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UNIVERSIDAD DE VALLADOLID Dpto. de Teoría de la Señal, Comunicaciones e Ingeniería Telemática
Escuela Técnica Superior de Ingenieros de Telecomunicación
Tesis Doctoral
A pattern-based design process for the
creation of CSCL macro-scripts
computationally represented with IMS LD
AUTORA
Davinia Hernández Leo
Ingeniera de Telecomunicación
DIRECTORES
Juan I. Asensio Pérez
Dr. Ingeniero de Telecomunicación
Ioannis Dimitriadis Damoulis
Dr. Ingeniero de Telecomunicación
Abril de 2007
i
European Ph.D. Dissertation
Defense: June 25th, 2007
Advisors:
Dr. Juan I. Asensio Pérez & Dr. Ioannis Dimitriadis, University of Valladolid, Spain
Three-month research visit in another European country, advisors:
Dr. Colin Tattersall & Dr. Daniel Burgos, Open University of the Netherlands, The Netherlands
Reviewers:
Dr. Hans Hummel, Open University of the Netherlands, The Netherlands
Dr. Jan-Willem Strijbos, Leiden University, The Netherlands
Committee:
Prof. Dr. Carlos Delgado Kloos, University Carlos III of Madrid, Spain
Prof. Dr. Rob Koper, Open University of the Netherlands, The Netherlands
Prof. Dr. Josep Blat, Pompeu Fabra University, Spain
Dr. Andreas Harrer, University of Duisburg-Essen, Germany
Dr. Eduardo Gómez Sánchez, University of Valladolid, Spain
iii
ACKNOWLEDGMENTS
It is not possible to separate this Ph.D. Thesis from its social context. My work originated as an
external form of activity before definitively turning to what you can read in this manuscript.
Recalling Vygotsky’s words, I like to think that my contributions are the products of a process of
integration in a knowledge community. The community includes numerous researchers who have
inspired my work. I would like to express my gratitude to all the authors mentioned in the reference
list provided at the end of the thesis. It is also now my great pleasure to take this opportunity to
thank the many people that have personally supported this work one way or another.
I wish to gratefully acknowledge the enthusiastic supervision of Yannis Dimitriadis and Juan I.
Asensio. I cannot thank Yannis enough for offering me an opportunity for initiating research work
in the field of CSCL when I was still an undergraduate student. His guidance on the research topic
and research in general have offered me five years of really gratifying work and have lead me to
become an ardent supporter of CSCL as a means of ultimately achieving a more humanizing society.
I am also deeply indebted to Asen for his attention, immeasurable help, endless discussions, and
keen support. Not only has he extremely influenced the results of this thesis but he has also shown
me the value of the educational experience during the three years that I serve as a teacher at the
School of Telecommunications of the University of Valladolid.
I would like to thank the rest of the members of the multidisciplinary GSIC/EMIC group who
have accompanied and supported me during these years. I have been privileged to conduct my
thesis in such an outstanding social context. I am grateful to Bart, Inés and especially Iván for their
important indications while discussing my work. Their contributions to the design of Collage and
their help in the evaluation phase of the thesis have been significantly useful in shaping this thesis
into completion. The work of Miguel on the Gridcole system has also been very important to
complement and evaluate my contributions. I have been also fortunate to supervise a diploma thesis
of a brilliant student. I sincerely thank Eloy for playing a key role in the development of Collage and
I wish him all the best for the future. Four students are currently making real the future work of this
thesis, extending Collage or developing new related tools. Thanks to Julio, David, Susana and
Vanesa for their enthusiasm carrying out this work. Sincere thanks as well to Alejandra, Eduardo,
Rocío, Guillermo, Miguel Ángel, José Antonio, Guillermo Y., Sara, Sara 2, Sergio, Luis, Momo, Fede,
Óscar, Mendi and Luismi. I would also like to thank Rodri for their help with the University
procedures during the last weeks of finishing this thesis.
A Research Fellowship Program of the University of Valladolid facilitated me a visiting Research
Fellow at the Educational Technology Expertise Centre of the Open University of the Netherlands
(OUNL), where I collaborated with Daniel Burgos, Colin Tattersall and Rob Koper. I wish to express
my sincere thanks and appreciation to them. The three months in Heerlen offered me a great
opportunity for finalizing this work and for meeting extraordinary people. I had insightful
discussions with Hans Hummel, Hubert Vogten and Paul Kirschner, and many informal
conversations with a new circle of friends: Gemma, Ellen, Malik, Jose, Christian, Francis, Youngwu,
Hendrik, Tim, Marco, Liesbeth, Tamara, Bas… I do not want to forget the invaluable help of the
secretaries; thanks to Mieke and Audry. I have been especially fortunate to share my months in the
Netherlands with Juanma Dodero. He has helped me immensely by giving me encouragement and
friendship. He has also collaborated in the ideas, reflected in this thesis, around the integration of
learning design solutions formalized with different languages.
A PATTERN-BASED DESIGN PROCESS FOR CSCL SCRIPTS REPRESENTED WITH IMS LD
iv
There are three special projects which have enormously influenced my work. I am grateful to the
communities of UNFOLD. From the many participants in the UNFOLD events that have supported
me, I would like to specially stress the role of Dai Griffiths, Josep Blat, Rocío García, Ana Dias, Bill
Oliver, Chris Crew, Griff Richards, Daniel Burgos, and Rob Koper. Participating in the VDS
workshops organized by the CoSSICLE ERT of Kaleidoscope has been also extraordinarily useful for
achieving the results of the thesis. Sincere thanks to all the members of the ERT and especially to
Andreas Harrer, who has provided me feedback at different stages of the thesis and kindly accepted
to collaborate with me in shaping the create-by-reuse framework included in this manuscript.
Moreover, the work accomplished under TELL project has offered me valuable insight around
design patterns. Particularly, the constructive comments of Simos Retalis have greatly improved
this work. I would like also to thank the (co-)recognition of the “2006-2007 European CSCL Award
for Excellence in the Field of CSCL Technology” and the “ICALT 2004 best paper award”
committees; both awards have greatly stimulated me.
This research would have not been possible without the participants in the experiences studied
for the evaluation of the thesis. Special words of thanks to the students of TTG and CTM2 as well as
to the teachers of the University of Valladolid and the University of Cádiz who participated in
Collage workshops. Sincere thanks to Gregorio Rodriguez for showing interest and contacting me to
experience the ideas reflected in Collage. The workshop and panel organized by the laboratories
Syscom (Université de Savoie, France) and CLIPS-IMAG (Grenoble, France) within the ICALT 2006
conference also represent an important element of the evaluation accomplished in this work. I
would like to especially thank Laurence Vignollet and Jean-Pierre David for sending me the video
recorded during the panel.
I am grateful to all my friends from University, Cristina, Noemí, Rocío, Susana, Laura, Bea, Crix;
and from Plasencia, Rita Mª, Virginia, Laura, Araceli and Cristina for their understanding and
friendship during all these years. I wish special success with their thesis to Noemí and Rocío. I am
sure they will accomplish an excellent research. I am also indebted to the rest of the members of the
management team of the University Student Residence “Colegio Mayor María de Molina”. I have
been fortunate to collaborate with Mariví, Ana, Ana Mª, Avelina, Fely and Angelines, who have been
my surrogate family during the last two years and have allowed me to enjoy an enriching experience
beyond my duties at the University. I especially thank their care and attention.
I remain indebted to my parents and my bother for their understanding and patience when it
was most required as well as for their enormous effort to ensure that I had an excellent education. I
would also like to thank the rest of my family in which I include David’s family, who has shown a
continuous interest in my evolution throughout the thesis. More than ever, I would like to give my
heartfelt thanks to David, for his endless love and encouragement. He has been the most important
support to complete this work.
Davinia Hernández-Leo April 2007
vii
Abstract
Information and Communication Technologies (ICT) in Computer-Supported Collaborative Learning (CSCL) are mainly used for mediating social interactions as key activators of learning. One of the major concerns of CSCL is however that free collaboration does not necessarily produce learning and that in several circumstances collaboration should be scaffolded so that the probability of reaching successful outcomes increases. CSCL scripts embedded in ICT systems aim at shaping the way learners interact with each other in order to elicit fruitful interactions. The specific focus of this Ph.D. Thesis is on CSCL macro-scripts which describe pedagogical methods defining flows of coarse-grained activities. This document identifies and faces up to three challenges around the problem of facilitating teachers the design of those ICT-embedded CSCL macro-scripts.
The first challenge refers to the design of the potentially fruitful scripts. This work proposes the use of patterns to capture good practices in structuring CSCL situations for the purpose of reusing them in the design of new scripts. In this sense, we present a conceptual model for CSCL scripting pattern languages and a specific pattern language that is compliant with the model. The model defines the different types of patterns and relationships among them so that it is possible to specify numerous meaningful sequences of patterns that shape the design of specific scripts.
The second challenge deals with the implementation of the scripts in ICT systems. With the aim that the scripts can be automatically interpreted without the need of developing new systems, we propose the use of IMS Learning Design (LD) specification to computationally represent the macro-scripts. This approach fosters interoperability and enables teachers participate in the design of the behaviour and functionality of the systems by providing a script adapted according to their particular situations. This work analyzes the support of this educational modelling language for expressing CSCL scripts considering the possibilities of the LD notation but also the use of related specifications and tooling.
The combination of the previous proposals enables us to propose a pattern-based design process for the creation of CSCL macro-scripts computationally represented with LD. The specific patterns considered in the approach are the so-called Collaborative Learning Flow Patterns (CLFPs), a particular type of CSCL scripting patterns that suggest generalized structures of macro-scripts. The main goal of the design process is twofold. On the one hand, it aims at enabling the conceptualization of the expected interaction focusing on CSCL critical elements through the refinement of CLFP-based templates. And on the other hand, it intends facilitating the teacher-friendly creation of LD-represented scripts by hiding LD details; thus facing up to the third challenge related to the fact that computational representations are not familiar to the majority of the teachers. The design process is implemented in an authoring tool (named Collage) which proves its feasibility and enables its proper evaluation.
Overall, the applied research methodology is characterized by the multidisciplinary problem domain within which the dissertation is framed. Particularly, the evaluation phase is accomplished by means of a multicase study that comprises three case studies, which aim at assessing the same contributions but from different perspectives. The cases involve workshops with the target audience (teachers interested in applying CSCL) and experiences with students in authentic situations; but they also involve experts in the collaborative learning or LD fields and researchers proposing related approaches. The results of the evaluation not only show that the objectives of the dissertation have been achieved but they also offer relevant clues for future research directions.
ix
Resumen
Las Tecnologías de la Información y las Comunicaciones (TIC) se utilizan principalmente en el campo del Aprendizaje Colaborativo Apoyado por Ordenador (Computer-Supported Collaborative Learning, CSCL) para mediar interacciones sociales como activadores significativos del aprendizaje. Sin embargo, un problema importante en el CSCL es que la colaboración libre no produce necesariamente aprendizajes. En determinadas circunstancias la colaboración debe ser guiada de manera que aumente la probabilidad de alcanzar beneficios educativos. Precisamente, los guiones de CSCL integrados en sistemas TIC tienen como objetivo indicar cómo los alumnos deben interactuar entre ellos para que tengan lugar interacciones fructíferas. El ámbito de investigación específico de esta Tesis Doctoral recae sobre los denominados macro-guiones de CSCL, que describen métodos pedagógicos formulados como flujos de actividades. Este documento identifica y hace frente a tres retos relacionados con el problema de facilitar a los profesores el diseño de estos macro-guiones integrados en las TIC.
El primer reto hace referencia al diseño de los guiones de manera que éstos sean potencialmente productivos. Este trabajo propone utilizar patrones para capturar buenas prácticas en cuanto a la estructuración de situaciones de CSCL. El objetivo es que los patrones puedan ser reutilizados en la creación de nuevos guiones. Para ello, presentamos un modelo conceptual de lenguajes de patrones para guiones de CSCL, así como un lenguaje de patrones concreto que es conforme con el modelo. Dicho modelo define los diferentes tipos de patrones y relaciones entre patrones de manera que es posible definir numerosas posibilidades de secuencias de patrones que dan forma al diseño de guiones específicos.
El segundo reto tiene que ver con la implementación de los guiones en sistemas TIC. Con el propósito de que los guiones puedan ser interpretados automáticamente sin necesidad de desarrollar nuevos sistemas, proponemos representarlos computacionalmente utilizando la especificación IMS Learning Design (LD). Esta aproximación fomenta la interoperabilidad a la vez que hace posible la participación de los profesores en el diseño del comportamiento y la funcionalidad de los sistemas. Para ello, basta con que los profesores creen los guiones de acuerdo con las condiciones particulares de su situación de enseñanza-aprendizaje. Este trabajo analiza las posibilidades del lenguaje de modelado educativo LD para expresar los guiones considerando la propia notación pero también el uso de otras especificaciones y herramientas relacionas.
La combinación de las propuestas anteriores nos permite proponer un proceso de diseño basado en patrones para la creación de macro-guiones de CSCL representados computacionalmente con LD. Los patrones concretos que se han considerado son los llamados Patrones de Flujo de Aprendizaje Colaborativo (Collaborative Learning Flow Patterns, CLFPs). El objetivo principal del proceso de diseño es doble. Por una parte, pretende posibilitar la conceptualización de las interacciones esperadas de manera que los elementos críticos del CSCL son considerados al refinar plantillas LD basadas en los patrones. Por otra parte, persigue facilitar la creación amigable de guiones LD escondiendo los detalles de la especificación. De este modo, proponemos una solución para el tercer reto que se refiere al hecho de que las representaciones computacionales no les son familiares para la mayoría de los profesores. El proceso de diseño ha sido implementado en una herramienta de autoría (denominada Collage) que demuestra la viabilidad de la propuesta y permite su conveniente evaluación.
En conjunto, la metodología de investigación aplicada se caracteriza por el ámbito multidisciplinar en el que se enmarca la tesis. Particularmente, la fase de evaluación se ha llevado a cabo mediante un estudio múltiple de (tres) casos. Los tres pretenden evaluar las mismas contribuciones pero desde diferentes perspectivas. Incluyen talleres destinados a la audiencia potencial de nuestra propuesta principal (profesores con interés en aplicar CSCL) y experiencias con alumnos en situaciones reales. Los casos también involucran a expertos tanto en aprendizaje colaborativo como en LD e investigadores que proponen aproximaciones relacionadas. Los resultados de la evaluación no sólo muestran que los objetivos de la tesis se han conseguido sino que también ofrecen indicaciones relevantes de trabajo futuro.
xi
CONTENTS
CHAPTER ONE: INTRODUCTION
1.1 Introduction ........................................................................................................................... 1 1.2 Objectives of the dissertation................................................................................................. 4 1.3 Research methodology .......................................................................................................... 9 1.4 Structure of the dissertation................................................................................................... 12
CHAPTER TWO: DESIGN OF CSCL SITUATIONS
2.1 Introduction ........................................................................................................................... 15 2.2 From TEL to CSCL situations: design challenges................................................................. 17
2.2.1 CSCL as a research field within Technology-Enhanced Learning....................... 17 2.2.2 Instructional Design and CSCL............................................................................ 19 2.2.3 Scripting CSCL .................................................................................................... 20 2.2.4 Participatory Design and CSCL ........................................................................... 22 2.2.5 Discussion: research focus and derived challenges .............................................. 23
2.3 Design Patterns...................................................................................................................... 25 2.3.1 Patterns in Architecture ........................................................................................ 25 2.3.2 Patterns in Software Engineering ......................................................................... 27 2.3.3 Patterns in TEL and CSCL................................................................................... 30 2.3.4 Discussion: the generative problem and the generation of potentially effective scripts ............................................................................................................................ 32
2.4 Educational Modelling Languages ........................................................................................ 34 2.4.1 IMS Learning Design ........................................................................................... 34 2.4.2 Other approaches.................................................................................................. 37 2.4.3 Discussion: IMS LD as a candidate to computationally represent CSCL scripts ............................................................................................................................ 38
2.5 Conclusion............................................................................................................................. 39
CHAPTER THREE: CONCEPTUAL MODEL FOR CSCL SCRIPTING PATTERN LANGUAGES
3.1 Introduction ........................................................................................................................... 41 3.2 Methodology applied for proposing the model and the pattern language.............................. 43
3.2.1 Capturing the experience reported in the literature .............................................. 44 3.2.2 Using case studies as a starting point ................................................................... 45
3.3 CSCL scripting pattern languages model .............................................................................. 46 3.3.1 Aggregation model and types of connecting rules ............................................... 47 3.3.2 An illustrating CSCL scripting pattern language: hierarchical structure.............. 50 3.3.3 General guidelines for applying the PL described with the conceptual model..... 53 3.3.4 Discussion: other categorizations of patterns ....................................................... 54 3.3.5 Discussion: other sample patterns that fit in with the proposed conceptual model............................................................................................................................. 56
3.4 Examples of applying the CSCL scripting patterns............................................................... 57 3.4.1 Computer Architecture (CA) course .................................................................... 57 3.4.2 The use of ICT resources in Education (NNTT) course....................................... 59 3.4.3 Computer Networks Protocols (TTG) course....................................................... 61 3.4.4 Discussion: moral preoccupation, coherence, generativeness and creativity ....... 70
3.5 Potential computer-supported applicability ........................................................................... 72 3.6 Conclusion............................................................................................................................. 73
CHAPTER FOUR: IMS LD SUPPORT FOR COMPUTATIONALLY REPRESENTING CSCL MACRO-SCRIPTS
4.1 Introduction ........................................................................................................................... 77 4.2 Methodology applied in the analysis ..................................................................................... 79 4.3 Requirements of CSCL macro-scripts ................................................................................... 80
4.3.1 Group composition............................................................................................... 80 4.3.2 Role/resource distribution .................................................................................... 82 4.3.3 Coordination......................................................................................................... 83
A PATTERN-BASED DESIGN PROCESS FOR CSCL SCRIPTS REPRESENTED WITH IMS LD
xii
4.3.4 Flexibility ............................................................................................................. 85 4.4 Expressing the requirements using IMS LD notation ............................................................ 87
4.4.1 Group composition ............................................................................................... 88 4.4.2 Role/resource distribution..................................................................................... 90 4.4.3 Coordination ......................................................................................................... 92 4.4.4 Flexibility ............................................................................................................. 96 4.4.5 Discussion and revision of the limitations regarding LD notation ....................... 96
4.5 Supporting the requirements using related tools or specifications......................................... 98 4.5.1 Addressing the limitations using complementary specifications and tooling ....... 99 4.5.2 Discussion: general specification of group-services............................................. 101 4.5.3 Discussion: embedded in tools vs. computer-interpretable micro-scripts............. 102
4.6 Conclusion ............................................................................................................................. 103
CHAPTER FIVE: DESIGN PROCESS FOR THE GENERATION OF IMS LD SCRIPTS REUSING CLFPS
5.1 Introduction............................................................................................................................ 107 5.2 The “create-by-reuse” conceptual framework ....................................................................... 109
5.2.1 Reuse of learning design solutions ....................................................................... 110 5.2.2 Design processes for creating units of learning .................................................... 112 5.2.3 Discussion: other potential dimensions ................................................................ 114
5.3 The role of CSCL scripting patterns in design processes....................................................... 115 5.3.1 Assistant vs. templates.......................................................................................... 116 5.3.2 Implementing CLFPs as refinable LD templates.................................................. 118
5.4 A CLFP-based design process for the generation of LD scripts ............................................ 122 5.4.1 Scope: support the creation of LDs ...................................................................... 123 5.4.2 Combinations and concatenations of CLFP-based templates ............................... 124 5.4.3 The design process in the create-by-reuse framework.......................................... 125 5.4.4 Focus on CSCL critical elements: selecting the templates and authoring the scripts ............................................................................................................................ 126 5.4.5 Collage authoring tool: implementing the proposed design process .................... 131
5.5 Creating LD scripts using Collage......................................................................................... 140 5.5.1 CTM2 (Network Management) ............................................................................ 141 5.5.2 NNTT ................................................................................................................... 144 5.5.3 Pyramid-based paper discussion........................................................................... 145 5.5.4 Job interview simulation....................................................................................... 146 5.5.5 STA (Advanced Telematics Systems) .................................................................. 146
5.6 Discussion: towards more general approaches ...................................................................... 147 5.6.1 Using more general visual representations ........................................................... 147 5.6.2 Assembling learning design solutions formalized with different languages......... 147
5.7 Conclusion ............................................................................................................................. 149
CHAPTER SIX: EVALUATING THE DESIGN PROCESS WITH A MULTICASE STUDY
6.1 Introduction............................................................................................................................ 153 6.2 Formulation of the multicase study........................................................................................ 155
6.2.1 The quintain.......................................................................................................... 155 6.2.2 Overview of the cases forming the multicase study ............................................. 156 6.2.3 Mixed method....................................................................................................... 161
6.3 Case study A: Collage workshops ......................................................................................... 162 6.3.1 Description of the case study................................................................................ 162 6.3.2 Conceptual structure ............................................................................................. 167 6.3.3 Case findings ........................................................................................................ 168
6.4 Case study B: Planet game..................................................................................................... 179 6.4.1 Description of the case study................................................................................ 179 6.4.2 Conceptual structure ............................................................................................. 181 6.4.3 Case findings ........................................................................................................ 182
6.5 Case study C: Network Management..................................................................................... 195 6.5.1 Description of the case study................................................................................ 196 6.5.2 Conceptual structure ............................................................................................. 202 6.5.3 Case findings ........................................................................................................ 203
6.6 Cross-case analysis ................................................................................................................ 209
xiii
6.6.1 Assertion I ............................................................................................................ 212 6.6.2 Assertion II........................................................................................................... 214 6.6.3 Assertion III ......................................................................................................... 214
6.7 Discussion ............................................................................................................................. 216
CHAPTER SEVEN: CONCLUSIONS AND FUTURE WORK
7.1 Conclusions and main contributions...................................................................................... 219 7.2 Future research directions...................................................................................................... 224
APPENDIX A: A CSCL SCRIPTING PATTERN LANGUAGE
A.1 Collaborative learning flow level ......................................................................................... 230 A.2 Activity level ........................................................................................................................ 237 A.3 Resource level....................................................................................................................... 242 A.4 Roles and common collaborative mechanisms level ............................................................ 245
APPENDIX B: WELL-KNOWN CSCL SCRIPTS: RUNNING UNIVESANTÉ AND ARGUEGRAPH WITH AN LD ENGINE
B.1 Well-known CSCL scripts .................................................................................................... 250 B.2 Universanté Unit of Learning ............................................................................................... 253 B.3 ArgueGraph Unit of Learning............................................................................................... 260
APPENDIX C: SUPPORT EVALUATION DATA OF THE COLLAGE WORKSHOPS CASE STUDY
C.1 Pattern-based design process ................................................................................................ 266 C.2 Focus on CSCL critical elements.......................................................................................... 271 C.3 Use of Collage ...................................................................................................................... 274 C.4 Potential audience characteristics ......................................................................................... 279
APPENDIX D: SUPPORT EVALUATION DATA OF THE NETWORK MANAGEMENT CASE STUDY
D.1 Meaningfulness of the CSCL script created with Collage.................................................... 286 D.2 Enactment of the CSCL script using Gridcole...................................................................... 291 D.3 Educational innovation with respect to previous students’ experiences ............................... 293
xv
LIST OF FIGURES
Figure 1.1 General schema of the dissertation including its context, the aimed objectives, the original contributions as well as the accomplished evaluation ............................................................................... 6
Figure 2.1 Scheme of ideas developed in this chapter ...................................................................................... 17 Figure 2.2 Taxonomy of PD practices .............................................................................................................. 23 Figure 2.3 Relations between some proposals regarding patterns in TEL........................................................ 31 Figure 2.4 The conceptual model of IMS LD................................................................................................... 35 Figure 3.1 CSCL scripting pattern language conceptual model package and relationships with other models 47 Figure 3.2 Aggregation model of CSCL scripting Pattern Languages.............................................................. 48 Figure 3.3 Hierarchical structure of the CSCL scripting PL showing how the PL fits in with the conceptual
model. The numbers on each node reference the patterns as listed in Appendix A. Because of representational limitations not all the possible relationships are drawn ................................................ 51
Figure 3.4 “Life cycle” of CSCL scripts and related tools................................................................................ 72 Figure 4.1 LD representation of the groups involved in the PYRAMID structure (a) and an example of the
assignment of roles to users in a particular PYRAMID -based UoL (b)................................................... 88 Figure 4.2 Excerpt of a TAPPS-based LD (arrows point referenced element definitions) ............................... 91 Figure 4.3 Expressing the JIGSAW learning flow with the LD method............................................................ 93 Figure 5.1 Dimensions of the create-by-reuse framework: reusable learning design solutions at different level
of granularity and completeness............................................................................................................ 111 Figure 5.2 Design processes for creating UoLs by assembling and refining learning design solutions ......... 113 Figure 5.3 From a CLFP to a UoL: scheme of the process for obtaining CLFP-based UoLs......................... 119 Figure 5.4 General modules of a system implementing LD ........................................................................... 123 Figure 5.5 CLFPs hierarchies ......................................................................................................................... 125 Figure 5.6 CLFP-based design process for the creation of LD scripts within the create-by-reuse framework:
refinement process................................................................................................................................. 125 Figure 5.7 CLFP-based design process for the creation of LD scripts within the create-by-reuse framework126 Figure 5.8 CLFP-based design process for the creation of LD scripts: selecting the templates and authoring
the scripts .............................................................................................................................................. 128 Figure 5.9 Two dimensions of LD tool design ............................................................................................... 132 Figure 5.10 Plug-in framework for an LD editor ............................................................................................ 133 Figure 5.11 Collage selection interface .......................................................................................................... 134 Figure 5.12 Help information about the JIGSAW CLFP ................................................................................. 135 Figure 5.13 Collage authoring interface ......................................................................................................... 136 Figure 5.14 Configuring the flow of the PYRAMID-based template in Collage ............................................. 137 Figure 5.15 Configuring the flow of the SIMULATION-based template in Collage ....................................... 138 Figure 5.16 Configuring the flow of the TAPPS-based template in Collage.................................................. 138 Figure 5.17 Planning the learning flow........................................................................................................... 142 Figure 5.18 Graphical refinement of the template resulting of the combination of CLFPs using Collage (I) 143 Figure 5.19 Graphical refinement of the template resulting of the combination of CLFPs (II)...................... 143 Figure 5.20 Authoring the NNTT script with Collage.................................................................................... 145 Figure 5.21 Example design process in which various learning design solutions are integrated into refinement,
assembly and mixed processes, according to the create-by-reuse framework....................................... 148 Figure 5.22 Snapshot of the example design process that integrates assembly, refinement processes and mixed
processes, in accordance with the create-by-reuse framework.............................................................. 149 Figure 6.1 Graphic representation of the multicase study............................................................................... 157 Figure 6.2 Authoring the script with Collage ................................................................................................. 183 Figure 6.3 Refining the JIGSAW-based template with the description of the activities and the collaborative
tool supporting the activities ................................................................................................................. 184 Figure 6.4 Enacting the Planet game script created with Collage using Gridcole integrating a shared
repository: clue distribution................................................................................................................... 186 Figure 6.5 Enacting the Planet game script created with Collage using Gridcole integrating a discussion forum
and a chat: cooperative phase................................................................................................................ 186 Figure 6.6 Enacting the Planet game script created with Collage using Gridcole integrating a questionnaire
tool: proposing the solution................................................................................................................... 187 Figure 6.7 Hierarchy of group types as created by Collage according to the combined template .................. 198 Figure 6.8 Lab distribution according to the different groups ........................................................................ 199 Figure 6.9 Extract of the document provided to the students.......................................................................... 199
A PATTERN-BASED DESIGN PROCESS FOR CSCL SCRIPTS REPRESENTED WITH IMS LD
xvi
Figure 6.10 Global view of different moments of the experience, in which the students used the different integrated tools ......................................................................................................................................200
Figure 6.11 A student in the Expert group phase ............................................................................................200 Figure 6.12 Applied mixed evaluation method ...............................................................................................202 Figure B.1 UML activity diagram of Universanté script ................................................................................254 Figure B.2 UML activity diagram of ArgueGraph script................................................................................261
xvii
LIST OF TABLES
Table 2.1 Comparison between Alexander’s and Gamma’s patterns ............................................................... 29 Table 3.1 Types of connecting rules (relationships) between patterns at the same and different levels of
aggregation.............................................................................................................................................. 49 Table 3.2 TCP mechanisms to be studied in the course and the related scenarios of traffic interchange to be
analyzed and/or designed ........................................................................................................................ 64 Table 3.3 Sequence of lab sessions and the corresponding individual and collaborative learning activities.... 65 Table 3.4 Main expected competencies and skills ............................................................................................ 67 Table 3.5 Labels used in the text to quote the data sources of the “Network management” experience .......... 68 Table 3.6 Relevant evaluation conclusions and associated evidence................................................................ 69 Table 4.1 Computationally representing the group composition requirements of Universanté script .............. 89 Table 4.2 Computationally representing the group composition requirements of ArgueGraph script.............. 90 Table 4.3 Computationally representing the role/resource distribution requirements of Universanté script .... 91 Table 4.4 Computationally representing the role/resource distribution requirements of ArgueGraph script ... 92 Table 4.5 Computationally representing the coordination requirements of Universanté script ........................ 94 Table 4.6 Computationally representing the coordination requirements of ArgueGraph script ....................... 95 Table 4.7 Computationally representing the flexibility requirements of Universanté script ............................ 96 Table 4.8 Computationally representing the flexibility requirements of ArgueGraph script............................ 96 Table 5.1 Excerpt showing the process for obtaining the JIGSAW-based UoL............................................... 121 Table 5.2 Refining the template resulting of the combination of CLFPs towards the ready-to-run script
(students’ activities) .............................................................................................................................. 141 Table 5.3 Refining the template based on a combination of a JIGSAW and a PYRAMID towards the ready-to-
run script................................................................................................................................................ 145 Table 5.4 Refining the template based on the PYRAMID towards the ready-to-run UoL............................... 146 Table 6.1 Summary of the experiences involved in the multicase study ........................................................ 158 Table 6.2 Labels used in the text to quote the data sources of the “Collage workshops case study” ............. 169 Table 6.3 Narrative of the Planet Game scenario proposed to the participants of the workshop.................... 180 Table 6.4 Participants in the panel and the workshop under analysis in the “Planet game case study”.......... 181 Table 6.5 Labels used in the text to quote the data sources of the “Planet game case study”......................... 182 Table 6.6 Summary of the UoL (based on JIGSAW CLFP) created using Collage ........................................ 184 Table 6.7 Labels used in the text to quote the data sources of the “Network management case study” ......... 204 Table 6.8 Partial matrix for generating theme-based assertions from case findings, case A. ......................... 210 Table 6.9 Partial matrix for generating theme-based assertions from case findings, case B. ......................... 211 Table 6.10 Partial matrix for generating theme-based assertions from case findings, case C ........................ 212 Table B.1 Universanté script........................................................................................................................... 250 Table B.2 ArgueGraph script .......................................................................................................................... 251 Table B.3 ConceptGrid script ......................................................................................................................... 252 Table B.4 Narrative use case description of Universanté ............................................................................... 253 Table B.5 Users and their associations to roles (groups): “country group” .................................................... 254 Table B.6 Users and their associations to roles (groups): “thematic group” and “case group” ...................... 255 Table B.7 Screenshots of CopperCore running the LD-represented Universanté script................................. 255 Table B.8 Narrative use case description of the ArgueGraph script ............................................................... 260 Table B.9 Screenshots of CopperCore running the LD-represented ArgueGraph script ................................ 261 Table C.1 Partial results and support data concerning the information question “is the selection of the CLFP-
based LD templates and their representation useful and satisfactory?” ................................................ 266 Table C.2 Partial results and support data concerning the information question “does it achieve a satisfactory
trade-off between reuse of CLFPs and the creation of scripts contextualized according to the situational needs?” .................................................................................................................................................. 268
Table C.3 Partial results and support data concerning the information question “does the design process implemented in Collage help to determine the learning objectives, task-type and expected interaction that will be develop?”............................................................................................................................ 271
Table C.4 Partial results and support data concerning the information question “does the design process implemented in Collage help to understand and determine the structure regarding the flow of activities and the hierarchy of groups?” ............................................................................................................... 272
Table C.5 Partial results and support data concerning the information question “does the design process support also the definition of group-size, resource distribution, computer support and the structure within activities?”.................................................................................................................................. 273
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xviii
Table C.6 Partial results and support data concerning the information question “can the teachers use successfully Collage?” ..........................................................................................................................274
Table C.7 Partial results and support data concerning the information question “how can Collage be improved?” ............................................................................................................................................277
Table C.8 Partial results and support data concerning the information question “which are the characteristics and motivations of the potential audience of Collage?”........................................................................279
Table D.1 Partial results and support data concerning the information question “is the CSCL script contextualized to the actual learning situation?” ...................................................................................286
Table D.2 Partial results and support data concerning the information question “does the CSCL script guide the learning process coordinating the students at the activity level according to the CLFPs on which is based?” ..................................................................................................................................................287
Table D.3 Partial results and support data concerning the information question “does the CSCL script foster the desired objectives related to collaborative learning?” .....................................................................290
Table D.4 Partial results and support data concerning the information question “can the students follow successfully the CSCL script using the Gridcole system?” ...................................................................291
Table D.5 Partial results and support data concerning the information question “how can the enactment of the CSCL script be improved?”...................................................................................................................292
Table D.6 Partial results and support data concerning the information question “does the enactment of the CSCL script enhance students’ previous experience in terms of structuring collaboration and use of supporting technology?”........................................................................................................................293
CHAPTER ONE
INTRODUCTION
This chapter introduces the main problems in the Computer-Supported Collaborative Learning field of research that motivate the dissertation. The chapter formulates the objectives, the expected contributions and the applied research methodology as well as the structure of the dissertation.
1.1 Introduction
Computer-Supported Collaborative Learning (CSCL) represents a rather new multidisciplinary
paradigm within the field of Technology-Enhanced Learning (TEL), in which Information and
Communication Technologies (ICT) are employed in order to improve various educational aspects
(Koschmann, 1996; Stahl, Koschmann, & Suthers, 2006). The main characteristics of CSCL include
highlighting the importance of social interactions as an essential element of learning (Dillenbourg,
1999a), as well as the need of participatory modes of designing new technological environments
(Häkkinen, 2002). CSCL solutions (developed by technologists) should offer the functionality
desired by the set of potential actors that participate in collaborative learning situations (mainly
teachers and students).
One of the main concerns in CSCL is that the expected interactions that would lead to learning
outcomes do not necessarily occur when the students are asked to collaborate freely (Dillenbourg,
2002). Among many different approaches that share the goal of enhancing effective collaboration
we can mention two important ones. The first approach is to monitor the collaboration and intervene
as necessary in order to redirect the group work in a more productive direction (Soller, Martínez-
Monés, Jermann, & Muehlenbrock, 2005). The other solution refers to an increase of the probability
of reaching successful CSCL situations by providing students with a set of instructions that guide
potentially fruitful collaboration (Dillenbourg, 1999b). When the instructions are technology-
mediated, they form what is called a computer-supported collaboration script (CSCL script or
simply script).
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2
The goal of the guidance provided by the scripts refers to cognitive or educational objectives.
This difference is characteristically related to the granularity of the scripts (Fischer, Kollar, Haake,
& Mandl, 2007). Micro-scripts are intended for facilitating that students internalize them from a
cognitive psychologist perspective (e.g. learning how to argument by following a script that
scaffolds argumentation). They typically provide support for specific activities by describing the
fine-grained actions (e.g. sentence starters) that each participant should accomplish (Weinberger,
Fischer, & Stegmann, 2005). On the contrary, macro-scripts denote pedagogical methods defining
flows of coarse-grained activities (Dillenbourg & Jermann, 2007). They aim at organizing situations
that elicit desired interactions potentially leading to learning outcomes from the educational point of
view (e.g. understanding the key ideas of a topic by following a script that distributes the
knowledge and promotes mutual explanation).
Unfortunately, up to now the scripts are “hardwired” in specifically devoted learning
environments (Jermann, Soller, & Lesgold, 2004; Häkkinen & Mäkitalo-Siegl, 2007). This fact
limits their reusability in a different situation and imposes significant time and cost efforts when a
new script needs to be implemented. Moreover, developing a new scripting environment is not
trivial. This is mainly due to the inherent characteristic of multidisciplinarity in CSCL, which
implies a need for mutual understanding among the involved stakeholders (mainly experts in
education and in ICT) (Stahl et al., 2006). This need demands active participation of all these
stakeholders during the whole development cycle of CSCL solutions. Participatory Design (PD)
approaches (Muller & Kuhn, 1993) propose a diversity of practices with the goal of working
directly with users and other stakeholders in the design of social software systems.
In CSCL, it has been shown that there is a significant efficiency problem in performing
identification and analysis of requirements for the development of CSCL solutions that support
effective ways of learning (Dimitriadis, Asensio-Pérez, Martínez-Monés, & Osuna-Gómez, 2003).
Collaborative learning practitioners also become active players in the process of customizing
technological solutions to their particular needs in every teaching-learning situation. PD poses a
new requirement that CSCL technologists should tackle: how to obtain technological solutions for
collaborative learning capable of being particularized/customized by teachers that usually do not
have technological skills. The domain problem undertaken in this dissertation is related to
facilitating teachers play the role of designers of those technological solutions. Specifically, the
problem to be solved consists in how PD can be enabled by providing authoring tools for creating
macro-scripts which can be automatically interpreted and executed by learning environments such
as Learning Management Systems (LMSs). This type of systems makes possible the delivery of
learning activities and digital content to students (E-LANE, 2004; Bote-Lorenzo, 2005; Burgos,
Tattersall, Dougiamas, Vogten, & Koper, 2006).
INTRODUCTION
3
One of the problems associated to this research focus refers to the fact that scripts need to be
computationally represented (formalized) in order to enable their automatic interpretation.
Educational Modelling Languages (EMLs), in contrast to metadata specifications (e.g. Learning
Object Metadata, LOM) for describing reusable chunks of learning content (so-called Learning
Objects or LO) (Hodgings, 2000; Duval, 2001), are focused on specifying teaching-learning
processes (Rawlings, van Rosmalen, Koper, Rodríguez-Artacho, & Lefrere, 2002). IMS Learning
Design specification (IMS LD or simply LD) is currently accepted as the de facto standard EML and
the amount of developments around LD is significant (IMS, 2003b; Koper & Tattersall, 2005;
Burgos & Griffiths, 2005).
The aim of LD is to enable the creation of complete, abstract and portable descriptions of any
pedagogical approach taken in a course (or part of a course), which can be realized by a compliant
system. The key idea is that it represents the learning activities (performed by learners) and the
support activities (performed by teachers), including those comprising multi-role teaching-learning
processes and personalized learning routes (Koper & Olivier, 2004). Motivated by the
interoperability prospects and the specification declaration of intent, we consider LD as an
interesting candidate to computationally represent CSCL scripts.
However, the LD support for formalizing collaborative learning processes is not clear (Caeiro-
Rodríguez, Anido-Rifón, & Llamas-Nistal, 2003). This concern is motivated by the fact that the
specification is still very recent and it has not been widely adopted in real practice yet (Burgos &
Griffiths, 2005). Besides, there is a lack of significant examples and efforts showing the
possibilities of LD for CSCL (e.g. description of group hierarchies). Although partial work has been
already accomplished (Gorissen & Tattersall, 2005; Koper & Burgos, 2005), a more complete and
systematic analysis is needed.
On the other hand, the current LD compliant editors require a high level of expertise on LD and
therefore they are not indented for teachers but for expert instructional designers or educational
technologists (Milligan, Beauvoir, & Sharples, 2005; van der Vegt, 2005; Miao, 2005; de la Teja,
Lundgren-Cayro, & Paquette, 2005; Sampson, Karampiperis, & Zervas, 2005). With the aim of
enabling teachers to play the role of script designers, CSCL specific LD-based authoring tools
should incorporate (visual) design techniques (Botturi & Stubbs, in press) that hide the details of
LD (Griffiths & Blat, 2005) as well as the inherent difficulties involved in modelling scripts. These
difficulties are caused by the complex mechanisms and components that comprise the definition of
scripts (Kollar, Fischer, & Hesse, 2003), such as the interrelations of groups or the synchronization
of collaborative activity sequences.
Furthermore, these authoring tools should implement design processes that guide teachers in the
design of potentially effective scripts. This is especially important if the teachers (and students) are
A PATTERN-BASED DESIGN PROCESS FOR CSCL SCRIPTS REPRESENTED WITH IMS LD
4
novice in collaborative learning, since putting into practice collaborative learning experiences is not
trivial (Johnson & Johnson, 1999) and because of the risks of over-scripting the situations and thus
coercing relevant natural interaction (Dillenbourg, 2002). It is important to consider that traditional
Instructional Design (ID) approaches (devoted to individual instructional sequences) based on
general theories (Reigeluth, 1999) are too rigid and underestimate the complexity of CSCL
(Goodyear et al., 2004; Kenny, Zhang, Scwier, & Campbell, 2005). In this sense, CSCL requires
more pragmatic design processes grounded in practice (Karagiorgi & Symeou, 2005) which make
the critical elements for eliciting productive interaction explicit (Strijbos, Martens, & Jochems,
2004).
We argue that a promising solution to approach this problem is to propose a design process that
facilitates the reuse of generalizations of successful collaboration scripts (best/good practices)
formulated as design patterns. This would also avoid the costly efforts related to re-inventing script
strategies. Despite the fact that the word “pattern” has been used for centuries with slightly different
meanings, its use is more known in the fields of Architecture (Alexander et al., 1977) and Software
Engineering (Gamma, Helm, Johnson, & Vlissides, 1995). A pattern provides a means of
organizing information regarding a contextualized common problem and the essence of its broadly
accepted solution, so that it can be repetitively applied. A collection of interconnected (related)
patterns which enable the generation of a coherent whole (e.g. a town) is called a Pattern Language
(PL). Recently other domain specific patterns have been proposed, including TEL and CSCL
(Goodyear, 2005; Derntl & Botturi, 2006; Retalis, Georgiakakis, & Dimitriadis, 2006). However,
the existing pattern approaches in TEL, which vary in scope and purpose (e.g. patterns for designing
LMSs (Avgeriou, Papasalouros, Retalis, & Skordalakis, 2003) vs. patterns for mathematical games
(Learning Patterns, 2005)), do not include any specific proposal devoted to designing scripts.
Therefore, the general problem undertaken in this dissertation refers to the definition of a design
process that takes advantage of insights offered by best/good scripting practices (formulated as
patterns) for the creation of particularized educationally-sound LD-represented macro-scripts as a
means of providing PD approaches which enables teachers to influence in the behaviour and
functionality of CSCL scripting environments. In this way, section 1.2 introduces the objectives of
this dissertation. The research methodology followed to tackle them is presented in section 1.3.
Finally, section 1.4 concludes this introductory chapter.
1.2 Objectives of the dissertation
According to the research problems described in the previous section, the global aim of this
dissertation is:
INTRODUCTION
5
To propose and evaluate a design process based on patterns for facilitating the creation of
potentially effective CSCL macro-scripts computationally represented with IMS Learning Design so
that they can be interpreted by learning environments such as Learning Management Systems.
This global aim can be divided into the following more specific objectives. These derived
objectives and the original contributions of this dissertation are schematically represented in Figure
1.1 and described as follows:
• To identify the types of patterns and relations between patterns that can be used for
generating CSCL scripts.
In order to tackle this objective, it will be necessary to have a unifying view of several
different representative pattern-based approaches in TEL. That will allow us to situate
and describe the scope and audience of what we will define as CSCL scripting patterns.
An iterative process will be followed. It will include case studies, the experience of the
GSIC/EMIC (Intelligent & Cooperative Systems Group / Education, Media, Informatics
and Culture) research group (GSIC/EMIC, 1994), the results of TELL (Towards
Effective network supported coLLaborative learning activities) project (TELL, 2005b)
and a review of the literature with regard to design and, particularly, scripting in CSCL.
Once the types of patterns and the relations between them are identified, a method for
applying the patterns will be discussed. Furthermore, a CSCL scripting PL (with own
and adopted patterns) as well as three CL situations generated using the PL will be
provided to illustrate how the patterns can be applied.
Regarding this objective, the main contributions of this dissertation are the proposal of a
conceptual model for describing CSCL scripting Pattern Languages and an actual CSCL
scripting PL. Both contributions will be useful within this dissertation to situate the other
contributions. They also provide to the scientific community a starting point towards an
agreed high-level structure for the production of CSCL scripting patterns and PLs.
Part of these contributions have been published in (Hernández-Leo, Villasclaras-
Fernández, Asensio-Pérez, Dimitriadis, & Retalis, 2006d), which introduces the
hierarchical structure for CSCL scripting patterns characterized by the conceptual model,
and (Hernández-Leo, Asensio-Pérez, & Dimitriadis, 2006), which presents a real
experience that applies a script generated with the proposed pattern language
A PATTERN-BASED DESIGN PROCESS FOR CSCL SCRIPTS REPRESENTED WITH IMS LD
6
CONTEXT
Patterns
- Contextualized common problem and the essence of its reusable broadly accepted solution
- Patterns in Architecture, Software Engineering and also in TEL
Design of Computer-Supported Collaborative Learning situations
OBJECTIVES
To analyze the suitability of IMS LD for computationally representing CSCL
macro-scripts
To propose a design process that facilitates the reuse of Collaborative Learning Flow Patterns in the creation of CSCL macro-scripts (computationally represented with IMS LD) in a way that allows teachers to particularize the patterns according to the
needs of their educational situation, making explicit the CSCL critical
elements
CONTRIBUTIONS
3. Design process for the generation of CSCL scripts reusing CLFPs as LD
templates. Authoring tool implementing the design process (Collage)
1.Conceptual model for CSCL scripting pattern languages. A
CSCL scripting pattern language
EVALUATION
A multicase study
A. Four workshops in which slightly different audiences (mostly target users: teachers) create CSCL scripts based on CLFPs using Collage
B. Participation in a workshop of the ICALT 2006 conference in which we create a scenario proposed by a third-party using Collage. The results are compared to other approaches
C. Putting into practice an authentic blended learning scenario (in engineering education) that uses a CSCL script created with Collage
Educational Modeling Languages
- Computer-interpretable notations to represent units of learning
- Interoperability, IMS Learning Design as the de facto standard
Three CL situations generated using a
CSCL pattern language situated in
the proposed conceptual model
GLOBAL OBJECTIVE: To propose and evaluate a design process based on patterns for facilitating the creation of potentially effective CSCL macro-scripts computationally represented with IMS Learning Design
so that they can be interpreted by learning environments such as Learning Management Systems
To identify the types of patterns and relations between patterns that can be used for
generating CSCL scripts
2. Analysis of the possibilities and
limitations of LD for computationally
representing the CSCL characteristics
comprised in macro-scripts
Participatory Design
- CSCL is a multidisciplinar field - Specific needs of each situation - Most teachers do not have advanced technological skills
Scripting CSCL
- Planning CSCL scenarios so that they elicit expected fruitful interaction among the participants
- Micro-scripts (instructions within activities) vs. macro-scripts (flows of activities)
- It is not trivial to design scripts: risk of coercion, lack of experience practicing collaborative learning
- Scripts hardwired in specific learning environments prevent reusability
Instructional Design
- CSCL requires more pragmatic design processes, grounded in practice, than traditional ID approaches
- Focus on CSCL critical elements
Figure 1.1 General schema of the dissertation including its context, the aimed objectives, the original contributions as well as the accomplished evaluation
INTRODUCTION
7
• To analyze the suitability of IMS LD for computationally representing CSCL
macro-scripts.
The first step so as to fulfil this objective will be to identify common CSCL
characteristics in CSCL macro-scripts. The importance of these characteristics will be
justified according to the literature and related work such as the CoSSICLE project
(CoSSICLE, 2005) as well as the experience based on real context of the GSIC/EMIC
research group (GSIC/EMIC, 1994). After that, LD-represented scripts including the
identified characteristics will be developed. That will allow us to clarify the possibilities
of LD for computationally representing CSCL macro-scripts, differentiating the LD
notation itself from related specifications and supporting tools.
On this topic, the contribution of this dissertation is the analysis of the possibilities and
limitations of LD for computationally representing the CSCL characteristics comprised
in CSCL macro-scripts. The global conclusions have been submitted for publication
(Hernández-Leo, Burgos, Tattersall, & Koper, submitted) and are currently under
review. However, significative partial results have been already published in
(Hernández-Leo, Asensio-Pérez, & Dimitriadis, 2005), extended version of (Hernández-
Leo, Asensio-Pérez, & Dimitriadis, 2004) which received a “Best Paper Award” in the
conference where it was presented, and (Hernández-Leo et al., 2005a), extended version
of (Hernández-Leo et al., 2005b).
• To propose a design process that facilitates the reuse of CLFPs (Collaborative
Learning Flow Patterns, a particular type of CSCL scripting patterns) in the
creation of CSCL macro-scripts (computationally represented with IMS LD) in a
way that allows teachers to particularize the patterns according to the needs of
their educational situation, making explicit CSCL critical elements.
Having the aforementioned proposals as a starting point, we will describe an approach
facilitating the reuse of CLFPs for the generation of CSCL scripts computationally
represented with LD. The design process will meet the following requirements. Firstly, it
will achieve a satisfactory trade-off between particularizations of CLFPs so that the
resulting LDs are contextualized according to particular CL situations and the loss of the
meaningfulness captured in CLFPs. Secondly, it will allow teachers to focus on CSCL
critical features (e.g. learning objectives, task type, level of pre-structuring, group size).
Finally, it will not require high technical knowledge, particularly of LD. An important
element, in this sense, will be the implementation of the design process in an authoring
tool (Collage) in order to prove its feasibility and to enable its proper evaluation.
A PATTERN-BASED DESIGN PROCESS FOR CSCL SCRIPTS REPRESENTED WITH IMS LD
8
The design process for the generation of CSCL scripts reusing CLFPs is the central
contribution of this dissertation since it links several of the previous specific objectives.
The design process together with its implementation in Collage has been published in
(Hernández-Leo et al., 2005; Hernández-Leo, Villasclaras-Fernández, Asensio-Pérez, &
Dimitriadis, in press; Hernández-Leo et al., 2006e) and has been also co-honoured with
the 2006-2007 European Award for Excellence in the Field of CSCL Technology. The
“create-by-reuse” framework in which the process is situated has also been published in
(Hernández-Leo, Harrer, Dodero, Asensio-Pérez, & Burgos, 2006a).
• To evaluate the proposed pattern-based design process for CSCL macro-scripts
computationally represented with IMS LD.
In order to evaluate the design process, we will carry out three different case studies:
A. The first case study will comprise four workshops in which participants (mainly
potential users: teachers) will create LD-represented CSCL scripts based on CLFPs
following the proposed design process integrated in Collage. These experiences will allow
us to value to which extent the design process implemented in Collage facilitates the reuse
of CLFPs in the creation of particularized LD-represented scripts, in a way that allows
teachers to focus on CSCL critical elements.
B. The second case study will involve the participation in a workshop where several
researchers proposing related approaches design a scenario proposed by the workshop
organizers. Therefore, this experience will provide indications regarding whether our
proposal can be used for creating a script representing a scenario proposed by a third party.
Moreover, the workshop will represent a good opportunity to compare our contributions
with related work. Partial conclusions of the this case study are published in (Hernández-
Leo et al., 2006b)
C. The third case study will deal with a real situation in engineering education where
students will experience a CSCL script created according to the design process. This case
study will allow us to show that the scripts are meaningful and can be applied in authentic
educational situations. The results of this case study have been accepted for publication
(Hernández-Leo et al., in press).
Furthermore, this evaluation will allow us to extract conclusions that will be useful for
future research.
INTRODUCTION
9
1.3 Research methodology
The objectives of this dissertation are framed within a multidisciplinary problem domain. This
fact demands a hybrid methodology that includes elements of diverse research approaches (Adrion,
1993) and highlights the need to consider the social context (Stahl et al., 2006). Multiple domain
knowledge, combining theory and praxis, is the key factor of the methodology, which focuses on
real practitioners’ needs.
Therefore, research and practice evolve together in the applied research approach. It uses four
phases: informational, propositional, analytical and evaluation (Glass, 1995). Several iterations, in
which the findings of each phase (essentially the analytical and evaluation phases) feed earlier
phases, are accomplished until “satisficing” results are achieved. (Satisficing is a concept coined by
Herbert Simon which identifies the decision making process whereby one chooses an option that is,
while perhaps not the best, good enough (Simon, 1982).) That expresses the significance of the
evaluation phase, which is also critical for validating the proposals.
Within each phase of the research approach, the applied research methods are described as
follows (Glass, Vessey, & Ramesh, 2002; Zelkowitz & Wallace, 1998):
• Informational phase
The aim of this phase is to gather information in order to, on the one hand, identify and
clearly formulate the research questions and, on the other hand, have an outline of the
current knowledge involved in the problem domain.
The main methods involved in this phase include tasks belonging to both the scientific
(observing the world) and the engineering (observing existing solutions) approaches:
- The search, review and analysis of literature regarding the topics of the problem domain:
CSCL with emphasis in design and scripting problems, pattern-based approaches in TEL
and EMLs.
- The participation in the GSIC/EMIC multidisciplinary research team (GSIC/EMIC,
1994) whose field of expertise (including research and practice) is collaborative learning
and its computer support. Particularly, the experience and findings of two case studies
investigated by the group constitute an important legacy for this research work
(Martínez-Monés et al., 2005; Ruiz-Requies, Anguita-Martínez, & Jorrín-Abellán,
2006).
- The participation in several conferences and projects whose topics include the keywords
related to this research work. The projects are TELL e-Learning project
EAC/61/03/GR009, Kaleidoscope Network of Excellence FP6-2002-IST-507838,
Spanish Ministry of Education and Science projects TIC-2002-04258-C03-02 and
A PATTERN-BASED DESIGN PROCESS FOR CSCL SCRIPTS REPRESENTED WITH IMS LD
10
TSI2005-08225-C07-04 and Autonomous Government of Castilla and León, Spain,
projects VA009A05, UV46/04 and UV31/04. Particularly, the outcomes of TELL
project (TELL, 2005a; TELL, 2005a) represent a significant input to this dissertation.
This phase has been also largely benefited by the informal but active involvement in the
UNFOLD (Understanding New Frameworks Of Learning Design) project (UNFOLD,
2004; Burgos & Griffiths, 2005) (related to IMS LD specification) as well as the
participation in two workshops offered by the Kaleidoscope Virtual Doctoral School and
organized by the multidisciplinary European Research Team CoSSICLE (CoSSICLE,
2005).
• Propositional phase
In this phase we propose and formulate the solutions to the identified research questions
using the information aggregated in the previous phase.
- The core of the first and the third contributions of this dissertation (as numbered in
Figure 1.1) are sketched in this phase, namely the conceptual model for CSCL scripting
patterns languages and the design process for creating CSCL scripts based on CLFPs.
Regarding the formulation of the patterns included in the example of the CSCL scripting
PL, two kinds of pattern mining methodologies are employed (Baggetun, Rusman, &
Poggi, 2004; Retalis et al., 2006): deductive or top-down (using best or good practices in
structuring collaborative learning) and inductive or bottom-up (using the conclusions of
case studies).
- The proposal of computationally representing the CSCL macro-scripts and CLFPs using
IMS LD is also a result of this phase.
• Analytical phase
The purpose of this phase is to analyze and explore the proposals which may lead to a
demonstration or formulation of principles.
- A concept implementation (proof of concept) is performed in order to analyze the
proposal related to the first contribution. It consists in providing a feasible CSCL
scripting pattern language, which can be described with the proposed conceptual model,
and in theoretically generating CSCL scripts that illustrate how the patterns might fit
together. The concept implementation is complemented with examples of how the
patterns can be applied. Whilst these tasks are realized, several iterations proceed back to
the propositional phase as far as the first contribution is concerned.
- The analysis of the possibilities and limitations of IMS LD for computationally
representing significant CSCL scripting characteristics that appear in CSCL scripts is
INTRODUCTION
11
also accomplished in this phase. The applied method consists mainly in trying to develop
LD-represented scripts that code these CSCL characteristics. Part of this work is realized
at OTEC (Educational Technology Expertise Centre) in the OUNL (Open University of
the Netherlands) during a three-month research stay (OTEC, 2006).
• Evaluation phase
This phase is devoted to evaluating the proposals and the analytic findings by means of
several case studies (Zelkowitz et al., 1998; Lundgren-Cayrol, Marino, Paquette, Léonard, &
de la Teja, 2006; Jorrín-Abellán, Dimitriadis, Rubia-Avi, Anguita-Martínez, & Ruíz-
Requies, 2006) organized as a multicase study (Stake, 2005). The case studies aim at
assessing the same contributions but from a different perspective:
- A case study comprising four workshops in which different audiences create CSCL
scripts using the proposed design process. The audience is mainly the target users, i.e.
teachers of two different universities (University of Cádiz and University of Valladolid,
both in Spain) with interest in applying CL and ICT in their practice, but also experts in
the field of research: educational technologists (UNFOLD members) and CSCL
practitioners and researches (members of the GSIC/EMIC group). Some of the CSCL
scripts that they create in the workshops are designed beforehand in laboratory
experiments, in which the corresponding UoLs are created and validated using the
reference LD engine, CopperCore (Martens & Vogten, 2005).
- A case study in which we design a scenario proposed by a third-party using our
approach. It involves the participation in an ICALT 2006 (6th IEEE International
Conference on Advanced Learning Technologies) conference workshop (Vignollet,
David, Ferraris, Martel, & Lejeune, 2006). We create a script reflecting the scenario
using Collage and further execute it using Gridcole (Bote-Lorenzo, 2005).
- A case study in which a real-world educational situation uses a CSCL script created
according to the proposals of this dissertation. The experience is part of an eligible
course on Network Management within Telecommunication Engineering studies at the
University of Valladolid.
In the case studies, a mixed method combining quantitative and qualitative data collection
techniques is employed (Goubil-Gambrel, 1992; Jorrín-Abellán, Rubia-Avi, Anguita-Martínez,
Gómez-Sánchez, & Martínez-Monés, in press; Martínez-Monés, Dimitriadis, Rubia-Avi, Gómez-
Sánchez, & de la Fuente-Redondo, 2003). The emphasis is more on qualitative than on quantitative
research, which is only considered useful for showing trends and indicating probabilities. In
contrast, qualitative research is used to identifying salient features or variables in particular
representative settings according to which the results can be interpreted (Denzin & Lincoln, 2005).
