications can be addressed by those planning for and offering study units. In an optimal situation, difficulties are
removed and qualifications reinforced so that teaching and studying can have potential to result in learning. (Hyvönen
2002).
In the following chapters we highlight the factors that are related to: 1. pedagogical models and guidance, 2. reliability
of technological solutions, 3. reliability of equipment and 4. content. According to our data and experience, these are the
most central sources of situational anxiety and factors that affect mental loading.
3.3.1 Pedagogical models and guidance
The structure, goals and methods of a study unit are usually described and introduced by using various online materials
and tools. Course planners are not necessarily qualified designers of online materials and tools or online material
producers qualified pedagogues. A student who has designed several web sites writes as follows: “How many online
projects employ a “real” professional? There are so many that feel they can produce material that is just fine after a bit
of training. The net is perceived too simplistically.” (Student 8. Email.)
The purpose of online instructions is to enable quick grasp of the structure of studying so that a student can
subsequently assess his own needs, goals and time management. If the tools and instructions are not clear enough
(improper orientations, c.p. Galperin, 1989 (Page et al., to appear), the student may try to find the fault in himself.
“There are many online students who can’t ‘cope with computers’. They may experience this as an oppressive failure. If
they are asked how well an online course functions, they may blame some problems on their own clumsiness and think
that ‘I should have managed it faster’ or that ‘it’s my fault’”. (Student 8. Email.).
Tutoring must always be reciprocal and tailored to each student’s needs. Students may feel that they are left alone with
their problems if tutoring is delayed or not available. Experience also shows that university students find it difficult to
organise groups on their own and that work that is intended to be collaborative will not automatically take place. “It
never became very clear how an online reading circle was supposed to be organised in practice.” (Student 12. Email.)
The significance of a general orientation period lies in the creation of a common ground (grounding process) (c.p.
Galperin 1989). This is the time when shared goals, rules, meanings, operational principles and fundamental knowledge
that are required of everybody will be created and clarified and the necessary tools provided (Mercer 2000/2003). A
shared basis of online orientation functions as a cognitive and mental framework between people and technologicallybased equipment. The creation of a shared basis particularly decreases mental load, situational anxiety and contributes
to the necessary feeling of security. Also modelling can be utilised to clarify a student’s position so that selective
attention and study processes will proceed optimally. Such models provide the student with a script and a pattern of
thought about what, how and when he should act.
3.3.2 Technological solutions
Situational anxiety and mental load can also be caused by the technological solutions for activity and interaction.
Related factors are students’ ability and inability to use information and communication technology and, for example,
difficulties in using applications needed for certain courses. The technology must be suitable and usable for a
pedagogical context (Mattus, 2004; Tella et al. 2004). For instance, two views have been expressed on the suitability
and usability of an online study environment that we have used. Students were critical of a tool that did not intuitively
correspond to user expectations about its logic of operation but, through its complexity and inflexibility, lead to
situational anxiety and desire to withdraw. The producers of the study unit defended the study environment on the
grounds that it taught students by forcing them to face problem solving, i.e., one had to solve the problems involved in
using the study environment in order to proceed. Problem solving, then, was seen as an element of the current study
unit. Consequently, the key issue is the ability to tolerate mental loading – how far will a student be able to progress in a
cognitively and emotionally taxing environment and to what extent does the actual studying of the content suffer from
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such an environment? An environment or a tool should not be a hindrance but rather an instrument for thinking and
problem solving (Fjortoft & Sageie 2000).
3.3.3 Reliability of equipment
Unreliability of the equipment in technological teaching, studying and learning environments, i.e., computers, networks,
operating systems and software, causes fear of failure. This was also revealed in a study on the experience of the aged.
An interviewee relates “And then the screen played whatever tricks, every now and then, out of spite, hah. But it did
swallow up my text many times and showed some crazy things on the display.” (Hyvönen 2002).
Technological problems can be diminished by improving the reliability of equipment under different conditions of use,
providing clear support systems for solving experienced problems and improving the usability of diverse equipment and
their suitability for teaching and studying practice. The online communication solutions of the near future, such as IP
multimedia communications, are valuable options because of their features that convey emotional factors more
comprehensibly. (Lehtonen et al. 2005). On the one hand, the equipment used for teaching and studying has significant
potential but, on the other hand, may give rise to feelings that students are unable to keep up with the development.
(Hyvönen 2002; Lehtonen et al. 2005; Virsu 1995).
3.3.4 Content
From the point of view of meaningful learning, the goal is offer, instead of make-believe assignments, challenges rooted
in real life and real problems to solve. A creative design project for the needs of an actual shipping company on a
Connet course is an example of a real-life assignment. The student needed to see where the outcome ended up and
whether it had an actual effect in real life.
A Connet student (13) brings up the significance of content while first reporting a failed studying and learning
experience at a mathematics lecture and then a successful experience on a psychology course: “I experienced lectures of
a very different type last autumn on a psychology course on new know-how and learning environments. We were
encouraged to discuss, we worked in small groups and we were able to choose the topic that interested us for our
essays. This course left a much more positive impression…”
4 Reward and feedback in online teaching and studying
Learning requires tutoring and other forms of feedback for both successes and failures. Goal orientation, situational
pleasure and a harmony of mental load, as well as the joy of succeeding derived from learning something new, enable
students to keep trying despite failures and occasional displeasure. Studying at the upper limit of one’s current skill
level, in the zone of proximal development [“at the ladder of challenges”] (Vygotski 1978), gives students continuous
feedback for successes and failures, which is essential for learning (Virsu 1991). Feedback provided by an actual person
or generated by a technological system is significant from the points of view of both motivation and actualisation of the
learning process. Giving feedback does not only mean one-sided commentary, on the contrary, it is an interactive and
embodied situation where emotions are highly significant.
Reward and feedback are two different things. Feedback informs whether the learning process was successful or not and
how the activity should be modified in the future. Reward, in contrast, is a form of feedback that offers a deeply
emotional experience in the form of pleasure. The systems in the brain that are activated by feedback or reward are
different. A reward modulates, i.e. guides, learning in the brain, as is currently understood, through emotional pleasure
mechanisms, such as the amygdala. Feedback, in contrast, activates pleasure mechanisms hardly at all. Feedback that
opens new views also supports learning new things and creative insight, which means that it also modulates learning
emotionally. Although rewarding schemes have an effect on the motivation to learn, one should note that the motivation
to learn is predominantly endogenous. How and what each person experiences as rewarding varies greatly. (Virsu
1991.)
A benefit of online teaching is the opportunity for quick feedback and interaction, for intense interactions. This
interactive nature applies also to the instruments of information and communication technology used for teaching online
courses, which at their best function as tools that support the student’s thinking and problem solving, as instruments of
thought (Lehtonen, manuscript). Students especially expect that online equipment and materials provide forms of
interaction that facilitate studying (cf. Prensky 2001). The most natural manifestation of interaction is a dialogue, in
some situations of online studying between a technological agent and an actual person. Interaction and activity in online
teaching are also defined by to what extent the student can influence the course of his studies via his own activity. One
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may also speak of social process-oriented and content-oriented, or data-oriented, online studying. Both are needed for
practical online teaching and studying, but a suitable balance must be found between the two. (Lehtonen, manuscript).
5 Conclusion
In this article, we have presented the connections on several levels whereby emotions are linked to learning in online
teaching and online studying. Emotionality is seen to influence studying and learning in this paper transdisciplinarily
simultaneously using different theoretical viewpoints and seen simultaneously on different levels of theoretical research
and understanding; beginning from the level of internal neuropsychological / cognition science emotional processes and
binding it together with the higher level theories of emotions and social cognition for human interaction and problem
solving on ICT mediated environments. The emotionality is seen simultaneously on personal and social (=interpersonal)
as well as in cultural and inter- or transcultural level. The perspective is seen to produce understanding where the micro
and macro levels theory of human emotional behaviour is been used to support each other’s. (see Tella et al. 2004;
Lehtonen et al. 2003; Lehtonen & Vahtivuori 2003; Uhari & Nieminen 2001.)
Studying needs to be meaningful and must produce activity that is emotionally and socially as well as culturally
appropriate on both individual and group level and takes into account student context, i.e., their life situation. The
emotional system has multiple effects, in addition to learning-oriented activities, on whether something is learnt and
remembered later. In online studying, the equipment used also provides challenges. The essential factors to be
accounted for in planning for and offering online teaching and studying include reducing the students’ mental load and
situational anxiety, which are influenced by several factors, to a sufficiently low level and creating and maintaining an
appropriate emotional environment. These will function not only as sources of motivation but also as supports of
learning on the level of neurological systems. A comment by a student (14) “I just love learning situations where the
separate pieces begin to form meaningful wholes in my mind.” refers to the assertion in the title of this article: learnt
without joy, forgotten without sorrow!
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New media and online video clips
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The Role of New Media in the Worldview and Activities of
Primary School Pupils
Osmo Sorsa
osmo.sorsa@espoo.fi
http://www.helsinki.fi/sokla/media/sorsa.html
University of Helsinki
Media Education Centre
P.O. Box 9, FI-00014
University of Helsinki,
Finland
This article focuses on the worldview of Finnish primary school pupils and on the role of new media in
forming their worldview. Children spend a great amount of their awake time with the stimulative world of
new media. Along with the more traditional communication channels, the Internet has rapidly gained ground
and has become part of children’s everyday lives. Communication on the Internet is mostly based on text and
visual objects. This holds true with the other means of expression in new media, such as games and mobile
technologies.
The aim of this article is to describe the role of new media in forming child’s worldview and its effects on
children’s activities. The theoretical background of this article is based on the analysis of the notion of
worldview. This notion is then operationalized with a structural model, which is expected to help us to
describe, analyze and understand the various facets of the worldview. Also, this article will describe the
world that new media is offering to us and in which children live today in an information society.
Keywords: worldview, the Internet, new media, communication
1 Introduction
The most powerful authorities outside school and far reaching format of communication are visual (Masterman 1991,
12). That was the situation 15 years ago. Children of today can have even more striking effect from digital media.
Visual message goes through a person’s intellectual reception more easily than written words and it’s emotional side is
stronger than text. When we add sound to a visual message – often music – we can assume, that the effect is growing
bigger and becomes more powerful.
According to Steinbock (1983) reality is not the flow of happenings. But it is neither given to the psyche of a spectator.
Reality is a process of growth. A little child is not living in reality (in symbolic order). His world is one of dreams and
wishes, an area of omni potency and threatening phantasies (imaginary order). The level of awareness is very primitive
with a person who is in a phase of development. The ground created to the conception of a critical view is at this time
in the very beginning. We can assume that it is difficult or even impossible to create a critical view to the model of
worldview that media offers.
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[online http://ktk.ulapland.fi/ISBN951-634-980-3]
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The authorities who control media have possibilities to set orders of importancies and also power and resources to offer
explanations and build their own versions of events. This article is taking a task to define the concepts worldview, the
Internet, new media and communication.
2 Aims
The aim of this article is to describe the role of new media in forming child’s worldview and also how it shows in
children’s activities. Modern technology and new media offer great amount of information to society. This article is
trying to describe how this information is forming the worldview of a child, who is the target of it all. How is this all
forming his awareness about himself and society around him. The intention is to have a study later and research the
formulation of the worldview of Finnish primary school pupils and look into the role of new media in their activities.
Children spend a great amount of their time with the stimulative new media. Along with the more traditional
communication channels the Internet has become more common and a part of everyday life. The communication in the
Internet is based primarily in text and visual objects. This holds true with the other means of expression in new media,
such as games and mobile technologies. The theoretical background of this article is based on describing the notion of
the worldview. This notion is then operationalized with a structural model, which is expected to help us to describe,
understand , and later analyze the various facets of the worldview. Also, this article will determine the world new
media is offering us and in which children live today. This world we can call information society.
3 Background
3.1 The Notion of the Worldview
In everyday thinking a worldview probably has a meaning of a picture, which illustrates the biological world around
people. There is some kind of a scientific worldview on the background. This brings along a complex and problematic
concept, because there is no common opinion of a scientific worldview (Helve 1997, 176). Scientific character in this
context means what kind of things belong to the worldview. One can explain this with the help of a scientific method
(Rydman 1997, 10). According to Georg Henrik von Wright (1997,19) worldview is an assumption of a certain period
or community outlook on birth of the world. It is also a construct of the world and comprehensibility of natural
episodes. It contains interpretationality and right way of living, too. Martin Heidegger demonstrates this matter with
making questions about supplementary concepts which are including this matter and their meanings. He answers
himself: - Worldview - what it is? Probably a picture of the world. But what does world mean here? And how about the
picture? World is a nomination to entity in its wholeness. (Heidegger 2000, 24). When we are talking about the
worldview we have to keep apart two very intimate concepts – a worldview and the view of life. These concepts are
often used parallel and often one on the other. After all these two concepts have their own identity. Their implications
are quite close. At least they are relatives. Sometimes we can separate these two concepts quite clearly. The result is
that view of life means something that one at the moment becomes conscious. It is explicit codified system of a
viewpoint, too. Worldview is more implicit (Manninen 1987, 22-26). One can see worldview as a part of view of life,
when the super ordinate concept is the view of life (Hirsjärvi 1984, 68; Niiniluoto 1984, 87). View of life insists active
taking of an attitude. The worldview is a ground structure, when consciousness of it can be more passive.
According to Juha Manninen (1977, 16- 17) worldview includes following concepts:
1.
2.
3.
4.
5.
time and space
birth of the world, supernatural and its impact , existence and – nonexistence
nature and man’s relationship to it, nature as a frame of life
the man itself, man’s relationship to others
urban structure, people, state and factors that define the course of the history
It is very difficult to create any sweeping worldview that is natural to every man. There are a huge amount of
worldviews, because it changes and emphasizes always due to different background factors. According to Helve we can
talk about different ideologically, religious and political accentuation to worldview and also some doctrine such as
materialism, Marxism, liberalism, catholism or Islamism (Helve 1987,13). According to before mentioned, we can
come to a conclusion that different kind of cultural factors have impact to formulation of the worldview. Every society
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creates its own culture (Dundes 1980, 91). Worldview and every category of it is a mental representation. World is
existing with linquistic and figurative symbols in our mind (Takala, A. 1982). We have to include norms of the society
in the worldview, too. They regulate foremost view of the world, which regulates our deeds (Hirsjärvi 1984, 66).
3.2 Worldview in this article
The structural model of worldview is the theoretical background of this article. Cognitive cycle, an observation process
model developed by Neisser (1976) and the model of worldview by Helve (1987, 1997) has been background to the
structural model with the theories listed ahead. The structural model of worldview is a gathering scheme. It is the
background, which is expected to help us to describe, understand and later analyze the various facets of the worldview.
In the centre of the scheme is the worldview of an individual. This is influenced by the structure of personality and age
by Piaget (1988, 23-24) and Bruner (1979, 1987 92-93). Other parts are based on gender (Garrett 1987), life
experiences – historical perspective, physical characteristics and intellectuality. We can see media, globality,
ideologies, society and ethnics in worldview offered by environment. Along with these ahead listed factors are science
and scientific worldview and religion and mythological conceptions. These factors belong to meta level.
