collaborative design practices in technology mediated learning · sketching has a crucial role in...

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Abstra c t The pr esent ar t i cl e exa mi nes how pract i c es of comput er- suppor t ed coll aborat ive designi ng may be i mpl ement ed i n an e l ement ary cl assroom. We pr esent a case st udy i n whi ch 12-ye ar-ol d st udents engaged i n archi t e ct ural design under t he gui danc e of t he ir t e acher and a prof essi onal designer. The st udents wer e engaged i n all aspe cts of design proc esses, such as analysi ng t he design of exist i ng houses, analysi ng t he buil di ng si t e , de t er mi ni ng buil di ng vol ume , design f acades, and f l oor pl ans; t hey f or med seven t e a ms, e ach of whi ch had i ts own house t o design. The dat a-analysis r e li ed on t he Knowl edge Forum dat abase , consist i ng of st udentsnot es, pi ct ur es, sk e t ches, and phot os. The par t i ci pantsquant i t at ive contri but i ons t o t he dat abase wer e analyzed wi t h Analyt i c ToolKi t whi ch underli es Knowl edge Forum. A quali t at ive cont ent analysis was per f or med t o t he KF not es produc ed by t he st udent t e a ms; a t heory and dat a-driven approach f or cat egori zi ng t he cont ent of t he not es was empl oyed. The r esul ts r eve al ed t hat t he st udent t e a ms consi der ed vari ous design constrai nts and f a mili ari zed t hemse lves wi t h t he ir own buil di ng si t e and r egul at i ons r egardi ng t he ir per mi tt ed buil di ng vol ume . They construct ed environment al mode ls and scal e mode ls, and made t he cal cul at i ons of gross f l oor vol ume; scal e drawi ngs wer e i nser t ed t o KFs Environment al Mode l vi ew as pi ct ur es and t exts. The r esul ts i ndi cat ed t hat parall e l worki ng wi t h conc ept ual (design i de as) and mat eri al ar t e f acts ( archi t e ct ural mode ls, prot otypes of apar t ments, f igur es) suppor t ed one anot her. The i nt ent was t hat i nvolvi ng st udents i n mode li ng pract i c es woul d he l p t hem buil d domai n exper t ise , epist emol ogi cal underst andi ng, and skills t o cr e at e and eval uat e knowl edge . Fur t her, i mpli cat i ons f or designi ng t e chnol ogy- medi at ed coll aborat ive design proc esses ar e discussed. Key words design proj e ct , design and t e chnol ogy educat i on, Le arni ng by Coll aborat ive Designi ng (LCD) , t e chnol ogy- medi at ed l e arni ng I n trodu c t i on Design and t e chnol ogy educat i on (D&T) has a spe ci al i mpor t anc e i n promot i ng human cr e at ivi ty, par t i cul arly when conc ept ual and mat eri al aspe cts of t he proc ess r e ci procally suppor t one anot her (Kangas e t al ., 2007; Se i t a maa- Hakkarai nen e t al ., 2010) . Rat her t han mer e ly emphasi zi ng abstract sci ent i f i c i nquiry i n school l e arni ng, designi ng can be consi der ed as an arche typi cal f or m of i nnovat ive l e arni ng, wher e one has t o l e arn not only what is alr e ady known, but also go beyond what is given and l e arn t he pot ent i als i n a si t uat i on f or cr e at i ng some t hi ng new. Le arni ng by designi ng is usually conne ct ed t o t e chnol ogi cal design (Kol odner e t al ., 2003; Rot h, 1996) , designi ng ar t e f acts (Laht i e t al ., 2004) , l e arni ng sci enc e ( For t us e t al ., 2004; Rot h, 1998) , or t he ir combi nat i ons (Hansen, 2009; Kangas e t al ., 2007) . The pr esent ar t i cl e exa mi nes how pract i c es of comput er suppor t ed coll aborat ive designi ng may be i mpl ement ed i n an e l ement ary cl assroom. We descri be t he Archi t e ct ur e Proj e ct , wher e e l ement ary st udents designed apar t ment buil di ngs wi t h t he he l p of a prof essi onal designer. The proj e ct was based on t he f oll owi ng i de as: 1) i nt ensive coll aborat i on be t ween t he t e acher, t he designer, and r ese archers, 2) i nt egrat i on of many school subj e cts, such as hist ory, mat hemat i cs, mot her t ongue , bi ol ogy, geography, visual ar ts, and design & t e chnol ogy educat i on, f or solvi ng a r e al-worl d archi t e ct ural probl em, 3) engagi ng st udents i n sust ai ned e ff or t of buil di ng knowl edge r egardi ng t he t hemes, and 4) i nt egrat i ng conc ept ually- driven (mi nds on) i nquiry wi t h a mat eri ally embodi ed one (hands on) . Duri ng t he whol e proj e ct , a t e chnol ogy enhanc ed l e arni ng environment , Knowl edge Forum, was used. The i de as behi nd t he Archi t e ct ur e Proj e ct r est upon t he Lea rni ng by Coll abor a t ive Desi gni ng – mode l (LCD mode l , Se i t a maa- Hakkarai nen e t al ., 2005; 2010) , whi ch is a pedagogi cal mode l t hat assists t e achers and st udents who ar e engagi ng i n design act ivi t i es. Our ai m is t o analyze how t he pedagogi cal pract i c es suppor t ed by t he LCD mode l ( t o be expl ai ned be l ow) is i mpl ement ed i n an e l ement ary cl assroom. We addr ess t he f oll owi ng spe ci f i c r ese arch quest i ons: (1) How di d t he i de as of t he LCD mode l be come act uali zed i n pract i c e duri ng t he Archi t e ct ur e Proj e ct? What ki nd of design l e arni ng proc esses emerged duri ng t he proj e ct? (2) What was t he rol e of conc ept ual and mat eri al ar t i f acts i n designi ng? (3) What was t he rol e of t he t e chnol ogy enhanc ed l e arni ng environment? In t he f oll owi ng, we will f irst i ntroduc e t he Le arni ng by Coll aborat ive Designi ng mode l and consi der t he rol e of mat eri al medi at i on i n design l e arni ng. Then, we descri be our empiri cal st udy and discuss t he r esul ts i n t he light of t he r e c ent r ese arch i n Design and Te chnol ogy Educat i on. 54 R ESEAR CH Design and Te chnol ogy Educat i on: An Int ernat i onal Journal 17 . 1 Co ll abora t i ve De si gn Pra c t ic e s i n Te c hno l ogy Med i a t ed L earn i ng Pi ri t a S e i t amaa-Hakkara i nen , Ka ij u Kanga s and Anna-Mari Raun i o , Un i versi t y o f He l si nk i , F i n l and Ka i Hakkara i nen , Un i versi t y o f Turku , F i n l and

