| Educational Design & Development:
Fainting Goat not only creates standard promotional
materials like print ads, brochures, websites, but we also design interactive educational materials
like the Virtual Library or Fuel for your head.
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Nicaise, M. (1998). Cognitive Research,
Learning Theory, & Software Design: The Virtual Library.
The Journal of Educational Computing
Research, 18 (2), 105-122. |
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The Virtual Library Abstract
The idea that theory and
research on learning and cognition could influence the
way we teach and structure learning environments has
established a new paradigm for software designers (Lebow,
1993). According to cognitive theory and research, social
discourse, authentic tasks, discovery and student-centered
learning all play central roles in learning and understanding.
These cognitively-guided concepts were incorporated
into a software development prototype called the Virtual
Library. When complete, the purpose of the software
will be to assist preservice teachers in learning about
educational psychology. The software is based on a library
metaphor where students browse through a series of 3-D,
virtual rooms to understand research, theory, and classroom
applications of educational psychology. Students have
access to movies, text, images, and web sites. They
also have opportunities to participate in interactive
lessons and e-mail conversations with other students,
classroom teachers, and educational psychologists.
A Library Metaphor &
Exploratory Learning. Learning tools that allow students
access to multiple sources of information, tasks, and
problems, in an order that learners prefer, and where
learners are required to construct an understanding,
is in closer alliance between what it means to learn
and classroom instruction (Lehrer, 1993; Reiff, 1993;
Venezky, & Gong, 1993). Exploratory learning environments
are thought to help students learn better because they
require students to actively construct meaning as opposed
to passively receiving it (Bruner, 1961; Harel, 1990;
Hsu, Chappelle, & Thompson, 1993; Papert, 1980).
Currently, three separate
rooms comprise the library environment, and each room
represents a distinct theory of learning in educational
psychology and instructional design (behaviorism, information
processing, and constructivism.
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Top-Down View of the
Virtual Library
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Each room contains information
about theoretical beliefs, empirical support, and implications
theory and research have for teaching, assessment, and
learning. The next series of figures present different
views of the behavioral room. Users travel through the
environment by clicking around on the screen. If they
click on the right side of the screen, the user will
turn right. If users click in the middle of the screen,
they will move for ward, and so on.
As users approach specific
artifacts within each room, they may click on the artifact
to receive information or participate in interactive
lessons: in the Behavioral room, clicking on the dog
statue retrieves archival video of Pavlov working in
his laboratory; clicking on B.F. Skinner initiates an
interactive lesson (described later).
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Situated Learning Around an
Authentic Task
Although open-ended, discovery
learning environments have a certain appeal for some,
many are disturbed by the seemingly loose nature and
goal-free approach. Unfortunately, there is a general
misunderstanding that knowledge-construction through
discovery learning implies no learning objectives and
a content-free curriculum. In fact, developing an open-ended
and exploratory software includes determining specific
learning objectives and outcomes, except the methodology
used to facilitate learning is completely different
from the traditional, linear lecture or computer-based
tutorial. In discovery learning environments, student
learning should revolve around an authentic task or
project. The task serves as a vehicle that spirals or
weaves seemingly discrete pieces of information and
skills into a complex whole. In other words, the task
helps students to organize and analyze information they
discover or uncover.
To assist students in
organizing, analyzing and synthesizing information they
find in the VL (or to help provide instructors who may
use the software with ideas), the software provides
a menu of authentic tasks or projects to users. The
tasks help guide student exploration and provide students
with a purpose for using the software. Because it is
difficult to devise one central authentic task for multiple
users of varied backgrounds, an introductory interface
provides students with diverse authentic tasks. In other
words, in the Virtual Library, the user (or instructor)
selects and defines his or her own mission or authentic
task. The missions loosely guide students as they interact
with the software. For instance, similar to Advise the
President (McGee & Beckwith, 1993), users may choose
to "Advice the Dean."
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Advise the Dean
"Schools and universities are restructuring
classrooms in dynamic ways. Ideally, classrooms should
be based on theoretical and empirical support derived
from educational psychology and instructional design.
At the end of the semester, you will meet with the Dean
of the College of Education and with representatives
from the state and advise them on the best possible
theory (or theories of learning) and how to best translate
theory into classroom practice." |
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Student-Centered, Nonlinear
& Playful Learning
Multimedia offers students
several unique characteristics important for student-centered
learning that a textbook or teacher cannot offer. First,
multimedia offers students choices of accessing information
in the form of text, audio, video, or through simulations.
In other words, it becomes easy to present information
in more than one way where students make choices. Along
with presenting information in more than one way, multimedia
helps to present information in nonlinear ways that
invites students to seek out explanations. In the VL,
when a user clicks on the photo of Watson, they hear
this,"John Watson is considered to be the father
of behaviorism, and he conducted his most famous experiment
with Little Albert." Afterwards, the user may click
the photo of "Albert as an adult" to watch
an animation where Albert becomes frightened at the
sight of a small mouse.
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If the user is curious
about this, he or she may seek out a multimedia book
on Watson to watch the actual video of Watson’s experiments
with Little Albert, read a text file, or hear additional
audios regarding Watson's contributions to educational
theory.
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In other instances, multimedia
helps to present information in visually rich and stimulating
ways or in game-like scenarios. Simulations are especially
good at piquing student interest which enhances an intrinsic
motivation to learn (Lepper, 1985). In the VL, there
are several simulations or games. When a user clicks
on Skinner, she or he tumbles into a virtual Skinner
box to learn about operant conditioning.
