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NATO ASI Series Advanced Science Institutes Series
A series presenting the results of activities sponsored by the NA TO Science Committee, which aims at the dissemination of advanced scientific and technological knowledge, with a view to strengthening links between scientific communities.
The Series is published by an international board of publishers in conjunction with the NATO Scientific Affairs Division
A Life Sciences B Physics
C Mathematical and Physical Sciences
D Behavioural and Social Sciences
E Applied Sciences
F Computer and Systems Sciences
G Ecological Sciences H Cell Biology I Global Environmental
Change
NATO-PCO DATABASE
Plenum Publishing Corporation London and New York
Kluwer Academic Publishers Dordrecht, Boston and London
Springer-Verlag Berlin Heidelberg New York London Paris Tokyo Hong Kong Barcelona Budapest
The electronic index to the NATO ASI Series provides full bibliographical references (with keywords and/or abstracts) to more than 30000 contributions from international scientists published in all sections of the NATO ASI Series. Access to the NATO-PCO DATABASE compiled by the NATO Publication Coordination Office is possible in two ways:
- via online FILE 128 (NATO-PCO DATABASE) hosted by ESRIN, Via Galileo Galilei, 1-00044 Frascati, Italy.
- via CD-ROM "NATO-PCO DATABASE" with user-friendly retrieval software in English, French and German (© WTV GmbH and DATAWARE Technologies Inc. 1989).
The CD-ROM can be ordered through any member of the Board of Publishers or through NATO-PCO, Overijse, Belgium.
Series F: Computer and Systems Sciences Vol. 84
The ASI Series Books Published as a Result of Activities of the Special Programme on ADVANCED EDUCATIONAL TECHNOLOGY
This book contains the proceedings of a NATO Advanced Research Workshop held within the activities of the NATO Special Programme on Advanced Educational Technology, running from 1988 to 1993 under the auspices of the NATO Science Committee.
The books published so far as a result of the activities of the Special Programme are:
Vol. F 67: Designing Hypermedia for Learning. Edited by D. H. Jonassen and H. Mandl. 1990.
Vol. F 76: Multimedia Interface Design in Education. Edited by A. D. N. Edwards and S. Holland. 1992.
Vol. F 78: Integrating Advanced Technology into Technology Education. Edited by M. Hacker, A. Gordon, and M. de Vries. 1991.
Vol. F 80: Intelligent Tutoring Systems for Foreign Language Learning. The Bridge to International Communication. Edited by M. L Swartz and M. Yazdani. 1992.
Vol. F 81: Cognitive Tools for Learning. Edited by PAM. Kommers, D.H. Jonassen, and J.T. Mayes. 1992.
Vol. F 84: Computer-Based Learning Environments and Problem Solving. Edited by E. De Corte, M. C. Linn, H. Mandl, and L. Verschaffel. 1992.
Vol. F 85: Adaptive Learning Environments. Foundations and Frontiers. Edited by M. Jones and P. H. Winne. 1992.
Vol. F 86: Intelligent Learning Environments and Knowledge Acquisition in Physics. Edited by A. Tiberghien and H. Mandl. 1992.
Computer-Based Learning Environments and Problem Solving
Edited by
Erik De Corte University of Leuven Center for Instructional Psychology and Technology (CIP&T) Vesaliusstraat 2, B-3000 Leuven, Belgium
Marcia C. Linn University of California at Berkeley, Graduate School of Education Berkeley, CA 94720, USA
Heinz Mandl Universitat MOnchen Institut fOr Empirische Padagogik und Padagogische Psychologie Leopoldstrasse 13, W-8000 MOnchen 40, FRG
Lieven Verschaffel University of Leuven Center for Instructional Psychology and Technology (CIP&T) Vesaliusstraat 2, B-30oo Leuven, Belgium
Springer-Verlag Berlin Heidelberg New York London Paris Tokyo Hong Kong Barcelona Budapest Published in cooperation with NATO Scientific Affairs Division
Proceedings of the NATO Advanced Research Workshop on Computer-Based Learning Environments and Problem Solving, held in Leuven, Belgium, September 26-29, 1990
CR Subject Classification (1991): K.3.1, JA, 1.2
Additional material to this book can be downloaded from http://extra.spring.com
ISBN-13:978-3-642-77230-6 e-ISBN-13:978-3-642-77228-3 001: 10.1007/978-3-642-77228-3
This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other way, and storage in data banks. Duplication of this publication or parts thereof is permitted only under the provisions of the German Copyright Law of September 9, 1965, in its current version, and permission for use must always be obtained from Springer-Verlag. Violations are liable for prosecution under the German Copyright Law.
