Eshaa M. Alkhalifa - Eshaa Alkhalifa - Cognitively Informed Systems - Utilizing Practical Approaches To Enrich Information Presentation and Transfer (2006, Idea Group Publishing) - Libgen - Li
Eshaa M. Alkhalifa - Eshaa Alkhalifa - Cognitively Informed Systems - Utilizing Practical Approaches To Enrich Information Presentation and Transfer (2006, Idea Group Publishing) - Libgen - Li
Eshaa M. Alkhalifa - Eshaa Alkhalifa - Cognitively Informed Systems - Utilizing Practical Approaches To Enrich Information Presentation and Transfer (2006, Idea Group Publishing) - Libgen - Li
Informed Systems:
Utilizing Practical
Approaches to Enrich
Information Presentation
and Transfer
Eshaa M. Alkhalifa
University of Bahrain, Bahrain
Copyright © 2006 by Idea Group Inc. All rights reserved. No part of this book may be repro-
duced, stored or distributed in any form or by any means, electronic or mechanical, including
photocopying, without written permission from the publisher.
Product or company names used in this book are for identification purposes only. Inclusion of the
names of the products or companies does not indicate a claim of ownership by IGI of the
trademark or registered trademark.
All work contributed to this book is new, previously-unpublished material. The views expressed in
this book are those of the authors, but not necessarily of the publisher.
Cognitively
Informed Systems:
Utilizing Practical Approaches to
Enrich Information Presentation
and Transfer
Table of Contents
Chapter I
Cognitively Informed Systems: Justifications and Foundations ......... 1
Eshaa M. Alkhalifa, University of Bahrain, Bahrain
SECTION I
PERCEPTION, MEMORY, AND RECALL
Chapter II
Hypervideo and Cognition: Designing Video-Based Hypermedia for
Individual Learning and Collaborative Knowledge Building ............. 26
Teresa Chambel, University of Lisbon, Portugal
Carmen Zahn, Knowledge Media Research Center, Germany
Matthias Finke, Computer Graphics Center, Germany
Chapter III
Assisting Cognitive Recall and Contextual Reuse by Creating a
Self-Describing, Shareable Multimedia Object ................................. 50
Michael Verhaart, Eastern Institute of Technology,
New Zealand
Kinshuk, Massey University, New Zealand
Chapter IV
Guidance in the Interface: Effects of Externalizing Information
During Problem Solving ....................................................................... 74
Christof van Nimwegen, Utrecht University, The Netherlands
Hermina Tabachneck-Schijf, Utrecht University, The Netherlands
Herre van Oostendorp, Utrecht University, The Netherlands
SECTION II
MENTAL REPRESENTATION OF CONCEPTS, METAPHOR, AND LANGUAGE
Chapter V
Bridging the Gap between Human Communications and
Distance-Learning Activities ............................................................ 102
Sébastien George, INSA, Lyon, France
Chapter VI
Toward Noninvasive Adaptation of Metaphors in Content ............. 117
Alexei Tretiakov, Massey University, New Zealand
Roland Kaschek, Massey University, New Zealand
Chapter VII
A User-Centered Approach to the Retrieval of Information in an
Adaptive Web Site ............................................................................. 142
Cristina Gena, Università di Torino, Italy
Liliana Ardissono, Università di Torino, Italy
SECTION III
MENTAL REASONING AND INTERACTION
Chapter VIII
Swarm-Based Wayfinding Support in Open and Distance
Learning ............................................................................................. 167
Colin Tattersall, Open University of The Netherlands,
The Netherlands
Jocelyn Manderveld, Open University of The Netherlands,
The Netherlands
Bert van den Berg, Open University of The Netherlands,
The Netherlands
René van Es, Open University of The Netherlands,
The Netherlands
José Janssen, Open University of The Netherlands,
The Netherlands
Rob Koper, Open University of The Netherlands,
The Netherlands
Chapter IX
From Engineer to Architecture? Designing for a Social Constructivist
Environment ....................................................................................... 185
Karen Lee, University of Dundee, UK
Chapter X
Enriching Computer Support for Constructionism ........................... 210
Meurig Beynon, University of Warwick, UK
Chris Roe, University of Warwick, UK
SECTION IV
INDIVIDUAL DIFFERENCES AND INDIVIDUALLY BASED SYSTEMS
Chapter XI
An Architecture for Developing Multiagent Educational
Applications for the Web ................................................................... 236
Tasos Triantis, University of Patras, Greece
Panayiotis Pintelas, University of Patras, Greece
Chapter XII
Impact of Individual Differences on Web Searching
Performance: Issues for Design and the Digital Divide .................. 261
Allison J. Morgan, Pennsylvania State University, USA
Eileen M. Trauth, Pennsylvania State University, USA
Chapter XIII
Using Bayesian Networks for Student Modeling ............................ 283
Chao-Lin Liu, National Chengchi University, Taiwan
SECTION V
A REAL-WORLD CASE STUDY
Chapter XIV
The Effect of Technology on Student Science Achievement ........... 312
June K. Hilton, Claremont High School, USA
Preface
We dance around in a circle and suppose, while the secret sits in the middle
and knows. (Frost, 1971)
I do not think there is any thrill that can go through the human heart like
that felt by the inventor as he sees some creation of the brain unfolding
to success.... Such emotions make a man forget food, sleep, friends, love,
everything. (Nikola Tesla, 1856-1943)
Cognitive science as a field has gone through a long period of discovery and
knowledge in its various forms and areas of focus. The findings have stabilized
over the years to be able to predict and advise on how best to interact with
viii
the human mind, even if on a limited scale. This book aims to bring together
the contributors whose respect for the human mind has led them to take the
fruits of this science into account while laboring to design systems that interact
with that form of magnificence.
Consequently, this book comes as an expected step forward along the natural
path of research that starts with pure theory and ends with concrete designs,
development, and assessment of tools. Yet, it is to date unprecedented as it
contains an organization of the efforts put forward by researchers and design-
ers of novel approaches into five main streams that feed into a larger river.
These streams are partitioned in a fashion that is adequate to the human cog-
nitive machine.
For the first of these, we may notice that all humans start their interactions
with the world by utilizing their various senses for perceiving, storing what
they perceive in their memory to recall it at a later date. The second investi-
gates the organization of stored information in human memory and the cues
that cause someone to recall them in addition to the symbols and analogies
that are formed between concepts and their names or concepts and other
concepts. The third studies mental reasoning, which is the path followed from
what is given to the cognitive system until it gets to the deductions it can make
based upon that and this process, if repeated, may cause an interaction with
the outside world. This interaction may be in the form of trial and error with
the outside world along the path of discovery learning. The fourth stream iden-
tifies the individual differences between cognitive characteristics where some
individuals may have certain strengths, weaknesses, preferences, or even feel
more comfortable interacting with a particular type of system. The fifth and
last stream includes real-life case studies that are tested in actual classrooms.
The chapters of this book are therefore representatives of each of these five
streams of research in this field in order to cover all possible directions within
cognitively informed systems. However, representing each of the five main
branches does not imply that these chapters will exhaust all the relevant ques-
tions, but instead only act as suggestions of the vast possibilities that may
follow along the five main branches.
The first of the streams represents work on perception, recall of images, the
effects of externalization of information, and how that interacts with recall
during problem solving.
Teresa Chambel et al. in Chapter II exhibit one such direction by altering the
classical display of video for learners and presenting them instead in a
hyperlinked fashion. The various movie clips can be navigated and learners
are allowed to go and review a particular scene or to seek further details
ix
through another such link. The system also allows collaboration within differ-
ent student groups if they can watch the same movie or reference the same
movie clip link. Such work allows researchers to identify how learning from a
movie takes place and what parts of the movie may influence learning the
most, consequently informing cognitive learning theory of the particularities
that are discovered through the application of this approach.
Verhaart and Kinshuk introduce in Chapter III a proposal of how video clips
could be stored in memory in multiple representations. Their work comple-
ments what is presented in Chapter II by exhibiting the practicality of the
approach. In this chapter, the representations are autogenerated and allow
the user of the system to retrieve the images in a manner that does not neces-
sitate recall of all details as in using thumbnails to facilitate the retrieval of
images. Thumbnails provide the necessary cues to stimulate the recall of a
desired object that the searcher forgot parts of its details such as when searching
for an image while having forgotten its name.
Chapter IV, on the other hand, as introduced by van Nimwegen et al., has
more of an interest in how externalizing rules that have to be followed during
problem solving influence what students recall at a later date. This work is
extremely informative in that it shows how computer users who follow clear
instructions are relieved of the cognitive load imposed by the task they are
doing, but at the same time accomplish the task without learning how they did
that. Students who were tested several months later revealed that the informa-
tion presented to them during the problem-solving process affects what goes
into their long-term memories from the learning process.
The second of the streams studies the mental representation of concepts,
metaphors, and language. The mental representation of concepts is extremely
difficult to study even in the field of cognitive science, so one solution is to
attempt to organize information in a way that seems most suited to it and to
evaluate how that organization aligns itself with human mental representation.
Another issue is that of how words are used to “mean” certain concepts or, in
a more general view, how analogies or comparisons of different concepts are
made. Along this track, three chapters are offered.
In Chapter V, George offers an intuitive organization of a forum that is used
for discussions where the links of the forum are places such that they are
accessible when a student goes to a relevant lesson. The aim is to show learn-
ers how to access what is discussed on that particular topic or relevant topics.
The goal is to identify how concepts are related to each other and, in turn, to
reflect that by enforcing the links between the various forum contributions to
allow a faster, simpler access to students who wish for further feedback or
x
discussion. Here, the main issue is that of relevancy of the learned materials
and how it relates to what is discussed.
Tretiakov and Kaschek, conversely, offer a point of view in Chapter VI that is
novel in that it offers an interface that may work with various tutorial systems
without requiring any alterations to the actual tutorial system. The interface
offers the ability to select various metaphors or concept names and to de-
scribe them through analogical comparisons. The aim is to explain to students
through a means that allows them a deeper understanding of the concepts that
would in turn allow them to make deductions based upon the analogies made.
Ardissono and Gena classify users of the system they built into two levels:
novice and expert users. In Chapter VII, they describe how they collected
historical data on associations between different information needs that fre-
quently occurred together and utilized the results to make suggestions to users
of either of the two knowledge levels adaptively through the system. The time
it takes users to access their particular informational needs was greatly re-
duced through utilizing this historical data of associations that are based on
previous requests from the system. Here, knowledge is drawn from past us-
age in the form of cognitive associations and then applied to the design of this
system.
The third of the streams is concerned with mental reasoning. Although some
may assume that mental reasoning takes place with analogies, the form dis-
cussed in Chapter VI presents the analogies and checks whether students
access them. It does not investigate the deductions made. However, the fol-
lowing chapters allow students to make choices, and based upon these choices
they attempt to analyze the choices that must be allowed for students and how
this can be achieved within the limits of current computer systems.
Chapter VIII, as presented by Tattersall et al., presents a system that studies
how students choose the path sequences they follow during learning. It then
draws a map of their choices and tries to deduce the most successful paths
that were followed. This is then used to suggest to students possible future
steps while allowing students the full choices of whether to follow these sug-
gestions. Notice that it is unlikely here that all paths will converge to a single
one, as learners are known to have cognitive differences, so this study is likely
to illuminate how differences may emerge in the sequences of lessons students
follow to achieve more efficient learning.
Chapter IX, by contrast, is presented by Lee, to focus on student collabora-
tion during constructivist study. She uses a blackboard setting to promote
scaffolding as represented in presenting partial information to students and
allowing them to discuss and attempt to arrive at conclusions based upon the
xi
information they could gather on their own. Here, there is no imposed struc-
ture to the knowledge presented, and instead learners must discover it on
their own, and the only structure imposed is that by the scaffolding offered by
moderators who participated in shaping the discussions and ensuring they are
going in the right direction.
However, Beynon and Roe, in Chapter X, offer a contrary view indicating a
serious flaw with current programming issues when it comes to applying
constructivist approaches. They give a very detailed presentation of the
constructivist approach in addition to explaining the core differences between
the current programming paradigm and the basic requirements of constructivism.
The difference seems to lie between giving learners a goal to accomplish,
where they have to draw a plan of how to reach it, and when they are given an
environment and no plan is possible other than discovery while their conclu-
sions emerge spontaneously. An interesting perspective here on cognition is
that this may relate to what is currently described as cognitive insight as repre-
sented as the moment of discovery.
The fourth stream is concerned with individual differences whether they exist
within different cognitive characteristics or whether they exist within genders
or whether they exist in the frequency and types of errors students may make.
Chapter XI, as presented by Triantis and Pintelas, describes a multiagent ar-
chitecture where a mobile agent represented by the user interface interacts
directly with the learner and seeks to provide whatever is needed by that
learner. This agent is able to accomplish this by interacting with other agents
that exist in the background with the aim of requesting tutorials from them
according to the learning needs of the student. This approach is similar to
providing a representative who provides custom designs to each individual
accessing the system, to reduce search time, in addition to providing a user-
friendly environment and reducing any anxieties that may exist prior to learn-
ing.
Morgan and Trauth, on the other hand, present in Chapter XII a detailed
analysis of the digital divide between those who have access to the Internet
and those who do not take advantage of the digital world. Their emphasis in
this particular chapter is on the differences within each gender rather than
between the two genders. Their particular focus is on the words used while
running Web searches on search engines. People’s individual selections of
words that are used to represent the concepts they are searching for may
differ and therefore impact their use of these search engines and possibly even
impact the use of the Internet as a whole. The choice itself is a cognitive one,
which is made based on what that particular individual deems as the most
xii
appropriate to describe the concept desired, but this may not correspond to
the same choice made by the designers of the various Web sites.
Liu, in Chapter XIII, studies through a Bayesian model the occurrence of
guessing in student responses in tests. The study concludes that the level of
similarity between the items in the test itself and those presented in the course
materials play a crucial role in affecting the amount of successful guesses that
students may make. If on the other hand the number of correct answers is
fixed in various trials, guessing is yet again affected. This particular chapter
identifies, the false positives that may emerge in tests and assists in isolating
these especially when evaluating tutoring systems or in student assessments.
The last stream is concerned with a real-world study of the effects of technol-
ogy on student science achievement. Although the previous chapters are all
informative, the whole book and all the ideas proposed have one goal in mind—
namely to benefit those who use the systems.
Hilton presents in Chapter XIV a study on 1,194 students in a high school in
California. One of the main conclusions made is that the use of technology
does affect learning. The main problems exist in how the technology is used,
as using it in one way may encourage the amount of learning made while using
it in another may hinder learning. This is a clear indicator that care must be
taken when designing tutorial system to take into account all cognitive charac-
teristics that may influence learning, because ignoring them may lead to undes-
ired consequences.
The main conclusion that one arrives at is that this book presents practical
work that is being done today to bring the findings of a mature science to the
world of reality. Various approaches build upon dispersed findings made in
perception, reasoning, memory, and so on, to present the world with cognitively
informed systems. The book comes as a natural consequence of the evolution
of science, and it is not likely to be the last that will be geared toward this
particular target. As systems grow more aware of the cognitive state, they are
more likely to better serve and be more aligned with what they are built to
achieve. The progress continues.
xiii
References
Frost, R. (1971). The road not taken. New York: Henry Holt.
Popper, K. (1963). Conjectures and refutations: The growth of scientific
knowledge. London: Routledge & Kegan Paul.
xiv
Acknowledgments
I would like to first and foremost, thank God for the moments of insight that
illuminated this path toward knowledge.
I would also like to thank each and every author and contributor to this work,
whom I constantly bugged with my frequent e-mails and nagging to keep the
process going. Without your patience and hard work we would not have come
to reap the fruits of our labor.
I also would like to thank those who took the time to review the chapters in
this book whether they were from the contributors or just reviewers whose
sole purpose was to participate in the success of this work. From the latter
group, may I thank in particular Ali Khan, Amjad Mahmood, Gamal Kassem,
Kirtsten Ellis, Kostadin Kratchar, Mansour Al Aali, and Mencar Corrado.
Final words of thanks go to my supervisor Professor Keith Stenning who
helped start off the initial sparks of insight that led to this work.
Chapter I
Cognitively
Informed Systems:
Justifications and
Foundations
Abstract
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2 Alkhalifa
can be drawn is that this new perspective is not only practical but also
worthwhile.
Background
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Cognitively Informed Systems 3
Foundations of
Cognitively Informed Systems
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permission of Idea Group Inc. is prohibited.
4 Alkhalifa
and Derry (1993; Lajoie, 1990) that computers fill the role of cognitive
extensions by performing tasks to support basic thinking requirements, such as
calculating or holding text in memory, which caused them to label computers as
“cognitive tools.” Jonassen’s (1991) central claim is that these tools are offered
to students to lower the cognitive load imposed during the learning process,
which in turn allows them to learn by experimentation and discovery. However,
no experimental evidence was presented to support these claims where
students achieved more learning with these designs. By contrast, van Nimwegen
et al. in Chapter IV of this book offer counter evidence to show that this
reduction does occur but also directly affects what is being learned because
students become dependent on the availability of that support.
Wouter van Jooligan (1999) takes the concept assumed by Jonassen a step
farther through proposing an environment that allows students to hypothesize
and pursue the consequences of their hypotheses. They presented two systems:
the first supports the hypothesis formation step by providing several windows
that help students form their hypotheses and the second provides a formatted
presentation of experiments already tested and their results in a structured
manner. They also added intelligent support to the system by providing
feedback to students to guide their hypothesis formation approach. This
approach supports scaffolding by guiding students toward their target or goal,
but yet again the work was lacking a proper comparative evaluation. However,
Karen Lee shows in Chapter IX that the discussions do end up much more
structured and reflect an increase in knowledge.
Albacete and VanLehn (2000a, 2000b) recognized the cognitive anomaly that
exists between the naive students’ ill-structured knowledge of conceptual
physics and the highly structured knowledge of experts in the field. Conse-
quently their presented system concentrates on teaching students how the
various concepts relate to each other. The evaluation of results exhibited no
significant differences between the learning outcomes of the control group when
compared to the learning outcomes of the experimental group. Albacete and
VanLehn (2000b) then utilized alternative means of analysis to highlight various
differences in learning between the groups. The first was through measuring the
effect size, as done by Bloom (1984), while the second was to compare results
to the nationwide score on a standardized test. The third was to consider how
much students who have different pretest scores learned when compared to
each other. Perhaps the problem that lies here is in the evaluation step of the
results rather than the design of the system because results seemed positive in
some testing environments and no difference emerged in other testing environ-
ments.
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Cognitively Informed Systems 5
One may notice that the focus here concentrates on specific areas in the design
of the computerized system. These include the design of the interface of the
system that will interact with the user; they include the logic behind the
operations of the system which will comprehend what the user’s wishes, report
the results desired by the user, or assess various user ability or styles, in addition
to the output mechanism, which includes the modes used to display information
to the user.
A formalization of the main areas of contribution to qualify a system to be
described as a “cognitively informed system” is as follows:
a. The visual system is very organized and it seems to perceive the world
as accurately as possible.
b. Helmhotz (1821–1894), Bruner (1957), Neisser (1967), and Gre-
gory (1972, 1980) all agree to assume that the stimuli is subjected to
a set of hypothesis or postprocessing. This implies that what is
perceived is in a sense interpreted and if this interpretation occurs in
an erroneous fashion, than errors occur.
c. There are basically two research assumptions that investigate how a
complex item is perceived. Marr and Nishihara (1978) argue that the
main axes of an object are utilized to recognize an object. Template
theorists argue that the object that is viewed is viewed as a whole, and
is then compared to several existing templates in memory to be able
to recognize what has been seen. For example, a chair may have a
template or form that any newly seen chair can be compared to.
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6 Alkhalifa
Biederman (1987) follows the feature theorist view in that objects are
perceived as a complex object made up of parts. In this case, a chair
is broken up into its basic features, what is the shape of the back, what
are the shapes of the legs, and so forth.
d. Pattern recognition theories do not regard the context in which the
stimulus is presented as influential in the recognition process. They do
not regard the interrelationship between the various objects as
influential either.
e. Bruce and Young (1986) offer convincing evidence that when people
recognize stimuli that is extremely similar to one another as with
recognizing faces, then recognizing a familiar face occurs in a different
fashion from recognizing an unfamiliar face.
f. Bruce and Young (1986) also found that associating a name with a
face is very different from associating information about that person
with a face.
g. Gregory (1970, 1980) indicates that many of the classical visual
illusions occur because we impose the images we see in the three-
dimensional world that we live in onto a two-dimensional image or
representation and this causes an error in interpreting it.
These findings are only representatives of what may influence the design
of cognitively informed systems. In the field of teaching medicine, for
example, it is essential to identify how to highlight the important parts of
the image and to ensure that students acquire the ability to recognize them.
They will be examining images of high similarity and, as identified by Bruce
and Young (1986), may need to carefully review the images they seek to
be able to diagnose the problem by making themselves familiar will all of
its possible variations. Another issue is to avoid visual illusions that cause
the users of the system to be confused by the display.
2. Attention and Memory: Once the issues of perception are resolved, one
may wonder how to direct the system user’s attention to a particular point
of focus. Another goal is to encourage recall of whatever is being
displayed on the screen. It is not in the systems designer’s interest to use
a display plan that is highly likely to cause confusion or to lose the attention
of the user.
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Cognitively Informed Systems 7
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permission of Idea Group Inc. is prohibited.
8 Alkhalifa
This is yet another sample that indicates the importance of attention when
displaying information on any screen. Multimedia systems find support
within this domain as they offer a medium that does allow multiple
representations without risking interference. Another issue is that of
memory, and here it is dependent on the main goals of the system and what
the user is expected to recall following its use.
3. Mental Representation of Concepts: Mental representation research
concentrates on how information is represented in memory and how
different similarities and relationships are stored. For example, if the word
“car” is stored as a word, then the visual image of car is stored as an image
or word considering the person would describe it as a car. Is the image
stored as it was seen or altered to a format that is similar to it?
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Cognitively Informed Systems 9
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10 Alkhalifa
example: “Fred sold John his lawn mower, and then he sold him his
garden hose.” It requires an inference to deduce that “he” refers to
Fred rather than to John.
d. Additionally, there is a great deal of work on story comprehension of
which one of the most successful theories was proposed by Kintsch
and van Dijk (1978) where they indicated that story processing
occurs at two levels: the micro structure where the details of the story
are considered at the level of propositions, and the macro structure
level where the edited version of the micro structure is formed. The
generalization that occurs is of particular interest to learning as some
students tend to overlook important details when they generalize
learned texts.
e. Text generation by contrast involves generating language in forms as
close to “natural languages” as possible and this is subject to various
theories. The goals are usually to guide subjects toward self-reflec-
tion and defending their own arguments. The setting usually involves
an intelligent tutoring system that generates the text according to
specific points it notices as in remediation of common errors. In short,
this domain is vast, as it incorporates all the findings made in the study
of “effective communication” and many findings could be used as a
guide.
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Cognitively Informed Systems 11
Although system designers may wonder how this relates to their work as
it is a study of human error, the relationship is there. If a site presents a
product and then indicates its positive points, then its designer wishes the
customer or visitor to make the decision to buy the product. If an explicit
negative exists in the promotion, then this may be cue for the customer’s
cognitive system to decide against buying by raising the possibility of not
getting what is expected. Explicit negatives are one of the reasoning to
increase doubt in a rule as found by Johnson-Laird and Byrne (1993).
6. Cognitive Learner Differences: There are no guarantees that every
human is the same in their thought processes and cognitive styles. In fact,
differences have emerged between genders and even different types of
thinking.
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12 Alkhalifa
This list contains all major areas of influence where cognitive science can inform
hypermedia system design and evaluation. However, the implementation of this
description into practice can only occur through a case study.
Case Study:
Multimedia Tutoring System
Cognitive information may be consciously made part of the system design and
therefore investigated during the evaluation phase of the system, or it may
inherently exist in a classical design without showing any effect until the
evaluation of that system isolates the aspects that cause the effect obtained.
Several book chapters were offered by Alkhalifa (2005a, 2005b, 2005c, in
press; Al Balooshi & Alkhalifa, 2002; Alkhalifa & Al Balooshi, 2003) in order
to offer support to the perspective presented here and the means of how the
theory can be implemented in actual design.
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Cognitively Informed Systems 13
Alkhalifa (in press) presented a mapping of the various decisions that a designer
may need to take and the corresponding areas that may be of relevance to that
decision.
The decision made here is if more than one media is offered and at what level
of complexity. Issues that may be of relevance are as follows:
• Cognitive load
• Limited attention span
• Interference between different mental representations
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14 Alkhalifa
The decision made was to investigate the effects of two media types in
particular, namely, animation and textual representation. The different modali-
ties are not expected to cause any interference except that they do describe the
same subject matter. To avoid dividing attention, full control of the animation
was given to the student to start it, stop it, and repeat it whenever desired.
Cognitive load was considered by allowing the student to take control of the
sequence of lessons as well as requiring only minimal interactivity.
How the screen is partitioned amongst the various media or objects displayed
This decision affects the number of objects or windows displayed at the same
time and the issues of relevance concerning the person’s interactions and
attention given to these windows.
The screen was partitioned into exactly two parts, the right-hand side had the
text and the left-hand side had the animation. Attention need not be divided as
the student can start the animation at any time, and colors were uniform for both
partitions.
This decision affects the material displayed within the multiple windows and
how they affect the user of the system with respect to being complementary or
confusing.
The redundancy did exist between the materials, but the representations
differed in that one was purely textual and the other was graphical. Differences
in cognitive styles also existed and were tested to identify any learning
differences between the two types of learners: visualizers and verbalizers.
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Cognitively Informed Systems 15
Use of Colors
This decision affects colors used in the system and how their choice affects the
user of the system by attracting attention, for example:
Use of Animation
This decision affects the use of animation in the system to simulate changes or
transformation.
• Cognitive-load reduction
• Accommodates visualizer/verbalizer learners
Use of Interactivity
This decision affects the interactivity of the system and the choices it allows
users to take to control their use of the system.
• Cognitive-load reduction
• Raises the level of learning objectives
The level of interactivity in this setting was not high. Raising it may cause learners
to interact with the animation window and ignore the textual description, so the
decision to keep it low was taken.
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16 Alkhalifa
Aural Media
This decision affects whether textual material appears and natural language
issues such as ambiguity and so forth.
• Clarity of communication
• Accommodates verbal/serialist learners
Verbal descriptions were written in very simple English and sentences were as
clear as possible, especially since the users of the system speak English as a
second language.
This dimension is concerned with the system’s main modules, their program-
ming complexity, as well as their interactions. Evaluation within this dimension
should be performed in any or all of the following methods:
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Cognitively Informed Systems 17
This dimension is concerned with assessing the benefits that could be gained by
students when they use the system. Classically, these are done in pre- and
posttests and this is carried on in this framework with more attention given to
detail.
This dimension is mainly concerned with student opinions on the user friendli-
ness of the system and allows them to express any shortcomings in the system.
This could best be done through a survey where students are allowed to add
any comments they wish without restraints.
It should be apparent that this framework could be easily generalized to
evaluate any type of hypermedia system by necessitating the inclusion of
cognitive science findings in the design and then evaluating their effects in
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18 Alkhalifa
Results
First of all, student grades were analyzed using the analysis of variance
(ANOVA) test. In order to conduct a significance test, it is necessary to know
the sampling distribution of F given the significance level needed to investigate
the null hypothesis. It must be also mentioned that the range of variation of
averages is given by the standard deviation of the estimated means.
The ANOVA test did indeed show that there is a significant improvement in
group two between the first test which was taken after the lecture and the
second test which was taken after using the system. However, this was not
sufficient to be able to pinpoint the strengths of the system. Therefore, a more
detailed analysis was done of student performance in the individual questions
of test one and test two. Since the questions were mapped onto each other by
design, it was easy to identify significant changes in student grades in a particular
question type for students of group two who responded to similar questions
before and after the use of the system. For example, a highly significant
improvement with F=58 and p<.000 was observed in the question “Using an
example, explain the stack concept and its possible use?” which is an indication
that the use of the system did strongly impact the student understanding of the
concept of a “stack” in a functional manner.
Another point of view is to examine the scores by using the total average, which
is 10.639, which can be approximated to 10.5, which can be used as a border
line. The rest of the scores can then be divided around this line. It was noticed
that the average score of the third group was not high, yet 10 of scores were
above the border line while comparatively 6 scores were above it from the
second group and only 6 of group one, which took the class-only option. This
shows the results of the third group used the multimedia tutoring system alone
and the second group, which had both the classroom lecture and the tutoring
system exposure, to be close. It also underlines how much the second group
improved their test results after taking the CBI and in the same time showing that
the first group had not improved much only with the lecture learning.
These results indicate that the use of the system may introduce a “limiting” effect
that follows the initial introduction to the concepts (Al Balooshi & Alkhalifa,
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Cognitively Informed Systems 19
2002). Classroom lectures introduce students to the concepts allowing them all
the freedom to select all types of applications, which is in some ways
overwhelming. The use of the system, on the other hand, produces a safe haven
to test their ideas and strongly pursue the examples they can imagine, which
helps them arrive at a solid procedural understanding of the concepts. It goes
without saying that such a conclusion would have been impossible to make if
the questions were not purposely set in the shown mapped fashion.
Additionally, students of groups two and three who were exposed to the system
were asked to fill out an evaluation form composed of a series of questions as
proposed by Caffarella (1987). They generally gave ratings of around 4 to 5
on a scale of 0 to 6 with the highest for “The use of graphics, sound, and color
contributes to the student’s achievement of the objectives” and “The user can
control the sequence of topics within the CBI program,” and the lowest score,
which was 3.559, for “The level of difficult is appropriate for you.” Therefore,
it seems that the students in general enjoyed learning through the system
although they found the level of difficulty of the concepts presented challenging.
In addition to all this, three peer experts filled out evaluation forms to rate the
system from an instructor’s point of view and they gave the system an average
rating of 5.33 on the same scale of 0 to 6.
Conclusion
The main conclusion made here is that there exists a science that may inform the
design of a computer system that interacts with the human’s cognitive system
and the suggestion made is to apply the findings to form a clearer channel of
communication. The claim that human minds work by representation and
computation is an empirical conjecture and therefore may not necessarily be a
correct assumption. In fact, John Searle (1992) has claimed that this approach
is fundamentally mistaken. Other challenges exist including, for example, that
human thought is affected by social interactions or that the mind is dynamic in
nature rather than computational. Thagard (1996) indicates that the science
exists and is currently expanding to include many different representations and
seeks to meet these challenges. Consequently, a conclusion that can be made
here is that the question that is posed for cognitively informed systems is not
whether the cognitive system is in fact computations, but rather what types of
interacts produce which outcomes. When the question is reformulated in this
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20 Alkhalifa
way, the path of cognitively informed system differs significantly from that of
cognitive science in that it no longer seeks to fully comprehend what really goes
on, so as information about real-world cognitive reactions are monitored and
utilized in predicting reactions, thus influencing system design. By this alteration
of the research goal, the target becomes practical and assessable.