The formation of a person’s ego and the structure of personality are based among other things on Bruner’s thinking.
Comprehension system been connected with the formation of a persons ego has an effect on the worldview (Rauste –
von Wright 1995, 145). Changes in worldview been based on age find an explanation among other things in the model
of periods of life by Piaget. Gender is a thing, which has not been very clearly in view with these clarifications of
worldview been cited in this article. In spite of that we cannot leave gender without attention when talking about
worldview. According Garrett (1987,vii) the impact of born as a male or a female is essential for the whole life. How
people consider and experience an individual, and how an individual considers and experiences others. These are one of
the things gender has influence on.
knowledge
worldview offered by
environment
media
ideologies
socialization
structure of the personality
globality
age
ethnics
gender
life experiences
society
believes
Figure 1. The structural model of the worldview
Life experiences of an individual produce the historical perspective. A person’s experiences during life he has lived
leave its own traces in worldview. Physical characteristics are in the centre through the life, because we live and
experience through our body. Our own body is focus of all experiencies and base we are in proportion to creatures
around us (Pesonen 1997 , 43) Our body is first and foremost the position for a person in the world and his first
situation in reality (Braidotti 1993, 171). Physical characteristics include persons fysical condition, health, fysical range
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and functionality of senses. Every one of these has an important part of how an individual can for example move from
one place to another. How he is comparative to other people for example with his fatness or thinness, tallness or
shortness. Health has an effect on every undergoing through change of emotions and possibilities body gives. Is it
possible to see or hear outside world surrounding us? Is there possibilities to move around and how? In spirituality
belong intellectual condition and intellectual awareness. Mentally ill person can not identifine world the same way as a
person, who doesn’t suffer from for example schizophrenia. Outside a person there are a lot of things that can have an
effect. They can be compiled in two main influences. Worldview has necessarily connection to reality people think is
possible. That is not been reflected in concepts usually used in studies. They have been reflected in representations of
worldview carriers (Knuuttila 1992, 33). Scientific worldview is offered by institutions like home and education mainly from school. Home and church offers religious worldview. Along with these strong parts media, globality,
ideologies, ethnics, culture and society offer their own worldview.
There are three figures, which clarify the relations between the different parts on the worldview. Figures 2, 3, and 4 are
made to explain which are relationships of the different opposite matters. These figures can visualize the strength of
categories of worldview in relation to opposite sector.
age
fycisism
gender
life experiences
Figure 2.
socialization
etchnics
globality
new media
Figure 3.
individual
believes
knowledge
society
Figure 4.
This is going to help in understanding the formulation of worldview. Each analyzed person can be placed in these
figures. The placing is based to analyzes which later can be made on the collected material.
3.2 New media
New media is a notion, which has been used in the need of describing intermediality in digital media. It has been made
able with the new technological innovations, such as digitality, networks and computer-mediated communication.
According to Heinonen (2002, 162) attempts to identifying new media through technical details is leading to a catalog
of new media features. Development gives us new features all the time. In the period of frantic progress of digital
techniques it is difficult or even unnecessary to define this kind of a concept through such devices. One use these
devices often different way designers are intended. All this because the need of creation . On the other hand it is very
difficult to approach new media only through old contents. Same contents can be performed through digitalization both
in old and new media. According Heinonen new media is a relative concept, which has several dimensions. New media
has become stable term and is very proper to describe the conversion of communication.
Computer-mediated communication is fundamental characteristic of the new media. According to Heinonen (2002, 167)
it indicates that digitally produced contents, which are mediated through network demands and makes possible new
kind of devices to both receive and produce messages. Digitalism, networking, simultaneousness, bidirectionality or
multidirectionality, updatability, interactivity and filtration with software and filters play a central role in new media
(Heinonen 2002, 161). This can be expressed that new media is always placed some ways in the same context with old
media. In spite of that we formulate the role of the old media and create new practices (Fidler 1997). Good example of
this is, when one uses old television documents in the Internet and mobile world. When we republish old television
news in video banks, we can give new possibilities to use old content in new way. This is possible with real-time video
flow in new and fast wireless connections. Is this already new media one might ask , when we are performing oldtime
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material through new devices? Text, speech and moving pictures have already been broadcasted in telephone- and
broadcasting networks a very long time. The Net has made able to transmit all these materials simultaneously for the
first time (Feldman 1997,3-8). When defining new media, it is important to notice the wholeness. New media is unity of
devices and new way of using content. One can always find new aspects in old material and their usage.
3.3 Children in the world of new media
The inner comprehensibility of the computer world offer children possibilities to solve more complex exercises than is
possible in physical world (Papert 1980, 130). This innovation of Papert can be used to outline a thought children use
computer playfully and without prejudice. When a child is working with a computer his work is merely playing. That
can be the reason why children manage to go through with more demanding things, which would be impossible for him
to do when thinking of his period of growth. According to Tapscott (1998, 3) children are using computers as earlier
generations played with toys. They use technology to playing, learning, communicating and making relationships with
other children. Similiar ways as children have always done. Nevertheless it can not be good thing for children’s social
growth not to have face- to- face contacts with other children. However the digital revolution has created children an
environment, which has dramatically changed and made the growth of a child faster. When they rather can have more
control on computers than use them passively, as a result it develops children faster than lifestyle earlier. In such
circumstances it is difficult for a child to have a control over the situation. Without any doubt there is a certain need for
grown up to take care of the situation. It should be good for a child to have different kind of ways to spend their
childhood. They should also have possibility to spend time without computers and the Internet.
Time children spend with new media is not always entertainment. There can be reading, developing skills, solving
problems, analyzing and evaluation. In the Internet children can pretend to be grown ups and try some of their thoughts
in practice like simulating real life of grown ups like children have always done (Tapscott 1998, 3 ). It is important for
children to work without control. Probably the feeling of the own control is one of the reason to make computer so
interesting among other things. With the children the technological and human orientation should be independent,
complementary and accomplished to each other.
Announcement, teaching and propaganda have always effect on the receiver of the message. If we keep the aims of
values without attention, we can define teaching and propaganda exactly the same way with the same words. Teaching
and propaganda are continuous processes of communication with or without linquistic symbols, where the sender of the
message has aim to have an effect on receivers knowledge, attitudes or behavior. This means in other words achieve
learning in cognitive, affective and behavioristic level (Mowlana 1997, 155). It is not necessarily easy to separate
propaganda from teaching in practice with methods we are using. Aims of the activity and acceptability of the deeds
will show the difference of these two things.
According to Tapscott (1998, 3) the Network generation refers to the generation of children, who in first years of the
new millenium will be between the ages of two and twenty- two. This includes children and youth who use digital
media very heterogenically. In other words the Net generation does not include only active Internet users. It also
includes people who use digital media every now and then. There are four statements about the Net generation
describing how they use digital media (Tapscott 1998, 4-5). Firstly the Net generation can use digital media as
entertainment. It is easy to believe and describes present situation well. A great deal of content of the Internet is some
kind of entertainment these days. Secondly the Net generation are using computer also for learning. This sector is
increasing all the time. On the other hand there is segregation because of inequalities in wealth and social background.
Next Net generation use computer for communication. Even in school pupils have different ways to communicate
through the Internet. They become used to that kind of ability to communicate. Finally Net generation is using computer
to buy things. We are still pioneering with trading things in the Internet, however this activity is growing continuously.
Music industry is a good example and one of the first to make money with network business. To download music there
is not so much illegal act as before. People use commercial servers, too. The global music industry is still struggling
with royalties and their own profit and have not been taken care of the Net music business seriously. Primarily smaller
music dealers and uncommercially organizations are distributing music in the Internet. Mainly Tapscott’s statements are
filled with techno optimism and are essentially from the nineties. There is still something valuable in his thoughts too.
Similar thoughts can be seen in other books and press. New media has many possibilities to give to the users and the
progression goes forward fast
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3.4 Communication and the new media
Tapscott (1998, 56) along with several other writers are arguing new media is more neutral than the old one when
talking about values. The reason for this is the interactivity. Even though this argument sounds very seductive, it is
important to take an attitude and think over it. Why would new media be value free only because it is interactive? The
illusion of neutrality can arise from the unwillingness to adopt a certain attitude towards moral and ethical choices
among Net users. They say everything is political. When an individual doesn’t take an attitude, that is political, too. As
a matter of fact very rare thing in the world can be value free.
Hypertextuality has always been combined with the computer media. This means the associative and linkage based on
analogies. Hypertextuality is at the moment still partly untrue utopia, but it could have potentiality to change the
structure of our worldview noticeably (Ylä-Kotola, M. 1999) From the postmodern point of view the concept of identity
has became more and more unstable. Due to the fact that the hurry, expanse and complexity of the development of the
modern society has been greater (Kellner 1998, 264). This can lead up to that the individual subject construed by itself
and made in the society of modern individuals, has been disappearing and collapsing. From the technical point of view,
one of the most interesting areas of development is called convergence. Several devices say television, computer,
mobile phone, camera, video and mobile network communication, are going to or already are combined in the same
device. It gives possibilities for a media machine, which is a metaphor for a metahybrid, enabled by the development of
the digital technology (Eerikäinen 1995,77).
According Fornäs (2000, 38) interactivity implies merely relationship between media and the user. The media itself can
not be interactive. Computer- mediated communication offers so many different potential operating procedures, that
they cannot be categorized as interactive across the board. The thing is that different technology includes altered ways
of interactivity potential. The same way as individuals have different ways of being inclined to interactivity when using
media textures. Different contexts have calls of a different grade to these interactive processes. The border between
interactive and uninteractive use of the media is blurred. This is the cause that the difference between producing and
receiving media grow dimmer. In spite of the fact that in some more traditional genres of the media they make very
explicit deal between receiving and producing. The two main courses in media of today are communication and
mediation (Tella 1998).
Mediation forces customers to make more choices. It makes necessary to use other media along using others and among
other activities (Fornäs 2000, 40). When media assimilates with the routines of the everyday life, firm determination of
boundaries between mediated and direct communication is going to be relative. With the term mediated often refers to
those human forms of communication, which are using those transitional or combining inside the communal
institutional technologically produced systems ( Fornäs 2000, 41). When making choices the user gives every time a
value to his selection. But before the product is in the hands of a customer, there has already been made several choices
when producing media (Masterman, 1991, 93).
Especially the youth is using media more often estranged or absent minded. Them media is forming uninterrupted
audiovisual landscape. They can not live without it, because it would be just like being without the clothes or other
visible evidence of their reference group. To get stimulation from the constant flow of the media time after time, it
seems to be important for youth and children to observe media casually or intentionally.
4. Conclusion
A child lives in a media intensive world. Environment gives lots of stimulus to a child and big part of it comes from
new media. To selecting things and interpreting them is characteristic to observation. Around us there is a huge
amount of information but the capacity of human data processing has its limits. One has to read and interpret media
actively. The weaker the ability to understand media messages is the bigger grows the possibility that media has
significant role in the content of the child’s worldview.
The worldview media offers is real from the medias point of view. Media can underline or be silent about things they
choose. Media can have strong influence on worldview. New media is actively building and performing reality. Because
new media messages are produced, it does not always mean media content is reflected from reality. In the democratic
world we can demand responsibility and different tasks from new media in addition to commercial rights it already has.
From the breaktrough of the Internet one has claimed there is lot of possibilities to everyday people to make an
influence on the form and content of the messages. It is easy to question it and change this kind of a claim to a hope.
The great amount of information makes the real interactivity quite difficult to put into practice.
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Time children spend with new media is in all probability increasing. Because of that it is especially significant to a
child to have possibility to form his own worldview filtering through his nearby people. So the picture of the world
surrounding children is not too oppressive.
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Successful and Unsuccessful Use of Online Video Clips in the
Stories of Teachers from the Viewpoint of Meaningful Learning
Päivi Hakkarainen
Paivi.Hakkarainen@ulapland.fi
University of Lapland
Centre for Media Pedagogy (CMP)
P.O. Box 122, FIN-96101 Rovaniemi, Finland
Tel: + 358 16 341 341, Fax: + 358 16 341 2401
This paper describes the results of the JIBS Joint Inserts Bank for Schools pan-European research project.
The aim of the research was to find out the teachers’ perspective on the use of online video clips in teaching,
studying, and learning (TSL) processes and to encourage educational workers to gain new perspectives
towards the educational use and production of online videos. The research questions were the following; 1)
What are teachers’ conceptions and beliefs concerning the successful and unsuccessful use of online video
clips in TSL processes, and 2) According to teachers’ conceptions and beliefs, can online video clips be used
to promote meaningful learning with respect to the six characteristics of meaningful learning chosen for this
study?
The research data was collected using the non-active role-playing method. The results confirmed that from
the teachers’ perspective, online video clips can be used to promote pupils’ active role and emotional
involvement in the studying and learning process. In addition, the constructiveness and individuality,
collaborativeness and conversationality, contextuality and guidance of the TSL process can be supported
with the online video clips. On the other hand, the unsuccessful stories were unanimous in their message;
using online video clips can still be a technically risky business. The results present challenges; we need to
support teachers by providing them with pedagogical models and encouraging actual cases of successful uses
of online video clips, pre- and in-service training, adequate support services, a more reliable technical
infrastructure, and easily accessible, high quality online learning materials.
Keywords: meaningful learning, online video clips, non-active role-playing method
1 Introduction
This paper describes the results of the JIBS Joint Inserts Bank for School pan-European research project. The research
project was part of the larger JIBS project [http://www.ebu.ch/en/television/co_production/jibs.php] during which an ecommerce website offering a large catalogue of short video clips for broadcasting professionals was created. The
partners involved in the project were the following public educational broadcasters: ARD/SWR (Germany), RAI (Italy),
TeleacNOT (Netherlands), France 5 (France), NHK (Japan) and YLE (Finland). In addition, involved in the project
were Scéren/CNDP (Centre National de Documentation Pédagogique, France), and British Film Institute (U.K.). The
University of Lapland/Centre for Media Pedagogy and the Catholic University of Milan were responsible for
conducting the pedagogical research. The project was partly funded by the European Commission and coordinated by
the European Broadcasting Union. (Longobardi 2004). This paper reports the research results that the University of
Lapland was responsible for.
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
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2 Research questions and data collection
The aim of the research was to find out the teachers’ perspective on the use of online video clips in teaching, studying,
and learning (TSL) processes (Uljens 1997) and to encourage educational workers to gain new perspectives towards the
educational use and production of online videos. The research questions were the following; 1) What are teachers’
conceptions and beliefs concerning the successful and unsuccessful use of online video clips in TSL processes, and 2)
According to teachers’ conceptions and beliefs, can online video clips be used to promote meaningful learning with
respect to the six characteristics of meaningful learning chosen for this study?