© Springer-Verlag Berlin Heidelberg 1992 Softcover reprint of the hardcover 1 st edition 1992
Typesetting: Camera ready by authors 45/3140 - 5 4 3 210 - Printed on acid-free paper
Table of Contents
Editors' Preface
Part I. Encouraging Knowledge Construction
Introduction to Part I Marcia Linn
Formal education versus everyday learning Jan J. Elshout
IX
1
5
Images of learning ........................................... 19 Andrea A. diSessa
An architecture for collaborative knowledge building ...................... 41 Marlene Scardamalia and Carl Bereiter
How do Lisp programmers draw on previous experience to solve novel problems? ................................................ 67 Marcia C. Linn, Michael Katz, Michael J. Clancy, and Margaret Recker
Analysis-based learning on multiple levels of mental domain representation ........ 103 Rolf Ploetzner and Hans Spada
Modeling active, hypothesis-driven learning from worked-out examples ........... 129 Peter Reimann
Fostering conceptual change: The role of computer-based environments .......... 149 Stella Vosniadou
Computers in a community of learners ............................... 163 Joseph C. Campione, Ann L. Brown, and Michael Jay
VI Table of Contents
Part II. Stimulating Higber-Order Thinking and Problem Solving
Introduction to Part IT ........................................ 189 Erik De Corte and Lieven Verschaffel
Teaching for transfer of problem-solving skills to computer programming . . . . . . . .. 193 Richard E. Mayer
Cognitive effects of learning to program in Logo: A one-year study with sixth-graders .............................................. 207 Erik De Corte, Lieven Verschaffel, and Hilde Schrooten
The role of social interaction in the development of higher-order thinking in Logo environments ................................... 229 Douglas H. Clements and Bonnie K. Nastasi
Effects with and of computers and the study of computer-based learning environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 249 Gavriel Salomon
Facilitating domain-general problem solving: Computers, cognitive processes and instruction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 265 Richard E. Clark
Conceptual fields, problem solving and intelligent computer tools ............. 287 Gerard Vergnaud
Part III. Creating Learning Environments
Introduction to Part ill Heinz Mandl
309
Table of Contents VII
Augmenting the discourse of learning with computer-based learning environments ........................................ 313 Roy D. Pea
Scientific reasoning across different domains .......................... 345 Robert Glaser, Leona Schauble, Kalyani Raghavan, and Colleen Zeitz
A rule-based diagnosis system for identifying misconceptions in qualitative reasoning in the physical domain "superposition of motion" .......... 373 Heinz Mandl, lUrgen Bollwahn, Aemilian Hron, Uwe Oestermeier, and Sigmar-Olaf Tergan
The provision of tutorial support for learning with computer-based simulations ..... 391 Peter Goodyear
Learning and instruction with computer simulations: Learning processes involved ................................................ 411 Ton de long and Melanie Njoo
Two uses of computers in science teaching: Horizontal motion simulation and simulation building .......................................... 429 Magnus Moar, Fiona Spensley, Tim O'Shea, Ronnie Singer, Sara Hennessey, and Eileen Scanlon
Direct manipulation of physical concepts in a computerized exploratory laboratory ............................................... 445 Vitor Duarte Teodoro
Multimedia learning environments designed with organizing principles from non-school settings ...................................... 465 Christina L. Allen
Editors' Preface
Most would agree that the acquisition of problem-solving ability is a primary goal of general
education. Yet, recent international assessments of student achievement reveal that, despite the
growing interest in this ability, students' problem-solving performance often remains disturbingly
poor. This volume documents that a large amount of research carried out in different parts of the
world and in a variety of content domains, has resulted in a series of significant findings and
principles, that provide a fairly sound basis for improving the learning and instruction of problem
solving.
An important force in this improvement in teaching and learning problem-solving skills was
the emergence of computer learning environments in the early 1980s. Due to the unprecedented
possibilities for data presentation and handling, for high-level interactivity, and for quick and
individually adapted feedback, the computer was expected to become a unique instrument in the
hands of the teacher for enhancing students' cognitive skills.