References
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Cognitively Informed Systems 21
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22 Alkhalifa
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24 Alkhalifa
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Cognitively Informed Systems 25
Section I
Perception,
Memory, and Recall
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26 Chambel, Zahn, & Finke
Chapter II
Hypervideo
and Cognition:
Designing Video-Based
Hypermedia for Individual
Learning and Collaborative
Knowledge Building
Teresa Chambel, University of Lisbon, Portugal
Abstract
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Hypervideo and Cognition 27
Introduction
What is Hypervideo?
The term “hypervideo” reflects the idea of true integration of video in hypermedia
spaces, where it is not regarded as a mere illustration, but can also be structured
through links defined by spatial and temporal dimensions (Chambel, Correia,
& Guimarães, 2001; Chambel & Guimarães, 2002). Hypervideo structures
may also be defined as a combination of interactive video and hypertext, as they
consist of interconnected video scenes that may further be linked with addi-
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28 Chambel, Zahn, & Finke
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Hypervideo and Cognition 29
An effective design of tools and environments that support learning requires the
understanding of human cognition and learning processes. This section presents
the main cognitive concepts relevant for discussing video and hypervideo as
supporting tools for learning.
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30 Chambel, Zahn, & Finke
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Hypervideo and Cognition 31
distributed within socio-technical systems (Pea, 1993) and that most learning
occurs within a framework of knowledge communication and knowledge-
related cooperative and collaborative action (Salomon, 1993; Scardamalia,
2004). Such a framework can be provided, for example, by collaborative
problem-solving tasks including collaborative activities such as writing texts or
editing hypertext and multimedia (Beichner, 1994; Scardamalia, 2004; Stahl,
2002).
The educational value of such collaborative tasks may be seen on both a
motivational and a socio-cognitive level. On the motivational level, the
experience of solving a complex problem or designing any kind of product in
collaboration with others (peers, teachers, etc.) and thereby using a modern
and culturally extended technology (computers, software, authoring tools, and
video) can promote a feeling of importance (Carver, Lehrer, Connell, &
Erickson, 1992) and improve the self-conceptions of learners (Lehrer, 1993).
It may also particularly increase feelings of becoming a competent member of
a “community of practice” (e.g., Penuel, Korbak, Cole, & Jump, 1999).
On the socio-cognitive level, collaborative tasks serve as a setting where
individual knowledge interacts with group knowledge. Applying Salomon’s
(1993) spiral interaction model, we can assume that repeated interactions
between individual knowledge and group knowledge during discussions and
discourse steadily lead to higher levels of knowledge related to both individual
cognition and to the knowledge resources of the group. The basic argument
underlying such positive expectations derives from developmental psychology,
where individual cognitive development is generally assumed to be facilitated
most where it naturally occurs from the very beginning of life, that is, during the
social interaction with significant others and during peer interactions (e.g.,
Vygotsky, 1978). Or in terms of contemporary computer-supported collabo-
rative learning (CSCL) theory, individual knowledge develops best within
group knowledge processes involving both socio-cognitive processes and
cultural artifacts (Stahl, 2002).
Group knowledge is also referred to as “shared knowledge” or “common
ground” (e.g., Baker, Hansen, Joiner, & Traum, 1999). In contrast to individual
knowledge, group knowledge must be identified, negotiated upon, and ex-
pressed in the form of shared information during different phases in
collaborative knowledge acquisition. Group knowledge is developed by learn-
ers acting collaboratively on shared information such as texts, images, or even
dynamic videos or animations. Activity contexts for interactions between
learners should be provided for groups to develop this common ground and to
express their shared knowledge in a shared information environment.
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32 Chambel, Zahn, & Finke
After having outlined the general arguments in favor of flexible support for
learning, we will consider in the next section why and when using dynamic visual
materials and video, in particular, might be a good choice.
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Hypervideo and Cognition 33
understanding of the topic (for overview, see Wetzel, Radtke, & Stern,
1994; Park & Hopkins, 1993).
• By combining diverse symbol systems, such as pictures, texts, and
narration, into coherent media messages (Mayer, 2001). The specific
qualities of video presentations are supposed to support the construction
of rich mental representations and, by dual coding (Paivio, 1986; Mayer,
2001), improve the transfer of knowledge.
• Through the conducting of “video projects,” where learners engage in
active video production, relying on an idea sometimes described as
“learning by design” (Reinmann & Zumbach, 2001) or “project-based
learning” (Baake, 1999; Bereiter, 2002). Video is not only used to present
information or situate a problem to be solved; creating video artifacts is the
problem to be solved.
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34 Chambel, Zahn, & Finke
Television and video could also be a powerful tool for reflection, if designed in
a way that would allow the viewer to select what to watch, to control the pace
of the information flow, to stop and make annotations, and to relate to other
materials or to other people’s points of view (Correia & Chambel, 1999;
Norman, 1993; Zahn et al., 2004).
Hypervideo technology can provide this kind of support to the different learning
modes, phases, and styles, and integrate an environment that allows the
communication and collaboration among learners, teachers, and other experts
on the subjects at hand (Chambel & Guimarães, 2002; Correia & Chambel,
1999; Guimarães et al., 2000; Zahn et al., 2002; Zahn & Finke, 2003).
Hypervideo might promote learning in its main modes and phases for different
individuals by providing and supporting:
By allowing the viewer to watch video in his/her natural experiential mode and
by inducing and supporting more active and reflective attitudes through control,
comparison, and annotations, hypervideo can support both cognitive modes
suggested by Norman (1993). Its ability to integrate heterogeneous media and
activities also allows the support of diverse learning styles and the interaction
between different learners.
However, all this power is accompanied by potential complexity and may not
be used to its best in all cases, especially for learners and authors with little
experience and background knowledge. Hence, design guidelines play an
essential role in the authoring of effective hypervideo spaces (Chambel &
Guimarães, 2002; Zahn et al., 2002).
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Hypervideo and Cognition 35
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36 Chambel, Zahn, & Finke
Hypervideo in HTIMEL
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Hypervideo and Cognition 37
The user may focus on the videos through video-centered pages (Figures 1b,
c, d), where the whole video can be played. Indexes, synchronized with the
video, make the video structure explicit, provide for user orientation, and can
be used to navigate the video, handing control to the user. Different types of
indexes act as different views or maps of the video. For example, a table of
contents (Figure 1b) represents the video structure, whereas an image map
(Figures 1c, d) is a visual summary of the video; a cognitive map represents its
knowledge structure (Guimarães et al., 2000), while user annotations (Correia
& Chambel, 1999) capture a personal view of the video (Figures 2c, d), and
exercise maps (Chambel & Guimarães, 2002) relate activities and quests to
video content. In video-centered pages, while keeping some familiarity with the
TV/video metaphor, the user has an augmented experience of video watching.
Links can also be defined among different parts of the video, addressed in
space and time, allowing the user to navigate it through related information
(Figure 2a–b), or among portions of video and text (Figure 1d–a), comple-
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38 Chambel, Zahn, & Finke
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Hypervideo and Cognition 39
Navigation can also be made through a timeline, positioned beneath the videos
in the presented examples. It provides direct access to any position on the
video, in a continuum, and in this sense it contrasts to video indexes that give
access to specific positions in a discrete space. HTIMEL timelines also play a
part in link awareness, representing the source and/or destination time interval,
when the cursor is over any link that involves the video in the context. Besides,
while the cursor is over the timeline, all the context changes, reflecting what
would happen if the video was to play from that position, providing for context
awareness. Other forms of link awareness mechanisms are discussed in
(Chambel, 2003; Chambel & Guimarães, 2002). Being developed for the
Web, these hypermedia spaces allow an easy integration of communication
mechanisms. Students may then create their own versions of hypervideo
documents, expand upon the original ones, through annotation, and share them
with colleagues and teachers.
From our studies and experiences, we conclude that students are more
motivated to watch the videos in this type of hypervideo than in traditional
settings, as the process becomes more flexible and engaging; and it is easier to
search for information and to capture the videos’ messages through the different
maps available. Video course material, as rich as it is, is better used in a
reflective mode if presented in a way where the content or knowledge structure
is made explicit. The full integration of video in hypermedia also allows the
capturing of important relations between video and other media, like text,
through contextualized explanations and illustrations that promote deeper
understandings of the different materials. Different learning styles are also
activeColor="#EAAB4D" inactiveColor="#993347"
spotColor="#FFFFFF">
<OBJECT CLASSID="CLSID:05589FA1-C356-11CE-BF01-00AA0055595A">
<PARAM NAME="FileName" VALUE="E:HPi.mpg">
</OBJECT>
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40 Chambel, Zahn, & Finke
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Hypervideo and Cognition 41
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42 Chambel, Zahn, & Finke
View 1 View 3
Annotation
Engine
Video / Annotation Information
View Inforamtion
View
Java Applet Client
View
and
View 2
Communication
Navigation View
View HTML
HTML
Web Browser
Presenter Engine
Video Video
View View
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Hypervideo and Cognition 43
link, by clicking on an object in the video view. Each view offers a number of
different facilities:
• Video view: The video view presents video sequences containing video
annotations. By means of VCR functionalities, a user can control the
tempo of the presentation. The existence of a video annotation is an-
nounced by the visualization of its sensitive region within the video display.
Since it might be disturbing in some learning situations, the user is in charge
of initializing the visualization process of sensitive regions. Hypervideo
links can be activated by clicking on the corresponding sensitive region
with a mouse pointer. Furthermore, the video view is used by the user to
generate a sensitive region, which defines the anchor of a hypervideo link;
• Information view: Within this view, the information nodes are displayed,
which are linked to sensitive regions in the annotated video sequences.
The information view offers the definition of hypervideo links. Thereby,
more than one information node can be linked to a sensitive region in the
video view (multiple link strategy);
• Communication view: The communication view presents the group
conversation in the form of text-based dialogs. Users can reply on existing
conversation or start a new dialogue. Thereby, a dialogue is always
related to an object in the video or to a specific information node. This
provides us with the opportunity to combine conversations with associ-
ated subjects within the hypervideo. The advantage is that a user has a fast
access to specific conversations and does not have to go through the entire
communication contribution created by the community;
• Navigation view: Within this view, the disclosure of the hypervideo
structure is presented in order to support user orientation. The arrange-
ment of all node types within the structure is visualized in a text-based manner.
Users can browse the navigation view and activate hypervideo links, which
will lead to the presentation of the content in the associated views.
The development of the Web-based user interface based on the view model
was paralleled with experimental work on learning with hypervideo environ-
ments and case studies in the context of university teaching. The experimental
research was conducted at the University of Tuebingen in Germany, in
cooperation with the Computer Graphics Center at Darmstadt in Germany with
an earlier version of this HyperVideo System. Results revealed that hypervideos
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44 Chambel, Zahn, & Finke
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Hypervideo and Cognition 45
ever, there are some main challenges, including the management of a potentially
high cognitive load in processing information based on hypervideo, and usually
significant investments involved in the production of multimedia and video-
based products. The definition of design guidelines and the development of
effective and flexible production frameworks and authoring tools can help to
meet these challenges. Some work has been done in this direction (Chambel et
al., 2001; Chambel & Guimarães, 2002; Zahn et al., 2002, 2004), but more
research needs to be done.
Our directions for future research, either from a cognitive and technical
perspective, include new developments in tools and design guidelines for
hypervideo in different environments and contexts of use. This process involves
the definition and evaluation of new mechanisms to support individual and
collaborative learning with video on the Web and also in interactive TV and
mobile environments. It also includes the interaction with video augmented
books, furthering our previous research on hypervideo and digital talking
books. In collaborative learning, for example, a project will investigate the
interactions of modern hypervideo technology with individual cognition and
teachers’ instructions while supporting group discussion. The topic at hand will
be “persuasive strategies of TV advertising,” for media education in secondary
schools, and the learning goals include visual and digital literacy skills. The main
focus will be put on students’ communication patterns, collaborative hypervideo
design processes, and the groups’ products. In summary, we intend to explore
a broader approach to the support of individual and collaborative learning,
inspired by field studies in different learning contexts that might raise specific
challenges and require differentiated support.
Our cognitive relation with video is not only experienced in formal learning.
Most of the considerations made and the approaches proposed also apply to
many other applications, including situations of informal learning and art works.
Because video has important communicative, entertaining, and artistic proper-
ties, hypervideo can be used to support new forms of expression in new media
(Url-nm) in many areas of culture and entertainment, for example, in interactive
cinema, electronic literature, and museums. These areas can benefit from many
of the mechanisms developed for learning environments, but they may as well
raise new challenges that will inspire new methodological and technological
developments.
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46 Chambel, Zahn, & Finke
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Hypervideo and Cognition 47
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permission of Idea Group Inc. is prohibited.
48 Chambel, Zahn, & Finke
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permission of Idea Group Inc. is prohibited.
Hypervideo and Cognition 49
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Zahn, C., Barquero, B., & Schwan, S. (2004). Learning with hyperlinked
videos—Design criteria and efficient strategies of using audiovisual
hypermedia. Learning and Instruction, 14(3), 275-291.
Zahn, C., & Finke, M. (2003). Collaborative knowledge building based on
hyperlinked video. In B. Wasson, R. Baggetun, U. Hoppe, & S. Ludvigsen
(Eds.), Proceedings of the International Conference on Computer
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for learning and learning by design. In R. Bromme & E. Stahl (Eds.),
Writing hypertext and learning: Conceptual and empirical approaches
(pp. 153-176). Oxford: Elsevier Science.
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50 Verhaart & Kinshuk
Chapter III
Assisting
Cognitive Recall and
Contextual Reuse
by Creating a Self-
Describing, Shareable
Multimedia Object
Michael Verhaart, Eastern Institue of Technology, New Zealand
Abstract
Digital media elements, or digital assets, are used to illustrate things such
as images, sounds, or events. As humans, we use many senses to assist our
cognitive processes, and providing multiple representations will enhance
our ability to store, recall, and synthesise the knowledge and information
contained in the digital asset. This chapter introduces a model for a
multimedia object, that allows multiple representations to be managed,
and includes a structured metadata file describing the asset that captures
the original context. Humans are capable of classifying and describing
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Assisting Cognitive Recall 51
millions of such objects, but recalling context and content often blurs over
time. Computer systems provide us with a way to store electronic objects,
and with a variety of representations and sufficient metadata they can be
used to assist cognitive recall.
Introduction
With the large number of digital assets available on the Internet, it has become
common practice to use and reuse these elements in many different contexts.
A significant problem that occurs is that the original context and associated
metadata gets lost. When the digital assets, such as images, sounds, or videos,
are created, they have specific properties and they exist in a specific and
describable context. Electronic elements have derived properties, such as a
type and size, and can be automatically generated. If the element is part of a
group, then common properties could be described and would include such
things as the author, possibly the location, and maybe some contextual
information such as the event. This metadata could be created in a template and
automatically added to the description of an element. Annotated information
that describes the element can also be attached to the metadata.
Humans are capable of classifying and describing millions of such objects. For
example, for image, the scene information may be retained in short- or long-
term memory, and for most individuals, the details will blur over time. Computer
systems provide us with a way to store electronic objects, and with sufficient
metadata, they can be used to aid in classifying, managing, searching, and
reusing these objects in a variety of contexts whilst still retaining their original
context.
This chapter describes a model that allows a digital asset to be described in its
original context, captures ownership details and annotated metadata, and
allows for multiple representations. As humans have variable memory capaci-
ties, the representation of a digital asset as a multimedia object will assist
multiple cognitive processes by providing appropriate metadata and alternative
representations.
The proposed metadata model is based on commonly used standards and
utilises eXtensible Markup Language (XML). Standards included are the
Semantic Web’s Resource Definition Framework (RDF), the Dublin Core
(used by library systems), and vCard which is used to identify individuals.
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52 Verhaart & Kinshuk
Consider the images shown in Figure 1, which were taken on a bus trip to the
Russian-Finnish border.
If a presentation were to be constructed by a person who was not on the trip,
and was searching for an image from a media repository, it would be more likely
that the image on the right would be chosen as the one from the actual Russian-
Finnish border. In fact, the image on the right was taken at a tourist stop where
a “fake” border was constructed, while the other was taken at the actual
border. This is a common problem when sourcing media from a huge repository
such as the Internet, where the context of what is being reused is lost.
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Assisting Cognitive Recall 53
So how can this contextual information be added to a media element? Data that
describe the properties of an object are referred to as metadata, and are
commonly referred to as data about data. Many file types have a built-in
ability to add information about the element. For example, in Windows
Explorer, right clicking on a jpg file, selecting Properties, and then Summary
displays the editable information as shown in Figure 2.
The ability to attach with an object the data about that object gives us the ability
to describe the object’s context.
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54 Verhaart & Kinshuk
Creating Shareable
Digital Assets and the Need to
Retain Contextual Information
Commonly, the term digital asset is used to describe a media element. This can
be an unstructured media element, such as text, an image, an animation, a
sound, or a video, or a structured media element, such as a word-processing
document (typically contains text and images though it is possible to include
animations, sound, and video), a spreadsheet, a database, and so on (AOL
Time Warner Group, 2003). The form in which a digital asset is presented
should not only retain the appropriate contextual information but also present
it in the most appropriate form.
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Assisting Cognitive Recall 55
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56 Verhaart & Kinshuk
an extension of the third, that is the files are placed in a wrapper. Hence, this
chapter investigates a model conforming to the third option.
After evaluating several prototypes, a workable model has evolved, which
consists of a file that contains the textual metadata for the digital asset and
associated files in their original formats. In order to describe this collection of
files, the term MultiMedia Object (MMO) has been coined (Verhaart,
Jamieson, & Kinshuk, 2004), and is illustrated in Figure 3.
To enable the metadata and to describe the information about the associated
manifest of files, a markup language has been developed. This language is
needed to
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Assisting Cognitive Recall 57
Media elements can come from two sources: the creator or external. The goal
of the MMO is to create a shareable object; therefore, whether it has been
created or copied, rights and copyright information need to be captured.
Objects can be created in many ways; for example, they may be hand
(computer) crafted where an authoring tool (such as a drawing program) or a
capturing device (such as a digital camera) is used. The rights and copyright
metadata will fundamentally be the same; it would contain the creator’s details
and copyright notice.
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58 Verhaart & Kinshuk
In the case of borrowed objects, this becomes less clear. With the Web as a
significant tool for information gathering and rearranging, many media elements
lose the rights and copyright information because this information is mostly not
stored with the element but is placed on the Web page. The ability to create an
associated metadata file with each media element can go some way in keeping
the rights and copyright information.
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Assisting Cognitive Recall 59
characteristic is also essential in the design of a user interface for MVML. The
three design parameters of creation, viewing, and sharing all need to be
carefully considered for acceptable use of MMO.
When designing MMO/MVML creation software, it is important that it can run
in stand-alone mode as well as in an Internet mode, as there are many users not
connected permanently to the Internet. The application should be capable of
autogenerating the standard associated files; for example, when the MVML file
for an image is created, a thumbnail should also be created.
Viewing an MMO/MVML file can be generalised but it should be possible to
annotate the MMO. The amount of change required in existing media players
should be minimal, although at present a Web browser would be the most
obvious choice because it can cope with the greatest number of different media
types. An advantage of the MMO with its multiple associated files is that
cognitive loading can be decreased for each media element. For example, work
on exploration space control (Kashihara, Kinshuk, Opperman, Rashev, &
Simm, 2000) emphasises the display of optimal amounts of information to be
displayed on screen to reduce cognitive overload. A system utilising the MMO
would then be able to display an appropriate media object from the manifest
and provide a link to the additional related objects in the manifest.
There are two kinds of metadata that need to be attached to a digital asset:
derived and annotated (Goldfarb & Prescod, 2002). Derived data can be
extracted from the electronic file itself, for example, the name of the file or its
physical size. There are many advantages in capturing this information implicitly
rather than getting the application to retrieve this information each time it is
needed. For example, a thumbnail of an image with a description and its
physical size can be quickly displayed to allow the user the choice of accepting
the download or not.
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60 Verhaart & Kinshuk
Annotated metadata is that which is added by the user. In order for an MMO
to have an existence, it must have the mandatory field “title.” This is consistent
with database schemas where a primary key is defined or in the physical world
where a person is given some sort of identifier, for example, a name. An initial
list of annotated metadata attributes for an MMO includes title (mandatory),
creator, subject keywords, rights, and context (e.g., an image should be
described as if the viewer was blind).
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Assisting Cognitive Recall 61
of only fifteen fields such as Title, Description, Creator, Subject, etc.” (McGreal
& Roberts, 2001).
This has been significantly extended by the Metadata Encoding and Transmis-
sion Standard (METS) (Library of Congress, 2004). METS is a standard for
encoding descriptive, administrative, and structural metadata regarding objects
within a digital library. It is expressed using XML and includes the Dublin Core
standard.
vCard is a specification that is used when authors need to be identified, as in
the IEEE Learning Object Metadata Specification (IEEE LTSC, 2002) for
identifying a creator (vCard, 1996). It is commonly used in e-mail systems as
an electronic business card. The vCard standard was developed prior to the
emergence of XML as a common wrapper for describing metadata. Iannella
(2001) has developed an XML-based schema for vCard, and it is used in the
metadata of the MMO.
As mentioned earlier, the next generation of the World Wide Web is the
Semantic Web, and the RDF is a way to uniquely identify a resource, whether
electronic or not. Complying with this standard is an important part of the
MMO.
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62 Verhaart & Kinshuk
This section contains meta-metadata used by all files in the manifest, such as a title, creator’s
name and details (in vCard format), creation date, keyword list (subject), and context.
This section contains a manifest of the associated files with their attributes.
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Assisting Cognitive Recall 63
Figure 7. cont.
<mvml:manifest>
<rdf:file rdf:about = "2004Verhaart_FinlandRoad.jpg" >
<mvml:derived>
<width>1656</ width><he ight>1242</height><size>462810</size>
</ mv ml:derived>
<mv ml:annotated>
<type>image</type><subtype>basic</subtype><use>original</use>
</ mv ml:annotated>
</rdf:file>
<rdf: file rdf:about = "2004Verhaart_FinlandRoad^.jpg" >
<mv ml:derived>
<width>94</width><height>70</height><size>3072</size>
</ mv ml:derived>
<mv ml:annotated>
<type>image</type><subtype>basic</subtype><use>thumbnail</use>
</ mv ml:annotated>
</rdf: file >
<rdf: file rdf:about = "2004Verhaart_FinlandRoad^w595.jpg" >
<mv ml:derived>
<width>595</width><height>446</height><size>47791</size>
</ mv ml:derived>
<mv ml:annotated>
<type>image</type><subtype>basic</subtype><use>display</use>
</ mv ml:annotated>
</rdf: file >
</ mv ml:man ifest>
<mv ml:annotations>
</ mv ml:annotations>
</rdf:RDF>
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64 Verhaart & Kinshuk
contains a list of the associated files and their properties. The annotations allow
users to add comments directly to the MMO.
Derived Metadata
A significant problem that exists is that metadata creation requires manual input
by an individual or group. Unless there are real benefits, this will not occur
(Phillips, 2000). Further, the addition of metadata is often time consuming, with
much of the metadata being repeated. In order to facilitate rapid entry of the
metadata, a template with an embedded coding language has been developed.
This coding language allows the template’s author to specify which entries can
be automatically created by the system (the derived data), which data need to
be added by the user (such as the title), and which data can be inherited from
other data entered by the user (such as full name from given and family name).
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Assisting Cognitive Recall 65
The next section shows how the title (a * for mandatory) and derived data, &M(mvml file,)
and &D (date) ) are defined. The creator’s information is already entered.
<dc:source rdf:parseType="Resource">
<mv ml:URI>
<mv ml:root>http://is-research.massey.ac.nz/verhaart/</mvml:root>
<mvml:path>me_ med ia/2004Finland</ mv ml:path>
</ mv ml:URI>
</dc:source>
<dc:subject> shows the three-part pattern, the title (Subject), a default value (Finland, ICALT
2004), and a help prompt that would be used for automatic form generation.
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66 Verhaart & Kinshuk
Figure 8. cont.
<dc:subject>^Subject|Finland, ICA LT 2004|Enter keywords separated with a comma ^</dc:subject>
<dc:rights>^Copyright|Copyright 2004 M H Verhaart. All Rights Reserved^</dc:rights>
<mv ml:context>^Context |Finland Plane (Sat 21 Aug-Sun 22 Aug)Su mmer School(Mon 23-Aug-Fri 27
Aug)/Conference (Mon 30 Aug - Wed 1 Sep)/ Technology Park(Thu 2 Sep),Plane(Fri 3 Sep-Sun 5 Sep)
2004|Describe the resource as if to a b lind person^</mv ml:context >
</rdf:Description>
<mv ml:manifest>
</ mv ml:man ifest>
<mv ml:annotations>
</ mv ml:annotations>
</rdf:RDF>
The MVML template is made up of two parts: the folder generic template
(FGT) and the MVML manifest media-specific template. FGT is stored, as the
name implies, in the folder with related files. For example, if a collection of
images is about a particular country, it would make sense that there would be
common metadata. Figure 8 gives an example FGT.
This template illustrates how common metadata is entered, such as creator’s
name, and how data to be captured is specified. Since an MMO can be made
up of many associated media files, a separate MVML manifest media-specific
template has been created and is kept in a common folder accessible by the
entire system. Figure 9 shows a portion of this template for images. Equivalent
models have been created for text, animation, audio, video, and application,
and further extensions are possible.
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Assisting Cognitive Recall 67
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68 Verhaart & Kinshuk
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Assisting Cognitive Recall 69
Future Directions
There are many opportunities to use MVML-based MMOs and although much
of the groundwork has been achieved in defining a workable language and
model, there is still much work to be done. This includes evaluating existing
metadata implementations to assess whether they will be able to accommodate
the requirements of the MVML-based MMO.
The original CMS prototype, based on MMO, is being further developed, and
will be used to test the usability and practicability of the approach. Initial work
in this area, some of which has been described in the chapter, is encouraging.
As the CMS has evolved, it has begun moving in a new direction. In a test
environment it is evident that instructors in a blended environment customise the
content to suit individual needs rather than use unchanged shareable content.
From this, an individualised environment is being developed, where an instruc-
tor can place content and solicit feedback in a personal context. This has been
coined as “Virtual Me” and is currently a work in progress.
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70 Verhaart & Kinshuk
Conclusion
This chapter presents a model that can be used to describe digital assets in such
a way that they can retain their original context, be used efficiently in search
routines, and be easily shared. The context is attached to the asset via an
additional and related file, keeping the original digital asset intact and unaltered.
As the file is separated from the objects in the manifest, this will allow for current
and future formats to be catered for. Objects can be represented in a variety
of formats to allow the appropriate type to be delivered depending on the
context it is to be used in.
Cognitive recall is greatly enhanced when multiple representations are pre-
sented. For example, an image and an audio clip greatly assist in recalling a
contact. Our memories may be triggered in many ways, so multiple represen-
tations can greatly assist in reinforcing the acquisition knowledge. Different
situations may require different representations. For example, a set of textual
steps can be useful in recalling a process but a video of the process is more
effective when learning the process.
The variety of possible applications illustrated in this chapter demonstrates how
the MVML-based MMO can be used to provide supporting details to assist
in cognitive processes. Allowing annotations to be added to the object can
assist at the metacognitive level, and indeed can provide a level of dialogue
when multiple users are accessing the digital asset.
Acknowledgments
The authors would like to thank Professor Nian-Shing Chen for his support.
References
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permission of Idea Group Inc. is prohibited.
Assisting Cognitive Recall 71
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permission of Idea Group Inc. is prohibited.
72 Verhaart & Kinshuk
Goldfarb, C. F., & Prescod, P. (2002). XML handbook (4th ed.). Englewood
Cliffs, NJ: Prentice Hall.
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cognitive load reduction approach to exploratory learning and its applica-
tion to an interactive simulation-based learning system. Journal of
Educational Multimedia and Hypermedia, 9(3), 253–276.
Knorr, E. (2002). The Semantic Web gets real. Retrieved December 26,
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Kuchling, A. (2002). Rough notes on RDF. Retrieved March 2, 2004, from
www.amk.ca/xml/rdf-notes.html
Library of Congress. (2004). METS: An overview & tutorial. Retrieved
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McGreal, R., & Roberts, T. (2001). A primer on metadata standards: From
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Miller, E., Swick, R., & Brickley, D. (2004). Resource description frame-
work (RDF). Retrieved December 11, 2004, from www.w3.org/RDF/
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Verhaart, M., Jamieson, J., & Kinshuk. (2004). Collecting, organizing and
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computer interface. Lecture Notes in Computer Science, 3101, 511–
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W3C. (2004a). Semantic Web. Retrieved December 11, 2004, from
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permission of Idea Group Inc. is prohibited.
Assisting Cognitive Recall 73
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74 van Nimwegen, Tabachneck-Schijf, & van Oostendorp
Chapter IV
Guidance in
the Interface:
Effects of Externalizing
Information During
Problem Solving
Abstract
How can we design technology that suits human cognitive needs? In this
chapter, we review research on the effects of externalizing information on
the interface versus requiring people to internalize it. We discuss the
advantages and disadvantages of externalizing information. Further, we
discuss some of our own research investigating how externalizing or not
externalizing information in program interfaces influences problem-
solving performance. In general, externalization provides information
relevant to immediate task execution visibly or audibly in the interface.
Thus, remembering certain task-related knowledge becomes unnecessary,
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Guidance in the Interface 75
which relieves working memory. Examples are visual feedback aids such
as “graying out” nonapplicable menu items. On the contrary, when
certain needed task-related information is not externalized on the interface,
it needs to be internalized, stored in working memory and long-term
memory. In many task situations, having the user acquire more knowledge
of the structure of the task or its underlying rules is desirable. We
examined the hypothesis that while externalization will yield better
performance during initial learning, internalization will yield a better
performance later. We furthermore expected internalization to result in
better knowledge, and expected it to provoke less trial-and-error behavior.
We conducted an experiment where we compared an interface with
certain information externalized versus not externalizing it, and measured
performance and knowledge. In a second session 8 months later, we
investigated what was left of the participants’ knowledge and skills, and
presented them with a transfer task. The results showed that requiring
internalization can yield advantages over having all information
immediately at hand. This shows that using cognitive findings to enhance
the effectiveness of software (especially software with specific purposes)
can make a valuable contribution to the field of human-computer
interaction.