A PATTERN-BASED DESIGN PROCESS FOR CSCL SCRIPTS REPRESENTED WITH IMS LD
12
1.4 Structure of the dissertation
The rest of this dissertation is structured as follows:
- After this introduction, Chapter Two focuses on the domain problem related to the design of
CSCL situations. With this purpose, it reviews CSCL as a multidisciplinary field of research
within TEL and analyzes important design approaches in TEL and CSCL. In this sense, the
chapter describes the role of Instructional Design (ID) in CSCL, focuses on the scripting
CSCL approach and discusses the importance of Participatory Design (PD) in the design of
this type of ICT applications. The analysis leads us to formulate three challenges around the
problem of enabling participatory modes of design in which teachers create their own CSCL
macro-scripts embedded in software environments. Besides, Chapter Two also explores
research directions that envisage solutions to tackle the identified challenges. These
directions include the use of design patterns and Educational Modelling Languages (EMLs)
as well as their combined application through design processes integrated in authoring tools
for the creation of computer-interpretable scripts.
- Chapter Three is devoted to the research direction referred to the use of design patterns. Its
main function is to identify the types of patterns and the relationships between them that can
be jointly applied in the design of CSCL scripts. In this sense, it presents a model for CSCL
scripting pattern languages and discusses a specific pattern language (PL) which is
compliant with the model. To illustrate that the PL enables the generation of many scripts,
the chapter also includes three authentic situations that apply a sequence of interconnected
patterns selected from the PL.
- Chapter Four in turn analyzes the suitability of IMS Learning Design (LD) specification, the
most significant EML at the moment, for computationally representing CSCL macro-scripts.
In this sense, it points out important requirements of the scripts and studies the possibilities
and limitations of the specification to support them. In the analysis, which is illustrated by
means of relevant cases, the scope of the LD notation is confronted to the role of related
tooling facilities and eventually complementary specifications.
- Chapter Five proposes a design process that combines the contributions of the previous
chapters. In particular, the design process facilitates the reuse of CLFPs (Collaborative
Learning Flow Patterns, a particular type of CSCL scripting patterns) in the creation of
CSCL macro-scripts represented with LD. The proposed design process is situated and
compared to related work by means of a framework that conceptualizes different (existing
and yet-to-come) approaches that drive the creation of full-fledged LD Units of Learning
(UoL) by reusing different types of design solutions. Our proposal, targeting teachers
without high (LD) technical knowledge, aims at achieving a satisfactory trade-off between
particularizations of CLFP-based templates according to specific CL situations and the loss
INTRODUCTION
13
of the solutions captured in CLFPs. Besides, the design process allows teachers to focus on
CSCL critical features that are involved in the elicitation of expected interaction processes.
The chapter also presents Collage, an authoring tool that implements the design process
proving its feasibility and enabling its proper evaluation. Moreover, the creation of LD
scripts using this authoring tool is illustrated with several examples.
- In Chapter Six the evaluation of the proposed design process is accomplished by means of a
multicase study. The multicase study comprises three cases which aim at assessing the same
contributions but from different perspectives. The first case is devoted to workshops where
the target audience use the design process implemented in Collage. The second case implies
the design of a scenario proposed by a third-party using our approach and its comparison
with related approaches. The last case analyzes an authentic educational situation where
students follow a script created according to the design process. The chapter finishes with a
cross-case analysis which emphasizes the combined results of the studied cases as the global
assumption of the evaluation.
- Chapter Seven draws together the main conclusions of the dissertation listing its main
contributions and pointing out future research directions.
- Appendix A contains the CSCL scripting pattern language cited in Chapter Three.
- Appendix B includes three well-known CSCL scripts, two of which (Universanté and
ArgueGraph) are also formulated as narrative use case descriptions and UML activity
diagrams since they are used to illustrate the analysis of Chapter Four. The appendix also
shows screenshots of their LD representations (UoLs) running with an LD engine. The
ready-to-run UoLs are available in a CD-ROM attached at the end of the dissertation.
- The remaining appendixes (C and D) collect support data employed in the multicase study
presented in Chapter Six. The raw data is also available in the attached CD-ROM.
CHAPTER TWO
DESIGN OF CSCL SITUATIONS
The aim of this chapter is to present the domain problem of the dissertation, putting into focus the specific challenges that it undertakes. It starts by introducing CSCL as a multidisciplinary research field within TEL, which emphasizes the social interactions as activators of learning in the accomplishment of joint activities that are supported by technology. The zoom is applied to the design issues around CSCL, considering the role of the teachers in the design of CSCL situations embedded in learning environments (scripts). Within the scripting CSCL approach, participatory design requirements together with the lessons learned from Instructional Design lead us to identify three challenges as well as the directions that envisage solutions to tackle them: in order to design the scripts capable of eliciting fruitful interactions, we explore the design patterns approach; besides, to computationally represent the scripts so that they can be interpreted by the environments without the need of developing new systems, we seek for the use of an Educational Modelling Language; the combination of both approaches through a design process to be implemented in high level authoring tools for creating scripts would allow teachers to influence in the behaviour and functionality of the learning environments that supports CSCL situations.
2.1 Introduction
How can technology facilitate and improve the teaching and learning experience? The
introduction of TEL is significantly more complex than a mere addition of technology to the
existing educational practices (Rogers, 2002). Reaching the ultimate goal of the TEL domain
requires a fundamental redesign of the educational systems (Jochems, van Merriënboer, & Koper
R., 2004) as well as important research efforts related to the design of meaningful technical
solutions and authentic usage situations (also called scenarios or settings) (Herrington & Oliver,
2000; Häkkinen, 2002; Dimitracopoulou & Petrou, in press). The emphasis is clearly on learning
with technology and not on learning from technology. We use the term TEL instead of e-Learning,
because the latter is often associated only to distance learning (Littlejohn, 2005). However,
technology-mediated learning can also benefit face-to-face classrooms or blended situations, which
combine non-technology and technology mediated face-to-face and/or distance education (Bonk,
A PATTERN-BASED DESIGN PROCESS FOR CSCL SCRIPTS REPRESENTED WITH IMS LD
16
Graham, Cross, & Moore, 2006). Dillenbourg et al. (2007) refer to these situations as “integrated
learning”, stressing this broad perspective that may also consider different pedagogical approaches.
Though we acknowledge the importance of other interrelated research dimensions such as
“evaluation” (Martínez-Monés, 2003; Soller et al., 2005), this dissertation relies on the crucial role
that “design” plays in the particular field within TEL (concerted with collaborative learning) termed
CSCL (Koschmann, 1996; Dillenbourg, 1999a; Stahl et al., 2006). Specifically, the dissertation
focuses on the ICT challenges that emerge from the role of teachers as the ultimate stakeholders in
charge of designing potentially effective CSCL situations that make use of learning environments
(or systems) (Häkkinen, 2002). The significance of this research focus within CSCL is motivated,
among other aspects detailed along the chapter, by the fact that most teachers are not technologist
and do not have always the support of technical experts when they need to arrange or modify the
functionality of the learning systems, so that it satisfies the requirements of their concrete
educational situations (Williams, Coles, Wilson, Richardson, & Tuson, 2000; Griffiths et al., 2005).
Before elaborating on this focus and its derived challenges, this chapter introduces the specific
characteristics of CSCL that differentiate it from related fields within TEL. Then, as schematized in
Figure 2.1, we analyze two important TEL design approaches, namely “Instructional Design” (ID)
(Reigeluth, 1999; Merril, 2002) and “Participatory Design” (PD) (Muller et al., 1993; Muller,
Wildman, & White, 1993), highlighting their implications for CSCL. Moreover, the distinguishing
facets of CSCL demand the study of a particular research line within CSCL, known as “Scripting
CSCL”, which proposes to structure the CSCL situations by means of scripts that guide
collaboration (O'Donnel & Dansereau, 1992; Dillenbourg, 2002; Kirschner, 2002; Fischer, Kollar,
Mandl, & Haake, 2007). Furthermore, in order to tackle the identified challenges we propose to
combine the approaches of two other parallel design-oriented research lines: Design Patterns (or
simply patterns) (Alexander et al., 1977; Gamma et al., 1995; Derntl et al., 2006) and EMLs
(Rawlings et al., 2002; Koper et al., 2004).
Therefore, the structure of the chapter is as follows. Section 2.2 introduces CSCL as a research
field within TEL. It describes the role of ID in CSCL, focuses on the scripting CSCL approach and
discusses the importance of PD in the design of this type of ICT applications. This analysis leads us
to identify a set of challenges for technically supporting the design of CSCL situations, which we
point out at the end of the section. Section 2.3 and section 2.4 are devoted to patterns and EMLs,
respectively, since we utilize them to propose a solution overcoming the challenges. A conclusion
envisaging how we generally approach this proposal, gradually developed in the following chapters,
is included in section 2.5.
DESIGN OF CSCL SITUATIONS
17
Focus: Teachers as the designers of CSCL situations in learning environments
Technology-Enhanced Learning
Computer-Supported Collaborative Learning
Instructional Design Participatory Design
Scripting CSCL
Educational Modelling Languages
Design Patterns
Challenges
Figure 2.1 Scheme of ideas developed in this chapter
2.2 From TEL to CSCL situations: design challenges
In principle, TEL includes different forms of technology: from the classical audio- and video-
tapes (Avery, Avery, & Pace, 1998) to the new interactive furniture for classrooms (such as
electronic boards or interactive tables) (Mäkitalo-Siegl, Kaplan, Zottmann, Dillenbourg, & Fischer,
2007). However, it is the use of computers, and mainly computer networks, what has strongly
influenced the progress of the TEL domain (Koschmann, 1996). Our scope in this dissertation
focuses, accordingly, on the application of ICT to enhance education, particularly when
emphasising the role of collaboration as an important element of learning (Dillenbourg, 1999a).
2.2.1 CSCL as a research field within Technology-Enhanced Learning
More than a decade ago Timothy Koschmann, in (Koschmann, 1996), presents CSCL as a
emerging field of research in TEL (or Instructional Technology, as he refers to the broad domain of
using technology for instructional purposes). The historical evolution of CSCL is reviewed in detail
in a recent essay by Stahl et al. (2006). This review depicts how a global CSCL community has
developed from a series of biennially devoted conferences to the new international journal specific
to CSCL (namely ijCSCL).
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18
In his highly referenced book chapter (Koschmann, 1996), Koschmann describes previously
existing TEL fields, namely CAI (Computer-Assisted Instruction), ITSs (Intelligent Tutoring
Systems) and the Logo-as-Latin paradigm, and points out the different assumptions that
characterize CSCL. The key difference relies on its perspective concerning the implications of the
social issues in the teaching and learning processes (Roschelle & Teasley, 1995). That is, CSCL
specifically approaches the support of social interactions among the students themselves, with a
teacher playing a mediator or facilitator role (Stahl, 2006).
In this sense, the theories underlying the “collaborative learning” model of education (Johnson
& Johnson, 1999) are socially oriented: Social Constructivism Approaches, Soviet Sociocultural
Theories, Theories of Situated Cognition, etc (Koschmann, 1996; Martínez-Monés, 2003).
Moreover, the CSCL research field is characterized as multidisciplinary (or inter-disciplinar) by
definition. It involves educational, computer and social sciences. As Koschmann states, CSCL is
“built upon the research traditions of those disciplines –anthropology, sociology, linguistics,
communication science- that are devoted to understanding language, culture and other aspects of
the social setting (Koschmann, 1996, pp. 11).”
The assumption that computers can support the collaboration process is also considered by the
CSCW (Computer-Supported Cooperative Work) field (Ellis, Gibbs, & Rein, 1991; Grundin, 1992;
Ellis & Wainer, 1994), which in this perspective is very close to CSCL. However, in contrast to
CSCL, which aims at promoting effective learning outcomes, CSCW points towards increasing
productivity in industrial and business settings. Undeniably, the different words of “learning” vs.
“work” that appears in both acronyms imply different fundamental objectives and, thus, different
approaches and methods to reach them. This discussion may lead the reader to wonder whether
there is also a difference between “collaboration” and “cooperation”, since they are also
distinguished in the acronyms. Though there are some authors that do not make distinctions in this
respect, Pierre Dillenbourg discriminates thoroughly cooperative and collaborative learning in
(Dillenbourg, 1999b): while in collaboration the students accomplish the activities “together”,
cooperation refers to a mere assemblage of partial results corresponding to a divided task. In other
words, genuine collaboration requires systematic efforts to work and learn together, the interaction
of participants should not be competitive or accidental (Stahl, 2006). In CSCL there are two main
(complementary) ways to facilitate these systematic efforts:
- monitoring the collaboration so that the teacher intervenes when necessary in order to
regulates the group so that it proceeds more fruitfully (Soller et al., 2005), and
- providing (beforehand) a set of instructions that scaffolds collaboration in such a way that
the probability of reaching successful CL situations increases (Dillenbourg, 1999b).
Concluding, CSCL is a multidisciplinary research field that seeks to enhance learning by
providing (networked) computer (or technology) support for collaborative learning, where “the
DESIGN OF CSCL SITUATIONS
19
words ‘collaborative learning’ describe a situation in which particular forms of interaction among
people are expected to occur, which would trigger learning mechanisms, but there is not guarantee
that the expected interactions will actually occur (Dillenbourg, 1999b, pp.5).” For the purposes of
this chapter, focused on the design of CSCL situations, the target is, therefore, to explore the
challenges and potential solutions that provide a satisfactory way to design CSCL situations which
promote the elicitation of productive interactions in terms of learning objectives (related to the
acquisition of knowledge, skills and competences or attitudes). Hence, next subsection discusses the
connections between CSCL and the ID approach largely used in other fields of TEL.
2.2.2 Instructional Design and CSCL
During decades ID methods have been applied to the development of instructional sequences
for individual learning. They offer explicit guidance on how to better help students learn and
develop (Reigeluth, 1999). That is to say, instruction is about designing in advance assignments
intended to promote learning (Kirschner, Carr, van Merriënboer, & Sloep, 2002). The traditional
methodology of ID encompasses the analysis, design, development, implementation, and evaluation
of instructional processes. In this way, ID researchers are proposing the use of notation systems to
record precise and minute details of designs in order to ensure correct duplication, execution and
communication, as other mature fields of study such as chemistry or musicology (Waters &
Gibbons, 2004).
Merril (2002) examines representative ID theories and concludes that, although they use
different terms and emphasize different perspectives, they share fundamental principles. These
principles are related to the idea that learning is promoted when knowledge is activated as a
foundation for new knowledge and it is applied by the student to solve real-world problems
(Herrington et al., 2000). Regardless, in practice designers do not make use of ID models, according
to the evidences discussed in (Kenny et al., 2005). Though these models represent helpful
conceptual frameworks, they are too rigid in that they are excessively linear, systematic and
prescriptive. Besides, it is still not clear whether the utility and adaptability of these models are
aligned along with the practitioners needs. This is probably due to that ID adopts general theories
and their models are not actually grounded in practice. This statement is also supported by
(Karagiorgi et al., 2005), who proposes the use of more pragmatic approaches to ID that could
facilitate the design of more situated, experiential, meaningful and cost-effective TEL situations.
On the other hand, several authors critic the value of the methods and tools derived from ID to
be used in CSCL. This is mainly caused by the design tensions that characterized this educational
field (Tatar, in press). Dillenbourg points out the risks of over-prescribing collaboration in
(Dillenbourg, 2002) and the needs of flexibility (Dillenbourg & Tchounikine, 2007). Goodyear et
al. criticize the teacher-centred behavioural approach of ID methods that underestimate the
A PATTERN-BASED DESIGN PROCESS FOR CSCL SCRIPTS REPRESENTED WITH IMS LD
20
complexity of learning processes (Goodyear et al., 2004), specially when they are collaborative
(implying flexibility, context dependency and social variables). Undoubtedly, CSCL situations
demand more flexibility than traditional rigid instructional sequences. Nevertheless, it is also true,
as the previous subsection hints, that planning successful CSCL situations entails well-targeted
effort at design time (Santoro, Borges, & Santos, 2004; Strijbos et al., 2004; Goodyear, 2005).
Consequently, some of the ideas coming from ID could be adapted to propose design approaches
for CSCL. In this case the focus is on designing for interaction, which should stress the promotion
of leaning experiences that benefit the students beyond the mere satisfaction of pedagogical or
technological needs of the instructional objectives (Kirschner, Strijbos, Kreijns, & Beers, 2004).
All these ideas are considered in (Strijbos et al., 2004). Strijbos et al. discuss that considering
the multitude of individual and group level variables that may affect collaborative processes, a less
rigid view of ID is necessary in CSCL. In this sense, designers should focus on methods that
support the learning (and interaction) processes, and not so much on the attainment of pre-defined
goals (since this attainment cannot be guaranteed for all participants). Thus, they propose a process-
oriented methodology for the design of CSCL situations. The methodology ensures that student
participation is likely to lead to skill acquisition, by focusing on the elicitation of expected
interaction processes. In this sense, they identify five critical elements that affect the interaction:
learning objectives, task type, level of pre-structuring, group size and technology.
The “level of pre-structuring” element refers to shaping the way students interact with each
other. This scaffolding approach to facilitate social and cognitive processes in collaborative learning
environments is currently known as “scripting CSCL”.
2.2.3 Scripting CSCL
Scripting is a research topic within CSCL studied from cognitive (psychological) (Kollar,
Fischer, & Slotta, 2005), educational (Mäkitalo, Weinberger, Häkkinen, Järvelä, & Fischer, 2005)
and technological (Harrer, Hernández-Leo, & Dimitriadis, 2005; Miao, Hoeksema, Hoppe, &
Harrer, 2005) perspectives (Fischer et al., 2007). As the CoSSICLE European Research Team
describes, “computer-supported scripts (CSCL scripts or simply scripts hereafter) aim at facilitating
social and cognitive processes of collaborative learning by shaping the way learners interact with
each other. Being embedded in the learning environment, computer-supported scripts can optimally
structure interaction as well as support the learners with the very activity they are engaged in
(CoSSICLE, 2005).”
The purpose behind scripting can be of two types (Fischer et al., 2007). The first type refers to
external processes that should be internalized by the learners or influence the already internalized
script (Häkkinen et al., 2007). They provide support for specific activities by describing the fine-
grained actions (e.g. question prompts, sentence starters, or descriptions) that each participant
DESIGN OF CSCL SITUATIONS
21
should accomplish (within such activities). This is the reason why they are called micro-scripts.
Weinberger et al. (2005) present two examples of micro-scripts that guide argumentation processes.
The goal of micro-script is that students learn the script; i.e., in the previous examples, how to
argument in order to construct knowledge together. In contrast, macro-scripts aim at organizing
situations that encourage targeted interactions potentially leading to learning outcomes, which are
not necessarily related to the internalization of the script (e.g. the script arranges fruitful discussions
by grouping students with different results in previous activities). Though the granularity distinction
is not purely binary, macro-scripts characteristically denote pedagogical methods defining flows of
coarse-grained activities (Dillenbourg et al., 2007). It is noteworthy that there exists a parallelism of
these ideas with some CSCW notions: (collaborative) learning flow or learnflow are terms used in a
similar way to the CSCW workflow or activity-level coordination, while the specific support within
activities implies relations with the action-level coordination as defined by Ellis et al. (1994).
This dissertation addresses macro-scripts (to facilitate the readability of the dissertation we refer
to macro-scripts as simply scripts hereafter), which mainly describe how groups (and individual
roles) should perform a set of interrelated activities. A framework for the description of scripts is
proposed in (Kobbe et al., submitted). It states that scripts can be specified with a small number of
components: the participants, the activities that they engage in, the roles they assume, the resources
used in each activity and the groups they form. In addition, mechanisms describe the distributed
nature of scripts: how participants are distributed over groups (group formation), how components
are distributed over participants (component distribution) and how both components and groups are
distributed over time (sequencing).
According to (Jermann et al., 2004), there are three different types of environments that can be
used to script collaboration. The first type takes advantage of natural (communication) tool
affordances (Kirschner, 2002; Brecht et al., 2006). In this approach, the teacher is in charge of
scripting the collaboration by socially scaffolding the students while working with the tools.
However, a more explicit technology-mediated coordination may be useful depending on the
characteristics of the educational situation (Dimitriadis et al., 2007). Another type of scripting
environment includes tools deliberately designed to structure collaboration. Some examples are
structured dialogue interfaces (Weinberger et al., 2005) or devoted tools for particular situational
subject areas (Dillenbourg, 2002). The third type refers to configuring existing LMSs (Muñoz-
Merino, Delgado-Kloos, Seepold, & Crespo-García, 2006) so that the scripts are organized through
navigation functionalities.
On the other hand, a crucial aspect regarding scripting CSCL is that scripts need to be carefully
designed. Incorporating collaboration approaches into educational situations involve risks,
especially when teachers and students are new to collaborative learning (Johnson & Johnson, 1999).
Moreover, over-scripting the situations may be counterproductive. Dillenbourg (2002) states that
A PATTERN-BASED DESIGN PROCESS FOR CSCL SCRIPTS REPRESENTED WITH IMS LD
22
while a certain degree of coercion is required for efficiency reasons (increasing the probability of
fruitful interaction), excessively constraining collaboration may disturb natural interaction
mechanisms. This fact together with the unexpected circumstances that can appear in CSCL
situations lead to a set of flexibility requirements pointed out by Dillenbourg et al. (2007).
Furthermore, (Häkkinen et al., 2007) points out the concern that the adoption of scripting
environments may not fit the specific situational needs and even create a conflict regarding the role
of the teacher. This definitely depends on who designs the functionality of the learning
environments that support scripting situations. Next section subsection explores PD as a promising
approach to deal with this concern.
2.2.4 Participatory Design and CSCL
As we advance in subsection 2.2.1, CSCL is a field soundly multidisciplinary. Therefore, it is
characterized by the coexistence of a priori very different expectations, requirements, knowledge
and interests posed by both teachers (collaborative learning practitioners) and technologists (ICT
experts), among other stakeholders such as institutions and students (Kirschner et al., 2002). This
fact implies a demanding requisite related to need of communication and mutual understanding
between all these actors (Dimitriadis et al., 2003). This would facilitate explicit thinking about the
border between the technical solutions and their context of use (Häkkinen, 2002). Along these lines,
the PD field appears as an interesting approach to consider when designing CSCL situations.
PD proposes a diversity of theories, practices, etc. with the goal of working directly with users
and other stakeholders in the design of social ICT systems (Muller et al., 1993). That is, PD
methodologies define processes where users and developers work together during a long period of
time, while they interchange values and identify the real requirements of the application. Muller et
al. (1993) include a brief guide to PD practices intuitively situated in a taxonomic space that is
summarized in Figure 2.2. The horizontal axis of the figure indicates the phase within the
development life cycle at which each practice may be useful. The vertical axis illustrates whether
the software professionals participate in the users’ world or it is the other way round. Of course,
both types of collaboration are valuable as well as the mixtures between them.
We argue that, in the CSCL case, PD is not only necessary when performing the identification
and analysis of requirements for the development of the CSCL solutions. On the contrary, we
recognize the importance of participatory modes of designing that go beyond plain communication:
the implied stakeholders should actively participate in the design of the learning environment
functionality according to the necessities of each particular educational situation. In this sense, we
underline the role of the teacher as the actual connoisseur of the concrete situation requirements.
That is, the design of CSCL situations requires of PD approaches where the users (in this case the
DESIGN OF CSCL SITUATIONS
23
teacher) participates in the technologist world along the whole development cycle, but with special
emphasis in the late tuning.
Figure 2.2 Taxonomy of PD practices (from (Muller et al., 1993)) Superscripted letters in the figure denote
appropriate group size for the practice: T (tiny, 2-4 participants), S (small, 6-8 participants), M (moderate, up to 40 participants), and B (big, up to 200 participants)
2.2.5 Discussion: research focus and derived challenges
Recapitulating what the introduction of this chapter anticipates, this dissertation focuses on the
design of CSCL situations supported by ICT-based learning environments. Along this section we
have analyzed the requirements imposed by the characteristics of CSCL as well as their
implications regarding the ID and PD fields to the design of such technology-embedded educational
situations.
Thus, a critical concern in CSCL is to promote the elicitation of productive interactions as the
core learning mechanisms to reach educational objectives. From the design perspective it concerns
planning a set of instructions that scaffold the collaborative situation. When these sets of
scaffolding instructions are embedded in learning environments, they are called scripts. Our focus is
specifically on the scripts reflecting pedagogical methods that structure CSCL situations at the
macro-level, i.e. scripts that basically specify flows of activities and the groups (and roles) that
perform these activities.
A PATTERN-BASED DESIGN PROCESS FOR CSCL SCRIPTS REPRESENTED WITH IMS LD
24
The multidisciplinarity characteristic of CSCL entails the need of participatory modes of
designing. In the case of the scripting environments we put the accent on the role of the teacher,
who is the main stakeholder (and not the technologist) that should decide on the behaviour of the
scripting environment according to the particular requirements of the educational situations. This
PD requirement implies an important concern related to time and cost efforts in the development of
tools devoted to specific scripts (until now a new CSCL application should be developed to
implement each script).
Therefore, the challenges derived from this research focus are formulated as follows:
Challenge 1. It is not trivial to design scripts that potentially elicit the desired interactions.
There are many risks that can appear when putting scripts into practice. They are mainly
related to the lack of experience regarding CSCL (of some teachers and students), the
excessive coercion associated to over-scripting and how the teachers’ conceptions of
learning and the characteristics of the educational situation are consistent with what is
specified in the scripts.
Challenge 2. A modelling language should be used to formalize the scripts so that they are
computer-interpretable. To overcome the problem related to the PD requirement, a
promising approach is to use a computational notation system (e.g. an extensible markup
language (XML) “dialect” (W3C, 1996)) to represent the scripts so that they are
automatically interpreted by software engines integrated in learning environments such as
LMSs. This would allow the design of a computer-interpretable script for each situation
considering its concrete requisites without the need of developing a new scripting
environment.
Challenge 3. Computational representations are not familiar to most of the teachers. The
majority of the teachers do not have advanced technological skills, nor do they always have
the support of technical experts to create or adapt the computationally represented scripts.
The intricate mechanisms and components that comprise the descriptions of scripts
(interrelations of groups, synchronization of collaborative activity sequences, etc.) make these
challenges even more demanding. Concerning Challenge 3, a hopeful solution relies on providing
teachers with graphical authoring tools that generate computationally-represented scripts. These
graphical-based editors should use visualizations, concepts and representations familiar to the
teachers (Griffiths, Blat, García, Vogten, & Kwong, 2005; Griffiths et al., 2005; Harrer & Malzah,
2006; Botturi & Stubbs, in press). However, this solution should be combined with crucial
ingredients that undertake the other two challenges. Challenge 2, on the one hand, demands the
study of the existing EMLs in order to select or propose a computational notation suitable to
represent scripts characterized by complexity.
DESIGN OF CSCL SITUATIONS
25
Additionally, with regard to Challenge 1, the direction identified in the previous subsections
refers to the use of design process-oriented methodologies more pragmatic and less rigid than
traditional ID approaches. In this sense, the design processes should be grounded in practice instead
of in general theories (Dimitriadis et al., 2003; Karagiorgi et al., 2005; Kenny et al., 2005). Hence,
the processes should convey a design foundation that provides teachers with well-known
pedagogical strategies that encourage students to interact meaningfully while, at the same time,
these processes should enable the adaptation of the strategies according to specific context,
objectives and peculiarities of the target audience. A key point on the whole is to make the
pedagogical rationale of the critical elements behind the scripts explicit (Strijbos et al., 2004;
Häkkinen et al., 2007; Dillenbourg et al., 2007). Interestingly, very much in line with this
inquietude, design patterns are used in TEL and other disciplines such as Architecture and Software
Engineering as formulations of well-known solutions that can be applied and creatively adapted to
many different situations. Thus, this dissertation investigates the use of patterns to tackle Challenge
1. Next section is devoted to their exploration.
2.3 Design Patterns
Despite the fact that the word “pattern” has been used for centuries with slightly different
meanings (e.g. patterns for dressmaking (Holkeboer, 1987)), their use is more known in the fields of
Architecture (Alexander et al., 1977) and Software Engineering (Gamma et al., 1995). A pattern
provides a means of organizing information regarding a contextualized common problem and the
essence of its broadly accepted solution, so that it can be repetitively applied. A collection of
interconnected (related) patterns which enables the generation of a coherent whole (e.g. a town) is
called a Pattern Language (PL) (Alexander et al., 1977). Recently other domain specific patterns
have been proposed, including TEL and CSCL (Goodyear, 2005; Retalis et al., 2006; Derntl et al.,
2006). However, not all the TEL patterns follow the same approach, nor have the same purpose.
Before providing a unifying view of several approaches with different scopes regarding the use of
patterns in TEL, we introduce the traditional notion of patterns in Architecture and Software
Engineering.
2.3.1 Patterns in Architecture
The first PL was called “A Pattern Language: Towns, Buildings, Constructions” and was
published in 1977 by the architect Christopher Alexander (Alexander et al., 1977). In this book
Alexander defines a pattern as follows. “Each pattern describes a problem that occurs over and
over again in our environment, and then describes the core of the solution to that problem, in such
a way that you can use this solution a million times over, without ever doing it the same way twice.”
Patterns provide a structure for integrating the analysis and solution that can be found to a problem,
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in a way that is sensitive to context. They suggest or offer guidance but require embellishment (E-
LEN, 2004a).
Alexander, driven by the moral preoccupation regarding the need for a good environment and
for the living structure of built environment (Alexander, 1999), introduces 253 patterns in the
architecture domain. He presents patterns for everything from designing independent regions, to
cities, buildings and even single rooms. By connecting these patterns with common forces and other
relations he transforms this collection of patterns into a PL. The interrelated patterns can be applied
sequentially so that the PL provides a consistent way of creating a comfortable environment for
people to live in.
Alexander aims that all design and construction would be guided by a collection of communally
adopted planning principles: patterns. He differentiates the terms design patterns and construction
patterns. While design patterns refer to understanding the geometry of a building and the
relationships between parts, construction patterns examine the materials and processes needed in
order to put the designs into practice. On page 207 of (Alexander, 1979), Alexander defines a PL as
“really nothing more than a precise way of describing someone’s experience of building”. Different
designers would select diverse subsets of patterns on different occasions and therefore use a
different PL for a building or part of it.
Apart from a vehicle of communication in which structured ideas can be discussed, shared and
modified, Alexander points out three essential features of a pattern language (Alexander, 1999):
- Moral preoccupation; something important and vital that goes, ultimately, to the nature of
human life. In architecture this preoccupation refers to the need for a good environment, and
for the living structure of built environment.
- Aim of creating coherence (morphologically coherent in the things which are made with it).
- Generativeness; create coherence of the created whole, with the power to generate such
whole in a million forms, with infinite variety in the details but with a guarantee of well-
formed results (Alexander et al., 1977).
On page 74 of (Alexander, 1999) two interesting comments are included regarding the
generative approach of patterns: “… one of the characteristics of any good environment is that
every part of it is extremely highly adapted to its particularities. That local adaptation can happen
successfully only if people (who are locally knowledgeable) do it for themselves.” “In our own time,
the production of environment has gone out of the hands of people who use the environment. So,
one of the efforts of the pattern language was not merely to try and identify structural features
which would make the environment positive or nurturing, but also to do it in a fashion which could
be in everybody’s hands, so that the whole thing would effectively then generate itself.” It is
DESIGN OF CSCL SITUATIONS
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noteworthy how related are these ideas to the challenges that this dissertation faces (cf. subsection
2.2.5).
In Alexander’s latest 4 books of the series “The Nature of Order” (Alexander, 2003a;
Alexander, 2003b; Alexander, 2004a; Alexander, 2004b), he deepens in the “search for beauty” and
defends the existence of criteria and methods to determine if something is objectively beautiful and
what degree of live has. The core of the new theory presented in those books is the theory of
structure preserving transformations, which provide means for any step-by-step process to reach
configurations that are most capable of supporting life. A structure-preserving transformation is one
which preserves, extends, and enhances the wholeness of a system (Alexander, 2003b). This theory
relies on the idea of “centers” (Alexander, 2003a). A center is a kind of psychological whole entity
that is felt as a center in the visual field. Each living center is always created by configuration of
other centers (Alexander, 1999). During more than 20 years, Alexander examined objects for life
and wholeness. He identified 15 structural features which appear again and again in things which
have life: levels of scale, strong centers, boundaries, repetition, positive space, good shape, local
symmetries, deep interlock and ambiguity, contrast, gradients, roughness, echoes, the void,
simplicity and inner calm and not-separateness.
Example of Alexandrian patterns can be found mainly in (Alexander et al., 1977). For clarity
purposes and in order to present each pattern connected to other patterns, Alexander uses the same
format for each pattern (Alexander et al., 1977; E-LEN, 2004a). The relations with other patterns
are indicated in the introductory paragraph, setting the context of the pattern, and the final
paragraph, explaining how it can be embellished or completed. The essence of the problem and the
solution are highlighted in bold type. The solution is also shown in form of a diagram, with labels to
indicate its main components. This diagram is a key element to promote a good understanding of
the solution. Moreover, the patterns are marked with zero, one or two asterisks (*), which show how
“alive” we believe the pattern is. Two asterisks denote patterns that state invariants, i.e., these
patterns are essential and that the associated problem cannot be solved in a significantly different
way. One asterisk means that they are on the right track, but they can be improved. For patterns
with no asterisk, perhaps there are better ways of solving the problem, but they have not been found
yet.
2.3.2 Patterns in Software Engineering
At the beginning of the nineties the software community started using Alexander’s technique to
capture and communicate expertise in software design in general and object-oriented design in
particular. Although the movement started in universities and conferences such as OOPSLA
(Object-Oriented Programs, Systems, Languages, and Applications), the first book that was publicly
available was “Design Patterns” by Gamma, Helm, Johnson, and Vlissades called the Gang of Four
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(GoF) (Gamma et al., 1995). It was published in 1995, and the authors presented a catalogue of 23
patterns that are a prescription of how to solve particular problems that come up in software
development.
Patterns in Software Engineering provide a common vocabulary, a common base of
understanding regarding what is important in software (vs. Architecture) and a large corpus of
solutions that makes developers more effective, i.e., they represent best practice, proven solutions,
and lessons learned, which aid in evolving software engineering into a mature engineering
discipline (Tesanovic, 2001). They name, abstract, and identify the key aspects of a common design
structure that make it useful for creating a reusable object-oriented design. Thus, patterns in
software identify the participating classes and instances, their roles and collaborations, and the
distribution of responsibilities. Each pattern focuses on a particular object-oriented design problem
or issue. It describes when it applies, whether it can be applied in view of other design constraints,
and the consequences and trade-offs of its use. On page 3 (Gamma et al., 1995) defines patterns as
“descriptions of communicating objects and classes that are customized to solve a general problem
in a particular context”.
Among other aspects, Alexander’s and Gammas’ patterns diverge in their formats and tackle
different types of problems. Table 2.1 collects their similarities and differences (Gamma et al.,
1995; Alexander, 1999). The table does not intent to be complete but to comparatively summarize
their main characteristics.
Although Gamma’s patterns are the most popular among the software community, there are
now many other types of software patterns proposed in the literature (Buschmann, Meunier,
Rohnert, Sommerlad, & Stal, 1996; Riehle, 1996; Tesanovic, 2001). These patterns includes
architectural patterns (high-level strategies concerned with large-scale components as well as global
properties and mechanisms of a system), design patterns (micro-architectures of subsystems and
components), idioms (low level, paradigm-specific or language-specific programming techniques
that fill in low-level internal or external details of a component’s structure or behaviour). In
addition, there are approaches around domain-specific patterns and organizational patterns that
describe software process design (Coplien & Harrison, 2005).
Now that the main ideas regarding patterns in Architecture and Software Engineering are
reviewed, next subsection explores some important initiatives that aim at applying the pattern
approach to the educational domain, and especially to TEL and CSCL.
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Table 2.1 Comparison between Alexander’s and Gamma’s patterns
Alexander’s patterns Gamma’s patterns
Both adopt similar definitions of pattern: at the core of both kind of patterns is a solution to a problem in a context Patterns in buildings and towns: solutions in terms of walls and doors
Object-oriented design: solutions in terms of objects and interfaces
Emphasize the problems they address Describe the solutions in more detail The solutions do not describe a particular final design, they are general principles or templates that can be used in different situations
Definition
Vehicles of communication
Both are based on observing existing systems and looking for patterns in them Identification There are many classic examples of
buildings Few software systems can be considered classic
Both use structures or formats for describing patterns
Structure / format
Fields of the format: a picture showing an archetypal example of the pattern, name of the pattern, an introductory paragraph setting the context for the pattern (explaining how it helps to complete some larger patterns), ‘***’ to mark the beginning of the problem, a headline in bold type to give the essence of the problem in one or two sentences, the body of the problem (the forces) – its background, evidence for its validity, examples of different ways the pattern can be manifested, the solution in bold type (this is the heart of the pattern, stated as an instruction, so that you know what to do to build the pattern), a diagrammatic representation of the solution, ‘***’ to show the main body of the pattern is finished, and a paragraph tying the pattern to the smaller patterns that are needed to complement and embellish it.
Fields of the format: name and classification (creational, structural or behavioural), intent (problem that the pattern addresses), also known as (other well-known names of the pattern) motivation (a scenario illustrating a design problem), applicability (situations where the pattern can be applied), structure (a graphical representation of classes in the pattern), participants (classes and objects and their relationships), collaboration (participants collaborating to carry out responsibilities), consequences (trade-offs and results of using a pattern), implementation (things to be aware of when implementing a pattern), sample code (code fragment illustrating one implementation), known uses (example of patterns found in real systems), related patterns (other closely related patterns).
Natural language
Both rely on natural language and many examples to describe patterns rather than formal languages (although Gamma et al. discuss about defining a formal representation of patterns to make automating patterns possible as they state in (Gamma et al., 1995).
Moral preoccupation
Under what circumstances is the environment good?
Not clear whether there is or not a moral preoccupation (Alexander, 1999)
Generativeness Generate complete buildings (pattern language)
Do not generate complete programs (catalogue of related patterns) (Currently there are proposals of generative PLs, which are designed to shape system architecture and can generate systems or parts of systems (Tesanovic, 2001))
Processes There is an order in which the patterns should be used
There is no order suggested to apply the patterns (Currently there are proposals that indicate processes to apply patterns (Coplien & Harrison, 2005))
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2.3.3 Patterns in TEL and CSCL
A rather new and promising approach in TEL is to identify and collect best practices and
formulate them as design patterns that are gathered in repositories which will be eventually enlarged
with the addition of new patterns. Some projects which follow this objective are (PoInter, 2001; E-
LEN, 2004b; PPP, 2005; TELL, 2005b). In this context, patterns reflect the knowledge of experts in
a particular educational domain (e.g. CSCL) and they capture common solutions to recurrent
problems in an educational scenario. Since designing effective TEL scenarios is a complex
problem, design patterns based on sound research can help to guide the design process. Five main
advantages for adopting a patterns approach in e-learning design are pointed out in (E-LEN, 2004a)
and briefly reproduced below:
- Patterns are both empirical and normative, but not prescriptive. Capture expert practice in
specific context.
- Patterns have an internal structure that is good for action-oriented evidence-based advice.
Capture the most important aspects of a problem and a solution in a standard format with a
formalism, which documents and justifies the rationale.
- There is expressive and normative power in the relation between patterns.
- The pattern-based approach is inherently democratic and inclusive.
- Patterns can help to enrich the language of educationalists and to provide a common
nomenclature for designers. They can facilitate communication within interdisciplinary and
multi-perspective teams.
Patterns can be identified and constructed using mainly two methodologies: inductive pattern
mining (from specifics to generalizations), by analyzing common solutions in a set of educational
situations, or deductive pattern mining (from generalizations to specifics), by capturing the essence
of generic models for solutions to recurrent problems that experienced learning designers identify
(Baggetun et al., 2004; Retalis et al., 2006).
2.3.3.1 Different interconnected scopes of TEL patterns and related fields: focus on CSCL Figure 2.3 aims at relating existing pattern proposals that refer to different scopes of the TEL
field. In general two main types of patterns can be distinguished depending on their use. Firstly,
“patterns for analysis” deal with analyzing the usage of TEL systems in training or academic
contexts, in order to help the implied stakeholders continually improve them (PoInter, 2001). The
PoInter project is concerned with investigating the appropriateness of patterns as a means of
communicating information about how people interact with each other through technology (PoInter,
2001). This type of patterns may be also classified as patterns of interaction or patterns of behaviour
(Rada & Hu, 2002).
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31
Patterns for TEL
Pedagogical
(CS)CL
(Technological) LMS
Design
Analysis of interactions/ behaviour
Analysis
Learning objects
CSCW
Figure 2.3 Relations between some proposals regarding patterns in TEL
Secondly, “patterns for design” are devoted to the design of TEL environments. This is the wide
scope of E-LEN project (E-LEN, 2004a; E-LEN, 2004a), which proposes patterns for implementing
an institutional e-Learning centre. Of a more specific scale are patterns devoted to particular
didactic areas, for example (Learning Patterns, 2005) is a project investigating patterns for the
design, development and deployment of games for mathematical learning.
Within this “patterns for design” scope, patterns for designing learning scenarios (pedagogical
patterns) and patterns for designing technological solutions that supports these scenarios
(technological patterns) can be differentiated. On the one hand, pedagogical patterns try to capture
expert knowledge of the teaching/learning practice in different educational situations, including
blended learning (Derntl & Motschning-Pitrik, 2004). This type of patterns propose solutions for
problems such as motivating students, choosing and sequencing materials, or evaluating students
(PPP, 2005). Some patterns for (CS)CL can be classified as a type of pedagogical patterns. It is
remarkable that a number of patterns developed within the E-LEN project are related to CSCL (E-
LEN, 2004b). However, the project devoted specifically to the development of patterns for CSCL is
the EU-funded e-Learning TELL project (TELL, 2005b), in which the GSIC/EMIC group has
participated. A deliverable of this project is a book with a collection of patterns representing key
aspects of CSCL (TELL, 2005a).
Some of the outcomes of E-LEN are presented in (Baggetun et al., 2004; Ronteltap, Goodyear,
& Bartoluzzi, 2004) and mainly in (Goodyear et al., 2004). This latter work suggests that design
patterns offer a useful method for sharing design ideas in participatory educational design work and
includes a pattern for “Discussion Group”. (Goodyear, 2005) deepens in these issues and illustrates
a pattern language for “Debate”. In these papers Goodyear conceptualises the problem space of
educational design differentiating the learning task, the organisational form and the space of tools
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and artefacts. Once these three dimensions are well designed, students will configure their own
personal space, play an activity and construct a learning community, which are not (totally)
prescribed or determined (and thus cannot be predicted) by the educational designer.
On the other hand, technological patterns proposed in (Avgeriou et al., 2003) record design
experience with regard to the construction of LMSs (some of these patterns consider CSCL
requirements, e.g. those related to communication facilities). Similarly, patterns for ITS
architectures are collected in (Devedzic & Harrer, 2005). Focusing on learning objects reusability,
Jones (2004) proposes the use of patterns to produce reusable designs for creating learning
resources that are adaptable.
Patterns from other disciplines or fields can also be useful in the design of TEL. For example,
CSCL can be greatly benefited of knowledge in “groupware” or CSCW (cf. subsection 2.2.1). An
example of patterns for groupware is GAMA, a PL that provides patterns for supporting dynamic
teams using computer technology (Schümmer, 2003; Schümmer & Lukosch, in press). Patterns in
collaborative system design, development and use are also proposed in (Guy, 2003) and (David,
Delotte, Chalon, Tarpin-Bernard, & Saikali, 2003). For instance, one of the examples included in
(David et al., 2003) is about the management of a dialog among many participants. The pattern
reflects a generic process regarding floor control (give hand, ask hand, free hand) that can be
particularized into different processes that share the same principle of execution, i.e., use this kind
of floor control (e.g. a process for managing shared resources).
It is necessary to remark that there are not clear boundaries among the different approaches.
Patterns that result from interaction analysis are related (or can belong) to the domain of CSCL and
CSCW. Patterns for designing ANSCL (Asynchronous Network Supported Collaborative Learning)
systems (Georgiakakis & Retalis, 2006) can be considered both patterns for CSCL and patterns for
LMSs.
Having in mind important initiatives around TEL patterns, this dissertation aims at identifying
the types of patterns and the types of connections that link them with the objective of enabling the
generation of potentially effective scripts as an approach to solve the Challenge 1 (cf. subsection
2.2.5).
2.3.4 Discussion: the generative problem and the generation of potentially effective scripts
Baggetun et al. (2004) point out that TEL patterns are closer to Alexander’s notion of design
patterns than to Gamma’s view. There is a moral preoccupation around these patterns: under what
circumstances is TEL more efficient and effective? We agree with this statement but we also assert
that the generative power of TEL patterns is closer to Software Engineering patterns in the sense
that what TELL patterns describe should be actually supported by software.
DESIGN OF CSCL SITUATIONS
33
Alexander discusses the “generative problem and the generation of a living world” (relating this
problem to software) on page 79 of his keynote address in a conference on Object-Oriented
technologies (Alexander, 1999):
“I have, for many years, thought that this could only be solved by a genetic approach – an
approach where deep structure, spread through society, creates and generates the right sort of
structure, very much as genetic code creates and generates organisms and ecological systems –
indirectly by letting loose life-creating process.
That is what I still believe. But, today, I am convinced that the equivalent of the genes that act
in organisms will have to be – or at least can be – software packages acting in society. If these
software packages are life creating, and accepted, and widely enough spread throughout the world,
there is a chance we might get a grip on this problem: provided that the software is freeing,
liberating, allows each person individual control and decision making power to do the right
thing…”
In the case of TEL patterns, and particularly patterns for CSCL scripts, the generative problem
should go beyond the dissemination of these patterns in repositories, what is done until now (PPP,
2005; E-LEN, 2004b; TELL, 2005b). In contrast, it should be faced by means of providing users
(teachers, learning designers) with authoring tools that incorporate such patterns. According to
Alexander’s metaphor, the genes would be the functionalities of the tools that facilitate the creation
and generation of the right sort of collaboration scripts. If the functionalities of the tools, based on
the patterns, promote effective collaborative learning and are accepted and widely enough spread
through the educational institutions, there is a chance we might enhance learning effectiveness:
provided that the authoring tool allows users control and decision making power to design the right
script for their particular leaning situation.
This approach would provide a design solution grounded in scripting good practices that can be
particularized according to the concrete characteristics of an actual situation, where the “centers”
that appear again and again in the (potentially effective) scripts are the critical elements that likely
elicit the desired interactions. Moreover, not only would this solution overcome Challenge 1, but
the orientation inspired by Alexander also covers Challenge 3. The teachers should be the target
audience of the pattern-based authoring tools and, therefore, the technical details of the script
computational representation need to be hidden. Approaching Challenge 2, the following section is
devoted to review EMLs, as notation candidates to formalize the scripts.
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2.4 Educational Modelling Languages
Learning Technology standards and specifications are growingly supporting the professional
activity of instructional designers (Rodríguez-Estévez, Caeiro-Rodríguez, & Santos-Gago, 2003).
The most widespread approach refers to metadata specifications (e.g. LOM) to describe reusable
chunks of learning content (so-called Learning Objects or LO) that can be used and referenced in
TEL environments (Hodgings, 2000). Recently, the standardization efforts are moving from content
delivery resources to EMLs, which are focused on specifying teaching-learning processes that stress
the importance of the activities. The definition of an EML is pointed out on page 8 of a survey of
EMLs (Rawlings et al., 2002):
“An EML is a semantic information model and binding, describing the content and process
within a ‘unit of learning’ from a pedagogical perspective in order to support reuse and
interoperability.”
This survey analyzes whether potential (non-proprietary) EMLs comply with the stated
definition. In the analysis it is underlined the concept of ‘unit of learning’ (also called ‘unit of
study’ or ‘unit of instruction’), which describes the learning design, the resources and the services
needed in order to achieve one or more interrelated learning objectives. A unit of learning
commonly refers to a course, module, lesson or curriculum. The conclusions of the survey
(accomplished in 2002) are that only OUNL-EML (Hermans, Manderveld, & Vogten, 2004) and
PALO (Rodríguez-Artacho & Verdejo-Maíllo, 2004) languages actually match up the definition of
an EML, with the nuance that OUNL-EML exceeds the expressive possibilities of PALO.
According to the survey, among other features, PALO is limited to the specification of individual
tasks.
OUNL-EML is the base of the IMS LD specification (IMS, 2003b), which is currently accepted
as a de facto standard for formalizing teaching-learning processes (Koper et al., 2004). On the other
hand, other approaches to ID languages involving similarities to EMLs are presently being proposed
as competing or complementary approaches to IMS LD. We present them in this section after
introducing the main issues around IMS LD.
2.4.1 IMS Learning Design
IMS LD Learning Design (IMS, 2003b) realised by the IMS Global Consortium (one of the
major bodies developing interoperability specifications for TEL) in 2003 (IMS, 2001), is the most
established EML at present (Koper & Tattersall, 2005; Burgos & Griffiths, 2005). The aim of IMS
LD is to enable the creation of complete, abstract and portable description of the pedagogical
approach taken in a course (or part of a course), which can be realized by a conforming systems.
The key idea is that it represents the learning activities (performed by learners) and the support
DESIGN OF CSCL SITUATIONS
35
activities (performed by teachers), including those comprising multi-role teaching-learning
processes and personalized learning routes (Koper et al., 2004).
2.4.1.1 Elements, features and organization of the specification The conceptual model of IMS LD is shown in Figure 2.4. A Learning Design (an LD) is a
description of a method enabling learners to attain particular objectives by performing (learning and
support) activities in a certain order in the context of a learning environment. The environment
consists of the appropriate learning objects (e.g. pictures, books, software simulation) and services
(e.g. forums, chats) to be used during the performance of the activities. A method contains the play,
which is modelled according to the metaphor of a “theatrical play” with consecutive acts and role-
parts, which indicate the activities performed by each role participating in an act. IMS LD
integrates other specifications, such as IMS QTI (IMS, 2006) and IMS Meta-data (IMS, 2002), to
support the portable representation of units of learning (when they IMS LD compliant they are
usually written with capital letters). A Unit of Learning (UoL) is a content package (IMS, 2004a)
including an LD and a set of physical resources or their location. Further detailed information of
IMS LD elements can be found mainly in the specification (IMS, 2003b) and in a handbook
devoted to it (Koper & Tattersall, 2005).
Figure 2.4 The conceptual model of IMS LD (extracted from (IMS, 2003b))
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As other specification and standards, IMS LD promotes the reuse and interoperability of LDs in
different TEL environments (Koper et al., 2004). This is facilitated thanks to the fact that IMS LD is
a generic language for formally expressing (computationally representing) educational situations
making use of a wide range of pedagogies, in such a way that it enables repeated execution in
different settings and with different participants (Tattersall et al., 2005). Therefore, the specification
includes an Information Model (complete description of the elements of the conceptual model), its
XML Binding (the binding of the information model conforming to the XML 1.0 Specification of
the W3C (W3C, 1996)) and a Best Practices and Information Guide (with examples as use cases).
Additionally, it considers three levels of implementation and compliance (IMS, 2003b; Koper et al.,
2005):
- Level A contains all the core aforementioned vocabulary needed to support pedagogical
diversity.
- Level B adds properties and conditions to level A, which enable personalization and more
elaborate structures. By also using global elements and monitoring services, it enables to
direct the learning activities as well as record personal, group or collective outcomes.
- Level C adds notifications to level B, which, also enables to control the flow of activities or
to send alerting e-mails.
Although LD does not prescribe any methodology for the creation of UoLs, Designer’s Guide,
included in (IMS, 2003b), proposes general stages for creating a UoL. (Sloep, Hummel, &
Manderveld, 2005) details these stages according mainly to three phases. The first phase involves
the analysis of a specific educational problem, whose result is a narrative description of the
educational situation. Then, the narrative is translated into a UML (Unified Modelling Language)
activity diagram (Arlow & Neustadt, 2001) in the design phase. The diagram is the basis for the
XML instance IMS LD compliant document. In the fourth phase the resources are developed (if
necessary) and added to the design. Thus, a UoL is created.
2.4.1.2 Interoperable IMS LD compliant tools The abovementioned basic design procedures are useful if the users that create the UoL are IMS
LD experts. However, other types of users require more abstract procedures that facilitate the design
of UoLs. This is to a large extent related to the type of authoring tool that may implement those
procedures (Griffiths et al., 2005). Griffiths et al. (2005) classify the tools according to two
dimensions according to their type of user (technical expert, instructional designer, teacher) and
their degree of pedagogical specialization:
- Higher vs. lower level tools (or distant from specification vs. close to specification). This
dimension is related to the level of expertise on IMS LD required by the user of the tool.
DESIGN OF CSCL SITUATIONS
37
That is, how much the tool interface is influenced by IMS LD or how many IMS LD details
it hides.
- General purpose vs. specific purpose tools. This dimension deals with the pedagogical scope
of the tools. Teachers using a clearly defined pedagogic approach would not need all the
capabilities of the IMS LD specification. This implies that authoring tools more tightly
focused on that particular pedagogical approach might present to their users only the needed
functionality, reducing significantly the complexity of authoring.
Among the IMS LD compliant editors, RELOAD (Davis, 2002), CopperAuthor (van der Vegt,
2005) and CoSMoS (Miao, 2005) are examples of general purpose editors that are close to the
specification. Their users are IMS LD experts that are not focused on a particular pedagogy.
Similarly, MOT+ editor (de la Teja et al., 2005) and ASK-LDT (Sampson et al., 2005) are intended
also for expert learning designers rather than teachers, although they provide graphical
representations that facilitates to a certain extent the authoring task. On the other hand, LAMS
(LAMS, 2006) is a specialized editor because it offers a set of predefined learning activities, shown
in a comprehensible way for teachers, that can be graphically drag and drop in order to establish a
sequence of activities. Nevertheless, although LAMS is inspired by the same LD philosophy, it is
not LD compliant at the present time.
On the other hand, there are several IMS LD compliant players or LMSs available or under
development at present. Some of them are based on CopperCore engine (Martens et al., 2005), such
as RELOAD LD player or Gridcole (Bote-Lorenzo, 2005), and others include their own IMS LD
engine, such as .LRN (E-LANE, 2004).
Though the amount of developments around IMS LD is significant, its adoption in real practice
is however in its infancy (Burgos & Griffiths, 2005). This is not strange since the specification has
been released recently, as well as the corresponding tools. However, this fact makes unclear the
possibilities and limitations of IMS LD for representing specific requirements of educational
scenarios, including CSCL situations (Caeiro-Rodríguez et al., 2003). This open up the path to other
proposals of related EMLs approaches.
2.4.2 Other approaches
In addition to IMS consortium, ISO/IEC JTC1/SC36 develops standards in the domain of TEL.
Particularly, WG2 is devoted to collaborative technology (ISO/IET, 2002). WG2’s efforts are
focused on standardizing the Collaborative Workplace (data collection and reuse for collaborative
environments), Learner to Learner Interaction Scheme (peer-to-peer and group), and Agent/Agent
Communication (agent-based interfaces in collaborative environments). However, its progress in
the last four years has been limited and no official outcome has yet become available. In fact, its
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38
proposal regarding Learner to Learning Interaction Scheme has similarities to IMS LD and the WG
has recently agreed to re-name this project to “Data Model for Text-based Communication by the
Study Group”.
Besides, other ID languages are emerging as complementary approaches (e.g. providing visual
representations) or alternatives to IMS LD (Vignollet et al., 2006; Botturi & Stubbs, in press). A
selection of them are comparatively categorized in (Botturi, Derntl, Boot, & Figl, 2006) according
to a classification framework that defines IMS LD as a notation system that is formal, textual, and
of a single perspective. We would classify almost similarly the newly proposed Learning Design
Language (LDL) to model collaborative activities (Martel, Vignollet, Ferraris, David, & Lejeune,
2006b), which also includes a graphical representation associated to each concept.
On the contrary, some available notations do not provide a stringent set of rules for describing
designs but more open, typically visual (in contrast to textual), ways of informally describing
educational situations, such as E2ML (Educational Environment Modelling Language) (Botturi,
2006) or the proposal of an AUTC (Australian Universities Teaching Committee) project (Oliver,
Harper, Hedberg, Wills, & Agostinho, 2002; Bennett & Lockyer, 2004). E2ML, in a similar spirit to
UML, is a multiple-perspective language. It makes use of different diagrams to provide different
views of the same designs (e.g. chronological vs. structural perspectives). In the same way, the
ongoing PoEML (Perspective-oriented EML) proposal tackles the design of educational units from
different perspectives aiming, at the same time, at achieving precision regarding the implementation
details (Caeiro-Rodríguez, Llamas-Nistal, & Anido-Rifon, 2006a; Caeiro-Rodríguez, Llamas-
Nistal, & Anido-Rifon, 2006b).
2.4.3 Discussion: IMS LD as a candidate to computationally represent CSCL scripts
The competing approaches to IMS LD have been proposed during the realisation of this
dissertation. That is the reason why we initially select IMS LD as a potential candidate to
computationally represent the CSCL scripts, so that it represents a solution to Challenge 2 (cf.
subsection 2.2.5). (We use simply LD instead of IMS LD henceforth in order to achieve a more
readable text, when the context does not lead to misunderstandings with related approaches.) The
scripts describe collaborative learning situations that, according to the definition of the
specification, LD supports. Moreover, LD is an open specification agreed upon by domain and
industry experts (members of the IMS consortium), what envisages promising interoperability
prospects. If the scripts are formalized using LD they could be executed in any LD compliant
environment, with the associated benefits in terms of costs (reusability, adapted reproducibility,
etc.) that it provides.
DESIGN OF CSCL SITUATIONS
39
However, as we have previously advanced, the LD support for realizing scripts is not clear. This
is partially motivated by a lack of significant examples and efforts that show the possibilities of LD
for CSCL. Although partial work has been already accomplished (Gorissen et al., 2005; Koper et
al., 2005), a more complete and systematic analysis is needed. On the other hand, the audience on
which we focus the problem of designing computer-interpretable scripts are teachers that are not
necessarily technologists, nor LD experts. In this sense, if the LD notation is selected as appropriate
to express scripts, the mentioned LD compliant authoring tools would not be suitable to cover
Challenge 3.
2.5 Conclusion
In CSCL one way to use the technology (in this case ICT) so that it facilitates and improves the
teaching and learning experience is by means of (macro-)scripts supported by learning
environments. However, the design of such CSCL situations is not trivial and involves three main
challenges that are identified along the chapter. The conclusions about the challenges and the
envisaged potential solutions are developed next.
Challenge 1 is around the demanding aspects implicated in the design of potentially effective
scripts. On the one hand, the scripts should structure the organization of activities and groups so that
the situation promotes the elicitation of fruitful interactions that lead to learning outcomes. On the
other hand, the risk of excessive coercion and collaboration in general (especially when proposed
by novice CSCL practitioners) should be strongly considered. The same complexity that demands
flexibility claims a meticulous previous design of the CSCL situations.
Therefore, re-inventing and designing scripts for a particular educational situation is costly and
risky. In this sense, a solution would be unravelling content, tools, specific learning tasks, etc. from
the structure of the script (it may represent the essence of the collaborative learning design) so that
the structure (or the different script components and mechanisms reflecting designs solutions) can
be applied and reused in different learning situations and contexts. The effort involved in
developing separated generic reusable elements of scripts is justified if they have been extensively
tested and applied in a broad range of different settings. In this way, scripts based on these
commonly used elements (good or best practices) represent potentially effective scripts. These good
practices can be formulated as patterns so that they are written in structured formats that make
easier their understanding, (re)use, classification and relation among them.
