scaffolding cooperative, multi-device activities informal ...llyons/posters/chi_07_poster.pdf ·...

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Informal Learning Environment Scaffolding Cooperative, Multi-Device Activities in an n = 4 n = 3 n = 2 I. Number of Participants Using n<=4 Prior studies of small-group coordina- tion have found the greatest differ- ences in cooperative behavior between groups of sizes 2, 3, and 4; at >=4 the differences tend to level off. Assessment/Analysis Will measure evenness of participation w.r.t. group size: suspect that evenness will be higher for n=2, n=4 than n=3. Outcome Establish the degree of impact that group size has on evenness of participa- tion vis a vis other factors: could result in recommendations for group size. II. Exclusivity of Resources Disjoint Intersecting Equivalent Here, resources == simulation parameters Ideal scenario, based on coop. research, would be to “jigsaw” users by giving them sole access to unique parameters. For this study, though, we are limited in the # of parameters (e.g. cancer growth rate, blood flow, cell damage), so we provide intersecting roles: e.g., w.r.t. blood flow, sur- geon can cauterize blood vessels feeding tumors, oncologist can tune mix- ture of antiangiogenesis drugs. Assessment/Analysis Can calculate degree to which differ- ent roles share parameters, & look to see if more even participation results when the roles currently at play share fewer parameters. Outcome Will leave a true assessment of impact of resource ex- clusivity on participation evenness to future work, but current work can pro- vide intuition for how best to set up future study. III. Abundance of Resources Excess Supply Supply == Demand Excess Demand Here, resources == access to simulation display, & to input Providing all participants with individual interfaces (e.g. mice) has been shown to decrease conflict & even out participation, and Single Display Groupware has been used to provide simultaneous access to output. Here we provide handheld comput- ers (which are wirelessly linked to the shared simulation), a tabletop display, and a projected display, so all participants can have access to input & output. Assessment/Analysis We can vary the number of handhelds pro- vided (1-4), and the display paradigm (here - table top only, or tabletop + projector) & look at videotape data to count group size, # handhelds used by groups, # & types of dis- plays used, & # participants without access. Outcome Assessment should reveal: average group size that approaches exhibit; if groups take advan- tage of individual interfaces in a free choice environment; if there are any ratios of interfaces-to-group size that result in better utilization of access points than others; if the addition of a projector supports peripheral par- ticipation when all input devices are in use. This information will be especially valuable to designers of multi-user exhbits in informal learning environments. Output Input Vertical Horizontal t+2 t+1 t IV. Division of Labor Both sequential (vertical) and simultaneous (horizontal) tasks By having vertical or horizontal decompositions of labor, group members are compelled to cooperate if they are to complete certain tasks. Both types are present in this simu- lation, where some tasks are sequential (e.g. administering chemo before surgery) and others are simultaneous (e.g. administering two different types of chemo at the same time) Assessment/Analysis Because removing task dependencies would interfere with other features of the activity, I will not perform an experimental study of this dimension. Rather I will analyze log data for opportunities for task integration (horizontal or vertical) and assess how many of these opportunities were taken properly. Outcome The assessment will act as a pilot study to determine if users have more or less difficulty with either of these task decomposition types (as evidenced by fail- ure to take advantage of opportunities). I will also look at the frequencies of sucessful task integration, to see if there are any notable patterns that corre- late with other structural dimensions (most notably, I wish to see if successful integrations occur with the different accountability notifications of VII below). V. Competition Style Inter-Group Intra-Group None Not studying competition - yet Research on small-group learning scenarios suggests that intra- and inter- group competition can be strong motivators for even participation within groups (although intra-group competition has the potential to decrease the quality of cooperation), but this is left for future work. VI.Rewards Extrinsic Mixed Intrinsic Extrinsic motivation: game-like structure with win/lose outcomes Computer games have a long tradition of providing extrinsic motivation to players. If there is a single property common to most games, it is a win/loss outcome. We employ that here, with the simulation tuned to favor a death-by-cancer outcome unless the players can treat it successfully. A joint extrinsic outcome should promote even participation by players. Assessment/Analysis This is not game studies oriented research, so I will not study all possible extrinsic rewards. Rather, I will have two conditions: one where the simulation parameters are tuned to bias towards an ongoing fight against cancer (no win/loss condition) and one where the patient will die without player intervention. I will also administer sur- veys prior to playing to gauge visitor interest in oncology, as a rough measure of intrinsic interest, as it may be a confounding factor. Outcome A recommendation for the use of extrinsic rewards as a participation management strategy for synchronous, co- located cooperative activities. Another outcome: should also be able to gauge if intrinsic interest or extrinsic moti- vators played a larger role in participation behaviors. Active Individual Action Feedback Passive shared Action Feedback 32 cells left! Passive shared Collective Status Indicators VII. Accountability Notification Individual Accountability Collective