A substantial number of studies has been conducted relating to the hypothesis that
computer-based learning environments can significantly facilitate the acquisition and transfer of
higher-order thinking and learning skills. These investigations have been done from different
theoretical perspectives (e.g., discovery learning versus guided instruction), using different kinds
of software (programming languages, educational games, and subject-matter related software),
and with learners from different ages and cultural backgrounds. This research has produced
divergent, sometimes even conflicting results relating to the cognitive-effects hypothesis: While
some researchers have reported highly significant positive effects of computerized learning
environments on subjects' ability to apply valuable" cognitive skills, others have found no
significant gains. A substantial body of theoretical, methodological, and developmental
knowledge has accumulated and is summarized in this volume.
The present volume emerges from a NATO Advanced Research Workshop that aimed at
assembling, discussing and reviewing this knowledge in a multidisciplinary confrontation of
experts in cognitive science, computer science, educational technology, and instructional
psychology.
x Editors' Preface
The volume includes three related parts: I. Encouraging knowledge construction; n. Stimulating higher-order thinking and problem solving; m. Creating learning environments.
In the first contribution of Part I, Elshout describes and critically discusses the growing
interest of educational psychologists and philosophers in everyday life as the ideal learning
environment. He argues that the recent enthusiasm for informal educational settings is not wholly
rational and shows that there is a heavy price attached to adopting this approach. He reminds
readers that the criticized formal educational settings have important positive sides. Elshout
expects that this current direction for research on learning and instruction has reached a point of
diminishing returns and anticipates that researchers will soon seek a balance between formal and
informal learning.
DiSessa discusses the current images of learning offered by research groups and argues that
the activities of learners have not received sufficient attention. He describes a potential theory
of activities by examining how learners generate new ideas and insights. To illustrate the
argument, diSessa analyzes the activities of a group of learners who, working in a science class,
grapple with alternative ways to represent motion. He argues that these students are acting as
designers and illustrates how they eventually agree that graphing speed versus time is the best
representation for motion.
Scardamalia and Bereiter outline the architecture and the major characteristics of a
hypermedia system built around a student-generated data-base, called CSILE (Computer
Supported Intentional Learning Environments). In CSILE students work cooperatively to
elaborate and upgrade information on-line with several support systems within knowledge
building environments, including data exploration, explanatory coherence, analogy, and
pUblication environments. The authors sketch the educational philosophy underlying this kind of
computer-supported learning environment, and discuss the practical implications of using it in
schools.
Linn, Katz, Clancy, and Recker explain why more and more instructors teach Lisp in
introductory courses and explore ways to facilitate knowledge construction. They seek to identify
the "templates" constructed by Lisp programmers, as well as the skills these programmers use
to solve complex problems. Templates are generalized, reusable programming building blocks.
They describe why a programming environment called the Perspective Library supports students
as they construct programming knowledge and explain how "case studies" help students learn to
solve complex problems.
Editors' Preface XI
Ploetzner and Spada describe a computer simulation model called KAGE (Knowledge
Acquisition Governed by Experimentation), that models how students learn the physics of elastic
impacts as a part of classical mechanics. KAGE reconstructs the acquisition of qualitative and
quantitative knowledge about functional relationships between physical variables. Thereby it
predicts the knowledge states that result when particular learning mechanisms are applied to
certain instructional information. Using KAGE as a computer-supported learning environment
takes advantage of research findings on knowledge acquisition and enables knowledge-based
adaptation to the student's needs.
Starting from a discussion of the use of examples in human problem solving and learning,
and of the difficulties involved in learning from examples, Reimann concentrates on the question
of how to foster the development of effective learning-from-examples skills in students. The
strategy that he proposes can be characterized as an active, hypothesis-driven, explanation
oriented approach to studying examples. Based on this analysis, he presents a conceptual
framework that serves as the foundation for the design of an intelligent tutoring system to help
students improve their example-analysis skills.
Vosniadou draws on a program of research on knowledge acquisition in astronomy to make
recommendations about designing instruction in general and designing computer-based learning
environments in particular. In her view, knowledge acquisition in the domain of science results
from actively restructuring one's prior understanding of the physical world. This understanding
stems from a set of fundamental ontological beliefs, synthesized into mental models, that students
use in a relatively consistent fashion during problem solving. For instruction to be successful,
it must make students realize the inadequacy of their beliefs and provide a different explanatory
framework to replace the one they constructed on the basis of their everyday experience.
