A Framework to Understand the Impact of Technology on Collaborative Learning

Mobile Applications and Support of Collaborative Mathematical Activity in Families

Roy D. Pea, Stanford University; Shelley V. Goldman, Stanford University; Kristen Pilner Blair, Stanford University; Osvaldo Jimenez, Stanford University

How and when do families collaborate on math?

  • family as cultural context for doing math
  • design points of synergy - math at family and math at school
  • families are the first, effective learning settings
  • thought as a solitary endeavour - understand math as concerted activity and problem-solving
  • family as unit of analysis
  • math that families encounter in their daily life

23 families

  • interviewed at home
  • together choose a cell-phone plan

Findings

  • families learn and do math in a number of contexts
  • ongoing activities, home improvement, work, game play
  • math organized by problems they have to solve
  • problems tackled with resources that are ready at hand
  • difference between family math and school math
    • at school
      • math for math's sake
      • focus on one kind of math at a time
      • one correct solution, answer right or not, avoid error
      • evaluation by others
    • home
      • solving problems
      • multiple kinds of math
      • multiple solutions and levels of precisions
      • multiple solution attempts
      • self-perceived confidence, and being able to move on

Our environments need to

  • be driven by situations
  • promote enjoyment of math
  • demonstrate value of mathematizing experience
  • compelled by values
  • use family as a social unit
  • complement school
  • use affordances of mobiles
  • based on family math research

Hypothesis: family interactions + mobile apps → collaborations around math

Building on family communications

  • active and intimate participation
  • time spent together
  • turn taking and conversational participation

Mobiles

  • short activity bursts
    • down-time play
    • families in each other's business
    • game-like features and problem solving
  • mobile affordances
    • anytime, anywhere
    • social uses

Go Roadtrip! (app)

Study tensions and findings

  • families eager to join study, yet find it difficult to organize study-related time on their own
  • access to phone not a given - apps are on mother's phone, doesn't want to give it to the kids
  • pre-survey of kids reveals view of math as solitary activity
  • kids mostly playing a certain of the games in the suite - the most game-like and fast-moving one

I, Robot: An Embodied Action Adventure Story of Collaboration, Playing Robot, and Perspective Taking

Carmen Julia Petrick, The University of Texas at Austin; Taylor Martin, The University of Texas - Austin; Matthew W. Berland, The University of Texas - San Antonio; Tom Benton, The University of Texas - Austin

How does physical embodiment change the way students learn to program

  • actions
  • perspective taking

Literature review

  • Papert had kids who had problems with programming Turtle actually act out the path of the turtle (body syntonicity)
  • Act our programs vs imagine acting out programs (actually acting out - more complex programs in the future)
  • Physical robots vs virtual robots - physical robots more likely to take agent based, virtual robots more likely to take top-down perspective

Ideas

  • perspective taking
    • first person perspective, getting into the action
  • collaboration
    • 3rd person perspective
  • students need to be able to take information from one perspective to translate it to another context

IPRO - programming game, students program virtual robots to play soccer

  • mobile (iPod) - take their program with them
  • social - walk over and show my friend my code, etc.

Data

  • video
  • log data (every time they made a change)
  • student interview
  • pre/post-test

Analysis

  • case study of one specific student
  • sequence
    • talking to another student - 3rd person perspective
    • steps back, moving this way and that way, pretending to be the robot - 1st person
    • walks back over to Roger, explain change she has made, 3rd person

Technological Support for Reflection and Discussion of What Counts as Math

Lee Michael Martin, University of California - Davis; Pamela R. Gourley-Delaney, University of California - Davis

Study

Photo sort task

  • does it involve math or not?
  • disposable camera - take photos of math things
  • upload photos, caption and choose to share
  • view classmates' photos and comment on them
  • small group discussions
  • photo sort task again

Findings

  • level of experience with an activity predicted students' judgment on whether that activity “involved math”
  • compared with undergraduate rations
  • variation in expansive or narrow stance on “what counts as math” - possibility vs necessity of math

Collaborative Learning in a Multitouch Classroom

Steven Edward Higgins, Durham University; Emma M. Mercier, Durham University; Elizabeth Louise Burd, Durham University

Four multi-touch tables (MTT), easily send things between tables, from teacher to tables, or to the projector (networked).

Questions

  • how do tables support small-group collaborations
  • how does inter-group collaboration and whole classroom context work

Framework (for CSCL research/design)

  • technology
  • teams
  • tasks
  • teachers (could be more-expert peers, facilitators, something in the technology itself etc)

Findings

Technology and teams

  • MTT: more joint attention, more quickly developed a joint problem space

Room orientation

  • more talk in centered room (and teachers didn't like it)
  • more correct answers in traditional room
  • BUT no difference in off-topic talk - they're talking more about the tasks, but not solving them any faster
  • maybe higher levels of participation in centered room, front-facing room leaving it to top two-three students

Teams & tasks

  • emergent roles
    • type of leadership that emerged during different tasks
    • person identified as leader changed from history to math tasks
    • more leadership moves during math than history (they know who is good at math)

Technology & teachers

  • really disliked separate desk in the front of the classroom, want to be able to walk around
  • group in front of the teacher table gets almost no attention from teacher
  • put it on an iPad, kind of liked it, still complained (don't like to hold onto something)
  • looking into using Kinect to let teacher use gestures

Technology, team and tasks

  • within and between group math learning
  • nice examples of learning / getting spurred on from other group

Summary

  • multi-touch supports joint attention
  • room orientation changes interaction
  • content area influences emergent roles
  • access to teacher controls is an important feature of development work
  • within and between group learning

A Technology Framework for Smart Classrooms and Knowledge Communities

Mike Tissenbaum, University of Toronto; James D. Slotta, University of Toronto; Michelle Lui, OISE/University of Toronto

  • discourse patterns
  • distributed expertise
  • KCI dimension
  • epistemological commitments
  • pedagogical affordances
  • technology elements

Discussant: Roy D. Pea, Stanford University