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WebReports

CreatedYishay Mor, 16 October, 2006 Modified:16 October, 2006
SummaryThe WebReports system was designed by the WebLabs project, to support a multitude of collaborative learning activities. Some of these were game-based, othered involved game-making.

Context


mathematical content Not specific to mathematical content. A generic on-line platform for construction, communication and collaboration.
Learning and Instruction Mathematical content: explicit in the users' content; Metaphor: participatory;
Educational Context production: research prototype; location where game is played: typicaly inter-classroom but also relevant for one classroom and occasional home use;
Games Not specific to games, but used for Puzzle games, Simulations, and programming games. Probably applicable to other ganres as well.
Software Design Platform: web browser with optional Java Applets and Plugins (e.g. Flash); Development Methodology: Iterative development;

Description

The WebLabs project (http://www.lkl.ac.uk/kscope/weblabs/) was a 3 year EU funded research project, which investigated creating new ways of representing and expressing mathematical and scientific knowledge in European communities of young learners (10-14 years). Our focus was on designing activites which promoted collaborative construction, description and interpretation of phenomena in domains such as number sequences, force and acceleration, infinite sets, randomness, and ideal collisions. In order to support these activites we designed and developed an on-line publishing system called WebReports (http://weblabs.org.uk/wlplone).

The WebReports front page (click to enlarge)

The individual and collaborative facets of learning are intertwined at all stages of our activities. The WebReports system was set up to support both. The primary aim of this system is to allow learners to reflect on each others work by sharing working models of their ideas. The "atomic unit" of content in the system is a web report: a document containing formatted text, along with multi-media objects, Java applets, and most important – ToonTalk models.  These models are embedded in the report as images, which link to the actual code object. When clicked, they automatically open in the reader’s ToonTalk environment – which could be in another classroom or another country. The reader can then manipulate the object, modify it, and even respond with a comment that may include her own model. Note that by including a revised or alternative model the students have several ways of building on each others knowledge. This last point is crucial: rather than simply discussing what each other thinks, students can share what they have built and rebuild each others’ attempts to model any given task or object.


A student's webreport on her converging sequence (click to enlarge)

 

Since our primary focus was on the design of a system consisting of technology, activities, and organizational interventions we made a strategic decision to use (and enhance as needed) existing “vanilla flavour” open source systems. Our first prototype was built upon JSPWiki (http://www.jspwiki.org) whereas the current system is based on Plone (http://www.plone.org). This led us to focus on the functional and usability design, and minimize our implementation efforts. Our code is now available for free download from  http://www.lkl.ac.uk/kscope/weblabs/webreports.htm.

Reports are edited using a visual editor. Apart from standard text formatting features, this editor allows users to easily embed media including Java applets of their models as well as objects embedding the ToonTalk code in their reports. Students can grab any program object in their ToonTalk environment, and copy it instantaneously into their report.

Reports are catalogued along three axes: topic, site and function. The first categorizes reports by their subject content (e.g. Infinity, Sequences, 1D collisions). The second lists the reports by the real-world team of the author (school, class or club). The function heading presents content by the way it was conceived to be used (programming component, personal report, tutorial etc.).

With over 300 users spread across 6 European countries, the WebReports system was successfully used to support a wide range of activities across diverse knowledge domains. Some activities were game-based, such as Guess my Robot [2] and Guess my Garden. Others, such as colision modeling [5] involved simulation. It also served as a platform for creating and sharing on-line games [4].

The Weblabs System

The strength of the WebLabs project emerged from the co-ordinated design of platform, tools and activities. The new possibilities brought about by this design also called for a new outlook on classroom dynamics and the role of the teacher. Some of these issues are discussed in [1]. 

Our methodology of activity design has emerged through a process of iterative refinement. Our approach interleaves modelling tasks and discussions (face-to-face and on-line). The former builds intuitions in the domain area, while the later forges these into formal argumentation. Our activities follow a common cycle: first a scientific phenomenon or research question is introduced via a group discussion and specific modelling tasks are derived from it. Students then work individually or in pairs, exploring the question at hand through modelling in ToonTalk. Once done, they use a specialized template to publish (on the web) a written report on their findings. The models they have developed are embedded in this report. These reports are then used as input for a group discussion, which concludes with the publication of a group report. When possible, this report will be reviewed by groups from other countries, working on the same topic, to initiate inter-group discussions.

The evolution of our methodology is in itself an interesting example of the mediating role of technology. At an early stage of the design, we realized that if we wanted to interleave on-line discussion with modelling, the WebReports system would have to support this practice. Among the required features were streamlined embedding of coded models in a textual report and templates which scaffold students’ writing. Only after these features were available did we realize that they enabled us to create a new tool, and a new related practice, which we called task templates. These are report templates which include task instructions and questions. The novelty of this tool is that all the tools required for the task are embedded in the template. Students click on the tools they need, work their way through the modelling task, and eventually replace the question text in the template with their own observations.

