Case Studies of Learner-Centered Design

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Learning Theory in Practice:

Case Studies of Learner-Centered Design

Elliot Soloway, Shari L. Jackson, Jonathan Klein, Chris Quintana, James Reed, Jeff Spitulnik,

Steven J. Stratford, Scott Studer, Susanne Jul, Jim Eng, Nancy Scala

University of Michigan

101 Beal Ave.

Ann Arbor, MI 48109, USA

E-mail: [email protected]

ABSTRACT

The design of software for learners must be guided by educational theory. We present a framework for learner-centered design (LCD) that is theoretically motivated by sociocultural and constructivist theories of learning. LCD guides the design of software in order to support the unique needs of learners: growth, diversity, and motivation. To address these needs, we incorporate scaffolding into the context, tasks, tools, and interface of software learning environments. We demonstrate the application of our methodology by presenting two case studies of LCD in practice.

KEYWORDS: Learner-Centered Design, Educational Applications, Science Applications, Socioculturalism, Constructivism, Case Study, Scaffolding.

. INTRODUCTION: Motivation and Goals

The push for educational reform in the U.S. is strong. Currently, the dominant educational paradigm is "didactic instruction," where learning is viewed as an information transmission process: teachers have the information, students don't, and teachers' lectures serve to move information into the heads of students. In contrast, national and state education reform movements are advocating for students to be actively engaged in learning, constructing understanding and meaning, not receiving it. Project 2061, a national science curriculum developed by the American Association for the Advancement of Science [1] calls for students to engage in long-term, authentic investigations.

Computing and communications technologies can play a key role in supporting students and teachers as they engage in such authentic tasks as question-generating, model-building, report-publishing. However, constructing software that truly addresses the needs of learners is a challenge: while learners are also users, and thus the principles of user-centered design apply, learners additionally have a set of unique needs that must be addressed in software:

* Growth. At the core of education is the growth of the learner; promoting the development of expertise must be the primary goal of educational software. Rather than just support "doing" tasks, software designed for learners must support "learning while doing."

* Diversity. Developmental differences, cultural differences, and gender differences play a major role in the suitability of materials for learners. To be usable by all learners, a range of software tools that address these differences must be available.

* Motivation. In contrast to software developed for professionals, the student's initial interest and continuing engagement cannot be taken for granted.

To address these unique needs of learners, we are developing learner-centered design (LCD) guidelines [24] to augment the user-centered design (UCD) framework [15]. Our current focus is on K-16 learners; however, given Senge's [22] compelling arguments that an organization must be a learning organization in order to be productive, LCD should also have validity for the workplace.

The central claim of LCD is that software can embody learning supports--scaffolding--that can address the learner's growth, diversity, and motivation. Scaffolding is an educational term that refers to providing support to learners while they engage in activities that are normally out of their reach [28, 30]. For example, n undertaking an authentic science inquiry, e.g., what is the quality of water in the stream behind my school, the tasks are more complex and diverse than those in traditional, follow-the-steps, lab-style experiments. Software-realized scaffolding can reduce the complexity of these tasks, for example, by relating discrete subtasks to their current mental representations.

From edutainment to context-sensitive help systems, the need to support learners is well recognized. That said, there are precious few resounding successes (e.g., [6, 16]). Given the formidable educational problems that face our society and the almost-availability of consumer-priced, high-performance computing and communications technologies, the opportunity to actually make-a-difference in education is truly at hand.

In LCD we (see also [12, 14, 20]) are attempting to explore the design implications of learning theories --constructivism and socioculturism -- that have heretofore received less attention than, say, behaviorism (upon which computer-assisted instruction (CAI) is built) and information processing psychology (upon which intelligent tutoring systems are built). While the work reported here is clearly only now maturing, our intent is to focus attention on a fertile, promising direction for research and development.

In this paper, then, we:

* Section 2. Articulate the Theoretical Rationale and Design Implications. The scaffolding design guidelines of LCD build directly on constructivist & sociocultural theories of learning.

* Section 3: Illustrate LCD via Case Studies. Two examples of how LCD has informed the design of educational software are presented.

* Section 4: Summarize the Key Issues in LCD.

2. Theoretical Rationale & Implications

Two resonating theoretical frameworks underlie both the education reform movement (e.g., [3, 4, 7] as well as our evolving the LCD framework:

In constructivism (e.g., [14, 16, 17, 28]) the central notion is that understanding and learning are active, constructive, generative processes such as assimilation, augmentation, and self-reorganization. For example, a teacher's words do not simply become directly engraved in a student's mind, after passing through the ear, but rather, those words are acted upon and interpreted by the student.

In socioculturism, the central notion is that learning is enculturation, the process by which learners become collaborative meaning-makers among a group defined by common practices, language, use of tools, values, beliefs, and so on [5, 14, 21, 29]. The goal is to enable practices and meaning making that are appropriate in the professional culture of the domain under study. For example, scientists understand science as those ideas are embodied in their everyday practices. Contrast this way of knowing with traditional science classrooms where, from the students' perspective, concepts come from textbooks and lectures, and lab experiments are tightly-controlled exercises that fit into the requisite 50 minute period.

These two theoretical perspectives are consistent with each other; they just emphasize different themes: the former speaks to the individual's cognition, while the latter speaks to the contributions of the surroundings to that cognition.

From socio-constructivism, then, guidelines for the design of learning environments and the supporting scaffolding can be developed (e.g., [9, 11, 20]). In particular, in LCD, we are attempting to provide guidelines for the construction of scaffolding strategies, to address the three unique needs of learners (growth, diversity and motivation) for each of the four components in a learning environment:

* Context: What is the environment in which the software will be embedded? How will it be used, and by whom?

* Tasks: What are the tasks the software will support?

* Tools: What tools will perform these tasks?

* Interface: What is the interface to those tools?

Examples of LCD scaffolding guidelines are given in the following case studies.

3. LCD: Two Case Studies

Model-It and NoRIS are learner-centered software tools which we have designed for two different contexts:

* Model-It: High school, project-based science classroom: We are working with science teachers at Community High School in Ann Arbor to develop a new high school science curriculum in which computing technologies are routinely used, and in which the subject matter of earth science, chemistry, and biology is combined and taught in the context of meaningful, long term projects. Model-It, software for building and testing computational models, is one of the tools we are developing for use in this environment.
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* NoRIS: University nuclear engineering classroom: The University of Michigan Nuclear Engineering department encourages the use of computational science in the upper-level undergraduate curriculum. NoRIS is a problem-solving environment we have developed for use in these classrooms.

While on the surface these two contexts are different, at their core they both require the same sorts of scaffolding; the only real difference is one of emphasis. In the high-school context, motivation is a big issue, while it is less so in the undergraduate context. However, in the undergraduate context, structuring the complex tasks that make up a ...

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