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Page 1: Collaborative Design Practices in Technology Mediated Learning · sketching has a crucial role in generating, developing, and communicating ideas; it is both a powerful form of thinking

AbstractThe present article examines how practices of computer-supported collaborative designing may be implemented inan elementary classroom. We present a case study inwhich 12-year-old students engaged in architectural designunder the guidance of their teacher and a professionaldesigner. The students were engaged in all aspects ofdesign processes, such as analysing the design of existinghouses, analysing the building site, determining buildingvolume, design facades, and floor plans; they formedseven teams, each of which had its own house to design.The data-analysis relied on the Knowledge Forumdatabase, consisting of students’ notes, pictures, sketches,and photos. The participants’ quantitative contributions tothe database were analyzed with Analytic ToolKit whichunderlies Knowledge Forum. A qualitative content analysiswas performed to the KF notes produced by the studentteams; a theory and data-driven approach for categorizingthe content of the notes was employed. The resultsrevealed that the student teams considered various designconstraints and familiarized themselves with their ownbuilding site and regulations regarding their permittedbuilding volume. They constructed environmental modelsand scale models, and made the calculations of gross floorvolume; scale drawings were inserted to KF’sEnvironmental Model view as pictures and texts. Theresults indicated that parallel working with conceptual(design ideas) and material artefacts (architectural models,prototypes of apartments, figures) supported one another.The intent was that involving students in modelingpractices would help them build domain expertise,epistemological understanding, and skills to create andevaluate knowledge. Further, implications for designingtechnology-mediated collaborative design processes arediscussed.

Key wordsdesign project, design and technology education, Learningby Collaborative Designing (LCD), technology-mediatedlearning

IntroductionDesign and technology education (D&T) has a specialimportance in promoting human creativity, particularlywhen conceptual and material aspects of the processreciprocally support one another (Kangas et al., 2007;Seitamaa-Hakkarainen et al., 2010). Rather than merelyemphasizing abstract scientific inquiry in school learning,designing can be considered as an archetypical form ofinnovative learning, where one has to learn not only what

is already known, but also go beyond what is given andlearn the potentials in a situation for creating somethingnew. Learning by designing is usually connected totechnological design (Kolodner et al., 2003; Roth, 1996),designing artefacts (Lahti et al., 2004), learning science(Fortus et al., 2004; Roth, 1998), or their combinations(Hansen, 2009; Kangas et al., 2007).

The present article examines how practices of computersupported collaborative designing may be implemented inan elementary classroom. We describe the “ArchitectureProject”, where elementary students designed apartmentbuildings with the help of a professional designer. Theproject was based on the following ideas: 1) intensivecollaboration between the teacher, the designer, andresearchers, 2) integration of many school subjects, suchas history, mathematics, mother tongue, biology,geography, visual arts, and design & technology education,for solving a real-world architectural problem, 3) engagingstudents in sustained effort of building knowledgeregarding the themes, and 4) integrating conceptually-driven (minds on) inquiry with a materially embodied one(hands on). During the whole project, a technologyenhanced learning environment, Knowledge Forum, wasused.