Accountability Individual accountability = handheld popups & indicators on the shared screen in response to user actions (i.e. feedback) Two strategies often used in encouraging even participation in cooperative learning groups are (1) high- lighting the contributions of group members individually (individual accountability), and (2) highlighting the performance of the group as a whole (collective accountability). Assessment/Analysis Again, this is not game studies oriented research, nor is it a study of semiot- ics or information representation, so I will only vary the presence and ab- sence of individual and collective accountability displays. There are four conditions: no accountability, individual only (where users get active popups on their handhelds explaining the impact of their most recent action, while the elements affected are passively highlighted on the shared screen), collec- tive only (where the only feedback on actions is a collective measure of prog- ress - e.g. the number of cancer cells remaining), or a mixed condition. A recommendation for which combination of ac- countability notification strategies (none, individual, collective, or both) has the greatest impact on evenness of group participation. Also, qualitative/anecdotal data collected re. partici- pant responses to these strategies will be helpful in devising future research into the representation of accountability notifications. Outcome Collective accountability = status indi- cators on shared screen: e.g. # of cancer cells left to fight X. Guidance Target (Individual/Collective) IX. Guidance Specificity (Generic/Specific) VIII. Guidance Delivery (Static/Dynamic) Assessment/Analysis A full experimental study of all of these conditions (which can be used in isolation or in conjunction with one another, would require 256 different treatments, so this study will only look at 4: Although hardly exhaustive, this will generate a rank order among the four conditions that can serve as a basis for further explorations. It is expected that dynamic guidance will prove superior to static guidance, the individual deliv- ery method will prove superior to the collective one, and the specific guidance will be better than generic. Outcome The emphasis of this research is on scaffolding cooperation processes in a learning context (as opposed to scaffolding learning processes directly). For brevity, the three guid- ance dimensions will all be discussed here. Guidance can be delivered in a static manner (i.e. the guidance is present at all times, like a label) or dynamically (i.e. the guidance is deliv- ered only in certain contexts, like a popup). It can be generic (i.e. the guidance lacks details) or specific (i.e. the guidance contains detailed instructions). Moreover, in group situ- ations the guidance can be targeted to a single individual, or to the group as a whole. implemented as detailed instruc- tions on how to cooperate with other users given the role the user has assumed, provided to a user via the handheld when he or she logs in to the simulation Static-Generic-Individual implemented as a general exho- ration to cooperate with other users, provided to a user via the handheld when he or she logs in to the simulation Static-Specific- Individual implemented general exhortations to cooperate with other users, provided to a user via the handheld in real-time when the simulation detects that he or she has not been participating Dynamic-Generic- Individual implemented general exhorta- tions to the users to cooperate, provided to all users via the shared display when the simula- tion has detected that participa- tion is uneven Dynamic-Generic-Collective L e i l a h L y o n s E l e c t r i c a l E n g i n e e r i n g & C o m p u t e r S c i e n c e D e p a r t m e n t M u s e u m S t u d i e s U n i v e r s i t y o f M i c h i g a n l t o t h @ u m i c h . e d u A c t i v i t y S t r u c t u r e D i m e n s i o n s f o r S y n c h r o n o u s , C o - l o c a t e d C o o p e r a t i v e S c e n a r i o s M o t i v a t i o n a l D i m e n s i o n s f o r S y n c h r o n o u s , C o - l o c a t e d C o o p e r a t i v e S c e n a r i o s G u i d a n c e D i m e n s i o n s f o r S y n c h r o n o u s , C o - l o c a t e d C o o p e r a t i v e S c e n a r i o s The exhibit, MUSHIlignancy, is a simulation of cancer growing within human tissue. Up to four visitors at a children’s science center can interact with the simulation at the same time. They interact by using handheld computers to inspect and make changes to simulation param- eters. The visitors assume different roles (e.g. surgeon, oncologist, radiologist) and must co- operate to eliminate the cancer without termi- nating the simulated patient. MUSHIlignancy Research Context Scaffolding is a support provided to a learner to allow he or she to accomplish more than would be possible alone. Although there is a long tradition of using com- puters to scaffold learning in an active way (e.g. cog- nitve tutors), using computers to scaffold cooperation in shared learning scenarios is a more recent topic. Much of this work, though, has been conducted with remote and often asynchronous learning environments (e.g. bulletin boards). This research is the first to set up a principled approach to studying computer-based scaffolding of co- operative processes in co-located synchronous learning environments. Research Goal: use software scaffolding to reduce uneven participation in synchronous, co-located cooperative activites

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Page 1: Scaffolding Cooperative, Multi-Device Activities Informal ...llyons/posters/CHI_07_poster.pdf · Scaffolding Cooperative, Multi-Device Activities in an n = 4 n = 3 n = 2 I. Number

InformalLearning

Environment

Scaffolding Cooperative, Multi-Device

Activities in an

n = 4

n = 3

n = 2

I. Number of Participants

Using n<=4Prior studies of small-group coordina-tion have found the greatest differ-ences in cooperative behavior between groups of sizes 2, 3, and 4; at >=4 the differences tend to level off.