Introduction
Humans interact with information in the world around them by taking it in,
processing it, and outputting reactions. To process information, they use
cognitive skills such as thinking, learning, reasoning, recognizing, and recalling,
as well as metacognitive skills, which entail thinking about cognition (for
instance, planning, strategizing, or choosing between reasoning or calculation
types). Cognitive science studies these domains of human thought. Much
research in this field is done through the analysis of subject reactions to
presented information. This makes cognitive science a source of knowledge
that could—and does—guide interface and system designers toward a more
effective presentation of information in computer systems. We believe that
utilizing cognitive findings to enhance the effectiveness of software can make a
valuable contribution. Increasingly humans exchange information with the aid of
computers, for instance, in education, entertainment, office tasks, information
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76 van Nimwegen, Tabachneck-Schijf, & van Oostendorp
search, e-mail, and many other domains. Advances in computer and multimedia
technology ensure that the format of this information is increasingly diverse
using multiple media. Moreover, programs can have hundreds of functions.
However, progression becomes difficult with this complexity of choices and
representations. Harnessing this complexity to make it manageable for humans
gave rise to the domain of “usability.” Soon, among other things, the importance
of minimizing user memory load became apparent. This resulted in recommen-
dations to simplify the interface, restricting available options to those needed to
carry out the task action at hand, and to keep options visible on the interface
so users could interact on the basis of recognition rather than recall (Nielsen,
1994). In other words, the aim was just-in-time delivery of just the right
information, obviating the need for memorization and extensive search in
memory.
Our research does not aim at uncovering more principles that make systems
even more usable, intuitive, or appealing. It goes beyond plain usability and
focuses on how to shape interfaces that induce a user to learn cognitive and
metacognitive skills, and thereby learn about the domain underlying the
interface. We would like to find patterns of human behavior occurring with
computer use, to find out what kind of behavior certain decisions in interface
design provoke, not only during interaction, but also after delays and in transfer
situations. In this, we feel that one continually has to consider the real purpose
of the system. If a system ought to teach material to students or children, or
needs to make sure that users do not mindlessly follow interface cues because
the task to perform is of a certain crucial nature, then we should know what it
is about an interface design that induces people to think and learn. In this
chapter, the focus is on internalization and externalization of information,
and how this may lead to different behavior on the user’s part. In the following
sections, we explain the different terms used in this context. After this, we will
look at the pros and cons of externalizing and internalizing information, and
some effects of varying interface elements on learning and metacognitive
processes. In the next sections we discuss an experiment on users’ behavior
that two interface styles (internalization and externalization) provoke, and more
specifically, the amount of planning and learning from the users’ side. In the
concluding section, we discuss our findings and lay out our future plans.
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Guidance in the Interface 77
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78 van Nimwegen, Tabachneck-Schijf, & van Oostendorp
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Guidance in the Interface 79
guishable,” “make clear what the consequences of every action will be,” “make
the effects of actions visible once they have been executed,” or “make actions
easily undoable to make it safe to experiment” (Lewis & Polson, 1990; Van
Oostendorp & De Mul, 1999).
Systems such as cash dispensers, automated airline check-in systems, and so
forth should be designed in such a way that users can simply and easily follow
the interface cues. Other examples are wizards and help options. Graying-out
menu items that cannot be used at that moment is also an example of
externalizing information. For example, in Word, you cannot select “paste”
from the “edit” tab in the menu when nothing is copied or cut first. “Paste” is
shown in gray, indicating that the command exists, but that using it is impossible
at the moment. In various lists of user interface guidelines similar issues, such
as “visibility status” and “visual feedback” are mentioned.
Interfaces that externalize do minimize working memory load. For instance,
Larkin (1989) considered the role played by differences in external displays in
cognitive problem solving, finding that making information visible, enabling
“display-based problem solving,” helped people recover from interruptions in
work. As mentioned, Zhang and Norman (1994) showed that the more
information was externalized, the easier solving a problem became.
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80 van Nimwegen, Tabachneck-Schijf, & van Oostendorp
Van Joolingen (1999) studied the idea of learners actively engaging in order to
learn about the properties of what is underlying a certain domain. He mentioned
the reduction of memory load in the context of research on the role of learner
support in discovery learning. Discovery learning assumes that learners take an
active role and construct their own knowledge base by interacting with a
domain, and inferring rules from the results of these interactions. Active
involvement of the learner would result in a better base of knowledge in the
learner as opposed to more traditional ways of learning. The question is, of
course, how to accomplish this behavior from the users’ side. He addressed the
issue of supporting discovery learning by means of cognitive tools. Cognitive
tools were defined as instruments that support cognitive processes by relieving
working memory and which can aid the learner to direct the process, to perform
a part of it, or to externalize part of processes and memory.
However, externalization of information also appears to have disadvantages.
There is some evidence that during computer-based problem solving, with
most information externalized users simply “follow the yellow brick road.”
Users search the interface for cues and reliably find them, perform an action that
alters the interface, thus enabling another search for cues and so, applying
simple perception-based means-ends analysis, eventually complete the task. If
the task appears to be completed correctly, then it follows that users will not
be triggered to plan, learn, or look for underlying rules or reasons, and also, that
people can only carry out a sequence of actions if the interface supplies the
needed cues. In a study comparing memory of users for a sequence of actions,
researchers found just that (Mayes et al., 1988). Users using a command-style
interface (e.g., LaTeX) that requires internalization could recall a sequence,
while users using a direct-manipulation interface (e.g., Microsoft Word) with
most cues externalized could not. Also, external cues can easily lead subjects
to incorrect actions. Tabachneck (1992) found that when the needed informa-
tion was externalized on a graph so that simple perception yielded the correct
answer, subjects gave the correct answer. However, in different representa-
tional formats simple perception yielded an incorrect answer; here subjects also
followed the interface cue and gave the incorrect answer. In summary,
externalizing information does decrease memory load, but drawbacks are that
people are likely to perform continual trial-and-error recognition-based search
and not learn or plan. Also, the external information may lead to the wrong
answer and thus to errors. Task execution via externalized information may also
be very resistant to speeding up. We feel that there are many tasks for which,
during task execution, internalization of information is desirable. Examples
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Guidance in the Interface 81
are tasks with the purpose to acquire knowledge or skills, be they cognitive or
metacognitive; tasks one does often, and consequently speeding up and
reducing errors is desirable (such as booking a trip for a travel agent), or tasks
where the cost of errors is high (e.g., controlling nuclear power plant or flying
an airplane). When looking more specifically at problem-solving tasks, plan-
ning and learning are thought to be essential factors. It is therefore desirable to
do more research on how interface design, internalizing, and externalizing
information can stimulate people to do more internalization. Not externalizing
all information may stimulate self-directed search, more active planning, and
learning.
O’Hara and Payne (1998) and Trudel and Payne (1996) found that when
people are induced to plan, too strong a reliance on external information leads
to negative effects regarding planning and transfer of skills. Inducing people to
do plan-based problem solving would lead, they hypothesized, to internaliza-
tion of metacognitive and cognitive knowledge, in turn improving task perfor-
mance and easier recovery from errors (see also Payne, Howes, & Reader,
2001). O’Hara and Payne’s (1998) experiments showed that plan-based
activity did lead to shorter solution routes and easier recovery from errors,
while a display-based strategy involved more steps because of more (trial-and-
error) searching. O’Hara and Payne used an interesting methodology to get
people to plan more. In one of two conditions, they made the interface harder
to use by imposing delays on operators. They reasoned that subjects plan more
when there is something at stake: here, reducing costly delays. A similar
observation was made by Svendsen (1991). Using the Towers of Hanoi
problem, a high-cost interface yielded improved understanding of problems. In
the studies of Payne and colleagues, the amount of information externalized was
not varied. We felt that not externalizing all information will similarly stimulate
students to self-initiate a search for the missing information to plan and to learn.
In the first session of our experiment, discussed next, we researched whether
varying the amount of externalized information would have an effect on
performance, planning, and learning while solving a problem. In the second
session we assessed what was left after 8 months of what subjects had learned
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82 van Nimwegen, Tabachneck-Schijf, & van Oostendorp
in the first session and whether this still had an effect on task performance.
Details follow.
Experiment Session 1
Hypotheses
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Guidance in the Interface 83
Figure 2. Hypotheses
Materials
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84 van Nimwegen, Tabachneck-Schijf, & van Oostendorp
Rules 5 and 6 are the most problematic rules, making no semantic sense
whatsoever. In our puzzle, it was possible to consult all the rules, but having
access to these does not imply that one knows how to solve the problem, and
surely not how to solve it in the most efficient manner. Below we depict the
formal problem space of the puzzle (Figure 4). The numbers indicate the
number of blue and yellow balls in the left and the right box, and the “*” indicates
on which side the dish is (see the legend of Figure 4). The shortest path from
“A” to “N” takes 11 moves. There are also states of the puzzles that we call
“dead-end states,” such as states D, E, G, J, K, and M. These states are not
on a direct solution path, and force backtracking.
The interface controls of the puzzle were straightforward (Figures 5 and 6). To
get balls into or out of the dish, blue or yellow up-arrows or down-arrows had
to be clicked. To move the pink dish horizontally, one had to click a pink arrow
(left or right). After the dish was moved, the balls automatically dropped into
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Guidance in the Interface 85
the box. To consult the rules one clicked on the rules tab. The rules screen
overlaid the puzzle screen. The puzzle was designed in two versions:
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86 van Nimwegen, Tabachneck-Schijf, & van Oostendorp
Thirty subjects of age 19–28 (mean age 21.8), experienced with PCs, were
recruited at Utrecht University. Subjects were paid • 5. The puzzle, a Java-
applet, ran on a Pentium IV 2.0 GHz PC with a 17" monitor. Our design has
one random-assignment between-subjects independent variable: internaliza-
tion versus externalization. Among the dependent variables were the following:
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Guidance in the Interface 87
Procedure
The experiment was conducted in the usability lab at the Center for Content and
Knowledge Engineering, Utrecht University. We informed the subjects of the
course of the experiment, and gave a brief oral explanation of the interface and
a short demonstration. The experiment consisted of nine puzzle trials, divided
into three equal phases, and a 10-minute distraction task between phase 2 and
3. The maximum time for each trial was set at 7 minutes. Slightly different
starting situations of the puzzle were used to avoid subjects simply repeating
actions (states A, B, and C in Figure 4). Also, in the second phase, the playing
direction of the puzzle was reversed to right to left. In the third phase, the playing
direction was set to left to right again. After the last trial, subjects filled out a
knowledge test (score 0–8) consisting of four multiple choice and four open
questions with screenshots of puzzle situations. They had to judge and explain
whether and why certain actions were possible (implicit knowledge), and recall
the rules (explicit knowledge). Subjects also rated how clear the rules were for
solving the problem.
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88 van Nimwegen, Tabachneck-Schijf, & van Oostendorp
A MANOVA showed a main effect also for phase on average solving time,
F(2,42) = 35.16; p < .001. The time subjects needed to solve puzzles lessened
in later phases, also a learning effect. Post-hoc comparisons showed that all
subjects needed significantly more time in phase 1 than in phase 2, and also in
phase 2 than phase 3.
3 .0
2 .5
2 .0
T ria ls s o lv e d p e r p h a s e
1 .5
P ha s e
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Guidance in the Interface 89
A v e ra g e tim e (s e c o n d s ) p e r s o lv e d tria l
300
250
200
150
0 E xte rna li za ti o n
1 2 3
P ha s e
The graph suggests that internalization subjects need some more time on
average, but ANOVA showed that this was just a trend (F(1,21) = 2.79, p =
0.11). Looking closer, it was only in the beginning, in phase 1, that internaliza-
tion subjects needed more time (M = 238.77, SD = 62.20) to solve the puzzles
than externalization subjects (M = 186.77, SD = 67.08). This difference was
significant, t(21) = 1.94, p = 0.03 (one-sided). After this first phase, the
differences were minuscule and no longer significant.
Dead-End States
Below is the number of times per phase subjects reached dead-end states.
14
N u m b e r o f d e a d -e n d -s ta te s re a c h e d
12
10
6
Inte rfa c e s tyle
4
P ha s e
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90 van Nimwegen, Tabachneck-Schijf, & van Oostendorp
Knowledge Test
Before measuring knowledge of the rules and states, we confirmed that there
was no difference in the number of times subjects in both conditions consulted
the rules. The knowledge test that subjects received after the experiment
consisted of several procedural knowledge questions and one explicit knowl-
edge question. The Balls & Boxes puzzle contained more than 30 legal states
(Figure 4). There were seven procedural implicit knowledge questions about
seven of those states (open and multiple choice) in which subjects were visually
presented with a puzzle state. They had to judge whether certain moves led to
the solution, and explain why. The scores on those seven questions were high
for both internalization (M = 6.3, SD = 0.96) and externalization subjects (M
= 5.8, SD = 1.20), considering that the maximum score was seven. There was
a trend that internalization on average scored higher than externalization on the
procedural knowledge questions (t(28) = 1.17, p = 0.12).
To test the explicit rule knowledge, the possibilities were limited. The puzzle
had only few rules, some of which (rules 1 to 4) were extremely easy to grasp
and remember. Rules 5 and 6 are more crucial and define the difficulty of the
puzzle. They can be merged to just one rule: “Blue balls can never be in the
majority at any place, except when there are only blue balls (zero yellow balls).”
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Guidance in the Interface 91
Subjects were asked about this rule with a multiple-choice question. All
internalization subjects answered this question correctly, whereas of the
externalization subjects only 60% answered it correctly. This difference was
significant (Phi = -.50, p < 0.01). Furthermore, subjects had to estimate the
clarity of the rules. They rated the question “the given rules were clear enough
to solve the problem” (score range 1–5). Internalization subjects found the
rules clearer than the subjects from the externalization condition (M = 4.13, SD
= 0.52 and M = 3.53, SD = 1.25), t(28)=1.72, p = .04 (one-sided).
Our first hypothesis stating that initially externalization yields better perfor-
mance was only partly supported in terms of the time subjects needed.
Internalization subjects did take more time in the first phase. Other measures
were in the expected direction, but not significantly so. Unexpectedly,
externalization yielded no better performance in terms of puzzles solved in the
beginning, as we expected.
The second hypothesis stating that internalization yields better performance in
a later stage was partly supported. We saw that the time subjects needed
stabilized, and the same was true for the number of trials solved per phase.
However, we also looked at performance in a more delicate manner, not in
terms of time or correctness, but at how, via what route, subjects reached their
goal. We introduced the measure “dead-end states” to inform us as to how
subjects behaved, in terms of the insight they had, the “smartness” of their route.
We assumed that internalization subjects do some smarter, more elaborate
planning, while externalization subjects are expected to solve more by trial and
error and on the basis of interface cues. It showed that internalization subjects
performed better after the interruption and reached those dead-end problem
states less often in all three phases (indicating less “lostness”). Furthermore,
there was also the trend-like interaction that after the interruption, internaliza-
tion subjects kept improving, while externalization subjects fell back, reaching
more dead-end states than they did before. This confirms our expectation that
after the interruption, internalization subjects would continue to work on the
basis of the plan-based strategy as they did before. Externalization subjects, on
the other hand, perform no better after the interruption. They fell back to
depending on the interface, having a less elaborate plan.
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92 van Nimwegen, Tabachneck-Schijf, & van Oostendorp
Experiment Session 2
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Guidance in the Interface 93
Hypotheses
1. Because internalization subjects still have better memory of the rules and
solution, they will perform better. We expect the internalization subjects
to solve the puzzle faster initially because of their better knowledge of the
rules. They will be faster in recollecting knowledge needed to solve the
puzzle. After a while, we expect the two groups to perform more or less
equally on this puzzle, like in session 1.
2. Internalization subjects will perform better on the transfer tasks. After five
times of B&B, we expect the two groups to perform at the same level. But
when confronted with transfer tasks (that have similarities but also a few
differences), we expect internalization subjects to perform better, again
because they possess better knowledge of the rules.
Materials
To test knowledge retention, all subjects first solved the B&B puzzle in the
externalized version five times. To test transfer performance, we used another
puzzle of the same M&C “family,” but with varying characteristics. We first
used a quite literal version of M&C, which was further away in terms of transfer.
The only difference between this and the previous B&B was that the rules were
not consultable anymore, so we could obtain a more pure measure of retention.
All subjects received the same externalized version. This meant that attempting
illegal moves (moves that violate rules) was not possible, as the externalized
interface only allowed legal moves.
The second problem was a transfer task, ironically the original version of the
M&C. It was a game that literally shows missionaries, cannibals, a river, and
a boat. The solution algorithm to this problem was the same as B&B, but there
were some difficulties that did not exist before. The most important one is that
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94 van Nimwegen, Tabachneck-Schijf, & van Oostendorp
Figure 10. The initial state of the Missionaries & Cannibals puzzle
there were not five of each entity as before, but three, and the playing direction
was always from right to left (Figure 10). Although it might seem that one can
solve the three-creature problem faster, this is not so—the shortest path to the
solution is also 11 moves. Also, unlike in B&B, in this game attempting illegal
moves does not lead to an error message, but subjects would “die,” as in a
computer game, and the game would start over. Errors thus had more severe
consequences, and subjects needed to exercise caution. Subjects had to solve
the problem as many times as they could in 8 minutes.
1. B&B (five times). The maximum time for each trial was set at 7 minutes.
Slightly different starting situations of the puzzle were used to avoid
subjects simply repeating actions.
2. M&C (8 minutes).
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Guidance in the Interface 95
• Balls & Boxes. Encouraging results were found concerning solving the
puzzle correctly again the first time. After not having seen the puzzle for
8 months, it took the internalization subjects only half the time used by the
externalization subjects to solve the first B&B puzzle (M = 432 sec, SD
= 314 and M = 778 sec, SD = 397). This difference was significant, t(12)=
–1.81, p = .05. There were no further significant differences between the
two groups. After the first puzzle, as expected, all subjects solved the
remaining four trials of B&B puzzle equally well, just as 8 months ago.
• Missionaries & Cannibals. This puzzle was a bit further in transfer. The
graphical characteristics of this puzzle differed considerably. Still the
algorithm to solve it in itself was the same, but the number of creatures to
transport was different, and also the maximum number of creatures
allowed in the boat. Although the shortest solution path is the same length
as B&B, the problem does have a smaller problem space. The same basic
concept had to be applied to a situation that differed at face value, and also
underneath. Out of our 14 subjects, 10 managed to solve this puzzle one
or more times. Just as in the B&B puzzle, internalization subjects solved
it the first time faster (M = 176 seconds, SD = 72.5 vs. M = 302.8, SD
= 202.7), though it was just a trend, t(8) = –1.44, p < 0.10 (one-sided).
Moreover, internalization subjects managed to solve the puzzle three
times more often (M = 4.83, SD = 1.94) in the 8 minutes than externalization
subjects (M = 2.5, SD = 1.73). This was significant, t(8)= 1.94, p < .05
(one-sided).
Eight months is a long time, but still the interface style subjects received in
session 1 appeared to make a difference. Subjects were not told at the first
session that they would be asked to play the puzzle again, and when we
approached them, we explicitly told them it was not the same experiment they
had participated in. Upon being confronted with the puzzle again, the subjects
had to recollect the rules and solution strategy from their long-term memory.
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96 van Nimwegen, Tabachneck-Schijf, & van Oostendorp
The two groups both worked with an externalized version this time and had
exactly the same information. We looked at how long it would take subjects to
remember how to do this correctly. It showed that in solving the first B&B
again, internalization subjects were indeed significantly faster, almost twice as
fast, in fact. This is all the more remarkable given that these subjects received,
to them, an unfamiliar interface—externalized rather than internalized. After
that first success, the performance of both groups equalized. This is coherent
with the results from the first session, where stabilization in performance also
occurred. The above finding supports our first hypothesis of experiment 2
stating that internalization subjects would still have a better memory of the rules
and solutions of the puzzle.
The M&C puzzle that subjects received was the same for everyone. It can be
regarded as an internalization version (no direct interface clues were available,
all controls were available all the time). Also here there were some interesting
results. The subjects that worked with the internalization version of B&B
managed to solve this puzzle three times more often than externalization
subjects, and this was significant. Furthermore, just like in B&B, internalization
subjects needed less time to solve the problem the first time, although this was
just a trend. It supports the second hypothesis stating that internalization
subjects will perform better on a transfer task. In summary, we demonstrated
that the interface style subjects worked with 8 months ago still appeared to be
of influence months later, both in solving the same puzzle again as in solving a
far transfer puzzle. We take it as encouraging support for the better memory of
knowledge provoked by the interface style subjects worked with.
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Guidance in the Interface 97
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98 van Nimwegen, Tabachneck-Schijf, & van Oostendorp
concur with Zhang’s (1997) findings. Please note that our type of externalization
parallels Zhang’s more physical type: both restrict the number of illegal moves
that can be made, but do not alter the problem space or give cues as to what
the shortest path is through the problem space.
We find the results so far encouraging in that lessening the amount of external-
ized knowledge apparently can encourage cognitive and metacognitive behav-
ior. Moreover, one can be very precise about which information not to
externalize—in other words, this way the information to be learned can be
manipulated. Therefore, we feel that the issues of manipulating the amount of
externalization in interfaces deserve more attention. In the context of current
technology and the widespread use of computer systems in virtually all
domains, we are convinced that understanding how the system’s users will
perceive, reason, and interact with the system can be crucial. The implications
of the findings so far and the ones in the future can be valuable for development
of applications where active engagement and learning from users is the aim.
Examples are systems to teach material to students or children, or situations
where it is important that users are not “kept” stupid by the software. In certain
situations, users of a system need to understand the underlying structure/rules
of the system because the tasks are of a crucial nature. To accomplish this we
have to look beyond plain usability and common sense and better scrutinize the
interaction between internal memory and cognition on the one hand and
external memory and recognition and perception on the other hand. We believe
this can, for certain types of systems, enhance the effectiveness in achieving
their targets.
Future Trends
There are still many challenges in human-computer interaction and many issues
that need to be explored. Understanding how users will react to interface
information (on the basis of cognitive findings) is one important issue in attuning
software to its purpose, thereby allowing it to achieve its goal. In the future, we
will further investigate this issue by exploring behavior in different types of more
realistic planning-related tasks. As a more realistic planning task, we think of,
for example, spreadsheet or drawing applications where actions are less
repetitive, more complex, and could be part of a real job. We are currently
designing such an environment.
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Guidance in the Interface 99
References
Carroll, J. M., & Rosson, M. B. (1987). The paradox of the active user. In J.
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Cognitive Psychology, 7, 268–288.
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100 van Nimwegen, Tabachneck-Schijf, & van Oostendorp
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Guidance in the Interface 101
Section II
Mental Representation
of Concepts, Metaphor,
and Language
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102 George
Chapter V
Abstract
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Human Communications and Distance-Learning Activities 103
Introduction
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104 George
Theories of Communication
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Human Communications and Distance-Learning Activities 105
sage, Context, Contact, Code, and Addressee. The “context” element particu-
larly interests us because it defines the frame of the message reference, that is,
the ground on which a communication can occur. This referential function
emphasizes that communication is always dealing with something contextual.
Indeed, “When humans talk with humans, they are able to use implicit situational
information, or context, to increase the conversational bandwidth. Unfortu-
nately, this ability to convey ideas does not transfer well to humans interacting
with computers” (Abowd & Dey, 1999, p. 1). This notion of context is rarely
explicit during mediated communications, except by the addresser of the
message. One of our goals is to contextualize communication in e-learning
situations, that is, to link discussions to context of discussions.
Activity Theory
Another theory can throw light on the issues: the activity theory (Leontiev,
1978). This theory, based on the initial ideas of Vygotsky, emphasises how
knowledge is “socially constructed.” In this way, activities are integrated in a
social matrix composed by persons. Basing on this theory, Engeström (1987)
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106 George
Research Issues
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Human Communications and Distance-Learning Activities 107
We remind the reader that we focus our work on learning activities that are a
priori defined to be individual but with possible and desirable communications
between learners. Figure 1 shows that, currently in this situation, learning
activities and discussion activities are not linked. On the one hand, the learner
uses different tools to see learning objects in order to do a particular learning
activity (small triangle on the left part of Figure 1). On the other hand, the learner
can use communication tools (as forum) to discuss with other learners of the
course (big triangle on the right part of Figure 1). In our case, the community
does not have imposed communication rules or recommendation to divide the
labour. Within this configuration, the only link between learning and discussion
activities is the learner. To see the emergence of a community, it supposes that
learners have the capacity to link themselves the two activities. We have
symbolized by a question mark the point that seems important to us and that is
currently missing. It could be seen as a synchronisation point between learning
and discussion activities. In other words, we aim at studying communication
artefacts as integrated and inseparable components in human learning activity.
How to merge the two triangles together?
Starting from these considerations, the work consists in finding a solution to
deeply integrate communication into distance learners’ activities. Learning
activities are taken in a broad sense, such as reading an electronic document,
doing an exercise, or using a simulation. On the one hand, we want to make
communication more situated in distance-learning system and, on the other
hand, we aim at defining more explicitly the context of each discussion.
We focus on one kind of communication tools in distance-learning systems:
forums, which are tools for asynchronous communications. The research
question lies in determining a model of contextual forum and to develop
computer tools based on this model. Currently, we have studied two means to
contextualise discussions, which are described in the following section.
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108 George
In the first approach of forum structuring, each forum thread is linked to an item
of the content navigation of an online course. For that, educational content may
be sequenced for the learner: “the branching and flow of that content may be
described by a predefined set of activities, typically defined at design time”
(Dodds, 2003, p. 13). In the model we propose (George & Hotte, 2003) each
root message of the forum is a reference to a learning activity. Thus, a reference
could be, for example, the title of a course chapter or the number of an exercise.
The forum is then hierarchically structured according to learning activities, by
reference to the course structure. According to contextualization seen above,
the opening of an educational object leads to the opening of a forum partial view
corresponding to the activity in progress. With these references, the goal is to
focus learners’ exchanges on learning objects.
The interface of the CONFOR tool is shown in Figure 2. The upper part of the
window contains a learning activity of an online course. Under this course is the
contextual view of the forum, which is automatically updated depending on the
upper part. For instance, in Figure 2, a learner carries out the activity 2.2 of the
module 2 of his/her course and s/he sees, at the same time, the messages of the
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Human Communications and Distance-Learning Activities 109
forum that correspond to this activity (messages under the reference “activity
2.2”). This contextual view of the forum is a part of a unique global forum. This
should be noted that this global forum can be displayed in a global view (to see
the entire tree of messages). In both views—contextual or global—the left part
of the forum displays the list of the message titles and the references names.
When the user clicks on a message title, the content of the message is displayed
on the right part of CONFOR. The forum can be resized or put in an “always
on top” window.
In order to provide the contextual display of the forum, we have to define
references in connection with the online course structure. In this model,
references contained in the forum are linked to the learning activities structure.
So references are dependent on the educational scenario designed by the
author of the course. The question is then to determine how to add these
references before the course starts. A solution is to give the possibility of
manually inserting references. For that, we propose a designer interface in
CONFOR allowing this manual definition of references. Each reference is
defined by a name and a link. The name will appear in the forum and the link
is the reference to the educational object or to the learning activity (e.g., an
URL). Moreover, references are linked together in a hierarchical manner.
Nevertheless, this manual definition of references can become a hard work if
the course is large. For this reason, we also suggest an automatic procedure to
add references in the forum. For instance, an automatic import procedure has
been done for educational scenarios described with SCORM (Sharable
Content Object Reference Model).
From the previous work, an issue emerges: it would be a good idea to propose
a different structuring of forum, by defining references in connection with
knowledge dealt in online courses. From a first experiment of CONFOR (cf.
the last part of this section), we observed that two messages could be situated
in two different threads even though these messages dealt with the same content
or with the same knowledge. So the goal became to design a structuring model
based on knowledge representation while keeping the contextual view of the
forum.
We studied various taxonomies which make it possible to describe knowledge
elements approached in learning documents. In particular, taxonomies used by
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110 George
libraries have been examined. Among those, we chose the Dewey Decimal
Classification (DDC) because it is flexible, simple to use and allows a
classification of knowledge sufficiently fine for our work. The DDC is a
knowledge organisation method which is used worldwide. It is universal
because it uses numerical indexes to classify documents and, thanks to its
international standardized notation, it is alphabet and language independent.
We chose to use the DDC in conjunction with the Learning Object Metadata
(LOM) (IEEE, 2002). In online education, the metadata are used to describe
courses and learning objects. They include a number of descriptors which are
defined according to a standard, so these courses and learning objects are more
easily accessible and usable: interoperable, reusable, long lasting, adaptable
(Downes, 2001). LOM contains nine categories in order to describe educa-
tional resources, but according to our objectives, the ninth category, named
“classification,” is the category that particularly interests us for contextual
forum. This field ensures the classification and indexing of educational objects
according to knowledge taxonomies such as the DDC.
However, providing metadata is not always easy work for some authors of
learning objects. From their point of view, this work requiring a literature study,
which is not always in their field of competences, is tiresome and nonproduc-
tive. We believe that it will be one of the major problems for the development
of educational objects. However, we take as a working hypothesis that to use
CONFOR, each learning object will be well documented and described with
LOM. If this work is not done by authors, information specialists could do it.
Then we suggest a model of knowledge-based forum. In this model, the topics
are organised according to a structure defined by the knowledge tackled in a
course. With the attribute “classification” of the LOM description of each
educational object, the knowledge elements being consulted at a time can be
identified. Therefore, a forum function can show in a contextual way all the
topics corresponding to these knowledge elements (George, 2004). The
learner may then consult, share, and interact with other learners about the
knowledge of the course. An advantage of this mechanism is that two students
who work on two different learning objects will be able to meet on the same
thread to discuss a common knowledge item.
Our current research concerns the integration of the two models presented
above. Actually, using a singular approach has some limitations. In the first
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Human Communications and Distance-Learning Activities 111
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112 George
Current Results
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Human Communications and Distance-Learning Activities 113
knowledge. From this point of view, we can contend that this kind of forum has
a positive effect on learning.
There is an increasing need for context-aware services and applications that are
able to adapt dynamically to the user’s activity. Dey (2000) states that “A
system is context-aware if it uses context to provide relevant information and/
or services to the user, where relevancy depends on the user’s task” (p. 6). In
other words, context-sensitive applications are those that respond to changes
in their environment. Some research studies have been done in this direction,
for example, in the field of mobile and ubiquitous computing. The general aim
is to make information more relevant to the situation in which it is being used.
Mechanisms to provide context-sensitive help are common examples.