Not only are the time and cost demands imposed by the design of the situations but also for their
implementation in the learning environments (e.g. LMSs). Challenge 2 proposes to use a
computational notation system to formalize the scripts so that they are interpreted by the
environments (without the need of software development efforts). The complex mechanisms and
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40
components that comprise the descriptions of scripts impose difficult requirements to a candidate
notation. Among the EML proposals, the declaration of intent and interoperability prospective of
LD specification lead us to select it as the most interesting aspirant.
Altogether foresees a promising approach that enables participatory modes of designing in
which the teacher is the main stakeholder deciding on the behaviour and functionality of the
scripting environment according to the particular requirements of the educational situations. The
incorporation of patterns (for scripting CSCL) in design processes would provide more pragmatic
methodologies, grounded in practice, than traditional ID approaches. These design processes would
provide teachers with customizable well-known pedagogical methods according to CSCL critical
elements. Furthermore, the patterns would embody representations and abstractions that are easier
to understand by teachers (interested in CSCL) than the details of some IMS LD elements. If the
pattern-based design processes are graphically integrated into (high-level) authoring tools, teachers
without advanced LD knowledge would be able to create their own scripts, thus overcoming
Challenge 3.
CHAPTER THREE
CONCEPTUAL MODEL FOR CSCL
SCRIPTING PATTERN LANGUAGES
This chapter tackles the objective of identifying the types of patterns and relationships between patterns that can be used in the design of CSCL scripts. Its contribution consists in a conceptual model for CSCL scripting pattern languages and a specific pattern language that is compliant with the model. This contribution aims at providing to the community a starting point towards an agreed structure for the production of patterns for CSCL scripting. In this dissertation it specifically serves to situate the rest of its contributions. In order to validate the feasibility of the model, the chapter also discusses three authentic situations that apply a sequence of interconnected patterns selected from the proposed pattern language.
The hierarchical structure for CSCL scripting patterns characterized by the conceptual model is introduced in (Hernández-Leo et al., 2006d), while (Hernández-Leo et al., 2006) presents a real experience that applies a script generated with the proposed pattern language.
3.1 Introduction
How can design processes grounded in practice for creating CSCL scripts be provided? The
previous chapter identifies patterns as a promising way of formulating and sharing experience
regarding the design of potentially effective scripted collaborative learning situations.
Design patterns capture reusable knowledge about a problem and its associated broadly
accepted solution. They are useful to understand the critical elements that should be considered
within a design process. Patterns are decoupled when they are applied. However, they work
together with other interconnected patterns to generate emergent contextualized wholes. A Pattern
Language (PL) embraces a set of patterns relevant to a specific design space and the rules that put
together the patterns in meaningful ways so that they provide guidance when building a space-
related whole.
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42
The previous chapter reviews the pattern-based approaches adopted in Architecture, Software
Engineering and, also, in TEL. Besides, it provides a unifying view that link several representative
proposals with regard to patterns in TEL and related fields differing in scope and perspective. This
chapter is devoted to the identification of the types of patterns and connections between patterns
that can be used for generating CSCL scripts. These types of patterns and relationships are
formulated as a conceptual model (or meta-language) for describing CSCL scripting PLs. That is to
say, CSCL scripting is the design space of the patterns and rules that can be situated in the proposed
conceptual model. This conceptual model aims at providing to the scientific community an
important starting point towards an agreed high-level structure for the production of patterns and
PLs that enable the generation of CSCL scripts. Each institution or community of practice may have
its own patterns of effective scripted CL situations (which somehow typify the community). The
sharing and communication of these good practices within and between communities can be
fostered if they are framed within the same conceptual model.
To illustrate the feasibility of this proposal, Appendix A includes a CSCL scripting PL (with
own and adopted patterns) that can be described with the conceptual model. The PL comprises 18
patterns. Each pattern documents the relationships to other patterns. The map of relationships
sketches many ways in which the patterns may be put together when creating different CSCL
scripts. Depending on the context derived from a particular educational situation, different patterns
and connections of patterns may or may not apply. Nevertheless, it is important to point out that the
PL is not complete as a set in the sense that their patterns cannot be used to generate any CSCL
script. Each community can augment the PL with its patterns or propose a different one (that might
borrow some of the considered patterns).
Furthermore, the chapter exposes three different scripted CL situations that can be generated
using the proposed PL. These situations express and illustrate the relationships between the patterns
and exemplify how the diverse types of CSCL scripting patterns can be applied.
Therefore, this chapter is structured as follows. Section 1.2 introduces the methodology applied
to propose the model and the illustrating PL. The conceptual model for CSCL scripting PL is
presented in section 3.3. It is presented in form of an aggregation model (according to the
granularity and scope of the types of CSCL scripting patterns) and description of types of pattern
connecting rules. A hierarchical structure depicting how the PL included in Appendix A fits in with
the conceptual model is also introduced in this section. In addition, it contains a discussion of how
this model is linked to other potential models of related PLs and points out some general guidelines
for applying the PLs that can be described with the conceptual model. Section 3.4 is devoted to
exposing the three situations based on interrelated patterns embraced in the PL. One of them is
explained in more detail since it is designed from scratch using the PL (the other two are used as
case studies to identify some of the proposed patterns). Section 3.5 discusses the potential
CONCEPTUAL MODEL FOR CSCL SCRIPTING PATTERN LANGUAGES
43
computer-supported applicability of CSCL scripting patterns. Finally, the conclusions of this
chapter are presented in section 3.6.
3.2 Methodology applied for proposing the model and the pattern language
Chapter One describes the research methodology adopted in this dissertation in detail. The
phases involved in this chapter are: the informational, the propositional and the analytical phase.
Some of the conclusions resulting from the informational phase are reported in Chapter 2,
which includes a review of important pattern-based approaches in TEL. These conclusions together
with the significant influence related to the participation in the GSIC/EMIC multidisciplinary
research team (GSIC/EMIC, 1994) and the TELL project (TELL, 2005b) are considered in the
propositional phase. In this phase the conceptual model for CSCL scripting PLs and the patterns
included in the illustrating PL are proposed. The analytical phase includes a concept
implementation regarding the description of the PL with the proposed conceptual model. It also
analyzes the generative characteristic of the PL by providing educational situations drawn from real
practice which apply a set of interrelated patterns (belonging to the proposed PL).
Nevertheless, the tasks included in the different phases are actually realized in several iterations.
Before proposing the final version of the conceptual model, most of the patterns in Appendix A are
formulated by us or adopted from other authors. Some of these patterns are identified using the
information provided in the literature, following a deductive or top-down approach (Baggetun et al.,
2004) but others are discovered in case studies, using a more inductive or bottom-up approach
(Brouns et al., 2005). These case studies are two of the three educational situations that we provide
to illustrate how the CSCL scripting patterns can be applied. This approach is commonly used to
show the feasibility of a PL (Coplien & Harrison, 2005; Lukosch & Schümmer, 2006). The third
situation is strictly generated using the PL from the scratch. Describing the pattern-based generation
of the situations is also helpful to reflect and illustrate the types of relationships between the
patterns that form meaningful sequences.
Next subsections look at the techniques we use to formulate the patterns, that is: the problem,
forces and solution for each pattern. We capture the patterns in a pattern form similar to the
Alexandrian format, as it is approached in the TELL project and in other proposals such as (Coplien
& Harrison, 2005; Goodyear, 2005). The pattern format organizes the important components of a
pattern. The body of each pattern starts with an introductory paragraph setting the context in which
that pattern applies. This paragraph explains how the pattern is related to other larger patterns. A
problem may arise in that context; therefore, the essence of the problem comes next in bold type.
After that, the pattern elaborates on the background of the problem, the evidence for its validity and
a description of the forces that define the problem and conduct to the solution. Then, the pattern
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44
presents a proven solution, also in bold type, which solves the stated problem in the stated context.
A diagrammatic representation of the solution is often enclosed, which makes easier its
understanding. Finally, the pattern concludes with a paragraph relating the pattern to the smaller
patterns which are needed to embellish it.
We also use asterisks to show how mature the patterns are. Two asterisks denote that they
benefit from many years of experience and research and we are sure of their maturity and value.
One asterisk means that they are on the right track, but they can be probably improved. Patterns
without asterisks indicate that more research should be accomplished to state that the proposed
solution reflects the “best” way of solving the problem.
3.2.1 Capturing the experience reported in the literature
Some of the patterns collected in Appendix A have been identified and constructed according to
the experience broadly reported in the literature. In other words, the resulting patterns represent
best/good practices (when scripting CL situations) that have been extensively tested and applied in a
broad range of different situations (including different content and disciplines) and on which there
are many publications on research or practical results. Therefore, the resulting patterns actually
derive from practice (didacticism used in the practice) rather than from general learning theories
(Johnson & Johnson, 1999; King, 2007; NISE, 1997).
One very well-known example in this sense is the “Jigsaw” strategy, which is introduced by
Aronson & Thibodeau (1992) and Aronson & Patnoe (1997) but also applied by other authors such
as Clarke (1994) or DiGiano et al. (2003), among many others. A generalization of the strategy is
formulated as the JIGSAW pattern in Appendix A (Pattern 1.1). Briefly, it proposes that in order to
solve a complex problem that can be easily divided into independent sub-problems, each participant
in a (small) group (“Jigsaw Group”) studies or work around a particular sub-problem. The
participants of different groups that study the same problem meet in an “Expert Group” for
exchanging ideas. These temporary groups become experts in the subproblem given to them. At
last, participants of each “Jigsaw group” meet to contribute with its “expertise” in order to solve the
whole problem. Some of the educational objectives this strategy favours are: to promote the feeling
that team members need each other to succeed (positive interdependence), to foster discussion in
order to construct students’ knowledge and to ensure that students must contribute their fare share
(individual accountability).
Other patterns included in Appendix A that are formulated following this approach are:
PYRAMID (Pattern 1.2) or SNOWBALL (Davis, 2002; Gibbs, 1995), THINK-PAIR-SHARE or TPS
(Pattern 1.3) (NISE, 1997; Millis & Cottell, 1998), BRAINSTORMING (Pattern 1.4) (NISE, 1997;
Millis & Cottell, 1998), SIMULATION (Pattern 1.5) (Paulsen, 1995; Fablusi, 2000) or THINKING
CONCEPTUAL MODEL FOR CSCL SCRIPTING PATTERN LANGUAGES
45
ALOUD PAIR PROBLEM SOLVING (Pattern 1.6) (NISE, 1997; Millis & Cottell, 1998; Slavin,
1995).
We argue that this mining method is not purely top-down nor bottom-up. It is however an
intermediate approach in which the patterns are discovered after numerous implementations of
learning scenarios in different settings, and whose benefits are reported in the literature. A similar
approach is exposed in (Retalis et al., 2006), where they follow a reverse-engineering process for
identifying embedded good design practices in e-learning systems and, at the same time, analyze the
way users employ those systems in authentic scenarios. The resulting patterns for CSCL systems
can be found in (TELL, 2005a; Avgeriou et al., 2003). One of them, MANAGEMENT OF ON-LINE
QUESTIONNAIRES (cf. Pattern 3.2 of Appendix A), has been adopted for our CSCL scripting
pattern language.
3.2.2 Using case studies as a starting point
Other patterns presented in Appendix A are distilled using case studies related to scripted CL
situations as a starting point. Some of them are a result of the TELL project (TELL, 2005b; TELL,
2005a) and, therefore, the process we follow is based on the procedure employed in the project.
A case study serves as a starting point for the initial selection of titles and topics for potential
patterns. Additionally, this first case study analysis and our previous experience capturing patterns
in the literature lead us to reflect in the different types of patterns and relationships between them.
The case study we use in this sense analyzes an experience that takes place within a course on “the
use of ICT resources in education” (NNTT, its acronym in Spanish) at the Faculty of Education,
University of Valladolid, Spain (Ruiz-Requies et al., 2006). However, the design of this experience
also benefits from a previous case study also carried out by the members of the GSIC/EMIC group
(GSIC/EMIC, 1994). This earlier case study concerns a course on “Computer Architecture” (CA) at
the School of Telecommunications Engineering, University of Valladolid, Spain (Martínez-Monés
et al., 2005). It is noteworthy that though the content and discipline of the case studies are different,
NNTT reuses several design issues applied and deeply evaluated in CA.
During the enactment of the NNTT case study, we iteratively write and evaluate the patterns.
Several meetings involving the different stakeholders related to the case study are carried out to
discuss the content of the patterns. Therefore, the teachers involved in the case study and the
researchers monitoring its results largely influence the formulation of the patterns. Literature on the
topic of the problems tackled by the patterns is also consulted with the aim of complementing the
analysis of their forces and the associated solutions. In this phase, we continue looking for links
between the patterns so that together form meaningful designs. This process also enables to detect
connections between patterns written and not written yet (Goodyear et al., 2004).
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46
Thus, the identification and construction of the patterns is basically accomplished by: a careful
questioning of an expert designer about why he designs in a certain way and by distilling them from
our observations about specific instances of good design (E-LEN, 2004a).
Furthermore, a workshop for reviewing the patterns is carried out as part of a meeting of the
TELL project. Feedback from the patterns is received in this meeting and in following
asynchronous messages. Each pattern receives two reviews from two different participants in the
project.
Using the NNTT case study as a starting point, the following patterns included in Appendix A
are proposed: ENRICHING THE LEARNING PROCESS (Pattern 1.7), INTRODUCTORY
ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1), PREPARING FRUITFUL
DISCUSSIONS USING SURVEYS (Pattern 2.3), ENRICHING DISCUSSIONS BY
GENERATING COGNITIVE CONFLICTS (Pattern 2.4), GUIDING QUESTIONS (Pattern 3.3)
and FACILITATOR (Pattern 4.1). As mentioned in previous subsection, JIGSAW (Pattern 1.1) and
PYRAMID (Pattern 1.2) are formulated using the information provided by the literature, but they
are also applied in this experience. Since NNTT benefits from the practice of the CA case study,
CA also exhibits some of these patterns. Section 3.4 details how these patterns are applied in the
pedagogical designs of both cases studies.
Other patterns considered in the CSCL scripting pattern language are proposed by other authors
within the TELL project and, thus, also formulated using this procedure. They are THE
ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5) and STRUCTURED
SPACE FOR GROUP TASKS (Pattern 3.1).
As aforementioned, all these patterns can be related forming a PL that outlines many different
possibilities of designing a script. The methodology presented in this section lead us to identify the
different types of patterns and relationships between them that can appear in potential CSCL
scripting PLs. Next section introduces a conceptual model for PLs covering the CSCL scripting
design space, and discusses how the considered type of patterns and relationships actually appear in
the illustrating PL.
3.3 CSCL scripting pattern languages model
It is clear that CSCL scripting is not an isolated design space. In contrast, it is highly
interrelated with other spaces involved in educational design. Figure 3.1 shows how the package
concerning the patterns for designing CSCL scripts is related with other types of patterns considered
in at least other two packages. Higher level patterns of CSCL scripting patterns are those related to
high level pedagogy (e.g. problem based learning, inquiry learning) (Goodyear, 2005). In this case,
CONCEPTUAL MODEL FOR CSCL SCRIPTING PATTERN LANGUAGES
47
the pedagogical approach directly related to the CSCL scripting patterns is described in the
SCRIPTED COLLABORATION pattern (pattern 11 from (E-LEN, 2005)).
Figure 3.1 CSCL scripting pattern language conceptual model package and relationships with other models
Moreover, patterns devoted to diverse didactics for specific subject matters are also relevant
when designing a script for a specific discipline. The learning problems, the typical misconceptions
and difficulties that the students face in particular subjects are well documented. While the
strategies related to eliciting desired social interactions are common among the scripts, the insight
and experience of, for example, mathematics education (Learning Patterns, 2005) or programming
languages education (Holland, Griffiths, & Woodman, 1997; PPP, 2005) are also helpful in the
design of scripts for such domains.
Therefore, CSCL scripting PLs are embraced by larger PLs regarding pedagogical approaches
and are complemented with other PLs capturing educational experience of specific knowledge
domains. This is similarly approached, for example in Architecture patterns (Alexander et al.,
1977), where a PL for building a porch completes a larger PL for designing a house; and in
Organizational patterns for agile software development (Coplien & Harrison, 2005), which
proposes that a “Project Management PL” complements a “People and Code PL”.
Having explained that, next subsection focuses on the CSCL scripting PLs package and details
the conceptual model for these PLs.
3.3.1 Aggregation model and types of connecting rules
The conceptual model for CSCL scripting PLs proposed in this dissertation comprises an
aggregation model expressed as a UML class diagram and the types of connecting rules that relate
the patterns situated at the same and different levels of aggregation.
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Figure 3.2 represents the aggregation model of CSCL scripting PLs. Conforming to UML; the
diagram represents aggregation (and composition) relationships and specializations of abstract
classes. The aggregation model fits in well with the target design space, since the good practices
applied when creating CSCL scripts can be grouped at different granularity levels: set of activities
that are organized in CL flows vs. single activities vs. the resources (materials and tools) that
supports the single activities. Patterns at the different levels are complementary and need each other
for completeness, so they can be aggregated or related forming a hierarchical structure (which
represents the structure of pattern languages for CSCL scripts). Though next subsection shows a
graphical hierarchical structure illustrating how the PL included in Appendix A fits in with the
conceptual model, we use some patterns in the explanation of the different aggregation levels.
Figure 3.2 Aggregation model of CSCL scripting Pattern Languages
Some authors already distinguish between macro scripts and micro scripts (Fischer, Kollar,
Mandl, & Haake, 2007). As deeply exposed in Chapter Two, coarse-grained (or macro) scripts
describe general flows of collaborative (or not) learning activities (e.g. those following the Jigsaw
strategy). Fine-grained (or micro) scripts give detailed support within specific activities (e.g. scripts
for argumentative knowledge construction (Weinberger, Fischer, & Stegmann, 2005)). In the same
sense, the highest (coarser) aggregation or granularity level for CSCL scripting patterns is related to
the CL flow: the sequence of activities that make up a learning process. Some examples of patterns
at this level are JIGSAW and PYRAMID patterns (cf. Pattern 1.1 and Pattern 1.2 of Appendix A),
whose solutions form a generalization of actual learning flows. Other patterns directly related with
the learning flow but not necessarily proposing a flow structure are also situated at this level.
Another granularity level refers to the activities themselves. An example of a pattern at this level is
DISCUSSION GROUP (Pattern 2.2). In addition, we propose a third (lowest) granularity level that
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49
includes the resources (materials and tools) needed to support the activities. Some examples are
the patterns proposed in (Georgiakakis & Retalis, 2006) such as MANAGING ON-LINE
QUESTIONNAIRES (Pattern 3.2). These tree types of granularity correspond to three aggregation
levels shown in Figure 3.2.
Besides, there are some aspects (such as roles or common collaborative mechanisms, namely
group formation, floor control, awareness) that can be connected directly to some of the patterns at
any of the aforementioned granularity levels. For example, roles can be defined globally at the level
of the whole learning flow, within activities or/and within collaborative tools (e.g. usage of the
FACILITATOR pattern, Pattern 4.1). Thus, the patterns that state a principle about these aspects are
usually integral parts of learning flows, activities or resources. That is the reason why this level has
a composite relationship with the others, which, in contrast, can exist independently.
We have already insisted on the idea that the connections rules between patterns are as much
part of a PL as the patterns themselves. Each pattern provides a possible context for any patterns
that appear at the same level or below it. In other words, a pattern serves to embellish higher-level
patterns, to work alongside patterns at the same level, and to provide a context for lower-level
patterns. This organization provides a powerful way of expressing educational design knowledge
and formulating comprehensible guidance. Particularly, the types of connecting rules between
CSCL scripting patterns at the same and across levels of aggregation are presented in Table 3.1.
Table 3.1 Types of connecting rules (relationships) between patterns at the same and different levels of aggregation
Types of connecting rules between patterns at different levels
- Complete (embellish) - (Complement)
Types of connecting rules between patterns at the same level
- Complete (embellish) - Complement - Is alternative to - Specialize
Four different types of connecting rules are identified:
- Complete (embellish): following the idea of composition indicated by the aggregation model
and other pattern-based approaches (Alexander et al., 1977; Derntl et al., 2006), patterns at
higher levels need patterns at lower levels for completeness. Resources complete activities
that, in turn, complete CL flows. Roles and common collaborative mechanisms complete
resources, activities or CL flows. Patterns at the same level can also complete each other.
This is clearly manifested in patterns at the CL flow, which can be combined in such a way
that a phase of the learning flow is refined by replacing the phase with another pattern at this
level. In all these cases the pattern that is completed with other patterns determines the range
of the whole.
- Complement: some patterns at the same level can complement each other. A pattern that
complements another pattern does not refine or modify the principles of the second pattern
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50
(as it happens with the “complete” connecting rule). On the contrary, these patterns form
two parts of a larger whole, not previously embraced by any of the patterns. As an exception,
patterns at the activity level may complement those at the learning flow level by adding
(instead of refining) new phases to the flow.
- Alternative to: some patterns can tackle the same category of problem within a context
whose special details derive in alternative solutions. Alternative patterns can be interchanged
but they cannot be used in a complementary way probably because of contradictoriness or
redundancy (Harrer, 2006).
- Specialize: patterns at the same aggregation level can formulate principles that range from
general design ideas to their reusable specialization (David et al., 2003). Patterns that
formulate general design ideas have more “degrees of freedom” than patterns that formulate
their reusable specializations. “Degrees of freedom” in this context can be understood as the
number of design options that the solution of the pattern does not suggest and are free to
creatively vary.
These dependencies between the patterns provide guidance for their application and prevent
bringing together scripting strategies that do not make sense from the pedagogical perspective or
even inhibit the effects of each other (Harrer, 2006). Next subsection uses a hierarchical structure
(representing the aggregation levels) to illustrate how the PL included in Appendix A fits in with
the conceptual model.
3.3.2 An illustrating CSCL scripting pattern language: hierarchical structure
The patterns listed in Appendix A are organized according to the proposed conceptual model
forming a hierarchical structure (cf. Figure 3.3). The structure is represented as a graph (Salingaros,
2000): the patterns are identified with nodes, which are related by edges (the relationships between
the patterns). The graph shows that there are many paths through the patterns that guide their
application. Because of representational limitations not all the possible connections between
patterns are drawn in the figure. However, the complete relationships presented by the proposed PL
are documented in the pattern format fields devoted to the context and the paragraph relating the
pattern to smaller patterns that each pattern includes.
To illustrate and express the identified types of semantic relationships, we analyze in detail the
connections between some patterns included in the CSCL scripting PL next.
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Figure 3.3 Hierarchical structure of the CSCL scripting PL showing how the PL fits in with the conceptual model. The numbers on each node reference the patterns as listed in Appendix A. Because of representational
limitations not all the possible relationships are drawn
There are two clear manifestations of the “is alternative to” and “specialize” relationships.
FREE GROUP FORMATION (Pattern 4.2) is alternative to CONTROLLED GROUP
FORMATION (Pattern 4.3). Both are CL mechanisms devoted to group formation. Assembling
groups is needed to complete the suggestions of patterns at the CL flow, activity level and also at
the resource level (cf. STRUCTURED SPACE FOR GROUP TASKS, Pattern 3.1). However the
specific characteristics of the problem that arise from (slightly) different contexts (e.g. a large
demanding assignment vs. an assignment that benefits from diverse or conflict knowledge) conduct
to divergent solutions that are mutually exclusive.
On the other hand, PREPARING FRUITFUL DISCUSSIONS USING SURVEYS (Pattern 2.3)
and ENRICHING DISCUSSIONS BY GENERATING COGNITIVE CONFLICTS (Pattern 2.4)
are specializations of DISCUSSION GROUP (Pattern 2.2). That is, they adapt DISCUSSION
GROUP to a more specific context and thus related problem, undergoing specialization.
DISCUSSION GROUP is within a context that requires organizations forms for knowledge sharing,
questioning and critique. Pattern 2.3 and Pattern 2.4 add to this context the issue that the
participants may consider their previous results or ideas before sharing the knowledge. In this sense,
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the solutions of the specialized patterns are more concrete in their suggestions, offering less design
options to the users so that the essence of the pattern is not killed.
PREPARING FRUITFUL DISCUSSIONS USING SURVEYS (Pattern 2.3) and ENRICHING
DISCUSSIONS BY GENERATING COGNITIVE CONFLICTS (Pattern 2.4) form also a very
illustrative example of how two patterns at the same level complement each other shaping whole
not previously embraced by any of them. While Pattern 2.3 proposes preparing a survey that the
students answer before the discussion to organize their ideas, Pattern 2.4 suggests providing
students with the answers of their classmates so that they reflect on potentially different approaches
and thus generate new questions and issues to be discussed. The answers to the surveys organized
following the purpose according to Pattern 2.3 can be complementarily used as indicated by Pattern
2.4 for a different purpose. Together, Pattern 2.3 and Pattern 2.4 represent a debate strategy that
spans a two different phases, whose range is not considered separately by each of them.
There are many other examples manifesting the “complement” relationship in the PL. For
instance, the GUIDING QUESTIONS (Pattern 3.3) can be presented to the students according to
MANAGEMENT OF ON-LINE QUESTIONNAIRES (Pattern 3.2). A FACILITATOR (Pattern
4.1) complements the pattern CONTROLLED GROUP FORMATION (Pattern 4.3) since this may
be the role in charge of assembling the groups. Moreover, the learning flow of a whole educational
unit might comprise a pattern at the CL flow level, e.g. JIGSAW (Pattern 1.1), complemented with
another flow, e.g. PYRAMID (Pattern 1.2), that follows or precedes the flow suggested by the first
pattern (Pattern 1.1). Again, the limits of the whole resulting from this concatenation of patterns is
determined by the two patterns (one of them indicates the start of the learning flow and the other the
end).
The “complete” connecting rule also appears when combining two patterns at the CL flow. In
this case, a phase suggested by a pattern is organized according to another pattern (which can be
eventually the same. For example the “Expert group” phase of the JIGSAW (Pattern 1.1) may be
structured following the PYRAMID (Pattern 1.2). The base learning flow, indicating the start and
the end of the learning flow is not modified. In contrast, the proposal of the JIGSAW is refined,
being in the resulting design the PYRAMID an integral part of the adapted JIGSAW.
This type of relationship clearly intervenes between patterns at the different levels. The
knowledge of THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5) may be
considered when completing the design of any of the activity types orchestrated in JIGSAW
(Pattern 1.1). Similarly, STRUCTURED SPACE FOR GROUP TASK (Pattern 3.1) refines Pattern
2.5 by indicating the type of resources that may be useful for supporting the activity. A
FACILITATOR (Pattern 4.1) may also complete the activity design ideas indicated by THE
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ASSESSMENT TASK AS A VEHICLE FOR LEARNING or the behaviour of certain
collaboration tools according to STRUCTURED SPACE FOR GROUP TASK (Pattern 3.1).
The hierarchical structure depicted in Figure 3.3, which emphasizes the rules that connect the
patterns, provides guidance regarding the order in which the patterns are to be applied. We argue
that all the CSCL scripting PLs that conform to the conceptual model proposed in subsection 3.3.1
follow similar hierarchical structures. This fact allows the definition of general guidelines for
applying those PLs.
3.3.3 General guidelines for applying the PL described with the conceptual model
How can the patterns of a CSCL scripting PL described with the conceptual model be applied?
The main ideas, shared among diverse authors of other pattern-based proposals for different design
spaces (Alexander et al., 1977; Coplien & Harrison, 2005; Lukosch et al., 2006; Schümmer &
Lukosch, in press), is to start at the top (higher granularity level) and work towards the bottom.
When a pattern points to several subtending patterns, they can be also applied or not in any order
but considering the semantic differences indicated by the four types of relationships. Of course, the
decision of applying or not applying a pattern depends on context. A PL can be considered as a map
collecting numerous meaningful paths, but the exact chosen path is subject to the circumstances.
The patterns should be helpful and feasible in a particular situation in order to be selected. The
point is not to use as many patterns as possible, but to choose the patterns that solve the problems
that actually appear in an educational situation. If the context, problem and forces of a pattern match
an actual situation, then the pattern is worth considering.
The progression through the PL requires knowing the patterns beforehand or reflecting upon the
different design possibilities before their selection. In fact, this analysis is enabled by having the PL
at hand, which also provides a basis for discussion. The result is a set of interrelated patterns that
together generate a sequence (a story) that shapes the design of a specific script.
Evidently, each PL has a limited number of patterns. A PL represents the experience of
someone (or a community of practice) when creating CSCL scripts (Alexander et al., 1977).
However, the educational context of an external person using the PL may have specific needs that
request new patterns or for different versions of the patterns. In addition, a user of a certain PL (for
example the PL included in Appendix A) might need to apply a pattern in a way that is not
considered in the map of established relationships. The special characteristics of the educational
domain and the unpredictable characteristics of CL situations impose flexibility requirements when
applying PLs. In general, teachers should be able to consider a new pattern or try a pattern that is
out of sequence, if their intuition leads in that direction. The constant evaluation of the effects of the
resulting script enables the evolution of the PLs.
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All in all, if we provide a teacher with a CSCL scripting PL, the desire is that the selected
sequence of patterns keeps the essence of the constraints that are intrinsic to the pedagogical
principle of each pattern in the sequence. The extrinsic constraints, in contrast to the intrinsic ones,
necessarily derive from the application of the patterns to particular situations. These extrinsic
constraints represent the (arbitrary) design decisions reflected in a script that are suitable for being
modified by the teacher and other involved stakeholders, such as students (Dillenbourg et al., 2007).
This idea is in line with the idea of preserving structure discussed around Architecture patterns
(Alexander, 2003b). Alexander proposes a process that involves step-by-step applications of
patterns in such a way that the whole increases by structure-preserving transformations. These
transformations gradually add symmetries (described as centers) that enables the unfolding of the
whole.
Some ideas of Alexander (2003b), also considered by Coplien & Harrison (2005), can be
adopted as general iterative guidelines when applying the CSCL scripting PLs.
- Consider your educational situation as a whole, get a feeling for how the course is working,
and try to identify its “weak points”. Maybe you have recently applied another pattern,
which left you in a new context or produced explicit forces which are not resolved yet.
- Focus on what can be done to enhance the script, considering the target objectives. Are you
striving for a specific skill development? Or are you seeking for motivating your students?
Read the patterns so that you can find help to resolve these questions.
- Find a place where the application of a new pattern – the consideration of a new role, the
addition of a new structured activity, changing the learning flow, - will achieve your goal.
Will any of the patterns help you? Do you know of other strategies that will help? Apply the
patterns (or other strategies) locally.
- Look at the structure of the PL. Each pattern indicates which patterns may come next as
complements or refinements.
- Reflect on the application of the patterns. Do they work? Evaluate the effects of the pattern-
based script so that the conclusions provide you feedback for further designs.
This subsection argues that the teacher is the main stakeholder in charge of applying CSCL
scripting PL. Next subsection discusses this issue elaborating on other possible categorizations of
CSCL scripting patterns.
3.3.4 Discussion: other categorizations of patterns
Our conceptual model bears similarities to the conceptualization of the educational design space
proposed by Goodyear et al. (2004). Patterns for designing good learning tasks are in our proposal
patterns at the activity granularity level. Moreover, the supportive space embracing the resources
(tools and artefacts) corresponds to the resource level. Organizational forms that favour the
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emergence of convivial learning situations are what actually propose the patterns included in the
collaborative learning flow level and vertical level (roles, group formation). We argue that the
learning flow and the other CL mechanisms (common to the flow but also to the activities and
supporting resources) are relevant entities that deserve distinction. Furthermore, the aggregation
structure that provides the relationships “resources complete activities, which complete flows” and
“roles and other common CL mechanisms complete resources, activities and flows” makes our
proposed conceptual model more comprehensive. Previous subsections and the application of the
PL presented in section 3.4 provide foundation in this sense.
Other categorizations of patterns could be also distinguished. For example, Alexander et al.
(1977) differentiate the terms design patterns and construction patterns. Alexander’s design
patterns refer to understanding the geometry of a building and the relationships between parts, while
construction patterns examine the materials and processes needed in order to put the designs into
practice. We distinguish between design CSCL scripting patterns, which are used to devise the
educational design of a script (patterns at the CL flow and the activities levels); and construction
CSCL scripting patterns, which support the implementation of the designs in actual practice
(patterns at the resource and vertical level). The audience of design CSCL scripting patterns is
mainly teachers and learning designers, who create CSCL scripts. Nevertheless, these patterns may
be used by systems designers in requirements analysis tasks. In contrast, construction CSCL
scripting patterns are more intended for system developers (or content providers), although they
should be also considered by teachers and even students, who are the actual users of the scripts.
On the other hand, Vesseur, Lutgens, Broek, Koehorst, & Ronteltap (2005) differentiate five
phases (or levels) in developing and planning education in which design patterns can be useful:
preparation of a (case of study) pilot, preparation of the course, the course itself, assessment of the
course and evaluation of the pilot. The phase on which CSCL scripting patterns (from the
perspective approached in this dissertation) are focused is more related to the preparation of the
learning design than to putting the learning design into effect. Thus, CSCL scripting patterns are
mainly at the “preparation of the course” level. The roles that may use the patterns considered in the
other phases of planning education include the researcher and the evaluator.
This discussion leads us to the ideas developed at the beginning of the section. CSCL scripting
PLs are not isolated. Quite the opposite, they are connected to other PLs. These PLs can be situated
at the same design phase (e.g. PLs dealing with didactics of specific subject matters) or at a
different one (e.g. PLs for planning the evaluation of a course). It is also remarkable the fact that not
all the patterns that may be considered when designing scripts might have a pure scripting purpose
(cf. for example FACILITATOR, Pattern 4.1 of Appendix A). In fact, patterns that may belong to a
CSCL scripting PL can also fit in (with different connecting rules to other patterns) with other (non-
scripting) PLs. If all the possible PLs for educational design are put together, overlapping between
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patterns and PLs will become apparent. An example of this appreciation is that isolated patterns (not
included in our proposed PL) and other PLs fit in with the CSCL scripting PLs conceptual model
and, thus, could be adopted to enlarge the PL of Appendix A. This discussion also supports the
validity of the conceptual model.
3.3.5 Discussion: other sample patterns that fit in with the proposed conceptual model
Interestingly, there are PL proposals that can be embraced by CSCL scripting PLs. As
aforementioned, this fact is manifested in other domains, such as Architecture, where a PL for
designing a house comprises a PL for a porch (Alexander et al., 1977).
It is noteworthy that DISCUSSION GROUP (Pattern 2.2 of Appendix A) is, in turn, part of a
PL devoted to “Debate” (Goodyear, 2005). This PL can be considered a smaller PL embraced by a
CSCL scripting PL. The patterns of the Debate PL can be situated in the activity and resources
levels as well as in the roles and common collaborative mechanisms level. Most of its patterns refer
to fine-grained activities involved in a debate such as PROPOSE THE MOTION or VOTE. Other
patterns are around roles, namely SPEAKER FROM THE FLOOR or CHAIRPERSON. Finally, the
“Debate PL” also considers principles about resources related to tools or materials, e.g. BULLETIN
BOARD and SOURCES OF EVIDENCE.
Similarly, MANAGEMENT OF ON-LINE QUESTIONNAIRES belongs to a PL for LMSs
(Avgeriou et al., 2003). The rest of the patterns of this PL and related PLs, e.g. a PL for
asynchronous CL systems proposed in (Georgiakakis et al., 2006), can be also situated at the
resource level of our conceptual model.
One of the patterns collected in (DiGiano et al., 2003) is a version of the JIGSAW pattern. The
other patterns included in this work can be framed in the CSCL scripting PLs conceptual model as
well. To name a few examples, PIPELINE WORKFLOW as a pattern at the CL flow level,
TOUCHING THE ELEPHANT is at the activity level, EXCHANGE TEMPLATE is at the resource
level, and CONTRIBUTION LAYERING is at the common mechanisms level.
The following examples of actual scripts, generated using the PL of Appendix A, aim at further
expressing the different aggregation levels and relationships that connect the patterns. They also
illustrate how the hierarchical structure conceptually guides the process that can be followed when
applying the patterns. The reader should also note that the patterns selected for each example form
themselves a small PL.
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3.4 Examples of applying the CSCL scripting patterns
Some of the patterns in Appendix A are drawn from real experiences at our University. This
section looks at three examples, based on real case studies, which consider these patterns (and
others captured in the literature) in order to illustrate how the patterns can be applied.
The experiences are described as stories in the form of sequences that show the process of
growth. The sequences offer different paths (out of the many possibilities for the PL) that result in
particular wholes (scripts). These examples should provide a better feel for the PL and the patterns’
interconnections.
It is important to remember that these sequences are real. They come from our experience, and
they typified the rich ways in which patterns build on each other, as well as the way in which the
language can become alive. In this sense, the PL of Appendix A describes somehow the culture of
our community of practice.
As advanced in the section 3.2, the first and the second experiences are CA (Martínez-Monés et
al., 2005; Jorrín-Abellán et al., 2006) and NNTT (Ruiz-Requies et al., 2006), both used as a starting
point to propose some of the patterns. The results of these experiences are successful in terms of the
target educational objectives. The third experience is called Computer Networks Protocols (TTG, its
acronym in Spanish), designed explicitly applying the CSCL scripting patterns from scratch. This
section is therefore longer, since it also includes the results of the experience evaluation that shows
the fruitful results of following the good practices formulated by the patterns.
3.4.1 Computer Architecture (CA) course
The CA course is part of the core body of knowledge in the Telecommunications Engineering
curriculum in Spanish universities. The specific course in which the following script is applied is at
the University of Valladolid, Spain. It is placed in the fall semester of the fourth year (out of five)
and is made up of 30 lecture hours and 60 laboratory hours. Within the curriculum, the course is the
last of a branch on computing topics that covers programming fundamentals, operating systems, and
computer architecture. The script designed for the course aims at providing contextualized,
integrated and meaningful knowledge; to promote active, intentional and collaborative learning
(Martínez-Monés et al., 2005; Jorrín-Abellán, 2006).
The whole course is defined as a project that develops along the semester, whose objective is
the design and evaluation of computer systems. The class of 100–120 students is divided into three
sessions of 40 students, in which the elementary unit consists of groups of two students (pair). To
enable distinct perspectives of the main subjects within the classroom, five clients are defined,
giving answer to different market sectors and system requirements. Each pair is assigned one out of
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the five clients for the whole course. This way, in each laboratory group, different clients are being
studied throughout the course, following the principles of JIGSAW (Pattern 1.1).
The Jigsaw-based structure is completed with the suggestions of SIMULATION (Pattern 1.5).
The teacher takes the roles of the five clients and the director of the manufacturer companies, while
students assume the roles of a consulting firm and a computer manufacturer. Along the script there
are several project assessment tasks, as indicated by THE ASSESSMENT TASK AS A VEHICLE
FOR LEARNING (Pattern 2.5), which correspond to three subprojects of 4 weeks each. The final
report is to be submitted a month after the course has finished, and therefore, during this period,
there are no lectures where students could meet face to face. In this way, the teacher, which
becomes a FACILITATOR (Pattern 4.1) during the whole course, makes sure that they have time to
execute and plan how they will carry out the subprojects.
The educational design aims at promoting interaction within and between the pairs assigned to
different clients. Each subproject studies different specific issues of the whole problem and presents
two milestones. In the first one, basic decisions are taken, and in the second milestone, each pair has
to submit a technical report to the client (teacher). In each milestone, every laboratory group
(“Jigsaw group” phase of the JIGSAW) holds a debate. The debate is designed as a collaborative
review of the work of the students, arranged as suggested by PREPARING FRUITFUL
DISCUSSIONS USING SURVEYS (Pattern 2.3), and where the problems of the different clients
can be shared and discussed at a laboratory group level following the ideas of ENRICHING
DISCUSSIONS BY GENERATING COGNITIVE CONFLICTS (Pattern 2.4). At the end of the
whole script, a technical report (corresponding to the last subproject) is collaboratively produced
among all pairs that deal with the same case study in each laboratory group (forming accordingly a
PYRAMID Pattern 1.2).
Since the subprojects are demanding assignments that take place along the whole course, FREE
GROUP FORMATION (Pattern 4.2) is proposed to the students when assembling the pairs.
Moreover, the structure of the technical reports is provided to the students as GUIDING
QUESTIONS (Pattern 3.3) that help them to focus on important issues to be covered.
To support preparation and realisation of the debates a telematic tool for automatic
MANAGEMENT OF ON-LINE QUESTIONNAIRES (Pattern 3.2) called Quest (Gómez, Rubia,
Dimitriadis, & Martínez, 2002) is used. As required by the joint application of Pattern 2.3 and
Pattern 2.4, Quest supports synchronous debates in the classroom based on the results of previously
submitted questionnaires that are filled by the students with their opinions about the topics under
discussion.
To offer a STRUCTURED SPACE FOR GROUP TASKS (Pattern 3.1) where the students can
share their reports, the teacher encourages the use of the Basic Support for Cooperative Work
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(BSCW) (OrbiTeam, 2007). BSCW is a well-known shared workspace system based on web
interface, was used for asynchronous document sharing and threaded discussions. Also it offers
additional features for handling shared documents such as a commenting tool (one student may
“post” comments on another’s document), and an awareness tool (it informs students by e-mail
about the uploading of new documents, their modification, etc.), among others.
The patterns applied in the design of this script are used in order to promote the acquisition of
competencies and skills (e.g. those related to group work), besides specific contents of the course.
Next example deals with a course on a totally different topic (even discipline) which also adopts the
design principles captured in the PL.
3.4.2 The use of ICT resources in Education (NNTT) course
The global objective of the NNTT course is to allow students of the Faculty of Education at the
University of Valladolid to create didactic units in collaboration (Jorrín-Abellán, 2006; Ruiz-
Requies et al., 2006). It is made up of 40 hours including lectures and laboratory sessions. Each
class comprises from 36 to 42 students. Along the course the students should create a didactic unit
that could be eventually used in a real school and design the ICT resources that will support such a
didactic unit. An actual school also participates in the case study by providing specifications and
evaluation of the partial results of the students. As the CA course, the educational situation is
blended and interleaves normal face-to-face activities with technology-supported collocated or
distance activities. Besides knowing and applying the specific contents of the course, the script
employed in this course targets students develop their critic capabilities and skills related to
working in group and coping with strong workloads.
Before actually creating didactic units, the students are encouraged to work around the three
main topics of the course. This phase, which spans from second to fifth weeks of the course, is
scripted according to a two-level PYRAMID (Pattern 1.2). The previous (first) week is devoted to
present the course and the planned script following the indications of INTRODUCTORY
ACTIVITY: EXPLAINING THE LEARNING DESIGN (Pattern 2.1). The first level of the
Pyramid is, in turn, structured in accordance with JIGSAW (Pattern 1.1). The CL flow resulting
from the combination of these two patterns at the learning flow level is refined as follows. Taking
into account the FREE GROUP FORMATION pattern (Pattern 4.2), the students are assembled in
pairs that persist during the whole course. In the “Individual phase” of the JIGSAW every pair
studies one of the three topics in such a way that each topic is assigned to six or seven pairs. The
teacher facilitates a set of articles associated to the different topics and asks the students to discuss
in pairs the ideas of the articles (related to their assigned topic). Then, students should elaborate a
report for assessment purposes but also as a learning task (ASSESSMENT TASK AS A VEHICLE
FOR LEARNING, Pattern 2.5) which pushes them to reflect on a series of questions that they
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should answer in the report. These questions are explicitly provided by the teacher, as suggested by
GUIDING QUESTIONS (Pattern 3.3).
In the “Expert Group” phase of the JIGSAW the six (or seven) pairs that have worked on the
same topic join in a single group to read and discuss the reports written by their partners. The
teacher gives them some ideas about how they should organize the DISCUSSION GROUP (Pattern
2.2) and acts as a FACILITATOR (Pattern 4.1) helping students get started and giving feedback
when necessary. To facilitate sharing of reports a STRUCTURED SPACE FOR GROUP TASKS
(Pattern 3.1) is used. In this case, the employed tool is Synergeia (ITCOLE, 2005), a version of
BSCW focused on learning that provides a shared, structured, web-based work space in which
collaborative learning can take place, documents and ideas can be shared, discussions can be stored
and knowledge artefacts can be developed and presented. Again, in a following activity the group
should jointly write a report in an activity designed according to Pattern 2.5 and Pattern 3.3.
In the “Jigsaw Group” phase (of Pattern 1.1), new groups are formed. Every group comprises a
pair “expert” on each topic. This assembling of pairs into larger groups is accomplished by the
teacher using the criteria of physical proximity in the lab. In this case, the context and forces of the
situation lead to the selection of CONTROLLED GROUP FORMATION (Pattern 4.3) instead of
FREE GROUP FORMATION. In this phase, the students read and present the (second) report
(outcome of the “expert group”) and elaborate a new common report integrating the three different
topics. After that they complete a questionnaire designed with the purpose of PREPARING
FRUITFUL DISCUSSIONS USING SURVEYS (Pattern 2.3).
The second (and last) level of the PYRAMID is devoted to ENRICHING DISCUSSIONS BY
GENERATING COGNITIVE CONFLICTS, Pattern 2.4) in a global debate where all the students
participate. The MANAGEMENT OF ON-LINE QUESTIONNAIRES (Pattern 3.2) is carried out
with Quest.
Throughout the whole script, several concurrent activities need to be synchronized among
different groups. Therefore, the teacher plans some enriching additional activities (e.g. training in
how to design a questionnaire, type of enrichment II) for groups that finish earlier, as indicated by
ENRICHING THE LEARNING PROCESS (Pattern 1.7).
As in the CA course, the script used in NNTT exists before the PL of Appendix A. However,
the presentation of the design of both courses as sequences of patterns illustrates the different types
of CSCL scripting patterns and connections between them. Next subsection introduces a new script
for a course on computer networks. In this case the script is designed explicitly applying the CSCL
scripting patterns from scratch.
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3.4.3 Computer Networks Protocols (TTG) course
Several approaches for teaching computer network protocols concepts and mechanisms by
means of lab exercises and projects have been reported in the literature. Significant examples
include the use of networking tools (traffic monitors, traffic analyzers, etc.) in real scenarios
(Stevens, 1995), the use of network simulators (Al-Holou, Booth, & Yaprak, 2000), protocol
implementation and network programming project-based activities (El-Kharashi, Darling,
Marykuca, & Shoja, 2002), and even the performing of learning activities with no computer and
network support at all (Surma, 2003).
The script applied in this subsection represents an experience carried out in an undergraduate
course on computer network protocols that combines several of those approaches: networking tools
in real scenarios, network programming, and simulation. The course belongs to the studies of
Telecommunication Engineering at the University of Valladolid. More particularly, the script is
focused on the lab exercises related to the first of the mentioned approaches: the use of networking
tools in real scenarios of traffic interchange for the learning of, in this particular case, concepts and
mechanisms of the Transmission Control Protocol (TCP).
During previous years (before applying the script), those lab exercises simply comprised the
analysis of the traffic that communicating applications running in lab hosts interchanged among
each other (or with applications running in other Internet hosts) through the lab network. The set of
communicating applications included, in a similar way as proposed by (Stevens, 1995), common
client/server utilities (FTP, telnet, web...) as well as user-guided traffic sources and sinks based on
the sock application. The students were requested to set up the applications in a predefined way, to
capture the traffic with the tcpdump tool (Tcpdump, 2006), and to analyze captured traffic
identifying what TCP mechanisms previously explained in theoretical lecturers are involved
(connection establishment, flow control, slow start, congestion avoidance, Nagle algorithm, etc.)
Seeing the protocols “in action” enabled the students to contrast their knowledge of the protocol
mechanisms with their real behaviour thus detecting potential misunderstandings.
Nevertheless, this approach showed to have several weaknesses. Firstly, the large set of TCP
mechanisms under study demanded from the students the setting up of an also large set of traffic
interchange scenarios. Therefore the students’ effort was devoted, to an important extent, to the
performing of those repetitive configuration tasks. This fact precluded them from focusing on the
understanding of the protocols mechanisms themselves and the circumstances under they are
intended to be useful. Secondly, the time required for the analysis of a large set of scenarios
involving single mechanisms made difficult (within the time frame of the course under study) to
devote time for the setting up and analysis of scenarios involving several TCP mechanisms
simultaneously. This fact hindered the understanding of the mutual influence among TCP
mechanisms and, consequently, their differences and corresponding purposes.
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With the goal of alleviating those problems, the two teachers of the course plan to encourage
students to design (not only to analyze) their own scenarios of traffic interchange that trigger one or
a combination of TCP mechanisms. This kind of scenario-design activities helped the students to
understand the circumstances under a TCP mechanism is intended to be useful. Moreover, the
teachers design a script that pushes students to collaborate in groups with other students so as to
complete the traffic analysis and scenarios design tasks. By means of collaborative activities,
students are expected to generate further knowledge as well as to share the work load, thus
providing new time slots for introducing new exercises.
In addition to the above advantages, basically related to the course contents and organization,
the script introduced in the course is expected to generate opportunities for the students’ acquisition
of competencies and skills such as argumentation capacity, responsibility for the own learning,
involvement in group work, etc.
Next subsection (3.4.3.1) firstly introduces the course that constitutes the context of the script.
Then subsections 3.4.3.2 and 3.4.3.3 detail its design, focusing on the type of scenarios and the
specific script proposed to the students. Afterwards, subsection 3.4.3.4 explains how the experience
has been evaluated and what conclusions can be drawn from the evaluation results.
3.4.3.1 Course background TTG is placed in the fall semester of the third year (out of five) of the studies for achieving the
degree of “Telecommunications Engineering” at the University of Valladolid, Spain. It is the third
out of five courses belonging to the core body of knowledge of the degree’s curriculum that are
devoted to the study of computer network protocols following a bottom-up layered approach. The
first of those courses introduces basic concepts of computer networks and focuses its attention on
media access control and logical link layer techniques and protocols. The second course is mainly
devoted to network layer aspects (routing, congestion control, etc.). Finally, the third course, the
focus of this study, deals with transport-level protocols and, specifically, with the TCP. The
remaining two courses cover application-level protocols.
The course spans a 15-week-long semester and involves 30 lecture hours (one two-hour session
per week) and 60 laboratory hours (two two-hour sessions per week). The 60 laboratory hours are
divided in three different types of exercises: 22 hours involve exercises of analysis and design of
scenarios of traffic interchange, 22 hours are devoted to network programming with the BSD
sockets API (Stevens, 1998), and the last 16 hours propose activities based on the use of the ns-2
(ISI, 2007) network simulator. The script is focused on the activities performed during the first 22
hours.
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A total of 160 students approximately participate in the course. Due to physical space
restrictions at the lab, they are divided in four groups of 40 students. Consequently, each lab session
is repeated four times a week. The students are arranged in groups of two (a pair) that share the
same lab resources (machine, user account, etc.) and work together during the whole course.
3.4.3.2 Scenarios to be analyzed or designed throughout the script Scenario-based learning is defined as “...learning that occurs in a context, situation, or social
framework. It’s based on the concept of situated cognition, which is the idea that knowledge can’t
be known or fully understood independent of its context” (Kindley, 2002). Applying this same idea,
knowledge on computer network protocols cannot be fully understood if it is not situated in the
context in which those protocols are used: applications that communicate through a computer
network. Within this context, students are requested to perform two types of activities: analysis of
predefined scenarios of traffic interchange (provided by the teachers) and design of new scenarios
that illustrate a required set of protocol mechanisms. Analysis activities enable the students to
confront real protocol behaviour with the knowledge acquired in theoretical lecturers (thus detecting
potential misunderstandings). Design activities “force” the students to focus their attention in the
circumstances in which a particular mechanism is useful. This helps the students to differentiate the
protocol mechanisms and promotes a better understanding. Table 3.2 enumerates the TCP
mechanisms to study during the 22 first lab hours of the course as well as the type of scenarios that
the students are requested to analyze and to design. The enumerated TCP mechanisms are grouped
in “sets” (left-hand column) related to the script that will be described in the following section.
3.4.3.3 Designing the script Considering the educational situation as a whole and the weak points identified in experiences
of previous years, the teachers of the course select a sequence of patterns belonging to the PL of
Appendix A. The focus is on finding ways of resolving problems that appear in such a situation,
having in mind the target educational objectives.
Starting at the top level, the teachers select JIGSAW (Pattern 1.1) as the basis to structure the
CL flow of the script. They also decide to complement this pattern with PYRAMID (Pattern 1.2),
by refining the “Jigsaw Group phase” with a two-level Pyramid structure. The result is a CL flow
that combines JIGSAW and PYRAMID patterns (cf. Table 3.3). The formulation of both patterns in
Appendix A indicates the context in which they can be applied and what they suggest along with
the educational benefits that they foster. This information indicates that the selected patterns are
helpful and feasible for the conditions of the faced situation. For example, the adequateness of
JIGSAW is, among other issues, manifested by the fact that the list of TCP mechanisms (and thus
scenarios of traffic interchange) can be easily divided into sets.
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Table 3.2 TCP mechanisms to be studied in the course and the related scenarios of traffic interchange to be analyzed and/or designed
Set TCP mechanism Scenarios TCP connection establishment and termination
Analysis: telnet session with a “local” machine and web session with a “remote” machine.
TCP Half-close Design: use of sock tool as traffic source and sink with options needed to “force” a half-close scenario.
Common
TCP Reset segments Analysis: telnet session with “unreachable” TCP port.
Retransmission time-out (error control)
Design: scenario of retransmission during connection establishment (e.g. disconnecting network cable). Design: scenario of ARP (Address Resolution Protocol) traffic capturing during TCP connection establishment (due to expiration of ARP cache) A
2MSL (Maximum Segment Lifetime) time-out (error control)
Analysis: scenarios proposed in (Stevens, 1995) for the measurement and characterization of the 2MSL time-out.
B
Nagle algorithm (reduction of overhead caused by small TCP segments)
Analysis: telnet session in which a sentence is typed (impossible to identify the mechanism due to human key pressing rhythm). Analysis: telnet session in which the same typed sentence as above is “copied and pasted” at once (the Nagle algorithm can now be identified). Design: use of sock tool so as to illustrate Nagle algorithm behavior (fast generation of small data chunks that will be grouped by the mechanism). Analysis: identification of the “delayed ack” mechanism and its positive/negative influence in the Nagle algorithm (ack delaying enables Nagle algorithm to generate larger segments thus reducing protocol overhead).
C Sliding Window (flow control)
Design: using the sock tool, a traffic source requests TCP to send a large chunk of data. A traffic sink “reads” data from TCP in smaller chunks. It is interesting to analyze the size of the advertised sliding windows of the TCP receiving entity when the buffer size is modified, when “read” operations are separated by a certain amount of time, when those operations start a certain amount of time after the connection is established, etc. (the flow control imposed by the sliding windows is observed as well as its relationship with the receiver’s buffer size). Design: the above scenario is requested to be analyzed again but running the traffic sink in a Sun Sparc workstation using Solaris operating system (in order to discover different TCP behavior in different implementations).
D Slow start and congestion window (congestion control)
Analysis: using the sock tool, a traffic source and a traffic sink interchange TCP data within the lab network (the slow start mechanism is difficult to appreciate due to low delays). Design: use of sock tool as traffic source in order to illustrate the slow start mechanism behavior (e.g. using a “remote” web server as traffic sink. The mechanism can be appreciated if delays are large enough). This scenario is useful to illustrate under what circumstances the congestion window decreases the traffic sending rate. Design: the above scenario is requested to be analyzed again but running the traffic source in a Sun Sparc workstation using Solaris operating system (in order to discover different TCP behavior in different implementations).
Congestion-window vs. sliding window
Design: identify which of the two mechanisms limit the data sending rate and under what conditions
Nagle algorithm vs. sliding window
Design: identify which of the two mechanisms force the traffic source to interrupt the sending of data using as the traffic sink a “far” (in terms of end-to-end delay) web server Combined
Retransmission time-out vs. ARP time-out
Design: scenario of retransmission during the data transfer phase of a TCP connection between two machines located in different networks (not in the lab network, in order to analyze the differences)
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Table 3.3 Sequence of lab sessions and the corresponding individual and collaborative learning activities
Session Activity description Outcome Supporting tools and resources
1
2
3
4
Jigsaw phase: “individual work”
Explanation of the educational design
Each pair works on the common set of TCP mechanisms
None to deliver
None
5
6 Questionnaire on the common and assigned set of TCP mechanisms (at the end of session #7)
Quest tool
7
Each pair works on the assigned set of TCP mechanisms (A, B, C, or D)
Written report on the assigned set of TCP mechanisms (eight-page document to be finished a week before session #10)
BSCW tool to store, share, and comment the reports
8 Discussion on the test results moderated by the teacher
List of controversial points to be discussed with other “experts”
None
9 Jigsaw phase: “experts group”
Pairs that have worked on the same set of TCP mechanisms (“experts”) meet together and discuss on the test results and controversial aspects (generated during the discussion)
Document with a list of discussed topics and agreed conclusions (one-page document delivered at the end of the session)
BSCW tool to store, share, and comment the list of discussed topics and agreed conclusions
10 Jigsaw phase:
“jigsaw group” (I)
Each pair in a “super group” explains to the others the mechanisms of its assigned set.
Prerequisite: each pair has read the written report of the other members of the “supergroup”.
None to deliver
BSCW tool for accessing the reports of the rest of “super group” members.
11 Jigsaw phase:
“jigsaw group” (II)
Analysis of “combined scenarios” according to a “pyramid” structure:
Pyramid level 1
Each pair works individually
Pyramid level 2
The whole “super group” compares and discusses the obtained results and tries to obtain a common consensus
At the beginning of session #12 students answer a questionnaire individually. The questionnaire contains 4 questions on each set of mechanisms (A, B, C, and D) as well as 4 questions related to the relationships among different mechanisms
Quest tool
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The students belonging to the same pair work together on the common set of TCP mechanisms
until the fourth session and employ three sessions more to study a different set of TCP mechanisms
(these tasks are all part of the “Individual phase” of the JIGSAW). For assessment purposes but also
with the aim of training students’ writing skills, the teachers ask the students to write a report on the
assigned set of TCP mechanisms (A, B, C, or D). Following THE ASSESSMENT TASK AS A
VEHICLE FOR LEARNING (Pattern 2.5) the teachers give students a lot of control over how they
carry out the elaboration of the report, making sure that they have sufficient time to plan and
execute it well. The reports must be shared at least among the pairs that will join in a “Jigsaw
group” in the tenth session. Therefore, a STRUCTURE SPACE FOR GROUP TASKS (Pattern 3.1)
that facilitates sharing these resources is provided to the students. The teacher selects BSCW as the
actual tool to support this functionality (OrbiTeam, 2007). Of special interest here is the fact that
BSCW logs every action performed on the shared workspace, providing data that were used as a
source of the analysis, as explained in the following subsection.