The research data was collected using the non-active role-playing method. The method consists of writing short essays
in which the subjects are asked to picture themselves in a certain situation that is described to them (frame story) and
then to imagine and write how the situation proceeds or what has happened before it. (A.Eskola 1988, 240). The method
can help to define the “situation logic” of interaction episodes. (A.Eskola 1988, 240-241, 251-252). The essays are not
necessarily descriptions of reality but descriptions of possible stories: descriptions of what might happen and what is the
meaning of different things. The stories that the subjects produce indicate what they know of different things. (J.Eskola
& Suoranta 2000, 114, 116-117). In the methodological field, the non-active role-playing method has been positioned
among the family of narrative research methods (A.Eskola 1997, 137).
In 6 of the countries involved in the project, the national JIBS member was instructed to select 16 teachers of pupils 713 years old for the research. The aim was to try to select mainly teachers that were known to be active and maybe even
innovative in their use of audiovisual material. 116 frame stories were mailed to teachers in Italy, France, the United
Kingdom, Germany, the Netherlands and Finland. Each teacher was to write a story according to either the positive or
the negative frame story version, which are presented below;
Teacher X is teaching the same grade as you are. One week she/he decides to use online video clips in
class. The use of video clips proves to be an excellent decision/a failure; the teacher is very
pleased/disappointed with the learning outcomes and encouraged/discouraged by this experience of
online video clips in teaching.
The teachers participating in the research were then asked to picture themselves in either of these situations and to
spend 20-30 minutes on writing an essay about what has happened before it. Altogether 78 completed stories, that is
67% of the 116 frame stories sent out were received. Italian teachers wrote both a negative and a positive story. In
addition, two stories were written collaboratively by more than one teacher. Out of these 78 submissions, 69
submissions were included in the analysis. The 9 submissions not included were written about the use of analogue
videos (n=6) or general teaching practices (n=2). One teacher mailed the frame story back with an explanation saying
that he couldn’t imagine the situation. The age of the respondents varied between 25-59 years and 68% of the
respondents were female.
3 Theoretical framework
On a general level, this paper builds on a constructivist view of learning (see e.g. Duffy & Cunningham 1996, 171). The
arguments of David H. Jonassen (1995, 2002; see also Jonassen & Rohrer-Murphy 1999); Heli Ruokamo (2000); Heli
Ruokamo et al. (2002, 2003; see also Vahtivuori-Hänninen et al. 2004); and Hannu Soini (1999) were selected for
producing six characteristics of meaningful learning processes. The arguments of Soini were selected because of his
emphasis on the role of emotions in good learning situations. This emphasis was not so explicitly expressed by Jonassen
and Ruokamo et al. Out of Jonassen’s seven and Ruokamo et al’s eleven characteristics of meaningful learning and
Soini’s six characteristics of good learning situations, six characteristics were selected. This choice does not imply that
the remaining characteristics were less meaningful. Instead, the time frame and resources of the JIBS research didn’t
allow for the analysis of the data with respect to the other characteristics. The characteristics are presented in Table 1.
According to these characteristics, meaningful learning is 1) active, 2) constructive and individual, 3) collaborative and
conversational, 4) contextual, 5) guided, and 6) emotionally involving and motivating. A more detailed discussion of
the characteristics is presented elsewhere (Karppinen 2004, to appear).
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Table 1. Characteristics selected from the characteristics of meaningful learning (Jonassen; Ruokamo; Ruokamo et al.)
and characteristics of good learning situations (Soini).
Characteristics selected
Jonassen (1995,
2002)
1. Active
2. Constructive and individual
Active
Constructive
3. Collaborative and
conversational
Collaborative
Ruokamo (2000),
Ruokamo et al. (2002,
2003)
Active and self-directed
Constructive and
cumulative
Individual
Cooperative and
communal
Conversational and
interactive
Contextual and situational
Guided
-
Conversational
4. Contextual
5. Guided
6. Emotionally involving and
motivating
Contextualized
Intentional
Reflective
Goal-oriented and
purposive
Reflective
-
Transferable
Abstract
-
Soini (1999)
Autonomy
-
Collaboration
Dialogue
Emotionally involving
Reflection and
feedback
Possibility to see
things from new or
different perspectives
The chosen characteristics provide a fairly wide and general enough perspective from which to assess TSL processes
within different subject areas. Meaningful learning should nevertheless not be understood as a learning process, in
which all of these characteristics are met all the time. Instead, if one ore more fail to occur, learning can still be
meaningful (see also Simons 1993, 292). Worth noting is also that the characteristics are often intertwined and in part
overlapping (see also Vahtivuori-Hänninen et al. 2004, 14) and should therefore be seen as flexible in their nature
(Ruokamo et al. 2002, 1680).
4 Results
The stories written by the teachers were firstly analysed according to the themes that could be found in them. The
analyzing of themes was guided by the notions of Yrjö Engeström and Reijo Miettinen (1999), David H. Jonassen and
Lucia Rohrer-Murphy (1999) and David H. Jonassen (2002) according to which classrooms can be treated as activity
systems consisting of different components, e.g. participants of the activity system and their roles, objects,, expected
outcomes of the activity, tools, community, division of labor and rules of the activity. After analyzing the themes in each
story, the frequencies were analysed and they are presented in Table 1. The frequency number refers to the number of
stories, which included a description of the theme.
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Table 2. Number of stories that included a description of a certain theme according to the frame story versions.
__________________________________________________________
Frame story version
Theme
Positive Negative
n=39 n=30
Tools
Technical issues
10
21
Online clip content:
interviews of experts
1
documentaries
13
9
plays, concerts
3
1
feature films
2
videos made by pupils
2
demonstrations
1
3
other
5
4
not specified
12
13
Teaching practices and expected outcome of the activity
Learning tasks
31
12
Mode of studying:
individually
5
3
in pairs
3
3
in small groups
1
1
whole class
7
6
Reasons for using online clips
35
18
Participants and community of the activity system
Teacher’s
technical skills
7
difficulties in guiding the pupils
6
preparation of the lesson
4
9
Pupils’
distraction during the process
active role
interest in the media
initial problems
32
28
15
16
4
8
2
Outside school contacts
6
5
Colleagues and other staff at school 8
7
____________________________________________________________
Type of online clip content, mode of studying, and contacts with the outside school environment, colleagues and
other staff at school include similar elements and appear more or less equally in frequency in both negative and
positive stories. Therefore they don’t seem to be decisive factors in determining whether the process proves to be a
failure or a success.
Secondly, the stories were grouped into different types by categories of the main reasons that turned the use of video
clips into a failure or a success. The stories were surprisingly uniform in this regard, and two basic types could be
constructed from both the negative and positive stories.
Technical issues are the main reason why the use of online video clips becomes a failure in most (n=22) of the negative
stories. The role of the teacher’s preparation is highlighted in several of these stories (n=8), making the message quite
clear; the teacher has done all that could be done, but technical problems are ruining his/her intentions. These technical
problems result in the pupils’ distraction in several of the stories (n=11) including a description of technical problems.
Technical problems are accompanied by the teacher’s lack of technical skills in some of the stories (n=5). Another
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type of negative stories, although less frequent (n=5), was a story in which the online clip content was the main reason
behind the failure (e.g. “not entertaining enough”).
Most (n=30) of the positive stories could be grouped into two basic types. In the first type (n=15), the interesting new
media is in itself able to capture the interest of the pupils, and in the second type the clips are successfully used to solve
two kinds of problems in class: 1) pupils’ motivation problem (n=12), or 2) technical problems with using the
TV/VCR equipment (n=3). The rest of the positive stories (n=9) are built on the same themes, although they don’t have
the exact same combination.
A more detailed description of the themes and types of the stories is presented elsewhere (Karppinen et al. 2004). What
follows is an analysis of the themes and types of the stories with regard to the characteristics of meaningful learning
selected for the analysis.
4.1 Active
For Jonassen, active learning means that learners are responsible for the result (1995, 60). Pupils are in the roles of
active learners, encouraged to ask questions, acquire and critically evaluate information and express new ideas and
models of thinking (Ruokamo et al. 2002, 1678). In addition, pupils are able to use different cognitive tools (e.g. videos)
actively in their learning environments (Jonassen 1995, 63; 2000).
Teachers included a description of different types of learning tasks combined with video material clearly more
frequently in positive (n=31) than in negative stories (n=12). Very often (n=11) the teacher used a combination of
different learning tasks and many (n=6) of these stories described the pupils and teacher involved in an inquiry-based or
problem-based TSL process. An unsuccessful use of video clips more often is given to mean just viewing the video and
not elaborating on it any further.
The pupils’ active role in the process was highlighted in 32 positive stories, whereas the number for negative stories
was only 4. Teachers are thus quite unanimous in their conceptions of what is essential in a successful use of online
video clips. The teacher was in the role of a “guide in the side” particularly in the positive stories describing an inquirybased or problem-based TSL process. Pupils in these stories were making suggestions on topics or studying methods,
thus taking part in some of the activities traditionally associated with the teacher’s role.
However, even if the interactive nature of online video clips has been highlighted by many educators (e.g. Marchionini
2003; Asensio & Young 2002, 10), most of the stories in this data don’t describe pupils interacting with the online
video, for example, by pausing or reviewing. Worth noting is also that in only 4 stories, pupils were themselves
producing online video clips, even if many educators and researchers have argued for giving pupils these possibilities
(e.g. Sintonen 2001, 90).
4.2 Constructive and individual
The constructiveness and individuality of the learning process means that pupils have individual learning styles and
strategies, and that studying and learning are always influenced by students’ prior knowledge, conceptions and interests
(Ruokamo et al. 2002, 1679).
In a large part (n=15) of the positive stories, the interesting new media (Internet) and the tools (video clips) can be
argued to be motivating in and of themselves. In some of the stories, the pupils’ enthusiasm is associated with being
able to work with media that is associated with fun and outside school activities. Using online video clips can thus be
argued to be constructive, since it builds on the interests and previous knowledge of the pupils. References to catering
for individual learning styles were nevertheless quite few, although the reported ability of video clips to capture the
attention of all the pupils in the stories can be interpreted as catering to different learning styles.
4.3 Collaborative and conversational
Working in learning and knowledge building communities makes it possible that pupils can exploit each other’s skills
and provide social support and modelling for other pupils (Jonassen 1995, 60). Different modes of studying were used
with equal frequency in positive and negative stories. The most popular mode of studying was the “whole class
together”, while studying the clips in pairs, in small groups or individually were described less frequently. Especially in
the positive stories describing an inquiry-based or problem-based TSL process (n=6), the pupils were described as
highly motivated and eager to find the answers, and the process is often a collaborative effort. The reported power of
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moving images to generate rich classroom discussions (see e.g. British Film Institute Primary Education Working
Group 2003, 14) was further confirmed by the data. According to the stories, a successful use of online video clips is
integrated with different types of learning tasks, for example discussions.
However, the widely assumed promises of information technology to help teachers and pupils to collaborate with fellow
students from different regions and maybe even countries (see e.g. Säljö 1999, 144-145; Cogill 1999, 99-100) are not
met in these stories. Out of the 65 submissions analysed, only one story described collaboration with another school
resulting from the use of online learning resources. Another interesting fact is that technical support personnel don’t
have any role in the process, although the need for technical support has been highlighted by many (e.g. Higgison 2002;
Inglis, Ling, & Joosten 2002). In the stories, the teacher is for the most part working solo.
4.4 Contextual
The contextual character of the TSL process was best seen in the content and topics of the clips. The clips were about
real-world situations or phenomena, that are difficult or even impossible to encounter directly, for example historical
happenings or periods, drum solos in rock concerts, birds and other animals, a day in the life of a secondary school
student in Latin America, erosion, dripstones, the sea, plays, formation of a drop of water, protected areas and natural
parks, the solar system, volcanoes and the mountains. In many of the stories, the online video clips are indeed used to
“represent and simulate meaningful real-world situations, problems or contexts” to cite Jonassen (1995, 61-62; 2000, 89).
4.5 Guided
The second type of positive stories was a problem-based story (n=12) in which the teacher’s reason for using online
clips was to solve a motivation problem in class; to get the class or even a particular pupil interested in the subject
matter and the study methods. Anderson's, Rourke's, Garrison's, & Archer's (2001) concept of teaching presence, and
especially its’ subactivities of designing the learning process and facilitating discourse (e.g. encouraging student
contributions, setting climate for learning, drawing in participants) presented real challenges for the teachers in these
stories. The guiding skills of the teachers were really tested as they “wracked their brains” trying to get the pupils
interested in the subject matter. In addition, some of these stories included teacher-student or teacher-class relationship
problems. Luckily, the use of online video clips proved to be a solution. The teachers in the stories involved the pupils
actively in planning the studying process or in the production of video clips. Getting the “bully of the class” to help the
teacher in using the clips or even recruiting him as the main character in the video clip production, proved to be a very
successful strategy. All in all, it seems that the clips functioned as a means to build a teacher-pupil relationship in an
almost impossible situation. One can’t help thinking how much these stories reflect the present reality, in which the
pupils can be more and more difficult to motivate and guide.
4.6 Emotionally involving and motivating
A growing number of researchers, especially educational psychologists, have argued that emotion is intertwined with
cognition, motivation and learning and should therefore be studied more systematically in classroom contexts (e.g.
Soini 1999; Meyer & Turner 2002; Op’t Eynde, De Corte, & Verschaffel 2001; Liimatta & Karppinen 2003).
Pupils’ interest in the media and as a result, their emotional involvement in the studying and learning process, was
evident in the positive stories. It was mentioned in 28 positive stories and in only 8 negative stories. In the stories,
pupils are watching the clips “with interest”, and they are more “attentive”, “focused”, “motivated”, “involved”,
“excited”, “enthusiastic”, even “elated” and “fascinated”. In some of the stories, pupils’ enthusiasm is associated with
being able to work with media that is associated with fun and outside school activities. Pupils’ positive emotional
involvement is, of course, beneficial for the learning process, but doesn’t in itself lead to better learning outcomes. For
these, different activating learning tasks, other learning resources and the guidance of the teacher are needed.
The effect of pupils’ emotions on their learning outcomes is highly subjective. Facing difficulties at an early stage of a
problem-solving task may result in hopelessness in one student, whereas another student may feel only a bit annoyed
and experience the difficulties mainly as a challenge. (Op’t Eynde, De Corte, & Verschaffel 2001, 160-162). Therefore,
it cannot be argued that experiencing negative feelings during some stage of the TSL process are necessarily a
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hindrance for learning. In this data, the negative feelings of the pupils (disinterestedness, boredom, restlessness) were
described as a starting point in the positive stories and as a result in the negative stories. Negative emotions in this data
thus served as a starting point for a positive process (see also Liimatta & Karppinen 2003). However, to find out more
about the dynamic and highly individual role of emotions in the learning process, in-depth study into the function of
emotions is needed.
5 Conclusions
Understanding the teacher’s perspective is crucial for understanding actual classroom practices, for example why
teachers are either willing or reluctant to use online video clips. The research results clearly shed light on the teacher’s
perspective on the use of online video clips in TSL processes. According to teachers’ conceptions online video clips can
be used to promote the six characteristics of meaningful learning chosen for this study, that is, pupils’ active role and
emotional involvement as well as the constructiveness and individuality, collaborativeness and conversationality,
contextuality and guidance of the TSL process.