Computer-based learning environments offer opportunities for the exploration of alternative,
counter-intuitive hypotheses, and the modelling of expert performance which are difficult to
create in traditional learning environments.
Campione, Brown, and Jay report on investigations of computers as tools for sustained
learning in the science classroom. Students aged 10 to 14 compose illustrated books about science
topics and share them with their peers. Students, working in groups of 5 to 7 at one computer,
gather, synthesize, and communicate information. They learn to select relevant information, to
summarize, and revise their ideas and to report using desktop publishing. The teachers working
with these students engage in some direct instruction but primarily support and guide students
in their own explorations.
XII Editors' Preface
In the opening chapter of Part II, Mayer discusses the issues of teaching problem solving
and transfer within the domain of computer programming. He starts from the following question:
how can we create environments in which novice programmers can learn to apply what they have
learned to the solution of new programming problems? Three effective methods for promoting
such (near) transfer are discussed and illustrated with examples from recent research: (1) to
provide conceptual models of the computer during instruction, (2) to pretrain the users in relevant
prerequisite skills, such as comprehending a list of directions, and (3) to encourage users to
develop the problem-solving strategies of experts, such as breaking a problem into separate parts.
De Corte, Verschaffel, and Schrooten report an empirical study that aimed at the
development of a powerful Logo environment for the acquisition and transfer of four higher
order thinking skills in sixth-grade children. The results showed that the thinking skills were
mastered very well within the Logo environment and that positive transfer effects were obtained
for three out of the four thinking skills. Starting from the results of their own study and of other
recent successful studies, some crucial characteristics of powerful Logo learning environments
are identified and suggestions for further research are formulated.
Clements and Nastasi review three separate studies examining the role of social interaction
processes as mediators of the effects of Logo on children's higher-order cognitive skills. The
results of these studies suggest that the enhancement of these cognitive skills may indeed be
mediated by engagement in specific conflict-resolution strategies that are particularly engendered
by the Logo environment.
Salomon contrasts several different theoretical and methodological approaches to the study
of computer-based learning environments and problem solving. First, he argues that one should
make a clear distinction between two different ways in which intelligent technologies like the
computer may have an effect on human cognitive capacities: they may affect problem-solving
during interaction with computer programs (effects with technology) and they may leave a more
lasting cognitive residue as a consequence (effects o/technology). Second, two different research
approaches of the cognitive effects of intelligent technologies are contrasted, illustrated and
discussed; namely, the analytic approach, leading to experiments in which one single instructional
variable is manipulated and the other components are controlled, and the systemic approach
studying a whole instructional environment the components of which are systemically
interrelated, reciprocally influencing each other, therefore making it impossible to single out any
one component so as to leave everything else unchanged.
Editors' Preface XIII
Clark's chapter reviews the research on transfer of problem-solving skills between
knowledge domains. He makes the point that there is but scarce empirical evidence in favor of
the role of computers and instruction in computer programming in either specific or general
transfer. He recommends that future studies focus on cognitive processes that are required for
realizing transfer and on how these processes can be supported by transfer-oriented instruction.
In this respect, he distinguishes two types of cognitive processes that are engaged when domain
general transfer occurs: the selecting of structural features that are shared by the source and
target schema, and the connecting of the features in two (or more) domains during transfer.
Based on this review of the research, a number of instructional prescriptions are offered for the
design of instruction intended to facilitate domain-general problem solving.
According to Vergnaud, a major theoretical question of cognitive and instructional
psychology is the relationship between conceptual knowledge on the one hand and problem
solving capacity on the other. Computer-based environments make available new possibilities for
establishing a better relationship between problem solving and the development of a specific
knowledge base. But one must analyse carefully the kind of situations that can be provided
fruitfully (and the limitations), the kind of interaction that can be managed (and the limitations),
the kind of symbolic representations and manipulations that can be used (and the limitations).
Vergnaud presents his "theory of conceptual fields" as an appropriate framework for doing such
an analysis.
Pea opens Part III with a sketch of the key concepts of a new perspective on learning and
problem solving, namely the situated learning and cognition paradigm, in which learning and
problem solving is considered as entering into a web of social relations and actions that are
constituted by various practices, accountabilities and duties that make up the discourse of
scientific knowing. He articulates some of the specific implications for designers of this new
perspective and of the charge that computer tools should serve to augment students' sense-making
capacities and their learning conversations. Illustrations are taken from his own research project
called the "Optics Dynagrams Project", in which small groups of students work with a software
simulation of phenomena of geometrical optics.