On the other hand, the teachers plan to organize a DISCUSSION GROUP (Pattern 2.2) about
their progress in the study of the TCP mechanisms before finishing the report. That discussion aims
at clarifying detected misunderstandings and to generate new questions on the TCP mechanisms
intended to motivate further work and collaboration. In this way, the teachers apply PREPARING
FRUITFUL DISCUSSIONS USING SURVEYS (Pattern 2.3) and, consequently, arrange an on-line
survey with questions related to the different TCP mechanisms, so that the students answer the
survey before the discussion and organise their ideas and arguments supporting them. The answers
of the survey are then used by the teachers with the aim of ENRICHING DISCUSSIONS BY
GENERATING COGNITIVE CONFLICTS (Pattern 2.4) in the actual discussion, which takes
place in session #8. The students have the opportunity to read the answers of their classmates and to
notice that their results may be wrong, thus generating new doubts that can be discussed. The
questions proposed in the survey are used by students and teachers as GUIDING QUESTIONS
(Pattern 3.3) of the important issues to be discussed. The MANAGEMENT OF ON-LINE
QUESTIONNAIRES (Pattern 3.2) is facilitated by Quest (Gómez et al., 2002).
Following the number of interconnections with other patterns indicated in JIGSAW and
PYRAMID, the teachers decide to complete the learning flow with the principles proposed by
patterns at other levels. In the first session the teachers, according to INTRODUCTORY
ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1), plan to explain the whole learning
design so that the students are aware and understand the sequence of lab sessions and its goals.
Moreover, the teachers ask the students, as the outcome of the discussion, a list of controversial
points to be also used as GUIDING QUESTIONS in the “Expert group” phase of JIGSAW. In this
phase, the pairs that have worked on the same set of TCP mechanisms join in order to perform a
DISCUSSION GROUP about the controversial points related to their set of mechanisms. The
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discussion is not formally structured by the teachers using a micro-script but, following the
FACILITATOR pattern (Pattern 4.1), they monitor, get in occasionally un-stuck and intervene
when necessary. The outcome of the discussion is a list of discussed topics and agreed conclusions.
In the “Jigsaw group” phase of the JIGSAW each pair explains to the others (which have studied
a different set of mechanisms) the mechanisms of its assigned set. After that, following a PYRAMID
structure they work on “combined scenarios”. At the first level of the Pyramid the work is
accomplished in pairs, and then the results are discussed and compared in “super groups” at the
second level of the Pyramid. The teachers also act according to FACILITATOR pattern during these
sessions. Additionally, to foster even more the participation of the individual students in every
phase of the script, at the end (in session #2) a final (individual) test about all the TCP mechanisms
is planned.
It is also worth mentioning, that students are involved, at the beginning of the course, in the
decision on how to grade the outcomes generated during the 22 hours of lab work, as well as in the
decision on how to form “super-groups” and how to assign mechanisms sets to each pair. This
involvement is based on a learning technique called “learning contracts” (Anderson, Boud, &
Sampson, 1996). This technique defends that by negotiating with the students different
organizational issues, they try to better understand the course plan and also show a higher
implication in the course development. As a result of this negotiation the teachers apply for the
composition of the groups the principles of FREE GROUP FORMATION (Pattern 4.2) and not of
CONTROLLED GROUP FORMATION (Pattern 4.3).
To conclude, we summarize in Table 3.4 the competencies and skills that the application of this
script supports. Those competencies and skills are aligned with the prescriptions of the educational
guidelines of the future European Higher-Education Space (EC, 2006).
This script is applied in the fall semester of 2005. Next subsection evaluates the effects of this
pattern-based script so that the conclusions test the value of the applied sequence of patterns and
provide feedback for further designs.
Table 3.4 Main expected competencies and skills
Competencies Skill
Thinking and arguing - Argument building
Problem solving and planning design - Situation analysis - Experiments design
Responsibility for the own learning
- Plan and guide own learning - Understand, take part in, and be sensible to others’ contributions - Work collaboratively
Working with large amount of information
- Information selection - Data observation and interpretation
Communication - Explanation of ideas to others
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3.4.3.4 Evaluation methodology and results Evaluating the success of an experience such as the resulting of applying the previously
described script is a complex task due to the nature of the factors that must be taken into account,
some of them not easily quantifiable: individual characteristics of learners and educators, social
issues, impact of technology environment, etc. Therefore, the mixed evaluation approach based on
that proposed in (Martínez-Monés et al., 2003), that combines quantitative and qualitative
evaluation methods, has been selected for that purpose. Quantitative methods allow detection of
general trends related to students’ opinions and attitudes, while qualitative methods allow the
evaluator to understand these trends better by introducing context issues and considering
participants’ perspective (Martínez-Monés et al., 2005).
Table 3.5 explains the nature and purpose of the data sources that provide input information for
the evaluation of the project. Data collection and processing is supported by a set of computational
tools: questionnaires are edited and answered by means of the Quest tool; and analysis of qualitative
explanations contained in questionnaires is supported by the Nud*IST tool (SQR, 1997).
Table 3.5 Labels used in the text to quote the data sources of the “Network management” experience
Data source Type of data Purpose
Questionnaire at the end of the experience
Quantitative ratings and qualitative explanations of those ratings
Collection of students’ opinion on the experience: context, resources, organization, collaboration.
Observations
Registration of interactions among students by teachers during collaborative activities as well as their qualitative annotation
Identification of expected and un-expected modes of interactions among students.
BSCW logs Access to shared documents (for reading, annotation, modification, etc.)
Quantification of information interchange among collaborating groups
This evaluation results are structured according to the questions posed to the students at the end
of the experience. The answers to those questions (both quantitative and qualitative) provide some
useful indications for drawing preliminary conclusions on the success or failure of the experience.
The discussion on those indicators and the corresponding conclusions is enriched with data coming
from the other data sources enumerated in Table 3.5. Relevant conclusions as well as the supporting
evidences provided by evaluation data are summarized in Table 3.6. These preliminary conclusions
are sufficient to provide some hints about the value of the sequence of patterns applied in the
experience. We do not need more detailed conclusions for the objectives of this chapter. However, a
deeper analysis, such as the one carried out in Chapter Six, would be necessary to fully understand
the educational experience.
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Table 3.6 Relevant evaluation conclusions and associated evidence
Aspect of interest Preliminary conclusion Evidence
Structure of the experience
The structure of the experience is perceived as a positive aspect in general.
Only 6% of the students have a negative opinion on the way the experience is structured, e.g.: “working with other groups has derived in the raising of many doubts. I do not like depending on others’ work”. Oppositely, most of the answers emphasize positive aspects of the script, e.g.: “working in super-groups is new, interesting, and funny”, “it is easier to understand certain TCP concepts when they are explained by experts on them”, “explaining something to your classmates demonstrates whether you understood it or not”, “it has reduced the work load”...
The experience is successful in promoting collaboration.
Observations (cf. Table 3.5) show that students have collaborated following teachers’ instructions with slight differences in the time each group devoted to the activities of session #10, and #11. BSCW logs have shown that before session #10 all documents are read at least 4 times by different groups (all pairs read the reports written by the other members of the same “super-group”). Some of the reports are read by up to 10 times by different groups.
Students consider that collaboration provides important advantages, although it requires a greater effort and creates doubts on the “correctness” of what students learn.
Students are asked on the advantages and drawbacks of introducing collaborative activities in the experience. Among advantages, students indicate: “it is more motivating than just listening to a teacher’s explanation”, “it helps to understand how important is to prepare your part properly so as to help your group mates”, “it reduces competitiveness”, “it is good for real life”. Negative opinions include mostly variations of “common doubts cannot be solved”, and “it requires more effort and time”.
Collaboration
Computational support of collaborative activities is adequate.
Students are requested to grade (in the range 0-10) the importance of BSCW and Quest tools for their work. Quest receives an average of 6.77 (deviation of 1.57) and BSCW an average of 7.86 (deviation of 1.86).
Competencies and skills
The experience “forces” the students to reach consensus, to discuss/listen with/to others, to build arguments, and to be responsible for their own learning.
Students are asked to enumerate what skills are required in order to complete the proposed tasks. The above skills are the most cited.
As a last interesting evidence found in evaluation data it is worth mentioning that many students
show their concern with the fact that becoming “experts” in a subject (as indicated by JIGSAW)
might imply less knowledge in the other subjects. Nevertheless, when processing the results of the
questionnaire that the students individually answered at the end of the experience (cf. Table 3.3) in
the range 0-10, the overall variance is only 1.72. Furthermore, if we analyze the results of the
questionnaire obtained by each type of “expert”, and taking into account that the questionnaire
includes four questions on each of the TCP mechanisms set (A, B, C, D, as well as four questions
on the “combined” scenarios), the number of failures corresponding to each group of questions is
quite similar. More concretely, the variance among the average number of wrong answers (range of
0-4), calculated for each group of questions and for each type of “expert” is always lower than 0.06.
These results indicate that the script minimizes the apparent problems of JIGSAW.
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Summarizing, the evaluation results provide indications on that the script designed using the
CSCL scripting PL (of Appendix A) framed within the conceptual model proposed in section 3.3
has fostered collaboration in an effective way. Particularly, the script has contributed to a better
understanding of the applicability of the mechanisms, to a sharing of the workload, and to the
fostering of important competencies and skills for engineers.
Nevertheless, students also point out the fact that this kind of experience implies a different way
of working (possibly requiring from them more implication and a higher level of dedication) and
that sharing “expertise” may sometimes produce the feeling that some concepts have not been
understood properly. As discussed in subsection 3.3.3, this conclusion leaves us in a new context,
making explicit further forces, from which the need of a new pattern emerges. All in all, the
evidences achieved in this evaluation illuminate the fact that the sequence of patterns selected from
the proposed PL for this specific educational situation is meaningful, helpful and feasible.
3.4.4 Discussion: moral preoccupation, coherence, generativeness and creativity
CSCL scripting patterns encapsulate design experience rendering it available for re-use in
concrete educational design problems. The three scripts exposed in this section manifest that
achieving educational benefits by scripting CL is the moral preoccupation of CSCL scripting PLs.
These examples also make visible that the significance of patterns increases from their position in a
structure, and particularly a sequence, of other patterns. The proposed model for CSCL scripting
PLs conceptually illuminates the aim of creating (morphological) coherence of the potential PL
situated in the model (Alexander, 1999). This property is exemplified in the scripts of this
subsection.
In this way, the examples also manifest the generative power of the proposed PL, which enables
the creation of coherent wholes (scripts) in many different forms, with infinite variety in the details
but with a confidence of well-formed results. Though most patterns coincide in the three scripts, the
specific selected paths connecting the patterns though the PL are different. Moreover, their specific
application is different in each course, since the patterns are particularized and adapted to the actual
characteristic of each situation. As discussed in subsection 3.3.3, patterns are intended to serve as
inspiration when designing full-fledged scripts. They offer a balance between rigour and
prescription that provides useful guidance without largely constraining creativity. Quite the
contrary, patterns represent a vehicle of creativity and communication, which enables sharing and
discussing general ideas related to good practices.
On the other hand, it is true that the “degree of freedom” offered by the patterns is not always
the same. This issue has been already discussed in subsection 3.3.1, where it is pointed out that
patterns can be derived from general design ideas, which provides more degrees of freedom, to
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patterns that formulate their reusable specialization. Degree of freedom in this context is defined as
the number of design options that are free to creatively vary without killing the principles suggested
by the solution of the pattern. From our point of view this is not in contradiction with the
Alexanders’ statement included on page 167 of (Alexander, 1979):
“A pattern language gives each person who uses it, the power to create an infinite variety of
new and unique buildings, just as his ordinary language gives him the power to create an infinite
variety of sentences.”
The sense of creativity that a PL supports is clarified in (Salingaros, 2000):
“A set of connected patterns provides a framework upon which any design can be anchored.
The patterns do not determine the design. By imposing constraints, they eliminate a large number of
possibilities while still allowing an infinite number of possible designs. The narrowing of
possibilities is, after all, an essential part of a practical design method.”
It is clear that ENRICHING THE LEARNING PROCESS (Pattern 1.7) has more degrees of
freedom or fewer constraints that JIGSAW (Pattern 1.1). But JIGSAW supports creativity: it needs
to be adapted to a particular situation, content and disciplines, the task of each activity of the CL
flow needs to be defined as well as the resources needed to support each activity. Teachers (or
learning designers) can even add more activities to those already proposed by the pattern and
probably any other issue that they can imagine (which may be stimulated by the ideas captured in
the pattern). Needless to say, a pattern with more degrees of freedom may be more reusable, but its
reuse may be less “automatic”.
In this line, (Gamma et al., 1995) on page 356 points out:
“When Alexander claims you can design a house simply by applying his patterns one after
another, he has goals similar to those of object-oriented design methodology who give step-by-step
rules for design. Alexander doesn’t deny the need for creativity; some of his patterns require
understanding the living habits of the people who will use the building, and his belief in the
“poetry” of design implies a level of expertise beyond the pattern language itself. But his
description of how patterns generate designs implies that a pattern language can make the design
process deterministic and repeatable.”
CSCL scripting patterns do also require teachers understanding the pedagogical principles that
are under the patterns. The progression through the PLs requires knowing the patterns beforehand
or reflecting upon the different design possibilities before their selection. Teachers are responsible
of selecting and applying the patterns in order to generate a script. Of course, there is an infinite
amount of possible designs but there is also a probability of achieving (quite) similar scripts.
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The scripts exposed in this section consider the use of software tools to support the activities.
However, they are not automatically interpreted by learning environments (e.g. LMSs). It is the
teacher who is in charge of socially mediating the indications of the script (Dimitriadis et al., in
press). Yet the global objective of this dissertation focuses on computer-interpretable scripts, which
enables the automatic management of groups, activities and provision of tools, among other things,
useful in many educational situations. Next section discusses the potential computer-supported
applicability of CSCL scripting patterns focusing on the “life cycle” of scripts, what helps us to link
the contribution provided in this chapter with the objective undertaken in next one.
3.5 Potential computer-supported applicability
Different types of tools may benefit from the use of patterns for CSCL scripts or are needed to
facilitate their use. This section discusses the characteristics of some of them classified according to
the different stages (designing, instantiating, executing) of a CSCL script “life cycle” (cf. Figure
3.4).
LMS
STUDENTS
...
Awareness tool
Repository
Resources searcher
Authoring tool
Groups/roles management
tool
TEACHER (CL practitioner)
Execution
Instantiation Des
ign
and
auth
orin
g
CSCLscript
Figure 3.4 “Life cycle” of CSCL scripts and related tools
Within the phase in which CSCL scripts are conceived and created (design and authored), four
types of tools may be distinguished. CSCL scripting patterns and scripts (generated by applying the
patterns) may be collected in repositories. The main challenges for this type of tool is related to
facilitating collaboration for the joint development of scripts, and to “labelling” patterns and scripts
to ease their sharing. The reuse of CSCL scripting patterns can be fostered by incorporating them in
CONCEPTUAL MODEL FOR CSCL SCRIPTING PATTERN LANGUAGES
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authoring tools so they may provide advice along the design process. In addition, CSCL scripting
patterns whose solutions propose structures of scripts can be represented computationally and
implemented in authoring tools as a kind of templates that can be easily completed in order to create
computer-interpretable scripts.
To create CSCL scripts, teachers also need to select tools (not to generate them) that are to
support the activities. In this line, semantic search of tools using ontologies is being researched by
Vega-Gorgojo, Bote-Lorenzo, Gómez-Sánchez, Dimitriadis, & Asensio-Pérez (2005). Therefore,
some patterns at the resource level (this is applicable to tools and learning materials) can act as a
mediator between the resource searchers and the user.
During the instantiation of a CSCL script, tools for managing roles and groups are also
necessary. This type of tools should easily enable the creation of multiple groups or roles and the
further binding of individuals according to the knowledge captured in the patterns and the pattern-
based structure of a script, which may be quite complicated.
Regarding the interpretation (i.e. execution) of CSCL scripts, the most important types of tools
are players and LMSs. A system that interprets CSCL scripts should consider the information
collected in the patterns. That is, it should be able of interpreting scripts at the learning flow level
or/and at the activity level, provide the needed resources, etc. (Bote-Lorenzo, 2005). The
information captured in patterns may be also used for feedback or adaptation purposes. In addition,
CSCL scripting patterns can be used by awareness tools. For instance, a CL flow awareness tool
(considering the patterns at the CL flow level) will allow participants to be aware of the
collaborative learning flow during execution: which activities have been accomplished, which are
the next ones, in which activities are involved the rest of the participants, etc. In many CL
situations, having such awareness is crucial since participants may change their groups depending
on the phase of the learning flow and may need to know the progress of their future team partners.
3.6 Conclusion
Among the different types of tools involved in the life cycle of scripts, the most directly related
to the main utility of CSCL scripting patterns are authoring tools. Authoring tools can integrate
interactive pattern-based design processes that guide teachers in the design of potentially effective
scripts. The incorporation of interconnected patterns in this type of tools provides a comprehensive
set of well-known design ideas, in a structured way, so that these ideas and the relations between
them are easy to understand.
Alexander’s PL consists of 253 patterns, ranging in scale from an independent (geographical)
region to an ornament. But he also proposes smaller PLs for particular projects (such as building a
porch, for which he provides a PL consisting of just ten patterns). In a similar way, this chapter
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situates the scope of CSCL scripting PLs within a larger design space that considers the
relationships of this type of PLs with other PLs related to different pedagogical approaches and
didactics of specific subject matters.
In this chapter a conceptual model of PLs for CSCL scripting is proposed. It describes the
different types of patterns and relationships among them that can be used for generating CSCL
scripts. The types of patterns are described in an aggregation model that differentiates the patterns
according to their granularity: CL flows which comprises activities that are supported by resources
(tools and material). Roles and common CL mechanisms are modelled as elements that are integral
parts of flows, activities and resources. The patterns associated to the different elements of the
model can be related with connecting rules indicating that a pattern completes another pattern (by
refining the principles of the completed pattern) or that a pattern complements a second pattern
(forming a new larger whole). Patterns at the same level may also complement or/and complete
each other, may represent alternative patterns (mutually exclusive) and specialize other patterns.
The connections between the patterns provide guidance for their meaningful application and prevent
bringing together patterns that do not make sense from the pedagogical perspective. In this sense,
this chapter describes some general guidelines for applying the PLs that can be described with the
proposed conceptual model.
Considering the educational situation as a whole, the patterns should be selected so they are
helpful and feasible for the situation. The recommendation when applying a PL framed within the
proposed conceptual model is to start at the top (CL flow) and work towards the bottom. The
decision of applying or not applying a pattern depends on context. In addition, the resulting
sequence of selected patterns needs to be adapted according to the specific characteristics of the
learning situation.
To show the feasibility of the conceptual model a specific PL for CSCL scripting is proposed. It
comprises only 18 patterns but it illustrates the different types of patterns and relationships
considered in the model. The chapter also discusses how other patterns fit in with the model. New
patterns can be added to this PL or other PLs (reflecting the experience of other communities of
practice) can be proposed. The contribution of this chapter provides to the community a conceptual
model that represents an important starting point towards an agreed high level structure that enables
the sharing and communication of good scripting practices within and between communities.
Some patterns that form the PL are adopted from other authors’ proposals. Other patterns are
formulated by capturing the experience reported in the literature and/or using case studies as a
starting point. It would be very ambitious and unrealistic for a relatively short period of time to
develop a larger PL. Aspect that, on the other hand, is not necessary to reach the objectives of this
dissertation. Alexander et al. need 8 years to finish their published PL (Alexander et al., 1977).
CONCEPTUAL MODEL FOR CSCL SCRIPTING PATTERN LANGUAGES
75
Gamma proposes only some of his famous patterns in his Ph.D. thesis but he needs more time
before writing his book (Gamma et al., 1995).
It is also important to point out that the connecting rules considered in the conceptual model are
quite general and the specification of the particular details that may constrain even more the
relationships depends on particular PLs (e.g. “only the “Expert group” phase of JIGSAW can be
completed with BRAINSTORMING”, “INTRODUCTORY ACTIVITY: LEARNING DESIGN
AWARENESS complements JIGSAW by preceding it”). Future work in this sense may consider the
use of ontologies as a rich way to encode the semantics of the relationships between patterns
(Rosengard & Ursu, 2004; Sicilia, 2006). With this approach, we could explicitly represent the
meaning of terms (patterns) in vocabularies and the relationships between those terms. This would
also allow a powerful automatic organization and retrieval of the patterns.
The examples for applying the pattern exposed in this chapter illustrates that the proposed PL
and potentially any PL situated in the conceptual model comply with the properties of moral
preoccupation, coherence, generativeness and creativity. CSCL scripting patterns offer inspiration
and guidance based on equilibrium between rigour and prescription that enables creativity. They
impose constraints that are related to the intrinsic knowledge of the patterns. In this sense, they
prevent a number of design options while still allowing an infinite number of possible specific
scripts.
With regard to the generation of coherent scripts, this dissertation aims at providing users
(mainly teachers) with authoring tools that incorporate CSCL scripting patterns. Following the
metaphor of Alexander (Alexander, 1999), the genes are the functionalities of the tool that
facilitates the generation of potentially effective scripts adapted to particular situations according to
the decisions of the user. If these tools are accepted and widely spread through the educational
institutions and the scripts can be interpreted by as many as possible learning environments, we are
contributing to technologically enhance the teaching and learning practices. To reach this goal next
chapter undertakes the problem of computationally representing the scripts so that they can be
interpreted by software systems. As concluded in Chapter Two, IMS LD is a significant candidate
language for representing the scripts. The use of this specification, which is being adopted by
several LMSs, would foster the moral purpose of broadly spreading the application of well-known
CSCL practices.
CHAPTER FOUR
IMS LD SUPPORT FOR
COMPUTATIONALLY REPRESENTING
CSCL MACRO-SCRIPTS
This chapter tackles the objective of analyzing the suitability of IMS Learning Design for computationally representing CSCL macro-scripts, which describe flows of coarse-grained activities. In order to provide a systematic analysis of this problem, we point out the requirements of the scripts for their representation using LD. These requirements include common collaborative learning mechanisms (group composition, role and resource distribution and coordination) and flexibility demands (mainly flexible group composition). The possibilities and limitations of LD to support each of these needs is tested and illustrated by means of significant cases. The chapter collects the lessons learned from this analysis showing the capacity of LD notation to express CSCL macro-scripts but also considering the support of related specifications and tools.
The contributions of this chapter have been published in (Hernández-Leo et al., submitted), (Hernández-Leo et al., 2005), extended version of (Hernández-Leo et al., 2004), and (Hernández-Leo et al., 2005a), extended version of (Hernández-Leo et al., 2005b).
4.1 Introduction
How can CSCL macro-scripts be computationally represented so that they are interpretable by
learning environments? As Chapter One pinpoints, the main objective of this dissertation focuses on
macro-scripts rather than micro-scripts. Psychological and pedagogical concepts are involved in
their differentiation (Fischer et al., 2007). However, for the purposes of this chapter (devoted to
computational representations) the distinction is concentrated on their granularity: micro-scripts
describe the fine-grained actions that each participant should accomplish within CL activities, and
macro-scripts orchestrate flows of coarse-grained individual and CL activities. From the patterns
listed in the CSCL scripting PL proposed in Appendix A and discussed in Chapter Three, the
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patterns at the CL flow level characteristically embody numerous features of macro-scripts.
Therefore, this type of patterns (what we call Collaborative Learning Flow Patterns or CLFPs
henceforth) are of special relevance regarding the pattern-based design of (machine-readable)
macro-scripts (simply “scripts” from now on to achieve a more readable text).
As pointed out in Chapter One, the global objective of the dissertation is to propose a design
process based on patterns for facilitation the creation of potentially effective scripts that can be
interpreted by general learning environments. Accordingly, to enable automatic scaffolding of the
teaching and learning process by means of scripts but without the need of developing specifically
devoted tools, this chapter proposes to formalize the scripts so that they can be interpreted by
engines integrated in learning environments. This approach has many time and cost advantages
related to efforts in development and enables tailorable systems. Chapter Two concludes that the
(XML-based) IMS LD language is the most interesting candidate to computationally represent the
scripts according to the definition of the specification and the interoperability prospects.
LD is broadly accepted as the de facto standard to formally model interoperable Units of
Learning (UoL). The specification is designed so that UoLs can describe any teaching-learning
process (Koper et al., 2004). Nevertheless, the LD support for implementing CSCL scripts is not
clear. The motivation of this problem is twofold. Firstly, since LD is a recent specification (IMS,
2003b), there is a lack of significant examples and efforts that show the possibilities of LD for
CSCL. Secondly, there is a lack of clarity regarding which characteristic of the scripts should be
expressed by the notation itself as opposed to which requirements can be supported by tools or even
other related specifications. Although partial work has been already accomplished (Gorissen et al.,
2005; Bote-Lorenzo, 2005; van Es & Koper, 2006; IMS, 2003a; Koper et al., 2005), a more
complete and systematic analysis is needed. As a consequence, some researchers are pointing out
presumed limitations of LD and alternative Educational Modelling Languages proposals to describe
CL situations are emerging (cf. subsection 2.4.2).
In this chapter we analyze the support of LD to implement the main requirements of CSCL
macro-scripts. Next section (4.2) describes the methodology applied in the analysis. Then, section
4.3 identifies the educational design requirements of CSCL scripts. Each requirement is illustrated
by means of references to CLFPs and actual scripts that significantly reflect them. A set of these
manifestations of the requirements are selected to be implemented using LD. This problem is
approached confronting the differences between the needs that can be satisfied by the LD notation
itself (section 4.4) and the needs that can be solved using tools or related specifications (section
4.5). Finally, section 3.6 concludes the chapter.
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4.2 Methodology applied in the analysis
The analysis performed in this chapter is situated in the analytical phase of the global
methodology considered in this dissertation (cf. Chapter One). This analysis is approached as
follows.
First of all, significant requirements of CSCL macro scripts are identified in the literature. From
the numerous CSCL practices that manifest these requirements, we collect some examples that
significantly feature them. In this sense, the description of the requirements is complemented with
excerpts of actual practices illustrating them. The complete versions of the selected practices are the
CLFPs included in section A.1 of Appendix A and the well-known (in the CSCL community)
scripts listed in section B.1 of Appendix B.
The three renowned scripts employed in the analysis are Universanté, ArgueGraph and
ConceptGrid (Dillenbourg, 2002; Dillenbourg et al., 2007; Berger et al., 2001; Universanté, 2002;
Jermann & Dillenbourg, 2002; Kobbe et al., submitted). The fact that these scripts can be built
using the suggestions of CLFPs is important for the analysis. Universanté script is based on
JIGSAW structure (Pattern 1.1 of Appendix A). ConceptGrid is a variation of JIGSAW and might be
also considered as based on the SIMULATION CLFP (Pattern 1.3 of Appendix A). ArgueGraph
script can be constructed using PYRAMID (Pattern 1.2 of Appendix A) as a starting point. In this
sense, some of the requirements may be present both in CLFPs and specific scripts but others may
appear only when refining CLFPs with other types of patterns (cf. Chapter Two) and particularizing
them into full-fledged scripts.
From the excerpts of actual practices that significantly feature the requirements, we select
representative ones for their implementation with LD. The aim is trying to develop LD-represented
scripts that code the identified requirements. The involved LD elements and attributes as well as
illustrative XML excerpts that express the requirements (when applicable) are provided. Besides,
possible solutions relying on complementary specifications and supporting tools are discussed when
coding the characteristics related to the requirements is not feasible.
The work around the support of LD (level A) for computationally representing CLFPs is
accomplished first (Hernández-Leo et al., 2005; Hernández-Leo et al., 2005a). The main
requirements analyzed to that point are the definition of group hierarchies, rotation of roles,
specification of learning flows (coordination of activities) and CSCL tools. Then, the representation
of full-fledged scripts comprising further requirements is approached (considering also level B and
C of LD). This work is realized at OTEC in the OUNL during a three-month research stay
(Hernández-Leo et al., submitted).
Furthermore, the results of the evaluation phase reported in Chapter Six provide further insight
to the conclusions of this analysis. In that phase a multicase study considers different experiences
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around other LD-represented scripts from different perspectives: teachers and designers authoring
the LD scripts, creation of a script not selected by us and enactment of another script with real
students.
4.3 Requirements of CSCL macro-scripts
As described in the previous subsection on methodology, this section introduces the educational
design requirements of CSCL scripts, which are identified in the CSCL literature. The main sources
are conformed by the review of CL available at (NISE, 1997), the CSCL scripting patterns collected
in Appendix A (especially the patterns at the CL flow levels, CLFPs), well-known CSCL scripts
and, particularly, the current research reports on framing their components and mechanisms (Kobbe
et al., submitted) as well as their flexibility demands (Dillenbourg et al., 2007). Based on these
sources, we classify the requirements for computationally representing the scripts into four different
types, namely group composition, role and resource distribution, coordination and flexibility. Each
requirement is illustrated with excerpts of CLFPs (when applicable) and actual full-fledged scripts.
4.3.1 Group composition
Appropriate and effective composition of groups is crucial in collaborative learning (NISE,
1997; Johnson & Johnson, 1999). Depending on the specific situation, a CL practitioner needs to
think over the composition of the involved group (or groups). This dependency may be implicit in
the learning flow structure (CLFP) of the script or it may appear when refining the structure into an
actual script.
We identify five central features related to group composition: hierarchy of groups, group size,
amount of groups, group formation policies and group formation at runtime. Next subsections
discuss each of these characteristics.
It is noteworthy that a script may not take into account all the features as necessary for success
(although a combination of them is possible). For example, some situations require a certain amount
of groups but they are flexible as far as the group size is concerned, while other situations give more
importance to group size. In addition, some scripts demand group compositions based more on
particular group formation policies than on actual group sizes (Kobbe et al., submitted).
4.3.1.1 Hierarchy of groups Scripts typically make use of groups forming hierarchies, i.e., groups may be composed of other
(smaller) groups or different (individual) roles.
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This feature largely depends on the CL flow of a script. Thus, hierarchies of groups are implicit
in many CLFPs (cf. Appendix A) and consequently in their particularization into a script. A
significant example can be found in PYRAMID (Pattern 1.1 of Appendix A):
- Each individual participant studies the problem and proposes a solution. Groups (usually
pairs) of participants compare and discuss their proposals and, finally, propose a new shared
solution. Those groups successively join in larger groups in order to generate a new
agreed proposal. At the end, all the participants must propose a final and agreed solution.
Of course, group hierarchies also appear in specific scripts, such as Universanté (cf. Table B.1):
- There are country group and thematic groups. Each thematic group is composed of case
groups.
4.3.1.2 Group size Defining the desired number of group members is perhaps the most common suggestion of
scripts regarding group composition. They usually recommend keeping group size small for short
activities because, for example, there is not enough time for the group to become effective (NISE,
1997). However, larger groups might be adequate in longer situations (e.g. a course).
With regard to this feature, scripts may indicate the minimum, maximum or desired number of
participants. This aspect is determined in the actual script and not in its CL flow structure (if we do
not take into account that a group has at least two members), which can be (re)used in any length of
time and with many different tasks/activities, etc. An excerpt of a script (ArgueGraph, cf. Table
B.2) indicating group size is:
- An even number of at least 4 participants (works best with 20-30 participants) and a
tutor […] In the “survey” phase, all participants together form the class group and receive
one copy of the questionnaire. In the “conflict” and “elaboration” phase, all participants
are distributed evenly among groups of two…
4.3.1.3 Amount of groups As aforementioned, some scripts require a certain number of groups or at least a minimum or
maximum amount so that the dynamics they propose are afforded (Kobbe et al., submitted). Again,
scripts may indicate the minimum, maximum or desired amount of groups. This aspect may be
specified either in the CL flow structure (e.g. at least two experts groups, cf. JIGSAW in Appendix
A) or in a particular script:
- At least two different theme groups, two case groups (per thematic) and two country
groups (Universanté).
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4.3.1.4 Group formation policies Depending on the situation, actually on the practical experience and research related to it,
groups should be heterogeneous or homogenous (NISE, 1997). The groups can be formed either by
the students themselves or by the teacher by referring to existing common features (e.g. gender,
age) or simply using a random assignment policy (cf. FREE GROUP FORMATION and
CONTROLLED GROUP FORMATION, Pattern 4.2 and Pattern 4.3 of Appendix A).
This aspect is determined in the particularized script. The Universanté script offers us an
example of a group formation policy:
- Each “case group” is formed of at least 1 participant per country.
4.3.1.5 Dynamic group formation Some scripts need groups to be formed at runtime. That is to say, the assignment of a person to
a group (and to a role) may depend on the result of a previous activity. A clear example of this
feature appears in ArgueGraph script:
- In the “conflict” and “elaboration” phases, all participants are distributed evenly among
groups of two, composed of participants with maximal difference in their responses to
the questionnaire. (In this script selecting peers with similar opinions instead of opposite
opinions would counteract the conflict generation principle of the script.)
4.3.2 Role/resource distribution
With the aim of fostering (positive) interdependence, CSCL scripts often make use of
distributing “tasks”, which is related to allocating roles and resources (e.g. the output or result of a
“collaborative (sub)tasks distribution” may be considered as a distribution of roles and/or resources
at runtime).
4.3.2.1 Role distribution In a script participants may assume one or more roles at the same time (e.g. one of the students
in a group is assigned to the role “scribe”… (Dalziel, 2003)) In addition, participants can switch
these roles with other participants (e.g. rotation of roles, scribe vs. speaker) (Kobbe et al.,
submitted).
Examples of role distribution in a CLFP and in actual scripts are:
- The two students are given specific roles that switch with each problem: Problem Solver
and Listener (TAPPS, Pattern 1.6 of Appendix A).
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- Groups of four students have to distribute four roles among themselves (ConceptGrid
script, cf. Table B.3).
- Each person belongs to three different types of groups, which implies playing specific
roles depending on their “case”, “theme” and “country” (Universanté).
- An example of participants assuming several roles at the same time may be:
- In the particularization of the JIGSAW “Expert groups” phase, experts use simultaneously
a discussion forum where one of the experts is a moderator and the rest are
participants, and a collaborative conceptual map tool where one of the experts is the
writer and the others are annotators.
4.3.2.2 Resource distribution Another important feature of CSCL scripts is the distribution of resources (Kobbe et al.,
submitted). The amount of resources and their selected distribution may depend (or not) on the
number of groups, roles or participants.
For example, in order to foster knowledge exchange between group members JIGSAW proposes
that:
- Each participant in a group (“Jigsaw Group”) studies or works around a particular sub-
problem.
Similarly, SIMULATION (Pattern 1.3 of Appendix A) indicates:
- Each participant consults information about the problem to be simulated and prepares
the role of his/her character (with further information that may be available).
Therefore, particularizations of CLFPs into scripts usually keep the resources distribution of the
patterns and include new requirements concerning this feature:
- At least as many participants per country as there are case descriptions […] For each
case description one “case group” is formed […] All case descriptions are distributed
evenly among all case groups (Universanté).
- One copy of a questionnaire for each participant and another copy for each small
group. […] One argument sheet per question of the questionnaire and as many copies of
these sheets as are needed to provide one copy for each participant (ArgueGraph).
4.3.3 Coordination
Without doubt, coordination is an inherent characteristic of scripts. We distinguish between
coordination of (collaborative) leaning activities and coordination of “actions” within activities
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(Ellis et al., 1994). In addition, coordination of artefacts is necessary: artefacts are often created by
an individual or a group and may be used in different activities and by different individuals or
groups (Miao et al., 2005).
4.3.3.1 Flow of (collaborative) learning activities The coordination of activities that make up a collaborative learning process is organized as a
flow of learning activities. The activities are mostly collaborative, but the learning flow can include
individual activities as well. The main problem of this type of flows falls into the synchronization of
groups and roles along the activities: a person may belong to a group in a certain activity and to
another group in the following one (then she probably needs to wait for the rest of the members in
her second group in order to start the second activity):
- Each participant in a group (“Jigsaw Group”) works around a particular sub-problem. The
participants of different groups that study the same problem meet in an “Expert Group” for
exchanging ideas. […] At last, participants of each “Jigsaw group” meet to contribute with
their “expertise” in order to solve the whole problem (JIGSAW).
Each CLFP proposes a flow of learning activities, which may be enriched or cut down and at
the same time particularized into a full-fledged script. For example, the flow of activities proposed
by JIGSAW is simplified in ConceptGrid (the “expert group” phase is cut down). The same flow of
activities is enriched in Universanté by including “theme group” activities.
4.3.3.2 Floor control While working together in the same activity, learners’ actions are sometimes guided or
constrained according to floor control mechanisms (e.g. a model of turn-taking in conversations or
when modifying an artefact). Floor control is typically needed in synchronous activities where
participants should know how and when they can interact. That is, floor control aims to manage
conflicts and structuring group work within activities (Boyd, 1996). Floor control policies may be
previously fixed (for example by the teacher) or may change dynamically (on the fly).
For example, when particularizing BRAINSTORMING (Pattern 1.4 of Appendix A) different
floor control policies can be considered (NISE, 1997):
- Different types of floor control can be used when generating ideas: methodically going
around the group, going around the group but letting students “pass” if they cannot
generate an idea (number of passes may be limited), a free floor control (not going
around the group, i.e. waiting for voluntary contributions).
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Most collaborative activities included in CLFPs can use an actual floor control when they are
particularized into a script (e.g. achieving a consensus according to a voting floor control policy):
- In Universanté script, fact sheets and health strategies are shared artefacts that require floor
control mechanism to ensure data consistency.
- Achieving a consensus when answering the questionnaires in ArgueGraph scripts should
consider a floor control mechanism to ensure the consistency of the shared answer.
4.3.3.3 Flow of artefacts As aforementioned, artefacts (e.g. a document) are often created by an individual or a group.
They may be used in different activities and by different individuals or groups of the same script.
There are many explicit examples of artefacts flows in particular scripts:
- Since fact sheets are created until they are finally available to the teacher in Universanté,
they are used in discussions within theme groups, presented within country groups,
commented by the teacher, and modified by their original authors.
- ArgueGraph requires that the answers to the questionnaires (choices and arguments) of
individuals and small groups are displayed in different activities.
A similar problem appears when the teacher needs data (e.g. traces) in specific supporting
activities for regulation purposes (e.g. providing students with more information according to the
progression along the script).
4.3.4 Flexibility
The main drawback of scripts is their associated “risky” flexibility restrictions. Some of these
restrictions are intrinsic constraints of the script that justify its effectiveness (Dillenbourg et al.,
2007). These “intrinsic constraints” are in fact the essence captured in CLFPs (e.g. participants of
each “Jigsaw group” contribute with its “expertise” in order to solve the whole problem). Scripts
should keep this type of constraints and may add new ones (e.g. pair students with different
opinions). Therefore, flexibility concerning intrinsic constraints is not a strong requirement of
scripts.
However, when particularizing CLFPs into ready-to-run scripts “extrinsic constraints”, without
an underlying essential pedagogical principle, emerge. Inflexible extrinsic constraints can spoil
(needlessly) a satisfactory enactment of the learning situation. An example of extrinsic constraints is
the decision related to the duration of activities:
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- In the ConceptGrid script, students can be allowed between 5 and 20 days for reading texts
and writing concepts definitions, the specific definition depends on the course calendar
(Dillenbourg et al., 2007). Even after defining it according to the course calendar (or the
class duration), unexpected situations may happen (e.g. teachers’ strike, students’ trip…)
and the time structure of the CSCL script should be consequently modified (because
otherwise it will be impossible to finish it).
Not only are modifications on the fly regarding the time structure required but changing
resources (content or tools), the order of the activities and the activities themselves is often also
crucial (e.g. adding a new text for clarification purposes). These flexibility requirements are more
complex in CSCL scripts than in other learning situations since the behaviour of groups is even
more unpredictable (e.g. need of providing additional materials or activities for faster groups so
they do not waste time waiting for the people to be joined in the following activity, cf. ENRICHING
THE LEARNING PROCESS, Pattern 1.7 of Appendix A). However, these requirements are actually
present in any learning situation (e.g. in an individual learning situation usually appears the need of
providing additional material and more time because something is not clear enough); and the
support of LD to specify these adaptive and personalized situations for individual learning are being
deeply analyzed by other researchers (Burgos, Tattersall, & Koper, 2006; Berlanga & García, 2005;
Burgos et al., 2006b; Burgos et al., 2006a; Zarraonandia, Dodero, & Fernández, 2006). That is the
reason why we focus our analysis on a common flexibility-demanding characteristic that
significantly appears in scripts: flexible group composition.
4.3.4.1 Flexible group composition A typical problem of CL situations, especially blended learning and synchronous virtual
situations, is the variability of students’ participation. It is common that a member of a group leaves
the course or cannot participate in a specific moment. It is often impossible for the teacher to guess
the precise amount of participants that are attending a particular session, whether they will be an
even or odd number or if some of them will join the class afterwards or cannot participate in a
specific moment.
- The current version of ConceptGrid runs with teams of 4, while the ideal group size range
from 3 to 5 (Dillenbourg et al., 2007). If a teacher has 23 attending participants she
should be allowed to form five groups of 4 and one of 3, or three groups of 5 and two of 4,
etc.
More complex situations come out when the participation varies at runtime. These situations
often require unexpected group composition modifications:
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- Several students do not attend the “conflict phase” of ArgueGraph script and the teacher
(or the system) has already formed the groups (pairs). A reconfiguration of groups may be
necessary.
Each requirement described in this section implies a different challenge. However, they are all
shaped around the fact that they involve groups and multi-participant characteristics: specification
of groups (hierarchy, size, amount, formation policy and dynamic formation), distribution of roles
and resources (according to groups, roles and participants), coordination of activities, users’ actions
and artefacts (assuming that there are several participants, etc.), and flexible group composition.
Some requirements notably appear in the CLFPs. In these cases, a first study of the LD support
for expressing these requirements is accomplished in next section. Then, further analysis is carried
out with full-fledged scripts. It is noteworthy that all the requirements are significantly manifested
in Universanté and ArgueGraph scripts. Therefore, both scripts are selected for testing their
implementation with LD. Before codifying those scripts, their corresponding narrative use case
descriptions and activity diagrams are realized (cf. Appendix B) as indicated by the basic design
procedures for the development of UoLs (IMS, 2003a; Sloep et al., 2005).
4.4 Expressing the requirements using IMS LD notation
The problem of implementing the requirements of CSCL scripts using LD is approached by
examining the needs that can be satisfied by the LD notation itself and the needs that can be
supported by related specifications or supporting tools. This section emphasises the role of the LD
notation to express the requirements while next section discusses how tools and other specifications
may complement the implementation of the requirements.
As aforementioned, expressing some of the requirements is initially accomplished using the
CLFPs (cf. Appendix A). Then, the analysis is completed with Universanté and ArgueGraph scripts
(cf. Appendix B). The results of the analysis are collected in tables that also include selected
excerpts of suggested coding. They refer to the characteristics of the scripts that illustrate well the
use of LD elements and attributes for computationally representing the requirements (The complete
UoLs are available at http://gsic.tel.uva.es/collage/scripts and in the attached CD-ROM. In addition,
Appendix B shows screenshots of specific runtime executions (runs) of the UoLs representing the
scripts).
The main elements of LD are revised in subsection 2.4.1 of Chapter Two. For a better
understanding of the analysis detailed in the following subsections the reader might want to consult
the LD specification (IMS, 2003b).
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4.4.1 Group composition
The capability of LD to support the requirements related to group composition are firstly
studied with PYRAMID CLFP, since it significantly manifest these requirements (as analyzed in
section 4.3).
A group is modelled in LD using the role element. Several persons can be associated to the
same role (thus forming a group). Besides, LD enables the design of processes that include several
roles. A collaborative learning situation can be described by associating multiple people and/or
multiple roles to the same learning activity.
Figure 4.1 shows the subtle way in which the hierarchy of groups defined by PYRAMID can be
generally specified with LD by means of nested roles (IMS, 2003b). Left part of the figure (a) refers
to the LD formalization of Pyramid roles. “Pyramid_N” is the role that will be played by the
participants in the last (N) level of the Pyramid. Role “Pyramid_i” refers to the first and
intermediate levels of the Pyramid (i ranges form 0 to (N-1)). Right part illustrates a possible result
of the dynamic role assignment while interpreting (but before running) a (three-level) PYRAMID-
based UoL.
(a) (b)
Figure 4.1 LD representation of the groups involved in the PYRAMID structure (a) and an example of the assignment of roles to users in a particular PYRAMID -based UoL (b)
The “Pyramid_N” role should be played by several individuals (minimum of 2 persons, min-
person=”2”), which actually form the largest group of the PYRAMID. Various Pyramid groups can
be dynamically created (created-new=”allowed” determines that multiple instances of a particular
role are allowed (IMS, 2003b)). (The alternative to dynamically creating the number of groups
when instantiating the UoL (occurrences of roles, created-new=”allowed”, can be created) is
defining the actual number of groups at design time: each declared role corresponds to a group, cf.
Role Pyramid_N
created-new=”allowed” min-persons=”2”
Role Pyramid_i
created-new=”allowed” match-persons=
”exclusively-in-roles”
1
2 . . M
Pyramid_3
Pyramid_2 (1)
Pyramid_2 (2)
Pyramid_1 (2)
Pyramid_1 (1)
Pyramid_1 (3)
Pyramid_1 (4)
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Table 4.1) When a new occurrence (instance) of a role is created, the new occurrence is also the
parent of its defined sub-roles. Each individual in a “Pyramid_i” group can be bound exclusively to
one “Pyramid_i-1” sub-role (match-persons=”exclusively in roles”). A participant bound to the
occurrence (1) of the “Pyramid_1” role cannot be bound to any other occurrence of the same role
and is also bound to occurrence (1) of “Pyramid_2” role and to “Pyramid_3” role (cf. Figure 4.1).
Note that if a unique individual will be bound to each role in the first level of the Pyramid
(Pyramid_1), these roles are not strictly necessary. In this case, “Pyramid_N” and “Pyramid_1” are
equivalent. “Pyramid_N” represents a group or an individual depending on the environment
associated to the activity that this role plays in a particular moment (act), i.e. whether the service
included in the environment is collaborative or not.
Similarly, Universanté and ArgueGraph characteristics regarding group composition are
represented as indicated in Table 4.1 and Table 4.2.
Table 4.1 Computationally representing the group composition requirements of Universanté script
Requirements Involved LD elements
and attributes
Illustrative excerpts, supposing that there will be 2 countries and 4 participants per country, i.e.
2 thematic groups comprising 2 case groups Hierarchy of
groups (Each thematic group is composed of (at least) two case groups. There are also two country groups.)
Groups are modelled using roles, which can be bound to several persons. Roles can be nested, indicating that a role is divided in sub roles.
Group size (Since there are at least two countries, each case-group has (at least) 2 persons of different countries. Since there are 2 cases per theme, each thematic-group has (at least) 4 persons. Since there are four cases, each country-group has (at least) 4 persons.)
Role attributes min-persons and max-persons specify the required minimum and maximum numbers of persons bound to the role.
Amount of groups (At least two different thematic groups, two case groups (per thematic) and two country groups)
Each group can be modelled as a role. An alternative is using the role attribute create-new, which indicates that multiple occurrences of the role (and their sub roles) can be created at runtime (as previously illustrated with PYRAMID pattern)
<roles> <learner identifier="R-thematic-group-cancer" min-persons="4"> […] <learner identifier="R-case-group-breast_cancer" min-persons="2"> […] </learner> <learner identifier="R-case-group-lung_cancer" min-persons="2"> […] </learner> </learner> <learner identifier="R-thematic-group-aids" min-persons="4"> <learner identifier="R-case-group-pregnant" min-persons="2"> […] </learner> <learner identifier="R-case-group-drug_addict" min-persons="2"> […] </learner> </learner> <learner identifier="R-country-group-switzerland" min-persons="4"> […] </learner> <learner identifier="R-country-group-cameroon" min-persons="4"> […] </learner> […] </roles> To emphasize that a person bound to a thematic-group can be exclusively matched with one of its sub-roles (a case-group) the attribute match-persons of the role element can be used.
Group formation policies
(Each case group is formed of at least 1 participant per country)
This requirement cannot be formally specified but it can be added as information of the role in the referenced resource.
<learner identifier="R-case-group-breast_cancer" min-persons="2">[…] <information> <tem identifier="I-relation-case-country-groups" identifierref="R- relation-case-country-groups " /> </information> </learner> […] The resource "R- relation-case-country-groups" can be a text file indicating “Each case group is composed of at least 1 participant per country”
Dynamic group formation
(Not applicable)
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Table 4.2 Computationally representing the group composition requirements of ArgueGraph script
Requirements Involved LD elements
and attributes
Illustrative excerpts, supposing that in ArgueGraph there will be only 4 participants,
i.e. 2 pairs Hierarchy of
groups, group size, amount of
groups (An even number of at least 4 participants (works best with 20-30) and a tutor. Participants will be distributed among groups of two.)
(cf. Table 4.1) <imsld:roles>
<imsld:learner identifier=”Student” min-persons=”4”> <imsld:title>Student</imsld:title> </imsld:learner> <imsld:staff identifier=”Tutor”> <imsld:title>Tutor</imsld:title> </imsld:staff> </imsld:roles> (See group formation polices and dynamic group formation)
Group formation policies,
dynamic group formation
(In one of the phases, all participants are distributed (by the tutor) evenly among groups of two, composed of participants with maximal difference in their responses to the questionnaire.)
Local personal properties can be used to model groups so that their value can be determined at runtime using global-elements. The persons with the same value of the property are in the same group. Conditions are in charge of coordinating the activities and artefacts according to this value of each participant’s property (i.e. according to their group).
The tutor dynamically determines at runtime to which group each student is bound (see second screenshot of survey phase, tutor, in Table B.9). Depending on the group, access to an activity containing a different instance of the shared questionnaire is provided (see screenshots of conflict phase, student, in Table B.9). <locpers-property identifier="LP-pair"> [...] <datatype datatype="string"/> <restriction restriction-type="enumeration">PairA</restriction> <restriction restriction-type="enumeration">PairB</restriction> </locpers-property> […] <if> <!-- If the student is in Pair A --> <is> <property-ref ref="LP-pair"/> <property-value>PairA</property-value> </is> </if> <then> <show> <learning-activity-ref ref="LA-fill-in-pairs-questionnaire-PairA"/> </show> <hide> <learning-activity-ref ref="LA-fill-in-pairs-questionnaire-PairB"/> </hide> </then>
4.4.2 Role/resource distribution
Rotation of roles cannot be explicitly specified using LD. However, Figure 4.2 shows a way of
implicitly describing the rotation of the roles involved in the TAPPS pattern: problem solver and
listener. The generic roles “Student-A” and “Student-B” are alternatively associated to the
explanation and listening activities within each act. These activities are connected through a
conferencing service.
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<learning-design identifier="TAPPS-CLFP" level="B" uri=""> … <method> <play>
<activities> <learning-activity identifier="LA-solution-explanation"> <environment-ref ref="E-communication-tool" /> … </learning-activity>
<learning-activity identifier="LA-solution-listening"> <environment-ref ref="E-communication-tool" /> …
</learning-activity> </activities>
<environments> <environment identifier="E-communication-tool"> <service identifier="S-chat"> <conference conference-type="synchronous"> <participant role-ref="R-couple" />
</conference> </service> </environment>
</environments>
… <act> <role-part> <role-ref ref="R-student-A" /> <learning-activity-ref ref="LA-solution-explanation" /> </role-part> <role-part> <role-ref ref="R-student-B" /> <learning-activity-ref ref="LA-solution-listening" /> </role-part> </act> <act> <role-part> <role-ref ref="R-student-B" /> <learning-activity-ref ref="LA-solution-explanation" /> </role-part> <role-part> <role-ref ref="R-student-A" /> <learning-activity-ref ref="LA-solution-listening" /> </role-part> </act> …
</play> </method> </learning-design>
<roles> <learner identifier="R-class"> <learner identifier="R-couple" create-new="allowed" min-persons="2" max-persons="2"> <learner identifier="R-student-A" match-persons="exclusively-in-roles" /> <learner identifier="R-student-B" match-persons="exclusively-in-roles" /> </learner> </learner> <staff identifier="R-educator" /> </roles>
Figure 4.2 Excerpt of a TAPPS-based LD (arrows point referenced element definitions)
In accordance with the conclusions of the previous subsection, Table 4.3 and
Table 4.4 describe how the role distribution required by Universanté and ArgueGraph can be
expressed with LD. The distribution of resources is also detailed in these tables.
Table 4.3 Computationally representing the role/resource distribution requirements of Universanté script
Requirements Involved LD elements and attributes
Illustrative excerpts (or explanations), supposing that there will be 2 countries and
4 participants per country, i.e. 2 thematic groups comprising 2 case groups
Role distribution (Each person belongs to three different types of groups, which implies playing specific roles depending on their “case”, “theme” and “country”.)
Persons can be bound to one or several roles in the same run of the UoL. In this example each person should be bound to one country group and one case group (and thus to one thematic group). The moment in which they are playing each role is specified in the learning flow using the role-part element. To explicitly indicate that persons can be matched exclusively to one of the sub roles (e.g. case groups within a thematic group) LD provides the role attribute match-persons.
Resource distribution (All case descriptions are distributed evenly among all case groups.)
The resources can be associated to activity-descriptions or to environments, referenced in turn by other LD elements depending on the distribution needs.
In this example, an environment per “case description” (a learning-object) is defined. An activity-structure per case is also defined. Each activity-structure references one of the environments and a common learning-activity explaining the task. Each activity-structure is bound to a role in different role-parts of the same act. (See package UniversanteUoL.zip at http://gsic.tel.uva.es/collage/scripts or in the attached CD-ROM)
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Table 4.4 Computationally representing the role/resource distribution requirements of ArgueGraph script
Requirements Involved LD
elements and attributes
Illustrative excerpts, supposing that in ArgueGraph there will be only 4 participants,
i.e. 2 pairs Role
distribution (Pairs can be considered as different roles to be
distributed.)
(See group formation at runtime, Table 4.2)
Resource distribution
(One copy of a questionnaire (including argument sheets) for each participant and another copy for each small group.)
The created artefacts (answers to the questionnaires) can be stored in local properties (o global if it needs to be stored beyond the UoL). If the artefact is created individually, the property can be personal (locpers-property) and if it is associated to a group of type role (locrole-property)
The results of individual questionnaires are stored in local personal properties <imsld:locpers-property identifier="LP-individual-argument"> <imsld:title>Argument for my choice</imsld:title> <imsld:datatype datatype="text"/> </imsld:locpers-property> The persons in the same group (pair) share local properties for their joint answers. Using global-elements different persons can view and set the value of the property. <imsld:loc-property identifier="L-pairA-argument"> <imsld:title>Argument for PairA's choice</imsld:title> <imsld:datatype datatype="text"/> </imsld:loc-property>
On the other hand, resource distribution is tightly related to the flow of artefacts considered as a
coordination requirement. Next subsection explores this aspect.
4.4.3 Coordination
The learning flows described by CLFPs can be expressed in the LD method. A method
contains one or more plays, which are modelled according to a theatrical play with acts, role-parts
(linking roles to activities) and activity structures (wrapping several activities). These plays run in
parallel, independent from each other. Acts determine whether, when, and for what roles an activity
and resources are to be used (IMS, 2003b). Figure 4.3 illustrates how the learning flow described by
JIGSAW can be modelled using LD. It makes use of three acts whose boundaries are determined by
the synchronization points between the groups (same persons change roles/groups and need to
synchronize with the persons joining their group). In this sense, Figure 4.3 also shows that the
groups required in JIGSAW are modelled using roles (as explained in subsection 4.3.1). The persons
associated to the “Jigsaw group” role can work individually or collaboratively depending on the
activity.
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method
play Jigsaw- CLFP
act role role-part assigned
1.1 (member in) “Jigsaw group” learning-activity: individual-study 1.2 Teacher support-activity: control-activity
Complete act when...
2.1 “Expert group” activity-structure: subproblem-activities 2.2 Teacher support-activity: control-activity
Complete act when...
3.1 “Jigsaw group” activity-structure: globalproblem-activities 3.2 Teacher support-activity: control-activity
Complete act when...
Complete play when last act has been completed
Complete method when play Jigsaw-CLFP has been completed
Figure 4.3 Expressing the JIGSAW learning flow with the LD method
Therefore, the general flow structures described by the CLFPs can be formalized using level A
of LD. More complex flows may appear in full-fledged scripts, as it is the case of Universanté and
ArgueGraph scripts that benefit from level B and C LD constructs (cf. Table 4.5 and Table 4.6).
Table 4.5 and Table 4.6 also indicate the floor control effect that can be achieved with “shared”
properties. This ensures the consistency of the created or modified artefact, however more
sophisticated floor control mechanisms may be required depending on the situation. Properties
together with global-elements (monitor services) are used to set and view the value of artefacts
along the learning process. These LD elements enable the description of flows of artefacts between
activities.
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Table 4.5 Computationally representing the coordination requirements of Universanté script
Requirements Involved LD elements
and attributes
Illustrative excerpts (or explanations), supposing that there will be 2 countries and 4 participants per country, i.e. 2 thematic groups comprising 2
case groups Flow of CL activities
(Cf. Table B.4)
The flow of activities is expressed in the method. A method contains one or more plays, which are modelled according to a theatrical play with acts and role-parts. The plays run in parallel. Acts together with conditions (and also notifications) determine whether, when, and for what roles activities and resources need to be available. Different types of conditional expressions can be used to orchestrate the flow (IMS, 2003b).
This script requires a method with five acts. Each act contains a role-part per role of the “type” of role that corresponds to each phase. In the cases that the activities are performed by persons belonging at the same time to two groups (E.g. “within each thematic group, the members of each country group create a fact sheet”), it is necessary to add conditions with two expressions of type is-member-of-role. See the screenshots of the “Thematic group: the members of each country group create a fact sheet” in Table B.7. <if> <and> <is-member-of-role ref="R-thematic-group-cancer" /> <is-member-of-role ref="R-country-group-switzerland" /> </and> </if> <then> <show> <class class="C-fact-sheet-cancer-switzerland" /> </show> <hide> <class class="C-fact-sheet-cancer-cameroon" /> <class class="C-fact-sheet-aids-switzerland" /> <class class="C-fact-sheet-aids-cameroon" /> </hide> </then> - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - <div class="C-fact-sheet-cancer-switzerland"> <p>Please create fact sheet concerning the "Cancer" status in your country, Switzerland: </p> <ld:set-property ref="L-fact-sheet-cancer-switzerland"/> </div>
Floor control (Fact sheets and health strategies are shared artefacts that require floor control mechanism to ensure data consistency.)