The unsuccessful stories, on the other hand, are unanimous in their message; using online video clips can be a
technically risky business. In most of the stories, the failure in using online video clips was attributed either to technical
issues or unsuitable clip content. This may result from a self-protective attribution bias on the part of teachers. Behind
this self-protectiveness may be teachers’ concerns and fears, as well as feelings of inadequacy in the educational use of
information and communication technology (Rajala 2004). This presents a real challenge; we need to support teachers
by providing them with pedagogical models based on research, as well as encouraging actual cases of successful uses of
online video clips. In addition, both pre- and in-service training and adequate support services in the use of educational
technology are needed, not to mention the need to develop a more reliable technical infrastructure and easily accessible,
high quality digital and online learning materials.
This research process has further encouraged the study of the actual TSL processes resorting to digital or online video
clips and to a specific pedagogical model. Models that would seem to be especially suitable for using video clips to
support meaningful learning include for example case-based learning and problem-based learning. The TSL processes
should be studied both from the teachers’ and the pupils’ perspective, and most importantly, with regard to the actual
learning outcomes.
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181
INTRODUCING ICT IN HIGHER EDUCATION:
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THE CASE OF SALAHADDIN/HAWLER UNIVERSITY
2005 - NETWORK-BASED EDUCATION 14th-17th SEPTEMBER 2005, ROVANIEMI, FINLAND
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Designing and Producing Digital Video-Supported Cases with
Students - How to Make it Happen?
Päivi Hakkarainen
Paivi.Hakkarainen@ulapland.fi
Centre for Media Pedagogy & Teaching Development Unit
Tarja Saarelainen
Tarja.Saarelainen@ulapland.fi
Faculty of Social Sciences
University of Lapland,
Finland
This paper focuses on how a traditional lecture-based university level course on network management at the
University of Lapland was developed into a course in which the teacher designed and produced digital
video-supported cases with the help of students and both local and inter-university support services. The
cases functioned as the learning material for the students enrolled in the online version of the course. The
objectives of this project were to develop the teaching-studying-learning (TSL) processes used in Network
Management course in order to better support meaningful learning, as well as correspond to a) the
requirements in the working life, and b) the mobile studying possibilities afforded by the laptop computers
that every new degree student at the University of Lapland has been given a change to obtain. Designing and
producing digital video-supported cases with students has clearly proven to be a worthwhile project which
will also be implemented in the future realizations of the course. Collaboration with students and the support
services contributed to the teacher’s professional development, and with respect to students it turned her role
into that of an active co-learner. The teacher was able to evaluate how the method helped her motivate and
guide the students, improve communication with students, and reorganise study materials in an online
learning environment. The contextualness and activeness of the TSL process can be supported by the
method. For a more in depth assessment of how the method supports meaningful learning, the student
perspective is crucial.
Keywords: case-based learning, digital video-supported learning, e-government, staff development,
course development, meaningful learning
1 Introduction
This paper focuses on how a traditional lecture-based university level course on network management at the University
of Lapland was developed into a course in which the teacher designed and produced three digital video-supported cases
with the contribution of an extensive actor network, including the students. The cases functioned as the learning
material for the students enrolled in the online version of the course. This paper describes 1) the process of designing
and developing the course, and 2) both the local and the inter-university support services needed to accomplish this
project.
The objectives of this project were to develop the teaching-studying-learning (TSL) (Uljens 1997) processes used in
Network Management course in order to better support meaningful learning (Jonassen 1995, 2002; Ruokamo 2000;
Ruokamo et al. 2002, 2003; see also Vahtivuori-Hänninen et al. 2004; Soini 1999), as well as correspond to a) the
requirements in the working life, and b) the mobile studying possibilities afforded by the laptop computers that, starting
from 2004, every new degree student at the University of Lapland has been given a change to obtain for a single
payment of 300-600 euros. Out of the new degree students in autumn 2004, 85% have used this possibility. The use of
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
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laptops on the premises of the university is made possible by the wireless local-area network that was built during
autumn 2004. When used in a pedagogically meaningful way, the laptops can function as a tool for more mobile
studying and learning processes in which computers are used for collaboration and learning with a rich variety of
audiovisual learning materials.
Many reasons can be found for transforming traditional lecture-based courses into online courses. One of the most
important of them from the point of teaching public administration is the new form of organisations of the state that
integrates the interactions and interrelations between the state and the citizens, private businesses, customers, and public
institutions through the deployment of modern information and communication technologies (Schedler et. al. 2004, 5).
Therefore, the staff in public administration will need skills to operate not only in the Internet but in different kinds of
electronic environments. Actually, E-government is the most recent paradigm in the ongoing process of modernizing
public administration. If all of these interactions that are supported through E-Government are assigned to the areas of
the administrative procedures, four core elements for E-Government can be deduced: electronic Democracy and
Participation (eDP), electronic Production Networks (ePN), electronic Public Services (ePS) and electronic Internal
Collaboration (eIC). (Schedler et al. 2004, 23-24.)
Discussion about e-governance (Hyyryläinen 2004, 46) closely connects the Network Management course to the
modernizing of public administration because it focuses on cooperation among different actors in the service delivery
systems. Thus, case-based digital video-supported learning can even be seen as a necessary tool for teaching public
administration and management. Courses observing the changes in real working life and studies on the outcome of these
courses are important.
2 Network management course
The Network Management course is included in the final phase of Master’s studies, just before the students are
expected to go to their first workplace or return to working life. On completion of the course the students are expected
to be able to; 1) define a network as a structural and functional form of inter-organizational cooperation; 2) understand
how organizational management and leadership differ from network management and leadership; and 3) distinguish
different types of networks and understand their limitations. Learning objectives of the both versions of the course can
be divided into more specific subobjectives according to the cases that the course focuses on.
The above mentioned learning objectives fulfil the demands that are expected to be learned in this course from the
subject point of view. But there are also other objectives, which contribute to conveying the ideas of e-government
discussed in the previous chapter. These objectives are connected to the skills that are expected of students in working
life, such as social skills, self-expression skills, cooperative and interactive skills.
During the academic year 2004-2005 the course had two different versions. Designing of the first version of the course
was started in spring 2004 and the course was implemented in next autumn with eight students. These students
produced the digital video-supported cases for the online version of the course that was implemented during spring
2005. The students enrolled on the online course used the cases as their learning material. The cases presented in the
video were manuscripted and played by the first group of students and the teacher. The duration of the digital video
including three cases was one hour. For designing and producing one filmed case students received 2 ects credits. The
course itself was 10 ects credits. Nevertheless, it can be said that working hours were not counted.
3 Case-based digital video-supported learning method
For the Network Management course, a case-based digital video-supported learning method was deemed especially
suitable since understanding the subject of the course requires empirical examples which link everyday working life and
practices with theoretical knowledge. Actually, it would be rather strange if a teacher tried to teach management
behaviors, activating and mobilizing of network actors, without connections to real empirical cases. However,
collecting empirical cases is a very demanding and time consuming task to a teacher who usually has an extensive
experience after a long career as a researcher as well as a teacher. By producing cases together with students for the
purposes of online learning environment, a teacher might save time and while creating better facilities to save and
upgrade the material. New problems to be used as examples could be accumulated from the previous cases, and new
solutions could be modified as a solution. Therefore, a single case could be used to increase the learning material by
integrating new perspectives, problems, and analyzing methods into the case.
Finally, the learning material is easier to manage by the teacher. Advantages of using online learning environment
alongside lectures could be divided into three items from students’ point of view. First, students need more and more
working life skills, such as skills in information and communication technology (ICT), trained in small working and
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discussion groups in an online learning environment, for example. Second, access to material is easier for students.
They do not have to queue for books from the library because the various materials are available in the online learning
environment. Books can be substituted by other materials or books can be studied in different ways. Third, students
feel the learning material meets their requirements and interest better when they can study real-life cases and analyse
cases whose context is similar to their own experiences.
Cases are narratives, situations, or select data samplings that present unresolved issues, situations, or questions. Cases
challenge students to analyze, criticize, make judgments, and express reasoned opinions. Although the cases can be real
or invented, they must be realistic and believable. The included information must be rich enough to make the situation
credible, but not so complete as to close off discussion or exploration. Cases are important for bringing real world
problems into a classroom. They can be classified into open-ended or finished cases and into real-life or fictional cases.
The real-life cases can then be illustrated with original documents, e.g. news articles, videos etc. By investigating the
original documents the students can reflect on more than one side of a situation, making the arguments more complex.
(CIC Handbook 2004).
Constructivist educators have stressed the need to situate or anchor (CTGV-Cognition and Technology Group at
Vanderbilt) learning in authentic, relevant and/or realistic contexts (see Duffy & Cunningham 1996, 179). In
accordance with this line of thinking, David H. Jonassen sees contextual learning as that which resorts to learning tasks
that are either situated in meaningful real-world tasks or simulated through a case-based or problem-based learning
environment. Accordingly, one of the roles of technology in meaningful learning should be to function as a mind-tool
applied, for example, for: 1) representing and simulating meaningful real-world situations, problems, or contexts; 2)
representing the beliefs, perspectives, and stories of others; and 3) supporting discourse among pupils. (Jonassen 1995,
61-62; 2000, 8-9; see also Ruokamo 2000; Ruokamo et al. 2002, 2003; Vahtivuori-Hänninen et al. 2004).
The potential of video for providing the context, or a starting point, for learning has been promoted by many educators
and researchers (e.g. Silander 2003, 70-71). The CTGV (1991, 1993) has stressed the meaning of video materials for
generative learning environments, i.e. environments that include an emphasis on in-context learning organized around
authentic tasks often involving group discussions. The theoretical framework behind the work of CTGV emphasizes the
importance of anchoring or situating instruction in meaningful problem-solving contexts. These anchors illustrate
problem-solving situations for pupils and therefore function as important tools for learning problem solving.
Especially in the field of complex and ill-structured domains, such as business, law, and medicine, case-based
hypermedia products, including video, have been considered a well-suited tool for teaching and learning (Koehler 1997,
1638; Naidu et al. 1999). Similar case-based approaches taking advantage of video clips have also been reported in
conjunction to training physicians (e.g. Wiecha et. al 2003) and teachers (e.g. Horvath 1998; So & Pun 2002).
4 Actor networks needed to design and produce the cases
The traditional roles of teachers and other staff are changing, with new roles emerging and boundaries being redefined.
Few individuals are likely to have the full combination of skills required in online teaching. This means that
collaboration and teamwork become essential elements in any development. (Higgison 2002). As Inglis, Ling, and
Joosten (2002, 108-109) point out, the zones of expertise overlap and each specialist requires the contribution of the
others: “Technicians need a feel for pedagogical principles, teachers need a feel of the possibilities and limitations of
technologies” (see Figure 1.).
Expertise in
information
technologies
Expertise in instructional design
Subject expertise
Figure 1. Overlapping zones of expertise in online teaching following Inglis, Ling & Joosten (2002)
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When designing an online course, it is very helpful if the teacher has at least some familiarity with the possibilities and
limitations of the technologies used and is able to communicate her/his ideas and goals concerning the course to the rest
of the team. This requires a willingness to engage in teamwork. Some teachers may welcome the opportunity, while
others may need a little time to get used to planning and producing learning materials as members of a team. Ideally,
one might have a course team supporting and helping teachers in developing an online course (see also Ryan & al.
2001; Higgison 2002). This team could include a multimedia design expert, a technical expert and an educational
technologist who provide support, for example, in planning the course and choosing the media and the online learning
environment.
The teacher of the Network Management course took advantage of a large network of actors and support services
throughout the project in order to develop the traditional lecture-based course into a case-based digital video-supported
course. The development process and the network needed to accomplish the project are presented in Figure 2.
Colleagues from other
universities
1. Finnish Virtual
University (FVU)
Project Manager
Web Designer
System Analyst
Trainers
TieVie: National
Teacher Training
Programme
2 Cameramen
3 Editors
6. University of Oulu
2. University of
Lapland
The Teaching
Development Unit
(TDU):
Training and support
services
DiVision – Video
Production Unit:
Filming and editing the
videos
The Design and
Development of the
Course
Researcher
Teacher of the course
5. University of
Lapland
3. University of
Lapland
Writing the manuscripts,
acting the cases on the
videos
4. Local organisations
Action research case
study
Interviews for the videos
Video
production team:
8 students enrolled in the course
Experts from
local organizations
Figure 2. The development process and the network needed to accomplish the project
The development process started as the teacher participated in a teacher training programme, during and after which she
designed and implemented the project with the help of an extensive network of actors, including e.g. technical and
pedagogical support staff, teacher trainers, action researcher, students, and video production personnel. All in all, a
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network of approximately 30 actors contributed to the development of the course. In the following, the process and the
actor network are discussed in more detail.
4.1 Teacher training
The need to innovate her teaching methods was identified by the teacher during 2003 when she participated in TieVie National Teacher Training Programme [http://tievie.oulu.fi]. TieVie is a support service project of the Finnish Virtual
University (FVU) [http://www.virtuaaliyliopisto.fi] providing training in the educational use of ICT. The aim of the
training is to promote the pedagogically beneficial use of ICT in university teaching. The training provided by a
network of five Finnish universities is free of charge, and it is intended for all teachers and other staff members in all
Finnish universities. Examples of the multiple benefits that the participants gain from TieVie training include hands-on
experience of learning in an online environment; the opportunity to design and implement an ICT based course
development project, and gain support in carrying through the project. In addition, the training offers practical
opportunities for networking with colleagues from all over the country. (FVU Newsletter 9-10/2004).
In addition to participating in the TieVie programme, the teacher participated in short-term training organized by the
Teaching Development Unit (TDU) of the University of Lapland. TDU is for the most part funded by the Finnish
Virtual University. TDU organizes short-term training and support services for university personnel to meet the needs
of pedagogy, technology, and content production. With respect to online learning environments, teachers are offered the
Discendum Optima [http://www.discendum.com], the Future Learning Environment 3 [http://fle3.uiah.fi], and the
BSCW - Basic Support for Cooperative Work [http://bscw.gmd.de] platforms. The courses offered to teachers are
planned around the idea of the project and they support the teacher through to its realization, i.e. designing,
implementation and evaluation of online teaching. Instruction takes the form of "how to" sessions that last from two to
twelve hours and are free of charge for university personnel. Teachers can select courses according to their own needs
from a variety of courses offered.
The teacher and the students took part in the course on designing and producing digital videos, arranged by the TDU.
The course was tailored particularly for this group. The course concentrated on the issues of manuscripting and filming
the different scenes. Before this course, the teacher had taken part in a few courses, such as How to produce wwwpages, Visual design of www-pages, Digital image editing, and courses on the online learning platforms.