We introduce in this chapter a new idea that consists of defining a context-
driven support communication. Our research aims at proposing specific forum
models and tools for online education. The work led to the idea of contextual
display of forum messages. We suggest two versions of contextualisation. The
first one is based on a forum structuring according to online course structures.
Some results of an experiment led us to study another forum structuring, by
taking into account the cognitive structure of a course. The result is a discussion
tool that displays to the learner an “activity topic” and several “knowledge
topics” linked to the learning resource that is open. Currently, the context is
limited to the activity in progress and to concepts studied at a time. We wish
to extend the notion of context, taking into account more parameters such as
a learner’s history or learner’s goals. Then, we could use this information to
better adapt displayed topics to each user. For example, carrying out the same
activity, two learners would see different and specific discussions topics
according to their past actions and to their personal characteristics.
We can also mention some limits of contextual communication tools. As pointed
by Dimitracopoulou and Petrou (2004) and take up by Gao, Baylor, and Shen
(2005), “the problem with the systems that contain embedded communication
tools is that discussions are usually fragmented by artefacts, which causes
learners to lose a holistic view of the discussion and the relationships between
different aspects of the artefact” (p. 76). In our case, we try to reduce this effect
by also providing a global view of forum discussions. We believe that in
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114 George
References
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Human Communications and Distance-Learning Activities 115
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116 George
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Noninvasive Adaptation of Metaphors 117
Chapter VI
Toward Noninvasive
Adaptation of
Metaphors in Content
Alexei Tretiakov, Massey University, New Zealand
Abstract
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118 Tretiakov & Kaschek
Introduction
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Noninvasive Adaptation of Metaphors 119
language,” and “metaphor language.” These languages are used for explaining
to the user the semantics of the WIS functionality, the domain regarding which
the WIS can aid in problem solving, and the metaphors used in the WIS user
interface or the domain. In any of these three languages metaphors might be
used. We target the metaphor use in the domain language, as that is the language
in which the content will be expressed. Metaphor use with respect to WIS has
been discussed by Nielsen (2000, p. 190). Nielsen assesses the metaphor use
in several WIS examples as negative. His assessment, however, does not apply
to our work, as he discusses metaphors as tool in WIS interface design, which
means that a metaphor is chosen as guideline for both the overall system design
and the system interface. Nielsen specifically mentions that such a metaphor
might cover a part of the WIS functionality well, but might be poorly cover other
parts. That remark does not apply to using metaphors as understanding aid
applied to content, as several metaphors can be used easily. It is clear,
however, that a sensible use of metaphors must be targeted and is not trivial to
achieve. Note that other sources, such as Thalheim and Düsterhöft (2000),
recommend using metaphors as design guideline. That makes the findings
inconclusive that we know of regarding using metaphors as a design tool.
That inconclusive state of the literature should not make one forget how
important metaphors are for modern computing. In a Microsoft Windows-
based environment, for example, one makes use of metaphors that are
connected to the drag-and-drop style of handling files in case of copying or
deleting them. Some of the basic concepts of modern computing such as “file”
are or were metaphorical (see Murray Hopper, 1981, p. 16). The functional
view definition of the term “information system” insofar as system implementa-
tion is concerned is based on a metaphor. A universe of discourse is repre-
sented as a particular part of a state of a computer. Such a state is a pattern of
electrical current, magnetization, capability to polarize light, or similar. That
representation can be manipulated according to rules that may depend on the
universe of discourse. After respective manipulations, the pattern part is
interpreted in terms of the universe of discourse and notified to the user in terms
of suitable linguistic expressions. What actually happens “inside” a computer is
beyond of what can be understood by most of the users. However, experts in
the fields mentioned understand these processes to such an extent that they can
even put in place automated procedures for translating linguistic expressions
into the patterns mentioned and vice versa. A broad conceptualization of
metaphor as “understanding one domain in terms of another one” here is
superposed by a division of labor.
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120 Tretiakov & Kaschek
More on Metaphors
While historically metaphor was the topic of literary studies and rhetoric,
recently, conceptual metaphors started to play an important role in the fields of
cognitive sciences (in particular, cognitive linguistics; see, e.g., Janda, 2000;
Evans & Green, 2005) and artificial intelligence (Nehaniv, 1999). In addition,
in the second half of the 20th century, metaphors became a standard topic in
philosophy of science (Bailer-Jones, 2002). The Oxford English Dictionary
Online defines metaphor as a “figure of speech in which a name or descriptive
word or phrase is transferred to an object or action different from, but
analogous to, that to which it is literally applicable; an instance of this, a
metaphorical expression.” Similarly, more general and a bit more fuzzy defines
(O’Grady, Archibald, Aronoff, & Rees-Miller, 2001) metaphor as “the
understanding of one concept in terms of another.” A more recent text, that is,
Kövecses (2002), that is wholly dedicated to metaphors agrees with that and
proceeds with defining “[a] conceptual metaphor consists of two conceptual
domains, in which one domain is understood in terms of the other. A conceptual
domain is any coherent organization of experience.... The conceptual domain
from which we draw metaphorical expressions …” (i.e., words or other
linguistic expressions) “is called source domain, while the conceptual domain
that is understood that way is called target domain” (p. X).
Effective use of metaphors thus constitutes reusing knowledge regarding a
particular source domain. Metaphors are known as an effective cognitive tool
for improving end-user experience by facilitating the creation of mental models
of the system (Comstock & Duane, 1996). For a metaphor to be effective, two
conditions need to be met. First, its recipient needs to be capable of identifying
the metaphor. Second, the recipient needs to be sufficiently familiar with the
source domain, so that s/he can effectively draw from it, using the knowledge
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Noninvasive Adaptation of Metaphors 121
and, more importantly, the intuition gained for concepts in the source domain
to infer the structure of the target domain. One may utilize everyday life as the
source domain. However, it is not uncommon to rely on the user’s prior
knowledge of a specialist area. For example, for the target domain of
economics, it is common to use the following metaphors sourced in the domain
of physical sciences: chain reaction (chain reaction of bankruptcies), pendulum
(economic cycles as a pendulum), diffusion (technology diffusion), equilibrium
(equilibrium of supplies and requests), and so forth.
Metaphors utilizing a source domain unfamiliar to the user are likely to result in
confusion or even create misconceptions. For example, the “smiling cat”
(maneki-neko) metaphor occasionally used in Japanese e-business WIS is
unlikely to be effective for a North American user, who might form an
inadequate mental model (e.g., of a “pet shop” rather than of “a small
business”). Clearly, to leverage the power of metaphors fully, these need to fit
to the targeted recipient’s characteristics, such as culture and background
knowledge.
Two different approaches might be considered for having effective metaphors
in place. First, given the projected audience of a Web-based system the
metaphors optimally fitting it might be identified and hard coded as part of the
interface provided by the system. This is the approach used in classical human-
computer interaction (Carroll, 2003). Second, metaphors may be added to the
Web-based system content dynamically at execution time. We focus on the
latter approach, as it offers the flexibility required for supporting the increas-
ingly multiage, multibackground, and multicultural WIS user community.
The view on metaphor adopted in this chapter is very close to the one taken by
most researchers in the emerging field of cognitive linguistics. In particular, we
stress the importance of the conceptual substrate formed by the situational and
cultural context in which metaphors are applied. This leads us to the necessity
to explicitly take into account the user type and the wider context when using
metaphorical expressions in WIS contents. In our view, learning to use a WIS
entails the same processes as learning new words and expressions in a
language. Cognitive linguists believe that for understanding language structure
and dynamics, one should consider the cognitive processes underlying and
determining language use (Evans & Green, 2005). That view according to Pena
Cervel (2003, p. 27) is adopted from Lakoff and Johnson who in 1980 wrote,
“metaphor is typically viewed as characteristic of language alone, a matter of
words rather than thought or action.… We have found, on the contrary, that
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122 Tretiakov & Kaschek
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Noninvasive Adaptation of Metaphors 123
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124 Tretiakov & Kaschek
Explanation
(E) a) look T , X , U , S (0, m)
Source Target
b) look S , U , T (0,1)
domain domain
concept Grounds concept
(S) (T)
c) look T ,U , S , E (0,1)
Target
d) look E , T , U , S (1,1)
User domain
type concept
(U) context
e) look T , S , U (0, m)
(X)
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Noninvasive Adaptation of Metaphors 125
From Target
Source domain
domain Substitutes concept
concept To (T)
(S)
Target
User domain
type concept
(U) conteXt
(X)
a. For a given user type, target domain concept, in its context, may or may
not be representable by a suitable source domain concept (hence, a
suitable source domain concept is not always available). Furthermore,
more than one suitable source domain concept may be available.
b. For a given user type, a source domain concept may illustrate no more than
one target domain concept. Hence, source domain concepts utilized in
metaphors can be unambiguously traced back to the target domain
concepts they represent.
c. There can be no more than one explanation for a given combination of user
type, target domain concept, and source domain concept.
d. Each explanation relates to one, and only one, combination of user type,
target domain concept, and source domain concept.
e. A given combination of a target domain concept and a source domain
concept may occur several times, with different user types.
Note that the only role of context (of a target domain concept) is to differentiate
between source domain concepts matching the target domain concept. We
envisage applications that would ignore the context or use it as a refinement step
(providing a source domain concept matching the context if one is available,
otherwise ignoring the context and attempting a match just to the target domain
concept and to the user type). On the other hand, a situation when no
“Grounds” instances are available in a given context can be used to indicate the
context in which the use of a metaphor is not desirable.
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126 Tretiakov & Kaschek
An Architecture Enabling
Metaphor Adaptation
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Noninvasive Adaptation of Metaphors 127
1 : request +
metaphors 2 : request
:Metaphor-
:Base service
enabler
4 : response + 3 : response
metaphors
Metaphor
Base service
enabler
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128 Tretiakov & Kaschek
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Noninvasive Adaptation of Metaphors 129
xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
xmlns:rdfs="http://www.w3.org/2000/01/rdf-schema#"
xmlns:owl="http://www.w3.org/2002/07/owl#"
xmlns:xsd="http://www.w3.org/2000/01/XMLSchema#"
xml:base="http://isrc.massey.ac.nz/adaptifity/metaphors"
>
<owl:Class rdf:ID="SourceConcept"/>
<owl:Class rdf:ID="TargetConcept"/>
<owl:Class rdf:ID="UserType"/>
<owl:Class rdf:ID="ConteXt"/>
<owl:Class rdf:ID="Explanation"/>
<owl:Class rdf:ID="AdaptiveRepresentationInContext"/>
<owl:ObjectProperty rdf:ID="forTargetConcept">
<rdfs:domain rdf:resource="#AdaptiveRepresentationInContext"/>
<rdfs:range rdf:resource="#TargetConcept"/>
</owl:ObjectProperty>
<owl:ObjectProperty rdf:ID="givenBy">
<rdfs:domain rdf:resource="#AdaptiveRepresentationInContext"/>
<rdfs:range rdf:resource="#SourceConcept"/>
</owl:ObjectProperty>
<owl:ObjectProperty rdf:ID="whenUserTypeIs">
<rdfs:domain rdf:resource="#AdaptiveRepresentationInContext"/>
<rdfs:range rdf:resource="#UserType"/>
</owl:ObjectProperty>
<owl:ObjectProperty rdf:ID="whenConteXtIs">
<rdfs:domain rdf:resource="#AdaptiveRepresentationInContext"/>
<rdfs:range rdf:resource="#ConteXt"/>
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130 Tretiakov & Kaschek
Figure 5.cont.
</owl:ObjectProperty>
<owl:ObjectProperty rdf:ID="explanation">
<rdfs:domain rdf:resource="#AdaptiveRepresentationInContext"/>
<rdfs:range rdf:resource="#Explanation"/>
</owl:ObjectProperty>
<owl:ObjectProperty rdf:ID="representedBy">
<rdfs:inverseOf rdf:resource="#forTargetConcept"/>
</owl:ObjectProperty>
</rdf:RDF>
The purpose of the study we are reporting about in this section is to demonstrate
the feasibility of noninvasive metaphor adaptation and to gather experience
regarding user acceptance of metaphor adaptation.
Metaphor Enabler
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Noninvasive Adaptation of Metaphors 131
PAW proxy
with Target
RegExp filter WIS
(metaphor enabler) (base service)
Request
Request
Browser Media Converter
SD
_5VDC.
__ __
+
1A
RX
UP LINK TX
HTML
Adapted HTML
LINK PWR LINK
arbitrary strings. To fully implement the conceptual model given in Figure 1, one
would have to develop a custom filter, combining the capability to match and
replace strings with access to session and context data (such as current user
identity and user-type assignment, the URL of the page being retrieved, etc.).
For the purposes of initial evaluation, we opted to limit ourselves to relying on
the functionality of the already-available RegExp filter, so that the concept
mapping was not context sensitive: rules defined for string replacement were
defined for all Web pages of the target WIS (the “base service”) in a uniform
way. While it would be easy to introduce a form of user-type adaptivity by
running several instances of the proxy simultaneously, one for each user type,
and by instructing users belonging to different user types to use the appropriate
proxy settings, the number and the variety of users available for the initial
evaluation was not sufficient to validate the value of adaptivity to user types.
Hence, we defined the transformations necessary to add metaphor support for
a single proxy instance, supporting a single user type, and assuming a uniform
context for target domain concepts.
To make sure that the addition of a metaphor support layer does not diminish
the user experience under any circumstances (even for users who do not
consider the metaphor support to be useful), rather than replacing the occur-
rences of target domain concepts by source domain concepts, we transformed
the Web page HTML in such a way that each target domain concept would
became an anchor that, when activated by the user, would display a pop-up
showing the corresponding source domain concept (see Figure 7). The RegExp
filter was configured to add JavaScript allowing us to achieve this effect on all
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132 Tretiakov & Kaschek
Highlighted in blue
HTML pages served via the PAW proxy. Thus, from a user perspective, the
metaphor support layer we introduced was “transparent”: users could see
through it without taking note of it, if they wished to.
As seen in Figure 7, words corresponding to target domain concepts were
highlighted in blue to make them appear similar to HTML links in default HTML
styling, but they were not underlined (as HTML links are), so that they could
be distinguished from HTML links. By adopting a styling of target domain
concepts similar to HTML links, we hoped to suggest to the user that when he/
she clicks on the target domain concept, some relevant information (the source
domain concept) will appear. We believe that highlighting target domain
concepts should not negatively affect the usability of the interface for a user who
opts not to use the metaphor support layer (and it could even improve it).
As a target WIS for the metaphor support layer evaluation, we chose the
Introduction to Graph Theory and Euler Circuits and Paths online tutorials from
Graph Theory Tutorials by Chris K. Caldwell (Caldwell, 1995) (in the
following, we often refer to them collectively as “the tutorial”). The reasons for
this choice were as follows:
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Noninvasive Adaptation of Metaphors 133
• The tutorials are highly interactive and involve static pages, dynamic
pages, and HTML forms, thus representing a full-featured WIS.
• The tutorials have a linear structure, which ensured that all test users
followed the same path, and had comparable exposure to the WIS
information.
• The tutorials include a large number of quizzes, which allowed us to
consider the success of the users in learning the subject.
• The topic covered by the tutorials is relevant for the background of the test
users we had available.
Since the test WIS was devoted to teaching graph theory, the target domain
contained various graph theory terms. As the source domain, we chose
plumbing with pipes standing for graph edges and pipe junctions for vertices,
on the assumption that all of the prospective users have a degree of everyday
experience relevant to this domain. We have built a system of metaphors based
on this representation of edges and vertices, with movement along edges and
vertices interpreted as “swimming” along “pipes.” In addition to textual
representation, we added the relevant drawings. Care was taken to make sure
that each target concept representation would stand on its own, and would not
require any further clarification via cross-referencing and so forth. All of the
metaphors employed formed a metaphor system organized around the common
high-level metaphor (of a pipe work and movement through it). Some of the
target concept representations we used are listed in Figure 8.
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134 Tretiakov & Kaschek
the only quality criterion (the fewer resubmission, the better, with zero
resubmissions corresponding to all questions answered correctly at the first
attempt). The evaluation instructions we used can be viewed online at Tretiakov
and Kaschek (2005).
All HTTP requests were logged at the proxy. We attributed Web page and
metaphor invocations to user sessions via IP addresses, which were stored by
the proxy as part of each log entry. As IP addresses in our environment are
allocated dynamically, it was not possible to determine the identity of the user,
which ensured user anonymity. In addition to completing the tutorial, users were
asked to anonymously provide free-form comments on the usefulness of the
metaphor layer.
A Python script that was created for that purpose was used to filter out log
entries for each session and to represent the session as an animated replay of
user interactions with the tutorial and with the metaphor layer.
For each user, the animated replay was visually analyzed to make sure that any
spurious or irrelevant interactions are not taken into account. While most users
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Noninvasive Adaptation of Metaphors 135
navigated along the tutorial linearly, only once, from beginning to end, some
completed only half of the tutorial on the first attempt; later, they resumed from
the beginning, and this time, completed it, or almost completed it. For such
users, we disregarded the part of the second attempt session duplicating the
first attempt, so that all data correspond to the first encounter of the user with
the particular part of the system’s hyperspace. A detailed summary of the data
is given in Table 1.
As is clear from Table 1, we divided all metaphor invocations into two
categories: the ones in the context of exploration, and the ones in the context
of fulfilling short-term goals. This was achieved as follows: we divided all pages
of the tutorial into three categories—exploration page, in which new concepts
were introduced; quiz page, showing questions to be answered by the user; and
feedback page, providing feedback for quiz submissions (see Figure 9). When
a metaphor was invoked from an exploration page for the first time, or from a
feedback page after a successful quiz submission, we assumed that it was for
the purpose of learning a concept, in the context of exploration, rather than for
the purpose of recollecting a definition (a short-term goal). On the other hand,
when a metaphor was invoked from a quiz page, or from a feedback page after
Information Information
Foreward
Quiz Quiz
Quiz Quiz
Graph Theory
Introduction [Success] Definition of
Quiz Graph Quiz
Feedback
[Success]
Feedback
Succession of information,
quiz and feedback pages,
till the end of the tutorial is
reached
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136 Tretiakov & Kaschek
1 11 9 2
2 1 2 1
3 1 8 8
4 n/a 6 1
5 9 2 0
6 6 0 4
7 12 4 8
8 8 11 0
9 n/a 4 0
10 8 6 1
11 4 9 3
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Noninvasive Adaptation of Metaphors 137
1.5
5 8 9
1
1 4 10
11
0.5
me − m p 2
me + m p 6 7 3
0
1 2 3 4 5 6 7 8 9 10 11
-0.5
-1
-1.5
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138 Tretiakov & Kaschek
18
16 3
14
12
11 7
10
8 1
me + m p 8
6
10
4 6
2
2 5
0
0 5 10 15
to encourage long-term learning), rather than to just cater for facilitating the
existing usage patterns.
Out of the 10 users who did provide free-form comments, nine were very
positive both about the metaphor layer and about its implementation in support
of the tutorials used in the evaluation. One user was positive about the metaphor
layer in general, but for the implementation used in the evaluation did not
recognize the choice of the source domain and the choice of source domain
concepts as appropriate or useful. An evaluation involving a larger number of
users would reveal if there are indeed user types for whom a different choice
of the source domain would be more appropriate.
Conclusion
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Noninvasive Adaptation of Metaphors 139
Since our approach is noninvasive, it can be applied to both legacy systems and
to systems under development. The architecture suggests decorating a Web-
based system with metaphors by adding a separate architectural layer, so that
the base service does not need to be changed.
In addition, we explored how Web Ontology Language (OWL) could support
a potential implementation by providing an OWL schema matching the concep-
tual model defined in HERM.
We implemented a limited prototype system and conducted a user evaluation.
The results of the evaluation indicate a good user acceptance of the metaphor
layer, with users tending to access metaphors in context of learning/exploration,
rather than limiting themselves to invocations in support of fulfilling short-term
goals.
References
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140 Tretiakov & Kaschek
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Noninvasive Adaptation of Metaphors 141
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142 Gena & Ardissono
Chapter VII
A User-Centered
Approach to the
Retrieval of
Information in an
Adaptive Web Site
Cristina Gena, Università di Torino, Italy
Abstract
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Retrieval of Information 143
system supporting the online search of data about water resources. As the
system was targeted to different types of users, including generic citizens
and specialized technicians, we adopted a user-centered approach to
identify their information needs and interaction requirements. Moreover,
we applied query analysis techniques to identify further information needs
and speed up the data retrieval activity. In this chapter, we describe the
requirements analysis, the system design, and its evaluation.
Introduction
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144 Gena & Ardissono
• Generic users, such as the citizen, who want to be informed about the
general health state of rivers, lakes, and underground waters.
• Technical users, such as the public administration employees, who re-
trieve specific pieces of information for analysis purposes.
In this chapter we describe the requirements analysis, the design, and the
evaluation of ACQUA, focusing on the user-centered approach adopted in
the prototype design and development phases. We involved domain experts
and end users since the beginning of our work in order to assess the usefulness
and suitability of the functionality offered by the system, as well as of its user
interface. For further information about the system, see Gena and Ardissono
(2004).
The rest of this chapter is organized as follows: Section “Background” provides
an overview of the relevant user-centered design research. Section “The
ACQUA Project” presents our work. Specifically, Section “Application
Requirements” describes the interaction and user interface requirements that
emerged during the design phase; Section “Adaptive Features” presents the
adaptive features we developed for our system; Section “Association Rules”
describes the techniques supporting the personalized information search;
Section “Evaluation of ACQUA” presents the results of an evaluation we
carried out to test the system functionality with real users; and Section
“Comparison with Other Solutions” compares our proposal with some related
work. Finally, section “Future Trends” discusses some open technical issues
and suggests how to address them, and Section “Conclusion” concludes the
chapter.
Background
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Retrieval of Information 145
Notice that these phases are similar to the steps followed during the require-
ments analysis phase of a generic software system (Preece, Rogers, Sharp, &
Benyon, 1994). Benyon underlined the fact that adaptive systems should
benefit more than other systems from a requirements analysis before starting
any kind of evaluation, because the development of these systems has to take
a high number of features into account. The recognition that an adaptive
capability may be desirable leads to an improved system analysis and design.
As a demonstration, he reported an example of an adaptive system develop-
ment, wherein he prototyped and evaluated the system with a number of users.
Several user characteristics were examined to determine their effects on the
interaction. Then, further task knowledge and functional analysis were carried
out.
Also Oppermann (1994) proposed a user-centered perspective and suggested
a design-evaluation-redesign approach. He noticed that the adaptive fea-
tures can be considered as the main part of a system and thus have to be
evaluated during every development phase. The problem is circular:
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146 Gena & Ardissono
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Retrieval of Information 147
do not like to visit museums on their own and prefer looking at paintings to
interacting with a device.
As discussed by Höök (2000), intelligent user interfaces may violate many
usability principles developed for direct manipulation systems. The main
problem is that these systems may violate many good principles, such as
enabling the user to control the system, making the system predictable (given
a certain input, the system always generates the same response), and making
the system transparent so that the user understands at least partially how it
works. In addition, most adaptive interface developers are more concerned
with defining inference strategies than with interface design. For Höök,
intelligent user interfaces sometimes require a new way of addressing usability,
different from the principles outlined for direct-manipulation systems. Instead
of measuring factors such as task completion time, number of errors, or number
of revisited nodes, other aspects have to be considered. For instance, “if the
system should do information filtering, then we must check whether subjects
find the most relevant information with the adaptive system and not necessarily
whether they find it fast. This is not to say that the traditional measurements are
always wrong—this of course depends upon the task that user and (adaptive)
system should solve together” (Höök, 2002, p. 12).
Finally, Palmquist and Kim (2000) investigated the effects of (field independent
and field dependent) cognitive style and online database search experience on
WWW search performance. They concluded that cognitive style significantly
influences the performance of novice searchers. In contrast, experienced
searchers display a common behavior: they usually do not get lost in Web pages
including many links, but they are able to choose useful navigation strategies.
Therefore, Palmquist and Kim suggested that novice users should benefit from
Web pages that have a simple design and few links providing information
necessary to perform analytic search.
Application Requirements
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148 Gena & Ardissono
about water resources derived from the monitoring activities on the territory.
The goal was to make information available on a Web site that describes the
Division and supports a search for data in real time, in order to limit the
distribution of information on a one-to-one basis via e-mail messages and paper
publications. The technicians of the Division guided us in the system develop-
ment by specifying application requirements and by sharing with us a repository
of e-mail messages they exchanged with users asking for information through-
out the years. The repository provided us with evidence about the users’
interested in water resources data, the inspected information, and the regulari-
ties in the search for data. Most questions were posed by the following:
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Retrieval of Information 149
• The interface should be usable and intuitive in order to satisfy user needs
and expectations. This first requirement should be followed in every
interface design project; however, Public Administrations have the man-
datory goal of satisfying all the citizens, thus usability is also intended as
a service for the collectivity.
• The system behavior should be highly predictable (Dix et al., 1998) to
support first-time visitors in their search task, but also to avoid frustrating
professional users who would regularly use it at work. Notice that the
predictability requirement has some subtle aspects: for instance, not only
the user should foresee what is going to happen next, but also what should
not be expected from the service. This is very important to prevent the
user from starting the exploration of paths that will not provide her/him
with the information, or the functionality (s)he is looking for.
• The system should provide the user with data that can be analyzed without
preprocessing. Therefore, search results should be presented in machine-
processable formats, in addition to the pictorial ones suitable for a
general-purpose presentation in Web pages.
• For the sake of accessibility, the pages of the user interface should be
optimized for standard browsers, without the need of special equipments
or software environments.
In order to maximize the usefulness of the information that can be retrieved from
the Web site, we decided to make the system generate the search results in
formats, such as MS Excel® tables and textual (TXT) files, directly supporting
the data analysis and interpretation at the user side. We also tried to address
efficiency in the retrieval of information by reconsidering the design of the
general Web site to be presented. We wanted to offer the right information the
user is looking for; thus, we decided to show the main search functions in the
home page of the Web site, and to move textual information, such as the pages
describing the Public Administration divisions, in secondary pages, which can
be reached by following hypertextual links.
Moreover, having analyzed the data about the users interested in water
resources, we identified two main targets to which the system should adapt. For
shortness, we denote these categories as novices and experts.
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150 Gena & Ardissono
• Novice users, such as students and generic citizens, visit the Web site on
an occasional basis and are not familiar with the content presented by the
information system.
• Expert users, such as technicians, farmers, and the personnel of other
Public Administrations, frequently visit the site and are familiar with the
domain-specific information provided by the system.
(i) The simple search is a geographical search modality and guides the user
step by step in the retrieval of information;
(ii) The advanced search offers forms where the expert user may compose
the queries in single step. Figure 1 shows the user interface of the ACQUA
prototype supporting the advanced search; the menus enable the user to
specify the river (“Scegli il corso d’acqua”), observation point (“Scegli il
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Retrieval of Information 151
punto di monitoraggio”), start date (“Data Inizio”), and end date (“Data
Fine”). Moreover, the user interface enables the user to select the
hydrometric and chemical-physical parameters to be inspected.
Thus, novice users may search for information in a friendly modality and the
eligible choices are restricted and presented along the path, while expert users
benefit from a faster search function.
As a matter of fact, the information about water resources exploited by the
system is unavoidably incomplete. For instance, some data are collected by
automatic stations, which have been set up at different times over the years and
sometimes are out of order. Moreover, unfortunately, data collected in manual
observation points have been stored in unstructured formats and the historical
series has been reconstructed only for the very recent past.
For the sake of predictability, the simple and advanced search functions
prevent the user from composing any queries that are incorrect, or are aimed
at searching for unavailable data. The idea is that, in both cases, the system
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152 Gena & Ardissono
should only present the choices leading to available results. For instance, as
shown in Figure 1, the labels of the parameters, which are not available for the
Po River, are shaded and cannot be selected by the user to define a query.
Adaptive Features
The information about water resources concerns rivers, lakes, and under-
ground waters and includes the following:
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Retrieval of Information 153
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154 Gena & Ardissono
search queries performed by the user while (s)he browses the Web site are
monitored and association rules which suggest other, strictly related queries are
applied.
Each association rule has a condition part specifying constraints on the previous
navigation behavior, and an action part defining a relevant follow-up query to
be performed in order to retrieve complementary information. The rules we
defined in our current prototype are mutually exclusive and they are selected
and fired by applying a very tiny and efficient inference engine. This engine
would not be suitable to manage a large set of conflicting rules: a general-
purpose rule-based engine should be employed to that purpose. However, we
prefer to maintain a simple set of adaptation rules, and to avoid embedding
complex rule-based engines in order to keep the adaptive features as light-
weight as possible. In fact, the management of the interaction is subject to a
relevant overload due to the generation of results in multiple formats, which is
a main requirement for the information system. In this situation, minimalist but
efficient adaptation to the user is strongly preferred to flexible but complex one.
Association Rules
In order to define the association rules to be applied for anticipating the user’s
information needs, we analyzed a repository of requests, which real users
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Retrieval of Information 155
posed to the Water Resources Division over the years; the requests consisted
of e-mail messages and fax documents. As we noticed that different kinds of
information frequently occurred together in these requests, we decided to
analyze the frequency of co-occurrence in order to identify the regularities.
Specifically, we analyzed 97 requests and we selected a set of features
describing the requests in a systematic way. These features concerned rather
different aspects of the requests; thus, for clarity purposes, we grouped them
in subcategories. In the following, we report the subcategories we defined and
for each one we list some sample features:
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156 Gena & Ardissono
Evaluation of ACQUA
Procedure. The subjects were split up in two groups (five subjects each) and
randomly assigned to one of the two groups. The experimental group had to
solve some tasks using the adaptive Web site, which applies the association
rules described in Section “Adaptive Features” to compute the results of
follow-up queries related to the users’ explicit queries. Instead, the control
group had to solve the tasks without adaptation.
Experimental tasks. Every subject had to solve seven tasks, each one
representing a real task the user can perform in the Web site. As suggested by
our correlation study, the tasks were strictly correlated and could be grouped
in three search activities the user often performs together. The first activity
conveyed the whole information useful to an environmental impact study. The
second one supported construction feasibility studies. The third activity sup-
ported lawyers’ studies and activities.
• In the control group, the users had to submit a new query for every task,
in order to obtain the requested results. The new queries were submitted
by filling in the query specification forms (see, e.g., Figure 1).
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Retrieval of Information 157
• In the experimental group, the users could obtain the extra information
related to the next task to be performed by clicking on an adaptive
suggestion link that supports the immediate retrieval of the suggested
information (see, e.g., Figure 3).
