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- Gerry Stahl
- Drexel University, Philadelphia, USA
- Gerry.Stahl@Drexel.edu
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- A research agenda for the future based on past experiences: 4 example
attempts to support e-learning led to the need to:
- â Focus on
supporting group interaction
- â Develop a
theory of collaboration
- â Extend
& revise methodologies of software design (software as artifact
& world-opening)
- â Envision
the potential of e-learning in the future: supporting both group
meaning-making & individual interpretation
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- I. Attempts at computer support for e-learning
- II. A shift of scientific paradigms
- III. Implications for methodologies of designing computer support for
e-learning
- IV. A potential future for e-learning
- V. Open questions and challenges
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- My PhD in philosophy:
- 1967/68 Heidelberg – Heidegger, Gadamer
- 1971/73 Frankfurt – Hegel, Marx, Adorno, Habermas
- Importance of theory & its historical development
- My PhD & research in computer science:
- 1989-01 Colorado – Gerhard Fischer L3D, visitors, AI
- Situated cognition & support for communities of practice
- Visiting scientist:
- 2001/02 GMD/Fraunhofer FIT – W. Prinz, W. Appelt, EU ITCOLE (BSCL
software)
- Collaborative design to support CSCW in practice
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- WebGuide: interpretive perspectives on meaning – collaboration with Th.
Herrmann (Dortmund), NOAA, teacher
- SimRocket: making learning visible in discourse – collaboration with
communication, psychology & anthropology profs, teachers &
students
- BSCL: negotiating system design – EU project with designers &
pedagogy profs in Germany, Finland, Greece, NL, Italy
- Virtual Math Teams: creating collaborative worlds – collaboration with
online Math Forum, international CSCL
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- Threaded discussion system that displayed discussion items in different
selections
- Personal, team and class perspectives:
- The class only included shared, agreed upon ideas
- The team perspective included ideas that the team was working on as
well as class ideas
- The personal inherited class & team ideas, but could edit, add to
and re-organize them: personal interpretation of shared meaning
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- Simulation of rocket launches for 8 different rockets with different
characteristics
- Student task was to determine best characteristics through experimental
analysis
- Study of digital video of student interactions revealed how the group
solved its task and collaboratively learned practices that none of the
students knew
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- 1:22:05 Brent This one’s
different
- 1:22:06 Jamie Yeah, but it
has same no…
- 1:22:08 Chuck Pointy nose
cone
- 1:22:09 Steven Oh, yeah
- 1:22:10 Chuck But it’s not
the same engine
- 1:22:11 Jamie Yeah, it is,
- 1:22:12 Brent Yes it is,
- 1:22:13 Jamie Compare two n
one
- 1:22:13 Brent Number two
- 1:22:14 Chuck I know.
- 1:22:15 Jamie Are the same
- 1:22:16 Chuck Oh
- 1:22:17 Brent It’s the same engine.
- 1:22:18 Jamie So if you
compare two n one,
- 1:22:19 Chuck Oh yeah, I
see, I see, I see
- From SimRocket transcript
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- “Basic System for Collaborative Learning” is based on BSCW
- Includes threaded discussion, chat, whiteboard in areas for personal,
team and class knowledge-building
- Supports team negotiation of ideas; promotes agreed to ideas from team
to class perspective
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- Teams of students at Drexel used BSCL, analyzed logs of their usage,
designed functionality to support problematic interactions, negotiated
group design proposals
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- New research project at Drexel University
- Extend Math Forum (www.mathforum.org) online “problem of the week”
- Students who visit the site are invited into small teams to solve math
problems collaboratively
- Structured, mentored problems are done in e-learning environment
- Logs are analyzed to study group learning
- Creates virtual teams from a 1,000,000 person global community to
collaborate in a new environment doing a new activity
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- WebGuide: knowledge building goes through various processes, like
divergent brainstorming & convergent negotiation; need to support
collaborative interactions
- SimRocket: knowledge is constructed by the group – not just transferred
from individual to individual; users must learn the social practices
embedded in their software
- BSCL: software design requires many iterations of trial in group usage; users