Assessment/AnalysisWill measure evenness of participation w.r.t. group size: suspect that evenness will be higher for n=2, n=4 than n=3.

OutcomeEstablish the degree of impact that group size has on evenness of participa-tion vis a vis other factors: could result in recommendations for group size.

II. Exclusivity of Resources

DisjointIntersectingEquivalent

Here, resources == simulation parameters

Ideal scenario, based on coop. research, would be to “jigsaw” users by giving them sole access to unique parameters. For this study, though, we are limited in the # of parameters (e.g. cancer growth rate, blood flow, cell damage), so we provide intersecting roles: e.g., w.r.t. blood flow, sur-geon can cauterize blood vessels feeding tumors, oncologist can tune mix-ture of antiangiogenesis drugs. Assessment/Analysis

Can calculate degree to which differ-ent roles share parameters, & look to see if more even participation results when the roles currently at play share fewer parameters.

OutcomeWill leave a true assessment of impact of resource ex-clusivity on participation evenness to future work, but current work can pro-vide intuition for how best to set up future study.

III. Abundance of Resources

ExcessSupply

Supply ==Demand

ExcessDemand

Here, resources == accessto simulation display, & to input

Providing all participants with individual interfaces (e.g. mice) has been shown to decrease conflict & even out participation, and Single Display Groupware has been used to provide simultaneous access to output. Here we provide handheld comput-ers (which are wirelessly linked to the shared simulation), a tabletop display, and a projected display, so all participants can have access to input & output.

Assessment/AnalysisWe can vary the number of handhelds pro-vided (1-4), and the display paradigm (here - table top only, or tabletop + projector) & look at videotape data to count group size, # handhelds used by groups, # & types of dis-plays used, & # participants without access.

OutcomeAssessment should reveal: average group size that approaches exhibit; if groups take advan-tage of individual interfaces in a free choice environment; if there are any ratios of interfaces-to-group size that result in better utilization of access points than others; if the addition of a projector supports peripheral par-ticipation when all input devices are in use. This information will be especially valuable to designers of multi-user exhbits in informal learning environments.

Out

put

Inpu

t

Vertical Horizontal

t+2

t+1

tIV. Division of Labor

Both sequential (vertical) andsimultaneous (horizontal) tasks

By having vertical or horizontal decompositions of labor, group members are compelled to cooperate if they are to complete certain tasks. Both types are present in this simu-lation, where some tasks are sequential (e.g. administering chemo before surgery) and others are simultaneous (e.g. administering two different types of chemo at the same time)

Assessment/AnalysisBecause removing task dependencies would interfere with other features of the activity, I will not perform an experimental study of this dimension. Rather I will analyze log data for opportunities for task integration (horizontal or vertical) and assess how many of these opportunities were taken properly.

OutcomeThe assessment will act as a pilot study to determine if users have more or less difficulty with either of these task decomposition types (as evidenced by fail-ure to take advantage of opportunities). I will also look at the frequencies of sucessful task integration, to see if there are any notable patterns that corre-late with other structural dimensions (most notably, I wish to see if successful integrations occur with the different accountability notifications of VII below).

V. Competition Style

Inter-GroupIntra-GroupNone

Not studying competition - yetResearch on small-group learning scenarios suggests that intra- and inter-group competition can be strong motivators for even participation within groups (although intra-group competition has the potential to decrease the quality of cooperation), but this is left for future work.

VI.Rewards

ExtrinsicMixedIntrinsic

Extrinsic motivation: game-like structure with win/lose outcomes

Computer games have a long tradition of providing extrinsic motivation to players. If there is a single property common to most games, it is a win/loss outcome. We employ that here, with the simulation tuned to favor a death-by-cancer outcome unless the players can treat it successfully. A joint extrinsic outcome should promote even participation by players.

Assessment/AnalysisThis is not game studies oriented research, so I will not study all possible extrinsic rewards. Rather, I will have two conditions: one where the simulation parameters are tuned to bias towards an ongoing fight against cancer (no win/loss condition) and one where the patient will die without player intervention. I will also administer sur-veys prior to playing to gauge visitor interest in oncology, as a rough measure of intrinsic interest, as it may be a confounding factor.