Results. The ANOVA (analysis of variance) showed that the subjects of the
experimental group achieved the best performance results. In addition, we
calculated the effect size (treatment magnitude) and the power (sensitivity) as
suggested in Chin (2001). The effect size (w2) measures the strength, or the
magnitude, of the treatment effects in an experiment. In behavioral sciences,
small, medium, and large effects of w2 are 0.01, 0.06, and >0.15, respectively.
The power of an experiment (n’) is the ability to recognize treatment effects and
the power can be used for estimating the sample size. In social science, the
accepted value of the power is equal to 0.80, which means that the 80% of
repeated experiments will give the same results. In the following, we show a
summary of the results:
Task 2.
ANOVA: F(1.8) = 12.45 p<0.01; w2=0.53; n’=3.49
Task 3.
ANOVA: F(1.8) = 12.12 p<0.01; w2=0.53; n’=3.60
Task 5.
ANOVA: F(1.8) = 14.16 p<0.01; w2=0.57; n’=3.04
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158 Gena & Ardissono
Task 7.
ANOVA: F(1.8) = 9.23 p<0.05; w2=0.45; n’=4.86
It should be noticed that all the results are significant and have a large estimate
of the magnitude of the treatment effect. In addition, by exploiting a power of
0.80 and the corresponding w2 for each task we could determine the requested
sampled size, which fits our sample size (n=5) (for details about statistics, see
Keppel, 1991).
In most cases, the interviewed users were satisfied with the site. Most of them
encountered some problems in the execution of the starting query of task 2, thus
we modified the interface form.
• All the users of the experimental group followed the adaptive suggestion
link provided by the system but they did not realize that it represented a
personalization feature. When we explained the adaptations, they noticed
the particularity of the suggestion (“We also recommend you ...”).
Anyway, they were attracted from the suggestions and they appreciated
the possibility of skipping the execution of a new query. The adaptive
suggestions were considered visible and not intrusive.
• The users of the control group reported similar considerations when we
described the adaptive features offered by the Web site. Even if they did
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Retrieval of Information 159
not receive any suggestions during the execution of tasks, they explored
the result pages in order to find a shortcut to proceed in the task execution.
After having followed some links, they went back to the previous query
page or to the home page by clicking on the “Back” button of the browser.
Both groups displayed a common behavior pattern: the users explored a results
page before starting a new search. Nevertheless, their behavior could be
influenced by the test condition, because tested users tend to pay a lot of
attention to their own actions and to the page design.
We conclude by admitting that although the test subjects were satisfied with the
adaptation features, only the real system usage can demonstrate our hypoth-
esis. However, both quantitative and qualitative test results are encouraging
and we think that the adaptations are correctly placed. After this test, we
presented the adaptive version of the Web site to the technicians of the Water
Resources Division collaborating on the project. They confirmed the correct-
ness of association rules we defined and they decided to replace the non-
adaptive version of the prototype system with the adaptive one.
The ACQUA system has a plain user interface, designed to meet simplicity,
usability, and predictability requirements, but it offers advanced interactive
features enabling the user to create a personal view of the information space.
Two search features, targeted to novice and expert users, are available, and the
search results are presented in both pictorial and machine-readable formats in
order to support direct data manipulation at the user side. Moreover, the
system analyzes the user’s queries to identify her/his information needs, and it
employs association rules to propose follow-up queries complementing the
search results with strictly related information. The follow-up queries are
applied on demand; thus, the user can ignore them if (s)he is not interested in
the additional data, and the system does not need to retrieve any uninteresting
information.
The advanced search features we presented differ from the related work in
various aspects. On the one hand, the inferences performed by our system are
simpler than the probabilistic ones applied in other automated assistants, such
as Lumière (Horvitz, Breese, Heckerman, Hovel, & Rommelse, 1998) and
ACE (Bunt & Conati, 2003), which exploit Bayesian networks to capture the
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160 Gena & Ardissono
dependencies among the user actions. The point is that the user interacting with
the ACQUA system does not carry out a complex task requiring a problem-
solving activity. Therefore, lightweight rules associating contextually related
search queries are sufficient to predict the implicit information needs and to
complement the search for information accordingly. Our approach also differs
from the follow-up question answering techniques proposed by Moore and
Mittal (1996): in order to efficiently manage the query selection process, our
follow-up queries are precompiled in a set of association rules, instead of being
generated by a planner.
On the other hand, we apply query analysis techniques to identify regularities
in search patterns. This differs from the typical inferences carried out in
recommender systems, which reason about the features of the selected items
to identify the user’s priorities (see, e.g., Billsus & Pazzani, 1999), or about the
regularities in the selection of individual items (see, e.g., the work by Cotter &
Smyth, 2000; GroupLens, 2002).
Liu, Yu, and Meng (2002) propose other query analysis strategies for person-
alized Web search. However, instead of personalizing the proposed results,
their system supplies a small set of categories as a context for each query. The
system combines the user’s search history with a general user profile automati-
cally extracted from a category hierarchy to offer a personalized context for
disambiguating the proposed query results. In ACQUA, we do not manage
long-term user preferences because we noticed that, in different interaction
sections, the same users are interested in rather different types of information.
We thus decided to base the recommendations only on the analysis of the user’s
search behavior.
Future Trends
It is worth mentioning that the manual definition of the first set of association
rules supporting the user’s search task was a lengthy work and might not be
easily replicated to revise the rules along time. However, if the Water Re-
sources Division employs the ACQUA system as its official Web site, the log
files generated by the system will provide structured evidence about user
behavior (in addition to e-mails and faxes). Thus, data-mining techniques could
be exploited to automatically recognize usage patterns and revise the associa-
tion rules accordingly.
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Retrieval of Information 161
Indeed, we believe that these techniques can support the analysis of user
behavior in an effective way, but they still have to be coupled with human
analysis, in order to validate and interpret results: in several cases, these
techniques have generated some very interesting results, but also other irrel-
evant or hardly understandable findings, which have been discarded.
At any rate, Web usage mining techniques, derived from machine learning
methods such as knowledge discovery in data (KDD or data mining) can
contribute to automate the adaptation of Web-based systems to the users.
According to the scheme proposed by Pierrakos, Paliouras, Papatheodorou,
and Spyropoulos (2003), ACQUA can be classified as a Web personalization
system offering task performance support: this functionality involves the
execution of a particular action on behalf of the user. In our case, the system
generates queries and makes the results available as links to some files storing
them. This functionality is considered as the most advanced personalization
function and it is seldom offered by Web-based personalized services.
The most suitable data-mining technique, given the adaptive goals of the
ACQUA system, is the sequential pattern discovery, which is aimed at
identifying navigational patterns (event sequences) in the analyzed data (in our
case, Web usage data). This methodology supports the discovery of event
sequences that can be summarized as follows: “If event A, B, and C occur in
that order, then events D, E, and F always follow.” Two types of methods are
generally applied to discover sequential patterns: deterministic techniques,
which record the navigational behavior of the users and extract knowledge from
the analyzed data, and stochastic methods, which use the sequence of
already-visited Web pages to predict the behavior occurring in the next visits.
Once sequential patterns have been discovered, the extracted knowledge can
be automatically integrated in the personalization process, and the system
behavior adapted accordingly.
Conclusion
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162 Gena & Ardissono
The usability and functional requirements that emerged during the design of the
ACQUA system were very interesting and challenging, as they imposed the
development of functions supporting the efficient retrieval of data by means of
a simple user interface. We found out that the introduction of basic adaptivity
features, aimed at understanding the user’s information needs in detail, was
very helpful to meet these requirements.
We were asked to develop a system having a simple user interface, designed
to meet usability and predictability requirements. This fact limited our freedom
to add advanced interaction features, desirable in a Web site visited by
heterogeneous users; however, it challenged us to find a compromise between
functionality and simplicity. In order to address this issue, we developed two
interactive features enabling the user to create a personal view on the informa-
tion space:
Qualitative and quantitative evaluation results showed that the adaptive user
interface was more successful than the nonadaptive one. The reason was
probably the concrete help offered by the adaptive suggestions, which speed
up the execution of time-consuming search tasks. Moreover, the adaptive
features were not perceived as intrusive and the user was allowed to skip
useless suggestions. Furthermore, the system did not impose a previous
annoying and discouraging registration phase.
As discussed in Section “Future trends,” the adaptive features offered by the
ACQUA system could be improved by the integration of Web-usage mining
techniques aimed at discovering real usage patterns. In that way, the associa-
tion rules employed to identify the user’s implicit information needs could be
automatically updated along time. However, we believe that the rules we
manually defined provide a knowledge base that cannot be replaced with
automatically extracted rules. In principle, both kinds of rules could be
integrated in order to enhance the effectiveness of the system adaptations.
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Retrieval of Information 163
Acknowledgments
References
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164 Gena & Ardissono
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Retrieval of Information 165
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166 Gena & Ardissono
Section III
Mental Reasoning
and Interaction
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Swarm-Based Wayfinding Support 167
Chapter VIII
Swarm-Based
Wayfinding Support
in Open and
Distance Learning
Colin Tattersall, Open University of The Netherlands, The Netherlands
Bert van den Berg, Open University of The Netherlands, The Netherlands
Abstract
Open and distance learning (ODL) gives learners freedom of time, place,
and pace of study, putting learner self-direction centre stage. However,
increased responsibility should not come at the price of overburdening or
abandonment of learners as they progress along their learning journey.
This paper introduces an approach to wayfinding support for distance
learners based on self-organisation theory. It describes an architecture
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168 Tattersall, Manderveld, van den Berg, van Es, Janssen, & Koper
Introduction
Open and distance learning (ODL) gives learners freedom of time, place, and
pace of study, putting learner self-direction centre stage. Brockett and Hiemstra
(1991, p. 24) define learner self-direction as the learner’s assumption of
“primary responsibility for and control over decisions about planning, imple-
menting and evaluating the learning experience,” and Hiemstra (1994) notes
learners’ preference to take on responsibility for their own learning. However,
taking on new responsibilities is not without its challenges. Brookfield (1985,
p. 7) notes that although self-directed learning “has connotations of autonomy,
independence and isolation,” investigations have highlighted that “adults would
like more, rather than less, assistance in their learning pursuits.” Similarly,
Candy (1991) writes that self-directed learners are often challenged to assume
certain responsibilities, and that when deciding how to approach learning tasks,
the self-directed learner is “confronted with the problem of how to find a way
into and through a body of knowledge that is unknown at the outset. Without
the benefit of any explicit guidance, a self-directed learner is obliged to map out
a course of inquiry that seems appropriate, but that may involve a certain
amount of difficulty and disappointment that could have been averted” (p. 283).
Candy’s description calls to mind the image of the distance learner as navigator,
charting a course through educational waters, following Darken and Silbert’s
(1993) definition of navigation as the “process of determining a path to be
travelled by any object through any environment” (p. 157). In subsequent
work, Darken and Peterson (2002) use the term “wayfinding” to refer more
specifically to the navigator’s decision-making process. We use the term
“educational wayfinding” to describe the cognitive, decision-making process
carried out by self-directed learners as they assume responsibility for choosing
and sequencing their learning events. The wayfinding decisions with which
learners are faced arise from the freedom offered to them by learning providers
on their way to the attainment of particular goals. In some highly constrained
situations, both the choice of learning events and their ordering may be fixed by
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Swarm-Based Wayfinding Support 169
a learning provider. More likely, learners may be permitted to select and order
modules, perhaps to accumulate credit points towards a certificate. In this
context, we note Yorke’s (1999) warning that “as the unitization of curricula
spreads through higher education, so there is a need for greater guidance for
students to navigate their way through the schemes” (p. n/a). This provides the
background to this chapter: difficulties in the educational wayfinding process
can lead to learners not reaching their goals, or taking unduly long to do so. The
rationale for our work is that self-directed learners can benefit from support in
the educational wayfinding process, and we describe a new approach to
supporting the educational wayfinding process which has the potential to
address the drawbacks of existing approaches found in the literature. We
examine a number of alternatives to the provision of such support, and
introduce our approach to issue, which builds on self-organisation theory.
Approaches to Wayfinding
Support in ODL
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170 Tattersall, Manderveld, van den Berg, van Es, Janssen, & Koper
research area (Brusilovsky, 2001; Cristea & De Bra, 2002). Thus activity
continues the research line established in the 1980s in the area of intelligent
tutoring systems, and seeks to “build a model of the goals, preferences and
knowledge of the individual user and use this through the interaction for
adaptation of the hypertext to the needs of the user” (De Bra, Brusilovsky, &
Houben, 1999, p. 58).
User models are representations of a world outside the computational environ-
ment and may contain wrong, outdated, or inadequate information (Fischer,
2001). A case in point is cited by Kilfoil et al. (2003)—the digital video
recorder automatically recording programs it assumes its owner will like, yet
based on an inappropriate assumption regarding the owner’s lifestyle. As De
Bra notes (2000, p. 76), “bad guidance is worse than no guidance.” Self
(1987), writing over 15 years ago, noted the absence of a theory of learning
which might be used to maintain learner models. In a later article, Self (1988,
p. 20) describes the scope of the student modelling problem—“from compu-
tational questions, to representational issues, through plan recognition, mental
models, episodic memory to individual differences—to encompass, it would
seem, almost all of cognitive science.” Concerns on the practical application of
user modelling continue to be raised (Atif, Benlamri, & Berri, 2003; Kay, 2001;
Strachan, Anderson, Sneesby, & Evans, 1997).
This raises a research question for cognitively informed systems: Is there an
alternative approach to wayfinding guidance in ODL which might provide a
cost-effective solution yet which does not rely upon learner modelling?
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Swarm-Based Wayfinding Support 171
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172 Tattersall, Manderveld, van den Berg, van Es, Janssen, & Koper
the amount of pheromone they smell on the branches. Initially, in the absence
of deposited pheromone, each of the branches is chosen with equal probability.
However, if one branch leads to food faster than the other, ants on their way
back will select the shorter branch due to the presence of the pheromone they
deposited on the forward journey. More pheromone is deposited, leading to
more ants selecting the shortest path, and so on, creating a feedback loop which
leads ants along efficient paths to their destination. This process of indirect
communication exploited by members of ant colonies is known as “stigmergy.”
In their overview article, Theraulaz and Bonabeau (1999) state, “The basic
principle of stigmergy is extremely simple: Traces left and modifications made
by individuals in their environment may feed back on them…. Individuals do
interact to achieve coordination, but they interact indirectly, so that each insect
taken separately does not seem to be involved in coordinated, collective
behavior” (p. 111). Stigmergy, self-organisation and ant colony algorithms are
the subject of much interest in the computer science community for optimisation
and routing problems (Di Caro & Dorigo, 1998; Dorigo, Bonabeau, &
Theraulaz, 2000; Schoonderwoerd, Holland, Bruten, & Rothkrantz, 1996).
The application of stigmergy is also being explored in the e-learning domain
(Dron, 2002; Dron, Boyne, & Mitchell, 2001), albeit not in the area of
wayfinding support.
In the educational arena, efficient paths are not defined in terms of distance but
rather time. We can imagine learners’ interactions with learning resources being
recorded automatically as they progress through a body of knowledge. The
time stamping of these interactions allows sequences to be identified which can
be processed and aggregated to derive a given “pheromone strength” favouring
paths which are faster to complete. This information can be fed back to other
learners, providing a new source of navigational guidance indicating “good”
ways through the body of knowledge—a self-organising, stigmergic approach
to wayfinding support. Such an approach seems to provide an answer to ODL
needs in this area. It is cost-effective, since trail creation occurs unnoticed as
a side effect of learner interaction with e-learning systems, it is flexible, able to
emerge from and adapt to different circumstances, and holds the prospect of
being implementable, since its adaptivity (Cristea & De Bra, 2002) does not
depend upon learner modelling. Indeed, such an approach abstracts entirely
from the characteristics of individual learners, relying instead on the collective
behaviour of the swarm of learners to identify efficient paths.
The next section introduces an architecture which supports the feeding back of
collective learner behaviour to support learners in reaching their educational
goals efficiently.
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Swarm-Based Wayfinding Support 173
A Software Architecture
for Wayfinding Support
Our work on ODL wayfinding support is being carried out within the context
of a larger research and development programme, designed to help the creation
of flexible learning facilities that meet the needs of learners at various levels of
competence throughout their lives. We refer to these network facilities for
lifelong learners as “Learning Networks” (LNs) (Koper et al., 2004). LNs
support seamless, ubiquitous access to learning facilities at work, at home, and
in schools and universities. LNs consist of learning events, called activity nodes
(ANs), in a given domain. An AN can be anything that is available to support
learning, such as a course, a workshop, a conference, a lesson, an Internet
learning resource, and so forth. Providers and learners can create new ANs,
can adapt existing ANs, or can delete ANs. An LN typically represents a large
and ever-changing set of ANs that provide learning opportunities for lifelong
learners (“actors”) from different providers, at different levels of expertise
within the specific disciplinary domain.
Wayfinding support in LNs relies on the following concepts:
Position and goal equate to “you are here” and “there’s where I want to be,”
respectively, and the wayfinding guidance, which is fed back, concerns
effective ways of getting from here to there, based on the behaviour of previous
learners along the available route(s).
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174 Tattersall, Manderveld, van den Berg, van Es, Janssen, & Koper
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Swarm-Based Wayfinding Support 175
Set goal
Retrieve route to
LN Functionality Goal system goal To Do List Calculator
Retrieve learner
TO DO list
Store interactions
Retrieve Best
Retrieve Next
completed AN
data Transition Matrix
Retrieve learning
track for learner Calculator Best Next
Learning Track Calculator
Calculator
Retrieve all Retrieve
learning tracks Transition Matrix
Retrieve last Row
completed AN for
learner
only which learner did what, but also whether or not this was successful (e.g.,
by including the results of an assessment).
Such a level of logging is available in the learner records data store described
in the IEEE Draft Standard for Learning Technology—Learning Technol-
ogy Systems Architecture (IEEE, 2001). This data store, specifically de-
signed to cater for the nomadic nature of lifelong learners, is defined as a
repository of “learner information, such as performance, preference, and other
types of information. The learner records may store/retrieve information about
the past (e.g., historical learner records), but may also hold information about
the present (e.g., current assessments for suspending and resuming sessions)
and the future (e.g., pedagogy, learner, or employer objectives)” (p. 18).
With these notions in place, the elements of an architecture for self-organising
wayfinding support for learners can be introduced (Figure 1).
Learners interact with the LN Functionality available in a learning network
(Koper et al., 2004). Part of the functionality available allows learners to select
from a list of the learning goals in a learning network (the goal system), and
thereby also identify the route to the goal. Learner interaction is stored in an LN
interaction log (i.e., a learner record store, as described above), including
information on the learner, the AN, a time stamp, and an indication of
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176 Tattersall, Manderveld, van den Berg, van Es, Janssen, & Koper
A B C D E
{} 1 3 2 4 5
A 4 2 5 1
B 2 2 1 3
C 3 4 1 2
D 4 2 4 5
E 1 2 5 3
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Swarm-Based Wayfinding Support 177
[B, B, B, B, C, C, D, D, D, D, D, E]
The recommendation is identified by drawing one item randomly from this list.
The result is that the most frequently followed path has a higher probability of
being selected (in this case A to D), although, to prevent suboptimal conver-
gence to this path, there is a chance that the other paths (A to B, A to C, and
A to E) will be selected. The use of randomness in the procedure follows the
ingredients for self-organisation described by Bonabeau et al. (1999).
The final component in the architecture is the Recommender, which pulls
together the various pieces of information to present a coherent picture to the
learner, including information on the learner’s goal, position, to do list, and the
recommendation itself. Figure 3 shows a prototype of the recommender,
implemented in the open source virtual learning environment, Moodle
(Dougiamas, 2004).
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178 Tattersall, Manderveld, van den Berg, van Es, Janssen, & Koper
Discussion
This chapter has described the rationale behind our research into self-organising
wayfinding support, and described an architecture for its provision. Our
approach is designed to adapt support for decisions on the sequencing of
learning events not on the basis of a model of the individual learner but using
information on the collective behaviour of the swarm of other learners.
We are currently carrying out experiments to measure the actual value of the
approach using two groups of learners. One group of learners will receive
feedback on how others have progressed to their shared target, the other group
will be left to their own devices, and we will compare the numbers of learners
who manage to reach the goal in a given time period. The results of the
experiment will be used to determine whether to adopt the approach on a larger
scale in our institution.
In conclusion, our work is intended to open a new source of information to help
learners in deciding how to progress towards their learning goals using a
feedback loop on how others with shared positions and goals have fared. The
envisaged feedback loop has an advisory character, not intending to push all
learners down a single path as quickly as possible but rather to allow learners
to make informed choices concerning steps on their learning journey.
Acknowledgments
The authors would like to thank Francis Brouns and Hub Kurvers of the
Educational Technology Expertise Centre; Wim Waterink and Catherine
Bolman of the Psychology Department; and Pierre Höppener of the Marketing
department, all of the Open University of the Netherlands for their contributions
to this work.
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Swarm-Based Wayfinding Support 179
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Designing for a Social Constructivist Environment 185
Chapter IX
From Engineer
to Architecture?
Designing for a Social
Constructivist Environment
Karen Lee, University of Dundee, UK
Abstract
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186 Lee
Introduction
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Designing for a Social Constructivist Environment 187
Background
Behaviourism
Cognitivism
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188 Lee
Constructivism
Social Constructivism
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Designing for a Social Constructivist Environment 189
What is Expertise?
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190 Lee
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Designing for a Social Constructivist Environment 191
“learn to carve out the world in similar ways; they develop similar anticipations
about external reality” (Hung, 2001, p. 282).
Shaffer and Anundsen (1993, in Palloff & Pratt, 1999) define community as a
dynamic whole that emerges when a group of people share common practices,
are interdependent, make decisions jointly, identify themselves with something
larger than the sum of their individual relationships, and make a long-term
commitment to well-being (their own, one another’s, and the group’s). Most
appropriate to the author’s context are “communities of learning” and “commu-
nities of practice.”
The “learning community” is the vehicle through which learning in a cohort of
students occurs online. Members depend on each other to achieve the learning
outcomes of the course (Palloff & Pratt, 1999). Communities of practice are
“groups of people who share a concern, a set of problems, or a passion about
a topic, and who deepen their knowledge and expertise by interacting on an
ongoing basis” (Wenger, 2004, p. 1). McConnell (2002) distinguishes the two
in that communities of practice do not set out to focus on their learning, whereas
learning communities deliberately do so, and look reflectively at their learning
processes. In contrast, a community of practice is a social phenomenon where
learning is the lived experience of making meaning in a group situation. Wenger
(2004) observes that in the real world we learn most in the process of becoming
part of a community and contributing to what it is doing.
Within a community of practice, two theories of cognition are important—
situated cognition and cognitive apprenticeship.
Situated Cognition
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192 Lee
Cognitive Apprenticeship
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Designing for a Social Constructivist Environment 193
Students were trained nurses working toward a degree in the field of infection
prevention and control, in a variety of acute hospital, community, and public
health settings. As stated previously, Blackboard was used primarily to provide
resources and allow CMC in the practice context. Resources included key
professional documents and guidelines required for practice. Students were
asked to apply resource material to practice scenarios on the discussion
boards, drawing on their work experiences. Other activities included, for
example, identifying good and bad practice from photographs of clinical
settings, and seminar PowerPoint presentations on current topics in the field.
Each cohort comprised approximately 20 students, predominately from across
the United Kingdom.
Collaborative learning included group problem solving of practice incidents on
the discussion board including PBL (problem-based learning) moderated by
tutors who were specialist practitioners and visiting experts in the field. In PBL,
students were presented with a practice scenario such as a transcript of a phone
call. Students individually identified their learning needs and then asked
questions on the discussion board and responded to those of others. This raised
awareness of different approaches in different practice settings and countries,
causing students to reflect on the assumptions underlying their own practice,
and come to a group consensus on the actions they would take. Learning from
previous students’ experiences was facilitated by the use of frequently asked
questions, footprints (messages left for those following behind), and examples
of good work.
Discussion
Technological Infrastructure
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194 Lee
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Designing for a Social Constructivist Environment 195
Learner Factors
Biggs (1999) notes that there have been extraordinary changes in the structure,
function, and financing of universities within the past decade. These include
childhood to adult to lifelong learning, teacher-centred to student-centred, the
few to the many, theoretical to practical/vocational, and of course face-to-face
to distance, meaning that the traditional view of a course and student group is
no longer valid (Jarvis, Holford, & Griffin, 1998). Where previously students
in the author’s department were school leavers, many are now mature adults,
and increasingly studying part time at a distance. The learners therefore tend to
have an expectation of knowledge being delivered to them. Many also lack
study skills such as self-direction and time management, and have not been
exposed to group work. IT skills are often also poor. As found by previous
authors, students had a “considerable degree of anxiety” (Moore & Kearsley,
1996, p. 155) requiring both academic and nonacademic support (Simpson,
2002). There was therefore a need to scaffold IT and self-directed study skills.
Initial activities required to be easy to find with clear and comprehensive
instructions. At the beginning of the module, additional resources provided
needed to be simple to use, for example, a direct Web link to a passage of
interest rather than the need to search or navigate an external site. There was
a tendency for students to attribute any problems, such as nonfunctioning Web
links, to their perceived incompetence rather than the technology. This further
increased their anxiety, requiring reassurance, and where possible warnings
such as the need for Acrobat Reader, or that a document may take a few
minutes to download. Nevertheless, all students were able to use the basic
functionality of Blackboard competently within a few weeks. However, an
attempt to use an electronic portfolio facility to allow students to share their
work and enable peer assessment was unsuccessful due to the high stress levels
generated in students and high workload for staff in trying to guide students at
a distance through the complex sequence of technical procedures required.
Using asynchronous discussion forums requires that a new student learn not
only about the medium and how to use it practically, as discussed above, but
also the rules of a new type of discourse (Kaye, 1989). Review of the literature
by Bullen (1998) suggests many of the attributes of CMC, vis-à-vis place and
time independence, many-to-many, and text-based communication, can pro-
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196 Lee
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Designing for a Social Constructivist Environment 197
Examples of Activities
1. An early, simple, initially individual activity, limited to giving only part of the
answer, but one where the total problems identified would be greater than any
one student could achieve on his/her own:
“What is one point that you could make about the attached photo that
demonstrates an aspect of decontamination practice? Maybe it is a good
practice that you can identify, or a poor practice that could be improved.”
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198 Lee
“What did you think of the article? Do you think it has implications for
infection control? Do you see health promotion as part of your role?”
4. This activity occurs at the end of the module as a group versus group activity.
The scenario begins with one infectious patient and evolves depending on the
decisions made by the students, leading to very complex situations, requiring
critical application of theory to practice and social negotiation:
“By today, you have eight wards closed, including three in the surgical
block, but all your control measures are in place and you think you might
be getting on top of the outbreak. However, as you all anticipated, the
local press are now making inquiries. How do you convince the public and
hospital workers that the hospital is safe? What are some of the wider
management issues that the outbreak team might take into consideration
in deciding whether to close the hospital?”
Community
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Designing for a Social Constructivist Environment 199
Did it Work?
Palloff and Pratt (1999) provide indications that an online community has been
forming based on the premise that “socially constructed meaning is the hallmark
of a constructivist classroom in which an active learning process is taking place”
(p. 32)—the ability to collaborate and create knowledge and meaning commu-
nally.
These indications that an online community has been forming are as follows:
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200 Lee
The (abbreviated) examples below, taken from the discussion board of a PBL
scenario surrounding meningitis, demonstrate that these criteria were met, with
formation of community and social construction of knowledge:
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Designing for a Social Constructivist Environment 201
purposes of infection control are less likely to receive care from staff (all
grades), so the morbidity may increase. If this pt. is very sick it may be
unsafe to isolate.”
“Ok, I’ll defend my position! I have found a reference which states that on
admission to hospital all patients with known or suspected meningitis
should be isolated in a single room, for at least 24 hours following the start
of antibiotic therapy. Damani N (2003) I will continue to look for further
evidence to support my previous statement of 48 hours.”
“The HPA states that the meningococcal bacteria is not highly infectious
and rarely develops into meningococcal disease. However, if infection
does occur it can spread rapidly and is fatal in about 10% of cases.
Statistics demonstrate that 1 in 8 people who do recover can experience
long-term effects, including headaches, joint stiffness, epileptic fits,
deafness, and learning difficulties. I suggest that the risk of mortality and
the evidence of morbidity following this infection would be factors
indicating that isolation is advisable!”
“Hi, Pam, I would agree with you that it seems sensible to isolate
especially as although it may be relatively difficult to transmit, the
consequences of having it transmitted to you can be enormous, I was just
playing devil’s advocate really and trying to work through the process.”
“Mel, thanks, have enjoyed the lively debate. Still looking for evidence!
Pam”
“It certainly made me think about the practice we carry out at the Trust
I work in.”
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202 Lee
Depth of Learning
Looking at the depth of learning achieved, Beer et al. (2002) examined a similar
context to the author (use of PBL amongst occupational therapists), using the
SOLO (Structure of the Observed Learning Outcome) taxonomy to examine
transcripts for deep learning in group work. Thought process in messages
relevant to the learning outcomes were coded as prestructural, unistructural,
multistructural, relational, and extended abstract (Biggs, 1999). Examining two
discussion forums using this methodology (Table 1) demonstrated that the
majority of messages were extended abstract, indicating deep learning. There
were no messages at prestructural or unistructural levels. This is a function of
the ability of the students, plus the fact that limited information is given at the
start of PBL requiring students to think laterally and explore surrounding issues,
as shown in the example above.
Student Comments
“It was all so new to me, I mean looking at everything from an ICN’s point
of view. I felt I couldn’t contribute much to the discussion but I did enjoy
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Designing for a Social Constructivist Environment 203
reading what everyone had to say. I feel more confident about using
Blackboard now and I’m sure I will give my opinion more in the next
module.”
“Blackboard has been a great support throughout the last few modules.
Being able to see other peoples’ comments has helped me learn and
sometimes look at things differently.”
“Although I didn’t often have much to say I’ve enjoyed reading the
messages and have picked up on things that I hadn’t thought of, or was
just about to ask myself.”
“Thank you all for your comments, your support, your good humour and
help during the modules we’ve used blackboard for. I’ll miss visiting the
site when it finally closes.”
Conclusion
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204 Lee
and critical thinking) is essential. However, the essential difference is that the
product cannot be predetermined—each student will construct his/her own
knowledge based on the experiences he/she brings and his/her engagement
with the task and community. Furthermore, the knowledge generated by each
cohort of students will be different—we are merely architects of the environ-
ment.