The ideas behind the Architecture Project rest upon theLearning by Collaborative Designing – model (LCD model,Seitamaa-Hakkarainen et al., 2005; 2010), which is apedagogical model that assists teachers and students whoare engaging in design activities. Our aim is to analyze howthe pedagogical practices supported by the LCD model (tobe explained below) is implemented in an elementaryclassroom. We address the following specific researchquestions:

(1) How did the ideas of the LCD model becomeactualized in practice during the Architecture Project?What kind of design learning processes emergedduring the project?

(2) What was the role of conceptual and material artifactsin designing?

(3) What was the role of the technology enhanced learningenvironment?

In the following, we will first introduce the Learning byCollaborative Designing model and consider the role ofmaterial mediation in design learning. Then, we describeour empirical study and discuss the results in the light ofthe recent research in Design and Technology Education.

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Co llaborative Design Practices in Techno logy Med iated Learn ingPirita Se itamaa-Hakkarainen, Kaiju Kangas and Anna-Mari Raun io, Un iversity of He lsinki, Fin landKai Hakkarainen, Un iversity of Turku, Fin land

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Learn ing by co llaborative design ingThe complex and multidisciplinary nature of designproblems calls for intensive collaboration across differentdomains. The activities of those in the design professionsare often based on teamwork combining several fields ofdistributed expertise (Chiu, 2002; Perry and Sanderson,1998). Consequently, the use of collaborative settings(e.g., Drain, 2011; Hennessy and Murphy, 1999; Hong etal., 2011; Rowell, 2002) and the role of virtual learningtechnology in the area of design and technology educationhas increased (e.g., Karakaya and Senyapili, 2007;McCormick, 2004). ‘Collaboration’ refers to a process inwhich students actively work together in creating andsharing their design ideas, deliberately making jointdecisions and producing shared design objects,constructing and modifying their design solutions, as wellas evaluating their outcomes through discourse (Hennessyand Murphy, 1999). We agree with many recentresearchers that the D&T context provides a potentially richenvironment for collaborative learning and designing(Carroll et al., 2010; Hennessy and Murphy, 1999; Murphyand Hennessy, 2001; Rowell, 2002). Students’ experiencesof collaborative designing in educational settings appear topromote practices of collective elaboration of design ideas(Drain, 2011; Fisher et al., 2005; Murphy and Hennessy,2001) as well as the implementation of these ideas in theactual design of artefacts.

The pedagogical models that have been widely adopted indesign education are problem-based learning (Hill andSmith, 2005) and project-based learning (Carroll et al.,2010; Drain, 2011). These teaching and learning methodshave mainly been used in face-to-face and hands-onsituations. Drain (2011) has noted that project basedteaching can place extra demands on the teacher andthere is special need for pedagogical models that supportteaching in design and technology settings. Learning byCollaborative Designing (LCD) is a pedagogical model thathas been developed to guide and facilitate students’collaborative design processes in technology enhancedlearning (Kangas et al., 2007; Seitamaa-Hakkarainen et al.,2010). The model emphasizes open-ended design tasksand collaborative interaction within and between peers orteams; between students and the teacher and/or externaldomain experts. It guides all participants to take part indeliberate advancement of ideas, and highlights the role ofphysical artifacts, material objects, and abstract models asessential aspects of the design process.

The LCD model represents designing as a spiral anditerative process. Instead of describing rigidly specifieddesign stages (see also Carroll et al., 2010; Fortus et al.2004; Kolodner et al. 2003), the model illustrates therelations between the elements of collaborative designprocesses (see Figure 1). The idea of the model is that all

Collaborative Design Practices in Technology Mediated Learning

Figure 1. Learn ing by Collabora tive Design ing (LCD) mode l

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participants are working to develop a shared design objectby sharing their expertise socially. The model consists ofthe following partially overlapping phases: 1) creatingdesign context, 2) defining design task and related designconstraints, 3) creating conceptual and visual design ideas,4) evaluating design ideas and constraints, 5)experimenting and testing design ideas by sketching,modeling, and prototyping, 6) evaluating functions ofprototypes, and 7) elaborating design ideas andredesigning.

The design process starts with all participants performing ajoint analysis of the design context and design task. In thisphase, teacher or external domain experts have animportant role to help students to define the diversecultural, social, psychological, functional and emotionalaspects essential to the design of the product. During theoutlining of the design constraints, there are sometimesconflicting issues that have an effect on the design processand its requirements that need to be taken intoconsideration. By acquiring deepening knowledge, sharingthat knowledge socially, producing varying design ideas andevaluating those ideas, participants move the designprocess forward cyclically. Thus, constant cycles of ideageneration and testing of design ideas by visual modellingor prototyping, characterize the process.