The UoL uses local properties to model fact sheets shared by persons belonging at the same time to the same country-group and to the same thematic-group (persons who are members of two roles). A student (in a country group and with a particular theme) can set a local property that can be viewed and modified by another student (in the same country and thematic group). The UoL also uses local role properties to model health strategies shared by the people belonging to the same case-group (same role). A student (in a case group) can set a local role property that can be viewed and modified by another student (in the same case group). (As can be seen in Table B.7 the fact sheets are modelled using properties of type “text”. Another solution is using properties of type URI or “file” so that a document (the fact sheet) is uploaded. This document may be created with a collaborative text editor (which may implement floor control policies) or, if the participants working in the same fact sheet are F2F in the same country, with an editor in a shared PC.)
Flow of artefacts (Since fact sheets are created until they are finally made available to the teacher, they are used in discussions within theme groups, presented within country groups, commented by the teacher, and modified by their authors.)
Properties can be used to model individual and shared artefacts. Global-elements and monitor services are used to set and view the value of their own or that of others properties. These elements are referenced by the different activities that require the artefacts.
The value of the properties modelling the facts sheets can be set and viewed by the participants by means of global-elements in the several activities. In this excerpt users can modify their fact sheet. <html xmlns:ld="http://www.imsglobal.org/xsd/imsld_v1p0" xmlns="http://www.w3.org/1999/xhtml"> […] <div class="C-fact-sheet-cancer-switzerland"> <p>Please modify the fact sheet (Cancer status in Switzerland) according to the methodological comments: </p> <ld:set-property ref="L-fact-sheet-cancer-switzerland"/> </div> […] </html>
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Table 4.6 Computationally representing the coordination requirements of ArgueGraph script
Requirements Involved LD elements
and attributes
Illustrative excerpts, supposing that in ArgueGraph there will be only 4 participants,
i.e. 2 pairs Flow of CL activities
(Cf. Table B.8)
(Cf. Table 4.5) This script requires a method with four acts. Each act contains two role-parts one for the activities of the students and one for the activities of the tutor. The exception is the act corresponding to the “conflict” phase. This act comprises three role-parts one for each Pair and one for the tutor. Note that although the role referenced in the learners’ activities is not explicitly the Pair but the Students, the conditions manage to show the correct activity to the students (according to their associated Pair). <method> <play identifier="P-1" isvisible="true">[…] <act identifier="A-2"> <title>Conflict phase</title> <role-part identifier="RP-Student-2-PairA"> <role-ref ref="Student"/> <learning-activity-ref ref="LA-fill-in-pairs-questionnaire-PairA"/> </role-part> <role-part identifier="RP-Student-2-PairB"> <role-ref ref="Student"/> <learning-activity-ref ref="LA-fill-in-pairs-questionnaire-PairB"/> </role-part> […] </act> […] </play> […] </method>
Floor control (Achieving a consensus when answering the questionnaires should consider a floor control mechanism to ensure the consistency of the shared answer.)
Properties (local or global properties or local role properties) can model “shared” artefacts whose consistency is managed as follows. All participants with access via global-elements to the property can view and modify its value. The final value is the latest set.
The persons in the same group (Pair) share local properties for their joint answers to the questionnaire and related arguments. <-- Answer to the question: In a courseware, when a student makes an error is better to --> <loc-property identifier="L-pairA-answer1"> <datatype datatype="text"/> <initial-value>Select</initial-value> <restriction restriction-type="enumeration"> 1. Tell the student he made a mistake and give him the correct answer. </restriction> […] <restriction restriction-type="enumeration"> 4. Give the student some time to find out the mistake by himself. </restriction> </loc-property> <loc-property identifier="L-pairA-argument1"> <datatype datatype="text"/> </loc-property>
Flow of artefacts (The answers to the questionnaires (choices and arguments) of individuals and small groups are displayed in different activities.)
(Cf. Table 4.5) This solution (whose result is illustrated in Table B.9) does not consider the fact that for the students the answers of their colleagues may be anonymous. By using monitoring services of global-elements of type view-property of supported-person this cannot be achieved. However, this problem could be solved, for instance, by adding more local properties.
The value of the properties storing the choices and arguments of the individuals and the pairs can be viewed by the participants by means of global elements <html xmlns:ld="http://www.imsglobal.org/xsd/imsld_v1p0" xmlns="http://www.w3.org/1999/xhtml"> […] <p>Individual answer to the questionnaire:</p> <p>In a courseware, when a student makes an error is better to: </p> <ld:view-property ref="LP-individual-answer" property-of="supported-person" view="value"/> <p>Argument: <ld:view-property ref="LP-individual-argument" property-of="supported-person" view="value"/></p> […] </html>
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4.4.4 Flexibility
The flexibility requirements as far as group formation is concerned are generally approached in
Table 4.7 and Table 4.8. The addressed characteristic deals with the unexpected number of students
that eventually participate in the actual execution of the UoL.
Table 4.7 Computationally representing the flexibility requirements of Universanté script
Requirements Involved LD elements and attributes
Illustrative excerpts (or explanations), supposing that there will be 2 countries and 4
participants per country, i.e. 2 thematic groups comprising 2 case groups
Flexible group composition
(What happens if we do not have the precise desired number of participants or if it varies at runtime?)
The possibility of detailing the maximum/minimum number of persons within each group (cf. subsection 4.4.1) allows flexibility to a certain extent. In this example, more than 8 students can be involved. It is possible to have more than 4 participants per country by associating 2 persons of this country (instead of only one) to one or several case-groups. Therefore, the flexibility regarding attendance (in a particular moment) that provides this UoL is that more than 4 participants per country could participate. The limit of flexibility appears when less than 4 participants per country participate, what counteracts the educational principles of the UoL. In addition, having too many participants (e.g. more than 8 per country) may not be recommended.
Table 4.8 Computationally representing the flexibility requirements of ArgueGraph script
Requirements Involved LD elements
and attributes
Illustrative excerpts, supposing that in ArgueGraph there will be only 4 participants,
i.e. 2 pairs Flexible group composition
(What happens if we do not have the precise desired number of participants or if it varies at runtime?)
As mentioned in Table 4.7, the possibility of detailing the maximum and minimum number of persons within each group expresses flexibility regarding group composition variability. In this example, more than 4 persons can be involved and the small groups can be of more than two persons depending on the students’ participation in a certain moment. (E.g. if there are five participants, the teacher can form a group of two and a group of three). In addition, since the tutor forms the pairs at runtime, the particular needs of the moment will be considered. Later the tutor can also change the association of a student to a group coming back to the pair formation activity.
Additional conclusions referring to flexibility which consider the combined analysis performed
in the previous subsections are discussed in next subsection. It also reviews the results collected in
the tables for the detection of LD notation limitations for computationally representing the scripts.
4.4.5 Discussion and revision of the limitations regarding LD notation
Although modelling Universanté and ArgueGraph using LD is not easy and demands a deep
knowledge of the specification and several weeks of devoted work, the analysis performed in the
previous subsections show the many possibilities of LD for representing the requirements of
CSCL scripts. Nevertheless, there are some detailed issues that cannot be formally expressed
using the notation but which may be supported by tools or other specifications.
Regarding group composition, the use of the create-new attribute provides flexibility since a
specific number of groups is not predefined at design-time. However, the desired amount of groups
cannot be explicitly defined in the same way as it can be done with the group size (unless the
relationships between the values of min-persons attributes of roles and their sub-roles are used).
Universanté script requires that each thematic-group has at least 2 case-groups and that there are at
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least 2 thematic-groups and two country-groups. If a thematic-group must include at least 4 persons
and its sub-role case-group can have only 2, then at least another occurrence of the case-group
should be created. Indicating in this way the number of thematic and country-groups is not possible
unless we defined a super-role. In order to represent CSCL scripts similar to this script, having
attributes to explicitly indicate the minimum and maximum number of new occurrences that can be
created during runtime would be useful.
In addition, the relationship between some roles to describe group arrangements as well as other
types of group formation policies cannot be formally specified (cf. Table 4.1). That is to say, it
cannot be described in such a way that automatic binding of persons to roles according to these
characteristics is achieved.
With regard to role distribution, rotation of roles can be implicitly represented by rotating
activities and defining “neutral” roles as proposed in Figure 4.2. Moreover, in the case of the
conference service four different types of system roles (participant, observer, conference-manager,
and moderator) can be distributed. Nevertheless, the solutions pointed out so far for role distribution
do not consider the reasonable situations in which persons assume several roles within the same
activity. The example that we indicate in section 4.3 to illustrate this problem is the following: in
the “Expert Group” phase of JIGSAW, experts may use simultaneously a discussion forum where
one of the experts is a moderator and the rest are participants, and a collaborative conceptual map
tool where one of the experts is the main writer and the others are annotators. In these cases the
solution relies on specifying these roles within supporting services. In this sense, LD defines within
the conference service four different types of system roles (participant, observer, conference-
manager, and moderator) that can be distributed. But what happens if different roles and other
services are required?
On the other hand, when creating a new occurrence of a role (allowed by the create-new
attribute), new instances of the associated local role properties are also created. This facilitates the
distribution of resources, which in this case could not be accomplished by referencing different
environments to different role instances (these instances are not available at design-time).
Furthermore, when relying on the create-new attribute, the conditions used in Table 4.5 for
checking if a person is a member of two groups at the same time cannot be used. Instead, a new role
modelling this situation should be declared and referenced in the corresponding role-parts (see the
alternative (partial) version of Universanté UoL using the created-new=”allowed” attribute and
local role properties (universante2-uol.zip) available at http://gsic.tel.uva.es/collage/scripts and in
the attached CD-ROM).
Though the LD support for expressing complex learning processes is questioned in the literature
(Miao et al., 2005; Torres, Dodero, Aedo, & Zarraonandia, 2006), the results of our analysis
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indicate that for the studied types of scripts the LD expressiveness is satisfactory. Besides, the
conclusions concerning the support of LD to represent the flow of artefacts between activities are
also positive. Nevertheless, the flow of artefacts between services (tools) supporting the same or
different activities is another problem which is clearly not supported by the specification (Miao et
al., 2005; Helic, 2006; Palomino-Ramirez, Martínez-Monés, Bote-Lorenzo, Asensio-Pérez, &
Dimitriadis, 2007).
Moreover, further flexibility needs to those addressed in subsection 4.4.4 may emerge at
runtime. Some of these situations can be planned a priori considering adaptation issues enabled by
the properties and conditions included in the level B of LD (Koper et al., 2005; Burgos et al.,
2006). However, other unpredictable demands need to be undertaken by teachers and students
via modifying some script features during the enactment (Dillenbourg et al., 2007).
To sum up, many of the requirements are addressed by the LD notation whereas some are not
fully supported. Adding new constructs to LD would increase even more the complexity of the
specification (and would probably decrease its interoperability prospective), what it is not desirable.
At this point it is important to consider the differences and relationship between the LD
specification itself and its relation to other (interoperability) specifications and tooling.
4.5 Supporting the requirements using related tools or specifications
LD relies on other specifications and tools that, conveniently integrated, envisage an extensive
support for the implementation of any teaching-learning process and, particularly, CSCL script. For
example, to implement the questionnaire of ArgueGraph Script there are three possibilities: using
LD properties (cf. Table 4.6), interoperating with IMS Question and Test Interoperability
specification (Vogten et al., 2006) or referencing an external questionnaire tool within an
environment (Hernández-Leo et al., 2006b).
In this section we refer to four different types of tools:
- authoring tools devoted to the creation of the scripts (e.g. Reload (Milligan et al., 2005)),
- players, whose main component is an LD engine (e.g. CopperCore (Martens et al., 2005))
for running the scripts,
- administration tools in charge of managing roles (and groups) and assigning participants to
roles (e.g. Clicc of CopperCore),
- and supporting tools, which refer to any kind of tools used to support an activity or part of
an activity (e.g. a chat (Hernández-Leo et al., 2006b)).
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4.5.1 Addressing the limitations using complementary specifications and tooling
According to the computational representations exposed in the previous section, administration
tools should show to the users (e.g. teachers) the textual information of the roles so that they are
aware of the suggested group formation policies or amount of groups (this information is not
formally specified and cannot be interpreted by the engine). It is also possible to envisage the
possibility of having a dedicated specification to represent this type of characteristics. The resource
referenced in the information element as well as the administration tool should be thus compliant to
this eventual specification. In this sense, administration tools should also adopt the IMS Enterprise
Services specification (IMS, 2004b), which defines how systems manage the exchange of
information that describes people, groups and memberships within the context of learning.
Administration tools are also needed at runtime either as supporting tools, such as a “grouping
service” providing the functionality to (automatically, semi-automatically or manually) assign
people to roles (Burgos et al., 2006), or just as a utility of the player. For example, in the Problem-
Based Learning example included in (IMS, 2003a) students dynamically decide who is going to be
the chairperson during runtime. Once decided, (s)he should be bound to the corresponding
(previously defined) role using, for instance, a utility of the player. In the case of the ArgueGraph
script an alternative to the use of properties is defining the Pairs as roles and using a grouping
service to bind the students to the roles according to their responses. Of course, a “dedicated activity
service” devoted to analyze students’ answers and automatically form the pairs (by setting
properties or binding users to roles) could be used as well. This solution significantly reduces the
workload of the teachers as compared to the solution indicated in Table 4.2.
Rotation of roles can be also realized if the player provides a mechanism that allows roles
switching. In the Literature Circles example (IMS, 2003a), each session, which implies role
rotation, is viewed as a different run of the UoL. Regarding role distribution, supporting
collaborative services may also define their own roles, which should contain references to roles in
the LD. If the number of groups is not known at design-time, the requirement of resource
distribution can be also supported using a “shared repository service”. A different instance of the
service (e.g. a different folder) should be provided to each occurrence of the role participating in the
service. An example of this solution is presented in (Hernández-Leo et al., 2006b). This idea is also
employed for providing a different instance of a “synchronous conference service” (a chat) to the
members bound to each occurrence of a role. In addition, supporting collaborative tools may
implement more sophisticated floor control mechanisms than the effect achieved using properties.
Creating the fact sheet can be accomplished with a “collaborative text editor service” or a
“collaborative whiteboard service” making use of, for instance, turn-taking policies.
With the aim of addressing the problem of specifying the flow of artefacts between tools (not
supported by the LD notation), Palomino-Ramirez et al. (2007) plan to use a workflow standard
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language in a way that complements LD maintaining interoperability. It is interesting, for example,
in a situation in which an external tool for questionnaires is used. In this case, the compilation of the
choices and arguments should be done by the tool. In order to make available this compilation to the
participants in other activities it should be stored either in a predefined property or in another tool,
which can be eventually the same.
As aforementioned, since UoLs can be designed considering adaptation issues, various
flexibility issues can be pre-defined (e.g. activities to be added or removed by the teacher on the
fly). Besides, the design of LD runtime systems meets flexibility requirements (Tattersall et al.,
2005). The main idea behind this design relies on the distinction between an abstract description
(UoL) and its specific instantiations (runs). Consequently, the same UoL can be executed in
different settings with different participants. Administration tools should be also available at
runtime for managing unexpected group composition variations. Moreover, minor modifications to
runs are also possible by changing the details in the related UoL. Furthermore, Zarraonandia et al.
(2006) propose an alternative to introduce slight variations on a run in progress without modifying
the UoL.
Dillenbourg et al. (2007) argue that a supplementary representation of the script (additional to
the actual UoL to be executed) specifying their intrinsic and extrinsic constraints could be also
handled by script engines to support flexibility. In this way, the tools enabling scripts modifications
by interacting with the engines can consider this information (e.g. extrinsic constraints are allowed
to be modified by teachers and students since these changes do not kill the potential effectiveness of
the script). Further solutions for managing flexibility, such as associating several students to the
same (redundant) role (enabled by LD and LD tooling) or such as using artificial agents simulating
not attending students, are also proposed in (Dillenbourg et al., 2007).
Moreover, tooling (mainly players) user interface features are important for the actual use of
scripts (Dillenbourg, 2002; CRAFT, 2007). In this sense, an interesting topic to be studied is related
to the effects of interface features that result from the interpretation of scripts. And, consequently, a
problem would be how the tools can address this problem. Is a general common way of playing LD
valid for every script? Or is needed additional information (e.g. another specification) for describing
this type of aspects?
Finally, it is worth mentioning that another important supporting tool for CSCL scripts is an
“awareness service”. This kind of tool should provide information updated in real time by the
engine about the progress of the participants (and groups) in the learning flow. This is not only
essential for managing flexibility (accomplishing modifications according to the awareness
information) but it is also fundamental to provide an adequate context for each own work by
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understanding the work of others. The LD monitor service facilitates this functionality if it is
previously specified in the UoL (Gorissen et al., 2005).
Along the chapter, we argue that a group-based activity can be described by associating a role
played by several persons or/and multiple roles to a learning activity that provides at least one tool
(LD service) that mediates collaboration. This is true; however LD only defines two basic
collaborative services: e-mail and conferencing. The accomplished analysis makes clear that
collaborative learning situations require more services (e.g. collaborative editors, document sharing
tools, discussion forums, shared whiteboards, etc.). Since the definition of all the possible required
services is an extremely demanding task which, on the other hand, decreases the interoperability
power of the specification (the compliant learning environments would need to implement all the
services), we claim that a feasible solution is generally specifying group-services (as similarly done
with the conference service) so that several common “configuration characteristics” can be
described at design time. Next subsection points out some ideas in this sense, which do not intend to
be a definitive proposal but an initial approach to reach a consensus in that direction.
4.5.2 Discussion: general specification of group-services
LD states that if multiple individuals are to collaborate or work together at the same time, this
has to be done through a service in their assigned environment which supports this collaborative
capability (IMS, 2003b). As aforesaid, due to interoperability reasons LD only defines four basic
services, two of which are collaborative (e-mail and conferencing). Besides, the specification states
that that other needed services should be specified by the designers. The problem is that LD does
not permit to describe collaboration-related capabilities when defining (or configuring) a new
service. Some of the interesting features that can be used to configure group-supporting services
are:
- Floor control policy that guides learners’ actions. If it is fixed and previously established
by the teacher/designer or it is dynamic (it is not previously established) or, simply, there
is not any floor control policy.
- The type of communication skills that is to be used in the collaboration to be supported by
the tool defined in the service (Osuna & Dimitriadis, 1999): writing, speaking, gesturing,
drawing, etc.
- The roles (of the LD) that participate in the same instance of the service. A different
instance of the service should be provided to each occurrence of the role (when create-new
attribute of the role element is set to allowed) participating in the service.
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- If the whole workspace of the collaborative tool described in the service is public or shared
(every participant have access to the workspace), or private (each participant only has
access to his/her workspace) or a mixed workspace (Ellis et al., 1994).
- The type of interaction that is supported by the service. This element distinguishes between
direct interactions with a source and one or more receivers (e.g. a contribution to a
discussion in a chat), indirect interactions, mediated by a shared object (such as a
document or a piece of a puzzle) and participation-oriented interactions, that allow to
annotate “participation” of an actor in situations where no receptor has been identified (e.g.
a post in a discussion forum without answers) (Martínez-Monés, 2003).
- Roles that the service supports (e.g. writer and annotator in a collaborative conceptual map
tool).
- Type of awareness information (updated information about other people’s presence,
location, state of the task, etc.) needed and provided by the service and from what roles is
needed to provide information (Gutwin & Greenberg, 1999). Possible values of the type of
awareness are identity (who is participating?), action (what is she/he doing?), location
(where is she/he working), etc.
To address the specification of these common features of group-based services so that proper
tools support the collaborative activities, several solutions are possible. A first approach refers to
extending LD with an element that enables the general definition of a special type of service, called
(for example) groupservice, whose information model includes the aforementioned features (an
example of this approach is provided in (Hernández-Leo et al., 2005)). Another solution is
developing a new specification for the definition of the collaborative services and their
interoperation with LD (engines). Finally, the creation of an ontology for describing this type of
tools is another promising possibility, which is complementary to the previous ones. Searching tools
with the required features to adequately support the specific activities is addressed in (Vega-
Gorgojo et al., 2005).
Supporting tools may also implement finer-grained scripts (micro-scripts) so that interaction
processes within activities are scaffolded too. In fact, tools implementing particular floor control
mechanisms (e.g. turn-taking polices) also aim at structuring interactions at a micro level. This idea
is discussed in next subsection.
4.5.3 Discussion: “hardwired” in tools vs. computer-interpretable micro-scripts
Floor control polices are highly related to micro-scripts in the sense that they organize the
specific actions that should be accomplished within activities. This argument leads to the idea that
micro-scripts can be embedded in supporting tools associated to the activities of an LD-represented
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macro-script, thus achieving composition of micro- and macro-scripts (Harrer, 2006; Haake &
Pfister, 2007). An alternative approach is computationally representing the micro-scripts as well so
that they are interpreted by an engine.
At this point the following question arises. Can LD be used for computationally representing
micro-scripts? To answer this question, similar research to the detailed analysis contained in this
chapter concerning macro-scripts needs to be carried out. According to a comment included on page
229 of (Koper & Tattersall, 2005), LD is mainly devoted to describe learning flows and it does not
support the specification of detailed learning actions within activities (activity granularity level).
Nevertheless, a positive answer is envisaged if we consider the following example related to
argumentative micro-scripts. The example is devoted to guide the construction of a specific
argumentation sequence within discussion activities (Weinberger et al., 2005) (see also the scripts
that can be generated using the “Debate” pattern language proposed in (Goodyear, 2005)). The first
message of a discussion thread is labeled “argument”. The answer to an argument is categorized as
“counterargument” and a reply to a counterargument is labeled as “integration”. This script could be
easily expressed with LD by means of grouped properties with titles “argument”,
“counterargument” and “integration” and coordination elements (mainly acts and conditions).
Alternatively, other languages specifically dedicated to formalize particular types of micro-scripts
(e.g. argumentative micro-scripts) may be developed. In any case, the interoperability between
macro and micro-scripts should be afforded.
4.6 Conclusion
The results of the analysis described in this chapter show the capacity of the LD notation to
express CSCL macro-scripts. The chapter discusses how the requirements can be supported by tools
and related specifications. Macro-scripts aim at structuring collaborative learning processes of
coarse-grained activities. Their requirements are shaped around the fact that they involve groups
and multi-roles characteristics.
These possibilities of LD to support the identified needs are tested and illustrated by means of
CLFPs and well-known full-fledged scripts. Although it is not possible to broadly affirm that any
CSCL script can be realised following the results of the analysis, these conclusions can be very
useful to implement scripts embracing similar manifestations of the studied requirements.
Recapitulating the different types of generalized requirements, we summarize now how they are
addressed by the notation itself and/or by other specifications and tools:
- The LD roles component and its related elements and attributes together with the joint use
of properties and conditions provide constructs to computationally represent several group
composition requirements. These requirements refer mainly to hierarchy of groups, group
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size and dynamic group formation. The notation provides limited support for the formal
specification of the number of groups and group formation policies. However, these
requirements as well as an enhanced realization of the others can be supported by
administration tools (and also supporting tools such as grouping services or player utilities)
in combination with eventual exhaustive group composition specifications.
- Similarly, role distribution relies on the constructs offered by the roles component,
complemented with the coordination of role-parts, enabling that participants play the same
or different roles. In addition, supporting collaborative tools (group services) may define
specific roles implying different privileges when using the tools. Rotation of roles can be
realized by rotating activities or by using mechanisms provided by the players. The
distribution of resources is facilitated by the coordination of role-parts but also through the
possibility of referencing resources to different elements of LD such as activity-
descriptions or environments. The use of properties or supporting tools also provides
another means of resource distribution.
- Coordinating the flow of CL activities is feasible using the LD method and conditions. The
flow of artefacts between activities can be attained by employing properties, global-
elements and monitor services conveniently referenced by other LD elements. The
consistency of shared artefacts is ensured by jointly held properties. Moreover,
sophisticated floor control mechanisms can be described in the learning flow or achieved
by means of external supporting tools, whose description and interoperation with LD
should be covered by a new specification (or an extension of LD). In this sense, that or
another interoperability specification is needed to address the data flow between
supporting tools.
- Flexibility requirements are also tackled by both the LD notation and its implementation in
tools. The main attributes of roles that enable flexible group compositions are min-persons,
max-persons and create-new. Further flexibility is provided by the capabilities of LD to
support adaptation as well as the distinction between abstract descriptions (UoLs) and
specific instantiations (runs). This distinction affords new developments allowing the
introduction of slight modifications to runs in progress. The probability of reaching
success using scripts would be increased if engines handle the specifications of script
constraints that are allowed to be modified along the whole teaching and learning process
as well as specific user interface features related to particular scripts.
Concluding, computationally representing scripts using the LD interoperable notation provides
the following benefits. Firstly, they can be repetitively and automatically processed. As a
consequence, the scripts become resistant to technological changes. In addition, they can be reused
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in different settings and with different participants. And, furthermore, they can be easily adjusted to
support other learning situations by using LD-compliant authoring tools. Chapter Six provide
further insight to the conclusions of this analysis by evaluating the creation and use of LD-
represented scripts in real situations.
Of course, LD-based scripts editors should hide the computer representational details laid out in
this chapter, if we actually want to foster the adoption of LD as the base machine-readable
modelling language of ready-to-run scripts. How design processes based on patterns (and
particularly on CLFPs) can undertake this challenge is the focus of next chapter.
CHAPTER FIVE
DESIGN PROCESS FOR THE
GENERATION OF IMS LD SCRIPTS
REUSING CLFPS
Assuming the contributions of the previous chapters as a starting point, this chapter tackles the objective of proposing a design process that facilitates the reuse of CLFPs (Collaborative Learning Flow Patterns, a particular type of CSCL scripting patterns) in the creation of CSCL macro-scripts computationally represented with LD. The aims of the design process include: achieving a satisfactory trade-off between particularizations of CLFPs so that the resulting LDs are contextualized according to particular CL situations and the loss of the meaningfulness captured in CLFPs; allowing teachers to focus on CSCL critical features that are involved in the elicitation of expected interaction processes; and not requiring high technical knowledge, particularly of LD. The design process is implemented in an authoring tool which proves its feasibility and enables its proper evaluation. The chapter also introduces a framework that conceptualizes different (existing and potentially yet-to-come) approaches that drive the creation of full-fledged UoLs by reusing different types of design solutions. This framework helps us to comprehensibly situate our proposal.
The design process for the generation of CSCL scripts reusing CLFPs is the central contribution of this dissertation, which has been published in (Hernández-Leo et al., 2005; Hernández-Leo et al, in pressa; Hernández-Leo et al., 2006e). The “create-by-reuse” framework in which the process is situated has been published in (Hernández-Leo et al., 2006a).
5.1 Introduction
How can the creation of potentially effective LD-represented CSCL macro-scripts be
facilitated? This is in short the main objective of this dissertation which is tackled in this chapter
benefiting from the contributions of Chapter Three and Chapter Four. The ultimate goal is to enable
participatory modes of designing in which teachers (interested in applying CSCL and without
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advanced LD knowledge) decide on the behaviour and functionality of LMSs by designing their
own scripts according to the particular needs of their educational situations.
Chapter Three elaborates on how CSCL scripting patterns and their interrelations into pattern
languages enable design processes grounded in practice. From the different types of patterns that
can be used in the design of scripts, the patterns at the CL flow level (Collaborative Learning Flow
Patterns, CLFPs) are of special interest in the design of macro-scripts. CLFPs capture good
practices regarding the structure of coarse-grained activity flows and the involved groups. Thus,
CLFPs are the main patterns considered in the proposals of this chapter (as similarly done in
Chapter Four).
On the other hand, Chapter Four analyzes the capacity of the LD notation to express CSCL
macro-scripts. The conclusions of the analysis indicate that, though with minor limitations that can
be supported with existing and eventually-developed specifications and tools, LD can be
satisfactorily used to computationally represent the scripts. Having the scripts represented with LD
increases the opportunities for their re-use by enabling interoperability among compliant LMSs.
However the complex requirements that demand the descriptions of the scripts together with the
intricate LD computational constructs that enable their representations (cf. Chapter Four) makes
quite difficult for teachers the creation of their own LD scripts.
As advanced in Chapter Two, a promising solution to facilitate the creation of LD scripts relies
on providing authoring tools incorporating design processes that hide the LD notation and use
instead visualizations and concepts easy to understand and use by teachers. Our aim is that these
design processes help teachers to focus on the CSCL critical elements (e.g. learning objectives, task
type, level of pre-structuring, group size) of effective scripts. We exploit the incorporation of
patterns (CLFPs) in a design process to provide teachers with well-known design solutions. The
objective is that this design process achieves a satisfactory trade-off between particularizations of
CLFPs so that the resulting LDs are contextualized according to particular CL situations and the
loss of the meaningfulness captured in CLFPs. Moreover, we argue that this type of processes also
fosters the reuse of patterns more satisfactorily than their “simply” collection in repositories. Along
with the research methodology presented in Chapter One, a pattern-based design process is
proposed in this chapter and incorporated into a (high-level) authoring tool in order to illustrate its
feasibility and evaluate it in real situations with teachers and students (cf. Chapter Six)
It is important to point out that, according to the revision presented in section 2.4.1.2 of Chapter
Two, (at the time of proposing the contributions of this chapter) there is not any high-level (distant
from the specification) LD compliant authoring tools that are specialized in CL. However, there are
several initiatives working towards promoting the widespread adoption of LD that, in a similar
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spirit to our approach, advocate the use of design processes based on the reuse of complete or
incomplete learning design solutions at different levels of granularity.
Therefore, the chapter starts with section 5.2 which introduces a comparison framework for
conceptually analyzing and classifying reusable learning design solutions and processes that drive
the creation of ready-to-run UoLs. Then, section 5.3 concentrates on the role of CSCL scripting
patterns, and particularly CLFPs, in design processes. Consequently, section 5.4 proposes a CLFP-
based design process for the generation of LD scripts (i.e. collaborative UoLs) and exposes its
integration into an authoring tool (Collage). The creation of LD scripts using this authoring tool is
illustrated with several examples (also used in next chapter for the evaluation in real situations) in
section 5.5. A discussion section (5.6) briefly reflects on eventual solutions towards more general
approaches regarding the graphical visualizations and the language independence of script
computational representations. Finally, the conclusions of the chapter are included in section 5.7.
5.2 The “create-by-reuse” conceptual framework
In general, the adoption of LD by teachers in real educational practice greatly depends on the
provision of tools and processes capable of facilitating the creation of computer-interpretable UoLs
(Griffiths et al., 2005). These tools and processes should consider a broad range of types of teachers
with different pedagogical and technical backgrounds as well as diverse didactical contexts: types
of institutions and communities of practices.
As mentioned above, the main problem refers to the fact that technical formalism (XML) and
LD concepts are not familiar to the majority of the teachers. In this sense, the current trend in the
development of LD editors is to hide the LD details by using concepts (and their representations)
closer to the teachers’ concepts, what in several approaches is related to the idea of providing
teachers with specific reusable learning design solutions (Burgos & Griffiths, 2005). However, the
existing and yet-to-come approaches can be quite varied in that the reusable design solutions on
which they rely can be at different levels of granularity (an LD activity vs. the whole flow of
activities included in an LD) and completeness (a complete UoL vs. the bare bone structure of the
flow of the activities of the LD). Moreover, the diverse types of learning design solutions afford
different types of design processes for their reuse and customization (assembly vs. refinement
processes).
This section introduces a create-by-reuse framework that elucidates different approaches for the
creation of UoLs via the reuse of learning design solutions at different levels of granularity and
completeness. This framework is intended to provide criteria for comparing and classifying existing
and forthcoming proposals for creating UoLs, as well as their associated design processes based on
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a certain level of reusability. In addition, the framework provides a “tool” for discussing the proper
level of reuse for user-friendly creation of UoLs according to teachers’ contexts and backgrounds.
5.2.1 Reuse of learning design solutions
Several proposals have been identified for creating UoLs by reusing pre-existing learning
design solutions at different levels of granularity and completeness. These two dimensions
(granularity and completeness) provide an interesting way of classifying and comparing some of
those relevant proposals (cf. Figure 5.1). Furthermore, this two-dimensional space provides a way
of grouping the existing and forthcoming proposals into four general (overlapping) sets:
- Exemplars are ready-to-run (complete) UoLs (LN4LD, 2005; Griffiths et al., 2005;
Griffiths, 2005). These UoL may embrace from one-activity session to a whole course (i.e.,
finer or coarser-grained exemplars). In fact, the final goal of any design process carried out
by a teacher (or learning designer) is obtaining an exemplar that fulfils the teaching-learning
requirements. In other words, an exemplar contains all the information required to be
enacted by an LD compliant LMS (Learning Management System).
- Templates are partly completed exemplars (Griffiths, 2005). There may be also templates at
different levels of granularity as well as at different degrees of completeness. Figure 4.2
shows, as an example for illustration, that an LD template without the specification of the
group size limits is more incomplete than the LD (the latter template with the specification
of the group size limits but still without the resources that are needed in order to achieve a
ready-to-run UoL). Accordingly, the LearningMapR initiative aims at enabling the selection
of templates and exemplars to be reused and customized as necessary or desired (Buzza,
Richards, Bean, Harrigan, & Carey, 2005). Though without considering compliance with
LD, the objectives of the AUTC project fit well with the presented orientation (AUTC,
2003; Hedberg, Oliver, Harper, Wills, & Agostinho, 2002): it seeks for the identification of
learning design exemplars considered as having the potential of fostering high quality
learning and could be redeveloped in more generic templates.
- UoL chunks are portions of exemplars. The granularity of the chunks may range from a
ready-to-use (complete) activity structure (including the activities, environments, resources)
to a learning object (fine grained). In contrast to exemplars, chunks are not “playable” on
their own. The “lego metaphor” is used by Berlanga et al. (2005) in order to explain their
approach to enable reusability and exchangeability of UoL chunks when supporting adaptive
learning design. A similar approach (but not LD compliant) is the proposal of Haake et al.,
(2007) who distinguish between atomic scripts (in the terminology of the “create-by-reuse”
framework it would be a chunk), which support a specific collaborative learning activity,
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and composite scripts (exemplars), which support complex collaborative learning tasks
through sequences of atomic or composite scripts. - Building blocks or components are partly completed UoL chunks at different levels of
granularity and diverse degrees of completeness. Figure 4.2 includes as an example “an
abstraction of a pedagogic activity type”, which may be similar to the predefined activity
tools that LAMS (LAMS, 2006) offers to users as components that can be graphically
dragged and dropped to describe a sequence of activities. With the aim of dynamically
generating web course structures Giacomini-Pacurar, Trigano, & Alupoaie (2006) use a list
of LD building blocks (what they also name as primary pedagogical models or basic
models), which are associated according to inference rules stored in a knowledge base.
High level of granularity (fine grained)
Low level of granularity (coarse grained)
Incomplete
an incomplete
LD
Pedagogic activity
abstraction
a UoLan LD
a complete learning activity
Exemplars (Ready-to-run
UoLs of different
granularities)
Templates (Partly
completed exemplars)
Building blocks/
Compontents (Partly
completed UoL chunks)
UoL chunks (A UoL
portion of different
granularities)
Complete
Figure 5.1 Dimensions of the create-by-reuse framework: reusable learning design solutions at different level
of granularity and completeness
Nevertheless, the design processes for reusing the learning design solutions in order to create
UoLs (implicitly indicated in some descriptions of the reusable solutions) are even more important
than the reusable solutions themselves. Hence, further topics arise: What kind of design processes
can be applied? To which extent do the processes depend on the type of reusable solution?
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5.2.2 Design processes for creating units of learning
Considering the previously defined reusable learning design solutions, this subsection presents
different types of design processes that enable the creation of full-fledged UoLs. The existence of
varied types of processes is caused by the different nature of the reusable solutions:
- Refinement: this process is needed to reduce the abstraction level (incompleteness) of
constituents by adding concrete information about numbers of participants, roles, activity
descriptions, resources, etc. This is the basic process to move from templates to constituents
that are closer to an automatically executable representation, which may take in several steps
of reducing abstraction.
- Assembly: this process is needed to reduce the granularity of a constituent by combining
several constituents together or integrating them into a coarser grained process structure.
This activity is especially suited for UoL chunks which are not “playable” on their own, but
have to be integrated into other structures to be operational. While the mere sequencing of
activities without dependencies between them is relatively unproblematic, more complex
learning processes, that require interrelations between artefacts flowing through several
activities or consistency of roles through phases, are more demanding. These relations have
been discussed with proposed solutions in Chapter Three of this dissertation and in (Harrer,
2006).
- Modification: this process may take place orthogonally to the other two. It usually reduces
neither abstraction nor incompleteness, but changes some information inside the constituent.
E.g. in exemplars the creation of a new UoL can be achieved by keeping the process
structure, while changing the concrete resources to move to another domain of learning.
Figure 5.2 shows these typical types of processes for creating complete UoLs. From right to left
a refinement process moving from abstract to less abstract constituents and from bottom to top an
assembly process, which creates a larger scope structure from fine grained constituents. A
modification usually would keep the position with respect to both abstraction and completeness.
The refinement and assembly design processes highlight the basic, stereotypical techniques to
move towards complete UoLs. In practice it is very well imaginable and – from the perspective of a
learning designer – highly desirable to have the option of mixing both approaches within one design
process.
Although learning objects are not “learning designs solutions” strictly speaking, they have been
considered in the framework as the finest grained chunks, which need to be assembled with other
components of different granularity (e.g. an activity building block) in order to reuse them for
creating a UoL. In this case, the result of the assembly is actually a refinement of the component:
the learning object (e.g. a document) completes the component (e.g. an activity building block).
“Refinement by assembly” can be thus understood as a type of mixed design processes.
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High level of granularity (fine grained)
Low level of granularity (coarse grained)
Incomplete
Exemplars (Ready-to-run
UoLs of different
granularities)
Templates (Partly
completed exemplars)
Building blocks/
Compontents (Partly
completed UoL chunks)
UoL chunks (A UoL
portion of different
granularities)
Complete Assembly process
Refinement process
Mixed process
Figure 5.2 Design processes for creating UoLs by assembling and refining learning design solutions
To show the usefulness of our classification of design processes, we apply this
conceptualization to a representative tool, namely LAMS (although LAMS models are not
completely compatible with LD), based on the approach of creating by reusing learning design
solutions. The typical design process supported by LAMS is the assembly of LAMS building blocks
(activity tools) into a process sequence by graphical linking of the activity tools. This type of design
process can be considered the “vertical” assembly design process of Figure 5.2. The result of the
assemblage (the process sequence) is a template that needs to be refined (with task descriptions,
etc.) into full-fledged units. This second step reflects a “horizontal” design process that together
with the previous assembly step forms a “mixed process” can be seen as an instance of the angular
design process in Figure 5.2.
Other examples cited in the previous subsection make use of “pure” design processes, for
example (Haake et al., 2007) propose assembling atomic scripts (chunks or exemplars) or/and
composite scripts (exemplars) into new composite scripts (larger chunks or exemplars, depending
on whether they are “playable” on their own). In contrast, the proposal of Buzza et al. (2005) will
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enable pure refinement processes, if the user selects to reuse a template, or pure modification
processes, if an exemplar is selected.
To sum up, the create-by-reuse framework distinguishes reusable design solutions according to
their level of granularity and completeness and illustrates the basic types of design processes and
their combinations, used to integrate the reusable solutions. Therefore it provides a conceptual
frame to classify approaches with provide design processes based on reusable solutions to facilitate
the creation of UoLs. In addition, the framework provides an instrument that can be used when
discussing several related issues, such as: What is the proper level of reuse for teacher-friendly
creation depending on the institution, community, etc? Which types of learning design solutions are
potentially more reusable, the coarser and/or the more incomplete? How can a proper understanding
of the solutions before their actual reuse be facilitated?
The latter question suggests that the different possible approaches devoted to the selection the
design solutions so that they are appropriate for a particular learning situation deserves a new
dimension in the framework. Though for situating the proposal of this dissertation the current
version of the framework is sufficiently useful, in fact several additional interesting dimensions may
be considered in a more complete framework. Some of them are discussed in next subsection.
5.2.3 Discussion: other potential dimensions
Apart from the current dimensions of the create-by-reuse framework, it is possible to envisage
at least four topics that can be translated into new dimensions: approaches for the selection of
reusable design solutions, types of notations or representations used to present the solutions to the
teachers, languages for their computational representation (not only LD), and types of
pedagogically-based formulations behind the reusable solutions.
Regarding the selection of reusable solutions, different approaches are used: from the use of
metadata compliant with specifications (e.g. LOM or IMS Resource Meta-data specification,
(Duval, 2001; IMS, 2002)) or other types of categories to the use of ontologies (Knight, Grasevic, &
Richards, 2006). Being able to understand the learning design solutions and decide whether they
can be applied in the actual situation that the teacher is facing is crucial in the analysis stage
(previous to the proper design) (Buzza, Bean, Harrigan, & Carey. T., 2004; Griffiths et al., 2005).
For example, Buzza et al. (2005) propose using two types of categories for the selection of LD
templates and exemplars: categories for cognitive analysis based on Bloom’s taxonomy (Bloom &
Krathwohl, 1984) (what the designer wants the learner to know and do) and categories related to
instructional challenges (e.g. lack of student motivation to engage with particular topics).
Moreover, the way of presenting teachers the reusable elements, using from textual to visual
notations (Botturi et al., 2006; Botturi & Stubbs, in press; Waters et al., 2004), plays an important
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role when promoting the understanding of the design solutions and the intuitiveness for their
customization. For instance, the reusable activity tools of LAMS are shown as graphical
components that can be dragged and dropped.
On the other hand, the computational language that we consider in the framework is LD,
however we also point out some approaches that are not LD compliant (e.g. (LAMS, 2006; Haake
et al., 2007)). Providing language independence of learning designs would foster even more their
reusability (Dodero, Tattersall, Burgos, & Koper, 2007). This independence envisages the need of
emergent approaches for creating learning designs when elements from more than one specification,
formalism or model have to be combined in a single UoL, or they have to be transformed before
being delivered to a specific non LD compliant LMS.
Finally, there can be different types of pedagogically-based formulations behind the reusable
solutions. These formulations, which might be related with the approaches used for selecting the
solutions, are typically significant to teachers of particular communities of practices.
One of the approaches refers to using educational taxonomies, such as the taxonomy of learning
activities used in (Conole & Fill, 2005). Griffiths et al. (2005) also point out other candidates
taxonomies to be used as a guide when creating UoLs: the above cited Bloom’s taxonomy (Bloom
& Krathwohl, 1984), the classification of learning activities proposed by Shuell (1992) or the
learning events developed by Leclerc & Poumay (2005). Frameworks for the description of
pedagogically specific LDs can be also useful in this context. The framework for the specification
of collaboration scripts proposed in (Kobbe et al., submitted) is an example. A different approach
advocates the use of primitives, i.e. events that do not necessarily embody a particular pedagogical
view of learning and teaching but which reflect the real situations in the classrooms. Examples of
primitives are “discuss this text” or “research this topic on the web” (Griffiths et al., 2005; Casey et
al., in press).
All these approaches are interesting as ways of providing pedagogically sound formulations that
can be used in the creation of UoL. However, it is not clear to which extent they really provide
reusable solutions beyond mere categorizations. In this sense we argue that pedagogical design
patterns, besides providing a conceptual common ground, represent a structured way of capturing
and communicating educational expertise (cf. section 2.3). In this dissertation we focus on patterns
as the formulations behind reusable design solutions addressing recurrent problems in certain
educational contexts. In our case, these contexts are those that require of CSCL scripting solutions.
5.3 The role of CSCL scripting patterns in design processes
As Chapter Three exposes in detail, a “CSCL scripting pattern” describes a common problem
and its corresponding broadly-accepted solution which can be used repeatedly in the design of
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CSCL scripts. In particular, that chapter proposes a conceptual model for describing CSCL scripting
pattern languages. The model describes the different types of patterns and relationships between
them that can be used for generating CSCL scripts. The types of patterns are described in an
aggregation model that differentiates the patterns according to their granularity: CL flows which
comprise activities that are supported by resources (tools and material). Roles and common CL
mechanisms are modelled as elements that are integral parts of flows, activities and resources. The
patterns associated to the different elements of the model can be related with connecting rules
indicating that a pattern completes another pattern (by refining the principles of the completed
pattern) or that a pattern complements a second pattern (forming a new larger whole). Patterns at
the same level may also complement or/and complete each other, may represent alternative patterns
(mutually exclusive) and specialize other patterns. The connections between the patterns provide
guidance for their meaningful application and prevent bringing together patterns that do not make
sense from the pedagogical perspective.
While subsection 3.3.3 of Chapter Three indicates general guidelines for applying the PLs that
can be described with the proposed conceptual model, the research question in this chapter focuses
on: what is the role of patterns in design processes for the creation of LD-represented scripts?
5.3.1 Assistant vs. templates
Most of the approaches related to e-learning patterns propose to collect the patterns in
repositories so that interested people can go to the repository, read the patterns and reuse the design
experience projected into them. Another approach consists in explicitly incorporating the patterns in
authoring tools in such a way that they provide advice and suggestion along the design process
(McAndrew, Goodyear, & Dalziel, 2005).
In the case of the CSCL scripting patterns, both approaches are valuable. However, as
mentioned above, incorporating patterns in design processes (to be implemented in authoring tools)
potentially facilitates their reuse and the design of experience-founded scripts. The incorporation of
patterns in design processes can be accomplished in two (complementary) ways so that the patterns
act as assistants or as templates:
- Pattern-based assistant: a context-aware advising mechanism based on the knowledge
formulated in the patterns. It is possible to imagine this type of assistant similar to, for
example, the animated Microsoft Office Assistant which becomes visible whenever the
system that detects the user could benefit from its advice.
- Pattern-based template or building block: a ready-made skeleton based on the knowledge
formulated in a pattern that can be refined (and probably assembled) to create full-fledged
scripts (cf. subsection 5.2.1). This idea may remind readers, for example, of Web page
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templates (e.g. for Adobe Dreamweaver or Microsoft Front Page) that enable the easy
production of Web pages by separating their presentation from the content.
Of course, not every pattern that can be used for designing CSCL scripts is suitable of being
represented using a computer-interpretable notation so that it is a template or building block for
creating LD scripts (“an incomplete collaborative UoL or UoL chunk”). Depending on the nature of
the different types of scripting patterns they can be implemented as assistant or as templates (or
building blocks). We discuss this aspect for the different types of patterns considered in our model
for CSCL scripting PL:
- CL flow patterns. When the degree of specialization of the pattern is such that its solution
offers a learning flow (e.g. JIGSAW, PYRAMID, TPS, BRAINSTORMING, SIMULATION and
TAPPS of Appendix A), this pattern is suitable of being provided as a template. On the
contrary, if the pattern offers abstract advice, for example, to enrich the learning flow (cf.
ENRICHING THE LEARNING PROCESS PATTERN of Appendix A), it may be implemented
as an assistant.
- Activity patterns. In this case the problem is quite similar to the collaborative learning flow
level. That is, the generality degree of the patterns DISCUSSION GROUPS (Pattern 2.2 of
Appendix A) or THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5)
does not invite to formalize them as templates but to implement them as advisors. On the
other hand, the specialization of DISCUSSION GROUPS which may be also formulated in
patterns such as the ones that may result from capturing the essence of the two scripts for
argumentative knowledge construction proposed in (Weinberger et al., 2005) could be
represented computationally and implemented as building blocks (according to the create-
by-reuse framework proposed in section 5.2).
- Resource patterns. An approach for the formalization of patterns at the resource level
concerning learning objects has been already proposed in (Jones, 2004). Jones implements
the patterns using XML representations and proposes to incorporate them into authoring
tools for learning objects. There is not any proposal (to the best of our knowledge) to
formalize patterns for tools (also at the resource level). However, it is not clear to which
extent such formalization (beyond the aspects directly related to their “configuration”, cf.
section 4.5.2 of Chapter Four) is necessary. At least as far as the design of scripts (we are not
considering the design of tools) is concerned, the designer just needs to select the tools that
will support the activities. In this line, semantic search of tools using ontologies is being
researched by Vega-Gorgojo et al. (2006). Therefore, patterns at this level (e.g.
MANAGEMENT OF ON-LINE QUESTIONNAIRES, Pattern 3.2) can be implemented as
advisors that can act as mediators between the search system and the user.
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- Roles and common CL mechanisms patterns. Again, depending on the degree of
generality-specialization of the patterns they can be represented as reusable building blocks
or as assistants. CONTROLLED GROUP FORMATION (Pattern 4.3) is so general that it
should be implemented as an assistant. In contrast, if we formulate a pattern suggesting a
particular group formation policy for assembling heterogeneous group under certain
conditions of a problem and a context, the pattern could be offered as a building block.
As indicated in the introduction of this chapter, the patterns at the CL flow level (CLFPs) are of
special interest in the design of macro-scripts and they are therefore the type of patterns considered
in the actual design process that is proposed in this dissertation. In particular, we also focus the
problem on the CLFPs whose solutions are suitable of being offered as templates, i.e. from Pattern
1.1 to Pattern 1.6 of Appendix A. Of course extending our proposal with CLFP-based assistants and
the other types of CSCL scripting patterns deserves further work which is outside of the scope of
this dissertation. Nevertheless, the orientations presented in this dissertation represent a starting
point towards this ambitious but interesting goal.
Having analyzed the global problem, we focus in next subsection on the implementation of
CLFPs as LD templates. Due to the nature of this type of patterns (the solution is a “learning flow”),
they can be computationally represented using LD (cf. Chapter Two).
5.3.2 Implementing CLFPs as refinable LD templates
The approach of providing CLFPs as script templates could be accomplished with any EML that
enables the computational representation of the scripts. As analyzed in Chapter Four, expressing the
requirements of macro-scripts (and therefore of CLFPs) using the LD interoperable specification is
feasible. The results of Chapter Four as far as the main characteristics of CLFPs are concerned can
be summarized as follows. LD enables the design of processes that include several roles (LD
element), each of which can be played by several persons. A collaborative learning experience can
be described by associating multiple persons and/or multiple roles to the same learning activity.
Furthermore, LD enables their activities to be specified in coordinated learning flows.
On the other hand, as continually discussed along this dissertation, creating successful designs
of scripts and, particularly, LD represented scripts from scratch is a complex task from both
pedagogical (cf. Chapter Two and Chapter Three) and technical (cf. Chapter Four) points of view.
Since CLFPs formulate group practices in structuring macro-scripts that can be applied to any
discipline (or content) and can be computationally represented with LD, they can be provided as
templates (i.e. partly completed UoLs) that needs to be refined into ready-to-run UoLs (scripts). The
resulting UoLs are potentially effective since the LDs (packed in the UoLs) are based on CLFPs.
That is, the roles, the activities and the learning flow of a CLFP-based LD are determined in the
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particularization of the CLFP; and the CLFP-based UoL consists of the previous CLFP-based LD
and a set of particular resources that depend on a concrete learning situation.
5.3.2.1 From CLFPs to UoLs The schema of the process that can be followed in order to achieve a UoL based on a CLFP is
illustrated in Figure 5.3. This is the rough approach from the LD notation perspective that is
considered in the design process proposed in section 5.4. The approach considers three stages. The
first stage is the computational representation of a CLFP using LD, that is to say, the edition of an
LD-compliant XML document that describes the CLFP. This XML document is the core of the LD
template. Since an LD document that formalizes a CLFP is an incomplete LD, the second stage
involves the particularization of the preceding document, so as to detail all the elements of a
complete LD. When the actual resources that are to be used during the enactment of the CLFP-
based LD are determined and packaged or referenced within a content package (IMS, 2004a), a
CLFP-based UoL is achieved. Next subsection illustrates this schema by means of an example.
Figure 5.3 From a CLFP to a UoL: scheme of the process for obtaining CLFP-based UoLs
5.3.2.2 Example: UoL based on a JIGSAW LD template The context of this example is the same Computer Architecture course described in Chapter
Three (subsection 3.4.1). The whole course is defined as a project, which in turn is divided in three
subprojects, whose objective is the design and evaluation of computer systems. To enable distinct
perspectives of the main subjects within the classroom, five clients are defined, giving answer to
different market sectors and system requirements. Each pair of students is assigned one out of the
five clients for the whole course.
The scenario considered here concerns the first subproject, in which students get to know the
client, model the customer’s presumed computational load by mixing standard benchmarks, test real
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machines using the benchmarks, and finally make a recommendation to their client. This subproject
pursues that students learn how to use benchmarks, and get a quantitative impression on a few real
machines (with different CPUs, memories, etc.) as well as they develop skills related to interpreting
and selecting information, arguing, and taking compromise solutions are promoted. The learning
process proposed to the students is briefly outlined next.
For the first activity, students should study customer needs while the educator should in turn
play the role of the client in order to clarify customer needs. Then, students model the
computational load of the customer. In the following activity, students distribute four groups of
different real machines among them, so that each student benchmarks a group of machines.
Subsequently, students benchmark those machines that have been assigned to them, collecting the
results and studying the documentation of the benchmarks and the machines.
Next, JIGSAW pattern (Pattern 1.1) is applied. Students who have benchmarked the same
machine debate the suitability of such machine for their customer according to benchmark results.
This activity will be supported by a (synchronous) chat tool. Finally, students have to debate the
results with other members of their group that have benchmarked different machines. As a result,
each group should generate a technical report presenting and arguing the best solution for their
customer.
To create a UoL representing this scripted CL situation so that it can be interpreted by LMSs
(Bote-Lorenzo et al., 2004), a three-stage process described in the previous subsection can be
applied as illustrated in Table 5.1. Column 1 of this table illustrates the LD representation of the
JIGSAW CLFP. The learning flow this CLFP suggests is included in a play of the LD method: one
act of the play is devoted to the individual study of a subproblem, the discussion of the subproblem
by expert groups takes place in the following act, and a third act is devoted to the Jigsaw group
debate, in which participants are supposed to solve the whole problem.
Column 2 of Table 5.1 represents the teacher customization of the LD description of JIGSAW
for the depicted example: a particular JIGSAW-based LD. This LD specifies that, in this case, the
problem involves deciding which is the best machine for a specific customer and the subproblem
entails testing a group of the available real machines. Besides, it also states that expert groups
debate synchronously.
Once the teacher has determined the binding of this LD with actual resources (tools or
documents), the UoL is achieved. Column 3 of Table 5.1 shows how two specific resources are
referenced within the CLFP-based LD. One of them is a document that includes the guidelines
students have to follow during the discussion. The other one is a concrete chat tool that enables this
debate.
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The CLFP suggests an individual study of a subproblem, this subproblem is discussed in group of experts, then a Jigsaw group meet to solve the problem
Particular resources used in a particular performance of the example scenario
Again, Table 5.1 reveals that directly using the LD notation to refine the templates may be not
easy for most teachers. We revise the conclusions of this subsection towards a user-friendly CLFP-
based design process for the creation of LD scripts next.
Table 5.1 Excerpt showing the process for obtaining the JIGSAW-based UoL. A sample definition of an activity and an environment can be found under <learning-activity> and <environment> tags respectively.
The description of learning flow is shown under <method> tag
1. LD representation of JIGSAW CLFP
2. A JIGSAW-based LD (The teacher customizes the previous
description of the CLFP for the example situation)
3. A JIGSAW-based UoL (The binding of the previous LD for the
example situation with concrete resources)
<learning-design identifier="CLFP-Jigsaw" uri="" level="A"> <components> … <learning-activity identifier="LA-discuss-experts"> <environment-ref ref="E-discuss-experts"/> <activity-description> <item identifierref=""/> </activity-description> </learning-activity> … <environment identifier="E-discuss-experts"> </environment> … </components> <method> <play identifier="PLAY-CLFP-Jigsaw"> … <act> <role-part identifier="RP-individual-work"> <role-ref ref="R-expertLearner"/> <learning-activity-ref ref="LA-subproblem-study"/> </role-part> <role-part identifier="RP-expert-groups"> <role-ref ref="R-expertLearner"/> <learning-activity-ref ref="LA-discuss-experts"/> </role-part> <role-part identifier="RP-jigsaw-groups"> <role-ref ref="R-jigsawLearner"/> <learning-activity-ref ref="LA-problem-resolution"/> </role-part> </play> </method> </learning-design>
<learning-design identifier="CLFP-Jigsaw" uri="" level="A"> <components> … <learning-activity identifier="LA-discuss-experts"> <environment-ref ref="E-discuss-experts"/> <activity-description> <item identifierref=""/> </activity-description> </learning-activity> … <environment identifier="E-discuss-experts"> <service identifier="S-discuss-experts"> <conference conference-type=”syncronous”> <participant role-ref=”R-expertLearner”/> <item identifierref=””/> </conference> </service> </environment> … </components> <method> <play identifier="PLAY-CLFP-Jigsaw"> … <act> <role-part identifier="RP-individual-work"> <role-ref ref="R-expertLearner"/> <learning-activity-ref ref="LA-benchmarking"/> </role-part> <role-part identifier="RP-expert-groups"> <role-ref ref="R-expertLearner"/> <learning-activity-ref ref="LA-discuss-experts"/> </role-part> <role-part identifier="RP-jigsaw-groups"> <role-ref ref="R-jigsawLearner"/> <learning-activity-ref ref="LA-choose-machine"/> </role-part> </play> </method> </learning-design>
<imscp:manifest …> <imscp:organizations> <imsld:learning-design identifier="CLFP-Jigsaw" uri="" level="A"> <imsld:components> … <imsld:learning-activity identifier="LA-discuss-experts"> <imsld:environment-ref ref="E-discuss-experts"/> <imsld:activity-description> <imsld:item identifierref="RES-discuss-guideless"/> </imsld:activity-description> </imsld:learning-activity> … <imsld:environment identifier="E-discuss-experts"> <imsld:service identifier="S-discuss-experts"> <imsld:conference conference-type=”syncronous”> <imsld:participant role-ref=”R-expertLearner”/> <imsld:item identifierref=”RES-GSIC-chat”/> </imsld:conference> </imsld:service> </imsld:environment> … </imsld:components> <imsld:method> <imsld:play identifier="PLAY-CLFP-Jigsaw"> … <imsld:act> <imsld:role-part identifier="RP-individual-work"> <imsld:role-ref ref="R-expertLearner"/> <imsld:learning-activity-ref ref="LA-benchmarking"/> </imsld:role-part> <imsld:role-part identifier="RP-expert-groups"> <imsld:role-ref ref="R-expertLearner"/> <imsld:learning-activity-ref ref="LA-discuss-experts"/> </imsld:role-part> <imsld:role-part identifier="RP-jigsaw-groups"> <imsld:role-ref ref="R-jigsawLearner"/> <imsld:learning-activity-ref ref="LA-choose-machine"/> </imsld:role-part> </imsld:play> </imsld:method> </imsld:learning-design> </imscp:organizations> <imscp:resources> <imscp:resource identifier=”RES-discuss-guidelines”/> <!-- It exposes what pupils must discuss about their benchmarking results --> <imscp:resource identifier=”RES-GSIC-chat”/> <!-- It is a concrete tool that support the discussion within this learning activity --> … </imscp:resources> </imscp:manifest>
5.3.2.3 Discussion: towards a user-friendly CLFP-based design process CLFPs and LD have similar purposes in the sense that both aim at describing learning
processes. However, CLFPs represent good practices in natural language and LD is a computational
language that does not help users to conceptualize the pedagogical features of effective units.