The ToonTalk programming environment

We see software programming as playing a key role in individual and group learning. Children explore and test their conceptions of the phenomena through programming. Furthermore, by sharing programmed models, they communicate ideas in a concrete yet accurate form. We are programming with ToonTalk (Kahn, 1996; 1999; http://www.ToonTalk.com) a language used in the past with younger children to construct video games (Hoyles, Noss & Adamson, 2002). ToonTalk is a computer game, programming environment and programming language in one. In ToonTalk programs take the form of animated cartoon robots. Programming is done by training these robots: leading them through the task they are meant to perform. After training, programs are generalised by “erasing” superfluous detail from robots' “minds”.

Designing for systems of activity

Over the last decade, activity theory has been gaining attention as an aid for designing computer interfaces (Nardi, 1996), CSCL, and the learning sciences in particular (Kaptelinin & Cole, 1997; Jonassen, 2000; Fjuk & Ludvigsen, 2001; Barab et al, 2002). Activity theory spans from the idea, put forth by Vygotsky (1962; 1987), that human actions are directed at objects and mediated by artefacts. These objects define the focus of our attention, while the mediating instruments shape our perception. Hence, the three form a minimal unit of analysis in understanding consciousness and learning. Objects and instruments are artefacts of culture, developed though its history. A comprehensive analysis needs to take these factors into account as well. Cognition and learning are always situated in socio-cultural contexts. Vygotsky’s method is dialectic and emphasizes how the different components of the system shape and change one another; it builds on a Marxist tradition and on the ideas of Hegel.

These ideas have been elaborated by Engeström (1987; 1999) and Cole & Engeström (1993), to include the community in which the subject (acting agent) operates, the outcomes, or aims, of the activity, the rules which define the subjects relations with the community and the division of labour between subjects. Activity theory is never content with describing these constituents in isolation, but focuses on the relations and tensions between them. Indeed, learning is often driven by the need to resolve contradictions within the system.

The novelty of our project lies in the integration of constructionist modelling activities with web-based knowledge building discussions, to support learners distributed across six European countries. For us, this means looking beyond the isolated constituents of educational design, and exploring the activity system as a whole. This system includes a combination of components such as technological development, design of novel learning activities, and organizational efforts to support teachers and students in different countries. In this analysis we use activity theory due to its emphasis on understanding human action as systems of activity in social, cultural, and historical settings. By viewing our design efforts not only as particular technological developments (in the form of new ways to support programming or a new system for collaboration) but also as the creation of a system consisting of new educational activities and organisational changes, we intend to show how all these components interact to form the system in which the students are central actors. This allows us a rich understanding of the educational context the students are working in. Note however, that this does not mean that technical developments are not important contributions of our work, but rather that these developments must be understood in the context of the activities and the settings in which they are used. By introducing new technologies in an activity system, the system itself is changed which may be the source of contradictions between the different components in the system. Fjuk & Ludvigsen (2001) discuss how contradictions in the use of such instruments arise from their multiple purposes, and how the particular purpose within one activity system is shaped by the activities that accompany the use of the instruments from another. They demonstrate how contradictions between the different purposes of an instrument may afford contradictory activities. Their analysis suggests that in order to understand the design of educational technologies we need to analyse these within the context of the activity and settings where they being used. This viewpoint has been a guiding element in the analysis of the present paper. Our system was designed in tandem with the educational activities, and the analysis is done in their context. These activities do not occur in a void; we need to be aware of all components of the activity system:

  • The structure of the community (or communities) of researchers, teachers and students.
  • The division of labour between these three groups and within them.
  • The social rules which govern interactions between students and between students and teachers / researchers.
  • The web of connections which tie local groups and global communities.
  • Other instruments in the environment, such as the programming environment and spreadsheets, traditional tools, such as whiteboards and paper, as well as specifically designed objects for collaborative group activities.
  • The mathematical and scientific objects which are explored and the educational outcomes of these explorations.

 

References

[1] João Filipe Matos and Yishay Mor and Richard Noss and Madalena Santos (2005). Sustaining Interaction in a Mathematical Community of Practice. Fourth Congress of the European Society for Research in Mathematics Education (CERME-4), Sant Feliu de Guíxols, Spain, 2005.

[2] Yishay Mor and Celia Hoyles and Ken Kahn and Richard Noss and Gordon Simpson (2004). Thinking in Progress. Micromath, (20) 2:17-23.

[3] Yishay Mor and Richard Noss (2004). Towards a narrative-oriented framework for designing mathematical learning. proceedings of the 1st CSCL SIG Symposium, Lausanne, Switzerland, 2004.

[4] Yishay Mor and Jakob Tholander and Jesper Holmberg (2006). Designing for cross-cultural web-based knowledge building. In Timothy Koschmann and Daniel D. Suthers and Tak-Wai Chan, editor(s), The 10th Computer Supported Collaborative Learning (CSCL) conference (2005), 450 - 459, Lawrence Erlbaum Associates, Taipei, Taiwan.

[5] Gordon Simpson and Celia Hoyles and Richard Noss (2005). Designing a programming-based approach for modelling scientific phenomena. Journal of Computer Assisted Learning, (21) 2:143-158, Blackwell Publishing.

[6] Gordon Simpson and Celia Hoyles and Richard Noss (2006). Exploring the mathematics of motion through construction and collaboration, Journal of Computer Assisted Learning, 22 (2) : 114-136, 2006.


 

 

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