Med iating artefacts in design ingCollaboration with peers and other participants of thedesign process, as well as interaction with diversemediating artefacts, have been found to be important indesigning (Hennessy and Murphy, 1999; Roth, 1996;Rowell, 2002). Designing cannot be reduced to merelyplaying with ideas; in order to understand and improve theideas in question, they have to be given a material form bymeans of practical exploration, drawing, prototyping, andmanufacturing (Hope, 2005; Rowell, 2002; Welch et al.2000). In the context of D&T, the interaction with tools,concrete objects and materials is a central aspect andoffers a potentially supportive environment for vitalcollaborative designing, i.e., for developing shared objectsand understanding (Carroll et al., 2010; Hennessey andMurphy, 1999; Johansson, 2006; Murphy and Hennessy,2001; Rowell, 2002). Through social interaction andvisualization, design ideas, proposed solutions, anddecisions are made verbally and visually explicit and visible,and joint decisions can be made. Involving students inmodeling practices can help them build domain expertise,epistemological understanding, and skills to create andevaluate knowledge (Schwartz et al., 2009).

A review of the research examining the role of sketchingfor design professionals (Welch et al., 2000) shows that

sketching has a crucial role in generating, developing, andcommunicating ideas; it is both a powerful form of thinkingand the fundamental language of design. Professionaldesign activities rely on the use of various tools and designrepresentations, such as sketches, models and notes (Al-Doy and Evans, 2011; Goel, 1995). Through the processof externalization and collaborating around designrepresentations, the first vague design ideas aretransformed into further articulated and more determinedideas, to the explicit design alternatives, and finally,externalized and objectified as materially embodied designartifacts (Al-Doy and Evans, 2011). Numerous externalrepresentations (graphical and physical) in various phasesof the design process provide different kinds of prompts totest the design ideas (Al-Doy and Evans, 2011). In D&Tschool settings, material artifacts and tools have a centralrole in mediating the learning process; the design processinvolves parallel work through conceptual reflection andmaterial implementation. However, research has shownthat novice designers rarely use two-dimensional models,i.e., sketching, but tend to move immediately to three-dimensional modeling (Hope, 2005; Rowell, 2002; Welch,1998). Furthermore, when sketching or other forms ofmodeling occurs, they are primarily used for illustrative orcommunicative purposes, hence reducing the epistemicrichness of the practice (Schwartz et al., 2009).

Consequently, sketching is central, in our view, todeveloping capability in D&T education. In the context ofD&T education, the interaction with two- and three-dimensional models offers students direct possibilities toexplore and evaluate a proposed solution’s form andfunction (Hennessy and Murphy, 1999; Rowell, 2002;Welch et al., 2000). In the early stages of designing,sketching helps to define and clarify the task, and explicatethe needs constraining the task. It also enables andencourages the students to play with ideas, which isessential in creative problem solving. In designing, studentsare concerned with the usefulness, adequacy, improvability,and developmental potential of ideas (Bereiter andScardamalia, 2003) and develop knowledge and skills tomodel, design and construct ideas into physical artefacts.Furthermore, sketching facilitates the evaluation of ideasand elaboration of the design task. In addition, sketchingcan be used to communicate one’s design ideas withothers; it also enables those others to contribute to theideas (Al-Doy and Evans, 2011; Welch et al., 2000). Inother words, various design representations allow studentsto interact with one another through the design objectitself, as collaborating participants’ activities are mediatedand made visible through them.

Collaborative Design Practices in Technology Mediated Learning

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Method

Participants and the setting of the studyThe Architecture Project was designed together with a classteacher, and it took place in her classroom in anelementary school, located in a middle-class suburb inHelsinki, Finland. The students (N=29) were 6th graders,12 years old, and it was their final year of elementaryschool. The project lasted 19 weeks and tookapproximately 45 lessons, about 2-3 hours a week. Thedesigner was present in the classroom across the entiretime of the project, representing expertise in architecturaldesign. The interaction between him and the studentsvaried from whole-class discussions to coaching of thestudents’ small-team discussions. Figure 2 represents themain activities during each month of the project.

In the classroom, there were ten computers, including theteacher’s own computer and data projector. The technicalinfrastructure of the Architecture Project was provided byKnowledge Forum (KF), a networked learning environmentbased on knowledge building pedagogy (Bereiter, 2002;Bereiter and Scardamalia, 2003; Scardamalia and Bereiter,2006). The central aspect of KF is a common workingspace for the students; a database that consists ofknowledge (texts and graphics) produced by the studentsand teachers. The database is organised around views. Aview is a kind of visually organized representation of aselected part of the database, and it may containthematically connected textual notes, drawings,photographs, and links to other views (shown as an arrow).