The report by Glaser, Schauble, Raghavan, and Zeitz describes studies of students
engaging in self-directed exploration with computer-based laboratories that simulate phenomena
in microeconomics, basic circuit laws and the reflection of light. Each has an intelligent coach
that monitors and guides students' experimentation activity and includes discovery tools that
support activities like recordering, sorting, and graphing of data; the generation of hypotheses;
XIV Editors' Preface
and the creation and evaluation of expressions stating the laws among three or more variables.
The implications for understanding scientific discovery and science instruction are discussed.
Mandl, Bollwahn, Hron, Oestermeier, and Tergan report on a project in which an
automatic diagnosis system on knowledge acquisition and on misconceptions was developed in
the context of a computer-based physics-learning environment on superposition of motion. The
learning environment was designed according to the principle of inductive learning. It consists
of a sequence of similar tasks of increasing complexity. The diagnosis system is able to compare
correct and incorrect solutions with the learner's actual solution and thus to infer his or her
conceptual knowledge base.
Goodyear's chapter considers a number of key issues concerned with supporting
simulation-based learning through the provision of appropriate tutorial interventions. It focuses
on sources of pedagogical knowledge that have the capacity to inform real-time decision-making
in such contexts. It looks both to empirical studies of learning and to research on the action and
thinkiilg of teachers as potential sources of practical pedagogical knowledge.
De Jong and Njoo report on a part of a research project the goal of which is to develop
an authoring tool that will enable the creation of an Intelligent Simulation Learning Environment
(ISLE). An ISLE can be described as a computer simulation embedded in an environment that
includes a diversity of types of instructional support. According to De Jong and Njoo, four
themes are essential for instructional use of simulations: simulation models, instructional goals,
learning processes, and learner activity. The significance of these themes for designing an ISLE
is assessed by combining them with the classical components of intelligent tutoring systems,
namely the domain, the learner, the instruction, and the learner- interface components.
Moar, Spensley, O'Shea, Singer, Hennessey, and Scanlon describe the unique range of
functions that computers may provide for the learning of mathematics and science. Of particular
importance they consider: their interactivity (exemplified by supporting direct manipulation),
memory augmentation, qualitative reasoning, conflict resolution, and presentation of
counterfactual examples. Two ways in which these themes have been explored are discussed.
First, in the design of an alternate-realities simulation of exploring horizontal motion, and
second, in the design of an educational animation/modelling system.
The first part of Teodoro's chapter examines the unique role of the computer in science
and mathematics education and outlines an approach to computer use in these subject matters and
its implications for software development. He introduces the concept of metabook, a
teaching/learning tool for exploring formal subject-matter domains like math and science which
intimately relates a book with one or more pieces of software. Afterwards he describes an
Editors' Preface xv
example of a computer exploratory environment for exploring Newtonian dynamics as an
example of the implementation of this approach, followed by some preliminary findings on how
students solve problems within this environment.
According to Allen, the social context motivating and sustaining the use of computer-based
learning environments is typically weak. To address this problem, she examines and develops
the concept of communities-in-practice. She further exemplifies this concept by presenting a
current research project on small-group research, composing, and presentation with multimedia
computing technologies, and discusses the implications of communities-of-practice theory and
findings for the design of successful learning environments.
We should like to express our thanks to all those who have contributed in some way to the
NATO Advanced Research Workshop on computer-based learning environments and problem
solving, and to the production of the present volume.
We are especially indebted to the NATO Scientific Affairs Division for its substantial
financial support which made the organization of the workshop and the publication of the present
volume possible. We also acknowledge the additional support of the other sponsors: the Belgian
National Fund for Scientific Research, Apple Computer Europe, Inc., and the University of
Leuven. We thank Apple Computer Belgium, Inc., and IBM Belgium for making available
computer equipment throughout the workshop; the demonstrations of software enhanced the
amount and the quality of the interactions between the participants.
Our special thanks go to Hilde Schrooten for her assistance in organizing the workshop,
and especially for her valuable and painstaking help in preparing the camera-ready manuscript
of this volume.
Leuven
January 1992
Erik De Corte
Marcia Linn
Heinz Mandl
Lieven Verschaffel