must learn the meanings & affordances embedded in their software’s
design
- Virtual Math Teams: new opportunities for educational group interaction
can be designed with software that opens new shared worlds
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- From
- AI in Ed to
- Augmented cognition, communication (ICT)
- From
- Human <-> computer (HCI) to
- Human <-> human via computer (CSCW)
- From
- Individual psychology (pre/post tests; stats)
- Group interaction (qualitative communication patterns)
- From
- Computer science as engineering
- Interaction design, situated cognition, activity theory
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- Computer science problem: software is designed for individuals, not
group interactions
- Education problem: learning is conceived as in individual minds, not
social interaction
- Philosophy problem: focus on individual thinker, not social actor
- Political problem: George W. Bush as cowboy entrepreneur: an “ideology
of individualism,” not the EU “spirit of collaboration”
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- Software development experiences
- Shifts in the academic field
- Other problems with individual focus
- â Research
on collaboration theory
- â Back to
roots in German philosophy
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- Greeks stressed role of individual (e.g., Odysseus – Adorno &
Horkheimer)
- Descartes stressed individual mind
- German philosophy critiqued Descartes:
- Kant: “Copernican revolution”
- Hegel: social history of mind
- Marx: social basis of ideologies
- Wittgenstein: meaning in use, not in mental propositions
- Heidegger: tacit understanding, artifacts, situated-ness, Mit-da-sein,
Ereignis
- Habermas: communicative action
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- Vygotsky: physical, symbolic, cognitive artifacts from shared culture
- Sachs: conversation analysis
- Garfinkel: ethnomethodology
- Lave & Wenger: situated learning & social practice &
communities of practice
- focus on: tacit practices, discourse, shared culture, non-mentalist
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- Systematic re-thinking of human understanding & activity as a
critique of Descartes & the Western tradition
- Has its own political & theoretical problems
- But, provides the root of many new theories
- And, has untapped fertile approaches
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- As applied to HCI by Winograd/Flores, Dreyfus, Suchman, Ehn &
Budde/Züllighoven, Heidegger distinguished things that are explicitly
present to us from artifacts that are tacitly at hand.
- Explicit knowledge of things is only possible on the basis of a wealth
of tacit knowing, skills and practices.
- To know is to have a practical ability to do something in certain
situations, not primarily to have stored propositions or mental
representations that correspond to things present in the world.
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- “Zum Beispiel mit diesem Zuhandenen [“artifact”], das wir deshalb Hammer
nennen, hat es die Bewandtnis beim Hämmern, mit diesem hat es seine
Bewandtnis bei Befestigung, mit dieser bei Schutz gegen Unwetter; dieser
>ist< um-willen des Unterkommens des Daseins, das heisst, um einer
Möglichkeit seines Seins willen. Welche Bewandtnis es mit einem
Zuhandenen hat, das ist je aus der Bewandtnisganzheit [“Situation”]
vorgezeichnet.” Heidegger, Sein und Zeit. S. 84
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- “Auf dem Grunde dieses mithaften In-der-Welt-seins ist die Welt je schon
immer die, die ich mit den Anderen teile. Die Welt des Daseins ist
Mitwelt. Das In-Sein ist Mitsein mit Anderen.” SuZ §26
- At this point in his analysis, Heidegger overcomes the tradition of
individualistic philosophy and can analyze situated meaning and language
as based in the community
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- But in the next section of Sein und Zeit, Heidegger rejects the social
basis of human being in favor of an “authentic” stance of the individual
toward his own finitude as the basis of meaning.
- Adorno, in his Jargon of Authenticity, tied this move to a politically
conservative ideology.
- One can see this as a source of Heidegger’s political problems, as well
as his philosophical problem of not understanding the social basis of
phenomena like language and history.
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- “Van Goghs Gemälde ist die Eröffnung dessen, was das Zeug, das Paar
bauernschuhe, in Wahrheit ist. Dieses Seiende tritt in die
Unverborgenheit seines Seins heraus. . . . Im Werk ist, wenn da eine Eröffnung
des Seienden geschieht, in dem was und wie es its, ein Geschehen der
Wahrheit am Werk.” Martin Heidegger, Der Unsprung des Kunstwerkes in Holzwege
(Frankfurt: Klostermann, 1963), S. 25.