During the Architecture Project, the students worked in 7teams (4-5 students in each), building knowledge in eachteams’ own KF view as well as in the shared views of thewhole class. Figure 3 represents one of the shared views,the project’s Welcome view, representing the building siteof the project.

Method of data analysisOur analysis of the Architecture project relies only on theproject’s KF database, consisting of notes, pictures,sketches and photos posted by participants. Firstly, theparticipants’ quantitative contributions to the databasewere analyzed using Analytic ToolKit, which underliesKnowledge Forum. It reveals the frequency of computer

Collaborative Design Practices in Technology Mediated Learning

Figure 2. Ma in activities during each month of the Arch itecture Project

Figure 3. The We lcome view in the Arch itectureProject’s KF da tabase

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posting (i.e., notes, views, rise aboves, build-ons), as wellas note-reading activity. We analyzed how the participantscreated and used the KF views across various activities ofthe project through the following categories: (1) name ofthe worked view, (2) number of students’ and teacher’snotes in the views, and (3) months when the view wasmainly worked on. The total number of notes included inthis quantitative analysis was 490. The notes collectedwithin the rise-above notes, copied notes (i.e., notescreated in one view and copied later on to supportactivities in another view) were not included in theanalysis. Also notes related to studies of habitats ofdifferent animals, housing in different historical phases andgeographical areas (i.e., integration of other subjects) wereexcluded from the analysis.

For the second phase of the analysis, we selected only thenotes produced by the student teams (f=435), in order toexamine more closely the contents of the notes. Althoughthe actual analysis involved segmenting the notes tosmaller, meaningful idea units, we report results at thelevel of notes in the present article. The analysis wasperformed with some standard procedures of qualitativecontent analysis (Chi, 1997) with the help of ATLAS/ tisoftware. We employed a theory and data-driven approachfor categorizing the content of the notes. In other words,the classification schema was created on the basis of a)preliminary analysis of the KF database and b) reflection onthe data in relation to the theoretical framework of ourstudy. This assisted in identifying the relevant aspects ofthe phenomena in question (Seale, 2006). The analysisproduced the following five main categories: 1) design

context, 2) design constraints, 3) design ideas andvisualizations (the number of pictures, sketches, photos,models were counted manually), 4) calculations related tobuildings, and 5) reflection on the project.

In the following sections, the design and implementation ofthe Architecture Project will be introduced. First, we willreport the overview of the project. Second, relying on theLearning by Collaborative Design –model, we will describe1) the design challenges related to architectural designcontext, 2) the creation of design ideas for the apartments,and 3) visualization and construction of design ideas.

Resu lts

Overview of the arch itecture pro jectThe total number of KF views created during theArchitecture Project was nine. The teacher created twoshared views, the Welcome view and the Environmenta lModel view, used by all the teams. Each team (N=7) hadtheir own view, named according to their special designchallenge or themes. Correspondingly, the team viewswere named as Eco House (considering especiallyecological aspects, for example, recycling), Sound House(special attention to acoustics), Water and Wind House,Green House, Community House, Sma ll Apartment House(consisting of only two apartments), and AccessibilityHouse (for disabled people). Table 1 presents the numberof student teams’ notes and the teacher’s notes in eachview and in total. Further, Table 1 presents the monthswhen the view was mainly worked on

Collaborative Design Practices in Technology Mediated Learning

Tab le 1. The quantita tive contributions of the Arch itecture Project’s KF da tabase

Name of the viewMonth worked

on a viewStudent teams’ notes Teacher’s notes TOTAL

Shared viewsWelcome January 26 11 37

Environmental model February – March 185 32 217

Team views

Eco House March – May 32 2 34

Sound House March – May 29 1 30

Water and Wind House March – May 30 1 31

Green House March – May 25 0 25

Community House March – May 57 3 60

Small Apartment House March – May 25 1 26

Accessibility House March – May 26 4 30

TOTAL 435 55 490

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Table 1 shows how the KF databasewas gradually built during theArchitectural project. The number ofnotes in the team views varied from25 notes to 32, except for theCommunity House view, where thenumber of notes was 57. TheWelcome view (f= 37) and theEnvironmenta l Model view (f=217)were constructed collaboratively bythe whole class. The teacher’s noteswere mainly organizationalinstructions, task instructionsprovided by the designer, collectivenotes from the classroomdiscussions and summaries of whatthey have achieved thus far. Thenumber of notes contributed perparticipant was approximately 22,however, this number does not takeinto account that almost all of the students’ notes werewritten in teams or in pairs. Half of the notes were linkedto other notes, indicating that the students built-on eachother’s notes, especially on the team views.