Computationally representing CLFPs as LD templates provides the following advantages:
- Software tools can automatically process CLFPs. This facilitates the incorporation of design
techniques in CSCL systems.
- CLFPs can be easily reused and refined into particular CSCL scripts represented with LD.
- The structure of learning situations is dissociated from the learning resources (content,
tools), among other details such as the description of the activities and the particularities of
the roles. Therefore, resources can be reused within different scenarios structures (LDs or
In the example, which requires a synchronous chat, the subproblem is to test a group of the available real machines using benchmarks. In this case the resolution of the problem is to decide which the best machine is for a specific customer
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scripts). In the same way, LDs or CLFPs can be reused when particularized with different
resources that depend on the concrete learning situation.
- Since the LD specification provides a standard language, the reuse and integration of CLFPs
or CLFP-based LDs in different systems are facilitated.
On the other hand, when formalizing a CLFP, it is possible to achieve one or many templates
that reflect such pattern. For example, there are two possible ways to model groups using LD. The
types of groups indicated by the patterns can be represented with the LD role and the attribute
create-new set to “allowed” (cf. Chapter Four), so that the actual numbers of groups (occurrences of
the type of role) are determined at instantiation time (after refining the pattern-based template but
before running the resulting script). An alternative approach is to determine the number of groups at
authoring time. In this case, authoring tools must incorporate a mechanism that automatically
creates and includes in the template a new role for each group (of a type of group) together with the
rest of the necessary LD elements related to the activities to be accomplished for this type of group.
Similarly, some specific characteristics of each CLFP require specialized attention, for example
PYRAMID (Pattern 1.2) can be applied using as many levels of the Pyramid as necessary. This
needs to be also supported by authoring tools implementing the design processes based on CLFPs in
such a way that its use is intuitive.
In this sense, we also propose the use the diagrams of CLFP solutions (cf. Appendix A) as
visual representations of refinable LD templates with the aim of adding intuitiveness (Waters et al.,
2004) and familiarity (Harrer et al., 2006) to the LD notation system. This intuitive intelligibility
results from the visual similarity to the mental images and ideas that the potential users have or
build regarding the patterns. The particularities of our CLFP-based design process proposal are
detailed in next section.
5.4 A CLFP-based design process for the generation of LD scripts
This section is devoted to propose a pattern-based design process for the generation of LD
scripts whose main goals are:
- Achieve a satisfactory trade-off between the reuse of the CLFPs (keeping the intrinsic
constraints that potentially lead to learning outcomes) and the creation of meaningful scripts
contextualized according to the needs of a particular situation.
- Enable that a conceptualization of the expected interactions (at the macro level) is made
explicit in advance, what requires a focus on CSCL critical elements.
- Make easier for teachers without advance knowledge of LD but with interest in applying
scripted CL by means of LMSs (or similar learning environments) the creation of LD-
compliant scripts.
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Therefore, we start by clarifying the scope of the design process within the outline of the global
system that enables the implementation of LD.
5.4.1 Scope: support the creation of LDs
The Best Practice and Implementation Guide included in the LD specification (IMS, 2003a)
details the different conceptual components of a system implementing LD. Figure 5.4 summarizes
these modules, emphasizing the authoring problem and illustrating what functions are covered by
our design process. Namely, it is not devoted to the enactment problem: instantiating LDs, binding
participants to roles, interpreting an LD, etc. However, being implemented in an authoring tool, it
aims at supporting the creation of LDs. As aforementioned, a UoL is a content package (IMS,
2004a) including an LD and a set of physical resources (content and tools) or their location. The
idea is that the resources that contain learning objectives, prerequisites, descriptions of activities
and information about roles are also created during the design process. The creation of other types
of resources (content or tools supporting the activities) is outside the scope of the design process.
Authoring
IMS LD authoring environment
Production
Instantiating IMS LD
Delivery
Executing/interpreting IMD LD
Creation of IMS LD documents
Creation / selection of resources
Text of learning objectives, prerequisites, description of activities and roles’ information
Other types of content or tools needed to support the activities, etc. (pictures, web pages, videos, conceptual map editor, services like e-mail, asynchronous or synchronous groupware, etc.)
Validation and publication of the IMS LD document Population of a Learning Design instance (creation of a run or community of users), assigning actual users to the instance of the LD…
Actual live interpretation of the Learning Design (it depends on the technical architecture)…
Figure 5.4 General modules of a system implementing LD
Designer’s Guide, which is also included in LD specification (IMS, 2003a), proposes the basic
procedures for creating a UoL. (Sloep et al., 2005) details these procedures according mainly to
three phases:
- The first phase involves the analysis of a specific educational problem, whose result is a
narrative description of the educational situation.
- Then, the narrative is translated into a UML (Unified Modelling Language) activity diagram
(Arlow & Neustadt, 2001) in the design phase.
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- The diagram is the basis for the XML instance IMS LD compliant document. In the forth
phase the resources are developed (if necessary) and added to the design. Thus, a UoL is
created.
These basic design procedures are useful depending on the type of audience that creates the
UoLs. That is, different institutions, types of users (learning designer, teachers) or communities of
practice may require different types of design processes. These processes are specially valuable if
they provide a methodology for the analysis phase and enable teachers to understand and edit the
UoLs (Griffiths et al., 2005). The use of CLFP-based templates provides a structure for the first
stage of analysis and creation of LD scripts. However, it is not realistic to consider that scripts are
always structured as indicated by a unique CLFP. Like other types of patterns, CLFPs can be used
collectively in order to define richer CL flows (cf. Chapter Three).
5.4.2 Combinations and concatenations of CLFP-based templates
According to Chapter Three, CLFPs can complete and complement each other generating new
structures of scripts. That is to say, CLFP-based templates can be combined in such a way that a
phase of the learning flow is refined (completed) by replacing the phase with another template. Or
they can be concatenated so that some phases of a script are structured according to one CLFP and
other (separated but consecutive) according to another CLFP (that can be eventually the same). In
this case the flow suggested by the former pattern is complemented with the latter CLFP (the limits
of the whole resulting from this concatenation of patterns are determined by the two patterns).
Figure 5.5 illustrates these two ways of forming CLFP hierarchies. The “Expert Group” phase
of JIGSAW (Pattern 1.1) can be structured following PYRAMID (Pattern 1.2).The result is a
combination of two CLFPs. In contrast, the JIGSAW can be concatenated with PYRAMID by
preceding (as it is shown in Figure 5.5) it in the learning flow of the script.
Now, how does this approach of combining and concatenating CLFPs fit within the create-by-
reuse framework?
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+
(a) (b)
The Expert Group phase of the JIGSAW is structured according to PYRAMID
The first set of phases of a script
are structured according to
JIGSAW while the second set of phases
are structured according to
PYRAMID
Figure 5.5 CLFPs hierarchies (a) combined CLFPs: jigsaw is completed with PYRAMID; (b) concatenated CLFPs: jigsaw is complemented with pyramid
5.4.3 The design process in the create-by-reuse framework
We define template in section 5.2 as a partly completed UoL. The level of granularity and
degrees of completeness of templates is varied. Figure 5.6 shows that a template which represents a
CLFP is more incomplete than the template that results from particularizing the pattern into an LD
(actual description of activities, group-size limits, etc. but still without the resources that are needed
in order to achieve a ready-to-run UoL).
Consequently refinement steps are necessary to create a complete UoL. These refinement steps
coincide with the stages depicted in subsection 5.3.2 (cf. Figure 5.3 and Table 5.1). The first
refinement step produces an LD, while the second results in a UoL, ready to be played in an LD
engine. This can be seen as a pure “horizontal” design process with refinement steps.
High level of granularity (fine grained)
Low level of granularity (coarse grained)
Incomplete
CLFP-based template
UoL LD refining the template
Exemplars (Ready-to-run
UoLs of different
granularities)
Templates (Partly
completed exemplars)
Building blocks/
Compontents(Partly
completed UoL chunks)
UoL chunks (A UoL
portion of different
granularities)
Complete
Refinement
Figure 5.6 CLFP-based design process for the creation of LD scripts within the create-by-reuse framework:
refinement process
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Besides the pure refinement process, the potential of the CLFP-based design process is
“mixed”. Combining or concatenating CLFP-based templates involve their assemblage. Figure 5.7
illustrates it. When two templates are concatenated, they are actually assembled forming a coarser
template, which in turn needs to be refined. On the other hand, a combination of CLFPs, which is
also an assemblage of reusable design solutions, results in a refinement of the pattern that is
completed. Both cases imply mixed design processes, having the second case a “refinement by
assembling” step.
(a) (b)
High level of granularity (fine grained)
Low level of granularity (coarse grained)
Incomplete
CLFP-based template
UoL LD refining the concatenationExemplars
(Ready-to-run UoLs of different
granularities)
Templates (Partly
completed exemplars)
Building blocks/
Compontents(Partly
completed UoL chunks)
UoL chunks (A UoL
portion of different
granularities)
Complete
Concatenation of two CLFP-
based templates
Assembly
Refinement
High level of granularity (fine grained)
Low level of granularity (coarse grained)
Incomplete
CLFP-based template
UoL
LD refining the combination
Exemplars (Ready-to-run
UoLs of different
granularities)
Templates (Partly
completed exemplars)
Building blocks/
Compontents(Partly
completed UoL chunks)
UoL chunks (A UoL
portion of different
granularities)
Complete
Combination of two CLFP-
based templates
Refinement by assembling
Refinement
Figure 5.7 CLFP-based design process for the creation of LD scripts within the create-by-reuse framework:
mixed process (a) combination of CLFPs, (b) concatenation of CLFPs
To this point several important elements of our design process for creating LD scripts are
presented: it uses the “template” as the type of reusable design solution; the pedagogically-based
formulations behind the templates are CLFPs; it enables processes of type “refinement” and
“mixed” (assembly + refinement, refinement by assembling + refinement). Next section tackles
how CLFP-based templates are selected and refined so that it enables teachers to focus on CSCL
critical elements.
5.4.4 Focus on CSCL critical elements: selecting the templates and authoring the scripts
One of the main goals of the proposed design process is to consider the CSCL critical elements
that affect interaction, namely: learning objectives, task type, level of pre-structuring, group size
and computer support. In this sense, our design process is a particularization of the framework
introduced in (Strijbos et al., 2004), which proposes a process-oriented methodology for the design
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of CSCL settings in view of these critical elements. The methodology implies that a
conceptualization of the expected interaction is made explicit in advance and consists of six steps:
1. Determine which type of learning objectives should be specified.
2. Determine the expected interactions according to the specified objectives. It is related to the
co-ordination of activities and the types of interaction promoted by the different types of
activities (e.g. discussion).
3. Select task-types with respect to the learning objective and expected interaction. For
example, if students have to solve a complex and ambiguous problem with no clear
solution.
4. Determine how much structure is necessary to accomplish the learning objectives, expected
interactions and task-types (e.g. privileged roles within an activity).
5. Determine which group size is best suited with respect to learning objective, expected
interaction, task type and level of pre-structuring.
6. Determine how computer support is best used to sustain learning and expected interaction:
face-to-face or computer mediated (synchronous or asynchronous).
Figure 5.8 shows in detail the design process that we propose. It is not strictly sequential. It
aims at providing guidance but without directing the user through a rigid wizard-style set of steps.
The design process considers two general phases, namely selecting a CLFP-based template and
authoring the CLFP-based script.
The different design tasks included in the design process can be easily mapped to the steps
indicated in the methodology proposed by Strijbos. Step 1 regarding learning objectives is partially
performed in task a and completed in task c. Steps 2, 3 and 4 correspond to a large extent to the
selection of a CLFP (mainly task a). Note that tasks a and b are repeated if the collaborative
learning flow is structured according to a hierarchy of CLFPs (task d). Tasks e and h embody also
step 4 as far as the structure of the interaction processes within activities is concerned. The
description of an activity and the tool that supports it can represent a certain level of activity pre-
structuring (e. g. a discussion activity supported by a simple chat vs. a chat with a structure dialogue
interface that allows different roles). Task e clearly refers to step 5 (group-size). While determining
the computer support (step 6) is accomplished in tasks f, g and h.
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Selecting a CLFP-based template
a. Choose a CLFP depending on: The learning objectives proposed by the CLFP, the type of problem or task the CLFP is more suited to be applied and the complexity of the CLFP in terms of the collaborative learning experience needed.
b. Read the help about the chosen CLFP: Understand the learning flow structure (CLFP) on which the UoL will be based.
Authoring a CLFP-based UoL (script)
Identification and formulation of CL structuring techniques as patterns (CLPFs) and formalization using IMS-LD
f. Create or select resources (content and tools)
c. Determine the title, learning objectives and prerequisites of the LD
d. Specify the collaborative learning flow: The learning flow of the selected CLFP can be enriched by combining or concatenating CLFPs. Depending on the CLFP some aspects should be determined (e. g. levels of the Pyramid CLFP). Additional activities can be also inserted.
e. Define the description of activities, activity completion, the information about roles (including groups), group-size limits.
g. Determine and configure the resources needed to support the activities
h. Associate resources to activities
i. Package the LD into a UoL
Figure 5.8 CLFP-based design process for the creation of LD scripts: selecting the templates and authoring
the scripts
5.4.4.1 Selecting a CLFP-based template With the aim of facilitating the choice of CLFPs, the selection has been planned considering the
following premises:
- Potential Collage users may not explicitly know the collaborative techniques formulated in
the CLFPs.
- Users may not be familiar with pedagogical jargon. In this context it is more appropriate to
indicate the meaning of the psychological term. E.g.: positive interdependence means that
team members need each other to achieve a common goal.
- Teachers should be able to select a CLFP, so that the LD they create is adequate for their
educational situation. Moreover, they should find CLFPs addressing their needs even if they
do not know exactly the learning outcomes they want to promote.
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Several approaches can be used to support the selection of the CLFP-based templates, from the
use of metadata to the use of ontologies (cf. subsection 5.2.3). As an initial approach, we propose
the use of the following metadata elements (see task a in Figure 5.8), whose related information is
captured in the patterns (mainly problem and forces fields, cf. Appendix A):
- Name of the CLFP on which the LD template is based.
- Learning objectives that the CLFP elicits. They are related to the gain of conceptual
knowledge, on one hand, and to the gain of meta-cognitive strategies. However, these
objectives have been formulated in a simplified way (so teachers may understand them
better) and classified in two types: attitudinal and procedural objectives. Attitudinal
objectives are related to motivational and emotional competencies, while procedural
objectives refer to the acquisition of skills. An example of attitudinal objective is “to
promote tolerance and respect” (BRAINSTORMING, Pattern 1.4). “To promote analytical
reasoning skills” (TAPPS, Pattern 1.6) is an example of a procedural objective. The fact that
a CLFP can be selected according to objectives fulfils the two first steps of the methodology
proposed by Strijbos et al. (2004).
- Types of problems that are best served with the CLFP. It is equivalent to the selection of
task type proposed in step 3 of Strijbos’ methodology. For instance, the task type of JIGSAW
(Pattern 1.1) is “complex problem that can be easily divided into sections or independent
sub-problems”.
- Complexity or risk in terms of collaborative learning experience needed. Depending on the
conditions in which the CLFP is to be applied or the experience in collaborative learning of
teachers and learners, some CLFPs are recommended above others; e.g. Jigsaw CLFP is
complex and is probably more appropriate for experienced participants (NISE, 1997).
When performing the selection of CLFPs, teachers should make use of these characteristics in a
priority order that depend on their situation. To further support the selection of the templates,
teachers can read extended information about the patterns (see task b in Figure 5.8). This
information includes:
- Overview: apart from the learning objectives, the type of problem and the complexity of the
CLFP, it contains the context in which the CLFP can be applied. It also explains the
collaborative learning flow proposed by the pattern.
- Diagram: a diagrammatic representation of the CLFP solution. The same visualization is
used in the authoring process as the graphical representation of the CLFP-based template.
- Use guidelines: indications and recommendations for particularization / customization,
instantiation and execution (or authoring, production and delivery according to Figure 5.4).
- Example: a sketch of a particular LD based on the CLFP.
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With this information about CLFPs, teachers can be quite sure about the usefulness of a CLFP
for their particular needs. In other words, they can understand the CLFP before reusing it and,
consequently, they can be quite confident of the adequacy of the created UoL before running it in a
real situation.
5.4.4.2 Authoring a CLFP-based script Authoring a CLFP-based script is actually a process of particularizing and adapting a CLFP-
based template according to the requirements of a particular learning situation. This includes tasks
from c to i, as it is exposed in Figure 5.8. After determining the title, learning objectives (besides
the objectives of the selected template) and prerequisites of the LD, the user should specify the
collaborative learning flow. This task involves configuring some aspects that depends on the
selected CLFP. That is, the user has to decide several aspects of the activity flow or the way in
which the number of groups has been modelled (to be determined at design, using a mechanism that
creates the roles, or at instantiation time, setting create-new argument to “allowed”, cf. subsection
5.3.2.3). A good example is PYRAMID (Pattern 1.2): it specifies the organization of activities (in a
series of levels), and how participants will form groups and interact in each level, but the number of
levels is not fixed. To create an LD based on this CLFP, users must first determine how many levels
they want. Moreover, in this task the user decides if the flow of activities is enriched by combining
or concatenating CLFP-based templates (cf. subsection 5.4.2). In this case, a selection of a new
CLFP needs to be accomplished again. The result is a hierarchical structure of CLFPs presented as a
single template which is graphically represented according to the diagrams visualizing the solutions
of the patterns. Moreover, additional activities can be inserted, as a “didactic envelope”
(Dillenbourg et al., 2007) of the script (pre- or post- activities) or within a CLFP phase (typically
maintaining the group structure of the phase, they may be also individual or collective activities that
involve the whole class).
In this sense, we propose to hide several LD elements that are difficult to understand without
knowing the specification: activity-structure, method, play, act and role-part. These elements can
be substituted by the graphical representation, which symbolizes these concepts (directly related
with the learning flow). For example, the visual representation of JIGSAW (cf. for instance Figure
5.5) denotes that the suggested learning flow has three phases (modelled as three acts within a play
within the method). Each phase includes two role-parts one for the teacher (represented as a grey
circle), which indicates the activities or the activity structures of the teacher in this phase, and other
for the students, which specifies the activities or the activity structures assigned to the student in
this phase. Similarly, the environment LD element can be automatically generated (without the
need that the teacher knows its existence) when the user determines, configures and references the
resources that will be available in each activity (cf. task g and h of Figure 5.8).
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Though more elaborated types of resources can be used to contain the learning objectives,
prerequisites, descriptions of activities and information about roles (cf. task e), we argue that a
simple text description whose edition is facilitated by the own authoring tool implementing our
proposed design process would provide fluency to the design.
All in all, we argue that this design process represents a trade off between generality and
unrestricted design options vs. good reuse and particularization of CLFPs (and hierarchies of
CLFPs) as well as easy authoring of collaborative LDs.
5.4.4.3 Discussion This design process represents an innovation to the phases recommended by LD specification in
creating a UoL. Selection of CLFPs supports the analysis phase in which a CSCL situation is
planned. It is necessary for teachers to know the CLFP-based templates that are available to plan a
feasible design. On the other hand, the need for understanding those learning flows promotes the
application of CL good practices, i.e. reuse of CLFPs in their own educational situations. The
design phase is highly simplified mainly thanks to the use of specific high-level collaborative
learning structures (CLFPs) instead of raw LD elements. Moreover, the templates are graphically
represented using the diagrams of the solutions captured by the CLFPs. That is, the UML diagram is
not necessary (each CLFP has an intuitive diagram that represents the learning flow) and the XML
code can be automatically generated. Furthermore, available information about each CLFP allows
teachers to understand and easily edit collaborative UoLs.
The proposed design process has been implemented in an authoring tool, named Collage, what
proves the feasibility of the approach and enables its evaluation.
5.4.5 Collage authoring tool: implementing the proposed design process
Collage (COLlaborative LeArning desiGn Editor) is an authoring tool that implements the
proposed CLFP-based design process for the creation of scripts computationally represented with
LD (the authoring tool, user manual and documented examples are available at
http://gsic.tel.uva.es/collage). According to the LD authoring tools framework (cf. subsection 2.4.1
of Chapter Two) devised by Griffiths et al. (2005), Collage is a high-level LD editor whose specific
purpose is CSCL (cf. Figure 5.9). It is LD level A (IMS, 2003b) compliant (Villasclaras-Fernández,
2005) and it is currently being extended towards level B compliance.
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Specific purpose tools
General purpose tools
Distant form specification
Close to specification
LD Editor
COLLAGE
Figure 5.9 Two dimensions of LD tool design (Griffiths et al., 2005)
Collage is developed on top of the Reload Learning Design Editor (LDE), which is an Open
Source, general purpose, close-to-specification LD editor written in Java (University of Bolton,
2004; Wilson, 2005; Griffiths et al., 2005; Milligan et al., 2005). Reload LDE is considered the first
and currently “de facto” reference implementation of an LD editor intended primarily for
developers and early adopters to explore and think about the implications of the specification for
creating UoLs.
5.4.5.1 CLFP-based LD templates as plug-ins on top of Reload LD Editor Reload draws on a plug-in framework whose architecture is shown in Figure 5.10. Plug-ins can
offer different authoring capabilities (providing controllers and views that fit into the Presentation
Layer framework) in such a way that the validity and integrity of the created LDs is ensured
(accessing instance data model though the Learning Design Model Layer) (Wilson, 2005). This fact
enables the developers of authoring tools for different types of users or pedagogies to focus on the
user interface and avoid handling all the underplaying processes involved in manipulating LD
structures (Griffiths et al., 2005).
Collage is developed as a collection of Reload LDE 2.0 plug-ins. This version of Reload is
XML Schema driven: the final XML manifest for the UoL is created directly by a generic engine
using the specification schema to provide the rules whose elements can be added and deleted. This
is facilitated by reading, parsing and modelling the schema as a Document Object Model (DOM).
The current version of Reload LDE (which was not available when Collage was developed) adopts
the Eclipse Rich Client Platform (RCP) architecture and moves on from the Schema driven
approach. In the new version, resource file dependencies are managed separately and the LD
manifest is created only for export of the final UoL (Milligan et al., 2005).
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The Editor Presentation Layer is a framework that allows plug-ins to install new items and views within the Editor user interface
The Learning Design Model Layer manages the internal representation of the Learning Design instance, and controls the modification of the
instance by Plug-Ins
<< framework >> Editor Presentation Layer
<< framework >> Learning Design Model Layer
Plug-In
provide controllers and views
access instance model
Figure 5.10 Plug-in framework for an LD editor (Wilson, 2005)
As mentioned above, some CLFPs impose the need of offering specific configurable
functionalities in the corresponding LD templates. These functionalities refer to configuring aspects
that depends on the patterns. Moreover, the graphical representation of each pattern solution, and
thus of each template, is unique. Therefore, Collage includes at least a plug-in associated to each
CLFP (commonalities are implemented in separate plug-ins that are associated to several patterns
(Villasclaras-Fernández, 2005)). Each plug-in is in charge of the graphical representation and the
specific functionalities of each CLFP.
To handle the specification of CLFPs hierarchies (cf. subsection 5.4.2), Collage makes use of
additional information stored in the Collage UoL package. This information is an XML document
that includes the structure of the learning flow in terms of CLFP hierarchies. The current version of
Collage enables combinations of CLFP-based templates. In this case, the plug-ins are not devoted to
the creation of CLFP hierarchies (this is responsibility of the editor). However, the CLFP-based
templates can indicate constraints regarding specific connections of patterns (e.g. it does not have
sense to replace a phase of TAPPS with another CLFP).
Next subsections detail the implementation of design process general phases, selection and
authoring, in Collage.
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5.4.5.2 Selecting a CLFP-based templates in Collage Collage provides a repository with a pool of CLFPs. The available CLFPs at the moment are
JIGSAW, PYRAMID, SIMULATION, BRAINSTORMING, TPS and TAPPS (cf. Appendix A), but
more CLFPs can be added. A section utility is implemented in Collage according to the guidelines
indicated in subsection 5.4.4.1.
Figure 5.11 shows the interface of the CLFP selection utility, which allows the user to choose a
CLFP directly or select one or several characteristics of CLFPs. The list of CLFPs displayed in the
interface shows only the CLFPs that comply with the selected characteristics. These characteristics
may or may not univocally identify a CLFP and they are retrieved from CLFPs’ metadata.
Further information about each CLFP can be read by clicking on the title of a CLFP in the list
of the selection interface. This information is displayed in a window that provides a navigation tree
including four hyperlinks that show types of information indicated in subsection 5.4.4.1: namely
overview (cf. Figure 5.12 (a)), diagram (cf. Figure 5.12 (b)), use guidelines (cf. Figure 5.12 (c)) and
example (cf. Figure 5.12 (d)).
The more significant functionalities of Collage that facilitate authoring of a CLFP-based LD are
explained next.
Figure 5.11 Collage selection interface
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(a)
(b)
(c)
(d)
Figure 5.12 Help information about the JIGSAW CLFP: (a) overview, (b) diagram, (c) use guidelines, (d) example
5.4.5.3 Authoring a CLFP-based UoL in Collage Collage also conforms to the authoring phase of the proposed design process (cf. subsection
5.4.4.2). Figure 5.13 (a) shows the Collage authoring interface regarding task c of Figure 5.8, where
the title, the objectives and prerequisites of the LD are defined. They can be directly written in the
text boxes provided by Collage.
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(a)
(b)
(c)
(d)
(e) Figure 5.13 Collage authoring interface: (a) general tab, (b) resources tab, (c) collaborative learning flow tab, (d) form for the description of activities, association of resources to activities, (e) form for the description of
roles (groups) and group-size limits
Specifying the collaborative learning flow (task d) is facilitated with the interface shown in
Figure 5.13 (c). In this example the JIGAW-based template does not have any configurable aspect as
it has been modelled. However, the flow of activities indicated by the template can be enriched by
replacing phases of this CLFP with another CLFP-based template (that can be eventually the same).
In this way, the current version of Collage enables combinations of CLFPs. Although the actual
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number of CLFPs implemented in Collage is not large, there is no theoretical limit on the
combinations of CLFPs that can be described.
The solution adopted in this first version of Collage for combining two CLFPs in a single
template is a simple approach that can be further elaborated in future versions. What can be
replaced by the whole learning flow of another CLFP-based template is a phase of the base template
that corresponds to an LD act (it is not possible to replace a single activity of an act). Besides, the
roles of the CLFP that completes the base template are included as sub-roles of the role
corresponding to the replaced phase.
As the JIGAW-based template, the templates based on BRAINSTORMING and TPS patterns do
not include configurable aspects. In contrast, those representing PYRAMID, SIMULATION and
TAPPS require that the plug-ins that implement them incorporate configuring utilities. Figure 5.14
shows how the Collage plug-in corresponding to PYRAMID includes a functionality that enables the
configuration of number of levels of the Pyramid.
(a) (b) Figure 5.14 Configuring the flow of the PYRAMID-based template in Collage: (a) determining the number of
levels in the Pyramid, (b) resulting template based on PYRAMID of 6 levels
Similarly, Figure 5.15 illustrates the specific configuring requirement of the SIMULATION-
based template. In this case the CLFP has been modelled in such a way that the designer must
specify at design time the number of groups (and characters participating in the simulation).
Therefore, the plug-in for this template implements a utility that enables the user to indicate it. It is
worth mentioning that this approach could have been also employed in the formalization of
JIGSAW as an LD template, instead of relying on the option of specifying the number of groups at
instantiation time. Both solutions represent two possibilities with advantages and limitations as
deeply discussed in Chapter Four. For example, the approach adopted for the JIGSAW template is
more flexible in the sense that it is not necessary to know in advance the concrete number of
students (and thus groups) that will attend in the actual enactment of the script. On the contrary,
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defining at design time the concrete groups enables resource distribution (associating a different
environment to the activities to be performed by each group) without making use of external tools
in charge of accomplishing such distribution depending on the occurrence of the group (role
specified in the design) (cf. section 4.5 of Chapter Four for more details).
(a) (b)
Figure 5.15 Configuring the flow of the SIMULATION-based template in Collage: (a) determining the number and name of characters (roles) and simulation (small) groups that will participate in the Simulation, (b)
resulting template based on simulation with 2 types of characters and 2 simulation groups
TAPPS CLFP (Pattern 1.6) suggest to structure the learning flow so that students are paired and
given a series of problems in such a way that they switch the roles Problem Solver and Listener (cf.
subsection 4.4.2 of Chapter Four). However, it does not indicate the number of problems that
should be pair. This is the configurable aspect of TAPPS-based template and is implemented in
Collage as shown in Figure 5.16.
Figure 5.16 Configuring the flow of the TAPPS-based template in Collage: determining the number of
problems that will be though aloud in pairs
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Apart from the configurable elements of each CLFP and the opportunity of combining several
CLFPs, it is not explicitly possible to add or delete phases and activities. Nevertheless, Collage
allows specifying an activity as not visible, which ensures that it will be ignored during the
execution of the UoL. This can be done in the form (cf. Figure 5.13 (d)) that also enables the
description of activities and the association of the resources that will support the activities (design
tasks e and h). The determination and configuration of the external resources should be previously
accomplished (task g) by means of the Collage interface shown in Figure 5.13 (b). The creation and
search of the resources is outside the scope of Collage (task f) and should be accomplished with
complementary tools. On the other hand, information about the roles/groups including the group-
size limits (minimum and maximum number of persons that can be associated to this role/group),
which is also part to the task e of the design process, can be incorporated in the script through the
interface shown in Figure 5.13 (e). The forms are accessible by clicking on the graphical
representation of each CLFP phase. Collage also includes the functionality of showing a table with
a summary of the created script. It allows users to check whether they forget to particularize any
element of the template. Finally, packaging the CLFP-based LD into a UoL (task i) can be done
using the utility that Reload provides for its own LD editor (University of Bolton, 2004).
5.4.5.4 Discussion Since Collage has been implemented as a new editor in Reload, the tool identifies whether a
UoL has been created by Collage or by another Reload editor (in this case LDE), and opens the
UoL using the appropriate tool. However, the LDs created using Collage can be eventually opened
by, a priori, any LD compliant editor. (Note that high-level or specialized editors, such as Collage
or ASK LDT (Sampson et al., 2005), may need additional information about their representation in
the authoring tool, etc.). This point leads the discussion to one of the limitations of Collage: it
cannot be used as a viewer for any UoL. Other types of authoring tools should be employed to
accomplish this goal and to change low-level elements of the LDs created by Collage.
Although Collage can be used by learning designers, the design process that it implements is
specifically designed to be used by teachers. We support the idea that teachers should be able to
intervene actively in the design process, especially if they do not have the support of specific
instructional designers. A massive support of ICT in Education or specifically of LD requires the
participation of teachers, as real practitioners who know the reality of their context and could
possibly assume the adoption of good practices (such as those reflected in CLFPs).
The initial adopted approach for the selection of CLFPs is simple. A more valuable approach
could be, for example, the use of ontologies. Another limitation regards the addition of new CLFPs.
If a new CLFP-based template is to be included in Collage, the plug-ins related to the graphical
interface for editing the collaborative learning flow must be implemented. Although there is no
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limit to the possible combinations of CLFPs that can be created, concatenations of CLFPs (adopting
separate sequenced CLFPs) and inserting additional activities are not allowed yet. At this point, it is
necessary to state that our LD editor approach is similar to LAMS (LAMS, 2006) in that it reuses
predefined “modules” created with lower-level tools. However, Collage does not reuse at the
granularity level of activities yet. It reuses the whole learning flow implied in collaborative learning
best practices. There is definitely value in both approaches as they are complementary.
On the other hand, Collage supports only level A of the specification, which is sufficient to
formalize the learning flows suggested by CLFPs. However, in order to enable the creation of more
sophisticated and flexible collaborative UoLs, we are exploring the use of level B and C. Their
support to computationally representing CSCL script requirements is important and necessary in
many situations, as it is analyzed thoroughly in Chapter Four. We argue that the incorporation of
these level B and C elements in Collage should be accomplished by adding reusable chunks and
building blocks that represent specific learning design solutions (based on patterns or not) which
requires these LD elements.
As aimed by the design process, Collage represents a trade off between generality and
unrestricted design options vs. good reuse and particularization of CLFPs as well as an easy editing
of collaborative LDs. First, a simple intuitive graphical representation of each CLFP is provided.
Second, users do not need to be aware of the existence and function of particular LD elements
which are difficult to understand without knowing the specification. These statements are evaluated
in Chapter Six. The particular scripts involved in the evaluated case studies are detailed in next
section, which also illustrates the CLFP-based design process for the creation of scripts
implemented in Collage.
5.5 Creating LD scripts using Collage
Several different CSCL scripts are involved as show examples or as UoLs that are created by
the participants in the experiences comprising the evaluation of the proposed design process (cf.
Chapter Six). These scripts are introduced in this section (the scripts and some snapshots showing
their execution are also available in the CD-ROM). In the description we illustrate how Collage is
used according to the design process. Particularly, the CTM2 script is exposed thoroughly given
that it is the most relevant script in the evaluation experiences. This script is originally proposed by
one of the teachers participating in one of the experiences considering an authentic learning
scenario that he realizes in his own course (at the University of Valladolid, Spain). It is also the
example proposed to other teachers that use Collage. Besides, the CTM2 script is enacted with
students in an authentic situation.
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5.5.1 CTM2 (Network Management)
The context of this script is a Network Management course (whose Spanish acronym is CTM2),
whose objectives include knowing the different versions of the SNMP (Simple Network
Management Protocol) protocol and familiarizing with the use of scientific and technical literature.
Consequently, the teacher decides that the students should understand the contents of an important
and well-known paper in the field of Network Management (Stallings, 1998), as well as identify its
most relevant ideas. A non-collaborative pedagogical approach might simply consist of providing
the students with the paper, asking them to individually read it and reflect on its content, and finally
request them to write a list of the main identified ideas of the paper. But the teacher also wants the
students to develop competencies related to group work that they will need in their professional
future, as well as to improve the understanding of the paper contents. Therefore, he decides to
create a collaborative pedagogical design, in the form of a computer-interpretable collaboration
script, which takes into account both types of requirements (concepts and competencies).
Table 5.2 Refining the template resulting of the combination of CLFPs towards the ready-to-run script (students’ activities)
Learning Flow Phase Group characteristics
Activity description and supporting resources
Time frame
individual phase of Jigsaw
Each “jigsaw group” has at least 3 people. (Plan: 4 groups of 3 members.)
- Read the introduction and one of the three sections of the paper available in Synergeia
“expert” phase of Jigsaw
Each “expert group” has at least one member of each “jigsaw group”.
- Discuss (using the chat) your part of the paper with the classmates that have read the same part in order to understand it well.
Pyra
mid
leve
l 1
“jigsaw” phase of Jigsaw (See Pyramid level 1:
individual phase of Jigsaw)
- Explain to the rest of the members of your “jigsaw group” your part of the paper. - The group has to agree on which are the 10 main ideas of the whole paper and 2 questions. Use the tool for questionnaires (Quest).
Firs
t fac
e-to
-fac
e se
ssio
n of
two
hour
s D
ista
nt
activ
ity
Pyra
mid
leve
l 2
Each group of the second Pyramid level comprises from 6 to 8 students. (Plan: 2 groups in this level of the pyramid.)
- Read other group’s results of the previous phase at home. Their results are available in a shared repository (Synergeia). Critically comment their answers (using Synergeia). - Discuss face-to-face with another “jigsaw group” and jointly agree on the 8 main ideas of the paper and 2 questions (use Quest).
“think” phase of TPS
In this pyramid level there is only one group: the whole class.
Not visible (there is no task in this phase)
“pair” phase of TPS
Each group of the second level of the pyramid is one of the two members of the “Pair”.
- A speaker of each group exposes their conclusions to the other group.
Pyra
mid
leve
l 3
“share” phase of TPS
(See Pyramid level 3: “think” phase of TPS).
- The teacher mediates a discussion aiming at reaching consensus.
Seco
nd fa
ce-to
-fac
e se
ssio
n of
tw
o ho
urs
With that purpose, Collage assists the teacher in the creation of potentially effective scripts,
using a proposed design process based on CLFPs. As it is described above, the first steps of the
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design process is to select and combine, if required, the LD templates based on the CLFPs that
Collage provides. After reading information about the patterns, exploring examples, as well as
checking the educational benefits and types of problems supported by each pattern, the teacher
decides which CLFPs can be used and how they can be combined in order to structure the flow of
activities. The first column of Table 5.2, Figure 5.17 and the left frame of both Figure 5.18 and
Figure 5.19 show the result of these steps.
Figure 5.17 Planning the learning flow: combining PYRAMID, JIGSAW and TPS in form of LD templates using a graphical notation in which the visual representation of each template corresponds to the diagram of
its related pattern’s solution
With the aim of fostering discussion and reaching agreement, the teacher selects PYRAMID,
which promotes positive interdependence (i.e. the feeling that the students need each other to
succeed, cf. Appendix A). The number of levels of the template can be configured with Collage (cf.
Figure 5.18). In each level of the Pyramid the groups of the previous level join in larger groups in
order to generate agreed “solutions”. In this case the “solution” consists of successively proposing
which are the most important ideas of the paper and what questions they would like to be answered.
Since the teacher is also interested in focusing the students’ attention on particular topics of the
article, he plans a plenary discussion mediated by him and structured according to the TPS (cf.
Figure 5.19) for the last level of the Pyramid.
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Figure 5.18 Graphical refinement of the template resulting of the combination of CLFPs using Collage (I)
Figure 5.19 Graphical refinement of the template resulting of the combination of CLFPs using Collage (II)
Moreover, the teacher chooses to design the first pyramid level according to the strategy
collected in JIGSAW-based template. The selection of this pattern is motivated by the fact that the
paper can be divided in different parts, because the article includes several sections devoted to
different versions of SNMP. An additional motivation for its use is that the JIGSAW strategy
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reduces students’ workloads but at the same time fosters that they contribute with their fair share
(individual accountability). This pattern (cf. Appendix A) suggests that each participant in a
(Jigsaw) group first studies a particular sub-problem (a section of the paper). Then, the members of
the different groups that have worked on the same sub-problem meet in an “experts group” to
exchange ideas. Finally, each participant contributes with his expertise in the original group in order
to tackle the global problem (i.e. the whole paper).
After selecting and combining CLFPs, the next step in the design process implies refining the
resulting LD template so as to obtain a computer-interpretable script. This step includes
particularizing the description of the learning activities (e.g., reading a part of the paper, discussing
on questions/ideas, etc.), providing information about roles and groups, establishing group-size
limits, and determining and configuring the resources (tools and content) needed to support each
activity. These tasks are accomplished using forms, as it is shown in Figure 5.18, where the first
activity of the second Pyramid level is described, and Figure 5.19, where the Pair phase is refined
by including the description of the activity and the groups. Table 5.2 summarizes the result of this
refining step and details the planned time frame. The refinement also includes indicating the tools
that support each activity. In this script the tools are: Synergeia system (ITCOLE, 2005), which
mainly provides a shared web-based workspace in which documents and ideas can be shared; a chat
tool developed by members of the GSIC/EMIC group (GSIC/EMIC, 1994), and the Quest web-
based questionnaire tool also developed by the same group (Gómez et al., 2002).
5.5.2 NNTT
The “NNTT script” is highly inspired in a real experience that takes places within the course on
“the Use of ICT in Education” at the Faculty of Education of the University of Valladolid.
Moreover, this experience is one of the case studies included in the TELL project (TELL, 2005b). It
is a blended situation, where normal face-to-face activities are interleaved with technology-
supported (distant and face-to-face) activities. The experience also makes use of the Synergeia
system (ITCOLE, 2005). The script guides the students in the revision of three topics in order to
produce a deeper understanding of them. Table 5.3 describes this script, which is based on a
combination of the Jigsaw and the Pyramid CLFPs.
Figure 5.20 illustrates how the learning flow of the example can be edited using Collage. After
selecting the CLFP base of the flow of activities, i.e. JIGSAW, the “Expert Group” phase is replaced
with a two-level PYRAMID-based template. This is indicated with the circled “1”, “2” and “3” of
Figure 5.20. “4” points to the whole structure of the activity flow. This tree also provides access to
any CLFP included in the hierarchical structure, thus the activities of each CLFP can be further
particularized. The tasks of describing activities, roles, associating resources to activities, etc. are
accomplished using a form analogous to the example shown in Figure 5.20 (these steps are detailed
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in the worksheet included in the Collage user manual, which is available at
http://gsic.tel.uva.es/collage).
Table 5.3 Refining the template based on a combination of a JIGSAW and a PYRAMID towards the ready-to-run script
Learning Flow Phase
Group characteristics Task and supporting resources
Individual phase of Jigsaw
Initial groups: pair of students (at least 2 students). There must be the same number (approximately) of pairs working on each of the three topics.
- Work on one particular topic of the subject "Use of ICT Resources in Education". The resources needed to perform the activity are available in Synergeia. Each pair should create a conceptual map regarding their topic. Employ a template and the conceptual map tool of Synergeia, and upload the resulting document to Synergeia.
Pyramid level 1
Half of the pairs that have worked on the same topic form a group at this first Pyramid level.
Compare their conceptual maps. (Note that the conceptual maps are all available in Synergeia). You can use a chat. Create a draft document according to a provided template, and upload the document to Synergeia. Compare and discuss the draft documents generated in the previous phase (you can use a chat).
“Exp
ert”
pha
se o
f Jig
saw
Pyramid level 2 All pairs with the same topic. Create an agreed report according to the same
previous template, and upload the document to Synergeia. Discuss using the reports created previously, which are in Synergeia (you can use a chat). “Jigsaw” phase of
Jigsaw Three pairs (or four if necessary) with different topics form a “Jigsaw Group” Create a global final report according to what
has been discussed (a template is provided).
Figure 5.20 Authoring the NNTT script with Collage
5.5.3 Pyramid-based paper discussion
The context of the example could be a course about “technical specifications for interoperable
learning technology”. The script specifies a learning situation in which the participants read a paper
titled “The role of teachers in editing and authoring Units of Learning using IMS Learning Design”
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(Griffiths et al., 2005) and (collaboratively) discuss about the contents of the paper. They have to
achieve gradual consensus about good solutions to address the identified challenges regarding the
way in which teachers can author UoLs using LD. The example is designed for one synchronous
session of 2 hours. However, we do not know the number of students that will attend this session at
design time. The script is structured according to the PYRAMID CLFP and is particularized as
indicated in Table 5.4.
Table 5.4 Refining the template based on the PYRAMID towards the ready-to-run UoL Learning Flow
Phase Group characteristics Task and supporting resources
Pyramid level 1 (Individual activity)
Read the paper to grasp the main ideas. A synchronous conference service is available so that each student can ask questions to the teacher.
Discuss your opinions about the paper. Pyramid level 2
Each group of the second Pyramid level comprises from 3 to 6 students. (Depending on the participants who attend the session, the script will be instantiated with a concrete number of groups, which in turn will be populated with (from 3 to 6) students.)
Extract common conclusions about the paper.
Each group presents their conclusions achieved in the previous phase.
Pyramid level 3 All the groups of the second Pyramid level form a single group at this level.
Finally, agree on common conclusions about the paper (and try to achieve consensus about good solutions to address the challenges regarding the way in which teachers can author Units of Learning using LD).
5.5.4 Job interview simulation
The objectives of the “Job interview simulation” script, which is collaborative and blended, are
related to the development of the social skills required in job interviews. The script is based on the
SIMULATION (Pattern 1.5 of Appendix A). This script describes a situation in which two students
play the role of “interviewers” and other two students play the role of “candidates”. One of the
interviewers and one of the candidates train a simulation of an interview for a “developer vacancy”.
At the same time, the other interviewer and candidate train a simulation of a job interview for a
“salesman vacancy”. Previously, each participant reads general information about job interviews
and prepares their role according to their assigned interview. After each pair trains their simulation,
they perform it, so that the other pair can observe the role play. Finally, the teacher moderates a
debate about the social skills required in this type of situations.
5.5.5 STA (Advanced Telematic Systems)
The STA script is applied in a graduate course on research methodologies at the University of
Valladolid. In the STA script, the students should try to propose a research question on a complex
multidisciplinary field that involves several keywords. In order to achieve this goal, JIGSAW is
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employed, where students in the expert group study and propose research questions related to some
of the keywords. Then, students in the “Jigsaw groups” try to merge the research questions.
5.6 Discussion: towards more general approaches
Two of the strengths of our approach consist in the use of graphical representations that are
intuitive and the promotion of interoperability since the resulting scripts are LD compliant.
However, these strengths at the same time are limitations of the approach. First, the use of graphical
representations that strongly depends on the CLFPs implies that adding new CLFP-based templates
or other types of (pattern-based) reusable solutions is a demanding task. Second, this task is even
more challenging if the reusable elements are not represented with LD. This section discusses
potential solutions towards a more general pattern-based design process for the creation of scripts.
5.6.1 Using more general visual representations
There are currently only six patterns incorporated in Collage. However, since they can be
creatively combined in order to create new richer learning flows, it offers some degree of flexibility.
As categorized in (Botturi et al., 2006), Collage provides generative patterns which can then
communicate with a more finalist language (LD) using the graphical representations of the patterns’
solutions. However, one of the limitations of Collage is that the addition of new templates based on
other patterns is laborious: each template has its own representation and includes pattern-specific
functions. To overcome these drawbacks, it would be interesting to study the possibility of using
visual languages for learning design, such as E2ML (Botturi, 2006) or the others approaches
presented in (Botturi & Stubbs, in press), to graphically represent patterns’ solutions. This may not
only facilitate the addition of new patterns (using the same graphical notation) to Collage, but it
may also afford more flexible editing possibilities of the learning flow (e.g., using drag-and-drop
elements of the visual language that can be added or removed from the templates).
Nevertheless, this topic deserves devoted research that investigates the trade offs between
intuitiveness and generality of the different graphical approaches.
5.6.2 Assembling learning design solutions formalized with different languages
The create-by-reuse framework proposed in section 5.2 envisages an interesting challenge
which may be considered in future versions of the proposed design process: the involvement of
learning design solutions formalized with different languages (e.g. the formalisms used in LAMS
and IMS QTI for questionnaires) so that they can be assembled in order to generate an LD-
compliant UoL (or eventually another type of UoLs using a different formalism). Therefore, the
problem that emerging design processes should address is not trivial. Not only do we need to
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assemble and refine learning design solutions at different level of granularity and completeness but
we also need to transform formalizations (Hernández-Leo et al., 2006a; Dodero et al., 2007). These
ideas are illustrated with the following ad-hoc design process example, which is represented in
Figure 5.21.
n
n
Collage Templates
IMSLD/LAMSmapping rules
IMSLD/QTI mapping rules
t1
QTI Learning Objects
LAMS Activities
LAMS building blocks
QTI building blocks
IMS LD templates
qti1 qti2 qti3
a1
a2
qti1qti2qti3
t2
a1
a2
qti1qti2qti3
t3
Refine by assembling
(mixed)
Assemble
Refine
Reusable exemplar
(UoL) t2
Assemble
Assemble
Refine
a1
a2
chunk Figure 5.21 Example design process in which various learning design solutions are integrated into
refinement, assembly and mixed processes, according to the create-by-reuse framework
The process starts by choosing Collage templates to select the PYRAMID-based LD template
(t1), which consists of two incomplete activities (an individual and a collective activity). Then it
proceeds to the selection of three QTI items, which are assembled forming a questionnaire. The
template is refined into t2 by assembling the questionnaire: the individual activity will consist in
answering a questionnaire. In addition, two LAMS activities (which include the supporting tools)
are assembled and subsequently refined with the necessary text that particularizes the activity. a1
encourages the students to share resources and a2 provides a forum for discussing. To particularize
for example a2 the title, the instructions and the topics of the forum must be typed. The resulting
chunk is assembled with t2 as additional activities according to the rules used to map LAMS
activities into the coarser grained LD template. The outcome is the template t3, which still needs to
be refined in order to be ready-to-run. Once the activities of the template t2 are set up by adding the
necessary text (the task of the collective activity, the grades related to each question of the
questionnaire, etc.), a complete exemplar is achieved. This exemplar can be delivered as a UoL or,
according to the designer’s criteria, be reviewed and modified. The complete process is graphically
depicted in Figure 5.22 according to the create-by-reuse framework.
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High level of granularity (fine grained)
Low level of granularity (coarse grained)
Incomplete
Exemplars (Ready-to-run
UoLs of different
granularities)
Templates (Partly
completed exemplars)
Building blocks/
Compontents (Partly
completed UoL chunks)
UoL chunks (A UoL
portion of different
granularities)
Complete
t1 t2
A1
M2
a1+a2
qti1+qti1 +qti1
qtij ai
t3
M1
R R
A2
Figure 5.22 Snapshot of the example design process that integrates assembly, refinement processes and
mixed processes, in accordance with the create-by-reuse framework
In the figure, point t1 is the entry LD template that represents a coarse-grain LD abstraction (e.g.
a CLFP) that is used as a starting point for transformations. Since t1 is an incomplete LD template, it
is situated above the horizontal axis. At the same time, selected learning objects and activities are
composed by means of assembly transformations on the vertical dimension (A). The addition of
item qti1 does not increase the granularity on M1 (mixed process: assemble by refining) step, since
it is used to fill in a gap on the t1 template, so that t2 is generated. t3 results from the assemblage of t2
and the chunk consisting of two already refined and assembled building blocks (a1 and a2). That
entails increasing the coarseness with respect to t2 as it can be seen in the Figure 5.22. In this
example, we omitted the modification processes of the framework, which are orthogonal to R and A
and not explicitly represented in the two-dimensional figure. However, to envisage modifications,
the input and output can be depicted sharing the same projection on the R-A plain.
5.7 Conclusion
LD promotes interoperability and reuse of teaching and learning processes, including those
described in CSCL scripts. However, the specification is a set of dense technical documents,
intended for a technical audience and does not enforce design processes that support the creation of
pedagogically sound designs (cf. Chapter Four). In this sense, approaches to facilitate the creation
new UoLs based on pre-existing learning design solutions are emerging. The target audience of
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these approaches are teachers who use concepts and structures more relevant to their community of
practice than the terms of the LD specification. This chapter introduces a comparison framework for
conceptually analyzing and classifying reusable learning design solutions and processes that drive
the creation of ready-to-run UoLs. The framework provides a comprehensible representation of
such processes and units of reuse over two dimensions, namely granularity and completeness.
The design process proposed in this chapter employs CLFP-based templates as the units of
reuse for the creation of scripts. In this case the target audience is therefore teachers that are
interested in practicing scripted CSCL. Instead of collecting CSCL scripting patterns (cf. Chapter
Three) in repositories, these patterns can be explicitly incorporated in design processes embedded in
authoring tools as assistants (advising mechanisms) or as refinable templates and building blocks
(partially completed designs or design chunks). The CLFPs which provide structures of CL flows in
their solution can be offered as LD templates. These templates, which are partly completed re-
usable designs, includes the description of the flow of activities and associated groups (or roles) that
potentially elicits expected interactions leading to certain well-known CL benefits. The diagrams of
the CLFP solutions are used as the graphical representations of the templates, which include
configurable aspects that depend on the pattern. Though more general visual notations are possible,
we argue that these particular representations increase intuitiveness and foster the understanding of
the CLFPs.
The templates can be assembled forming new templates representing CLFP hierarchies. Of
course, these templates need to be refined with the details that particularize them into full-fledged
scripts according to the needs of actual educational situations. In this way, our approach aims at
reducing the complexity of the learning design process by hiding the terms of LD, as well as at
guaranteeing potentially effective results, since the process is based on the reuse of good practices
in CL. Consequently, it fosters the reuse of the patterns as a way of communicating CL expertise to
other, eventually novice, practitioners. The proposal offers a trade off between generality and
unrestricted design options vs. adequate reuse and particularization of CLFPs (and hierarchies) and
an easy edition of collaborative LDs.
Two main phases are considered in the design process: selecting a CLFP-based template and
authoring a CLFP-based UoL. The selection of templates is mainly supported by using metadata
whose elements include the learning objectives that the CLFP elicits, the type of problems (task-
type) that the CLFP best serves, and the complexity or risks in terms of CL experience needed to
put in practice a script based on the pattern. Further information about the CLFPs, including an
example, should be available to enable teachers understand a CLFP before reusing it. When
teachers select a CLFP-based template, they automatically determine the level of structure that is
necessary to accomplish a set of learning objectives, to elicit certain expected interactions and to
undertake specific task-types.
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In the authoring phase of the design process, teachers refine the templates and indicate further
objectives (beyond those depending on the CLFP) that are typically (but not necessarily) related to
the subject matter or content to which the CLFP is applied. They can also specify the title of the
script and prerequisites, if necessary. In this phase specific configurable aspects of the templates
need to be determined. Besides, the learning flow can be enriched by combining or concatenating
CLFPs into templates of CLFP hierarchies. If applicable, the selection phase is repeated. Defining
the description of the activities and determining the resources needed to support them implies
determining the structure of the interaction process within activities. This is related to determining
the computer support that is used to sustain learning and expected interaction (face-to-face or
computer mediated). Moreover, determining the group-sizes and providing further information of
groups can be also realized in this phase.
The CLFP-based design process for the generation of LD scripts is implemented in Collage
authoring tool. Collage is developed as a collection of plug-ins on top of the Reload LDE. The
plug-ins implement the graphical representation as well as the interactive functionalities that are
specific to each CLFP. The design process, as implemented in Collage, has been thoroughly
illustrated with several scripts drawn from real practice, which shows the feasibility and usefulness
of the whole approach. Next chapter is devoted to the evaluation of the proposed design process in
several case studies mainly with teachers, who use Collage to create CLFP-based scripts, and
students, who experience these scripts.
CHAPTER SIX
EVALUATING THE DESIGN PROCESS
WITH A MULTICASE STUDY
This chapter undertakes the evaluation of the proposed CLFP-based design process for creating CSCL macro-scripts computationally represented with LD. The evaluation is accomplished by means of a multicase study that comprises three different case studies. They aim at assessing the same contributions but from different perspectives. The first case study is devoted to workshops where the target audience uses the design process implemented in Collage authoring tool. A second case study implies the design of a scenario proposed by a third-party using our approach. The last case study analyzes an authentic educational situation where students follow a script created according to the CLFP-based design process.
Partial conclusions of the second case study are published in (Hernández-Leo et al., 2006b) and the last experience with students in (Hernández-Leo et al., in press).
6.1 Introduction
The multidisciplinary engineering-oriented research methodology adopted in this dissertation
(cf. Chapter One) highlights the importance of the evaluation phase to demonstrate the
trustworthiness of the proposals. The problem domain in which this dissertation is framed, demands
that the practice presented in this chapter evolves together with the research presented in the
previous chapters. In this sense, although the results of the evaluation phase are presented at the end
of the dissertation, it is necessary to have in mind when reading this chapter that the partial results
of this phase feed previous phases.
The evaluation phase consists of several experiences organized as case studies (Hernández-Leo
et al., 2006; Lundgren-Cayrol et al., 2006). “Case study” is one of the software engineering
validating models identified by Zelkowitz et al. (1998). That review paper groups different models
of technology validation into three broad categories: observational, historical, and controlled. Case
studies belong to the so-called observational methods, which collect relevant data as a project
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develops. Despite the weaknesses that are typically associated with this type of validating models
(e.g. it is not always possible to generalize), this method is the most adequate for the problem
domain of this dissertation. Historical methods such as literature research or surveys cannot be used
in this phase since there is not enough existing experience yet. The need of involving human
subjects in the experiences makes difficult to use a controlled method, which requires multiple
instances of an observation in order to provide statistical validity of the results. Because of the
enormous cost of replication (in our context, the possibilities of organizing experiences with
teachers and students), the controlled experiments are often limited to few replications, which
seriously increases the risk related to the validity of the results. Moreover, “authentic” experiences
with real users cannot be rigorously replicated due to their non-trivial situational-dependence
characteristics. Furthermore, we are more interested in the appropriateness of our contributions,
evaluating the features that they provide in relation with the objectives target in this dissertation (cf.
section 1.2), than in their measurable effects (Kitchenham, 1996).
In the case studies, we employ adaptations of a mixed evaluation method (Martínez-Monés et
al., 2006) combining quantitative and qualitative data gathering techniques (Goubil-Gambrel,
1992). Quantitative data are considered useful for showing trends. In addition, qualitative results are
used to confirm or reject those trends as well as to understand them and identify emergent features
in the particular representative situation (Denzin & Lincoln, 2005).
According to Stake (1995), there are many purposes for case study analysis: from the most
theoretical to the most practical. The purpose of an “instrumental” case study is to go beyond the
case. In contrast, a case study is “intrinsic” when the main interest is in the case itself. In this
dissertation, we need to assess the features of the proposed design process (cf. Chapter Five) with
different types of audiences (mainly teachers and students) and different types of functioning
(applying the design process to create a script and experiencing the resulting script). Since we aim
at studying different manifestations (types of functioning) of the same “proposal under evaluation”,
what Stake calls “quintain” (what we truly seek to understand), we organize the experiences as a
multicase study (Stake, 2005). The central interest of a multicase study is in the quintain; therefore
the interest in the cases is primarily instrumental.
In this way, we use the multicase study method to systematize the evaluation of the different
experiences accomplished with diverse types of participants. It is necessary to point out however
that we are not “orthodox” using multicase study analysis as the inclusive research methodology of
this dissertation, what is typical in pedagogical dissertations (see for example (Jorrín-Abellán,
2006)). In summary, we employ an instrumental multicase study as an approach to structure the
evaluation phase of our multidisciplinary engineering-oriented methodology. The approach includes
the application of a mixed evaluation method for data gathering.
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Particularly, the multicase study applied in this dissertation comprises three different case
studies, each of which involves a different functioning. The final goal is to aggregate and
comparatively analyze the case findings (the conclusions of the data analysis and interpretation
regarding a case study) in order to conclude cross-case assertions concerning the evaluation of the
design process (the quintain). The main action that enables the evaluation of the design process
refers to the functioning of creating CSCL scripts (in form of UoLs which are LD compliant)
following the proposed design process, which is implemented in Collage. Therefore, we carry out
four experiences with slightly different audience (mainly university teachers) that comprise the first
case study (called “Collage workshops”). Most of the scripts created in these experiences are
proposed by the author. In this sense, the functioning of the second case study is solving a scenario
proposed by a third-party. This scenario is also tackled by other researchers proposing related
approaches (some of them employing different script computational representations), what allows
us to compare them with our proposal. However, in order to test if the LD-represented scripts
created using the design process based on CLFPs are meaningful, it is necessary to put them in
practice in an authentic situation with students. This functioning is the focus of the third case study.
Therefore, the rest of the chapter is structured as follows. Section 2.2 formulates the multicase
study. Then, we describe and present the findings of each case separately (sections 6.3, 6.4 and 6.5).
In section 6.6 we relate the case studies including a cross-case analysis with emphasis on the
binding ideas that built the assertions regarding the global evaluation of the main proposals of this
dissertation. Finally, section 6.7 includes a discussion preceding the last chapter of conclusions
(Chapter Seven).