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- We use tools (physical artifacts) to do things in the world. They
mediate & transform our tasks
- We use words (and other symbolic artifacts) to interact with others and
to control ourselves
- We learn to use these artifacts in interaction with other people.
- We often internalize these artifacts for use silently to ourselves,
developing sets of cognitive artifacts – which supplement, vastly extend
and transform our biological mental skills like memory, attention
- Learning takes place primarily through interaction and discourse
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- Harvey Sachs, Lectures on Conversation, interprets interaction without
speculating on participant’s thoughts, feelings, motivation
- Harold Garfinkel, Studies in Ethnomethodology, analyzes unique events as
community members interactively accomplishing tasks by negotiating
methods
- Lave & Wenger describe learning as increasing one’s centrality in a
community of practice
- Such approaches focus on tacit skills, social practices, discourse and
shared culture rather than explicit propositional knowledge or mental
representations
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- Artifacts (linguistic, physical, practices) embody, store, transmit
shared meanings
- We are born into a meaningful world of language, artifacts, social
practices, habits, culture – which we must learn to understand
(Heidegger hermeneutics)
- We interpret meanings based on our pre-understanding (Vygotsky “Zone of
Proximal Development”)
- Our activity is situated in activity context, shared world, personal
perspectives
- Meanings are shared, in-the-world, socially created in collaboration;
individuals interpret the meanings from their personal perspectives,
tacit pre-understanding – G.
Stahl, Meaning and Interpretation in Collaboration, CSCL ’03.
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- Need new methods corresponding to a focus on group interactions rather
than individual mental representations:
- Theoretical framework, theory of collaboration
- Analytic method, to analyze support needs
- Design approach, to develop software
- Evaluation technique, to assess software & supported interactions
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- Need a theory of collaboration
- Group as primary unit of analysis
- Avoid mentalist assumptions, hypotheses, speculation about motivations
& plans
- Central role of artifacts (tools, language, software, cognitive skills)
- Mind as social construct – developed in interaction by internalizing
tools and practices
- WebGuide supports group interactions with individual and group
perspectives, allowing for a hierarchy of groups & sub-groups. Also
provides comparison & negotiation perspectives
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- Need a methodology for analyzing the processes of e-learning that need
to be supported.
- Conversation analysis of logs
- Analysis of interaction structures and common patterns
- Break-down & problems reveal interaction needs
- Micro-analysis of content of logs and digital video can reveal learning
as it takes place in a group
- SimRocket usage was analyzed with conversation analysis of digital
video, showing how a group repaired divergent interpretations and
achieved basic scientific practices as a group
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- Need an approach to designing e-learning software.
- Instead of viewing e-learning software as a neutral transmission service
for explicit knowledge:
- Software as artifact
- Embodies meaning & designed practices
- Requires learning to use and interpret
- Transforms practices
- Software as medium
- Limits types of content
- Enables certain types of interactions
- Software as opening worlds
- Creates new opportunities
- Brings people together in new communities
- Defines new social practices
- Virtual Math Teams is being designed by observing student teams
interacting F2F and online, under different conditions of group
composition and software support. Break-downs of interaction will
indicate what functionality is needed. Question is: how to open &
structure new worlds for interaction; what kinds of breakdowns are
likely
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- Need methodology for evaluating the success of e-learning software in
supporting effective group knowledge-building.