4.2 Support services
In addition to participating in both local and inter-university training, it was evident that the teacher needed a network
of educational technology experts to support the process, especially producing the digital video-cases. The teacher had
no prior experience in manuscripting or producing digital educational videos. The first version of the Network
Management course was designed into the Discendum Optima platform during the autumn 2004 when the cases for
digital videos were written. The platform was used in updating the manuscript of the cases between meetings. Technical
and web design assistance in planning and designing the online learning environment was given by the TDU.
The TDU also provides financial support for innovative projects that promote the use of ICT at the University of
Lapland. For this project, financial support was applied and granted. Support was needed for filming and editing the
cases, which was done by DiVision, a video production unit at the University of Oulu. The decision to resort to the
experts at the University of Oulu instead of the University of Lapland was done because of the tight schedule which the
local experts were not able to meet. In the future, the aim is to produce the videos with the help of local experts at the
TDU and the Faculty of Art and Design at the University of Lapland. A promising option is that the videos are filmed
and edited by the students of the Faculty of Art and Design as part of their studies.
4.3 Action research case study
Starting from spring 2004, an action research case study to develop and examine both versions of the Network
Management course has been in progress. The action researcher has had a two-fold role in the process. On one hand,
she has worked as the project manager at the TDU and on the other hand, as a researcher. The researcher’s role has been
to 1) discuss and help to develop the TSL methods of the course, 2) help the teacher to find the support services needed
to produce the digital videos, and 3) discuss and decide on the methods of data collection and analysis.
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The TSL processes are evaluated with respect to the characteristics of meaningful learning (Jonassen 1995, 2002;
Ruokamo 2000; Ruokamo et al. 2002, 2003; see also Vahtivuori-Hänninen et al. 2004; Soini 1999) chosen for this
study. The research focuses on the following questions: 1) Can designing, producing and solving digital videosupported cases with students a) contribute to their emotional involvement and motivation in the studying process?, b)
support a meaningful studying and learning process of the students?, and 2) What kind of video-supported cases are best
suitable for providing the context for case-based TSL process? The results of this research will be proposed for
publication elsewhere (Hakkarainen & Saarelainen, proposal).
4.4 Students as producers of the video-cases
Recruiting the students to act on the video was not a straightforward decision, and the teacher and the researcher
discussed even the possibility of recruiting actors from the Students' Theatre to act on the video. However, giving the
students of the Network Management course the possibility to act in the videos was seen as a tool for learning. The
pedagogical objective of this role-playing method (Cohen, Manion & Morrison 2003, 370-379) was to enhance the
students’ active role and emotional involvement in the studying and learning process (see also Asensio & Young, 2002,
17; Jonassen 2000, 228), and to develop a deeper understanding of the cases.
The digital videos were simulations of possible social situations related to the open-ended real-life cases. Their function
was to illustrate the cases and act as the starting point and the context for studying and learning. The real-life cases were
selected after reading theoretical articles on the topics of the course and some example cases obtainable in various
contexts. The topics of the course were: (1) “wicked problems”, which functioned as examples for problem-based
learning, (2) networking competence, which introduced students to creating self-assessment criteria for organisations,
and (3) innovation networks, which illustrated network management strategies. The teacher suggested some possible
cases for presenting on the video as examples that would create the Finnish context in order to make the cases more
familiar and interesting to students.
The first chosen case concerning “wicked problems” was chosen on the proposal of the student who had just read an
article in a newspaper. The article dealt with a current and even heated debate on how to develop the local Ounasvaara
ski and recreation area. The students put their souls into the case and did interviews with experts from local
organizations representing the debate in real life. The video portrayed a meeting in which the local experts debated the
issue. On the video, each student acted the role of a local expert who she/he had interviewed (Picture 1).
Picture 1. A screenshot of the first video-case manuscripted and
acted by the students and the teacher.
The second case, measuring networking competence, was chosen because one student was writing his master’s thesis on
this topic. Finnish Sports Federation (FSF) was chosen as the organization whose networking competence was to be
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measured, and the video portrayed a meeting in which consultants, the representatives of FSF, and their partners, all
acted by the students and the teacher, were discussing the issue.
The third case was chosen by the teacher and it based on research into innovation networks and network management
strategies applied in these cases. Interviews for the research were done by the teacher, and the manuscript of the video
was mainly based on these interviews, which are reported by Aho, Saarelainen and Suopajärvi in the publication edited
by Aarsaether (2004, 169-218). The video portrayed the students and the teacher discussing a local municipality
innovation and cooperation project.
The duration of the digital video including three cases was one hour. For designing and producing one filmed case
students received 2 ECTS (European Credit Transfer System) credits. The course itself was 10 ECTS credits. In the
ECTS one credit stands for approximately 25 to 30 working hours.
5 Conclusions
Designing and producing digital video-supported cases with students has clearly proven to be a worthwhile project
which will also be implemented in the future realizations of the Network Management course. Therefore, some benefits
of this TSL method need to be highlighted.
From the teacher's perspective, collaboration with the extensive actor network, including the students, has been of the
utmost importance for succeeding in the development process. The collaboration contributed to the teacher’s
professional development, and with respect to students it turned her role into that of an active co-learner. The teacher
was able to evaluate how the method helped her motivate and guide the students, improve communication with
students, and reorganise study materials in an online learning environment.
The contextualness and activeness (e.g. Jonassen 1995; 2000) of the TSL process can be supported by the method.
Producing digital videos is especially suitable for presenting local situations or even students’ personal situations.
Finding connections to the personal world of the students through touching on their interests can be considered an
important characteristic of meaningful learning (Ruokamo et al. 2002). However, for a more in depth assessment of
how the case-based digital video-supported TSL method supports meaningful learning, the student perspective is
crucial. Therefore, the results of the ongoing research into the student perspective (Hakkarainen & Saarelainen,
proposal) will help to decide on how to further develop the course.
Producing digital video-supported cases for online courses demands a broad actor network and is not therefore a
realistic option to be implemented each year. Instead, producing one video-supported case each year or producing
several video-supported cases e.g. in every two years seem more reasonable options. In the future, the aim is to
establish collaboration with experts from different faculties, such as the Faculty of Art and Design, in a way that gives
mutual benefit for all partners and perhaps without direct financial contribution.
Acknowledgements
Financial support for dissemination of the project results has been provided by the European Social Fund (ESF).
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Narrativity in TSL processes
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The Narrative of Problem-Solving Processes: Implementation
as a TSL method in the Logic Programming Paradigm
Bruria Haberman1 and Zahava Scherz 2∗
1
bruria.haberman@weizmann.ac.il
Holon Academic Institute of Technology
Computer Science Dept., and
The Weizmann Institute of Science
Dept. of Science Teaching,
Rehovot 76100, Israel
2
zahava.scherz@weizmann.ac.il
The Weizmann Institute of Science
Dept. of Science Teaching
Rehovot 76100, Israel
During the last decade a new computer science (CS) curriculum has been taught in Israeli high schools. The
curriculum introduces CS concepts and problem-solving methods and combines both theoretical and
practical issues. The Logic Programming (LP) elective module of the curriculum was designed to introduce a
second programming paradigm to students. One main goal of the LP module was to teach students a
declarative approach to problem solving and knowledge representation based on the use of abstract data
types (ADTs).
In this paper we present an instructional approach based on students’ gradual acquaintance with ADTs. This
approach was designed to introduce an ADT-based problem-solving conceptual model to students.
We conducted a study aimed at assessing students’ problem-solving processes when utilizing ADTs. The
findings indicated that most students demonstrated autonomous problem-solving strategies when using ADT
black boxes; however, their strategies were not always compatible with the ADT-based problem-solving
conceptual model. Moreover, some of the students' strategies that diverge from the conceptual model might
cause the students to develop incorrect programs. Specifically, the results of the study indicated that students
have difficulties in establishing correct mapping between the problem and its abstract model - the
corresponding ADT, and in establishing proper communication between distinct corresponding
programming modules - concrete data, data predicates, problem predicates, and general ADT predicates.
These difficulties are apparently associated with difficulties that a novice encounters in learning to program
in Prolog, and with the cognitive load required to write a program, especially when dealing with high levels
of abstractions.
Keywords: problem solving, abstract data types, black boxes, logic programming
1 Introduction
During the last decade a new computer science curriculum has been taught in Israeli high schools. The curriculum
introduces CS concepts and problem-solving methods independently of specific computers and programming
languages, along with the practical implementation of those concepts and methods encountered in actual programming
languages (Gal-Ezer, Beeri, Harel, & Yehudai, 1995). One elective module of the curriculum, Logic Programming, was
designed to introduce a (second) declarative programming paradigm.
We developed a two-stage “Logic Programming” course, implemented in the Prolog programming language, which was
∗
Corresponding author.
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
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designed for high-school students. One main goal of the course was to expose students to different aspects of logic
programming and to enhance their problem-solving and design skills in the context of the LP paradigm. The 90-hour
basic module was designed, as part of the CS curriculum, for beginners and covers the following topics: introduction to
propositional logic and predicate logic, including logic programming, data base programming, compound data
structures, recursion, lists, introduction to abstract data types (ADTs), and basic methods of problem solving and
knowledge representation. The 60-hour advanced module, designed for advanced students, introduces advanced
methods of problem solving and knowledge representation, advanced generic abstract data types, and advanced logic
programming techniques (Haberman, Shapiro, & Scherz, 2002).
Logic programming enables programmers to concentrate on the declarative and abstract aspects of problem solving, and
usually liberates them from dealing with the procedural details of the computational process (Sterling & Shapiro, 1994).
Abstract data types are considered as useful tools for CS problem solving and knowledge representation (Aho &
Ullman, 1992). Since in logic programming the compound data structures are manipulated by hiding the procedural
aspects and details of their implementation (Ben-Ari, 1995) it is convenient for implementing and utilizing abstract data
types. Hence, it is a suitable programming environment for teaching the notions of ADTs (Haberman et al, 2002).
The abstract data type, which is discussed in both modules of the “Logic Programming” course as a recurrent CS
concept, is introduced to students as a mathematical model with a set of operations (Aho & Ullman, 1992).
Specification of an ADT is achieved by formally and verbally defining its use as a model as well as its operations.
Implementation of an ADT is achieved by means of the logic programming language by formulating rules to define
general predicates for each of the specified ADT operations. The actual implementation of an ADT is achieved by
creating a black box. The use of an ADT for problem solving is done by defining problem predicates using predefined
general predicates.
We developed an instructional approach to gradually introduce ADTs as flexible problem-solving and programming
tools using evolving programming boxes (Haberman & Scherz, 2005) (section 2.2). We employed our instructional
approach to teach problem-solving strategies and knowledge representation methods based on our ADT-based problemsolving conceptual model (section 2.1). We conducted an ongoing study aimed at assessing various aspects of students'
use of ADTs in the Prolog environment (Haberman et al., 2002; Haberman & Scherz, 2003, Scherz & Haberman,
2003). In this paper we concentrated on a particular facet of students' difficulties in utilizing ADTs, specifically related
to communicating with ADT black boxes (section 3).
2 The instructional approach
2.1 The ADT-based problem-solving conceptual model
The use of abstract data types in problem solving and knowledge representation is a dominant component of our
curriculum (Haberman et al., 2002). Our conceptual model of utilizing ADTs in problem-solving processes and in
developing computer programs is compatible with the formal definition of ADT as a formal CS concept (Aho &
Ullman, 1992) and includes the following stages:
(a) Conceptualization: Comprehending the given problem; identifying the main ideas, concepts, entities and the
relations among them; defining the main goals to be solved and queries to be answered.
(b) Generalization: Distinguishing between the general definition of a problem and its concrete specific cases.
Choosing problem-predicates that describe the general relations within the problem and the data-predicates that specify
concrete cases of the problem.
(c) Abstraction: Expressing the concepts and relations in terms of abstract data types; deciding on a suitable ADT that
characterizes of the general problem by choosing: (1) an appropriate formal model to describe the collection of objects
defined by the problem, and (2) general ADT-predicates that represent operations defined in the formal model that are
suitable to represent the relations between the objects, as defined in the problem. In this stage, the content of the general
problem is ignored, and its abstract form is being related to.
(d) Formalization: Representing the concepts and the relations that were identified in the problem as a Prolog
program; describing the general problem in terms of formal terminology by using ADT black boxes that were chosen to
describe the problem. At this stage problem-predicates are defined in the main program by transparently invoking
general ADT-predicates (predefined in ADT black boxes).
(e) Concretization: Representing the concrete data (input) in terms of data-predicates. This can be done in the main
program or in a distinct file. The concrete case of the problem is described by defining the problem-predicates in terms
of data-predicates.
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(f) Testing: Executing and debugging the developed program; assessing the program according to the specified
requirements.
The ADT-based problem-solving process involves treating the problem at different levels of abstraction. The first three
stages: conceptualization, generalization, and abstraction relate to the comprehension and analysis of the problem; the
three next stages: formalization, concretization, and testing relate to the implementation of the results of the analysis, is
aimed at achieving a correct working program that provides a suitable solution for the given problem. The ADT-based
problem-solving conceptual model - the problem's analysis, and the actual treatment employed during various stages of
the problem solving process are shown in Figure 1. Initially, we relate to the given problem at its concrete level; next,
we relate to the general problem, which is a generalization of the given problem, distinguishing between the specific
data related to the given problem and its general characteristics. Next, we map from the general problem to a completely
context-free abstract model (ADT) that captures the logical interrelationships among the problem's entities. This stage
involves the highest level of abstraction in the problem-solving process. From that point we return to deal with the lower
levels of abstraction related to the problem: first to the general problem to formalize the general features of the problem
in terms of Prolog statements, and then to the concrete problem by linking up the general features with the concrete
specific data.
Abstract Data
Type
Formalization
Concrete
Abstraction
General
General
Problem
Problem
Concretization
Generalization
Concrete
Problem
Problem
Figure 1. The ADT-based problem-solving conceptual model
2.2 Communicating with ADT black boxes
In this section we concentrate on a particular facet of utilizing ADTs in problem solving and developing programs –
how the developed program communicates with ADT black boxes. In this section we demonstrate communication
methods that are compatible with the ADT-based problem-solving conceptual model. In section 3 we present students'
strategies that diverge from the conceptual model and might cause the development of incorrect programs.
Communication between the main program and an ADT black box is performed by establishing proper links in the
following channels: (a) between specific data and data-predicates, (b) between problem-predicates and data predicates,
and (c) between problem predicates and the corresponding ADT-predicates. The communication should be
accomplished through the interfaces of the relevant modules/programs/ADT boxes.
Linking by casting into a pattern: The traditional way of formalizing the ADT formal model (i.e. the entities and
the associated basic relationships among them) in a black box can be used to present the specific concrete data (the
input) of a given problem. Students used to describe this method as "casting into a pattern" – a terminology that we
adopted.
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Linking to the List ADT: The linking is done by writing the specific data into a list Prolog data structure. For example, a
list of students' names in a class will be presented in the following way:
% students_in_class ( Class, List_of_students)
students_in_class ( class_A, ['Abraham', 'Dan', 'Roy', 'Lily', ' Tamar', 'Ben'] ).