6.2 Formulation of the multicase study
The starting point of multiple case study is the quintain (Stake, 2005). As it has been anticipated
in the introductory section (2.1), the quintain is our ultimate evaluation goal: what we seek to
understand. It is the umbrella for the experiences involved in the evaluation. These experiences are
organized in case studies according to their functioning or different manifestations of the quintain.
The collection of the case studies comprises the multicase study.
6.2.1 The quintain
In this dissertation the quintain is its main contribution: the pattern-based design process for
CSCL macro-scripts computationally represented with IMS LD. Besides, the global research
questions derived from the quintain (what is called “themes” by Stake (2005)) are:
Theme 1: High-level generation of contextualized CSCL scripts reusing CLFPs and focusing on
CSCL critical elements
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Theme 2: IMS LD computational representation of CLFP-based scripts
These themes are directly related to the objectives of this dissertation (cf. Chapter One) and can
be formulated as questions:
Theme 1: Does the proposed design process facilitate the high-level generation of
contextualized CSCL scripts reusing CLFPs and focusing on CSCL critical elements?
Theme 2: Is IMS LD suitable for a computational representation of CLFP-based scripts?
Moreover, additional themes may emerge as a result of the cross-case analysis. This analysis is
a comparative aggregation of the findings obtained in the different case studies. The outcomes of
the analysis are cross-case assertions related to the themes.
6.2.2 Overview of the cases forming the multicase study
A case needs to be studied in its own context. On the other hand, in a multicase study, a single
case is of interest because it belongs to a concrete collection of cases: each case illuminates a
different functioning in which the quintain operates (Stake, 2005).
The cases are selected considering the following criteria, which are discussed in the section 2.2
of (Stake, 2005):
- Relevant to the quintain: the planning of the cases should be consistent with what can help to
understand the quintain.
- Diversity across situations to examine different functioning (probably representing different
audiences) in which the quintain is manifested, i.e. diversity in the relationships with the
quintain.
- Good opportunities to learn: it may represent a trade-off between how typical and how
accessible the cases are, i.e. representativeness vs. potential for learning.
- Embraceable: we need to reach an integrated, holistic qualitative comprehension of the
cases, so that the multicase should not be too large and diverse.
Considering these criteria, we organize the multicase with the three cases shown in Figure 6.1.
Besides, the different experiences involved in the cases are summarized in Table 6.1. As we
anticipated in the introduction, the experiences with the same functioning compose a case study.
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157
ISSUE:
Can we use CSCL scripts created with Collage in real situations?
ISSUE:
Can we use Collage for creating a script representing a scenario proposed by a third-party?
ISSUE:
Does the design process implemented in Collage facilitate the reuse of CLFPs in the creation of particularized LD-represented CSCL scripts in a way that allows teachers to focus on CSCL critical elements?
QUINTAIN:
The proposed pattern-based design process for CSCL macro-scripts computationally represented with IMS LD
Research
environment Relevant
research
Relevant
research Research
environment
Mini-Cases - GSIC/EMIC members
- UNFOLD members
Relevant
Research
Techniques and data - Web-based questionnaires - Observations - Discussion Group
Activities - Hands-on sessions - session1 (UVA) - session2 (UCA)
Sites - Laboratory at the University of Valladolid - Laboratory at the University of Cádiz
Research
environment
Mixed method Interviewees - Teachers from the University of Valladolid, Spain - Teachers from the University of Cádiz, Spain
CASE STUDY A: COLLAGE WORKSHOPS
Activities - Two face-to-face sessions and a distance session in between
Sites - Laboratory at the University of Valladolid - Students’ homes Mixed method
Function Putting into practice a CSCL script
CASE STUDY C: NETWORK MANAGEMENT
Techniques and data - Web-based questionnaires - Observations - Discussion Group - Event Log files - Student outcomes
Function Solving a third-party scenario
Sites - Rooms at ICALT conference (Kerkrade)
Activities (- Pre-work) -Presenting -Discussing
Documents and data -Achieved CSCL script - Papers and video-recorded discussion
CASE STUDY B: PLANET GAME
Function Creating CSCL scripts based on CLFPs
using Collage
Figure 6.1 Graphic representation of the multicase study
Table 6.1 Summary of the experiences involved in the multicase study
CSCL script Functions (Global activity
accomplished in the experiences)
Name of the experience and dates
Interviewees (type of audience)
“Proposed” (previously tested
in lab. experiments)
“Free” (ideated by the
audience or a third-party)
Deployment Materials Evaluation data
gathering
GSIC/EMIC (19 May 2005)
Five members of the GSIC/EMIC research group: CSCL practitioners without deep knowledge on LD
NNTT CTM2’, STA - Free deployment (with assistants)
Collage user manual and worksheet (NNTT). Collage already installed
- Final questionnaire - Created scripts
UNFOLD (13 October 2005)
Seven (official and invited) members of the UNFOLD project: educational technologists (some of them experts on LD)
Paper-discussion (NNTT, show example)
-
-Familiarization (presentation), -guided creation of a CSCL script
Worksheet (Paper-discussion). CD containing Collage installers, user manual and the resource needed in the script
- Final questionnaire
UVA (3 March 2006)
Five teachers of the University of Valladolid (Spain) with interest in ICT and CL and without knowledge on LD
(Job-interview, show example) CTM2 (a slightly modified version of CTM2’)
(various, the audience had some time to create their own scripts)
-Familiarization (presentation), -guided creation of a CSCL script - free deployment (optional, with assistants)
Collage user manual and worksheet (CTM2). CD containing Collage installers and the resources needed in the script
- Initial (before familiarization) and final questionnaire - Observations - Discussion group
Creating CSCL scripts based on CLFPs using Collage (CASE STUDY A: COLLAGE WORKSHOPS)
UCA (10 March 2006)
14 teachers of the University of Cádiz (Spain) that use virtual campuses without deep knowledge on LD
(Job-interview, show example) CTM2
(various, the audience had some time to create their own scripts)
- (Previous sessions about LD, by Daniel Burgos) -familiarization (presentation), -guided creation of a CSCL script, - free deployment (optional)
Collage user manual and worksheet (CTM2). Internet access to Collage installers and the resources needed in the script and further information
- Initial (before familiarization) and final questionnaire - Discussion group
Solving a third-party scenario (and comparing our proposal with other approaches) (CASE STUDY B: PLANET GAME)
ICALT (5-6 July 2006)
Nine participants in a workshop and a panel at ICALT conference: researchers proposing related approaches
- L3-astronomy (or Planet Game)
- We propose a solution for the scenario using our proposal beforehand. - Comparison of the different approaches: presentation and discussion
Description of the scenario provided by a third-party
- Achieved CSCL script with our proposal - Papers and recorded discussion
Putting into practice a CSCL script created with Collage in a real educational situation (CASE STUDY C: NETWORK MANAGEMENT)
CTM2 (29 March – 5 April 2006)
12 university students and the teacher (engineering education)
(Paper-discussion’, show example) CTM2
-
-Familiarization (a session for presenting the script, the tools and training with another script: Paper-discussion’) - Experiencing the script (a week)
Gridcole system integrating a chat, Synergeia and Quest and interpreting the script. A document explaining the roles students play in each moment
- Initial and final questionnaires - Observations - Discussion group - Log files - Students’ outcomes
The graphical representation (Figure 6.1) of the three cases is an adaptation of the worksheet 1
included in (Stake, 2005). This graphic model has been shown to be a valid framework in other
studies (Jorrín-Abellán et al., 2006; Jorrín-Abellán, 2006). The smaller semicircles around the main
circles constitute the context of the case. The context greatly helps us to understand the case within
a complex reality that conditions its realization. Particularly, the context of the multicase study that
is applied to evaluate the proposed design process is:
- The relevant research around the topics of the cases is studied in Chapter Two.
- The research environment in which this dissertation is carried out does not only conditioned
the case studies but also facilitates its fulfilment. In the evaluation phase the concerned
research environment includes the GSIC/EMIC research group, the UNFOLD project and
the ICALT conference (they are already pointed out in Chapter One).
We might also consider as part of the context the characteristic of the audience (interviewees)
and their motivation for participating in the experiences (cf. Table 6.1). With the aim of simplifying
the description of the cases, we consider these aspects as part of the cases themselves. Therefore,
this is part of the information related to the main topics of the cases that is represented inside the
thick lined circle. This information includes the functioning of the case, the sites in which it took
place and the activities that were analyzed during the experiences.
The lower side of the circles show components of the set of techniques applied to data
gathering, analysis and interpretation processes. This mixed method is introduced in next section
(6.2.3). On the other hand, one of the cases (Case Study A: Collage workshops) shows more
elements in this side of the circle. These elements are represented in order to illustrate that several
experiences (cf. Table 6.1) are involved in this case. Teachers from two different universities are
interviewed and two embedded cases (mini-cases) are used to illuminate some aspects of the case
under study. Mini-cases could be considered single case studies, but we decide not to focus on
them. In contrast, we use them with the aim of illuminating some relevant aspect of the other
(larger) case. In these two mini-cases we interview educational technologists and CSCL researchers.
In the lower side of the diagram a rectangle can be found. It contains the issue of special
concern or importance regarding each case. An issue has associated topics and more concrete
information questions that shape the “conceptual structure” needed for designing and interpreting
the study. The issue is related to the functioning of the case, reflecting its main purpose. In this
multicase we consider three different types of functioning and therefore three case studies with
associated issues:
A) The main functioning that should be analyzed to evaluate the proposed design process is
“creating CSCL scripts based on CLFPs using Collage”. This is the main functioning
since the associated case study (Case study A: Collage workshops) allows us to
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understand to a large extent a relevant issue concerning one of the objectives of this
dissertation: does the design process implemented in Collage facilitate the reuse of CLFPs
in the creation of particularized LD-represented scripts, in a way that allows teachers to
focus on CSCL critical elements? Due to the relevance of this case study, it involves two
different experiences with university teachers (from the University of Valladolid and from
the University of Cádiz, both in Spain) consisting of four-hour workshops (or “hands-on”
sessions) in which the participants create, as indicated in the design process implemented
in Collage, concrete CSCL scripts (proposed by us). The case study is enriched with two
mini-cases accomplished as (shorter) workshops in which educational technologists
(members of the UNFOLD project) and CSCL practitioners (members of the GSIC/EMIC
group) participate. Some participants of the experiences forming this case study have the
opportunity to create their own scripts. However, this fact is not deeply analyzed in this
case study (as it is analyzed in case study B). A more rigorous experience regarding the
creation of a script that is not proposed by us would provide further conclusions related to
the quintain.
B) A good chance to analyze the functioning “solving a third party scenario” entails the
participation in a workshop integrated in the ICALT 2006 conference (Vignollet et al.,
2006). The organizers of the workshop propose a challenge consisting on implementing a
scenario (a “Planet Game”) that they anticipate. The participants apply their approaches to
solve the scenario before the workshop. In this way, we create and execute a CSCL script
reflecting the scenario. During the workshop the different solutions are presented and
compared. Hence, the issue that this case study (Case study B: Planet game) illuminates
is: can we use Collage for creating a script representing a scenario proposed by a third
party?
C) The last but not least functioning is “putting into practice a CSCL script”. It is crucial
to study this functioning in order to prove that the scripts created using the proposed
design process are meaningful and can be satisfactorily used in authentic situations, i.e. to
study the issue: can we use CSCL scripts created with Collage in real situations? The
experience analyzed in the case study devoted to this functioning (Case study C: Network
Management) is a one-week blended learning situation part of a university (engineering
education) course at the University of Valladolid. The script is interpreted using Gridcole
system (Bote-Lorenzo et al., 2004).
In conclusion, the selected cases are relevant to the quintain and provide opportunities to
examine different functioning (having different relationship with the quintain). Moreover, they
represent a trade-off between accessible chances with a good potential for learning and
representative experiences. The dimension of the multicase study is embraceable: the experiences
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are not too large and the quantity of data gathered according to the following mixed method enables
an analysis that can be accomplished by one person in a reasonable time.
6.2.3 Mixed method
Since we use a multicase study to organize the evaluation, the analysis process highlights a
qualitative perspective. That is to say, we aim at understanding each case taking into account its
context. However, the method employed to collecting data is mixed in the sense that it integrates
quantitative and qualitative data gathering techniques (Martínez-Monés et al., 2003). Quantitative
data allow detection of general trends, while data obtained through qualitative techniques allows the
evaluator to understand these trends better by introducing contextual issues and considering
participants’ perspective. Figure 6.1 and Table 6.1 show the techniques and data sources considered
in each case: qualitative sources such as open questionnaires (useful for obtaining quotations),
observations and discussion groups, and quantitative sources such as closed questions (to obtain
measurement data) and automatically generated event log files. The techniques used in the case
studies differ due to the circumstances related to time or accessibility constraints. However,
according to (Stake, 2005) this is not a problem since the cross-case analysis is qualitative and does
not only compared quantitative measurable effects.
The mixed method considers three phases:
1. Definition of a scheme of categories: the initial categories are proposed according to the
evaluation objectives and, therefore, to the conceptual structure of each case (particularly to
the concrete information questions derived from the topics structuring the issue under
evaluation). However, new categories emerge from the study, through the specialization of
the existing categories or the addition of new ones. This fact provokes that the conceptual
structure of the case studies (especially the information questions) evolve along the
analysis.
2. Data gathering: collecting quantitative and qualitative data using different techniques
before, during and after the experience. The use of the techniques is designed according to
the previously defined categories of study.
3. Analysis and data interpretation: the quantitative information is aggregated and pre-
processed using simple descriptive statistical analysis, which is used only to support and
complement the analysis of the qualitative data. The qualitative data is accumulated and
structured into the initial and emergent categories, facilitating an organized interpretation of
the arguments.
A critical concern when interpreting the data is related to the trustworthiness of the conclusions
or findings. The mixed method relies on the process of gaining assurance of the interpretations
called “triangulation”. Triangulation has to do with redundancy (Guba, 1981; Guba, 1985). It is the
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comparative analysis and critical review of evidence proceeding from different sources (and, when
applicable, from several experiences with different participants). Each finding needs to have several
confirmations, supported by the data gathered and the context, indicating that key conclusions are
not being overlooked or misinterpreted (Stake, 2005).
It is also important to comment, that although the multicase study has been completed mainly
by a single researcher (the author of this document), other researchers (of the GSIC/EMIC group)
have helped in reviewing the design of the study, the careful preparation of the materials and
deployment of the experiences (cf. Table 6.1), as well as the thoroughness of interpretation. This
“member checking” (Guba, 1985; Stake, 2005) is a crucial technique that contributes to the revision
and improved formulation of the conclusions. However, the complexity of multicase study demands
all the experience to be managed by one person.
The details of each case in addition to their separated analysis and data interpretation are
developed in the next three sections (6.3 for “Collage workshops case study”, 6.4 for “Planet game
case study” and 6.5 for “Network management case study”).
6.3 Case study A: Collage workshops
This section, devoted to the “Collage workshops case study”, is divided into three subsections.
The description of the case study is introduced first. This description includes sites, deployment,
materials, data gathering, interviewees as well as embedded mini-cases (cf. Figure 6.1 and Table
6.1). This is followed by the explanation of the conceptual structure of the case study, which guides
the analysis to the case findings discussed in the last subsection.
6.3.1 Description of the case study
Since the “Collage workshops” is the most critical case study involved in the multicase
(concerning the objectives of this dissertation), it comprises four different experiences as shown in
Table 6.1. Each of the first two experiences, namely GSIC/EMIC and UNFOLD (chronological
order) form a mini-case study. In contrast, UVA (University of Valladolid) and UCA (University of
Cádiz) experiences are the actual focus of the “Collage workshops case study”.
This organization is motivated by the following reason: the audience of the proposal under
evaluation (the pattern-based design process implemented in Collage) includes teachers (mostly at
the university level) interested (but not necessarily experts) in CL and in applying ICT to support
their educational practice. Actually, the majority of the interviewees who participate in the UVA
and UCA experiences are university teachers with a profile that conforms to the target audience.
However, the interviewees of the GSIC and the UNFOLD experiences (mainly educational
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technologists and CSCL practitioners) are less representative in this sense, but can provide valuable
information to illuminate some of the aspects of the case study.
6.3.1.1 Sites, deployment and materials The sites where the UCA and UVA experiences take place are laboratories at the University of
Cádiz and at the University of Valladolid, respectively. In the UCA experience some of the
participants use the PCs available in the laboratory, while others employ their own laptops. The
participants in the UVA experience use their own laptops. In both experiences, most of the
machines use the MS Windows operating systems (different versions) while one of the laptops runs
Linux.
The deployment and materials used in the experiences are the same. Both consist in 4-hour
wokshops including an intermediate break. Firstly, we make a presentation in order to familiarize
the participants with the context in which Collage is situated, its purpose and the main ideas on
which it is based (including the description of the design process). In fact, the familiarization
activity begins with the illustration of a script created with Collage (“Job interview simulation”, cf.
subsection 5.5.4) and run using CopperCore (Martens et al., 2005), so that the participants visualize
a possible result of what can be produced using Collage. It is important to mention that the
interviewees of the UCA experience achieve a higher level of familiarization since they participate
in several previous sessions about the LD specification (the workshop is part of a larger seminar of
two days).
After the familiarization activity, the interviewees install Collage and create a proposed script
(“CTM2”, cf. subsection 5.5.1) according to the steps guided by the tool and commented by us (two
workshop organizers). The participants have access to the installers of Collage (in a CD and/or on-
line) and to a user manual, including a worksheet that indicates how to complete the CTM2 script.
However, this document is hardly used during the workshops probably because of the (substituting)
presence of the workshop organizers. Besides, the resource needed to create the ready-to-run script
and a summary of the script (in a table) are also available to support the authoring activity (these
materials are available in the attached CD-ROM). Since the creation of the proposed script is quite
repetitive and long (the example is a combination of three CLFPs), we ask the participants if they
prefer to finish the example or have some time to partially create a script that they ideate. In both
experiences, the interviewees choose the second option.
At the end, we validate a completed script (in fact, we prepared the example beforehand in a
kind of laboratory experiment in which we validated and run the script using CopperCore). We also
“open” the UoL using the Reload LDE (University of Bolton, 2004) in order to show the
participants not only that the created script is truly LD compliant but also the fact that many
difficult-to-understand LD elements are transparently generated by Collage.
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6.3.1.2 Data gathering In this case study we use three different types of data gathering techniques according to the
adopted mixed method (cf. subsection 6.2.3). The techniques represent sources providing data of
quantitative and qualitative nature. The use of the selected techniques is planned in three phases:
before the deployment itself, during the deployment and at the end (after the deployment). The data
sources are (all the data, designed questionnaires, etc. are available in the CD-ROM):
- Questionnaires: two web-based questionnaires (created and published using the Quest tool
(Gómez et al., 2002)). The first questionnaire is completed before the experience, even
before the familiarization phase. This questionnaire is intended to provide information about
the participants’ previous experience, profile, motivations and expectations. The second
questionnaire is answered at the end of the workshops. In this second questionnaire the
participants are asked to value quantitatively (closed questions) and qualitatively (open
questions) different aspects related to the topics of the case study. Therefore, the
questionnaires are designed according to the conceptual structure of the case.
- Observations: in the UVA experience two observers note down the interactions, attitudes
and incidents that occurred during the workshop. After the workshop each observer
elaborates a report exposing this information. One of these observers is also present at the
UCA experience. According to him the observations regarding the UCA experience are not
very significant probably because the participants are more familiarized with the context,
purpose, etc. (the UCA workshop is part of a larger seminar), in such a way that their
reactions or attitudes are not sufficiently relevant to be mentioned. This is the reason why,
we do not have observations reports of the UCA experience.
- Discussion groups: with the aim of gathering detailer information about the aspects of
interest, a researcher (member of the GSIC/EMIC group but not the author of this document)
guides a discussion group at the end of the workshops (due to organization and time
limitations, the discussion group is accomplished after the final questionnaire in the UCA
experience, but before the final questionnaire in the UVA experience). The debate is
recorded and transcribed into a document in order to facilitate its qualitative analysis.
6.3.1.3 Interviewees: UCA university teachers 18 teachers of the University of Cádiz (Spain) participate in the UCA experience. 14 of them
stay during the whole workshop, completing the final questionnaire and contributing in the
discussion group.
The UCA demands a Collage workshop, as part of a larger seminar on “Collaborative learning
and the IMS LD specification”. Their motivation is twofold. On the one hand, the university is
already using a “Virtual Campus” in which some courses are blended, combining face-to-face
activities with distant activities mediated by the “Virtual Campus”. The teachers in charge of the
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blended courses (some of them are the participants of the UCA experience) are interested in
developing collaborative learning experiences taking advantage of the ICT and educational
strategies. In fact, they have felt this need as a result of their previous experiences using the “Virtual
Campus”. On the other hand, the university is currently considering the guidelines of the future
EEES (Spanish acronym of the European Higher-Education Space), which requires a change in the
teaching-learning methodologies. Since the Collage workshop is last session of the global seminar,
the interviewees already have a general idea of LD when they start using Collage.
The disciplines of the participating teachers are varied: Medicine, Physics, Statistics,
Economics, Nursing, Pedagogy, Chemistry, History, etc. Their experience in terms of years
working as teachers is also diverse, ranging from four to 35 years.
6.3.1.4 Interviewees: UVA university teachers Five teachers of the University of Valladolid (Spain) participate in the whole UVA experience,
completing the final questionnaire and contributing in the discussion group. Other three teachers
attend part of the workshop, answering the initial questionnaire and being part of the noted
observations.
The majority of the participants are involved in projects, funded by the university, regarding the
accomplishment of educational innovations in their own courses. The innovations implicate active
learning methodologies and intend to be a step forward towards the EEES. The Collage workshop is
offered to them as an activity related to these projects.
In this experience, there are two clearly differentiated groups in terms of their disciplines. Four
of the initial participants work at the School of Computer Engineering, teaching Mathematics and
Computer Science. In contrast, the other four interviewees are at the Faculty of Education, teaching
diverse courses related to the Didactics of the Social Science, Foreign Languages or Physical
Education. Their experience in terms of years working as teachers is varied, ranging from two to 15
years.
6.3.1.5 UNFOLD mini-case study UNFOLD is a European project that supports the adoption of open e-Learning standards
(especially LD). The experience formulated as the “UNFOLD mini-case study” arises as an
invitation of UNFOLD to organize a (2-hour) workshop on Collage (http://dspace.ou.nl/handle/
1820/466) in the fifth UNFOLD Communities of Practices meeting (http://www.unfold-
project.net/project/cops) in Glasgow. Nine UNFOLD project (official and invited) members
participate in the workshop and seven of them complete a questionnaire distributed at the end of the
session (the questionnaire and the answers, as well as the material used in the workshop are
available in the CD-ROM). At the beginning of the workshop we briefly present some of the ideas
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founding Collage. Then, the participants install Collage in their laptops and partially create a script
based on the Pyramid CLFP (“Paper-discussion”, cf. subsection 5.5.3) following the steps guided
by the tool and commented by us (two workshop organizers). The participants have access to the
installers of Collage (in a CD and/or on-line), a user manual, a worksheet and the resource to be
packaged in the ready-to-run script. They do not create the completed script because they prefer to
employ some time to see how we generate a richer example based on a combination of several
CLFPs using Collage (cf. “NNTT” in subsection 5.5.2). Satisfying a request of the participants, we
also validate our examples successfully using CopperCore in order to check if the scripts are LD
compliant. The participants consider themselves: (three) e-Learning specialists, (two) educational
technologists, (one) researchers and (one) instructional designers.
6.3.1.6 GSIC/EMIC mini-case study The “GSIC/EMIC mini-case study” is carried out as the first set of experiences using Collage in
order to provide a preliminary evaluation of the tool. These experiences are two 2-hour workshops
in which members of the GSIC/EMIC research group (to which the author of this document also
belongs). They are also teachers at the University of Valladolid. However, their knowledge of LD is
minor and these experiences form their first contact with Collage. Both experiences take place in
the laboratory of the GSIC/EMIC group during less than two hours. The last minutes are reserved to
fill a web-based questionnaire, and to send us the created scripts for their assessment.
In the first experience, three teachers involved in the course “the Use of ICT in Education”
(whose acronym in Spanish is NNTT) at the Faculty of Education, create a script strongly inspired
in their own course (cf. subsection 5.5.2). Two support persons are available for any question they
have. During the first 15 minutes, the teachers are informed about the task and are provided with a
user manual. Then, they create the example, which is described in a worksheet included in the
manual.
Two Telecommunication Engineering teachers are involved in the second experience, in which
they create scripts reflecting existing educational situations that they have already performed in
their classes. A Collage user manual and a support person are available; however they do not have
any worksheet indicating how to complete the particular scripts. One of the teachers designs a script
reflecting his graduate course of “Advanced Telematic Systems” (whose Spanish acronym is STA).
The other teacher creates a script representing an experience accomplished in his course on
“Network Management" (whose Spanish acronym is CTM2). Significantly, this script is used as the
basis of the “Network Management case study”, which in previous academic years has been carried
out without ICT support. It is important to highlight that those scripts reflect real practices that are
modelled with Collage a posteriori. These and the previously referred scripts are described in
section 5.5.
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6.3.2 Conceptual structure
The conceptual structure of this case study includes the issue, representing the general research
question of the case, the topics on which we focus the study and the particularization of the topics
into more concrete information questions that guides the data analysis. Some of these information
questions are defined beforehand, a few of them evolve and some new questions emerge as a result
of the data analysis and interpretation. We recapitulate the issue of interest in this case study: does
the design process implemented in Collage facilitate the reuse of CLFPs in the creation of
particularized LD-represented CSCL scripts in a way that allows teachers to focus on CSCL
critical elements? Therefore, we propose the following topics that influence the issue and that
guide its study:
- We claim that our contributions facilitate the reuse of CLFPs, which can be assembled and
refined, when teachers create their own computer-interpretable scripts, instead of starting
from scratch. Therefore, one of the centres of our approach is the proposal of a pattern-
based design process in which CLFPs are integrated in authoring tools as visual LD
templates that can be selected and particularized according to the needs of a concrete
situation.
- Moreover, we state that the proposed design process enables that a conceptualization of the
expected interactions (at the macro level) is made explicit in advance. According to Strijbos
(Strijbos et al., 2004) such a process should focus on CSCL critical elements that affect
interaction, namely: learning objectives, task type, level of pre-structuring, group size and
computer support.
- The design process under evaluation has been implemented in the Collage authoring tool.
While utility is defined as the set of features incorporated by the tool, usability is concerned
with the satisfaction with which users can accomplish the set of design tasks (Kirschner et
al., 2004). Furthermore, since the utility of the process cannot be separated from the
functionality and usability of the tool (Grudin, 1992), we are interested in the use of
Collage.
- Finally, the design process, and thus Collage, is intended for a specific audience: (mostly
university) teachers interested (but not necessarily experts) in collaborative learning and the
use of ICT. Therefore, an important topic of study refers also to the characteristics of the
audience.
The data analysis and interpretation, accomplished in order to reach case findings, is done
around the following information questions that narrow down the topics:
Topic 1: Pattern-based design process:
I. Is the selection of the CLFP-based LD templates and their representation useful and
satisfactory?
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II. Does the design process achieve a satisfactory trade-off between the reuse of the CLFPs
and the creation of scripts contextualized according to the situational needs?
Topic 2: Focus on CSCL critical elements
III. Does the design process implemented in Collage help to determine the learning
objectives, task-type and expected interaction that will be developed?
IV. Does the design process help to understand and determine the structure regarding the
flow of activities and the hierarchy of groups?
V. Does the design process support also the definition of group-size, resource distribution,
computer support and the structure within activities?
Topic 3: Use of Collage
VI. Can the teachers use Collage successfully?
VII. How can Collage be improved?
Topic 4: Potential audience characteristics
VIII. Which are the characteristics and motivations of the potential audience of Collage?
6.3.3 Case findings
This section introduces the findings which result from the analysis of the data gathered in the
experiences comprising the case study (cf. subsection 6.3.1). This qualitative analysis is supported
by the Nud*IST tool (SQR, 1997). The findings represent the conclusions about the issue
established in the “Collage workshops case study”.
The data gathered from different sources and experiences are triangulated (as it is explained in
subsection 6.2.3) in order to support the credibility of the partial results sustaining the findings,
especially when they are critical or controversial. The integration of the data is done using an
evolving scheme of analysis categories (the final list of categories is available within the “Nudist
project” available in the CD), which are founded on the information questions.
In this way, the partial results, together with their supporting arguments, are listed in a series of
tables collected in Appendix C. Each table corresponds to an information question. In order to
understand from which source the supporting arguments proceed, the tables include the “coding of
the data source” that is generated by Nud*IST (the coding also allows the reader to check the
“original” data (mainly in Spanish), which are available in the CD-ROM).
The findings, and sustaining arguments, are discussed through the following subsections. They
are organized also in line with the conceptual structure of the case, i.e. sequentially answering the
information questions. With the aim of providing a reader-friendly presentation of the findings, the
subsections only reproduce a selection of the most representative supporting arguments, labelled
with the simplified coding shown in Table 6.2. The reader may consult the Appendix C for further
information.
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Table 6.2 Labels used in the text to quote the data sources of the “Collage workshops case study” (A specific label to quote the scripts created the GSIC/EMIC experience is not included in the table)
Experiences Data source
UCA UVA UNFOLD GSIC/EMIC
Questionnaires [UCA-quest-initial] [UCA-quest-final]
[UVA-quest-initial] [UVA-quest-final]
[GSIC/EMIC]
Observations - [UVA-observer-1] [UVA-observer-2]
[UNFOLD] -
Discussion group [UCA-discussion] [UVA-discussion] - -
6.3.3.1 Finding I: on the selection and representation of CLFP-based LD templates The first stage of the pattern-based design process is the “selection phase”. As the previous
chapter describes in detail, this phase enables the selection of patterns according to the learning
objectives, type of tasks and complexity (in terms of the recommended collaborative learning
experience) associated to the CLFPs. In this phase, the teacher may also read provided “help
information” about the patterns. This information includes an overview, a diagram, use guidelines
and an example.
According to the interviewees participating in the case study, the “selection phase” is critical
and promotes the understanding of the patterns. As one of them mentions “… a minimum formation
on patterns is necessary, for which Collage is helpful [UVA-discussion].” In fact, many
interviewees provide arguments that agree with this declaration of a UCA teacher “Collage
systematizes the selection of patterns [UCA-quest-final].” However, their opinions also indicate that
the suggestion of patterns (as it is implemented in Collage) in terms of their matching with the
educational benefits should be made more flexible. In this sense, two ideas are proposed. A UVA
participant prompts “… there can be patterns that do no strongly serve an objective but that do not
constrain its achievement. Then, these patterns should not be removed from the recommended list
[UVA-discussion].” The characteristics used in the selection of patterns are also reproduced in the
overview of their “help information”. Even so, the interviewees suggest “… I would design the
selection of patterns the other way around. That is, if I select a pattern, then the types of objectives,
types of problems, etc. that can be done with this pattern will be automatically shown [UCA-
discussion].”
On the other hand, there are enough arguments manifesting the significance of the CLFPs in
which the templates provided by Collage are based. Not only is this assertion supported by the
literature on the (best or good) collaborative practices that the patterns formulate, but it is also
corroborated by the interviewees. Qualitative opinions and quantitative ratings provided in the final
questionnaires sustain it. For example, five (out of seven) interviewees select in a closed question of
the [UNFOLD] questionnaire that “the CLFPs are significant, they are relevant examples of CL
techniques” (the other two choose “I do not know any CL technique, but it seems to me that these
are adequate”). Of course, some interviewees indicate that there are other examples of well-known
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CL strategies: Collage only incorporates six CLFPs and there are more CSCL scripting patterns at
the learning flow and other levels of granularity (cf. Chapter Three). Particularly, a participant
misses patterns for assessment such as a technique that the interviewee usually applies “… I miss a
pattern that I employ in my classes, which is randomly selecting a member of a group to explain
what the group has done [UVA-quest-final]”.
There is not a single possible computational representation of a CLFP as an LD template (cf.
Chapter Four). Besides, the templates can be presented using different graphical visualizations. In
general, the interviewees agree on that most of their ideas about the CL strategies collected in the
CLFPs coincide with what is presented in Collage. The related quantitative ratings are in line with
qualitative opinions such as this: “I think that the patterns are perfectly transferred to the user
workspace, reproducing the needed roles and activities for their execution [GSIC/EMIC].” The
visualizations as well as the interactive possibilities are valued as especially useful. However, the
combination of arguments (cf. Table C.1) also points us to the conclusion that new (drag and drop)
elements, which enable to slightly modify the modelled learning flows, would provide more
flexibility in the design.
6.3.3.2 Finding II: on the trade-off between reuse of patterns and design options The “authoring phase” is the second stage of the pattern-based design process, in which the
teachers reuse the CLFPs by refining them into ready-to-run scripts according to the characteristics
of their particular situations. They also have the possibility of combining the patterns in order to
create richer learning flows. The process is not strictly sequential. Collage provides guidance but it
does not direct the user through a rigid wizard-style set of steps. The steps can be accomplished
however in the order preferred by the user.
The previous finding already suggests that the selection and representation of the CLFPs foster
their reuse. Additional arguments support that the steps of the “authoring phase” facilitate the reuse
of CLFPs when structuring collaborative learning designs. 12 (out of 14) UCA interviewees and
four (out of five) UVA interviewees agree on that Collage helps to reuse the CL strategies proposed
in the CLFPs (the other interviewees selected N/A). “I think that the tool imposes an elaboration
process that impedes the non-reuse” states a UVA participant in [UVA-quest-final].
Significantly, many support data lead us to the conclusion that the combination of patterns
provides outstanding design flexibility. The utility of the combination of CLFPs is rated (in the
range of 1 (it is not useful) to 5 (it is very useful)) with an average of 4.21 by the UCA participants
and 4.20 by the UVA teachers. As one of them affirms “I think that the combination of patterns
allows a better adaptation of the activity to the problems and methods that we want to develop,
making the activity more complete… [UCA-quest-final].” This interesting result is also shared by
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the UNFOLD interviewees; “… it would be nice if other patterns could be added! However, as
patterns can be combined, these already offer quite a lot of flexibility [UNFOLD].”
Moreover, the Collage templates, which reflect a CLFP or a combination of CLFPs, can be to a
large extent particularized according to the needs of concrete learning situations. A number of
arguments are in line with these statements: “the same structure may be useful for different courses
/ environments, simply changing the resources, the definition of groups, objectives and activities
[UCA-quest-final]”, “it enables the generation of contextualized learning processes…
[GSIC/EMIC]”
Though it would be interesting, it is difficult to carry out specific experiences in order to test if
modifying a complete example that was indented for a different purpose costs more or less effort
than refining a template. Nevertheless, the collected evidences put forward the idea that the pattern-
based templates are probably more useful in the process of customizing a new situation than ready-
to-run scripts, but complete (or partly complete) examples are also helpful. An interviewee
discusses “No example is directly transferable… I think that it is good to know an example in order
to have something like a “demo”… but, at the end, each teacher has his circumstances and
everything changes [UVA-discussion].” We also argue that a design process integrating pattern-
based templates is more systematic than the procedure of modifying examples, which largely
constrains the creativity of the teachers and implies the risk of adopting (not changing) solutions
that do not fit their contexts. On the other hand, if LD viewers are available, examples representing
previous experience would be very useful in particular communities of practice: “the examples are
useful especially if results are available… like in a community of practice… [UVA-discussion] ”
All in all, the data supports that Collage achieves a satisfactory trade-off between flexibility,
keeping the essence captured in the CLFPs, hiding LD-specific technological details and providing
a clear (but limited) set of design options. In the [UCA-discussion] one of the participants says
explicitly “… Collage is flexible and keeps the essence of the patterns. I think that the most
important aspect of the tool is that it allows us to rationalize our labour without the need of much
technological effort…” In fact, the UVA participants, who do not have any knowledge of LD at all,
declare: “… Collage pushes the user to make decisions that any good professional would determine
[UVA-quest-final]”, “… it saves the teacher a lot of specification workload [UVA-quest-final]”, “…
I do not want more flexibility… if we have to apply something, let’s apply it truly… [UVA-
discussion]”, “I do not find the process too constrained since it enables the combination of
patterns… and I think that it is easier for a novice to have an already structured model…[UVA-
discussion].”
On the other hand, since these design steps are not presented in a rigorous sequence, some of
them may be forgotten. Regarding the fact that the design process implemented in Collage does not
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enforce a sequence of authoring steps, in the [UVA-discussion] is discussed, “… all the parameters
are at the same level of importance… it is necessary to manipulate all at the same time when we are
making the design decisions”. However, it derives the problem pointed out in [UNFOLD]: “the
number of things to be done and the various places where they have to be put make this tricky for
teachers…” To overcome this difficulty, Collage incorporates a table, which can be consulted
anytime, that indicates what has been already refined and what needs to be completed. This
functionality is appreciated by the UVA interviewees (cf. Table C.2).
6.3.3.3 Finding III: focus on learning objectives and task type Two of the CSCL critical elements that affect interaction and which condition the design of the
other elements (Strijbos et al., 2004) are the learning objectives and the task type. Our inquiry
concludes that the proposed design process helps to determine the learning objectives related to
collaborative learning that will be promoted and to select the task-type that will be solved by the
students. As Finding I indicates, this is supported by the “selection phase”, which on the other hand
should be made more flexible (cf. subsection 6.3.3.1). Quantitatively, the help provided (by the
selection of CLFPs and the associated information) to determine the learning objectives is rated (in
the range of 1 (it does not help) to 5 (it helps a lot)) with an average of 3.86 by the UCA
interviewees and of 3.40 by the UVA participants. Similarly, the help to determine the task type is
rated with an average of 3.43 in the UCA workshop and of 3.20 in the UVA experience. In this
sense, there are also qualitative opinions: “in this way we are not just reflecting on what we are
already doing in our practice… but also developing transversal competences and other things…
[UVA-discussion]”, “it helps to determine the CLFP more suitable to foster particular objectives
[UVA-quest-final].”
In addition, the UCA and UVA interviewees rate with an average higher than 3.60 (same range)
the extent to which the design process helps to determine the expected interaction (discussing,
reasoning…). As one statement, whose source is [UCA-quest-final], summarizes, “it helps to
envisage how the interactions will develop...”
6.3.3.4 Finding IV: focus on the structure regarding the activity flow and group hierarchy Due to the type of patterns that are incorporated into Collage (i.e. CLFPs), its design process is
specially focused on structuring the flow of (collaborative) learning activities and the hierarchy of
groups necessarily associated to the flow. As a pedagogy teacher participating in the [GSIC/EMIC]
experience says “Collage is useful because it helps to think in terms of collaborative learning and
its previous arrangement”.
Finding I anticipates that the “selection phase” and the representation of the CLFPs successfully
facilitate the understanding of the learning flow that they propose. Besides, the gathered data value
as very satisfactory the support that the process provides to determine the structure of the activity
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flow. One initial hint is the high average with which the UVA participants rate this aspect (4.40 in
the range of 1 to 5, where 5 indicates that Collage helps a lot to determine the activity flow).
Arguments of the UCA interviewees are also consistent with this result: “I think that the most
important aspect of Collage is that it helps to structure and systematize the different types of
activities… Collage has helped me to structure what I already do but I do not organize well [UCA-
discussion]”, “it highlights the inter-relation among activities [UCA-quest-final].”
The CLFP-base templates specify which activities are performed by the different groups, saving
the teacher this task. One of the interviewees states, “I find the tool quite powerful, especially
concerning the association of activities to groups [UCA-quest-final].” Accordingly, the participants
agree on that the design process helps to understand and determine the structure regarding the
hierarchy of groups. “The structure of the (learning) process helps to check the roles that each
group plays in each moment”, affirms a UCA participant in [UCA-quest-final]. Another interviewee
adds “… thanks to the graphical representations, Collage helps to conceptualize the groups…
[UVA-discussion]”
6.3.3.5 Finding V: focus on group size and support within the activities The structure of groups should be complemented with a plan regarding the group size limits,
though the actual association of persons to groups (and the definition of the number of groups) is
not decided until the instantiation of the designed LD script (cf. Chapter Five). The workshop
participants acknowledge that the design process helps to establish the group size. For example, one
of their arguments is, “the information help provides clues and the interface of Collage allows the
introduction of the desired group size limits [UCA-quest-final].” We admit however that the group
size and the elements related to the support within activities are more weakly considered in the
design process implemented in Collage than the elements regarding the macro-level structure
discussed in Finding IV (due to the scope of this dissertation, focused on macro-scripts). In this
sense, the determination of the group size limits can be improved, for instance, with automatic
checkups as an interviewee mentions [UCA-quest-final].
Nevertheless, the participants concede a good rate (higher than 3.60 in a range of 1 to 5) to the
help that Collage provides to determine the distribution of resources among activities as well as to
the computer support of the activities. UCA and UVA participants agree: “the design implies the
previous determination of all these elements and their organization [UCA-quest-final]”, “the design
of a unit of learning using Collage includes all these aspects. Since Collage guides the design
process and the activities of each phase, we are obliged to reflect on each element that shapes the
activity… [UVA-quest-final]” But, as expected, they miss the fact that Collage does not provide
suggestions of recommended content or tools: “Collage pushes to specify resources and tools,
though their characteristics should be known beforehand [UVA-quest-final].”
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Surprisingly, the UVA interviewees rate very highly the extent to which Collage helps to
structure of each activity (average of 4.80 and a low deviation of 0.40 in the range of 1 to 5). This
rate is understood when analysing their qualitative opinions, such as “this information should be
clear when thinking and describing each activity [UVA-quest-final].” They are actually not
assuming that the described structure will be computationally interpreted by the LMS but simply
presented to the students. Therefore, we can conclude that the design process helps to describe each
activity and its eventual (textually-defined) structure according to the envisaged expected
interaction (cf. Finding III).
6.3.3.6 Finding VI: Collage, easier-to-use CL-specific LD editor The discussion of the previous findings already manifests that the utility of the design process
cannot be separately evaluated from the functionality and usability of the tool that implements it
(Collage). Nonetheless, the use of Collage deserves a differentiated attention.
Most of the participants find Collage user-friendly and intuitive. 12 (out of 19) UCA and UVA
interviewees rate as “easy” (among the possibilities of “easy”, “acceptable” and “difficult”) the use
of Collage, five assess it as “acceptable” and only two rate it as “difficult”. “I am satisfactorily
astonished by the user-friendliness of the tool; I thought that it was going to be more difficult…
[UCA-quest-final]” indicates a UCA participant, who has the opportunity to hear of LD and to see
the Reload LDE tool (University of Bolton, 2004) before the Collage workshop. A UVA
interviewee also mentions “Collage is intuitive, user-friendly and does not provoke an “insecurity”
feeling [UVA-quest-final].” The observations accomplished during the UVA experience are in line
with this conclusion: “… during the experience the participants affirm the user-friendliness of the
tool [UVA-observer-1]”, “... the participants create the design without difficulties… [UVA-
observer-2]”
In effect, the participants are able to create an almost completed example during the workshops.
They do not finish because of time limits, but they have the feeling that they could complete the
examples without problems. As a UCA interviewee declares “I have not finished it completely
because of a lack of time, but it has worked correctly…” Due to the particular characteristics of the
GSIC/EMIC experience (c.f. subsection 6.3.1.6), its participants do complete their scripts. The
scripts are correctly validated by CopperCore. Moreover, the scripts created by the pedagogy
teachers largely describe the learning situation of the proposed example (cf. Table 6.1). However,
they fail to particularize a specific activity, i.e. they do not specify a description or associate
resources to an activity. This also supports the last partial result of Finding IV, which leaded us to
extend Collage with a table indicating the user which activities have not been completed (cf.
subsection 5.4.5.3). The engineering teachers are also satisfied with their experience using Collage.
“I was able to create an IMS LD reflecting a previous CL experience without deep knowledge on
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IMS LD” states one of them. While the other affirms “I have the feeling of having done something
useful and real.”
Very few problems appear during the workshops. UNFOLD interviewees pinpoint: “… only
minor bugs that you know about…”, “… navigation in the expansion window is confusing, needs
time to familiarize.” UCA and UVA participants demand: “it is not possible to delete a pattern once
it is added… [UVA-quest-final]”, “I would like that the number of the pyramid levels could be
modified [UCA-quest-final].” Additionally, only some interviewees add the importance of applying
the scripts created using Collage with students, as it is done in the “Network Management case
study”, in order to assess whether new problems appear.
On the whole and compared to other LD compliant tools, Collage is easier to use, specific to
collaborative learning, and it is the first editor providing pattern-based templates. All the UNFOLD
and GSIC/EMIC interviewees answer “yes” to a closed question asking if they find Collage useful.
Besides, the UNFOLD participants, most of who have used other LD compliant tool, argue: “at last,
patterns in practice!”, “Collage seems to add some important features which will facilitate that
teachers access LD authoring tools”, “less complicated and more intuitive than Reload on its
own…”, “makes Reload much easier to use for specific purposes .”
6.3.3.7 Finding VII: improvements associated to selection of patterns, further design options and integration with complimentary tools
The preceding findings elucidate directions in which Collage can be improved. This Finding
VII reviews these ideas and formulates new ones.
Finding I illuminates the need of a more flexible selection of patterns. In addition, more CLFPs
should be incorporated as well as other types of patterns, including other (not necessarily pattern-
based) elements, which would provide more flexible design options. The interviewees assert: “… it
may happen that advanced users cannot specify things that they would like [UVA-quest-final]”, “…
when I apply the Jigsaw, I also apply “continuous” evaluation in order to make the students
participate well [UVA-discussion]”, “the incorporation of activities that are not part of a pattern
but that may be complementary…[GSIC/EMIC]” Of course, we agree on that these extensions are
very desirable as long as the trade-off concerning a good reuse of the patterns and an easy edition is
preserved. Further research is needed in this sense. A first step that will increase the design options
is that Collage supports the concatenation of CLFPs, which is considered in the design process (cf.
Chapter Five) but is not implemented in Collage yet. Meanwhile, advanced users (with LD
knowledge) still have the possibility of modifying the Collage scripts with lower-level LD editors
such as Reload.
A table indicating which activities have not been completed was added to Collage as a result of
the need illuminated by Finding II of providing tracking information about what has been already
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refined. This table is also useful to show a “preliminary view” of the script as a “lesson plan”, as it
is demanded by the participants, “I would suggest that the tool generates a document with the
resulting design… [UCA-discussion]”
Additional improvements regarding the edition possibilities include the automatic calculation of
group size (cf. Finding V) and the option of changing a resource in “one step”. A UNFOLD
interviewees proposes “make a “search and replace” that clones a UoL with different resources.”
This functionality is especially helpful if a resource is associated to various activities. When asking
for suggestions to improve Collage, the support of LD levels B and C is obviously pointed out by
the LD-aware interviewees. We argue that this extension should be done carefully and by means of
“hiding” the complexity of the additional LD constructs in reusable (pedagogically-founded)
elements (e.g. a mechanism that enables teacher to connect students with specific activities, or
groups, according to their previous outcomes).
Another important area of improvement is the integration of Collage with complementary
needed tools (production and delivery systems), which should support flexibility (e.g. changes on
the fly). A user-friendly tool that enables the instantiation of the scripts is required. This tool should
guide the teacher in the creation of the needed number of groups and their population with the
actual participants, according to the group hierarchy specified in the CLFP-based script. As a UVA
interviewee indicates “… in order to have the complete view the assignment of participants to roles
is missing… [UVA-quest-final]” The need of supporting flexibility is largely discussed by the UVA
participants, which are reflecting on how their own practice develops. “Before the fall semester we
plan the objectives, activities and timing of the courses. However, the planning cannot be closed
because many times external circumstances appear (e.g. holidays, illnesses)” declares an
interviewee in [UVA-quest-initial]. Along the [UVA-discussion] we debate this problem: “… if
some students abandon the course in the third session, then I need to re-structure… ”, “… the
structure can be kept if the student number variation is within a range…” The debate includes the
idea that the required changes may depend on the characteristics of the planned script (i.e.
objectives, duration, etc.): “in the TTG course (Hernández-Leo et al., 2006)... we apply a Jigsaw
and in some sessions an expert group does not attend the session… then we just form a new group
comprising two jigsaw groups”, “there are other cases… in which a Jigsaw is applied along the
whole course… then since the objectives are at the long-term the problem is no so important
because at the end they have to contribute...”
Finally, the information reflected in the resulting scripts is also useful for the students, what
decreases the teacher’s workload. Apart from the fact that the scripts can be interpreted by an LMS
that guides the students, the information and the visual representation of Collage scripts may largely
help students to be aware of the learning design beforehand and to follow their own progress. As a
UCA interviewee pinpoints “since the structure is clearly planned, it may also facilitate that the
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students know it well and can follow it easily… so that the workload of the teacher
decreases…[UCA-discussion]”
6.3.3.8 Finding VIII: audience interested in CL and in the use of ICT Having reached this point, it is necessary to tackle whether the gathered data supports that the
characteristics of the potential audience coincides with the target users of the proposed design
process (and Collage). The previous results, but mainly Finding VI, are consistent with our
objectives. However this finding deepens in this topic.
The motivation of the UCA and UVA interviewees, who decide to participate in the Collage
workshop (cf. subsections 6.3.1.3 and 6.3.1.4), together with their own arguments allows us to
conclude that the audience of Collage should be interested in designing CL processes to be used
with an LMS in face-to-face, distance or blended situations or as lesson plans (without being
interpreted by a player). The changes imposed by the European convergence to the higher
educational system (EEES) largely motivate the teachers to be interested in Collage. Many UCA
participants refer to it with statements like these: “it is going to be necessary to use this type of tools
in our educational system. The EEES will also push to use these tools [UCA-final-quest]”, “Collage
is very well designed for collaborative learning and it seems that we need to get used to it hereafter
[UCA-final-quest].” UVA participants are also committed to reviewing their educational methods
according to the European guidelines, which highlight the importance of CL processes. As one of
them states “I think that the tool can be of great utility in order to apply this kind of techniques, now
that it seems one of the methods to apply in our classes … [UVA-quest-final]” The proposed design
process guides the teachers in the creation of CSCL scripts that offer new educational opportunities.
As an interviewee explains “I currently use the ICT in virtual education with individual learning
and applying collaborative learning just in face-to-face situations… It is a good idea to blend both
aspects, it broadens the possibilities of work and its control [UCA-quest-final].” The participants
insist on the usefulness of Collage, even though the user does not aim at running the scripts in an
LD-compliant player: “… once we have the design, we can reproduce it in Moddle [UCA-
discussion]”, “… the design… can be also applied without computer support [UVA-discussion].”
With regard to the CL experience required to exploit the design process, we can conclude that it
best serves (university) teachers, novice or with experience in CL practice. A UNFOLD interviewee
exclaims “patterns are quite adequate and for non-experts on CL this is really and eye-opener!”
This is corroborated by UCA and UVA statements: “for the novice teachers, a tool that guides
users in the design process of units of learning is essential [UVA-quest-final]”, “it enables the
direct implementation of collaborative learning systems without a great expertise [UCA-quest-
final].” Teachers already practicing CL also appreciate the support of Collage: “the patterns help
me to systematize ideas that I applied before without a theoretical basis… [UCA-quest-final]”, “I
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have accomplished some CL experiences, but I do not consider myself an expert on this topic…
However, I have used satisfactorily some of the patterns, what leads me to think that the tool would
be useful for persons with knowledge similar to mine [UVA-quest-final].” The experience of the
students that will play the script is also considered by the design process. As an interviewee
discusses “it is not the same to use a Jigsaw than a Pyramid, it depends on the level of the student
compromise, the collaborative learning experience… then the tool also suggests: if you are starting
practicing collaborative… and the students do not seem to be prepared to collaborate, then use the
TPS, which is easier… [UVA-discussion]”
In accordance with the data, the design process provides ideas and fosters the design creativity
of the users, even promoting an increase in their interest in CL and the application of ICT. “I was
already very interested in CL, however the workshop has broadened my perspectives… because I
see that Collage facilitates the design of complex collaborative activities” indicates a participant in
[UVA-quest-final]. A statement provided in the [UVA-discussion] adds “… but the user is in
charge of knowing what he wants to design and how… The tool helps of course, but the user is who
defines…” Besides, a GSIC/EMIC interviewee affirms “the experience was quite dynamic and
offered me new design ideas.”
Findings II and VI illuminates to a large extent the conclusion that we discuss next. The
potential audience of Collage requires some experience and interest in the use of ICT, but it is not
necessary to be expert (LD) technologists. A minimum familiarization with ICT is recommended in
order to use Collage. As one of the UVA observers notes down “the participant with more
difficulties is UVA-participant-1, who is a teacher of the Faculty of Education that has very few
knowledge of Informatics [UVA-observer-2].” A GSIC/EMIC pedagogy teacher argues “Collage is
an interesting tool, though I think that in order to use it a minimum training and some
familiarization with the use of ICT are needed.” However, the experiences comprising the “Collage
workshops case study” prove that the majority of the participants, without being LD experts, can
easily use Collage. This is probably because they usually work with ICT and they are motivated to
apply these technologies in their classes. In fact, the UCA and UVA interviewees think in general
that ICT will play an important role in their future educational practice, what fosters their interest in
using ICT. In the [UCA-initial-quest] two participants anticipate: “I am interested in discovering
tools that I could apply in my virtual courses”, “I would like to have tools that facilitate the design,
implementation and evaluation of collaborative activities.”
Case studies B and C provide further evidences related to some of the findings of this case
study. Section 6.6 aggregates the main conclusions and formulates the global assertions resulting
from the multicase study.
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6.4 Case study B: Planet game
In the previous case study, the involved scripts are proposed by members of our research group.
In the “Planet game case study” the key added value is that we evaluate the CLFP-based design
process implemented in Collage with regard to the functioning “solving a third party scenario”.
This section elaborates on the description of the case study summarized in Figure 6.1 and Table 6.1.
As in case study A, this is followed by the conceptual structure of the case study. The section also
finishes with the findings that result from the analysis of the case study according to its conceptual
structure.
6.4.1 Description of the case study
This case study entails the participation in a workshop integrated in the ICALT 2006 conference
(Vignollet et al., 2006). The workshop is entitled “Comparing educational modelling languages on
a case study”. The motivation of the organizers, as they indicate in the workshop description,
concerns with whether IMS LD (IMS LD is used in this section instead of LD to distinguish it from
related proposals) can be satisfactorily used to model CSCL situations. They state that it is not
always easy to model a CSCL situation using IMS LD and that available examples are still rare.
Since several researchers adopt IMS LD, some of them using different compliant tools, and others
propose alternative approaches, the aim of the workshop is to share and confront the approaches
through a common scenario.
6.4.1.1 Sites, deployment and materials The organizers of the workshop propose a challenge consisting on implementing a scenario (a
“Planet Game”) that they anticipate. The narrative of the scenario is shown in Table 6.3. The
scenario is part of a real learning situation in astronomy. Students have the same problem to solve.
They are divided into two teams. Each team has only a part of the domain’s knowledge and data
required to solve the problem. So, they need to cooperate exchanging information. Finally, each
student has to classify the planets with respect to their distance from the Sun. Students have at their
disposal: two expert interviews, one for each team; a questionnaire given to each student at the end
of the game (to indicate the results, i.e. the association <planet –position relative to the Sun>); one
forum for both teams; and two chat rooms, one for each team.
The deployment of the workshop is organized in three phases. First, the participants apply their
approaches to solve the scenario before the workshop. In this phase, apart from modelling and
implementing the scenario, they are encouraged to analyze the possibilities of their approach
regarding observation (how could the script be observed at runtime?), traces (are traces produced at
run-time?) and re-use/adaptation (how could the script be adapted for a different topic, keeping the
same general structure?). As a result, each participant writes two (brief) papers to be published in
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the conference proceedings. One of them is a “panel paper” devoted to expose their general
approach. The other one is a “workshop paper” where the application of their approach to solve the
scenario is explained.
Table 6.3 Narrative of the Planet Game scenario proposed to the participants of the workshop (Vignollet et al., 2006)
The learners have to classify the planets with respect to their distance from the Sun (from the nearest one to the most distant). They are split into two teams (Team A and Team B). Clue distribution: Team A knows the planets’ properties (taken from expert interviews): they can deduce the planets’ order, but they don’t know the planets’ names; Team B knows the planets’ names and some properties (taken from other expert interviews), however, many properties are missing. The teams have to cooperate using a forum to exchange information. They must, at the very least, associate the names of the planets to their position relative to the Sun. Each team can use a chat room to enable their members to have a discussion. The teacher has access to the forum, and can intervene in the discussions in it. S/he can also add new clues to either of the expert interviews. The teacher decides when the exchanges are finished. Then, each learner fills in a questionnaire about the planet classification. The winner is the one who gives the right associations : <Planet – Order>. The activity finishes when a winner is nominated
Therefore, the second phase of the deployment of the workshop is a (2 hours and a half) session
in which participants present their approaches and put forward how they tackle the script. The day
after, a further (1 hour and a half) session entails a discussion comparing the approaches on the
different aspects. Since both sessions (a workshop and a panel session) are part of the ICALT 2006
conference, they take place in conference rooms of an abbey in Kerkrade, The Netherlands, where
the conference is held.
6.4.1.2 Data gathering and participants Nine participants proposing different approaches to solve the scenario contribute in the
workshop. Table 6.4 lists these participants along with the language used to specify the script and
the tools employed to author and execute them.
Due to the particular characteristics of this case study, we use three types of data sources (the
papers are published in ICALT 2006 conference proceedings. The video and the Collage UoL are
included in the attached CD-ROM. (The UoL is also available at http://gsic.tel.uva.es/collage/
l3astronomy.html):
- Papers written by the participants regarding their general approach (panel papers) and their
application to the script proposed by the workshop organizers (workshop papers).
- Regarding our approach, the UoL package created with Collage is also available.
Consequently, the conclusions and screenshots of resulting from its design and execution are
also used as supporting data.
- A video that records the session in which the discussion takes place.
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Table 6.4 Participants in the panel and the workshop under analysis in the “Planet game case study”
Participants Institution Language Authoring
tool Execution
environment
(Hernández-Leo et al., 2006b)
GSIC/EMIC group, University of Valladolid, Spain IMS LD Collage Gridcole
(Tattersall, 2006a) OTEC, Open University of the Netherlands, The Netherlands IMS LD Reload LDE CopperCore
(Paquette & Léonard, 2006)
LICEF-Télé-université, Québec, Canada IMS LD MOT+LD -
(Amorim, Lama, & Sánchez, 2006a)
University of Santiago de Compostela, Spain
IMS LD / F-logic Reload LDE CopperCore
(Dalziel, 2006b) Macquarie University, Sydney, Australia LAMS LD LAMS
(Martel, Vignollet, & Ferraris, 2006)
Syscom lab, University of Savoie, France LDL ModX LDI
(Dufresne, 2006b) University of Montréal, Canada Explor@Graph
(Nodenot & Laforcade, 2006b)
LIUPPA-Bayonne /
LIUM-Laval, France CPM Objecteering and
UML profile -
(David, Lejeune, & Villiot-Leclercq, 2006) CLIPS-IMAG, France Natural
language Paper/UML tools -
As indicated in subsection 6.2.3, the data is critically reviewed and comparatively analyzed in
order to provide trustworthy findings in accordance with the conceptual structure in which the case
is outlined.