Jonassen (1994) suggests that a constructivist design process should be
concerned with designing environments, which support the construction of
knowledge, a meaningful authentic context, collaboration among learners and
with the teacher, be designated the three C’s (context, construction, and
collaboration). Whilst these still hold true, I would like to extend these to the
three S’s—situated, social, and student centred. The shift required is in using
technology to create environments that support authentic activity rather than
creating courseware in which learner tasks are prescribed (Goodyear, 2000).
Well-designed tasks based on cognitive theory are still required, but as a
resource for situated learning activity. The second difference is that a “space”
becomes a “place” in which a learning community can develop (Goodyear,
2000).
In conclusion, in the author’s experience, the albeit limited technology of the
Blackboard VLE has been effective in enabling distance learning to be situated
in a practice context, and providing the virtual space for a community of
practice in which students could collaborate in authentic tasks, facilitating the
application of theory to practice, and the development of metacognitive skills
required for specialist nurse practitioners. The architecture required for this is
an environment emotionally and intellectually conducive to learning, which
facilitates the cognitive processes involved, such as conflict or disagreement,
explanation, internalization, appropriation, shared cognitive load, mutual regu-
lation, and social grounding (Dillenbourg, 1999, in Goodyear, 2002). Ulti-
mately however, whether this occurs depends on a complex interaction of
learner, group, tutor, activity, and environmental factors. Feenberg (1989)
observes that organising groups in the “written world’ demands an unusual
insight into group processes as well as an awareness of the technical features
of communications systems; “failures and breakdowns occur at the social level
far more often than at the strictly technical level” (p. 8). “The quality of
learnplaces, the conviviality of learning communities, the richness of learning
activities: these are key. But we may be mistaken in believing we can work on
these things directly” (Goodyear, 2000, p. 15). However, good architecture
can nurture them.
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Designing for a Social Constructivist Environment 205
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constructivism: Comparing critical features from an instructional design
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gies to foster mathematical metacognitive processes. Proceedings of the
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Designing for a Social Constructivist Environment 207
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permission of Idea Group Inc. is prohibited.
208 Lee
Mentis, M., Ryba, K., & Annan, J. (2001). Creating authentic on-line
communities of professional practice. Paper presented at the Austra-
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Designing for a Social Constructivist Environment 209
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210 Beynon & Roe
Chapter X
Enriching Computer
Support for
Constructionism
Meurig Beynon, University of Warwick, UK
Abstract
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Enriching Computer Support for Constructionism 211
Introduction
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212 Beynon & Roe
Principles of Constructionism
These initial ideas led Papert (1980) to a vision for mathematical education that
was subsequently elaborated into a new paradigm for teaching and learning
mathematics—the constructionist approach (Harel & Papert, 1991). Follow-
ing (Roe, Pratt, & Jones, 2005), we shall discuss model building with reference
to six underlying features of constructionist learning distilled from the literature:
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Enriching Computer Support for Constructionism 213
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214 Beynon & Roe
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Enriching Computer Support for Constructionism 215
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216 Beynon & Roe
In our view, the issues surrounding computer support for active learning have
yet to be adequately addressed. Ever since Papert first developed the Logo
environment, there has been some ambiguity about the relationship between
computer programming and the educational objectives of constructionism. Is
computer programming to be viewed as an activity that—of itself—serves the
educational objectives of the constructionist agenda, as the Logo environment
might suggest? Or is computer programming simply the means to set up
environments for model making using techniques that are not—or at any rate
are not perceived as—computer programming? In practice, the distinction
between “learning about computer programming” and “learning about a domain
independent of computer programming” is not always clearly respected in
computer based environments that support active learning. What is more,
educationalists and computer scientists alike seem relatively insensitive to the
potential implications of adopting different perspectives and approaches to
constructing computer models.
In this chapter, we argue that there are highly significant distinctions to be made
between the different perspectives we can adopt on providing computer
support for active learning. In particular, there is a fundamental conceptual
distinction to be made between using spreadsheet principles and other pro-
gramming paradigms that focus on programs as recipes for performing goal-
directed transformations. Our thesis is that programming paradigms rooted in
the classical view of computation (which embrace the full range of traditional
programming idioms including procedural, object-oriented, and declarative
approaches) are not well suited to providing support for the constructionist
learning agenda. On this basis, we propose an alternative framework that builds
on the principles for spreadsheet engineering identified by Grossman (2002).
The remainder of the chapter is in two principal sections: the first discusses the
relationship between classical computer programming and constructionism; the
second briefly introduces and illustrates the alternative perspective afforded by
Empirical Modelling.
The relationship between computer programming and constructionism is con-
ceptually complex. Papert’s aspiration for the use of Logo is that constructing
a program should be a valuable learning experience in which a pupil becomes
familiar with geometric concepts and with strategies for problem solving and
design (Papert, 1993). There is an implicit assumption that the process of
program construction is well-aligned to useful domain learning and to con-
structionist principles, but there are potentially problematic issues to be
considered:
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Enriching Computer Support for Constructionism 217
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218 Beynon & Roe
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Enriching Computer Support for Constructionism 219
observe that they ideally demand a conceptual framework quite different from
that offered by classical computer science. With the possible exception of
domains in which learning is primarily concerned with understanding pro-
cesses, it is in general inappropriate to think of a learning artefact as a computer
program. For reasons to be briefly explained and illustrated in the following
sections, we prefer to characterise computer-based artefacts for active learn-
ing as construals.
Our proposal to discard the notion of program in favour of “construal” is in the
first instance significant only as a metalevel shift in perspective. In practice,
spreadsheets already provide examples of such construals. It is also likely that
in asserting that “we need to fundamentally rethink how we introduce program-
ming to students,” “we require new types of programming tools,” and “we need
new programming paradigms,” Resnick and Papert (Soloway, 1993) have in
mind a much broader notion of “program” than the classical view of compu-
tation supports. Nevertheless, making the explicit distinction between pro-
grams and construals liberates a radically different view of what computer
support for constructionism entails, and lays the foundation for a better
understanding with implications for theory and practice. For instance, it can
help to identify more effective principles and tools for building learning
artefacts, and may help to explain practical developments, such as the success
of spreadsheets and the relative lack of popularity of programming as a learning
tool for the non-specialist (cf. Nardi, 1993), and the emergence and subse-
quent disappearance of Logo from the UK National Curriculum (cf. Noss &
Hoyles, 1996).
Constructionism and
Empirical Modelling
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220 Beynon & Roe
and then conducts experiments in order to provide evidence that the theory is
right or demonstrate that it is wrong.”). Although Faraday’s experiments did
eventually underpin Maxwell’s mathematical theory, they initially had a far more
primitive role. For instance, they served to distinguish transient effects from
significant observables, and to relate Faraday’s personal construals of a
phenomenon to those of others who had typically employed different modes of
observation and identified different concepts and terminology. Such experi-
ments were not conducted post-theory to “explain some aspect of reality”, but
rather to establish pre-theory what should be deemed to be an aspect of reality.
A construal is typically much more primitive than a program. It is built in an
open-ended fashion with a situation rather than a specific purpose in mind. The
conventions for interacting with it and interpreting these interactions are quite
informal and fluid. In general, whether a particular interaction has an interpre-
tation can only be appreciated by consulting the immediate experience it offers
and recognising this as corresponding to an experience of the referent. A
possible construal for the electromagnetic phenomenon associated with a wire
coil, such as Faraday himself first developed as a physical artefact, and we
might now realise on a computer, would depict the relationship between the
direction and strength of the electric current and the disposition and density of
the associated magnetic field. A primitive interaction with such a construal
would involve observing the impact of changing the current on the strength of
the magnetic field in both the computer model and its referent. The relationship
between current and field would be perceived as a direct correspondence
between dependencies in the model and its referent. In this context, the
counterpart of a program would be a much more sophisticated construction—
such as a model of an electric motor—that has some autonomous reliable
behaviour that cannot be experienced through being present in just one
situation.
Empirical Modelling (EM) describes the characteristics of a construal (cf. a
spreadsheet) with reference to three key concepts: observables, dependen-
cies, and agency. An observable is a feature of the situation or domain that we
are modelling to which we can attach an identity (cf. a spreadsheet cell). The
main requirement of an observable is that it has a current value or status (cf. the
value of a spreadsheet cell). A dependency is a relationship amongst observables
that expresses how they are indivisibly linked in change (cf. the definition of a
cell). Unlike constraints, which express persistent relationships between values
in a closed world, dependencies express the modeller’s current expectation
about how a change in one variable will affect the value of another in an open-
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Enriching Computer Support for Constructionism 221
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222 Beynon & Roe
critical lines that pass through just one of the five straight line segments of
the given beam detector;
• Using the beam detector to illustrate school geometry: Modelling the
detector is an exercise in geometric construction that helps students to
learn about tangency, trigonometric relationships, perpendicular lines,
and so forth;
• Using the detector as a case study for modelling tools: Students could
make a geometric model of the detector using a special purpose tool such
as Cabri Geometry, or study it as an optimisation problem using a
spreadsheet.
Issues of presentation are also relevant. The teacher might wish to present
Eppstein’s construction of the beam detector using an interactive whiteboard,
to distribute instances of the construction to the pupils for them to experiment
and compete to find the best solution, and to monitor and to display the details
of the detector of smallest total length encountered so far concurrently in real
time (e.g., as might be done in a sporting event).
If we regard these potential applications as specifications for independent
programming exercises to be addressed, there is a prohibitive overhead. Model
building directed at capturing the different functional requirements involved in
developing a virtual reality environment, setting up a spreadsheet, or emulating
CABRI, cannot exploit abstraction above the level of a general purpose
programming language. By building a construal, on the other hand, it is possible
to build an integrated family of models adapted for each of these different
purposes.
Screenshots and extracts from variants of an EM model of Eppstein’s beam
detector are shown in Figures 1 and 2. A full account of the principles behind
the construction of the model and its variants is beyond the scope of this
chapter. The details of the models can be inspected and exercised more closely
by accessing the beamdetectorRoe2004 directory of the EM repository at
http://empublic.dcs.warwick.ac.uk/projects/. Other models from the reposi-
tory illustrate that the features needed to make the extensions of the Beam
Detector model envisaged above are broadly within the scope of the current
EM tools. The following brief discussion will highlight some of the most salient
points about the development of the Beam Detector models.
The original source for the Beam Detector model was developed by the first
author at the suggestion of a colleague who was studying beam detection as an
abstract optimisation problem in computational geometry. The model was
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Enriching Computer Support for Constructionism 223
Figure 1. The original Beam Detector model and some of its script
definitions
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224 Beynon & Roe
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Enriching Computer Support for Constructionism 225
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226 Beynon & Roe
Perspectives on Constructionism
In the previous section, we have compared and contrasted the support for
constructionist principles afforded by EM and by conventional programming.
Our illustrative example, the Beam Detector model, like the e-Muse microworlds,
relates to implementing a constructionist approach to mathematics education.
In this section, we review our findings from a broader perspective, briefly
discussing how they relate to topical perceptions of education, mathematics,
and computing. In this way, it becomes apparent that some of the specific
tensions between learner, teacher, and developer perspectives alluded to in the
previous section are symptomatic of more profound conflicts in thinking about
mathematics, education, and computing, both interdisciplinary and
intradisciplinary. When trying to bring these disciplines together, these conflicts
are not merely unresolved—they are to a large extent unacknowledged.
From an educational perspective, model-building by computer is an activity
that superficially appears best aligned to teaching mathematics, or a mathemati-
cal science. There are a number of plausible reasons for this. Computer support
for constructionism has its historical roots in mathematics education. Program-
ming computers is perceived as primarily a logical exercise in framing se-
quences of action that, like formal mathematics, requires great precision and
abstract thought. The kind of model-building with computers that has most
educational credibility is model-building that is based on mathematical theory,
as when Newton’s Laws of Motion are implemented in an e-Muse microworld.
Orthodox computer science thinking endorses this attitude to computer use in
education only partially. Having regard to the still unresolved problems of the
“software crisis,” building software from a theory is perceived by many as the
only way forward for computing (see, e.g., Turski & Maibaum, 1987). In this
context, the issue of which computer programming techniques are to be
commended, and which deprecated, is a matter of great controversy. It is
widely recognised that what is actually involved in instructing the computer by
way of programming is far less significant than how these instructions are linked
to the key observables of the domain in which the program operates.
The difference in viewpoint between educationalist and computer scientist can
call the educational value of computer supported constructionism into question.
For instance, in rule-based programming in the context of a microworld
(Goldstein, Noss, Kalas, & Pratt, 2001), the educationalist sees value in
engaging a bright pupil in discussion of whether a particular rule should be
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Enriching Computer Support for Constructionism 227
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228 Beynon & Roe
respects. In the Beam Detector model, many of the functional relationships that
feature in definitions use simple mathematical operators whose implementation
requires relatively straightforward procedural code. However, constructionism
is not essentially about precise and abstract concepts; on the contrary, it is
motivated by the desire to engage with pre-articulate experience and tacit
knowledge that is made accessible only through exposure to situations. Whilst
the educator is able to envisage imaginative ways of introducing mathematics
into the world of experience (cf. the e-Muse microworlds), classical computer
programming—with its roots in logic and abstract computation—is a reluctant
fellow traveller.
In keeping with the features of constructionism identified earlier in the chapter,
EM typically entails blending the formal and informal. As the discussion of the
Beam Detector has shown, EM can support this integration of the formal and
the informal without in any way compromising its own integrity. In this respect,
it resembles the “scientific method,” which is fundamentally concerned with
interaction in the world, yet (in the context of the school science laboratory, if
not necessarily in its more authentic setting of the research laboratory) is
typically exercised in conjunction with abstract theoretical understanding. EM
is also distinguished from mathematics and from computer programming as they
are conventionally conceived, in that its characteristic movement is from the
informal to the formal (cf. Beynon, Rungrattanaubol, & Sinclair, 2000), rather
than from the formal to the informal.
The adoption of an EM perspective on computer based model building involves
a switch of priorities where pre- and post-theory understanding is concerned.
In the context of mathematics education, this is consistent with the “revaluation
of the concrete” to which Turkle and Papert (1991) refer in their discussion of
constructionist practices. Such a shift in perspective also has a philosophical
aspect concerned with whether we take a Platonistic or intuitionist view of the
foundations of mathematics (Goodman, 1994). Where the Platonist is merely
setting formal ideas in the context of concrete experiences in order to make
them more accessible (cf. the discussion of characteristic features of construc-
tionism earlier in the chapter), the intuitionist regards their very meaningfulness
as contingent at some level upon experience. Of the “two versions of
constructivism” in the foundations of mathematics alluded to by Goodman
(1994), EM seems best aligned with what Goodman describes as “Among
philosophers the most influential contemporary version of constructivism ... the
intuitionism of Michael Dummett (1977).” Dummett’s intuitionism follows “an
essentially Wittgensteinian philosophy of language: to understand mathematics
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Enriching Computer Support for Constructionism 229
Conclusion
This chapter has argued that established thinking about the nature of computer
programming and its relation to formal mathematics is obstructive where
enhancing computer support for constructionism is concerned. In our view, the
use of EM to build construals can better approach the ideal of integrating the
roles of learner, teacher, and developer to which constructionism aspires. To
fully understand the prospects and implications for EM in this respect requires
a more mature and coherent understanding of the relationship between math-
ematics, education, and computing than we have at present.
Shifting the emphasis away from mathematical model building based on pre-
existing theory echoes the philosophy of engineering developed by Vincenti
(1990). Vincenti characterises engineering as a species distinct from applied
science, where there is a role for blind variation—interaction “without
complete or adequate guidance”—potentially leading to discovery. When
seeking to support personal engagement and creativity in learning, the motiva-
tion for a perspective of model-building in which there is no preconceived and
fixed framework for interpretation is clear. Modelling activity that enables us to
manage cognitive conflict and construct new meanings to resolve such tensions
is an essential foundation of constructionist learning. It will not prove easy to
gain full acceptance for such an approach to modelling, as it superficially
appears to encourage just such practices—experiment without abstract specifi-
cation, exploration without preconception—as are deprecated in conventional
software development. Helpful precedents are to be found in existing modelling
tools that exploit dependency, such as spreadsheets and engineering design
packages. Effective model building to support learning demands something
conceptually much more radical than merely adding dependency to the arsenal
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230 Beynon & Roe
Acknowledgments
We are indebted to Dave Pratt and Ian Jones for their reflections on the e-Muse
project and to three anonymous referees for their helpful comments.
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Enriching Computer Support for Constructionism 231
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of failure. Liberal Education, Fall, 40–49.
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232 Beynon & Roe
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Enriching Computer Support for Constructionism 233
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234 Beynon & Roe
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Enriching Computer Support for Constructionism 235
Section IV
Individual Differences
and Individually
Based Systems
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236 Triantis & Pintelas
Chapter XI
An Architecture
for Developing
Multiagent Educational
Applications
for the Web
Tasos Triantis, University of Patras, Greece
Abstract
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Multiagent Educational Applications 237
Introduction
The increasing Internet penetration rate and the potential of World Wide Web
(WWW) could be used as an enabling technological framework for the
development of courseware applications, which could meet the requirements
of distance learners. Currently, popular Web-based courseware applications
provide location independent learning; however, they exploit disadvantages
such as (a) nonrenewable educational material without the interfering of the
trainer, (b) nonadaptable to the different levels of trainees’ needs, and (c)
nonuse of existing information on the WWW. Most of these shortcomings are
not new; they had already been encountered again in the past and led to the
development of intelligent tutoring systems (ITSs) (Sherman, Singley, &
Fairweather, 1999). On the contrary, network-based or WWW-based ITSs
are expected to meet most of the requirements of the distance learners, allowing
the emulation of a human tutor in the sense that an “intelligent” tutor can know
what to teach, how to teach it, and are able to find out certain teaching-related
information about the learner being taught. Most of the network-based ITSs
provide server-based access to the courseware. Such an approach, although
having benefits in terms of development, maintenance, and access control, is
lacking in flexibility and scalability.
In the light of these, an approach based on agent technology seems to be a
promising distributed software technology that can be used to implement
flexible, truly distributed WWW ITSs. In this chapter, an agent is considered
as a resource-bounded autonomous software entity, which is capable of
collaborating with peers and of exhibiting reactive and proactive behaviour
(Jennings & Wooldridge, 1998). Then, a multiagent system (MAS) is consid-
ered as a loosely coupled network of communicating and cooperating agents
possibly situated on distributed machines, which provide complementary
services (Sycara, 1998). In brief, the main features of the proposed architec-
ture are the possible distribution of teaching knowledge among different
network nodes and the support of end-user mobility. The proposed architec-
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238 Triantis & Pintelas
ture uses a network of communicating agents and exploits the assumption that
each teaching subject can be regarded as the synthesis of elementary pieces (or
aspects) of knowledge, each of which can be presented by an independent
expert. Moreover, in order to better support individualized learning, a mobile
agent is placed at the disposal of each distance learner.
A brief survey of WWW ITS architectures and agent-based systems on the
Web is presented in section 3. Then, in section 4, this chapter proposes a new
software architecture for distributed courseware applications, which is based
on the multiagent paradigm. Two applications of the proposed architecture are
described in section 5, while some implementation issues are described in
section 6. The advantages of the proposed architecture as well as future work
are discussed in the last section of the chapter.
Issues Related to
Distance-Learning Courseware
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Multiagent Educational Applications 239
Issues that stem from the special nature of network-based learning include the
following:
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240 Triantis & Pintelas
In addition to these, there exist a few more issues related to the educational
content:
New applications in training and education are emerging daily trying to meet the
requirements of lifelong or distance learners, such as (a) constant updating of
knowledge, (b) accessing distributed information databases over the network,
(c) managing (filtering) huge amount of information, (d) providing anytime and
anywhere learning, (e) providing learning to people of different ages, (f) taking
into account learners’ needs, and (g) exploiting adaptation to different didactic
strategies. Existing applications come under four categories:
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Multiagent Educational Applications 241
W e b S e rv e r
D a ta
D o m a in
S tu d e n t M o d e l
M o d u le
W eb T u to r i n g D o m a in
S tu d e n t M o d e l
S e rv e r M o d u le M o d u le
T u to r i n g
W eb M o d u le
UI = Java
B ro w s e r
A p p le t /
H M T L -C G I
In t e r fa c e M o d u le
W e b B ro w s e r
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242 Triantis & Pintelas
Multiagent-Based ITSs
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Multiagent Educational Applications 243
Web Interface
Delivery Agent
Domain of Application
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244 Triantis & Pintelas
1. Distance learning: A mobile user interface agent may move through the
network to the learner’s place and interact with him/her.
2. Availability of the courseware to a large number of learners (typically
there is no upper limit) by producing only one educational application,
which is a result of the following notions: (a) each mobile user interface
agent that is attached to each learner is a clone of a generic one and (b)
the rest of the agents are common for all learners.
3. Reduction of network traffic: The information transmitted over the
network is minimized, which has strong cost implications for devices
connected by public wireless networks.
4. Support for disconnected operation: A mobile agent is still operational
even though the client that it is situated on is disconnected from the
network.
5. Security: It is possible now to deploy a mobile-agent system that
adequately protects either a machine against malicious agents or the
tutoring system itself and educational materials’ copyrights through au-
thentication of the user.
A representative example is Macro Cell (Deng, Shih, Huang, Liao, Wang, &
Hsu, 2002) in which a mobile agent becomes the user interface of the ITS,
replacing traditional Web approaches.
Proposed Educational
Application Architecture
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Multiagent Educational Applications 245
who form virtual, distributed classes, the members of which change dynamically
depending on learner profiles and requirements; and (d) dynamic content
synthesis: in order to meet the constantly changing requirements of the
contemporary educational settings, educational applications need to dynami-
cally synthesize educational content and strategy based on the distribution of
expertise.
Web ITSs and MAS ITSs lack the capability of dynamic synthesis and
distribution of expertise because in each case the domain module of the tutoring
system resides either on the domain module of the ITS or on a single agent that
embodies the domain module of the MAS ITS. Moreover, in a Web ITS, the
learner, usually via a Web browser, accesses the tutoring system, which is
situated on a single-server machine over the network (client-server implemen-
tation framework). As a result, such tutoring systems do not support manage-
ment of distributed resources of knowledge, content, and information as well
as dynamic synthesis. In particular, the adoption of client-server framework,
allows the management of educational resources local to the server machine
only. In any case, the author of the courseware is charged with the development
of the appropriate content to be presented to the learner.
The architecture for distributed intelligent courseware proposed in this section
implements a network of communicating agents. By distributing both domain
knowledge and expertise into several agents, it allows the efficient management
of distributed information resources and the dynamic synthesis of the infor-
mation that is presented to the learner. In particular, each educational
application may consist of one instructional agent and many domain expert
agents, the configuration of which dynamically changes during the teaching
process (Figure 3).
The instructional agent undertakes the responsibility to control the informa-
tion that is presented to the learner based on a specific instructional strategy,
which is embodied in the instructional agent’s knowledge base. This instruc-
tional strategy is implemented as a set of teaching plans; each plan is a sequence
of teaching steps, each of which can be carried out by a team of expert agents.
Note that the instructional agent is only aware of the specialty of the expert
agents required per plan step; it then dynamically configures agent teams, based
on the set of agents that are active within the system at a particular instance of
time.
A domain expert agent is responsible for providing information and educa-
tional material to the learner about its particular domain of knowledge. A
domain expert contains a set of plans for recalling and presenting information
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246 Triantis & Pintelas
Instructional Agent
Communication channel
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Multiagent Educational Applications 247
from the instructional agent to each expert agent to execute one of its plans, (b)
the acceptance or rejection of the request by the expert agent, and (c) the
response of the expert agent to the instructional agent with the information
modules that, according to the expert agent, provide a better match to the
request of the instructional agent.
Moreover, the members of each team communicate horizontally by exchanging
messages in order to best meet the tutoring objectives. Such communication
may involve (a) one expert agent requesting another expert agent to execute
one of its plans, (b) one expert agent requesting another expert agent to act as
its replacement for the execution of a plan, (c) the acceptance or rejection of
the request by the expert agent, (d) the response of an expert agent to the
request of another expert agent with the information modules that, according to
then called expert agent, provide a better match to the request of the calling
expert agent. Then, each domain expert agent serves as a source of information
(possibly synthesizing and) providing the appropriate educational material.
In order to implement this teaching practice, two fundamental issues have to be
resolved: (a) Subject experts are available: They are capable of working
independently, of sensing the educational context, and of cooperating with the
teacher and provide the knowledge bits he/she asks from each of them, and (b)
the teaching material is structured in a way that it can be efficiently communi-
cated. Moreover, it includes a description of its content that can be used by the
teacher to synthesize a broader course.
Each learner accesses the application remotely through a mobile agent. As
long as the learner registers himself/herself once, through a Web interface, this
agent will follow him/her wherever he/she wants to start/continue the educa-
tional process. The mobile agent is the user interface of the tutoring application,
hence its responsibility is to display the educational material to the learner as
well as to track learners’ actions and to inform instructional agent about them.
The proposed architecture has been initially designed for and applied to the
development of medical courseware. In general, medical education involves the
transfer of voluminous knowledge that is constantly growing. The successful
application of medical skills calls for a synthesis of different knowledge sources
which sometimes offer contradictory and incomplete information. Traditional
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248 Triantis & Pintelas
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Multiagent Educational Applications 249
Dermatology Tutor
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250 Triantis & Pintelas
Dermatology Agent
Communication channel
Communication channel
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Multiagent Educational Applications 251
to the learner via the mobile agent. Finally, each domain agent uses a search
agent in order to retrieve the appropriate LU from the database. Moreover,
each search agent retrieves LUs based on a set of keywords that was given (in
a form of message) by a domain agent.
OPD Tutor
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252 Triantis & Pintelas
tory, and physiatry, respectively. Bearing in mind that this architecture is used
for tutoring purposes, only the Orthopaedist Agent can act as an instructor; all
the instructional strategies necessary for the tutoring process of “outlet impinge-
ment” are contained in this agent’s plans.
Low-Level Architecture
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Multiagent Educational Applications 253
Implementation Issues
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254 Triantis & Pintelas
A g en t C o re B eli efs
In fe re n c e E ng i n e
A gent
C o m m u n ic a t io n M o d u le
D esire s
In t e r g r a t io n M o d u l e
T r a n sp o r t Inte ntion s
M e ch a n is m
(C O R B A)
P lan s
Message
W o r ld
Agent Core
The transport mechanism is the physical means for message exchange. Several
transport mechanisms have been proposed in agent literature. In our frame-
work, considering each agent as a client/server entity, the transport mechanism
has been implemented with CORBA for two reasons: (a) FIPA addresses a
minimal set of requirements on the communication protocol for building open,
distributed systems (FIPA, 1999), which are fulfilled by CORBA, and (b)
CORBA offers services, such as naming services, trader services, access
control services, event services, which make it suitable to easily implement
interagent communication mechanisms.
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Multiagent Educational Applications 255
educational system. Each CA implies that the content of the message contains
a specific set of actions. In this case the cancel, request, and refuse CA implies
that the receiver will perform a specific action. The inform CA implies that the
receiver will update his knowledge base and especially his beliefs about specific
things of the environment. The failure and not-understood CA implies that the
receiver will update his knowledge base and will act in order to deal with the
error handling.
The comprehension and the execution of the action depends on what actions
the recipient can perform. These actions are defined by the Content element,
which has precisely defined syntax, and semantics (FIPA, 1999). In our
framework, we make use of the PROLOG language structure and syntax, in
order to define the Content element. As a consequence, each action is a
PROLOG data structure. The Content is not the same for all the agents, but
depends on the actions that each agent performs. In this case, the actions are
divided into those supported by Facilitator and those supported by either of the
medical agents or the Instructional Agent.
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256 Triantis & Pintelas
Teach: The teach action implies that the recipient will undertake the responsi-
bility of finding the appropriate LU for the specific plan name and return the
LU’s location to the sender.
Location: The location action returns to the sender the appropriate LU’s
location according to the requested plan name. The location action is an answer
to the teach one. The location action updates the sender’s knowledge base.
Result: The result action is an answer to the requested action search. The
Facilitator returns to the sender a list of agents who can provide the requested
service. The result action updates the sender’s knowledge base.
Conclusion
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Multiagent Educational Applications 257
Future Work
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258 Triantis & Pintelas
References
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permission of Idea Group Inc. is prohibited.
Multiagent Educational Applications 259
Andriessen, J., & Sandberg, J. (1999). Where is education heading and how
about AI? International Journal of Artificial Intelligence in Educa-
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260 Triantis & Pintelas
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Impact of Individual Differences 261
Chapter XII
Impact of Individual
Differences on
Web Searching
Performance:
Issues for Design and the
Digital Divide
Allison J. Morgan, Pennsylvania State University, USA
Abstract
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262 Morgan & Trauth
Introduction
The Internet is a revolutionary technology that is changing the way that people
create and search for information, as well as communicate within the global
society. The importance of this technology has been widely documented in
terms of access to information, resources, organizations, virtual communities,
and networks of people.
Currently, Internet search engines provide users with their primary source for
locating content on the Web. They also assist in the information searching
process and navigation of the Internet using keywords and search terms.
The majority of Internet search engines are straightforward technologies that
do not include a great deal of capabilities for personal customization. The
developers of Web search engines make an effort to add advanced searching
features such as Boolean operators and character strings to make searching
more specific to the desired subject. In addition, a combination of skills with
the technology, knowledge of the subject matter, and knowledge of online
search processes can be beneficial in searching for information on the Internet.
However, the experiences of users of search engines may differ in their level
of success in searching for information. There are two ways in which the
performance of individuals may vary with regard to search engines. Primarily,
there is a difference in being able to find what one is searching for. In addition,
there are differences in strategies that are used to search or the way in which
people go about finding the information they seek.
So the question remains as to why some users are more effective searchers than
others. Another question is whether the experience that a user may have with
a Web search engine impacts his/her attitude toward Internet technology as a
whole? The characteristics that can be attributed to one searcher performing
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Impact of Individual Differences 263
more successfully than another are presently not well defined. It may possibly
be that the design of these systems provides advantage to certain types of users
rather than others. There may also be other factors. However, individual
differences may play a role in the Web searching skills of users and their
performance with Web search engines.
Individual differences could include a range of characteristics including gender,
race, age, socioeconomic status, education, income, cognitive style, personal-
ity, self-efficacy, and so forth. So an individual user’s skill and performance
with a Web search engine can be motivated or influenced by a number of these
factors. Our goal is to investigate how these individual differences play out in
the performance of users of search engines, and what, if any, impact they have
on the successful use of that technology. Although it is important to study the
range of individual differences, our focus will be mainly on demographic
differences.