- Lab studies are very limited – focus on isolated individual out of
learning situation
- Quantitative studies miss nuances & content of learning interactions
- Need to design software, tasks, content, groups, settings to produce
learning interactions (design studies)
- Unique case studies are not replicable, but also not anecdotal; they
reveal generalizable patterns and learning possibilities
- BSCL has been evaluated in European schools using interviews without
significant findings. Evaluation by teams of HCI students using it in
design studies at Drexel found many weaknesses and proposed many
improvements
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- Find & form collaborations with special people anywhere, anytime
- Form non-hierarchical, non-moderated collaborations
- Form global networks of collaborations
- Build communities with micro-structure
- Invent new ways of learning & new tools to support collaboration
& learning
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- Another quantum jump in artifact-cognition:
- Physical artifacts: tools
- Symbolic artifacts: language
- Cognitive artifacts: internalization
- Persistent artifacts: inscription (writing, drawing)
- Ubiquitous artifacts: mechanical reproduction
- Digital artifacts: computers
- Collaborative artifacts: networked computers & e-learning
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- We can build on existing socio-cultural theory
- There is a rich socio-cultural theory tradition with a continuous
history (in Germany) of over 200 years (at least)
- This tradition has strong roots in the mainstreams of 20th
century philosophy & theory: Marx, Heidegger, Wittgenstein
- But, we need to apply this theory to collaboration, e-learning, software
design
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- We can analyze the nature of collaboration using a strong definition of
“collaboration:”
- group meaning-making (not just
incidental interaction of individual meaning makers)
- Meaning is constructed in discourse by groups; analyze meaning-making at
group unit of analysis as in SimRocket transcript
- Meaning must be interpreted by involved individuals from their situated
perspectives
- Software should support these meaning-making interactions
- Collaborative learning is foundational, not secondary
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- In order to design for collaborative interactions:
- Design software as a mediating artifact – not an explicit, visible
interface
- Or as a medium of communication & interaction
- Or as the opening of a new shared world
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- Design so new learners will learn the meanings and practices embodied in
the software
- This may mean designing more than software: content, use scenarios,
mini-curricula, social practices, guidance for usage, etc.
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- e-Learning – in order to get started – had to use the ideas, tools &
approaches inherited from an era focused on the individual
- Now it is time to rethink our theory, pedagogy, analytic methods &
technologies with a focus on groups & collaboration
- A conference in Germany is a fitting starting point to move away from
the philosophy of individualism (something harder to do in America these
days)
- I have just tried to pose questions and a research agenda, not to
provide complete arguments, theories or methodologies – that is
something I hope we will work on collaboratively in the future
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- Should we define “collaboration” as joint meaning-making by a group or
community?
- A model of collaboration; typical processes?
- Relation of individual thought to social meaning-making:
- Internalization (Vygotsky)?
- Personal interpretation?
- How can we reach a dialectical synthesis (Aufhebung) of the
philosophies of individual cognition & group interaction?
- We need a theory of collaboration & pedagogy of collaborative
learning
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- Can conversation analysis be made into a technique for practical
e-learning design?
- How to gather requirements when users are novices, virtual, groups,
not-yet-identified?
- Are requirements unique to situations, activities, communities?
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- Use of lab tests, measurements versus situated usage by groups?
- Software as artifact with affordances?
- Software as medium for communication?
- Software as opening worlds?
- Participatory design?
- Design lifecycle, design by evolution?
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- Combining quantitative & qualitative results? Do quantitative point
to issues for investigation or qualitative descriptions point to
hypotheses?
- Generalizability of case studies? Analysis of interaction structures in
unique cases?
- Assessment of learning – by group or by individuals? Over time periods?
- What forms of learning are appropriate for e-learning? For
collaborative learning? For individual instruction?
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- How can we support collaborative interactions within groups learning
together?
- How can software open up new worlds of collaboration and learning?
- How will new users discover the meanings and practices embodied in
software?
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- How can we use e-learning technology to answer these questions?
- This conference may be an important step!
- What can be done to foster collaboration between conferences?
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- “For example, the artifact at hand which we call a hammer has to do with
hammering, the hammering has to do with fastening something, fastening
has to do with protection against bad weather. What significance
artifacts have is prefigured in terms of the situation as a totality of
relationships of significance.” Heidegger, Sein und Zeit.
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- “On the basis of this being-in-the-world with others, the world is
always the world which I share with others. The world is always the
shared world. Being in the world is being there with others.” SuZ §26.
- At this point in his analysis, Heidegger overcomes the tradition of
individualistic philosophy and can analyze situated meaning and language
as based in the community.
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- “Van Gogh’s painting is an opening-up of that which the artifact, the
pair of farmer’s boots, in truth is. This being moves into the
unconcealment of its being. . . . There is a happening of truth at work
in the work, if an opening-up of the being takes place there into that
which and that how it is.” Martin Heidegger, Der Unsprung des
Kunstwerkes in Holzwege (Frankfurt: Klostermann, 1963), S. 25.
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