The qualitative content analysis of the student teams’ notes(f= 435) revealed (see Figure 4), that the main content ofthe student teams’ notes was, as expected, related todesign ideas and visualizations (f=141; 32%). The analysisof the design context 18% (f=78) and the designconstraints 6% (f= 28) acconted for approximately 25% ofthe contents of the notes. Also the calculations related tobuilding volume played a important role in the designprocess (f=50; 12%). Moreover, the students reflected ontheir design processes (f=138; 32%), considering alsoaspects that were easy or difficult for them while designing.In the following, we will describe the main contents indetail, with examples from the project’s database.

Creating context and anchoring students’ experiencesfor Arch itectural design processThe starting point for the Architecture Project was anauthentic problem: to design apartment buildings forvarious user groups at a building site planned by the City ofHelsinki. The architectural design process started, inaccordance with the LCD model, with all participantsperforming a joint analysis of the design context. Beforestarting their actual architectural designing, the studentswere given orientation material about city planning, andthey reflected on how to investigate and study the buildingor construction processes. The student teams reflected onwhat issues need to be taken into consideration in theconstruction design: soil, map, the size and location of thebuilding site, pile work, traffic, water plumbing and electricwiring, strength calculation, and budget. Figure 5 representspart of one team’s note of the issues by listing theirconsiderations related to architectural designing.

This phase of students’ design inquiry was facilitated byrequesting students to analyze the design of apartmentbuildings in their own neighbourhood. Thus, the studentswere engaged in particular design-oriented knowledgepractices in their areas of residence so as to anchor theirpersonal architectural experiences. Students were asked toselect a well or badly designed apartment building orduplex from their neighborhood, justify their selection (whythe house was interesting to them), and make theirassessment concerning its design characteristics. Workingtowards that end, all students drew pictures of the buildingas well as constructed written explanations justifying theirdesign evaluations (see Figure 6).

Collaborative Design Practices in Technology Mediated Learning

Figure 4. Ma in content of the segmented notes

Figure 5. Part of the student team ’s KF note on issues re la ted to arch itectura ldesign ing

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From comp lex design challenges to exp licated designconstraintsThe actual planned building site was located at Viikki,Helsinki, Finland (see the Welcome view). The studentswere given an aerial map of the area as well as basicinformation regarding city planning, such as the area’sbuilding plan, permitted building volume, and gross-floorarea. Later during the spring, the students visited the area,and familiarized themselves with the actual building siteunder the guidance of the designer.

The design process was started by creating a sharedconcrete environmental model of the building siteaccording to the area’s building plan (1:500). The related KF view worked as a shared spacefor each team’s planning sessions. Thebuilding site was divided into seven partscorresponding to the design teams. Each teamwas asked to design its own particularapartment building. In the Environmenta lModel view, students first started to conductcalculations regarding the permitted buildingvolume and the gross floor volume. They alsoset up their first design goals. Subsequently,the student teams familiarized themselves withtheir own building site and regulationsregarding their permitted building volume.Central concepts, such as massing (i.e.,creating a balanced composition of eachbuilding scale and location), maximumpermitted building volume, and the height ofeaves (i.e., height of roofs) became familiar.The constructed environmental model and

scale models, as well as the calculationsof gross floor volume, and scaledrawings were inserted to KF’s views aspictures and texts. Figure 7 shows theEnvironmenta l Model view, where eachteam’s specific building site and thebuildings surrounding the area can beseen. The building sites were different insize and shape.

During massing and composition thestudents needed to consider, togetherwith their team members, variousconstraints and specific characteristics ofthe building site: traffic, effects of sun,accessibility, and so on. All of theseissues were authentic, importantconstraints related to the real-lifearchitectural design context andrequirements for permitted buildings.

When reflecting upon on the effects of sun, wind, traffic,sounds, and accessibility, students decided that each teamwould adopt one of these as a special design challenge ortheme. Further, the student teams were asked to self-organize their activities and create their own team views fortheir design ideas.

During the design process, the participants collectedselected information and all emerging materials (drawings,texts, and photographs) to their own views. The studentteams reflected upon, analysed, and elaborated thepurposes of their houses, producing several designchallenges. For example, the Water and Wind House teamwrote down the following aims:

Collaborative Design Practices in Technology Mediated Learning

Figure 6. John’s draw ing of the bad ly designed house and justifica tion forse lection

Figure 7. The Environmenta l Mode l view and students’ notes in KF

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We wanted to improve the basement so they would bemore protected. The basements (storage units) can’t belike that you can push your hand through the wa ll and seeother people’s basements because then it would be easyto stea l others’ belongings. If the house has a road nearbyit would be prudent to include good soundproofing intothe house so a ll the noise during the night doesn't seepin. The door to the house could be put facing away fromthe road and a ll the noise can not be a llowed to reach a llthe way upsta irs. If the house has a clubroom everyoneshould be able to use it and it should be on everyone’sresponsibility.(KF note number 2297)

The teams were working with various aspects of the designin parallel. The completion of certain design stages was,however, a condition for moving to the subsequent ones.