Linking to the Tree/Graph ADT: The linking is done by presenting the data in terms of general predicates that describe
the nodes and the vertices of a tree/graph. The specific data is added to the corresponding predicates’ arguments. For
example, data about animals' classification will be presented in the following way:
% vertice ( From, To)
vertice ( animal,mamal ).
vertice ( cat, wild_cat ).
% node (Node)
node(animal). node(mamal).
vertice ( mamal, cat).
vertice ( cat, domestic_cat ).
node(lion). node(cat).
vertice (mamal, lion ).
node(wild_cat). node(domestic_cat).
Linking by conversion: This method is based on presenting the specific data in the main program in terms of the
data-predicates that are associated with the given problem. These predicates are syntactically different from the ADT
general-predicates. The linkage is performed by defining a suitable rule that converts the problem-associated data
presentation to an abstract ADT-based presentation, as illustrated in the following examples:
Linking to the List ADT: Here we demonstrate the following two methods of list conversion:
(a) Linking by converting a presentation of a single-element to a presentation of a list-of-elements. This can be
done by using the findall/3 general predicate, which adds to a list the values of a specific variable (entity) that
satisfy a given goal. For example, given facts related to each of the students in a class: % student(Class,
Student_in_class), we create a list of all the students that belong to that class:
% students_in_class ( Class, List_of_students)
students_in_class(Class, List_of_students):class(Class),
findall(Student, student(Class, Student), List_of_students).
(b) Linking by converting a presentation of successor-pairs to a presentation of a list-of-elements. This can be
done by a recursive path-based accumulation of the list's elements. For example, given facts about children born in
a familly % born_after(Familly, Child, Next_Born_Child), we create an ordered-by-birth list of children in the
familly, starting with a specific child:
% children_in_family (Familly,Child, List_of_children)
children_in_family (Familly,Child, [Child, Next_Born_Child]):born_after(Familly, Child, Next_Born_Child).
children_in_family(Familly,Child, [Child|Rest]):born_after(Familly, Child, Next_Born_Child),
children_in_family(Familly, Next_Born_Child, Rest).
Linking to the tree/graph ADT: The linking is obtained by defining conversion rules aimed at formalizing the generalpredicates node/1 and vertice/2 in terms of the corresponding data-predicates. For example, suppose that the data about
the animals' classification will be presented by the data-predicate % includes ( Group1, Group1), meaning that Group1
includes the items of Group2:
% includes ( Group1, Group1)
includes ( animal,mamal). includes ( mamal, cat). includes(mamal, lion ).
includes ( cat, wild_cat ). includes ( cat, domestic_cat ).
% animal_type(Animal_Type)
animal_type(animal). animal_type(mamal). animal_type(lion). animal_type(cat).
animal_type(wild_cat). animal_type(domestic_cat).
The converting rules will be defined as follows:
vertice (Group1, Group2) :- includes(Group1, Group2).
node (Node ):- animal_type(Node).
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2.3 A TSL method - Gradual presentation of ADTs as problem-solving tools
The problem-solving model described above may be used by the students both for solving small-scale problems during
the course and for developing projects. The TSL process should be designed to gradually educate the students toward
attaining proficiency as "problem solvers" through the use of integrated knowledge and autonomous problem-solving
strategies. In this section we briefly describe an instructional approach that we developed for that purpose that gradually
introduce ADTs as flexible problem-solving and programming tools using evolving programming boxes (detailed
discussion of the instructional approach and its implications appears in (Haberman & Scherz, 2005)).
We recommend that the ADT concept be gradually presented in the following consecutive stages:
Stage 1 - Acquaintance with given specifications of ADTs: Initially students become acquainted with the
specification of abstract data types (e.g., lists, sets, trees, and graphs). Suitable examples of concrete problems should be
used to illustrate the presented ADTs.
Stage 2 - Use of ADTs to solve a given problem: Next, students should practice how to choose ADTs to solve a given
problem. For example, students should be able to determine that the tree- ADT is the most suitable one to present the
family parenthood relationship between the females (or males), whereas the graph-ADT should be used to present that
relationship between all the family members (without referring to a specific gender).
Stage 3 - Use of ADT black boxes in programming: At this stage students should practice using predefined ADT
black boxes to write computer programs that solve given problems. Specifically, students are taught to define problem
predicates by transparently invoking predefined general ADT-predicates. We emphasize the following aspects: (a) the
use of a black box is independent of its implementation and therefore does not require becoming acquainted with the
implementation details; (b) the use of a black box binds to its interface.
Stage 4 - Specification of new ADTs: At this stage the student plays the role of a consumer who specifies and orders a
new ADT black box from his teacher. The teacher implements the required ADT according to the student’s
specifications in terms of a black box, which is then used by the student to write his program.
Stage 5 - Acquaintance with the implementation of predefined ADT boxes: After students became familiar with the
specifications and the use of ADTs, we suggest that they gradually learn how to implement an ADT according to its
specifications. Initially, students become acquainted with the implementation of familiar ADTs. At this point the black
boxes that have been transparently used in the previous stage become unfolded, i.e. the code within the black box is no
longer hidden. Actually, at this point the black box becomes visible yet only read, and the students perform operations
such as reading the code, running the code and following up its execution in order to understand "how it works".
Stage 6 - Manipulation of predefined ADT boxes: At this stage the read only boxes becomes "more" accessible in the
sense that their code can also be modified. Here students learn advanced programming techniques and efficiency
aspects, and practice code debugging, code modification, and writing new code from scratch.
Stage 7 - Implementation of new ADTs: After becoming acquainted with the implementation of predefined ADT
boxes, the students experience how to implement new ADT boxes according to a defined specification. At this stage
they eventually become independent of the teacher in terms of supplying built-in programming tools.
Stage 8 - Knowledge integration and autonomous problem solving: At this stage students make a significant step
toward attaining proficiency, and they practice solving advanced and complex problems. The students employ ADTs to
solve a given problem in the following process: They try to determine familiar ADTs suited for the given problem and
use the relevant predefined ADT black boxes. When the predefined ADTs do not suit their needs, they specify new
ADTs from scratch or modify the specification of other ADTs, implement them in terms of black boxes, and then use
them to develop their programs. Moreover, the students start acting like autonomous developers, reusing their own
tools, and on the other hand, they experience sharing tools with peers and reuse others' tools.
2.4 An example – The biblical genealogy
The following example shows an ADT-based problem-solving process that is compatible with the previously described
conceptual model.
The problem: Given the biblical genealogy, we are interested in retrieving all the male ancestors of a specific person
(e.g. Jacob).
The problem-solving process: Here we demonstrate the analysis, reasoning, and decisions that are employed in each
stage of the problem-solving process. The final product – a Prolog program is presented in Figure 2.
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(a) Conceptualization: The entities identified in the problem are persons. There are father_of/2 and mother_of/2 basic
relationships between persons. We are supposed to retrieve the list of all the ancestors of a given person, starting
with the first ancestor (the dominating father).
(b) Generalization: The following basic relationships: person(X) (X is a name of a person who belongs to the family),
and father_of(X,Y) and mother_of(X,Y) (X is a parent of Y) are used to present concrete data, and explicitly
distinguish between the biblical family and other families; hence, they are classified as data-predicates. In contrast,
the definition of ancestors(X,Y) (Y is a list of the male ancestors of X) is general and is suitable for any family,
independent of specific data; hence, ancestor should be classified as a general problem-predicate. The identified
predicates should be declared in the interface of the intended program.
(c) Abstraction: the graph ADT is an appropriate formal model used to describe the collection of objects (i.e. persons)
defined by the problem, and the path(R,X,Y) and root(R) graph-predicates are suitable to define the ancestors(X,Y)
problem-predicate in the following manner: Y is the list of male ancestors of X, if R is a root of the genealogy, and
Y is the list of nodes starting from R and ending in X.
(d) Formalization: The problem-predicate ancestors(X,Y) is defined in terms of the path(X,Y,Z) and root(X) graphpredicates that are predefined in the graph black box. The general ADT-predicates should be transparently invoked:
ancestors(X,Y):- root(R) , path(R,X,Y).
(e) Concretization: In this stage we present the concrete data in terms of data-predicates person(X), father_of(X,Y) and
mother_of(X,Y) as facts in a Prolog program. The concrete case of the problem is described by defining the
problem-predicates in terms of data-predicates. In this example this is done implicitly by linking between the main
program and the black box. Here the linkage is done between the person(X) and father_of(X,Y) data-predicates and
the corresponding general graph-predicates node (Node) and vertice (From_Node, To_Node) based on the
following assertions: X is a node if it is a person; there is a vertice from X to Y if X is the father of Y.
node(Node):- person(Node).
vertice (From_Node, To_Node):- father_of(From_Node, To_Node).
3 Student difficulties - diversity from the conceptual model
During the last few years, we conducted an ongoing study aimed at assessing various aspects of students' use of ADTs
in the Prolog environment (Haberman et al.., 2002; Haberman & Scherz, 2003, Scherz & Haberman, 2003). We found
that students adapted various strategies for using ADTs, some of which were compatible with the ADT-based problemsolving conceptual model. Other students improvised alternative strategies, which indicated that their conception of
ADT did not match the formal CS definition. Nevertheless, the use of ADTs for problem solving and knowledge
representation helped many students develop correct programs regardless of the strategies they used (Haberman et al..,
2002). Here we discuss students’ difficulties related to incorrect linking between the product's components, in various
stages of the problem-solving process, which might cause the development of incorrect/non-working programs.
In section 2.2 we described two types of linking. Our study revealed that most novices prefer linking by casting to a
pattern, and few students manage to successfully perform linking by conversion.
Often, even though students correctly identify the appropriate ADT for a given problem, they fail to use correctly the
corresponding ADT- black box; more specifically, because they fail to establish proper links between various
components at the abstract level (the space problem and the corresponding ADT operations), or at the programming
level (e.g., specific data, data-predicates, problem-predicates, and the corresponding ADT-predicates). Specifically, we
identified the following students' difficulties:
(a) Incomplete abstraction This refers to missing mapping between problem predicates and the corresponding ADTpredicates. For example, in the problem presented in section 2.2, it might be the case of ignoring the need to use the
root(R) predicate, thus causing incorrect formalization of the ancestors/2 predicate in terms of the general-predicate
path/3 (because of missing the instantiation of the starting node R): ancestors(X,Y):- path(R,X,Y).
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Quries (goals)
?- ancestors(‘Jacob’, List_of_Ancestors).
A program that describes the problem
The Interface
Data Predicates
% person(Person)
% father_of(Father, Child)
% mother_of(Mother, Child)
General Problem Predicates
% ancestors(X,Y)
____________________________________________
Formalization
Data Predicates
% person(Person)
person(‘Abraham’ ). person(‘Sarah’ ). person(‘Issac’ ). person(‘Jacob’ ).
% father_of(Father, Child)
father_of(‘Abraham’, ‘Issac’).
% mother_of(Mother, Child)
mother_of(‘Sarah’, ‘Issac’).
General Problem Predicates
% ancestors(X,Y)
ancestors(X,Y):- root(R) , path(R,X,Y).
Communicating with the black box
node(Node):- person(Node).
vertice (From_Node, To_Node):- father_of(From_Node, To_Node).
A "graph - black box"
The Interface:
% node(Node) - Node is a node in the graph
% vertice(Node_1, Node_2) - There is a vertice from Node_1 to Node_2
% root(Root)
% path(From, To, List_of_nodes)
__________________________________________
Encapsulated and hidden
The Implementation:
% root(Root)
root(Root):- node(Root), not vertice(_ , Root).
% path(From, To, List_of_nodes)
path(X, X, [X]).
path(X, Target, [X | Rest]):- vertice(X, Succ), path(Succ, Target, Rest).
:
:
Figure 2. The ADT-based school-solution for the Biblical Genealogy problem
(b) Missing linkage to an ADT-black box. We found that students use general-predicates that are defined in ADTblack boxes, but they do not perform any linkage between the data-predicate and the corresponding ADT-predicates.
Interviews with students revealed that they might misleadingly assume that somehow the connection between the
predicates automatically occurs owing to loading both files of the main program and the ADT-black box.
(c) Linking to an incorrect ADT-black box. Sometimes the students use general-predicates of specific ADT-black
box, but they perform linking to another black box. For example, students use set-predicates, but perform linking to a
list-black box.
(d) Incorrect linking. Sometimes, even though the students refer to the suitable ADT- black box and try to perform a
link to that black box, they fail to do it correctly. Students often believe that the casting of specific data (input) into
data-predicates guarantees of accessibility to the data when posing a query, and therefore they might skip linking to the
black-box, or to the problem-predicates.
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For example, in the following example, the student missed a link between the general problem-predicate
number_of_students_in_class
(Class,
Num_of_students)
and
the
data-predicate
students_in_class(Class,List_of_students). He assumed that when invoking the general list-predicate
num_of_items_in_a_list/2, somehow the argument List_of_students will be instantiated due to the data casting to the
students_in_class (Class, List_of_students) data-predicate:
% students_in_class (Class, List_of_students)
students_in_class ( class_A, ['Abraham', 'Dan', 'Roy', 'Lily',' Tamar', 'Ben'] ).
% number_of_ students_in_class (Class, Num_of_students)
number_of_ students_in_class (Class, Num_of_students):num_of_items_in_a_list(Num_of_students, List_of_students).
Another incorrect linking occurs when students perform seemingly (but incorrect) casting directly to the invoked ADTpredicate using a functional-based syntax:
% number_of_ students_in_class (Class, Num_of_students)
number_of_students_in_class (Class, Num_of_students):num_of_items_in_a_list(Num_of_students,
students_in_class
(Class,
List_of_students)).
The correct formalization should of course include the invoking of the corresponding data-predicate:
% number_of_ students_in_class (Class, Num_of_students)
number_of_students_in_class (Class, Num_of_students):students_in_class (Class, List_of_students),
num_of_items_in_a_list(Num_of_students, List_of_students).
(e) Difficulties due to dealing simultaneously with several levels of abstraction. Sometimes students avoid mapping
from the problem directly to a generic ADT, and they define a mediator-problem-based ADT aimed at describing the
general problem. For example, a correct formalization of the problem-predicate number_of_ students_in_class/2
according to this approach will consist of a three-level linking:
%% Linking by casting into a pattern - to the List ADT
% students_in_class (Class, List_of_students)
students_in_class ( class_A, ['Abraham', 'Dan', 'Roy', 'Lily',' Tamar', 'Ben'] ).
%% Linking between a problem-predicate, a data-predicate, and a mediator-problem-based ADT-predicate
% number_of_ students_in_class (Class, Num_of_students)
number_of_students_in_class (Class, Num_of_students):students_in_class (Class, List_of_students),
num_of_students_in_a_list(Num_of_students, List_of_students).
%% Linking between a mediator-problem-based ADT-predicate and a generic ADT-predicate
% num_of_ students_in_a_list (Num_of_students, List_of_students)
num_of_students_in_class (Num_of_students, List_of_students):num_of_items_in_a_list(Num_of_students, List_of_students).