OutcomeA recommendation for the use of extrinsic rewards as a participation management strategy for synchronous, co-located cooperative activities. Another outcome: should also be able to gauge if intrinsic interest or extrinsic moti-vators played a larger role in participation behaviors.

ActiveIndividual

ActionFeedback

Passive sharedAction Feedback

32 cells left!

Passive sharedCollective Status

Indicators

VII. Accountability Notification

Individual Accountability Collective Accountability

Individual accountability = handheld popups & indicators on the shared screen in response

to user actions (i.e. feedback) Two strategies often used in encouraging even participation in cooperative learning groups are (1) high-lighting the contributions of group members individually (individual accountability), and (2) highlighting the performance of the group as a whole (collective accountability).

Assessment/AnalysisAgain, this is not game studies oriented research, nor is it a study of semiot-ics or information representation, so I will only vary the presence and ab-sence of individual and collective accountability displays. There are four conditions: no accountability, individual only (where users get active popups on their handhelds explaining the impact of their most recent action, while the elements affected are passively highlighted on the shared screen), collec-tive only (where the only feedback on actions is a collective measure of prog-ress - e.g. the number of cancer cells remaining), or a mixed condition.

A recommendation for which combination of ac-countability notification strategies (none, individual, collective, or both) has the greatest impact on evenness of group participation. Also, qualitative/anecdotal data collected re. partici-pant responses to these strategies will be helpful in devising future research into the representation of accountability notifications.

Outcome

Collective accountability = status indi-cators on shared screen: e.g. # of

cancer cells left to fight

X. Guidance Target (Individual/Collective)

IX. Guidance Specificity(Generic/Specific)

VIII. Guidance Delivery(Static/Dynamic)

Assessment/AnalysisA full experimental study of all of these conditions (which can be used in isolation or in conjunction with one another, would require 256 different treatments, so this study will only look at 4:

Although hardly exhaustive, this will generate a rank order among the four conditions that can serve as a basis for further explorations. It is expected that dynamic guidance will prove superior to static guidance, the individual deliv-ery method will prove superior to the collective one, and the specific guidance will be better than generic.

Outcome

The emphasis of this research is on scaffolding cooperation processes in a learning context (as opposed to scaffolding learning processes directly). For brevity, the three guid-ance dimensions will all be discussed here. Guidance can be delivered in a static manner (i.e. the guidance is present at all times, like a label) or dynamically (i.e. the guidance is deliv-ered only in certain contexts, like a popup). It can be generic (i.e. the guidance lacks details) or specific (i.e. the guidance contains detailed instructions). Moreover, in group situ-ations the guidance can be targeted to a single individual, or to the group as a whole.

implemented as detailed instruc-tions on how to cooperate with other users given the role the user has assumed, provided to a user via the handheld when he or she logs in to the simulation

Static-Generic-Individualimplemented as a general exho-ration to cooperate with other users, provided to a user via the handheld when he or she logs in to the simulation

Static-Specific- Individual

implemented general exhortations to cooperate with other users, provided to a user via the handheld in real-time when the simulation detects that he or she has not been participating

Dynamic-Generic- Individual

implemented general exhorta-tions to the users to cooperate, provided to all users via the shared display when the simula-tion has detected that participa-tion is uneven

Dynamic-Generic-Collective

• Leilah Lyons • Electrical Engineering & Computer Science Department • Museum Studies • University of Michigan •

[email protected] • • • • • • • • • • • • • • • • Activity Structure Dimensions for Synchronous, Co-located Cooperative Scenarios • • • • • • • • • • • •

• • • • • • • • • • • • • • • • Motivational Dimensions for Synchronous, Co-located Cooperative Scenarios • • • • • • • • • • • •

• • • • • • • • • • • • • • • • Guidance Dimensions for Synchronous, Co-located Cooperative Scenarios • • • • • • • • • • • •

The exhibit, MUSHIlignancy, is a simulation of cancer growing within human tissue. Up to four visitors at a children’s science center can interact with the simulation at the same time. They interact by using handheld computers to inspect and make changes to simulation param-eters. The visitors assume different roles (e.g. surgeon, oncologist, radiologist) and must co-operate to eliminate the cancer without termi-nating the simulated patient.

MUSHIlignancy

Research ContextScaffolding is a support provided to a learner to allow he or she to accomplish more than would be possible alone. Although there is a long tradition of using com-puters to scaffold learning in an active way (e.g. cog-nitve tutors), using computers to scaffold cooperation in shared learning scenarios is a more recent topic. Much of this work, though, has been conducted with remote and often asynchronous learning environments (e.g. bulletin boards).

This research is the first to set up a principled approach to studying computer-based scaffolding of co-operative processes in co-located synchronous learning environments.

Research Goal:use software scaffolding to reduce

uneven participation in synchronous, co-located cooperative activites