Design ing and redesign ing: Med iated sketches andconstructing scale mode lsThe cyclical and spiral nature of the architectural designprocess was actualized when the students were producingtheir shared design ideas concerning the buildings andwhile they evaluated and negotiated their design ideastogether with the designer. The following is an example ofthe ideas produced by the Accessibility House team:

In a house made for people with disabilities, people couldhave a shared taxi which would take them from one placeto another. Elevators would have seats so the occupantswouldn't have to stand in the elevator. As soon as youenter through the door, the lights would automatica lly turnon, and the elevator door opens automatica lly, and themoving sidewa lk would turn on and lead the residentstowards the elevator. This is done because if the house is

occupied with people with dementia they may notremember to turn on the lights. The house would have alot of nurses who go to the store and take care of theoccupants for the residents. Esca lators on every floor so ifthe elevator is full one can use that. For impa ired childrenyou could build a separate playground in the front yard.KF note number 2625

The functionality and size of the apartments were designedaccording to the users’ needs. In the case of smallapartments, common spaces were regarded as having avery essential role. For the apartment of a musician family,the Sound House team considered it necessary to have alarge living room for a small home orchestra. Rooms of thegreen house needed to have enough space for plants. Thenursing staff of Accessibility House needed their ownapartments.

The design ideas were visualised by producing many kindsof sketches, from rough drafts to detailed floor plans. Thesketches were produced with paper and pencils, scanned,and uploaded to the database. The participants alsoconstructed prototypes constructed of available materials(such as cardboard); photographs of the prototypes (i.e.,scale models) were scanned and inserted to the database.Efforts in learning through collaborative design thereby, tookplace through developing conceptual design ideas,embodying and explicating the ideas by constructing externalrepresentations, and giving the ideas a material form asvarious kinds of scale drawings and models. Duringconstruction designing, the participants created severalsketches and drawings of floor plans and facades (Figure 8).The purpose of these sketching activities was to understandthe difference between a sketch and the final drawing.

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Figure 8. Various sketches regard ing Sound House

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In pursuit of the Architecture Project, it was essential tomaster calculations of floor plans and various measuresregarding buildings. Moreover, while working withcalculations needed for construction, students wereconstantly transforming numbers from one scale toanother. A 20:1 scale was most commonly used; this scalewas also used while the students were creating scalemodels of the apartments of their buildings.The students were guided to construct a cardboard figureof themselves, in order to investigate how humans usespace. These cardboard figures assisted the students inassessing the size and shape of living spaces in relation tothemselves. Students were asked to think of the measuresfrom the perspective of a person using the building,moving from one room or area to another, and living withinan apartment. Spaces needed for movements, externaldoors, stairs, and elevators had to be taken intoconsideration before starting to work with the floor plans.With the help of the cardboard figure, it was easy toexplore how one can move and dwell in different parts ofthe house and how much space was needed for this orthat part of a room. The cardboard figures were concretelylocated in the apartments while the participants wereworking with their interior designs. While measuring, thestudents also used information about their owndimensions. These kinds of architectural knowledgepractices (calculating areas, transforming different scales indifferent drawings, drawing floor plans and façades) werevery challenging activities, as stated by one student in herreflection:

The hardest part of this project was probably theca lculations, drawing according to sca le and becauseeveryone in our group did their own floor’s blueprint. Itwas very hard because we had to constantly measure tomake sure everyone had the same sca le. We began ourwork with the facade. When we had finished the facade,we rea lized that the window location did not fit inside therooms. Some of the windows went stra ight through thewa lls. We had to erase the windows and copy them aga inin the right places. Then we thought, while making theminiature model, that the room location was odd. Thebathroom was the biggest room in the house; in thebedroom one could barely fit a bed. So we decided tochange the order of the rooms. We a lso had to changethe placement of the windows. By the sixth layout thebathroom and bedroom filled one side of the house.

ConclusionsTo provide students with an authentic experience ofarchitectural designing, we created a learning environmentthat simulated architectural practices (see also Hansen,2010). Consequently, students were guided to develop

shared design ideas and solutions, create and build-upscaled drawings and models, as well as jointly planadvancement of their process. This involved the guidingand coaching activities of the design expert: The designerfamiliarised the students with planning regulations,requirements of the building site, and different kinds ofscale models that architects work with.