For some students this might cause problems in linking between the specific data and the problem-predicates. For
example, students correctly perform the linkage only when posing queries to the program, and avoid performing links in
the program, thus resulting in a program in which the generality of the problem's solution is usually reduced.
The results described above indicate that students have difficulties in establishing correct mapping between the problem
and its abstract (context-free) model– the corresponding ADT, and in establishing proper communication between
specific corresponding programming modules. These difficulties are apparently associated with difficulties of a novice
in learning to program in Prolog (Scherz, Goldberg, and Fund, 1990; Pain and Bundy, 1985,), and with the cognitive
load required to write a program (Newell and Simon, 1972) especially when dealing with high levels of abstractions
(Haberman, 2004).
4 Concluding remarks
In this paper we demonstrated how evolving ADT boxes can be employed to teach an ADT-based problem-solving
approach in the logic programming paradigm. We believe that the suggested TSL instructional model can be adopted to
enhance problem-solving techniques in any programming paradigm, and can also be used to guide the students toward
achieving proficiency in programming based on abstraction and reuse of code.
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We recommend that this instructional approach be employed while the students are provided with an appropriate
learning environment that promotes learning processes. Examples that provide scaffolding should be used to present the
activities associated with each stage of the model. Moreover, appropriate exercises as well as activities that support the
approach should be developed to motivate students to use black boxes transparently, reuse code provided by others,
modify code, and use appropriate ADTs to solve given problems. Teachers should be aware of students' difficulties in
each stage of the TSL process, and should identify the "weak links" and the "missing links" in the students' problemsolving strategies, like the ones presented here. In addition, they should organize learning and instructional activities in
such a manner as to minimize the cognitive load imposed upon the students when they are required to develop a
program. One way that this can be achieved is to coach the students to organize their programs hierarchically and
modularly (Scherz, et al., 1990). Moreover, in order to foster integrative knowledge, we recommend that students
should continue, at each stage of learning, to practice and meaningfully utilize the tools and the methods that they have
previously acquired.
References
Aho, A.V. & Ullman, J.D. (1992) Foundations of Computer Science. W.H. Freeman and Company.
Ben-Ari, M. (1995). Understanding Programming Languages. John Wiley.
Clancy, M.J. & Linn, M.C. (1999) Patterns and Pedagogy. ACM SIGCSE Bulletin, 31(1), 37-42.
Gal-Ezer,J., Beeri, C., Harel, D., & Yehudai, A. (1995) A high-school program in computer science. Computer, 28(10),
73-80.
Gal-Ezer,J., Harel, D. (1999) Curriculum and course syllabi for high school CS program. Computer Science Education,
9(2), 114-147.
Haberman, B. Shapiro, E. & Scherz, Z. (2002) Are black boxes transparent? – High school students’ strategies of using
abstract data types. Journal of Educational Computing Research, 27(4), 411-236.
Haberman, B. & Scherz, Z. (2003) Abstract data types as tools for project development – High school students’ views.
Journal of Computer Science Education online, January 2003. Available: http://iste.org/sigcs/community/jcseonline/
Haberman, B. (2004). High-school students’ attitudes regarding procedural abstraction. Education and Information
Technologies, Special issue devoted to recent research projects of secondary informatics education, 9(2), 131-145.
Haberman, B. Scherz, Z. (2005) Evolving Boxes as Flexible Tools for Teaching High-School Students Declarative and
Procedural Aspects of Logic Programming. In Mittermeir, R. (ed.), From Computer Literacy to Informatics
Fundamentals, International Conference on Informatics in Secondary Schools-Evolution and Perspectives. Lecture
Notes in Computer Science, 3422, Proc. of ISSEP'05, 156-165.
Kiczales, G. (1994) Why are black boxes so hard to reuse? Invited talk, OOPSLA'94. Available:
http://www.parc.xerox.com/spl/projects/oi/towards-talk/transcript.html
Newell, A. & Simon, H.A. (1972) Human Problem-Solving, Prentice-Hall, New-York.
Pain, H. & Bundy, A. (1985) What stories should we tell novice Prolog programmers. In Lawley, R. (ed.), The
Artificial Intelligence Programming Environments Book, John Wiley.
Resnick, M., Berg, R. & Eisenberg, M. (2000) Beyond black boxes: bringing transparency and aesthetics back to
scientific investigation. Journal of the Learning Sciences, 9(1), 7-30.
Scherz, Z., Goldberg, D., Fund, Z. (1990) Cognitive implications of learning Prolog- mistakes and misconceptions.
Journal of Educational Computing Research, 6(1), 89-110.
Scherz, Z. & Haberman, B. (2003) The role of abstract data types in the project development process. Submitted to
Journal of Computer Science Education.
Sterling, L. & Shapiro, E. (1994) The art of Prolog (2nd ed.). Cambridge, MA: MIT Press.
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INTRODUCING ICT IN HIGHER EDUCATION:
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THE CASE OF SALAHADDIN/HAWLER UNIVERSITY
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1
ONE PRACTICAL ALGORITHM OF CREATING TEACHING ONTOLOGIES
A NARRATIVE VIEW ON CHILDREN’S CREATIVE AND COLLABORATIVE ACTIVITY1
NETWORK-BASED EDUCATION 2005, 14th–17th SEPTEMBER 2005, ROVANIEMI, FINLAND
A Narrative View on Children’s Creative and Collaborative
Activity
Marjaana Juujärvi
Marjaana.Juujarvi@ulapland.fi
Annakaisa Kultima
Annakaisa.Kultima@ulapland.fi
Heli Ruokamo
Heli.Ruokamo@ulapland.fi
University of Lapland
Centre for Media Pedagogy (CMP)
P.O. Box 122, FI-96101 Rovaniemi, Finland
Tel: + 358 16 341 341, Fax: + 358 16 341 2401
The aim of this paper is to examine children’s ideating processes of creating playground of their dreams
from the viewpoint of narrativity and narrative thinking. The children aged 6-7 were asked to express their
ideal outdoor playing environments and a large number of narratives emerged. This study concerns how
these narratives were constructed through creative processes and what affect narrative thinking has on the
process. The research process consists of 15 playful ideating sessions, during which the children (N = 49),
through play, expressed their thoughts by drawing and telling stories. Our starting point is the pivotal nature
of narrative thinking in creative and collaborative activities, we also aim at a closer theoretical examination
of this phenomenon. Through narratives the children structured their experiences and the products of their
imagination into larger entities. The children were enchanted by exceptional ideas and their imagination was
stimulated by integrating fact and fiction. We realized that in situations where the children were emotionally
committed to building a story and functioned in a reciprocal manner, refining and elaborating ideas together,
there was collective thinking, which in this context can be regarded equal to shared narrative thinking. Based
on the interaction between data and theories we present our theoretical model of narrativity and consider
possible applications of this model into the context of school. The results will be utilized in the design of
learning environments consisting of playgrounds with information and communication technologies, as well
as based on play and games.
Keywords: narrativity, narrative thinking, collaborativity, creativity, frame play, Information and
Communication Technologies (ICT’s)
1 Introduction
What type of activity should tomorrow’s learning environment encourage and what kind of stimuli should it provide for
a developing individual? We assume that the challenges of a future’s society are particularly linked to supporting
creativity and collaboration in activities. If we think of a global society of the future as based on interactive creativity,
what becomes relevant is not new technology but the new ways of acting (see Himanen 2004). Also into the Finnish
National Core Curriculum for Basic Education (2004) is written a goal to renew thinking and ways of action. It can be
based on a creative collaboration, which is best characterised as a trust on others, playfulness and support for taking
risks (Uusikylä 2003). It is therefore reasonable to pay attention to socially shared activity (cf. distributed cognition,
Oatley 1990), for which creativity is essential.
Within this article we examine the roles of narrativity and narrative thinking within the collaborative process, as well as
the challenges of the learning environment from this angle. The focus of the analysis was children’s ideating processes
of their dream playing environments. During these sessions, which were similar to frame play (Broström 1996; 1999),
the children ideated playing environments based on e.g. humour, fear, taking care, summer fantasy and adventure (e.g.
ISBN 951-634-979-X (pain.) / ISBN 951-634-980-3 (PDF)
[online http://ktk.ulapland.fi/ISBN951-634-980-3]
ONE PRACTICAL ALGORITHM OF CREATING TEACHING ONTOLOGIES
A NARRATIVE VIEW ON CHILDREN’S CREATIVE AND COLLABORATIVE ACTIVITY
NETWORK-BASED EDUCATION 2005, 14th–17th SEPTEMBER 2005, ROVANIEMI, FINLAND
2
Juujärvi & Hyvönen 2005; Hyvönen & Juujärvi, in print). Into these emotional surroundings of play, the children
created stories, thus narrativity turn out to be an essential element of the creative and collaborative action.
Our starting point is the pivotal nature of narrative thinking in creative and collaborative activities. The study of
narrative is multidisciplinary, it is divided within the focus of many disciplines such as literature or psychology.
According to our experiences narrativity needs more interdisciplinary and transdisciplinary research (cf. Ruokamo &
Tella, in print ). Within this article we intertwine educational and philosophical aspects of narrativity and get closer to
both a versatile theoretical examination of this phenomenon and a transdisciplinary research. We are not trying to define
the borders of a story – such as what is considered as story and what is not – but rather accept it as a relative term.
For our theoretical background we present a few theoretical views of narrative thinking (e.g. Bruner 1986, 1990, 1996;
Mateas & Sengers 2003), socio-cultural views (e.g. Vygotsky 1978; Wertch 1991; Wells 1999; Wells & Claxton 2002)
on collaborative activity, concept of creativity (e.g. Amabile 1996; Cropley 2001; Uusikylä 1999) and philosophical
aspects of possible worlds (e.g. Kripke 1980; Lewis 1986) and thought experiments (e.g. Gendler 2000; Bokulich 2001).
This article forms part of the Let’s Play project studies. The aim of the project is to design, develop and build playful
learning environments within the school grounds. Pilot environments are going to be built during the year 2005 utilizing
information and communication technologies (ICT), but which will primarily begin with Identification Technologies.
Playful and activity based learning environments will contain innovative and interactive applications for play and games
(cf. playfulness; Hyvönen & Ruokamo, in print), which can be used in preschools and elementary school. Therefore we
will consider how the use of technology in playful learning environments can, at its best, offer varied possibilities for
the support of children’s narrative thinking and creativity.
2 Aims and objectives
Focus of this paper is to clarify how children’s narrative thinking appears in creative and collaborative activity, to glean
what are the main points emerging from the interaction of theories and data. We will develop a theoretical model of
narrative thinking and creativity and in future work we will develop a pedagogical model for the school context. Based
on these models we will consider the prerequisites for play and game applications for playful learning environments.
But first let us define the main concepts used in the article: narrative thinking, collaboration and creativity.
3 Main concepts
3.1 Narrative thinking from a multidisciplinary perspective
Narrative perspectives in analysing thought processes have become more popular in recent years (example Lyle 2000;
Mateas & Sengers 2003.) Narrative thinking refers to a thought process of creating a story. With narrative thinking
events and experiences are organised into plotted structures (Bruner 1990). With the help of plot characters,
surroundings and activities are connected to each other (Bruner 1986). In this way story is functioning as a tool for
constructing meanings about the surrounding world and thinking gains a narrative form, becomes explicit and easier to
manage (Bruner 1996; Egan 1986). Thus, stories help us in deal with more complex meanings (Schwartz 1996).
Narrative thinking is natural and one of the earliest forms of thinking for the human mind (Bruner 1990; 1996).
Narrative thinking is not only connected to lingual structures, because it is present in the pre-lingual stage in the child’s
development. This can be observed in children’s play, when they mould the story verbally and with different creative
actions like drawing or making gestures. Thus, in narrative thinking emotions, imagination, memory and thinking is
combined (Bruner 1996; 2002).
Narrativity has a close relationship with possible worlds. When constructing a story one builds parts of another possible
world. Understanding, that things could be differently needs elaborative thinking, constructing and active thinking
wholes that can be thought of as “worlds”. Thinking of other worlds involves thinking more complicated notions, such
as relations between individuals. Complex notions such as this are, for example, causality and time. One may perceive
that possible worlds are only stipulated entities (Kripke 1972), or that they are physical entities (Lewis 1986). In the
latter, the limits of language are not limiting the very idea of possibility – imagining a possible world does not have to
be only a verbal act.
Narrative thinking is not only something that is present in the early development of thinking processes, as in children,
but also in story-like experiments within science and philosophy, termed thought experiments. It is believed that
thought experiments play an essential part in testing a theory’s consistency and explanatory power (Bokulich 2001).
Making thought experiments is essentially a process of refining the theory (Gendler 2000), executing a thought
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experiment is an act of make believe. This process can also be collaborative (Bishop 1999). In this sense playing can be
thought of as making a thought experiment where an imaginary setting puts certain views of the actual world to a test.
With narrative thought process one can make sense of unusual (Bruner 1990) or new.
3.2 Collaborative activity
The nature of collaboration is dependent on whether the participants are sharing a common idea or task (Engeström
1992). In our case, this means children’s commitment to the ideation of the same playing environment by connecting
their own ideas or thoughts with the ideas of others. Narratives from the viewpoint of collaborative activity, is thus not
only the sum of the narratives of individuals, but the active building of narratives collaboratively. In this case the focus
is not to transform one’s own structures of mind, but to contribute and refine shared narrative information (cf. Bereiter
2002).
Collaborative activity has been the focus of educational research and is well known both in the study of play and
learning. An advantage of collaborative activity is based on Vygotsky’s (1978) concept of the Zone of Proximal
Development (ZPD) in which children are challenged with the graduated zones, which are slightly above their current
individual level of functional competence. However, the present view of an educational reform is that the role of each of
participant as learner and tutor in a collaborative activity is emphasised (e.g. Wells 1999), in which case the ZPD is at
the same time a potential challenge for everyone despite of the level of development.
Neil Mercer (2000; 2002) highlights the intermental perspective in collaborative activity, which means that common
pursuits are based on Intermental Development Zone (IDZ). The term describes social activity, where the meaning of
the constructing of common view is highlighted. By emphasizing collaborative activity socio-emotional factors are also
significant. Therefore ZPD also consists of action, thinking and emotions (Wells 1999). In successful collaboration
emotional scaffolding concludes the gift of confidence, the sharing of risks in the presentation of new ideas. (Mahn &
John-Steiner 2002).
3.3 Creativity
Creativity is essentially associated with the activity of producing something novel, imaginative and satisfying to
oneself. (Cropley 2001; Uusikylä 1999). In addition the product of creative action should be appropriate to the given
task. In the context of creativity it is usual to discuss divergent thinking (Cropley 2001; Russ 2003) that involves nonlogical processes and novel situations in which there may be several relevant answers (see Eysenck 1994). Furthermore,
the prerequisite for creativity is a heuristic process. The goal is not to reach a predetermined answer, but where
solutions may develop through a number of paths (Amabile 1996). There appears to be a relationship between creativity
and narrative thinking. When children play they often share their fantasy world and construct the stories of play through
collective activity. Thus narratives are tools for thinking and creativity. From the point of view of frame play children
from the age of 6 become more conscious of the situation of imaginary play and they reach an awareness of the purpose
of play when adults can easily join in with imaginary situations (Broström 1996; 1999).