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Welcome to the Virtual Skinner Box.
You must figure a way out.
{To exit the box, students need to
figure out a series of lever pushes. When correct, the
user will be rewarded with an informational movie --
most of the movies are actual footage of Skinner working
with pigeons in the 1940's; the movie provides the user
with information that will eventually assist the user
in exiting the box. When users make mistakes, they are
given a simulated shock.} |
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Also, to motivate student
interest, some media are presented in a light-hearted
spirit. For instance, there is a historical antecedents
section in the behavioral room that presents media describing
Locke's, Descartes', and Darwin's influences on educational
theory. To access the Darwin media, the user clicks
on a picture and watches a morphing of Darwin to and
from an ape.
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Multiple Viewpoints, Discourse,
& Dialogue
Along with exploratory
learning, authentic tasks, and student-centered learning,
discourse is important in learning, and this was articulated
best by Vygotsky. According to Vygotsky, discourse is
thought to help students express ideas, ask questions,
and create categories for concepts. Discourse is thought
to help students to construct hypotheses and test them
against what they believe to be true. Moreover, it helps
students to view knowledge and information from multiple
perspectives. Conceptual growth comes when students
and teachers share different view points, new perspectives,
and experiences.
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In Virtual Library, students
have access to multiple points of view and opportunities
for discourse. In particular, many movies and other
media present teachers, students, and educational psychologists
who have contrasting views. The graphic to the left
presents users with a series of comic videos; the characters
present different sides of an issue. This particular
interface is presented on a kiosk in the behavioral
room.
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Each of the three rooms
in the Virtual Library has a kiosk in a centrally
located position, and information on each kiosk allows
users access to analytical information about the three
theories. Also, each kiosk presents examples or non-examples
of different theories in practice. On the behavioral
kiosk, a Montessori school
is presented as an example of how a developmental-
constructivist may design a school.
To present users with additional perspectives and
points of view, some of the media in the VL are connected
to other resources, especially to sites on the World
Wide Web. In the Information Processing room, a user
may access information about artificial intelligence
and chess playing by linking to information on Artificial
Intelligence as applied to chess match between Gary
Kasparov and Deep Blue. s
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Likewise,
students have access to multiple points of view through
a telecommunications function. Students may access a web
bulletin board on the web by clicking a button on the
menu bar. |
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Conclusion
Typically, adults have
tight control over pedagogy by predetermining all or
most learning objectives. Then, adults construct meticulous
lesson plans to deliver fragmented content across several
weeks or months. The idea of putting disciplines into
bite-sized units that can be taught through daily lectures
across a series of weeks has a long tradition in American
education. Although methods such as lecturing, expository
teaching, and direct instruction have their places in
teaching, all too often, people adopt an information-giving
approach and rarely consider alternatives. Similarly,
many have selected a fragmented, linear, and direct
instruction approach in software design. Most software
resembles an information-giving approach because most
of it is designed to help students progress through
a sequential knowledge base and a hierarchical, skill-building
process. In these instances, technology has not radically
altered the way we teach, and this type of instructional
design is problematic for many reasons (Becker, 1991).
Generally, it fails to consider the variations in student
background knowledge, interests, goals, or learning
style. Furthermore, when teachers (or software) pre-establish
most learning objectives, including the sequence in
which they will be learned, students are relegated to
passive participants. Some suggest that students become
over-reliant on form and imposed structure and do not
learn to self-regulate (Kozma, Belzer, & Jaffe,
1993; Wood, Bruner, & Ross, 1976). Most importantly,
there is scant evidence that a direct instruction and
hierarchical approach to learning works. Direct instruction
appears to be successful for basic skills instruction,
especially at elementary levels in reading and mathematics;
for other subjects and other grade levels, however,
there is "less of a basis for believing the direct
instruction methods will improve student learning,"
(Slavin, 1994, P. 286).
Although it is difficult
and challenging to find new ways of teaching and organizing
information, an interesting transformation is occurring
in software design and technology use. Advances in educational
technology are beginning to assist educators to consider
radically different ways of teaching or structuring
information because it provides us with vehicles to
do it differently. Consider Papert’s (1980) innovative
work with computer technology; his goal was to use a
mechanized turtle to encourage young children to learn
principles of mathematics and physics in a non-linear
and exploratory way -- a way that closely resembles
the processes of human learning. Since then, others
have created computer-assisted cognitive apprenticeships,
microworlds, and simulations (see Nicaise, 1994). Clearly,
software can be designed to create dynamic learning
situations that encourage students to build on prior
knowledge and actively construct meaning. Software,
such as the Virtual Library, can be designed to allow
students to explore content in a visually rich environment
that is not heavily structured. Students can go where
they want, walk through rooms, observe video experts,
or initiate electronic discourse with classmates. Student
learning is supported through the use on authentic tasks,
the availability of rich sources of information, and
on-line guidance from classroom teachers.
Author’s Note: I would like to thank Humphrey
Loe, Regan Richards, Kelly Wells, James Cooper, and
Ed Williamson who made significant contributions to
the development of the prototype. Without their dedication,
expertise, and sense of humor, the Virtual Library would
still be a figment of my imagination.
A full paper describing
the Virtual Library
is available as a PDF file.
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