The previous sections highlighted the role of conceptual,visual, and material artifacts in the technology-mediatedlearning process and described how the design practiceswere actualized during the Architectural project. Theprevious sections also described what kind of learningprocess emerged during the project. The Architectureproject put emphasis on how to engage students increating both new conceptual and material artefacts incollaboration with one another. Thus the project includedthe use of KF software and hands-on drawing andmodelling activities to support students’ mathematical anddesign inquiries. The results depicted some examples ofthe students’ conceptual and visual ideas related todesigning houses for specific purposes. The quantitativeanalysis of the KF views and notes revealed some of thecharacteristics of the technology supported collaborativelearning process. However, to investigate how the ideas ofthe LCD model characterized the students’ design process,a qualitative content analysis was conducted for thesegmented notes. The analysis of the design contextrevealed that students were able to take various aspectsinto consideration while designing a house, i.e., the sizeand location of the building site, pile work, and need forstrength calculations. While defining the constraints, theyconsidered aspects related to safety, privacy andfunctionality of the rooms etc. As expected, the studentsproduced many design ideas and correspondingvisualisations. The present project involving design activitiesincludes the notion that design is an iterative process thatrequires the creation, evaluation, and redesign ofarchitectural solutions. Thus, the designed representationsand models were resources for thinking and developingarchitectural ideas further. At the end of the project, thestudents arranged, together with the teacher and designer,an exhibition of the Architecture project and made posterspresenting their main design constraints, design ideas andthe scaled models. To conclude, all these were essentialelements of Learning by Collaborative Designing thatapparently supported students’ design process and designlearning.

The overall project was supported by the technology-enhanced learning environment. A central aspect of thepresent project was to explore possibilities of collaborativedesigning with special focus on the participants’ parallel

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pursuit of material and conceptual artefacts. Beyondconceptual artifacts, the participants were working withmaterially embodied drawings and physical models. Theparticipants engaged in learning by collaborative designingin terms of carrying out various concrete and material aswell as epistemic and conceptual activities, such as takingmeasurements, doing calculations, reading and writing,sketching and drawing, and prototyping and testing scalemodels. Material activities taking place in a socio-culturalenvironment and technology-mediated activitiesreciprocally supported one another. KF’s shared spaceallowed the participants to represent ideas andvisualisations as well as material models created by them.The KF provided support for such heterogeneous designpractices: It was essential to be able to scan the students’drawings and upload the drawings together with digitalphotos to the KF’s database.

D iscussionThe purpose of the Architecture project was to examinehow practices of collaborative designing with the help of atechnology-enhanced learning environment may beimplemented in an upper elementary classroom. Towardthat end, elementary-school students were engaged inarchitectural knowledge practices. Engagement in suchactivities involved working with ill-defined problems; thesearise in an authentic design context; often ones neverbefore encountered. A limitation of the present study wasreliance only on data produced by participants to KF’sdatabase; the actual classroom practices were notvideotaped due to practical reasons. Students worked inteams and went through many of practices involved inactual architectural design. In accordance with thepedagogy of the Learning by Collaborative Designing, theytook part in field studies at the construction site, analyzedhouses and apartments in their environments, as well asdesigned houses for specific purposes in their teams. Wecan conclude that Learning by Collaborative Designingpedagogy provided novel possibilities for developing theprocesses of learning in design and technology education.Students from the elementary level can be guided toengage in design-based collaborative inquiries incomputer-supported contexts.

Many researchers (e.g., Carroll et al. 2010; Hansen 2009)emphasize that the most relevant aim in D&T education isthat the students will be able to describe and representdifferent solutions for the design of a product and toconsider the design specification of form and function byusing sketches or other material representations. The mainintention in D& T education is that the students learn thewhole design process from the first idea to the finishedproduct. Engaging in the whole process of designing sheds

light on how professional designers and architects work ontheir professional projects. A challenge for the D&Teducation is to support the use of various visualrepresentations because students prefer to manipulateconcrete material instead of visual representations (Rowell2002; Welch et al, 2000). While technology-enhancedlearning environments provide tools for creating, sharing,discussing, and advancing textual documents, a specialchallenge in the future is also to use CAD/CAMtechnologies that allow visualization, modelling, andmanipulation of collaboratively designed artefacts(Gershenfeld, 2005; Hodgson 2006). Students’ access tothe relatively new technologies connected with computeraided design (CAD) and computer aided manufacture(CAM) will provide schools with new possibilities tosimulate the concept of concurrent professional designing(Hodgson, 2006). The CAD and CAM technologies basedon the idea that computer based 2D designs are translatedinto physical artefacts using, for example, a three-axisengraver/cutter to machine the parts. With new CAD/CAMtechnologies students develop knowledge and skills tomodel, design and construct ideas into physical artefacts asan interactive process (Hodgson 2006).

Acknow ledgementsThe present study has been supported by the Academy ofFinland (under project no. 1217068). We would also liketo thank the designer, the class teacher, and the studentsfor their participation in the study. Pirita Seitamaa-Hakkarainen, the designer, and the teacher co-designedthe project. Pirita Seitamaa-Hakkarainen and Anna-MariRaunio developed the method of analyzing the data andRaunio conducted the data analysis. They wrote thepresent article, together with Kaiju Kangas and KaiHakkarainen. We wish to thank Hal White for editing thelanguage and O tto Seitamaa for translating the excerptsfrom Finnish.

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