Creativity is supported if the situation is not stressful. Thus it is important to encourage children to play with ideas and
to test solutions rather than pursue one correct goal. From the point of view of creative imagination children’s thinking
is usually suppressed. One obstacle in playing with ideas is a fear of mistakes and the use of existing models based on
the thoughts of adults (Hakkarainen 2002). Within this research ideating sessions were constructed with an atmosphere
that nurtured children’s creativity and imagination. The ideating sessions of designing playing environments were
organised in a playful way, because it allows more possibilities to create hypothesis and inventions. It is argued that in
creative activity playfulness has had positive influences (Lieberman 1977; Christie & Johnson 1983).
4 Data collection and analysis methodology
The empirical data was collected during autumn 2003, from 15 ideating sessions, in which children (N=49) aged 6 to 7
years expressed the kind of playing environment of their dreams. A session involved a group of 2 to 5 children that
consisted of either all boys, all girls or was mixed. The children ideated by drawing and discussing around a large
drawing sheet spread on the floor (figure 1). Researchers also participated in the process and emphasized that the
playing environments would be outside. Sessions lasted 30 to 45 minutes and were recorded on videotape. Videotapes
were transcribed afterwards and all the drawings were photographed.
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Figure 1. Example setting from an ideating session.
The playful nature of ideating sessions were similar to Stig Broström’s (1996; 1999) description of frame play, in which
an adult may also participate in the construction of the plot and imaginary situation. Frame refers to the participants’
conscious and joint plan of the imaginary play situation. During the ideating sessions researchers participated by
listening, discussing and drawing with the children. Researchers also asked about aspects of the playing environment
and what the children would like to do there. In this sense data collection sessions were similar to participant
observation. Adults joined in the storyline, but the children’s ideas and initiatives held the main role around the drawing
paper.
The study is based on narrative analysis (e.g. Polkinghorne 1995) and grounded theory, according to which a
phenomenon is approached through data-based information and the interaction of different theories (Strauss & Corbin
1994). In our case, the intention is not to create a theory of the individual thinking, but weight is put on the processes
within group thinking. Since there were several children involved in the ideating sessions, analyzing the process by
means of videotape or transcribed data is ambiguous. The fast pace of the children’s activities and the difficulty of
interpreting non-verbal communication make the interpretation of collaborative activity comparatively challenging.
Analysis of the data was based on the qualitative analyses of the ideating sessions. Through video and transcription of
the
children’s dicussions, drawings and their activity during the sessions were evaluated. The constructed narratives
of the children were set apart so that one narrative unit consists of one story with a clear plot or a connected whole.
Thus, one narrative could be a short description of environment and activity or the whole environment ideated on the
paper.
5 Results
The children were eager to ideate environments of their dreams: the 30 narratives were collected over 15 sessions,
averaging two narratives per session. In these processes children often shared their narrative thinking and constructed
narratives with a high level of collaboration. Narratives emerged in the levels of play, verbal action and emotions and
these became more complex and more emotional during the collaboration. Below we will present the results starting
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with the playfulness in the sessions and finishing with the descriptions of shared narrative thinking and the theoretical
model of narrativity.
5.1. Narrative thinking as playing
Frame play sessions inspired children to insert narratives into the playing environments. Narratives were represented as
drawings, descriptions and discussions about the playground of their dreams and connected activities. Many stories
were born of the creative and playful processes and can be thought of as an indication of children’s narrative thinking
and a way of organising new experiences into plot-like shape. Sometimes narratives were born so that children imagine
activities in the environments and were the narrators of those situations. Sometimes children played in the roles of the
narrative as in extract 1 below. Figure 2 shows the children’s common narrative.
Extract 1. Aapo, Tomi and Juho are structuring the narrative “The ship fires a ship and the rocket fires a park” by
playing
Aapo: What Im gonna do?... well there is no canon!
Tomi: Yes, there is none.
(notices that he also has none and draws a canon on his ship)
Aapo: Theres going to be a bang!
Tomi: Mine is shooting there, look, it shoots directly at pirate ship.
(indicates the pirate ship of Aapo) … Big ammo… shoots kind of really far, doesnt it?
Aapo: Mine too…
Tomi: Little rocket!
Juho: Oh geez! If that rocket… oh no!
Aapo: Rocket goes, it brakes that in a minute and then all of those!
Tomi: Yes it does! The ship shoots ship and rocket shoots park.
Aapo: Look.
Juho: My pirate ship gets revenge.
Tomi: Yeah! But not this, this shoots u into outerspace. And that flies to space certainly
Figure 2. The ship fires a ship and the rocket fires a park.
Extract 1 demonstrates that most of the narratives that arose from the ideating sessions were created through
collaboration, showing that two or more children share an imaginary situation in a collective way. The most rich and
complex narratives emerged in playful situations characterized as spontaneity, a manifestation of joy and a sense of
humour, which interrelate with divergent thinking (see Lieberman 1977). Below we present the main features of
children’s narrative thinking and shared narrative thinking.
5.2 Children’s narrative thinking in collaboration
From the data we distinguish four features in children’s narrative thinking: entity, fascination with surprise and
integration of fact and fiction, and emotions. In addition, we perceived five properties of children’s shared narrative
thinking (see table 1).
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Table 1. The main features of narrative thinking and shared narrative thinking.
Narrative thinking
Category
Implication
Shared narrative thinking
Category
Implication
Imitative
Construction of common
imagination and common
ground
Entity
Tendency to form
meaningful entities
Surprise
Meaning in the
stimulation of thinking
Associative
Creating narrative
through associations
Integration of fact and
fiction
Tendency to generate
imaginative situations
Productive
Emotional
Essential role of
emotion in the ideating
sessions
Creating narratives
through collaborative
ideating
Transformative
Emotional
Refining and elaborating
ideas through
collaboration
Emotional commitment to
shared idea
Through narratives children structured and organised their experiences and products of imagination into entities through
which the ideated environments acquired a meaning. In narrative thinking an element of surprise, that is, presenting
surprising alternatives inspired the children’s imagination and narrative thinking. For example in one session each of the
children first drew a tiger, and when the researcher asked if the animals could speak, the children didn’t react much to
the question, but after that the animals became climbing frames in which you could slide down from the animal’s
tongue. So, we argue that, in this case, surprise – asking if tigers could speak – stimulated the children’s imagination,
but this only happened when children found the ideas proposed appealing. We noticed that surprise is closely connected
to integration of fact and fiction in narrative thinking. Indeed, combining fact and fiction seemed to inspire children
and tended to exclude the conventional in the narratives. Extract 2 below shows an example in which two boys ideate an
environment by combining fact and fiction. Figure 3 shows the children’s ideal playground corresponding to this
narrative.
Extract 2: Paavo, Niko are structuring the narrative “Lava proof swimming trunks are needed” - fact and fiction
Paavo: I’ll make a volcano!
Niko: Yeah, I’ll make volcanoes, too! (giggle)
Paavo: But these are not real ones. They’re fake volcanoes!
Niko: I’ll make a big one, at least! Lava is splattered there!
Paavo: Hmm, this is fun!
Researcher: Why is there lava?
Paavo: There could be coloured water, red water.
Researcher: Yeah, it could be fake water.
Paavo: Yeah, is it ok Niko?
Niko: Yes.
Paavo: Like red cloth you could jump into.
Niko: Hmm…you can swim there.
Researcher: In lava?
Niko: Yeah
Paavo: Then swimming trunks are needed!
Niko: Yes!
Paavo: And lava proof ones!
Researcher: Ooh. Super trunks.
(boys laugh)
Researcher: Exactly. So your clothes don’t get wet and
the lava doesn’t burn.
Paavo: Then we could play volcano climbing!
… What an unusual climbing place!
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Figure 3. “Lava proof swimming trunks are needed”
In extract 2 children differentiated between reality and fiction but seem to be fascinated with the more fictitious
surroundings. The more fantastic assumptions, like swimming in lava, stimulated a greater refining and elaboration of
the narrative turning it into descriptions of other possible worlds. Integrating fact and fiction turns views of reality into a
test of possible worlds by making thought experiments. As in frame play, an adult joined the imaginative situation but
allowed the children to construct a common narrative for themselves. Thus, in one socially shared story, narrative
thinking or some aspects of it created by many children were represented. We assume that high quality collaboration
arose where constructing a story was based on the Intermental Development Zone (IDZ, Mercer 2000; 2002). Stories
that were versatile and rich in content were mostly constructed collaboratively, and, especially in situations where
children’s narrative thinking was socially shared, their imagination, memory, thinking and emotions came together. In
this case the representations of shared narrative thinking were not only verbal but included the movements, actions and
drawings during the process. According to the data, shared narrative thinking can be categorized into imitative,
associative, productive, transformative and emotional intermental phenomenon.
When children shared ideas for the narrative, refined it and developed it further, they were acting as guides and
innovators, but also as targets for copying and learning from each other. In all sessions shared ideating was based on
imitation, which appeared to be meaningful, especially in the shared reciprocal state, collective imagination and in
constructing a common view. It is possible that for children at this age imitation is one of the ways in which they signal
to their partner that they accept the stated idea (see Faulkner & Miell 2004) and in this way an IDZ is created. It was
also typical that the stories were created associatively, for example, in one session a child drew a house upside down
and the other elaborated on it turning it into an amusement park building associatively from her own experiences. In
addition, shared narrative thinking can be said to have been productive. This is shown in the sessions as rich and
imaginative output.
Due to the collaborative nature of elaborating and refining ideas, shared narrative thinking is transformative. During
the collaborative process of constructing a narrative, the ideas of others were not taken per se but constructed and
refined further. In this case transformative narrative thinking is connected to divergent thinking and to the creativity.
Thus in the ideating sessions acquired IDZ was made possible, along with narrative thinking, Intermental Creative Zone
(ICZ). The reciprocal creativity idea is refined so that none of the children can create it alone.
The data supports the assumption that emotions are closely linked to imagination (see Egan 2005) and narrative
thinking (see Bruner 1996). During the sessions children welcomed the ideas that attracted them emotionally, like those
associated with humour, fear or adventure. We agree with Egan (1992) in that children’s imagination is best stimulated
by stories with a content that affects them at the emotional level. Shared narrative thinking represents emotional
commitment to the same idea. For example, if one of the children or adults came up with an exciting idea, others took
part in the imaginary situation by eagerly making gestures and empathizing with the idea intensively. Common humour
and excitement functioned as emotional stimulations to the collective imagination and play.
In the ideating sessions children ideated playing environments spontaneously sharing only relevant thoughts. This is
enough for understanding because in social interaction a story can carry both meaning and context, i.e., surroundings for
the meaning. The story itself is actually broader than is explicitly expressed. For example in the session where Niko and
Paavo created the volcano environment, Niko’s “you can swim there”, is based on the assumption that then you’ll need
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swimming trunks and swimming in lava is possible in play. Implicit assumptions are starting to broaden the story into a
whole other possible world.
5.3 Towards a model of narrativity
Based on the perspectives that arise from the data and the theories of narrativity, we developed a three-dimensional
model of narrativity (figure 4). This model includes the dimensions of meaning, activity and collaboration. The model
introduces a flexible idea of narrativity, starting from separate entities and moving towards whole worlds, leaving
narrativity somewhere in between. The 30 narratives found during the sessions were situated in this model.
Figure 4. Model of narrativity
At the bottom of the model are the simplest meanings, such as characters and things. Moving up, the act of combining
simple elements with different kind of relations, such as time, causality and so on, introduces a narrative. At the top,
narrative expands into a whole possible world. As we approach the narrative level, which shouldn’t be thought of as a
definite level with real borders but as a continuum, the meaning of the axes of collaboration and creativity grows. The
narratives were hard to fit into the figure because of the very complex nature of all three dimensions. It seems that most
of the narratives are concentrated in the creation-collaboration corner, i.e., the corner of shared narrative thinking. In
the creative sessions of this study, children were not told to collaborate, it happened naturally through stimulation by the
entities contributed by others and through association, surprise or the integration of fact and fiction. The activities
observed can be categorized as imitative, productive and transformative. Presumably, expansion into broader worlds
occurred, but the more explanatory level, that is, the level of narrative, was our main focus.
6 Conclusions
This study showed that in creative and collaborative activity the children’s narrative thinking was shared and it arose
especially by playing and refining imaginative situations. Through shared narrative thinking children entered the
Intermental Creative Zone (ICZ) and, in this way, crossed the borders of individual imagination. It is through reciprocal
creativity that most of the children create the playing environments of their dreams and include in them meaningful
narratives in the shape of actions. Therefore, it is important to develop playful environments that are based on narrative
activities, the children’s own activity and collaboration. Based on this, we are developing our Model of Reciprocal
Creativity, which we will test in the pilot playing environments. We also have further plans to introduce new
technological elements to them.
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It is important that children refine possible worlds that are relevant to their current views of reality. When constructing
possible worlds by means of narrative, children gain an understanding of more complex meanings and learn to create
new meaningful wholes. Playing is fertile ground to develop children into flexible thinkers and actors of the future.
Thus, play can be properly regarded as a relevant context for shared narrative thinking and divergent thinking.
The role of the adult in this process is to emotionally support creativity and stimulate divergent thinking, taking care to
allow space for the children’s own natural narrative activities. As our data showed, surprise and integration of fact and
fiction was one of the most important factors in narrative thinking. Reacting to surprising stimuli, constructing a world,
they became more elaborative. Interesting and exciting conflicts between fact and fiction produced more shared
narrative thinking.
The surprise factor could also be supported by technology, by providing random inputs in time, challenging the
children’s narrative thinking. Information and Communication Technologies (ICTs) could support this kind of
collaboration between remote places. Most of the content of the narratives should still come from the children. ICT
would just provide a more dynamic environment – children as collaborative constructors of their own worlds and
technology making it more alive and offering more possibilities. Thus ICT would serve to support and stimulate
imagination.
Supporting children’s narrative thinking thus creates many challenges for future learning environments and for the use
of ICT. The learning environment of the future should be adaptive, flexible and customizable in order to create support
for the children’s own narrative activity and creativity. It should also provide possibilities to easily include learning
processes into the play and narrative activity. The question of building a pedagogical model for narrative learning
experiences therefore requires further study. The theoretical model of narrativity introduced here also requires more
interdisciplinary and transdisciplinary research.
Acknowledgements
Let´s Play Project [http://www.smartus.fi] consists of project manager Pirkko Hyvönen, researcher Marjaana Juujärvi,
planning officer Suvi Latva and Annakaisa Kultima. Scientific supervisors are professors Raimo Rajala and Heli
Ruokamo. The project is administrated by the University of Lapland, Faculty of Education, Centre for Media Pedagogy
and financed by European Social Fund and State Provincial Office of Lapland. Our partners are Lappset Group Ltd.,
Polytechnic of Rovaniemi, Tekes and VTT.
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