In addition, we would like to frame the evaluation of this research in terms of
social exclusion and the digital divide. Greater numbers of people are exposed
to the Internet on a daily basis, but more research is needed to address the
motivations and barriers to effective use of the Internet. So the study of the
impact of individual differences in Web searching performance may also
provide additional information as to why a disparity exists among users and
nonusers of Internet technology.
Studying the role of individual differences with Web searching behavior is
important on many levels for many different populations. On the societal level,
Internet technology is increasingly becoming a part of everyday life as well as
a requirement for many jobs. Access to the Internet has been studied in various
dimensions to determine its effect on people’s use of the technology (Katz &
Rice, 2002). Access in this situation can be defined as a function of resources.
Research has shown that physical access can be a barrier to use of the
technology, but placing the Internet in publicly accessible places such as
schools, libraries, and community centers, has not yet worked to close the
digital divide. Therefore, it is important to continue to research the types of
barriers that may be deterring users from participating in Internet technology.
This should be carried out in an effort to determine what measures can be
implemented to address the problem. If the Internet or its components can be
improved to be a more inclusive and usable technology, then the resources and
benefits of the Internet could have a more far-reaching effect. Ideally, the Web
is a technology that serves all people, not just the privileged in society (Introna
& Nissenbaum, 2000).
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264 Morgan & Trauth
Literature Review
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Impact of Individual Differences 265
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266 Morgan & Trauth
nism for finding and being found” (p. 30). They conclude that search engines are
politically influenced through technical means such as crawlers, indexers, and
ranking algorithms.
Arasu, Cho, Garcia-Molina, Paepcke, and Raghavan (2001) provide a com-
prehensive overview of Web search engine design and its challenges. A large
number of Web search engines utilize IR techniques and algorithms. The
difference in the size of the audience for Web search engines versus private
collection IR systems makes the design of these systems even more complex
and important. The use of new techniques and methods to meet the challenge
of scalability for Web search engines improves chances for improving rel-
evance in the retrieval of information. Research suggests that the Web structure
mimics that of a “‘bow tie” in which roughly 28% of the pages constitute the
core of the bow tie and 22% make up the loop which connects also to the core
but cannot be reached from it” (p. 3).
The impact of query operators on Web search engines was researched by
Eastman and Jansen (2003) to determine if they result in improved searching
capabilities. Presently there are roughly 32,000 search engines in existence
which 71% of Web users visit to locate information on the Web (p. 389). In
Web search engines, advanced phrase search capabilities and Boolean opera-
tors are used rarely. However, there is a perception that the use of these
conventions increases the effectiveness of Web searching by “increasing the
total number of retrieved documents, increasing the number of relevant
documents retrieved, or improving the ranking of relevant documents” (p.
384). A number of the major Web search engines even recommends use of
advanced operators to improve search on their Web sites. Research suggests
that Web users do not utilize advanced searching capabilities for reasons that
include laziness and search engine design flaws. The results of Jansen’s
research show that, in fact, advanced operators in Web searching actually do
not increase or decrease the precision of the search. Additionally, these types
of advanced functions are useless without a working knowledge of IR systems
because integration of these conventions is not intuitive to the user.
Belkin, Cool, Stein, and Theil (1995) discuss the design of interactive IR
systems. Traditional IR systems have focused on “representation of texts and
queries, and on comparison of these representations” (p. 379). The inclusion
of interactivity into the IR systems has placed new focus on the activities of the
user, including formulation of queries and retrieval response. The authors
present a theoretical basis that supports these types of activities occurring
within the context of information-seeking strategies. Their model characterizes
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Impact of Individual Differences 267
User Behavior
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268 Morgan & Trauth
and more information at each stage of searching, thereby satisfying the query
by a series of selections, not the single retrieval set. Using a model such as berry
picking that involves the wide horizon of user behaviors may allow for better
design of information retrieval systems. Last, the author notes that users with
the widest range of search strategies will be the ones with the greatest
information retrieval power.
Borgman (1996) discusses the difficulty that users encounter with online
catalogs. She cites the main reason for that difficulty being the “design that does
not incorporate sufficient understanding of searching behavior” (p. 493).
Important to her argument is the notion that online catalogs are being designed
with skilled workers in mind instead of an average end user. The process of
searching is described as one that happens over time through a combination of
information technologies and resources, where the user works iteratively to
explore his/her inquiry. This process is very complex because searchers have
to interpret their information need based on their own knowledge of the
problem and understanding of the system. The perspective of this article
supports the notion that “information retrieval is a difficult problem because it
requires information that [one] does not yet have” (p. 494). Borgman illustrates
that for online catalog searching, three levels of knowledge are necessary:
conceptual knowledge of the information retrieval process, semantic knowl-
edge of how to implement a query in a given system, and technical skills in
executing the query.
The study by Gauch and Smith (1993) demonstrates the use of an expert system
that automatically reformulates queries to improve search results. The authors
conducted this study based on the problem of user unfamiliarity with search
tactics of online retrieval systems. The authors found that most users, even
experienced ones, reformulate their queries incorrectly. Their expert system is
a knowledge-based assistant that operates as a front end to information
retrieval systems.
Belkin, Oddy, and Brooks (1982) discuss a different approach to developing
IR systems based on anomalous states of knowledge (ASK). The authors’
premise is that the information needs of users cannot be easily specified
because they are not facts in themselves, but rather a means by which to find
the resolution to a problem. Traditional IR systems utilize a method known as
“best match” through which a system responds to a query based on the text
whose representation most closely matches it. However, this technique re-
quires that users be able to coherently express their information need in a simple
text form, which may or may not completely represent their understanding of
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Impact of Individual Differences 269
the problem. The authors’ hypothesis for the ASK system is that information
needs result from anomalies in the “user’s state of knowledge regarding a topic
or situation” (p. 62). Based on this notion, IR should use a process that helps
to understand the users ASK rather than require them to specify their own
request for information.
Saracevic and Kantor (1988a, 1988b) performed a study that aimed to
characterize the components of information seeking and retrieving. The authors
stress that human decisions and human-system interactions are the most
significant factors in the processes involving searching for and retrieval of
information. They also emphasize that the “key to the future of information
systems and searching processes … lies not in increased sophistication of
technology, but in increased understanding of human involvement with informa-
tion” (p. 162).
The human search for information is a complex process which is further
complicated by the inclusion of technology. Information systems in the form of
online catalogs and information retrieval systems appear to require the user to
search within the constraints of the system itself, rather than allowing the user
to specify his/her own criteria. Bates’ (1989) method of berry picking provides
a model for the iterative process of human information searching. However, this
model also highlights the difficulty that is encountered by users in trying to
specify their information needs as being able to search for information often
involves having some knowledge of the very topic on which the inquiry is based.
Beyond differences in user behavior, there also exists literature that discusses
the differences with individuals who utilize technology and those who do not.
Research on the digital divide highlights reasons for the disparity among users
of technology and addresses implications for its existence.
In 2000, the percentage of households in the United States that reported having
Internet access was 41.5% according to the National Telecommunications and
Information Administrations’ report entitled Falling Through the Net. The
disparity in the amount of people participating and not participating with the
Internet has been labeled the “digital divide.” In addressing the digital divide,
Kvasny and Truex (2000) state that as new technology is deployed, classes of
users are empowered while others lose power. Explanations for the gap have
been associated with the concept of unequal access.
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270 Morgan & Trauth
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Impact of Individual Differences 271
regardless of race. Also, the level of education that a person has correlates to
access to computers at work regardless of race. However, race did become
a factor in other areas of the study. African Americans are less likely to own a
home computer than Whites at every level of education, and are more likely
than Whites to have access to a computer at work when income is taken into
account. Additionally, the authors say that both income and education affect
computer access and subsequent Web use. This article concludes that African
American students require multiple points of access to participate in computer
technology. Education is also determined to be the most important factor in
computer usage. This notion leads the authors to conclude that better educa-
tional opportunities for African Americans will result in better participation of
all Americans with technology. The article concludes with the notion that if
access to computer technology is ensured, then computer usage will follow.
Katz and Aspden (1997) report on the motivations and barriers to Internet
usage based on a national telephone survey administered in 1995. The results
of the survey showed evidence of a digital divide due to the wealthy and highly
educated status of Internet users as opposed to large numbers of ethnic
minorities who were largely unaware of Internet technology. The authors report
that Internet interest is stimulated greatly by social and professional networks
and that these also provide a means of support for users. Internet users are
motivated to participate for social-personal development, but nonusers believe
the value of the Internet to be in business/commercial use. The survey also
determined barriers that people overall felt it difficult to get over when starting
with the Internet, even those with technical experience. In addition, other
barriers to use include the cost of Internet service and the complexity of use.
In an article that explores the digital divide as a phenomenon regarding more
than demographics, Adams (2001) discusses the divide as a “complex web of
interconnected issues, with its base in structural and social inequalities that have
long been present in this country and world” (p. 6). The author’s argument is
that by allowing quantitative representations of the digital divide to explain their
existence, the actual questions of “who” and “why” the divide is affecting is
going unanswered. The presence of discrimination against minorities and the
underprivileged has increased the level of difficulty in obtaining both the social
and economic means by which to access and benefit from the Internet.
According to Adams (2001), the benefits of using computers and the Internet
are “access to job training and openings, the ability to strengthen social
networks through email, productivity benefits, participation in democratic and
political life, and access to an increasing pool of raw information and knowl-
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272 Morgan & Trauth
edge” (p. 6). Also as awareness about the digital divide grows, we should not
assume that all individuals interact with technology on the same level. In order
to function within the digital community, there is an underlying knowledge that
who the user is, where he/she comes from, and his/her exposure to technology
will affect the way he/she will interact with different technologies.
Kraut, Lundmark, Patterson, Kiesler, Mukopahyay, and Scherlis (1998)
studied the effect of the Internet on social and psychological behavior. This
longitudinal research looked at whether the Internet increased or decreased
social involvement. Decreased social involvement is thought to lead to
disenfranchisement by citizens, thus allowing crime and political unrest to enter
in to the community. The results of the conducted research support the notion
that the Internet adversely affects “social involvement and psychological well-
being” (p. 11). The study affirms that an increase in the use of the Internet is
connected to a minor decline in social involvement and a more prevalent feeling
of loneliness. The measure of social involvement came from observations of
family communication and the size of the person’s social network.
DiMaggio and Hargattai (2001) discuss different types of prevalent inequality
present in the information age. The authors argue that the digital divide
represents more than a binary argument regarding those with and without the
ability to access technology. The dimension in which digital inequality exists
consists of five areas. Inequality of technical apparatus relates to availability of
adequate computing equipment, software, and means of connectivity to the
Internet. Inequality in the autonomy of use regards the location of Internet
access and its affect on the users’ ability to use the Internet for their desired
activities. Inequality in skill refers to the ability of users to utilize the Internet in
an effective way and for the desired outcome. Inequality of available social
support includes the other people that the users may interact with to help and
encourage them in the use of the medium. Inequality in variety of use encom-
passes the influencing factors such as education and income on the understand-
ing of the opportunities for use of the Internet.
Hargattai (2003) advances digital divide research by placing a focus on the
differences in the online skill of users. By doing so, the author expands the scope
of the digital divide past the “haves” and “have-nots.” By exploring the
differences among users in ability to perform online tasks, there will be a better
understanding of an additional potential barrier to equity in the use of technol-
ogy. The results of the study show that variation exists among the users of the
Internet in their ability to find content. Age showed to be an important factor
in the research as younger users navigated online content with a much greater
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Impact of Individual Differences 273
use than older users. The amount of time a user spends on the Web is also
connected to better navigation of content. This study supports the notion that
physical access alone cannot ensure participation in Internet technology.
The digital divide is a situation that is very complex and requires an in-depth
analysis of the many ways in which it is perceived. Not only are there constraints
in obtaining the necessary physical elements online, but there are also con-
straints in social elements. Users’ skills and ability with the Internet also play a
role in their level of participation. It is then important to understand the factors
that influence the individual user’s skill level and behavior with technology. The
theory of individual differences can provide a useful lens in investigating this
situation.
Individual Differences
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274 Morgan & Trauth
ior. Perceived usefulness takes into account the value of systems in accomplish-
ing their goals.
A recent study conducted in the area of individual differences and Internet
searching was completed by Ford, Miller, and Moss in 2001. The authors
recognize that increased access to the Internet is placing an emphasis on
information-seeking skills to a more diverse body of users. This study utilized
a positivist approach and gathered mainly quantitative statistical data. In
addition, the authors chose not to use hypothesis testing but instead to aim for
data exploration by way of factor and regression analyses to identify relation-
ships between factors of individual differences and retrieval effectiveness. The
dimensions of individual differences being researched are age, gender, cogni-
tive style, levels of prior experience, Internet perceptions, and study ap-
proaches. The authors found that effectiveness of retrieval was linked to males,
low cognitive complexity, an imager cognitive style, and several Internet
perceptions and study approaches that correlated to low self-esteem of users.
In addition, the theory of individual differences has been largely applied in the
context of gender and cognitive/information processing and personality. Trauth
is presently working toward a theory of individual differences with respect to
gender in the information technology (IT) workforce (Morgan et al., 2004;
Quesenberry et al., 2004; Trauth et al., 2004, 2005). This theory seeks to
address underlying reasons for the underrepresentation of women in the IT
industry. This emergent theory focuses on the differences within instead of
between genders and acknowledges that women respond in a variety of ways
to external and internal influences. This theory also supports the notion that
“both gender and IT are socially constructed at the individual level … [and that]
… women as individuals, experience a range of different socio-cultural
influences which shape their inclinations to participate in the IT profession in a
variety of individual ways” (Trauth et al., 2004, p. 115).
Internet users are a diverse group of individuals. No one type of user can be
identified as the benchmark for developing universal systems. Many differences
exist among types of users such as race, education level, socioeconomic status,
cognitive style, nationality, and so forth. The theory of individual differences
reflects and acknowledges this diversity.
The world is a diverse place, so as Internet use becomes increasingly integrated
into daily life, the more emphasis will be placed on usability of the technology.
Accordingly, it is important that the variety of people accessing the Web be able
to effectively use search engines. Importantly, the research shows that models
of human information behavior are not always implemented into systems that
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Impact of Individual Differences 275
are built to assist searchers in finding content. Therefore, it is possible that there
is a mismatch in the system design of Web search engines with the user model
of searching, or there could be other important factors that influence an
individual’s ability to find information and search successfully. So what is
currently not addressed in the literature is the effect of individual differences on
use and performance with Internet technology. Additionally, the connection is
not evident about the role of search engines in inhibiting or facilitating continued
use of the Internet.
Issues
Studying user behavior and the Internet can be accomplished in many ways.
The implication of doing so serves a number of purposes. First, by evaluating
the way that users interact with Internet technology, we can understand its utility
and how it is able to serve user needs. We can also observe the effect that
human interaction with technology has on patterns of use, learning, and
performance. Based on these ideas, the study of individual differences is critical
to identifying influences of these different types of user responses and behavior.
The theory of individual differences takes into account that people makes
choices in their environment based upon personal experience and external
influences. In the study of gender and IT, it has been used to illustrate that all
people of the same gender do not necessarily exhibit a single response in
behavior or choice in the IT workforce (Morgan et al., 2004; Quesenberry et
al., 2004; Trauth et al., 2004, 2005). This theory is an appropriate basis for
research on Web search skill and use, clearly because all users of this
technology do not exhibit a single type of behavior nor do they perform at the
same level. So investigation into individual differences can provide an explana-
tion of the influences on user behavior and performance that could inform the
design of improved systems. By extending and empirically testing the theory of
individual differences, much can be learned about users in a way that could
significantly affect performance issues by developing systems better suited to
their behavior or learning style.
Current research into user behavior would benefit from the exploration of this
theory because it would provide insight into how an individual’s collective
experience affects his/her performance with technology. Instead of viewing
users as one dimensional beings, the study of users from the perspective of
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276 Morgan & Trauth
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Impact of Individual Differences 277
Research Agenda
The individual differences theory will be the theoretical basis for this research.
In addition, we will also work to expand the theory into the realm of Web
searching and information retrieval. We believe that Web searching is largely
influenced by individual differences. In addition, the theory is applicable to this
study due to the possibility of sociocultural influences affecting people’s
perception of Internet technology and their attitudes toward Web searching.
The Internet has recently been described as being essential to society in a
variety of ways (Hoffman, Novak, & Venkatesh, 2004). It is a vehicle for the
creation and searching of information as well as being a mechanism for
communication. So in the wake of this “Internet age,” it is important to
understand how the technology can be more usable and beneficial to all people.
Currently, due to the inequity of people with the ability to participate in Internet
technology, a digital divide exists among users and nonusers. Although a great
deal of research has been carried out to address causes for the problem, there
has not been a definitive reason identified. In an effort to continue articulation
into the problem of the digital divide, more research must delve into factors that
influence the motivation or inhibition of Internet use.
We seek to address this need by researching the role of individual differences
in online searching skill and performance. Research has identified that “knowl-
edge of more fundamental and enduring factors that can help us improve
people’s internet retrieval in deep and lasting as opposed to relatively super-
ficial and fleeting ways” is necessary (Ford et al., 2001, p. 1049). In addition,
the investigation into user diversity with interactive systems has also been
deemed important to the research community (Borgman, 1987).
The significance of this type of study would provide insight into how users
actually search for information and the influences, experiences, and perceptions
that shape their attitudes and behavior with Web search engines. This research
seeks to further support and expand the theory of individual differences being
developed by Trauth. This study would identify that the theory of individual
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278 Morgan & Trauth
Future Trends
This chapter supports the mission of this book by drawing attention to the
importance of understanding individual characteristics with respect to technol-
ogy. We support the notion that systems should be developed based on
cognitive-, behavioral-, and performance-based user models. Due to the
increased interactivity and sophistication of systems, understanding users at a
superficial level will be insufficient to design effective usable systems. Research
into individual differences emphasizes user-based design and development
methodologies by stressing the uniqueness of individual users.
Future research into this area could explore a variety of areas. The study of
individual differences could be expanded from a micro level look at Web search
engine use and performance to overall use of technology. Also, this study could
be replicated in different international locations to explore how individual
differences may be affected by national culture or environment. The theory of
individual differences could also be used to evaluate other user behavior in
relation to Internet technology in order to develop a rich user model for the
development of other Web-based systems.
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Impact of Individual Differences 279
Conclusion
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Bayesian Networks 283
Chapter XIII
Using
Bayesian Networks for
Student Modeling
Chao-Lin Liu, National Chengchi University, Taiwan
Abstract
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284 Liu
Computer-Assisted Learning
In the past couple of decades, both the research literature and the real world
have seen flourishing studies and applications of computer-assisted learning.
(We use computer-assisted learning to refer to computer-assisted instruc-
tion as well.) The increasing capabilities and decreasing prices of personal
computers have created an affordable environment for individualized com-
puter-assisted learning. The explosive expansion of the Internet not only
provides a rich source of information but also nourishes the studies and
applications of Web-based learning systems. To give a few examples, Conati,
Gertner, and VanLehn (2002) have studied computer-assisted learning of
Newtonian Physics; Mislevy and Gitomer (1996) have investigated the tech-
niques for computer-assisted learning of the troubleshooting of hydraulics
systems in aircraft; Mitrovic, Martin, and Mayo (2002) have designed systems
for teaching the SQL database language; Horvitz, Breese, Heckerman, Hovel,
and Rommelse (1998) look into the possibilities of assisting users of Microsoft
Excel with software agents; Anderson et al. have developed a system for
learning LISP programming (Anderson, Boyle, Corbett, & Lewis, 1990) and
high school mathematics (Anderson, Douglass, & Qin, 2004); Virvou, Maras,
and Tsiriga (2000) construct systems for assisting the learning of the passive
voice in English; and Brusilovsky et al. have discussed issues such as course
sequencing (Brusilovsky & Vassileva, 2003) for Web-based education
(Brusilovsky, Schwarz, & Weber, 1996).
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Bayesian Networks 285
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286 Liu
tently over time and under different contexts, and researchers have to employ
such techniques as nonmonotonic reasoning in their systems. On the other hand,
we can accept that inconsistency is part of nature, and adopt reasoning
mechanisms that explicitly capture and reason about the uncertainties in
applications.
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Bayesian Networks 287
Bayesian Networks
Bayesian networks (BNs) are directed acyclic graphs that consist of nodes and
arcs (Pearl, 1988). Nodes represent random variables, and arcs qualitatively
denote direct dependence relationships between the connected nodes. Each
node can take on its value from a set of possible values, and has an associated
conditional probability table that quantitatively specifies the degrees of mutual
dependence between the connected nodes. Nodes at the tails of arcs are parent
nodes of the nodes that are pointed by arrows. A node without parent nodes
should have a table of prior probabilities. A Bayesian network indirectly
encodes the joint probability distribution of the random variables in the
network, so we can compute any conditional probabilities of interest given a
Bayesian network that is constructed for the target application.
We illustrate the basic concepts of Bayesian networks with the examples
discussed in Liu (2005). Let C be the random variable that encodes the degree
of the mastery of a concept, and X the random variable representing the
outcomes of using an item for testing the mastery of C. Assume that variables
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288 Liu
C A B C
C X
(a) ( b) Y X (c ) Y X
for both concepts and items are dichotomous. A variable for a concept takes
the value of either good or bad, and a variable for the response to an item takes
the value of either correct or incorrect. For simplicity of notation, we use a
small letter of the variable to denote the “positive” value of a random variable,
and a small letter with a bar to denote the “negative” value of the variable. For
instance, Pr( x | c ) denotes Pr( X = correct | C = bad). We use the symbol PR and
capital names of random variables to denote the probability values of all
possible combinations of the values of the involved random variables. For
instance, PR( X | C ) denotes {Pr( x | c), Pr( x | c), Pr( x | c ), Pr( x | c )}.
We can use the very simple Bayesian network shown in Figure 1(a) to represent
that X is a test item for assessing students’ competence in C. Node C will
include a table that contains the prior distribution for the random variable C, and
node X will have a table that contains the probability distribution for X
conditional on the values of C. The contents of PR( X | C ) will capture the
probabilities of making slips and lucky guesses when students respond to X. Let
Y denote the response to another test item. The network shown in Figure 1(b)
suggests that we have an extra item for measuring the competence in C. Again,
the contents of PR(Y | C ) contain the probabilities of making slips and lucky
guesses when students respond to Y. The network shown in Figure 1(c)
expands Figure 1(a) in another direction. We add a node for concept B that is
directly related to the competence in C, and yet another node for concept A that
is directly related to the competence in B. The contents of PR(C | B) dictate how
the competence in B will influence the competence in C
A Bayesian network indirectly specifies the joint probability distribution of the
random variables, so we can compute any conditional probabilities that involve
variables in the network. The very simple network shown in Figure 1(a)
indirectly encodes the joint distribution of C and X, and we can compute the
conditional probabilities of interest, for example, PR(C | X ). Researchers have
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Bayesian Networks 289
A Running Example
Liu (2005) applies the network shown in Figure 2 for adaptive item selection
in student classification. The group node is multiple valued, and represents the
types of student groups. Nodes named cX represent basic concepts, and nodes
named dY represent composite concepts. Values of nodes that represent
concepts are either good or bad. All nodes named iZ represent responses to
test items, and the responses can be either correct or incorrect. For instance,
dAB is a composite concept whose prerequisites include cA and cB, and iA1,
iA2, and iA3 represent students’ responses to test items that are designed for
evaluating students’ competence in cA.
Links from concept nodes, for example, nodes named cX and dY, to item
nodes, for example, those named iZ, indicate the competence levels in
concepts influence the probability of answering correctly to test items. Links
from basic concepts to composite concepts indicate that understanding com-
dA B d BC dA C d A BC
iA B 1 iA B2 iA B3 iA C 1 iA C 2 iA C 3
iBC 1 iB C 2 iB C 3 iA B C 1 iA B C 2 iA B C 3
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290 Liu
posite concepts requires the knowledge of basic concepts. Links from the
group node to nodes that represent basic concepts indicate that different
student types may have different abilities in the basic concepts. Links from the
group node to the nodes that represent composite concepts indicate that
different student types may have different abilities in integrating basic concepts
to form knowledge about the composite concept.
The contents of the conditional probability tables quantify the strength of the
dependence between nodes that are directly connected. For instance, Pr(ia1 | ca)
and Pr(ia1 | ca) are, respectively, the chances of making slips and lucky guesses
for the test item iA1. Pr(cb | g i ) is the probability that the i-th type of student is
good at concept cB, and Pr(dabc | ca, cb, cc, g i ) is the probability that the i-th type
of student who is also good at cA, cB, and cC can actually learn the composite
concept dABC.
Given such a Bayesian network, we can conduct predictive and diagnostic
inferences. We predict the chances of correctly responding to a particular test
item given that we know a student’s type. In contrast, we compute the
probability distribution over the possible student types given the correctness of
students’ responses to some test items, and may choose to guess the students’
types based on the probability distribution over group. In fact, taking advan-
tage of the Bayesian network, we can compute the conditional mutual informa-
tion between any unadministered test items with the group node for selecting
the most effective test items which, hopefully, allow us to determine a student’s
type with as few test items as possible (Liu, 2005).
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Bayesian Networks 291
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292 Liu
P1 P2 ... Pn C
C P1 P2 ... Pn
(a) (b)
correctly to and respectively, requires the knowledge of only both and and
only What is the structure that we should use to model this relationship? In this
case, the structure shown in Figure 4(b) will be more natural and appropriate,
and many projects adopt this choice (e.g., Guzmán & Conejo, 2004; Millán &
Pérez-de-la-Cruz, 2002). In practice, if a student responds incorrectly to this
would decrease the possibility that this student will respond to and correctly.
This intuition is implied by the structure shown in Figure 4(b) but not so by the
one shown in Figure 4(a). When we have no direct evidence about both and
nodes and remain independent of in Figure 4(a), due to d-separation (Pearl,
1988).
Despite the advances in computational technologies, it appears that it is very
challenging, if not impossible, to create a computer program that fully automati-
cally infers a convincing structure for a specialty domain. As pointed out by an
anonymous reviewer for this chapter, “there can be wide disagreement on what
constitutes a prerequisite for concept.” Consider systems that rely on models
that are provided by human experts on one extreme of the spectrum and
systems that rely on models that are fully automatically learned from data on the
C1 C2
I1 I2 I3
C1 C2 I1 I2 I3
(a) (b)
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Bayesian Networks 293
other extreme. A middle ground between these two extremes is to allow experts
to provide fragments of a complete network and let computer programs to
dynamically construct the complete network at run time. Before machines can
fully assist the task of model construction, an appropriate intervention of
experts may be required. Conati et al. (2002) apply Bayesian networks as the
infrastructure for assisting real students to learn Newtonian Physics. They
employ a set of fragments of network for domain-general knowledge and
another set for task-specific knowledge. At run time, the tutoring system
employs fragments from these two sets to compose networks that are tailored
for individual students.
Semantics of arc directions is the key issue in our discussion of the structures
shown in Figures 3 and 4. It is tempting to interpret directions in Bayesian
networks as causal directions. This is evident in that many, including the
network shown in Figure 2, choose to implement their systems with structures
that are similar to those shown in Figures 3(a) and 4(b). In addition, typical
textbooks on artificial intelligence also advise that constructing Bayesian
networks based on the causal directions among random variables are more
likely to lead to concise networks (Russell & Norvig, 2003).
Despite these facts, arc directions in Bayesian networks do not have to follow
causal relationships among propositions which are represented by the nodes.
More technically speaking, Bayesian networks are independency maps rather
than dependency maps, meaning that lacking a direct link between nodes in
Bayesian networks only implies conditional independence and the directly
connected nodes might in fact be independent (Pearl, 1988). Roughly speak-
ing, links in Bayesian networks are more about conditional correlations
between random variables. Hence the choices between the networks shown in
Figure 3(a) and 3(b) can be subjective, and both can work for the applications
as long as the underlying distributions fit the real data.
Let C represent the competence in a particular concept, and X and Y be two
test items for assessing the mastery in C. We can apply any of the network
structures shown in Figure 5 to carry the joint probability distribution of these
three random variables. In fact, it is possible that we reverse directions of arcs
in Bayesian networks without changing the underlying joint probability distri-
butions, and we can transform the leftmost network shown in Figure 5 gradually
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294 Liu
C C C
Y X Y X Y X
to the middle network and to the rightmost network with Shachter’s algorithm
(1986). The directions of arcs do not necessarily carry causal implications in
these alternative networks.
Arcs of Bayesian networks as they are defined in most literature (e.g., Jensen,
2001; Pearl, 1988), encode correlations among random variables. Correla-
tions do not necessarily imply causal relationships, although many researchers
have interpreted arcs in Bayesian networks as causal links. Many researchers
have been working on causal Bayesian networks, and readers who are
interested in causal inference are referred to Pearl (1995), Cooper (1999), and
Lauritzen (2001).
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Bayesian Networks 295
Consider the running example shown in Figure 2 and the competence patterns
shown in Table 1. For the basic concepts, denoted by cX, we use “1” and “0”
to represent the situation of whether typical students of a particular type are
competent in that concept. For the composite concepts, denoted dY, we use
“1” and “0” to represent the situation of whether typical students of a particular
type are competent in integrating basic concepts for that composite concept.
For instance, students of the third type are competent in cB, but cannot integrate
knowledge in cA and cB into dAB. As is explained in detail in Liu (2005), “1”
and “0” here do not intend to introduce deterministic relationships. When
generating Bayesian networks in experimental studies, some limited degrees of
uncertainty will be introduced, and we employ the concept of Noisy-And nodes
for the composite nodes.
Given the network shown in Figure 2, we can compute the mutual information
between a test item and the group node, and choose the item that has the
highest mutual information with the group node as the next test item. Let
MI(X;C) denote the mutual information between random variables X and C.
We choose from the item pool the test item I that maximizes MI(I;group) in the
following MI-ADAPT procedure.
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296 Liu
1. Select and administer the item that has the largest mutual information with
group.
2. Select the most probable type in group as the student’s type, based on
the posterior probability distribution over group, updated for the results
of administering the selected items.
3. Stop the classification task, if every item has been administered; otherwise
continue.
4. Compute the mutual information between each available item and group,
given the results of administering previous items.
5. Select and administer the item that has the largest condition mutual
information with group, and return to step 2.
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Bayesian Networks 297
type is reached. Liu exhausts all test items here just for observing the complete
performance profile in his small-scaled experiments. For convenience, we
follow VanLehn et al. (1994) and call the simulated students simulee hence-
forth.
In this simulation-based study, we assume the availability of the Bayesian
network for modeling the problem domain, and consider chances of students’
making lucky guesses and slips when assigning conditional probability tables for
the given network. Employing a random number generator, we utilize this
Bayesian network to create simulees. In each different experiment, 20,000
simulees were created. Half of the simulees were used to train another Bayesian
network that eventually was used to classify the remaining half of the simulees.
