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