The structure of the learned Bayesian network was the same as the network that
was used to create simulees, but the conditional probability tables were
obtained from the training data with Lauritzen’s algorithm (1995) that was
implemented in Hugin (www.hugin.dk).
Chart (a) in Figure 6 shows the experimental results when we used the network
shown in Figure 2 in the simulation. Keys for the curves indicate the setups of
the experiments. Bn indicates that we applied the Bayesian network to
compute probability distribution of the group node for student classification.
Mi indicates that we relied on mutual information for item selection. “79”
indicates that we have seven concepts and nine different types of students, as
shown in Figure 2 and Table 1, respectively. If the second to the left-most digit
is 2, there were at most 20% of the chances of making lucky guesses and slips.
If the second to the left-most digit is 5, there were at most 5% of the chances
of making lucky guesses and slips. The left-most digit indicates the chances of
students deviating from the stereotypical behavior of a particular student type,
and was used to reflect the fuzziness in simulee creation. This left-most digit can
be either “2” or “5,” implying, respectively, 0.2 and 0.05 in probability of
deviation. The horizontal axis shows the number of administered test items, and
the vertical axis shows the percentage of correctly classified simulees among
the 10,000 test cases. It is easy to see that it became harder and harder to
correctly classify simulees when the students’ behavior became more and more
uncertain, that is, by our increasing the bounds of making slips and luck guesses.
Although using exact mutual information gives us a good guidance for selecting
test items, we recall that exactly evaluating Bayesian networks is NP hard. As
a consequence, we may have to wait a long time to compute the mutual
information between each test item with the group node for a realistic large item
pool. This may not be satisfactory when responsiveness and computational
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298 Liu
1 1
0.9 0.9
0.8
0.8
0.7
0.6 0.7
accuracy
accuracy
0.5 0.6
0.4 BnM i7955 0.5 BnMi7725
0.3 BnM i7925 0.4 BnHMi7725
0.2
BnM i7922 0.3 BnCont7725
0.1
0 0.2
1 6 11 16 21 1 6 11 16 21
administered items
administered items
(a) (b)
Theorem 1. (Liu, 2005) For a fixed Pr(c) when Pr( x | c) ≥ Pr( x | c ), MI(X;C) is
a monotonically increasing function of Pr( x | c ) for a fixed Pr( x | c ), and a
monotonically decreasing function of Pr( x | c ) for a fixed Pr( x | c ) .
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Bayesian Networks 299
In all three experiments, we used the probability distribution of the group node
to guess simulees’ types. There were seven student types after we removed the
eighth and ninth types from Table 1 for the experiments, there were at most 0.2
in chances of making lucky guesses and slips, and there were at most 0.05 in
chances of simulees’ deviating from the stereotypical behavior of the simulees’
types. The middle part of the keys for the curves indicates how test items were
selected. Mi means that we chose test items with exact mutual information,
HMi means that we chose test items with the heuristic that is designed based
on Theorem 1 and Corollary 1, and Cont means that we chose test items purely
based on content balancing. Note that we did not have experts to manually
provide the relative importance of the concepts when attempting to meet the
demands of content balancing as Guzmán and Conejo (2004) did. Instead, we
randomly chose an item for a concept, and checked that the number of tested
items was balanced as much as possible among the seven concepts. The curves
in chart (b) are quite encouraging. Clearly HMi does not perform as well as Mi,
but it already provided quite a good performance profile.
The charts in Figure 6 and other charts reported in Liu (2005) indicate that a
good strategy for choosing test items will help us to identify types of students
earlier. Hence the results of this study (Liu, 2005) and Tsiriga and Virvou
(2004) are useful for detecting examinees’ initial level in computerized adaptive
testing.
Item response theory (IRT, cf. van der Linden & Hambleton, 1997) is such a
dominant theory for educational assessment that we have to compare the model
shown in Figure 2 with IRT models in more detail. There are three IRT models,
each including a different number of factors in the model. The three-parameter
model considers item discrimination ai item difficulty bi and the guess parameter
ci. The model prescribes that a simulee with competence θ will respond to item
I correctly with the probability provided in (1), where ki is a constant for
normalization.
1 − ci
(1) Pr(i | θ ) = ci +
1 + e ki ai (θ −bi )
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300 Liu
(2) Θ= arg max θ Pr(θ | ℑ) = arg max θ Pr(ℑ | θ ) Pr(θ ) = arg max θ ∏ i j ∈ℑ
Pr(i j | θ ) Pr(θ )
It should be clear that formula (2) is a realization of the naive Bayes (NB)
models. Although formula (1) is significantly more complex than typical formula
used in NB models, there is no essential difference between NB models and
IRT models when we use (2) for grading simulees.
From this perspective, we can easily see that the model shown in Figure 2 is
more expressive than the IRT models. Given that we know a simulee’s type,
say g, the probability values of correctly responding to different items, for
example, I and J, remain dependent. More specifically, unlike IRT models, the
assumption for the equality in (3) is not required in Liu’s models. Moreover, the
equality will hold only if the parent concepts of the test items are independent
given the testee’s identity, which generally does not hold in Liu’s simulations
and in reality.
Hence, there are three major differences between Liu’s and the IRT models.
First, students are classified into types not competence levels in our work,
although we may design a conversion mechanism between these two criteria.
Second, the responses to different test items may remain dependent given the
identity of the simulee in Liu’s models. Third, because Liu assumes that all
random variables are dichotomous, Liu’s simulations use only two parameters
for each item, which is not as expressive as the three-parameter IRT models.
The role of ci is undertaken by the parameter for controlling the bound of making
lucky guesses, and the roles of ai and bi are undertaken by the parameter for
controlling the bound of making slips. It should be clear that the MI-ADAPT
procedure allows more complex models than the dichotomous ones. Allowing
the variables that represent the mastery statuses of concepts to take more than
two possible values, we will acquire more expressive power to catch the
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Bayesian Networks 301
c o m pe te nc e t c o m pe te nc e t + 1 c o m pe te nc e t + 2
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302 Liu
c o m pe te nc e t c o m pe te nc e t+ 1 c o m pe te nc e t +2
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Bayesian Networks 303
+ +
+ C + A B
+ + C +
C X
( a) (b ) Y X (c ) Y X
Assume that C has positive influences on X and Y, and that A and B have positive
influences on B and C, respectively. We can enhance the networks in Figure 1
with qualitative signs, as shown in Figure 9.
Wellman (1990) and Druzdzel and Henrion (1993) have proposed inference
algorithms for QPNs. Given a network such as the one shown in Figure 9(c),
we can infer that the competence in A positively influences the competence in
C. We can also infer that the competence in B positively influences the values
of X and Y, indicating that competence in B increases the probability of
responding to X and Y correctly. Conversely, the chance that a student is
competent in B is qualitatively increased when s/he respond to X or Y correctly.
Conclusion
In order to assist students toward efficient and interesting learning, ITSs must
find ways to infer internal aspects of students from their external behavior.
Whether we infer about students’ competence in concepts based on their
responses to test items or we infer about students’ learning plans based on their
explorative actions in an open environment, the problem is about conducting
inference under uncertainty. To meet this technical challenge, this chapter
provides background information for probabilistic reasoning using Bayesian
networks and their extensions.
The applications of Bayesian networks in ITSs have widened in recent years.
Breese and Ball (1998) apply dynamic Bayesian networks for modeling the
emotion and personality of agents, and Conati (2002) applies Bayesian
networks for assessing and monitoring the user’s emotion in educational games.
Readers who are interested in the effectiveness in modeling real students with
Bayesian networks should refer to their work. Wang and Liu (2004) attempt
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304 Liu
g ro u p
cA cB cC
dA B d BC dA C d A BC
Acknowledgments
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Bayesian Networks 305
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Bayesian Networks 307
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permission of Idea Group Inc. is prohibited.
308 Liu
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Bayesian Networks 309
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310 Liu
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Bayesian Networks 311
Section V
A Real-World
Case Study
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312 Hilton
Chapter XIV
The Effect of
Technology on Student
Science Achievement
June K. Hilton, Claremont High School, USA
Abstract
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Student Science Achievement 313
Introduction
Those inside and outside of education have debated technology use and its
effect on student achievement over recent years. With the advent of such
federal mandates as the No Child Left Behind Act of 2001, school accountabil-
ity for meeting state and national standards has become a major concern for not
only local school officials but also their state counterparts. As school funding
becomes more closely linked to performance on standardized tests, improving
student achievement through innovative means, such as technology integration
and use, is critical.
In the pages that follow, the steps for an empirical study of the effects of
technology on student science achievement are presented. The indirect fac-
tors—student access after school, teacher technology preparation and expe-
rience, and type of science course (physical vs. life)—may provide more
interesting results than the direct effects (teacher use and availability). Accord-
ing to Skinner (2002), “purchasing computers and improving Internet connec-
tions are just part of what it takes to make technology an integral part of
teaching and learning. Preparing teachers to use and integrate technology into
their work in meaningful ways remains a challenge” (p. 53). Means, Wagner,
Haertel, and Javitz concur, explaining, “Existing survey data provide a portrait
of the distribution of technology resources in U.S. schools and, to a lesser
extent, the distribution of different general categories of technology use (e.g.,
drill and practice on basic skills, games, CDROM reference materials, Internet
search). What the data cannot tell us is whether involvement with one or
multiple kinds of technology is having a long-term impact on the students who
use them” (Means, Wagner, Haertel, & Javitz, 2000, p. 2). The analysis of the
data collected will provide more insight into this area.
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314 Hilton
Objectives
Background
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Student Science Achievement 315
Simply because the hardware and software are in place in a classroom does not
imply that it is either being used or being used effectively. Hedges,
Konstantopoulos, and Thoreson (2000) found that even though teachers have
had increasing access to computers for instruction, very few actually use them.
Although 84% of all public school teachers said personal computers were
available to them, approximately 60% indicated that they used them (U.S.
Bureau of the Census, 1998). Analysis of teacher data from the National
Education Longitudinal Study (NELS) showed that about half of eighth grade
math teachers have students who spend less than 10% of class time working on
computers (Hedges et al., 2000), while across subject matter, teachers
average only about 4% of all instructional time with computers (Cuban, 1993).
A survey of middle school math and science teachers in South Carolina (Dickey
& Kherlopian, 1987) also showed that although 70% of these teachers had
access to computers, almost half of those with access did not use them. Thus,
even though computer technology may be widely available, in general, it is
poorly integrated into the classroom curriculum and is underused (Hedges et
al., 2000).
An additional concern deals with the accountability states place on technology
use and integration in the curriculum. Research has shown that the effectiveness
of technology in improving student achievement depends on a match between
the goals of instruction, the characteristics of the learners, the design of the
software, the technology, and the implementation decisions made by teachers
(Padilla & Zalles, 2001, p. 14). Schacter agrees, stating, “Learning technology
is less effective or ineffective when the learning objectives are unclear and the
focus of the technology use is diffuse” (Schacter, 1999, p. 10). Furthermore,
in addition to consistency between what is taught and the goals of the
technology, alignment must also occur between what is taught and the tests used
to assess and monitor student achievement. If the technology supports higher-
order thinking skills and the assessment system evaluates only basic skills, the
benefits of the technology may not be evident (Padilla & Zalles, 2001, p. 15).
According to Park and Staresina, “All but six states include technology in state
academic standards, and of those six states, Georgia is currently drafting
technology standards, and Mississippi plans to have standards in place next
school year. But only three states—New York, North Carolina, and Utah—
actually test student knowledge of technology to see if the instruction is having
an impact” (Park & Staresina, 2004, p. 67).
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316 Hilton
Another concern for educators is the manner in which computers are used in the
classroom and the effect it is having on student achievement. The CEO Forum
Year 4 Report (CEO Forum, 2001) found that while students frequently use
computers at school for research (96%) or to write papers (91%), their actual
use for learning new concepts or practicing new skills learned in class was
significantly lower (60% and 57%, respectively). Results from the 2003
National Assessment of Education Progress (NAEP) background questions
found that “an overwhelming majority of students had teachers who were using
computers for basic drill and practice or for math games. Very few were using
computers for higher-order-thinking tasks such as simulations” (Park &
Staresina, 2004, p. 67).
The effect this use or misuse has on achievement is contradictory. A review of
studies by the CEO Forum found that “technology can have the greatest impact
when integrated into the curriculum to achieve clear, measurable educational
objectives” (CEO Forum, 2001, p. 2). Middleton and Murray (1999)
conducted a study on the impact of technology on student reading and
mathematics achievement of fourth and fifth graders. Their study found that the
level of technology used by the classroom teacher affected student achieve-
ment. Analysis of data from the NAEP’s 2000 Science Assessment on types
of computer use by students revealed that students whose teachers used
computers for learning games (grade 4); simulations and models for data
analysis (grade 8); and data download, collection, and analysis, use of probes,
or exchanging information via the Internet (grade 12) scored higher on the
Science Assessment than those whose teachers did not use the computer
(National Center for Education Statistics, 2002).
In his report on the effects of technology on student mathematics achievement,
Harold Wenglinsky (1998) found that unfortunately, for all of the investment in
educational technology, there is a surprising lack of hard data on its effects.
Wenglinsky found the types of use to which computers are put varies greatly
between fourth and eighth grade. Among fourth graders, 54.5% have teachers
reporting learning games as the primary use; 35.9% report drill and practice;
7.5% report simulations and applications; and 2.1% report introducing new
topics. Thus, the activity traditionally thought of as teaching higher-order skills,
applying concepts or developing simulations to illustrate them, is rarely used.
Based on his analysis of the 1996 NAEP Mathematics Assessment, Wenglinsky
found that at in all grade-level studies (Grades 4, 8, and 12) teachers who are
knowledgeable in the use of computers are more likely to use them for higher-
order purposes. When computers are used to perform certain tasks, namely
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Student Science Achievement 317
Methodology
The data set consists of the 2002 final course grades, student and teacher
computer use, and demographic information from students in Grades 9–11 at
a high-poverty, comprehensive high school in Western Riverside County,
California. The school’s enrollment, during the 2001–2002 school year, was
2,752 of which 400 were 12th graders. The final sample size was 1,194 after
removing those students not taking science or enrolled in science outside the
Science Department (Special Education, Opportunity School, Home Study).
The school district supplied information on ethnicity, home/primary language,
student gender, 2001–2002 student attendance, final course grade, and the
name of their science teacher. Information regarding teaching experience,
teacher participation in technology training, and teacher gender was obtained
from the Assistant Principal for Curriculum and Instruction. Information
regarding student and teacher computer use was determined via computer lab
sign-in sheets.
Analysis Methods
This study utilized path analysis to investigate the direct and indirect effects of
technology as it relates to Student Science Achievement. Descriptive statistics
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318 Hilton
for key variables, results from the multiple regressions, calculations involving
error vectors, and decomposition tables for bivariate covariation are pre-
sented. The proposed path is presented in Figure 1.
Research Questions
This study investigated the direct and indirect effects of technology as they
relate to a student’s final grade in his/her respective science course. The
specific variables studied were categorized as demographics, teacher prepa-
ration/experience, teacher instructional practices, and student factors. The
ultimate endogenous variable studied was the student’s final course grade. The
issues about the relationships of these factors can be expressed in empirically
testable terms by the following questions:
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Student Science Achievement 319
Results
Descriptive Statistics
Descriptive statistics for the variables are given in Table 1. Based on these
descriptive statistics, approximately 51% of the students were enrolled in a
Geophysical Science course (Sheltered, Regular, or Honors), 28% of the
students were enrolled in a Biology course (Regular, Honors, or Sheltered),
and 20% of the students were enrolled in either a Chemistry or Physics course
(Regular, Honors, or Advanced Placement). Almost two-thirds of the students
spoke English at home and as their primary language as designated by the Home
Language Survey given to all students when they first enroll in the district.
Almost 60% of the students were of Hispanic ethnicity while approximately
40% were of White ethnicity. Student gender was almost evenly distributed
between males (47.5%) and females (52.5%). Students demonstrated a 95%
attendance rate. The mean final course grade was slightly above a “C”. The
teachers at the high school averaged almost 10 years of experience, were
mostly male (70%), and used the computer lab for instruction approximately
5% of the available time. Of the 11 science department members, 5 (45%)
participated in the school sponsored technology training.
Pearson product moment correlations of the key variables are given in Table
2. There are significant positive correlations, identified in bold print, between
type of science course taught, either chemistry or physics (C/P C), and years
of teaching experience (YTE) (0.429) as well as between teacher use of
computer lab for instruction (TUL) and type of science course (BC) (0.415).
Significant negative correlations, also identified in bold print, exist between
teacher gender (TG) and years teaching experience (“0.356) indicating that
males in the department have more years of teaching experience. Other
interesting correlations exist between type of science course and final course
grade (FCG) (0.259), teacher gender and teacher use of the computer lab for
instruction (0.274), and % days present (DP) and final course grade (0.225).
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320 Hilton
% Female % Male
Student Gender 52.5 47.50
Teacher Gender 29.5 70.50
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Student Science Achievement 321
Table 1. Cont.
Final Course Grade Percent
A 18.3
B 27.1
C 25.7
D 17.4
F 10.2
Missing Data 1.2
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322 Hilton
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Student Science Achievement 323
and indirect effects on student achievement. The analysis of the data revealed
that the significant exogenous variables were the ethnicity variable of Hispanic
and Student Gender. With the exception of Home Language Spanish, Primary
Language Spanish, Student Use of the Computer Lab After School, and Type
of Science–Geophysical, all of the proposed endogenous variables remained
in the model to predict student science achievement as measured by final course
grade. Home Language English, Primary Language English, Teacher Participa-
tion in Technology Training, Teacher Gender, and Years Teacher Experience,
however, were not direct predictors of the ultimate endogenous variable. Table
3 illustrates significant predictors of final course grade. Tables 4–7 illustrate the
significant predictors of the other exogenous variables, which remained in the
regression equation.
The calculations of the error vectors as well as the decomposition table for
bivariate covariation are given below in Tables 8 and 9, respectively. The path
coefficients and error vectors for the estimated model are given in Figure 2.
The results of the estimated model indicate that the variables are moderate to
good predictors of student science achievement as measured by final course
grade. Two of the seven error vectors (Final Course Grade and Type of
Science – Biology) were between 0.85 and 0.95, indicating a moderate causal
relationship. The error vectors for the endogenous variables of Primary
R = .384
R2 = .147
Adj. R2 = .143
F = 34.115
Sig F < .001
N = 1194
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324 Hilton
R = .310
R2 = .096
Adj. R2 = .095
F = 63.328
Sig F < .001
N = 1194
R = .215
R2 = .046
Adj. R2 = .045
F = 28.815
Sig F < .001
N = 1194
Language – English (0.556) and Teacher Use of the Computer Lab for
Instruction (0.796) indicate a good relationship. The error vector values signify
moderate to low residuals for these variables and also correspond to the
moderate to good R2 values (> .10) indicating that these variables account for
as much as 69.1% of the dependent variable. The R2 value of 0.143 (Final
Course Grade) indicates a moderate relationship, accounting for 14.3% of the
dependent variable. The other R2 values of .367 (Teacher Use of the Computer
Lab for Instruction) and .691 (Primary Language – English) indicate moderate
to strong relationships accounting for 36.7% and 69.1%, respectively, of the
dependent variable.
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Student Science Achievement 325
R = .608
R2 = .370
Adj. R2 = .367
F = 139.468
Sig F < .001
N = 1194
R = .832
R2 = .692
Adj. R2 = .691
F = 1335.218
Sig F < .001
N = 1194
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326 Hilton
Endogenous Variable R R2 e= 1- R2
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Student Science Achievement 327
Original −0.17 0.23 0.10 −0.06 0.26 −0.02 −0.09 0.83 0.55
Covariati on
Direct Effects −0.17 0.20 0.10 0.10 0.28 −0.12 −0.08 0.75 0.13
Indirect
Effects 0.00 0.00 0.02 0.00 0.00 0.00 0.00 0.00 0.00
Total Effects −0.17 0.20 0.12 0.10 0.28 −0.12 −0.08 0.75 0.13
Non c ausal 0.00 0.03 −0.02 −0.16 −0.02 0.10 −0.01 0.08 0.42
B/SG B/TG CP/SG CP/TG TPT/ YTE TUL/B TUL/ CP TUL/ TPT TUL/ YT E
Original −0.09 0.30 0.10 −0.19 0.29 0.42 0.18 0.07 −0.01
Covariati on
Direct Effects −0.09 0.30 0.10 −0.19 0.29 0.54 0.47 0.20 −0.21
Indirect
Effects 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.00 0.06
Total Effects −0.09 0.30 0.10 −0.19 0.29 0.54 0.47 0.20 −0.15
Noncausal 0.00 0.00 0.00 0.00 0.00 −0.12 −0.29 −0.13 0.14
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328 Hilton
Conclusion
The results of this study indicate that teacher use of technology displayed both
direct and indirect effects on student achievement. These effects are detailed
below.
eacher use of the computer lab (beta = “.121) was a significant predictor of final
course grade. Although the negative sign indicates that students whose teachers
used the computer lab had lower grades, it does not necessarily imply that
teachers should forsake using the computer lab, as their students’ achievement
will not improve. It does indicate that teachers using the computer lab were
doing so ineffectively, that is, selecting instructional strategies that were not
maximizing student achievement. Cuban’s (2001) study of technology use in six
preschools, five kindergartens, two high schools, and one university in Califor-
nia supports this finding. Cuban found that in classrooms of teachers who
considered themselves serious or occasional users of technology, most stu-
dents’ use of computers was for completing assignments, playing games,
conducting Internet research, or exploring CD-ROMS to gather information
(p. 133). It had little to do with the primary instructional task set forth in the
teacher’s instructional objectives. This finding coincides with the activities
occurring in the computer lab at the study school. The Geophysical Science
teachers, who taught over 50% of the students rarely, if ever, used the computer
lab. The Biology teachers, who taught 28% of the students, used the computer
lab primarily for Internet research on such topics as the cell, mitosis, meiosis,
and ecology. The Chemistry teachers, however, utilized the computer lab to
develop more advanced skills through the use of a virtual chemistry lab
program, online simulations for the Gas Laws, balancing equations, and
chemical bonding. The Physics teacher utilized the computer lab in order for
students to understand, identify, and explain force pairs via the West Point
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Student Science Achievement 329
Effective Use
While the secondary school in this study addressed two important issues of
technology use in education—accessibility and professional development—it
did not address the issue of effective use. An interview with the Assistant
Principal for Curriculum Instruction (personal communication, April 2, 2003)
revealed that the type of training teachers received as part of their technology
training centered on basic computer literacy skills, not on integration into
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330 Hilton
The indirect effect of teachers who received training using the computer lab
more frequently is well documented in the literature. Andrew Trotter reports
that training seems to make a positive difference to those who received it,
particularly when it came to confidence levels, use of digital content, and
willingness to experiment (Trotter, 1999, p. 40). Fatemi points out that “A lack
of training is the most important obstacle inhibiting the use of digital content.
Teachers who received technology training in the past year are more likely than
teachers who had not to integrate technology into their classroom lessons and
are also more likely to use and rely on digital content for instruction, spend more
time trying out software and searching for Websites to use in class” (Fatemi,
1999, p. 7). Trotter also found that teachers who received training were more
likely to use software to enhance instruction in their classrooms, to rely on
software and the Internet in classroom instruction to a “very great” or
“moderate” extent, and to spend time trying out or teaching themselves about
software as well as searching the Internet for information and resources to use
in the classroom (Trotter, 1999, p. 40). Thus, teachers who received training
used the computer lab for instruction, although their attempts at integration did
not improve achievement, due in part to insufficient training. As Wenglinsky
states, “Technology does matter to academic achievement, with the important
caveat that whether it matters depends on how it is used” (Wenglinsky, 1998,
p. 32).
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Student Science Achievement 331
The study provides a piece (effective technology use) to a much larger puzzle
(increasing student achievement in science). It indicates that how technology is
used in the classroom is more interesting and important than how much
technology is in the classroom. It provides business and educational personnel
with information on how and where monies should be allocated in local, state,
and federal budgets. Teacher training on effective use of technology must
become a priority if this puzzle piece is to have a significant effect on student
achievement. This study also provides an analysis of ways that teachers and
students use technology at the beginning of the 21st century. Although further
research is needed in the form of a longitudinal study using the same analysis
model, this study offers one possible solution for improving the teaching and
learning process and, hence, increasing student achievement.
References
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achievement in the 21st century. Washington, DC: CEO Forum on
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computer-assisted instruction on student achievement in differing science
and demographical areas. The Journal of Computers in Mathematics
and Science Teaching, 18(2), 135–143.
Cradler, J., McNabb, M., Freeman, M., & Burchett, R. (2002). How does
technology influence student learning. Learning and Leading With
Technology, 29(8), 46–56.
Cuban, L. (1993). Computers meet classroom: Classroom wins. Teachers
College Record, 95, 185–210.
Cuban, L. (2001). Oversold and underused — Computers in the classroom.
Cambridge, MA: Harvard University Press.
Dickey, E., & Kherlopian, R. (1987). A survey of teachers of mathematics,
science, and computers on the uses of computers in grades 5–9 class-
rooms. Educational Technology, 27(6), 10–14.
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332 Hilton
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Student Science Achievement 333
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334 About the Authors
Eshaa M. Alkhalifa is a member of the royal family of Bahrain and the director
of the Information and Data Analysis at the Deanship of Admissions and
Registration at the University of Bahrain. She obtained her PhD in cognitive
science from the University of Edinburgh, UK, and her MSc from The George
Washington University, Washington, DC. She was awarded two science day
awards and has given numerous talks internationally. One of her main research
goals is to break the ground to allow researchers to cross the divide between
the purely theoretical findings of cognitive science and the practical applications
of computerized systems by introducing cognitively informed systems.
***
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About the Authors 335
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336 About the Authors
June K. Hilton has taught all levels of secondary and postsecondary science
and mathematics. She has also served as mathematics and science department
chair in three secondary schools. She holds teaching credentials in Rhode
Island, New Jersey, and California, and also has National Board Certification
in Adolescent/Young Adult Science—Physics. She received her PhD in
education from Claremont Graduate University, California, in December 2003.
Her research centers on the use of technology to increase student achievement.
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About the Authors 337
ment methods for information systems; and semantic models for process
modeling.
Karen Lee holds a PhD from the University of Surrey. She is currently a
lecturer in nursing and e-learning at the University of Dundee, UK, and an
associate lecturer with the Open University, UK, where she completed an MA
in online and distance education. She is involved in the delivery of a variety of
blended learning modules to undergraduate and postgraduate students on
campus and at a distance, and a consultant on e-learning projects with NHS
Education Scotland and the NHS University. Her particular interests are
in collaborative learning, particularly situated within communities of practice,
and she is currently researching the impact on practice of a national Web-based
education program for clinically based staff.
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338 About the Authors
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About the Authors 339
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340 About the Authors
Bert van den Berg studied theology (1984) at University of Tilburg in The
Netherlands and has been working as a teacher in the vocational education
sector for 5 years. In 1989, he began working for the Dutch Open University
at the Education Technology Expertise Centre. From 1993 to 1999, he worked
for the European Association for Distance Education as project manager in the
field of technology, and coordinated several projects for the European Com-
mission. Back at the Open University his work is currently related to the
application of the educational modeling language and in general with technolo-
gies for e-learning.
René van Es holds a degree in educational science and technology from the
University of Twente, The Netherlands, where he specialized in the application
of media in education. Prior to attending university, he studied electronics at a
vocational level and thereafter technical teacher training. He worked for one of
the major manufacturers of telecommunication equipment as a performance
technologist in the department of customer training and documentation. In
2002, he joined the Open University of The Netherlands to work for the RTD
program as an educational technologist focusing on learning technology stan-
dards.
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About the Authors 341
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342 Index
Index
A B
access 270 Bayesian networks 283
accessibility 238 behavior 76
ACQUA Project 147 behaviourism 187
active learning 215 “berry picking” 267
activity theory 105 Blackboard 193
adaptive concept mapping 128 branching movies 28
adaptive system 144
adaptive Web site 142 C
addressee 105 California 312
addresser 104 CAT (computer-assisted training) 240
agent 221 CAT (computerized adaptive testing) 294
annotated information 51 certification 240
anomalous states of knowledge (ASK) 268 Citizen Kane 28
arc directions 293 code 105
arithmetic 7 cognition 12, 26, 103
association rules 154 cognitive apprenticeship 192
attendance 312 cognitive capacity 7
attention 6 cognitive engagement 1
attention span 14 cognitive learner 11
attitude 87 cognitive load 35
audiovisual information 34 cognitive modes 29
auditory modality 7 cognitive needs 74
aural learning style 30 cognitive recall 50
aural media 16 cognitive science 2, 75
avatars 122 cognitive tools 4
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Index 343
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344 Index
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Index 345
O science 2
screenshot 222
online 120 search agents 246
open learning 167 search engine 262
OWL (Web ontology language) 118 security 244
self-directed learner 168
P self-organisation 170
pattern recognition 6 shareable digital assets 54
PDF (portable document file) 55 shared knowledge 31
perception 5 short-term memory 7
performance 239 situated action theory 105
physics 4 situated cognition 191
Picasso 55 situational annotation 55
plan-based problem solving 78 social constructivism 188
PNG (portable network graphic) 55 social constructivist 185
portable document format (PDF) 55 social negotiation 195
portable network graphic (PNG) 55 socio-cognitive 31
Power Principle 213 software agents 122
problem solving 74, 78 spatio-temporal link 26
programming 215 speech comprehension 9
programming language command 217 stimuli 6
property rights 240 student achievement 312
student assessment 296
Q student modeling 283
student population 317
QoS (quality of service) 238 students 193
qualitative parameter 152 swarm-based wayfinding 167
quality of service (QoS) 238 symbol system 33
quantitative parameter 152 synchronization 35
R system architecture 16
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346 Index
V
Vanderbilt University 32
VARK perceptual learning styles 30
vCard 51
verbal presentation 16
verbal reasoning 7
video 32
video course material 39
video projects 33
video view 42
video-based hypermedia 26
video-centered page 37
virtual learning 185
virtual learning environment (VLE) 186
visual learning style 30
visual modality 7
visual system 5
VLE (virtual learning environment) 186
W
wayfinding 167
wayfinding support 167
Web information systems (WIS) 117
Web Ontology Language (OWL) 118
Web searching 261
Web site 142, 265
Web-based user interface 43
Welles, O. 28
WIS (Web information system) 117
working memory 7
World Wide Web (WWW) 236
written representation 8
X
XML (eXtensible Markup Language) 51
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