6.4.2 Conceptual structure
Though this case study is highly related to the quintain that we seek to understand in the
evaluation phase of this dissertation, as the other two case studies it has its own conceptual
structure. Its distinctive functioning together with its context makes it special and unique. Defining
the conceptual structure of this case study implies focusing attention on its singularity and
complexity.
The issue that this case study illuminates is: can we use Collage for creating a script
representing a scenario proposed by a third-party? Within the subjects tackled in the workshop
the most important concerning the objectives of this dissertation are: computational representation,
design and re-use. However, other subjects related to the enactment are also relevant since they
indicate whether the created script can be satisfactorily enacted. Therefore, the topics on which we
focus the study are:
- In the “Collage workshops case study” the scripts are proposed by members of our research
group. In this sense, it is interesting and necessary to test the application of our pattern-
based design process for the creation of LD scripts, as it is implemented in Collage, to a
scenario proposed by a third party.
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- Besides, this case study offers the opportunity to understand the pros and cons of our
approach compared with the related approaches that participate in the workshop. The case
findings related to this topic represent important evidences of our proposal contributions.
The concrete information questions that derive from this topic are:
Topic 1: Application of our approach to a scenario proposed by a third-party
I. To which extent is it possible to design a script proposed by a third party using Collage?
II. Can the script created with Collage be enacted by an actual LMS?
Topic 2: Comparison of our proposal with related approaches
III. What are the pros and cons of our approach compared to other approaches regarding
computational representations?
IV. What are the pros and cons of our approach compared to other approaches regarding
design?
V. What are the pros and cons of our approach compared to other approaches regarding
enactment?
VI. What are the pros and cons of our approach compared to other approaches regarding
observation and trails aspects?
VII. What are the pros and cons of our approach compared to other approaches regarding re-
use/adaptation aspects?
6.4.3 Case findings
Table 6.5 shows the labels of the data sources from which the arguments supporting the case
findings are extracted. The findings are discussed through this subsection which is, once more,
organized consistent with the conceptual structure of the case study.
Table 6.5 Labels used in the text to quote the data sources of the “Planet game case study”
Data source Participants
Panel papers Workshop papers Recorded discussion
IMS LD, Collage, Gridcole (Hernández-Leo et al., 2006c) (Hernández-Leo et al., 2006b)
IMS LD, Reload LDE, CopperCore (Tattersall, 2006b) (Tattersall, 2006a) IMS LD, MOT+LD, Reload Player or
TELOS (Paquette, 2006) (Paquette et al., 2006)
F-logic, Reload Editor, Coppercore (Amorim, Lama, & Sánchez,
2006b) (Amorim et al., 2006a)
LAMS LD, LAMS (Dalziel, 2006a) (Dalziel, 2006b)
LDL, ModX, LDI (Martel, Vignollet, Ferraris, David, & Lejeune, 2006a) (Martel et al., 2006)
Explor@Graph (Dufresne, 2006a) (Dufresne, 2006b)
CPM, Objecteering and UML Profile (Nodenot & Laforcade, 2006a) (Nodenot et al., 2006b)
Paper/UML tools - (David et al., 2006)
[Video]
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6.4.3.1 Finding I: the main aspects of the script can be designed with Collage It is possible to apply our pattern-based design process for the creation of LD scripts, as it is
implemented in Collage, to designing the script described in Table 6.3 (Hernández-Leo et al.,
2006b). Though the script is not rigorously a JIGSAW-based situation (students do not collaborate to
jointly solve a problem but they “compete to propose individually the solution”), its learning flow
structure is inspired in its essence. That is, the script considers a “Jigsaw group”, which is the whole
class, that is divided into two “Expert groups” representing teams A and team B, each of which
accesses complementary information.
Therefore, the IMS LD template representing JIGSAW CLFP can be selected in Collage and
particularized as illustrated in Figure 6.2 and Figure 6.3.
Figure 6.2 Authoring the script with Collage
The “Individual” phase of JIGSAW is devoted to present the rules of the Planet Game and clue
distribution depending on the team to which each student belongs. In this sense, it should be noticed
that although the expert group phase of the JIGSAW is not strictly considered in this scenario (not
visible), the corresponding expert-group role must exist to differentiate between members of team A
and team B. This is needed for providing the right expert interview (through a shared document
repository) and the specific chat room in the discussion activity of the “Jigsaw Group” phase. We
model both tools using a general definition for group services as discussed in subsection 4.5.2 of
Chapter Four. The particular solution adopted in this script regarding a general way of specifying a
group-service (not necessarily dedicated to conferences) is using the conference service element
of IMS LD and an external binding document that indicates which groups need a different instance
of the service (Bote-Lorenzo, 2005). Therefore, a differentiated instance of the chat and the shared
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repository will be available only to the members of a particular team (each team is an instance of
the expert-group role, thanks to the use of the created-new attribute of the IMS LD role element in
the JIGSAW-based template implemented in Collage, cf. Chapter Four). Each instance of the group-
service that models the repository storing the interviews will be also available to the teacher, so that
s/he can add new clues.
Figure 6.3 Refining the JIGSAW-based template with the description of the activities and the collaborative
tool supporting the activities
Table 6.6 Summary of the UoL (based on JIGSAW CLFP) created using Collage JIGSAW
CLFP phase
Group/ role
Activity Activity description Resources
Jigsaw group
Individual study
At the end of this game you have to be able to classify the planets according to their distance to the Sun (from the nearest one to the most distant). Extract planets’ properties from the assigned expert interview. (Team A members’ interview contains planets’ order and some properties (without names) and team B’s interview informs about planet’s names and some properties.)
*expert_interview
Individual study
Teacher Activity control You have privileged access to the expert interviews *expert_interview
Expert group
Subproblem
Teacher
Empty! (NOT VISIBLE) Global discussion
Cooperate with the other team using a forum to exchange information. Each team can use a chat to discuss.
*forum *chat *expert_interview
Jigsaw group
Solution proposal
Fill in (individually) a questionnaire about the planet classification.
*questionnaire tool
Global problem
Teacher Activity control
You have access to the forum, and you can participate to discussions. You can also add new clues in any expert interview. You have to nominate a winner according to the questionnaires.
*questionnaire tool *chat *expert_interview
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An analogous approach is adopted for the forum, which is available to all the participants, and
the questionnaire tool that will be answered in the last activity (solution proposal) of the JIGSAW.
Table 6.6 shows a summary of the resulting UoL as created by Collage.
Concluding, the main aspects of the script can be modelled with Collage. There are only two
details that cannot be rigorously authored with Collage. It is not possible to specify that “the
teacher decides when the exchanges are finished (cf. Table 6.3)” because the IMS LD elements that
enable its computational representation (the teacher makes the activity visible setting a property or
the act is completed only when the teacher finishes her/his activity) are not included in the JIGSAW-
based template. However, it is possible to add the necessary IMS LD constructs to the script using
Reload LDE or another non-constrained IMS LD compliant editor (even a plain XML or text
editor). Similarly, an additional activity to describe that “the game finishes when a winner is
nominated” cannot be added in the current version of Collage. Yet, this possibility is considered in
the proposed design process. Anyway, this can be solved by simply using the forum for the
nomination of the winner or by modifying the script with Reload LDE, for example. Instead of
using a new activity to model this requirement, it is possible to design it as the feedback (viewing a
property value) of the solution proposal activity of the last phase of JIGSAW.
6.4.3.2 Finding II: the script created with Collage can be enacted using Gridcole system Gridcole system (Bote-Lorenzo, 2005), which includes the CopperCore IMS LD engine
(Vogten et al., 2006), is capable of interpreting the UoL created using Collage. Making use of the
UoL and an external binding document that indicates which groups need a different instance of a
service (as mentioned in the previous section), Gridcole provides the required service instance to
users. Therefore, this system guides users through the flow of collaborative learning activities
integrating the tools needed to support them. In this scenario (cf. Table 6.6) the selected
collaborative tools are the GSIC-UVA chat, Synergeia (ITCOLE, 2005) (a shared repository for the
interviews and the forum) and Quest (Gómez et al., 2002) (for the final questionnaires). Figure 6.4
is a screenshot of Gridcole giving access, to a student of team A, to the repository folder that
contains the expert interview assigned to her/his team. The top left frame of the interface indicates
the sequence of activities that should be performed by the user. If the user clicks on the name of the
activity, its description is shown in the right frame. Also, in the bottom left frame students can see
the documents and tools available for the support of the activity (in this shared repository). When
the user selects a web-based tool or a document, the selected resource is provided by the system
using the right-hand frame.
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Figure 6.4 Enacting the Planet game script created with Collage using Gridcole integrating a shared
repository: clue distribution
Figure 6.5 shows how Gridcole makes available the common forum for exchanging information
with the other team and the particular chat room that students can use to discuss with their team’s
members. In this case the integrated chat is a grid service-based tool which is installed, configured
and launched (as a Java client in the user’s machine) by Gridcole.
Figure 6.5 Enacting the Planet game script created with Collage using Gridcole integrating a discussion
forum and a chat: cooperative phase
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Similarly, Gridcole provides direct access to the questionnaire published in Quest in such a way
that students can use immediately the tool to indicate the answer of the game (cf. Figure 6.6).
Figure 6.6 Enacting the Planet game script created with Collage using Gridcole integrating a questionnaire
tool: proposing the solution
6.4.3.3 Finding III: on the comparison regarding the computational representation It is straightforward to compare our proposal with related approaches defended in the
workshop since they are applied to the same example. In this sense, the contributions of (Tattersall,
2006a; Paquette et al., 2006; Amorim et al., 2006a) confirm our statement (Hernández-Leo et al.,
2006b) that IMS LD supports the implementation of this script, with the interoperability advantages
that it implies. However, it is worth mentioning that the way of modelling the script using IMS LD
notation diverges. This shows the many possibilities of the specification which is flexible enough to
describe scripts with the same core design but with different details open to author interpretations,
intentions, authoring tool design constraints or features of the available runtime systems.
For example, while Tattersall (2006a), Amorim et al. (2006a) and Hernández-Leo et al. (2006b)
use two IMS LD acts to model the script, Paquette et al. (2006) employ four acts: “Using the IMS-
LD terminology, we have divided the proposed collaborative scenario into four acts (Paquette et al.,
2006).” In this case, the reason of the divergence is author interpretations (e.g. the authors prefer to
separate into different acts the phase of answering the questionnaire and the phase of announcing
the result). Another example refers to the definition of roles. We do not follow the solution adopted
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by the other participants using IMS LD who define a role for each team at design time, “The
approach adopted makes uses of […] a role for each of the teams, Team A and Team B. (Tattersall,
2006a)”. In contrast, the JIGSAW-based template, used as a basis to create the script with Collage,
undertakes a challenge that is also pointed out by Tattersall: “One interesting challenge with respect
to the approach is to generalize to several teams depending on the cohort size. As the approach
stands, the number of roles is fixed, but a solution which allowed any number of teams would
clearly require a different approach (Tattersall, 2006a).”
In effect, as discussed in Finding I only one role (expert-group) is defined in the UoL created
with Collage and the two occurrences of the role (Team A and Team B) are determined when the
script is instantiated. This is a possibility enabled by the attribute create-new set to “allowed” of
the IMS LD role that incorporates the JIGSAW-based template as implemented in Collage. Fixing
the number of groups at design time would be also possible if this template is implemented as
SIMULATION-based template, which incorporates a mechanism that automatically creates and
includes in the template a new role for each actual group (cf. sections 5.3.2.3 and 5.4.4.2). Actually,
these templates are modelled differently and implemented in Collage to illustrate the two possible
ways of modelling groups that accomplish the same types of activities. Of course each possibility
has pros and cons compared to the other. In the Planet Game script, if the concrete roles are
specified in the UoL, then clue distribution can be modelled as learning objects within
environments that are linked to the concrete activities associated to each role, “The expert
interviews are seen as Learning Objects (Tattersall, 2006a).” The determination of the actual
number of groups at instantiation time provides flexibility and generality, however a service making
available the clues to users depending on their group is necessary. In this sense, we include a
reference to this service during the design (shared folder with the interview in a repository)
generalizing the way of specifying a collaborative tool (cf. Finding I).
On the other hand, we also use an external tool for managing the questionnaires (Hernández-
Leo et al., 2006b). In this sense, the questionnaires are designed separately and they are not
included in the UoL package. Since Collage is currently only IMS LD level A compliant, we cannot
use IMS LD level B properties or IMS QTI specification (IMS, 2006) for creating the
questionnaire, as it is pinpointed by Tattersall (2006a) “each user provides an answer (via an IMS
LD locpers-property) to the ordering and naming question […] the questionnaire could be
implemented as a QTI item”. Though these solutions are probably more convenient in terms of
interoperability, using external tools we take advantage of their special functionalities (e.g. statistics
of the answers, adding comments to the expert interviews) and of the familiarity that users may
already have with the tools.
Only few details cannot be formally expressed using the LD notation itself, such as the
automatic random allocation of participants to groups, which on the other hand it is not required by
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the scenario. In LAMS “the “Grouping” tool – set to divide students randomly into two groups
(Dalziel, 2006b).” However, as discussed in section 4.5, this is a particular group formation policy
which could be instead supported by complementary specifications and administration tools in
charge of instantiating the UoLs and associating persons to groups.
Several aspects of the script cannot be described in a single LAMS V1.02 “sequence” (Dalziel,
2006b). For example, “while LAMS can provide text instructions about which resource and chat
room are to be used by which group, it does not enforce this – students are able to enter the other
group’s resource/chat.” Nevertheless these aspects are solved with LAMS V2.0 according to
(Dalziel, 2006b). LAMS is “inspired” by IMS LD but is not a reference implementation of the
specification. Therefore it makes used of their own LAMS computational representation that
emphasizes the role of activity tools: “The early development of LAMS was based on the general
concepts of […] IMS LD, but with a particular focus on developing a range of activity tools
(especially collaborative activity tools) (Dalziel, 2006a).” This is in line with our concern that more
(collaborative) tools and description of tools are needed in IMS LD or other eventual related
specifications (cf. Chapter Four).
Another language proposed in the workshop is LDL (Learning Design Language) which
according to their authors “… relies on a powerful meta-model which allows the representation of
various situations, particularly collaborative ones, with few concepts (Martel et al., 2006)”. Though
the number of concepts employed in the LDL meta-model is smaller than in IMS LD, it seems that
LDL is not more expressive than IMS LD in terms of representing the proposed script. Besides, it
remains to be seen whether the concepts of LDL are easier to use than IMS LD terms, valuing also
the trade off that may imply their specific vs. general expressiveness. All in all, we agree with the
comment of Dufresne, whose Explor@Graph (Dufresne, 2006a) system does not use IMS LD but
an embedded proprietary ontology: “I saw the complexity of IMS LD in others… but I saw some
interesting solutions and I think that it is a very powerful tool to express the pedagogy using this
language as long as we have tools which are easy and useful to describe this logic and use it…
[Video]”
The contribution of CPM (Cooperative Problem-Based learning Metamodel) is not that much on
the computational representation aspect but on the design of Problem Based Learning situations
(PBL). CPM models need to be transformed to IMS LD, for example, in order to be computer-
interpretable: “We also use transformation techniques and tools to map our CPM models with more
technical standards (IMS-LD Binding for example) (Nodenot et al., 2006a).” The design aspect is
analyzed in next finding.
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6.4.3.4 Finding IV: on the comparison regarding design Tattersall uses the basic design procedure recommended in (IMS, 2003a) and Reload LDE to
create the UoL representing the script (Tattersall, 2006a). As he admits in [Video], “Reload and
CopperCore are tools at the notation level […] it is nice to see other approaches here … that makes
easier to use LD…” He also states in (Tattersall, 2006b), “we believe the following trends will likely
emerge: The tooling used for creation of UoLs will likely less directly reflect the concepts in the
specification and will tend more towards those of educational practice. As a result, templates will
likely emerge which can be used by instructional designers as a starting point for modification and
tuning”. Again, our approach is pioneering in this trend: hiding the concepts of IMS LD by
providing a design process that offers templates based on sound educational practice (cf. Finding I).
The authors of LDL (and the associated Learning Design Infrastructure, LDI) also admit the
need of this kind of design processes implemented in authoring tools: “The building phase is not
completely achieved yet in the current version of LDI. Indeed, a user-friendly scenario editor
destined to the teachers is required… (Martel et al., 2006a).”
On the other hand, the orientation of (Amorim et al., 2006b) is not clearly devoted to teachers.
In contrast, they affirm “Our approach is for machines instead for humans, so it is certainly
complementary to different approaches [Video].” Nonetheless, their contribution is important as far
as design is concerned. They incorporate implicit knowledge found on IMS LD in terms of formal
axioms (in an ontology) that can be used for testing the semantic validity of the designed UoLs. As
they illustrate with the Planet Game script, “With our approach, the steps to create and execute the
Learning Design (LD) document are as follows: (1) creation of the LD document with Reload and
represented in XML Schema, (2) translation from the XML document into F-Logic with a Learning
Design translator, (3) consistency validation using ontology axioms (Amorim et al., 2006a).”
The approach of (Paquette et al., 2006) is qualified by Nodenot in [Video] as a tool at the
“technical level”: “I think that MOT+LD solution has also focused on the technical level.” This is
true in the sense that it uses a graphical representation that is directly related to the IMS LD
elements: “Using a graphical representation technique and a modelling tool like MOT+LD,
concepts, procedures and principles are used to describe all IMS LD level-A components as well as
their relationships (Paquette et al., 2006).” However, MOT+LD approach is significant not only
because the graphical notation is easier to use by a certain type of users but also because it
complements IMS LD with an instructional method: “The IMS LD specification provides a
standardized machine-readable representation of a learning design, whereas MISA proposes a
systemic and mostly graphic method to design and implement such learning designs. MISA helps
develop learning designs by specifying four models for knowledge and competency model,
pedagogical strategy, learning material structure and delivery processes (Paquette et al., 2006).”
Therefore, the possibilities of MOT+LD to specify knowledge/competency are rich; however the
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target users of MOT+LD are learning designers familiar with the specification and its capacity to
represent CSCL scenarios is limited: “It (IMS LD) permits a more developed multi-actor
representation than MISA, but it is poorer for knowledge/competency… (Paquette et al., 2006).”
CPM provides a rich graphical formalism to designers of PBL situations from the initial
requirements phase to the detailed design steps (Nodenot et al., 2006a). However, though it is an
independent language of IMS LD (and other EMLs), UML-based CPM is also intended for users
with advanced technological skills: “CPM language addresses pedagogic engineers […] A
pedagogic engineer activity consists in coordinating all of the actors involved in learning situations
[…] As a pre-requisite, pedagogic engineers have to know UML modelling bases (Nodenot et al.,
2006a).” This approach is similar to the contribution of (David et al., 2006), who also propose to
enrich the graphical formalism of UML activity diagrams as models independent of the script
computational representation: “These views are respectively: an enriched narrative form, an array
form and a graphical form (refereeing to an enriched UML activity diagram) […] The three views
of a scenario could establish a Computer Independent Model (CIM), in the Model Driven
Approach. After having detailed the scenario into these three views, it has then to be implemented
on an e-learning platform, using previously existing meta-models...”
Regarding the use of UML, the authors of MOT+LD claim “We have experimented such a
graphical language to be closer to instructional designers, than software engineering graphical
languages like UML or text-based editors like RELOAD… (Paquette, 2006)” As in Collage (cf.
Finding I), MOT+LD is only IMS LD level A compliant and it is needed to use other editors to add
level B elements to the resulting UoL. Paquette explains this solution as follows, “IMS-LD provides
the basic functionalities to build collaborative scenarios but graphic design tools are essential to
cope with the inherent complexity. Text based hierarchical tools like RELOAD should be used when
the basic level A design has been completed enough and exported to it to add the more technical
elements such as items addresses, metadata, properties and conditions, notifications. This two-step
approach corresponds to different designers’ competencies (Paquette, 2006).” We agree with this
position; however we argue that the problem is that MOT+LD symbols aim at covering all the IMS
LD primitives. In our approach we plan to incorporate IMS LD level B and C constructs in Collage
by means of reusable elements that represent specific pedagogical-founded design solutions (cf.
subsection 5.4.5.4). Over again, our approach anticipates the envisaged trend: “We should keep
improving on IMS-LD (standards are hard to impose) Important tasks are to: simplify the graphic
languages; extend the EML with basic collaborative templates (Paquette, 2006).”
Though without being IMS LD compliant, Explor@Graph also uses graphs for facilitating the
design of scenarios: “The Explor@Graph system is a tool where scenarios are designed as
conceptual graphs […] Designing the scenarios can easily be done top down, first describing the
activities, adding description of resources and then adding links to them in the graphs. […] Not all
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the needed functionalities are accessible, for example, the integration of evaluation coming from the
teachers is not. But the system is certainly very easy to use to describe activities, concepts, to link
resources and even integrate support (Dufresne, 2006b). As discussed in subsection 5.6.1, a possible
direction towards a more easily extensible approach of our proposal could be researching the use of
more general visual representations (not directly related to the diagrams of pattern solutions), such
as for example the conceptual graphs and their implied trade offs (e.g. facility to include new
templates vs. the intuitiveness of the visualizations).
As we indicate in [Video] “we are interested in extending Collage with other reusable elements
that add more design possibilities.” Collage implements a design process that fosters the reuse of
patterns capturing successful CL flow structures. However, it is deeply discussed in section 5.2 that
other types of reusable elements, such as LAMS activity tools are possible. To design the script
with LAMS, “The teacher opens LAMS Authoring to create a linear sequence using, in order: (a)
the “Grouping” tool – set to divide students randomly into two groups; (b) a pair of “Share
Resources” tools named according to the groups, and incorporating the relevant expert interviews.
[…] (d) a “Forum” tool available to all students, including some prompt questions to encourage
discussion between the groups. […] (e) a questionnaire/quiz in which each student tries to identify
the planet name/order, and then receives a score and feedback on his/her answers (Dalziel,
2006b).” The very easy way of assembling LAMS activity tools is complementary to the refinable
Collage templates. LAMS activity tools could be assembled in Collage templates to refine its
activities or as new ones that enlarge the learning flow (see the example discussed in subsection
5.6.2).
Adding different types of reusable elements and constrained connecting rules between them to
the design process behind Collage would provide more design options without endangering the
principles of the reused element. However, not only are design constraints what limit flexibility at
design time, the available enacting system can also influence this effect as advanced in Finding III.
This idea is also pointed out by Dalziel in [Video], “…quite different approaches of modelling the
scenario […] limited to the features of the available tools,” and discussed next.
6.4.3.5 Finding V: on the comparison regarding enactment There are two different perspectives in the approaches participating in the workshop that
include execution environments (cf. Table 6.4). Explor@Graph (Dufresne, 2006b) and LAMS
(Dalziel, 2006b) are integrated systems for authoring and execution, while the approaches of
(Tattersall, 2006a; Amorim et al., 2006a; Martel et al., 2006; Hernández-Leo et al., 2006b) employ
different systems for design and enactment (CopperCore, LDI and Gridcole). Besides, Gridcole and
current developments around CopperCore advocate the integration of external tools according to
service-oriented technologies.
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The first conclusion in this sense is that the differences in the enacted scripts of the different
approaches are quite influenced by the available tools. For example, in Explor@Graph “… not all
the needed functionalities are accessible, for example, the integration of evaluation coming from
the teachers is not (Dufresne, 2006b).” This is also manifested by (Tattersall, 2006a), which
indicates that service integration (according to a Service-oriented Architecture) into Coppercore-
based environments can solve the problem of limited availability of tools: “Further service
integration into Coppercore-based environments has been the topic of recent R&D and a loose
level of integration has been achieved with Moodle. Through this integration, Moodle’s forum
services are used to facilitate the inter-team cooperation, including the teacher participation. At the
time of writing, no chat service has been integrated with the CopperCore Service Integration layer,
although the TENCompetence project will carry out integration of Jabber, the open source instant
messaging service (Tattersall, 2006a).” As elaborated in Finding II, this approach is already
implemented by Gridcole system with especial emphasis in CSCL requirements (integrating CSCL
tools according to user’s group) and the possibility of using tool requiring super-computing
capabilities.
This service-oriented approach is more general (though not very different and probably more
ambitious) than the solution of LAMS V2.0 to tackle this problem. The approach of LAMS consists
on a new architecture based on a “tool contract” that specifies the requirements for activity tools
that can be integrated in LAMS: “LAMS V2.0 contains a new architecture based on a “tools
contract”. The concept of an interface or API between a Learning Design controller and a suite of
activity tools […] Beyond the requirements of a generalized LD tools contract, there may be value
in descriptions of unique features for each type of activity tool, such as Discussion Forums, Chat,
Peer Assessment, etc... ”
On the other hand, an aspect that is not satisfactorily covered by current IMS LD tooling is user-
friendly administrative facilities needed when instantiating UoLs. As Tattersall, we use the
“command line” Clicc functionality of Coppercore to manually associate users to groups (in our
case also to create the occurrence of groups): “Once a Unit of Learning has been exported as a Zip
file, it can be uploaded into a CopperCore based environment […] Using administrative facilities, a
run of the Unit of Learning is created and individuals are manually associated with a role
(Teacher, Team A or Team B) (Tattersall, 2006a)” In contrast, LDI includes such facilities so that
they can be easily used: “This consists in putting at the teacher’s disposal an interface allowing him
to choose the participants, to attribute the roles, and to select the services and contents required by
the scenario…(Martel et al., 2006)”
Moreover, further advances regarding enacting UoLs are envisaged. They are related to the use
of mobile devices and tighter integration of design and enactment systems to increase flexibility at
runtime: “New IMS LD-aware players will emerge, including micro-players allowing learning
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processes to be coordinated across mobile devices. […] A tighter integration of design-time and
runtime perspectives on IMS LD will occur, so that designs can be critiqued and improved on the
basis of log data (Tattersall, 2006b)”.
6.4.3.6 Finding VI: on the comparison regarding observation and traces LAMS, LDL and Explor@Graph consider important functionalities regarding observation and
traces. This is especially noteworthy in LAMS: “The LAMS Monitoring environment allows
teachers to observe both whole class and individual student progress in real time. Whole class
observation is provided through a visual representation of the sequence. Integrated with the
observation features of the Monitoring environment is the ability to see student “traces” (ie,
records of activity). The teacher can click on any activity for any student to view the student’s
contribution to the activity (Dalziel, 2006b).” LDI also enables that every concept of LDL is
observable, “In the context of our case study, the interesting concepts to be observed are: the
productions, exchanges between teams, exchanges within each team, the progression of the
scenario itself. Trails of the observed concepts are produced (Martel et al., 2006).” Though with
limitations regarding traces, teachers can see the mean progression in graphs of Explor@Graph, “he
(the teacher) can watch the evolution of the discussion, evaluate contributions of each student using
the search, add his evaluation on contributions and add his comments or clues. The forums are
kept, with their evaluations and content (Dufresne, 2006b).”
With regard to the current IMS LD tooling, observation and traces aspects are limited to the
facilities provided by external tools integrated according to the UoL and by the use of the monitor
service element. (Tattersall, 2006a) argues “observational facilities are provided by the use of IMS
LD’s monitor service when linked to specific properties (e.g. responses to questions) for particular
roles. In terms of the way in which observations can be used to modify the activity’s progress,
possibilities can be included in the design to have activities, acts, etc. be completed when a value is
set. This can be as simple as having a flag be raised when a member of a particular role sees fit (as
illustrated in this example), through to more complex conditions in which average scores or
numbers of users completing can trigger further events.” In our approach we discuss the role of the
integrated external tools concerning observation: “The discussions of each chat room are
automatically stored in different files. Synergeia also provides log-files collecting students’ actions.
The teacher can use this information for regulation purposes: participating during the execution of
the UoL according to what she observes. The UoL may have been enriched by including LD
properties for directly providing the log-files to the teacher. These log-files can be also used to
evaluate the learning process a posteriori: e.g. how students negotiate with their peers (Hernández-
Leo et al., 2006b).” Of course, we advocate that providing further facilities which enable observing
students’ progress in real time are important for the adoption of IMS LD systems. This is even more
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crucial in CSCL situations where being aware of the progress of group partners may affect the
effectiveness of the learning process.
6.4.3.7 Finding VII: on the comparison regarding re-use/adaptation Most of the approaches participating in the workshop declare that the resulting script can be
easily re-used by changing the content associated to the activities: “Though this UoL is planned for
a study of the solar system, it can be reused for other subjects by changing document titles and
associating different item locations (Paquette et al., 2006)”, “The pedagogical modelled situation
can be re-used in other contexts: only the contents have to be changed (Martel et al., 2006).”
Our contribution is however that we are already reusing a general structure (JIGSAW CLFP).
Besides, since the JIGSAW–based template implemented in Collage specifies the groups in a
general manner (the actual groups need to be created at instantiation time), the possibilities of re-
using the script increase: “Moreover, this UoL can be easily adapted for a different topic or
learning situation. E.g. forming more teams or several (Jigsaw) groups, i.e. mixing different
members of team A and team B for cooperating in different forums. That would allow (for example)
to study several negotiation strategies. In both cases it is only necessary to create more instances of
the corresponding roles (Hernández-Leo et al., 2006b).” A further possibility is making use of the
“Jigsaw Groups” described in the template to adapt the scenario to a situation that requires several
groups mixing members of different teams for cooperating in diverse forums (new “instances of the
role “Jigsaw Group”). The idea of using the structure of the script as a template is also pointed out
in (Tattersall, 2006a), “… the Unit of Learning can easily be turned into a template by modifying
the resources to address a different topic […] In essence the Unit of Learning could be used for
many different areas.”
Moreover, as mentioned in Finding IV other levels of reuse are possible, such as the approach
of assembling activity tools followed by LAMS, which can be easily adapted by including
additional activity tools, “the LAMS Authoring environment provides the potential for adaptation of
the task described here. New activities can be easily added, such as additional resources to be
provided after the forum, or different team-based tasks based on alternative student
groups…(Dalziel, 2006b)”
6.5 Case study C: Network Management
The “Network Management case study” provides an authentic non-trivial educational
experience that puts into practice a CSCL script created following the proposals of this dissertation.
The script enacted in this case study is originally proposed by one of the teachers implicated in the
GSIC/EMIC mini-case study, which is embedded in the “Collage workshops case study”. The
teacher represents in the script a learning situation that he has realized without computer support in
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his Network Management course for several years. In fact, the same teacher participates in the
experience under analysis in this “Network Management case study”, putting into practice their own
aforementioned script. This script is already described in subsection 5.5.1. It is based on a
combination of three CLFPs (JIGSAW, PYRAMID and TPS) and is authored with Collage.
This section starts describing the case study, which includes the educational context and
interviewees, the deployment, materials and the data gathering. This is followed by the explanations
of the conceptual structure of the case study, which guides the analysis to the case findings
discussed in the last subsection.
6.5.1 Description of the case study
Table 6.1 summarizes the description of the “Network Management case study”, which
analyzes an experience involving a teaching/learning process. In contrast with the previous case
studies, this case study considers students (and their teacher) as the interviewees. The students
experience a script created with Collage as a part of one of the courses in which they are enrolled.
6.5.1.1 Educational context and interviewees The experience is accomplished in an eligible undergraduate course on Network Management
technologies with 12 students. The course takes place in the spring semester of the fifth and last
year of the studies for achieving the degree of “Telecommunications Engineering” at the University
of Valladolid, Spain. The course contents include an overall view of the concepts and purpose of
Network Management as well as a description of the main standard technologies in the field. The
whole course spans a 15-week long semester and involves 30 lecture hours (one 2-hour session per
week) and 30 laboratory hours (also one 2-hour session per week).
Unfortunately, the engineering studies to which the course belongs are characterized by a strong
competitive environment in which collaboration and cooperation are wrongly perceived as
equivalent: assignments are divided into separate tasks that group members complete individually,
without joint activities that induce socio-cognitive processes (characteristic of genuine collaborative
learning (Dillenbourg, 1999b)). Furthermore, the curriculum does not explicitly encourage the
acquisition of skills needed for the professional future of the students. Learning objectives related to
those skills are just promoted in a limited set of courses, under the personal teachers’ initiative. In
fact, there are two previous courses in the curriculum, one dealing with Computer Networks
(Hernández-Leo et al., 2006) and another related to Computer Architecture (Martínez-Monés et al.,
2005) that introduce collaborative pedagogical approaches but with very limited technological
support. This case study goes a step further by augmenting the role of technology and, particularly,
by enacting a script created with Collage.
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6.5.1.2 Sites, deployment and materials The case study covers face-to-face activities during two 2-hour sessions (one week) devoted to
the presentation of SNMP (Simple Network Management Protocol) Network Management standard
(Stallings, 1998). Both sessions take place at the course laboratory having 25 Intel Pentium IV-class
machines running Linux 2.6.8. Additionally, the case study involves a distant learning activity
during which students employed their own personal telematic resources (they did not have access to
laboratory premises). For that activity the students just need an Internet connection and a web
browser. More details on the design of the learning process are exposed in the description of the
script executed in the experience (cf. subsection 5.5.1).
Table 6.1 summarizes the deployment and materials employed in this case. We use the Gridcole
system (Bote-Lorenzo, 2005) to enact the script. This script is actually a UoL computationally
represented according to the LD specification (cf. Chapters Four and Five). The computational
representation uses an extension to the LD service element so that collaborative tools can be
generally specified (cf. subsection 6.4.3.1). Thanks to the LD extension Gridcole is able to provide
different instances of the same collaborative tool to the members of diverse groups at the same time.
Therefore, Gridcole integrates a chat, Synergeia and Quest as indicated in the script.
The deployment of this case study had two phases: familiarization or initial training and the
actual enactment of the script. The familiarization phase takes place in a session previous to the
experience itself. Nevertheless, only 10 of the expected 12 students attend this session. At the
beginning of the session the students answered an initial questionnaire (using Quest) about their
previous experience, which part of the data gathered for evaluation (cf. next subsection). Then, the
teacher presents the plan of the activities for the next two sessions (and the asynchronous activity in
between) and the tools that they are going to employ to complete these activities. The students have
also the opportunity to informally use Gridcole, Synergeia using an adaptation of the script
introduced in subsection 5.5.3. It is a Pyramid-based script for collaboratively discussing about a
paper, also created with Collage. Besides, this training session is useful to change the initial
passwords of the different tools. The teacher writes an e-mail to the (two) students that do not attend
this session, explaining what have been done in this phase and asking them to answer the on-line
questionnaire. Only one of them reads the e-mail and answers the questionnaire on time.
Before enacting the script, we need to instantiate the UoL so that a particular run for our
situation is produced. In this step the required occurrences of the different types of groups are
created as well as the assignment of participants to the occurrences (cf. section 4.4.2). The hierarchy
of group types as created by Collage according to the combined CLFP-based templates is complex
(cf. subsection 5.4.5.3): the roles corresponding to the first and third level of the Pyramid are
substituted with the roles of the Jigsaw and TPS CLFPs (cf. Figure 6.7). For the instantiation of the
roles (or groups) we use clicc tool provided by CopperCore, the LD engine of Gridcole. We utilize
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this tool for the case study; however it is clear that it is not intuitive and user-friendly for most of
the teachers as discussed in Finding V of Case Study B. Figure 6.7 also shows the results of this
step. The new occurrences are labelled with new and a number between brackets. The number
indicates the order in which the instances are created (when a new instance of a role is created, new
instances for all available sub-roles or that role are created as well).
In addition, Figure 6.7 indicates the assignment of participants (i.e. its identifiers) to groups. If
we assign a participant to an initial role, this participant is automatically bound to the roles that have
this initial role as a sub-role. Therefore, we just assign each participant to a Jigsaw group (four
groups available, each of which is named with a colour) and consequently to an Expert group (each
member of the same Jigsaw group belongs to a different Expert group). On the other hand, we need
to bind all the participants to the TPS-pair role, since the whole class will form a single pair (each
member of the pair is a Pyramid level 2 group). However, it is possible to observe a problem with
the Pyramid level 2 groups: as a result of their assignment with the Jigsaw and Expert groups,
several participants will have available both occurrences of Pyramid level 2 group. We solve this
problem easily thanks to the configuration of Gridcole services using the extension for their general
specification. However, this drawback is to be solved in new versions of Collage: when a template
based of JIGSAW CLFP replaces a phase of another pattern, the roles defined in the JIGSAW are
included at the same level of the role related to the replaced phase (and not as its sub-roles). ç
Figure 6.7 Hierarchy of group types as created by Collage according to the combined CLFP-based templates (a) and its instantiation with the needed occurrences and assigned participants (b)
According to this distribution of participants, the lab is organized as shown in Figure 6.8.
student1
student2
student3
student4
student5
student6 student7 student8
student9
student10 student11
student12
Pryramid_3 Create-
new=”allowed”
TPS-student Create-
new=”allowed”
Pyramid_1 Create-
new=”allowed”
Pryramid_2 Create-
new=”allowed”
TPS-pair Create-
new=”allowed”
Jigsaw-group Create-
new=”allowed”
Expert-group Create-
new=”allowed”
Pryramid_3
TPS-student
TPS-pair
Pyramid_1
Pryramid_2
Jigsaw-group
YELLOW
Expert-group
PART-1
Pyramid_1 (new 1)
Pryramid_2(new 1)
Jigsaw-group(new 1) BLUE
Expert-group (new 1) PART-2
Jigsaw-group(new 3)
RED
Jigsaw-group(new 4) GREEN
Expert-group(new 2) PART-3
ALL
student1
student2
student3
student4 student5
student6
student7
student8
student9
student10
student11
Student12
(a) (b)
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Part of the paper (expert groups)
1 2 3
Red
Blue
Green
Yellow
student1 student2 student3
student4 student5 student6
student7 student8 student9
student10 student11 student12
Jigsaw groups
Figure 6.8 Lab distribution according to the different groups
This figure is provided to the students in a document that also includes Figure 6.9, which
explains the roles they are to play in each moment (the original version of this document (in
Spanish) and a number of photos and screenshots are available in the attached CD-ROM).
Figure 6.9 Extract of the document provided to the students
Finally, the script is enacted using Gridcole. A couple of photos regarding this experience can
be observed in Figure 6.10 and Figure 6.11. During the session we collect different types of data
useful to evaluate the experience as it is explained next.
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Jigsaw group
Expert group
Figure 6.10 Global view of different moments of the experience, in which the students used the different integrated tools
Figure 6.11 A student in the Expert group phase
6.5.1.3 Data gathering Five different types of data gathering techniques are used in this case study. Following an
adaptation of the mixed method described in subsection 6.2.3, the techniques represent data sources
providing data of quantitative and qualitative nature. As in the “Collage workshops case study” the
use of the selected techniques is planned in three phases: before the deployment itself, during the
deployment and at the end (after the deployment). The different types of data sources in the
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“Network Management case study” are (all the data, the designed questionnaires, observations
template, etc. are available in the CD-ROM):
- Questionnaires: two web-based questionnaires for the students (created and published using
Quest). The first questionnaire is completed before the experience, even before the
familiarization phase. This questionnaire is intended to provide information about their
previous experience in order to value the educational innovation of the case and detect
possible biases or preconceived opinions. The second questionnaire is answered after the
process. In this questionnaire the students are asked to value quantitatively and qualitatively
(open questions) the different aspect of the experience. In addition, and adapted final
questionnaire about the whole process is completed by the teacher. The questionnaires are
designed so that they cover the research questions considered in the (first version of the)
conceptual structure of this case study.
- Observations: using an observation template, the researcher attends the face-to-face sessions
and notes down the interactions, attitudes and incidents that occurred during these sessions.
After each session the observer elaborates a report exposing this information.
- Discussion groups: with the aim of gathering detailer information about the aspects included
in the questionnaires, the researcher (without the present of the teacher) meets all the
participants a week after the experience. She interviews them in a more relaxed, free
environment. The debate is recorded and transcribed into a document in order to facilitate its
qualitative analysis.
- Log files: the shared repository Synergeia generates event logs informing whether the
student read the documents and comments them (and when). It is especially useful to
analyze the distant asynchronous activity (second session at home). The chat employed by
the Expert groups also registers the conversations. (The students are informed about it
beforehand.) These logs are helpful to study the development of this activity.
- Students’ outcomes: the partial results of the students during the process (outcomes of
Jigsaw groups and second Pyramid level groups) are collected.
Due to the complexity of this case study (compared with the previous ones) in terms of the
number of data sources considered, a diagram of the adapted mixed evaluation method used in this
case study is provided in Figure 6.12. As indicated in this figure the categories used in the
comparative analysis is directly related to the conceptual structure of the case study that is
introduced next.
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Before the enactment
During the enactment
After the enactment
Categories of analysis (related to the conceptual structure of the case study)
Qualitative data
Questionnaires
Partial results of the students during process (Outcomes of Jigsaw groups and second Pyramid level groups)
Comparative analysis of the categories in the aspects collected by the different techniques and phases
Report with the evaluation results
Quantitative data
Observations Discussion group Outcomes Logs
Direct observations during the
first
and third face-to-face
sessions
A debate of 30 minutes (without the
teacher)
Initial questionnaire about previous
experience
Final questionnaire regarding the whole
experience (Another for the teacher)
Chat and Synergeia log files
(Familiarization)
Figure 6.12 Applied mixed evaluation method. Adapted from (Martínez-Monés, 2003)
6.5.2 Conceptual structure
As in the previous case studies, the conceptual structure of this experience include the issue,
representing the general research question, the topics on which we focus the study and the
particularization of the topics into more concrete information questions that guides the data
analysis. Some of these information questions are defined beforehand, some evolve and some new
questions emerge as a result of the data analysis and interpretation. We recapitulate the issue related
to this case study: can we use CSCL scripts created with Collage in real situations? The
following topics, which influence the issue, are proposed to guide the study:
- Subsection 5.5.1 describes how the teacher creates the pedagogical design of the case study
in the form of a computer-interpretable script using Collage. Along the design process, he
selects and combines the CLFPs that best serve the type of task to be solved and that best
elicit the desired objectives related to collaborative learning. Then, the teacher particularizes
the activities offered in the CLFPs according to the requirements of the learning situation.
Therefore, an important topic refers to the meaningfulness of the CSCL script created with
Collage. That is to say, whether the script created with Collage actually reflects the teacher’s
design intentions.
- Accordingly, the enactment of the CSCL script using Gridcole is also of high interest.
Figure 6.10 and Figure 6.11 show that students interact with the system. This topic focuses
the analysis on how the students follow the Collage script using Gridcole along the blended
learning experience.
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- On the other hand, we are interested in seeking information regarding the implications of our
approach for new research opportunities that affect education. Hence, the third topic
considered in the conceptual structure of this case study analyzes in which sense it
represents an educational innovation with respect to previous students’ experiences.
Besides, the evolved information questions of that originate form these topics are:
Topic 1: Meaningfulness of the CSCL script created with Collage:
I. Is the CSCL script contextualized to the actual learning situation?
II. Does the CSCL script guide the learning process coordinating the students at the activity
level according to the CLFPs on which is based?
III. Does the CSCL script foster the desired objectives related to collaborative learning?
Topic 2: Enactment of the CSCL script using Gridcole
IV. Can the students follow successfully the CSCL script using the Gridcole system?
V. How can the enactment of the CSCL script be improved?
Topic 3: Educational innovation with respect to previous students’ experiences
VI. Does the enactment of the CSCL script enhance students’ previous experience in terms
of structuring collaboration and use of supporting technology?
6.5.3 Case findings
Throughout this section we discuss in detail the findings representing the conclusions about the
issue established in this case study. As mentioned above, the analysis is organized according to the
information questions forming its conceptual structure. As in Case Study A, the qualitative analysis
is supported by the Nud*IST tool (SQR, 1997).
The data gathered from different sources are triangulated (as it is explained in subsection 6.2.3)
in order to support the trustworthiness of the partial results sustaining the findings. The integration
of the data is done using an evolving scheme of analysis categories (the final list of categories is
available within the “Nudist project” available in the CD-ROM). In this way, the partial results,
together with their supporting arguments, are listed in a series of tables collected in Appendix D.
Each table corresponds to an information question. In order to understand from which source the
supporting arguments proceed, the tables include the “coding of the data source” that is generated
by Nud*IST (the coding also allows the reader to check the “original” data (in Spanish), which are
available in the CD-ROM). With the aim of providing a reader-friendly presentation of the findings,
this section only reproduce a selection of the most representative supporting arguments, labelled
with the simplified coding shown in Table 6.7. The reader may consult the Appendix D for further
information.
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Table 6.7 Labels used in the text to quote the data sources of the “Network management case study”
Data source Labels
Questionnaires [Quest-initial] [Quest-final]
[Quest-teacher]
Observations [Observation-session-1] [Observation-session-2]
Discussion group [Discussion]
Logs
[Repository-log] [Chat-expert-group-1] [Chat-expert-group-2] [Chat-expert-group-3]
Student outcomes [Outcomes-jigsaw] [Outcomes-2level-pyramid]
6.5.3.1 Finding I: the script is adequate for the task and objectives of the situation Regarding the meaningfulness of the CSCL script created with Collage according to
requirements of the actual learning situation, a first quantitative indication appears in a closed
question of [Quest-final] and [Quest-teacher]. All students (12 out of 12) and the teacher value as
positive (among the available possibilities: negative, acceptable or positive) the structure of the
experience regarding its utility to reach the objectives directly related with the content of the course.
Besides, qualitative arguments confirm this result. In the [Quest-final] a student affirms “… the
structure is very positive to understand the different SNMP alternatives. I have acquired a good
knowledge of SNMP without a great effort.” Others state “… it is positive to break down the paper
so that we have collaborated to extract the fundamental concepts of SNMP. Moreover, we have
worked with a technical article, what we have never done before.”
Moreover, the structure of the experience is considered adequate for the type of task undertaken
in the experience. In this sense, students surprisingly think that the system is developed specifically
for this task: “This type of structure is merely useful to work with the document we have read (or
another). But if we need to work on another type of problem then everything may be changed, and
the system is no longer useful [Discussion]”, “… I think it is a good practice… But it is probably
not useful in other courses [Quest-final].”
Quantitative data show a tendency that is also supported by qualitative arguments: the task is
easy considering the relative duration of the experience to the rest of the course (cf. Table D.1). On
the other hand, the time planned for the experience is sufficient to accomplish the activities which
result motivating. Three selected opinions coming from different sources that are in line with these
conclusions are: “… we might advance more slowly than in traditional classes but I think that more
ideas get fixed in our minds [Quest-final]”, “… the deployment might be excessive for reading an
article. But it should be considered that the experience seems to have increased the motivation
[Quest-teacher]” and “… it motivates more than just reading the article. In this case, many of us
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would have either not read it, or read it too quickly, or not understood it, or not extracted so many
ideas [Discussion].” However, further work is necessary to provide more support regarding the
preliminary stages of enacting this type of computer-supported experiences, “The drawback of this
type of experiences is the time required to prepare all the details. The tools should provide more
support [Quest-teacher].”
6.5.3.2 Finding II: the script guides the students according to the CLFPs The script actually structures the teaching / learning process by coordinating the flow of
activities according to the combined CLFPs. A partial result underlying this conclusion (cf. Table
D.2) points out the fact that the experience proceeds to a large extent as it is designed in the script.
The teacher considers that the development of the experience reflects exactly what he intended to
design in the script using Collage. However, because of time limitations the teacher decides to skip
a phase of the script (it is not a problem of the design but of the actual circumstances that appears at
runtime). This is noted in [Observation-session-1], “The teacher skipped the “Pair” phase of the
TPS (because of time limitations). He proceeded directly to the discussion…” as well as declared by
the teacher in [Quest-teacher], “The planned design has been followed well... (except of the final
TPS, but it was because I propitiated it).”
As designed, the script helps resource distribution. There are many evidences supporting this
result, which can be also seen in the screenshots of the Gridcole running the script (cf. Figure 6.10,
Figure 6.11 and other screenshots and pictures available in the CD). [Repository-log] shows that the
members assigned to a particular expert role only access to their part of the article. Similarly, the
members of the successively larger groups only read the result of the group which they are to join in
the following activity. Comments of students also manifest this conclusion, for example: “We were
distributed in groups and each member of the group read a part of the article [Quest-final].”
Moreover, the evaluation data point out that the guidance in the sequence of activities, as
indicated by the script, is effective and efficient. As a student pinpoints “The use of a script
facilitates an efficient achievement of the objectives. Besides it allows the teachers to follow the
progress of students [Quest-final].” Interestingly, students do not find the script too coercive
because they can collaborate freely within the activities. In fact, groups differ in the way they
collaborate within activities as it can be appraised comparing [Chat-expert-group-1], [Chat-expert-
group-2] and [Chat-expert-group-3] (group-1 starts discussing doubts, group-2 identifying the main
ideas and group-3 commenting paragraph by paragraph). The observations transcribed in
[Observation-session-1] and [Observation-session-2] also illuminate this result. In addition, one of
the students states “It is better if the coordination within activities is up to us, because each of us
works in his own way. For example we proceeded differently to student1’s group … [Discussion]”
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It is possible to affirm that the selected tools support the realization of the activities, though the
use of the chat in the face-to-face activity is not perceived as effective. Students agree according to
their opinions in [Quest-final]: “Coordinating using a chat is difficult in a brief period of time”,
“Interacting using the chat has been the most difficult think but we actually understood each other
and organized ourselves quite good”. In the rage of 1 (not adequate) to 6 (very adequate) students
rate the adequateness of the tools to support the activities with the average of 5.33 (in the case of
Synergeia), 4.66 (Quest) and 4.25 (chat tool).
Needs of flexibility emerges in the experience. The fact commented above referring to the need
of skipping a phase of the script is an example of it. Though the circumstances requiring flexibility
that emerge during the experience are managed successfully, Finding V discusses other demanding
circumstances that require further support.
6.5.3.3 Finding III: the script promotes the objectives related to collaborative learning Supporting data allow us to conclude that the script fosters the desired objectives related to
collaborative learning. The students rate (in a range of 1 (very negative) to 6 (very positive)) with
an average of 5.17 (deviation of 0.37) the collaboration with their classmates. The log files
generated by Synergeia [Repository-log], the recorded chat conversations [Chat-expert-group-1],
[Chat-expert-group-2], [Chat-expert-group-3], and student outcomes [Outcomes-jigsaw],
[Outcomes-2level-pyramid] show that all students participate actively. Besides, there are evidences
indicating that the script truly promotes positive interdependence and individual accountability,
which encourage students to reflect on the concepts and to practice the desired competencies. As
two student mentions “… it demands an active participation and responsibility, because we have to
explain our part to the other members of the group… [Discussion]”, “It has been necessary an
effort of synthesis and explanation of the accomplished work to the other members of the group in
the way of reaching consensus [Quest-final].” Though motivation due to the eligible characteristic
of the course may be considered an important aspect of successful collaboration, it is worth noticing
that scripts based on the same patterns and applied to non-eligible courses (also in engineering
education) result in similar positive effects (cf. (Martínez-Monés et al., 2005; Hernández-Leo et al.,
2006) and subsection 3.4.3).
The different data sources also indicate that students reach discussion and agreement. For
example, [Outcomes-jigsaw] and [Outcomes-2level-pyramid] show that all groups, in the different
phases of the script, formulate the maximum number of ideas (10 or 8 depending on the phase) and
(2) questions. Most students indicate in their opinions (cf. Table D.3) the same ideas pointed out in
this statement of one of them: “Everybody participated in the discussions what improves the
sharing of ideas (it helps the shy members to express themselves). A classmate explains what the
others have not read, and this promotes learning. It is possible to ask doubts and everybody may
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answer, not only the teacher. The experience also helps to reflect in what is being doing [Quest-
final].”
6.5.3.4 Finding IV: the students follow the script using Gridcole Regarding the enactment of the script using Gridcole, we can state that students follow the
script successfully using the Gridcole system in the face-to-face as well as in the distant activities
(cf. Table D.4). The [Repository-log] shows that, after the first face-to-face session, 11 students
read and post comments (accessing through Gridcole) to the outcomes of the other members of the
Jigsaw group that they are joining in the following session. A student points out “The tools worked
correctly and the activities have been accomplished without problems [Quest-final].”
Moreover, not only do students find the system very useful supporting collaboration and
indicating what to do and which tools to use in each activity, but they also consider that having
access to the system from home provides flexibility. Some students affirm “… it is very helpful that
the system indicates the objectives of each phase and provides direct access to the tools needed in
each activity.” In fact, they rate (in the range of 1 (not useful) to 6 (very useful)) with an average of
5.75 (deviation of 0.43) the usefulness of the system to accomplish the task step by step. The
teacher also rates with 6 the usefulness of the system and indicates “Without the integrating system,
the students would have needed to devote more attention to the tools [Quest-teacher].” In addition, a
student states “I did not attend the first 2-hour session and I managed to find out what the rest of the
classmates did during this session from home. Otherwise, I would have been lost in the following
session [Discussion].” Furthermore, students opine that the familiarization session helps but it is not
crucial for them since they have advanced technological skills. One of the comments in this sense
is, “The most difficult aspect was learning how to use the tools… However, with the explanations of
the familiarization session is sufficient, and the system facilitates everything… [Quest-final]”
6.5.3.5 Finding V: improvements associated to flexibility, awareness and authentication Finding II and the previous finding also point out the needs of flexibility that appear in this type
of collaborative strategies. For example, in this case study the teacher skips the “Pair” phase of the
TPS CLFP because of time limitations [Observation-session-1], what is allowed by the script and
the system. However, if three students assigned to the same expert group do not attend the first
session, it would be necessary to change the composition of the experts groups, so that at least two
(out of four) students participate in the corresponding collaborative activity. Doing so with the
current version of the system is not easy, but it is one of the major issues considered in the short-
term future work.
Other concerns include enhancing the intuitiveness of the interface and the addition of
awareness and authentication utilities. Observations present evidences in this sense: “The teacher
reminds again that students should change the role [Observation-session-1]”, “It was necessary to
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remind students the structure of roles/groups and the flow of activities [Observation-session-2].” In
fact, students miss the incorporation of the information provided in a document (cf. Figure 6.9) as
part of the system. As they states in [Quest-final], “I miss an activity index indicating which role
should be selected in each moment, instead of distributing it in a document…”, “I do not understand
the issue of the groups in the system. I would be easier if the system obviates the change of roles
(and makes it automatically)…”
6.5.3.6 Finding VI: new opportunities for structuring collaboration using ICT Compared to their previous experiences, students value very positively the learning scenario in
terms of structuring collaboration and use of supporting technology. Significantly, when students
are asked to compare how different is this experience compared to their previous ones, nine of them
answer that “they have found quite a lot of differences” and the other three indicate that “they have
found a lot of differences” (cf. Table D.6). One of the main reasons supporting these opinions seems
to be related to the provision of a collaboration strategy in contrast to the encouragement of totally
free collaboration or mere cooperation. There are some indications suggesting that the students
suffer frustrating non-scripted collaboration experiences and non-effective cooperation practices
along their engineering education. A student regrets “I slightly prefer working individually, because
in groups we have always divided the task in order to finish earlier and one of the members has
often worked more than the rest… [Quest-initial]” Another student states “… for example, ‘Name of
a course’ also promotes collaborative activities. However, the activities are a disaster because they
are not well organized. In this experience, there is a structure, a plan and collaboration is really
fostered. In contrast, in ‘Name of the course’ there is not any indication and nobody works, what
does not lead to learning outcomes [Quest-final].” Besides, other students add “… sometimes the
lack of efficiency makes us to waste time and hate working in groups. The realization of guided (or
partly guided) activities and the use of new systems like Gridcole increase the efficiency and our
interest in the activities [Quest-final].” Further indications show the usefulness of the approach to
increase the probability of reaching learning outcomes: “I have felt more guided because I knew
shat to do in each moment [Quest-final]”, “With this type of methods we learn more, work harder
and better and we take more advantage of the time [Quest final].”
Furthermore, students agree that this experience promotes the development of competencies
useful for students’ future processional life. Students argue “… we, as engineering students, are
rather individualist, but in our professional future we will work collaboratively. Thus, this has been
a good training experience and there should be more like this along our education [Quest-final].”
This conclusion is also supported by the results of a previous course on Computer Architecture
(CA) that students have also experienced (Martínez-Monés et al., 2005): “Actually we have not
practiced collaborative learning during the university studies, except for the CA course, in which
collaboration has been very useful [Quest-initial].”
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6.6 Cross-case analysis
Previous sections emphasize the distinctive strength of each case, noting its particular context
and its functioning, which represents a different perspective or manifestation of the global
contribution of this dissertation (the quintain, the proposed pattern-based design process for CSCL
scripts computationally represented with LD). This section undertakes the cross-case analysis. Its
purpose is not to revise the common relationships across cases, but to understand the commonality
and differences across manifestations of the quintain (Stake, 2005).
The objective is to make assertions about the quintain and specifically to several themes that
derives from this quintain. As advanced in subsection 6.2.1, though some themes are proposed at
the beginning of the research, additional themes may emerge as a result of the cross-case analysis.
In this way, the themes in this multicase study are:
- Original theme 1: Does the proposed design process facilitate the high-level generation of
contextualized CSCL scripts reusing CLFPs and focusing on CSCL critical elements?
- Original theme 2: Is LD suitable for computationally representing CLFP-based scripts?
- Additional theme 3: What predictions can we make about future developments around LD
and CSCL scripts?
The assertions are the findings about the quintain. Each assertion should have a common focus
(the theme) contributing towards understanding the quintain. The assertions result somehow as a
combination of the most important findings from each case. Thus, the assertions are understood
better because of the particular activity of each case. According to (Stake, 2005, pp. 41), this
section, devoted to the cross-case, is however expected to be shorter than the sum of the cases and
tends to oversimplification given the data load. Anyway, the evidence that leads to the assertions
needs to be indicated (through the case findings). In contrast to the cases, the quintain appears less a
coordinated system and more a mosaic.
Therefore, case findings merge across cases around a framework of proposed multicase themes.
Table 6.8, Table 6.9 and Table 6.10 illustrate the approach adopted for formulating assertions,
which emphasizes the various situations and findings of the cases. It consists of rating each case
finding as to its importance for understanding the quintain through a particular theme. As indicated
in section 3.5 of (Stake, 2005), we use a three-point scale in which a high mark means that for a
particular theme, the case findings are of high importance (H = high importance; M = middling
importance; L = low importance). When a finding is of significant relevance considering a
particular theme, the tables include a summary of the finding in the corresponding cell. The
procedure accomplished is moving from case A finding I to case C finding VI. For each finding, we
describe its utility and prominence for its contribution to understanding each theme (until all the
cells of Table 6.8, Table 6.9 and Table 6.10 have an entry).
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Table 6.8 Partial matrix for generating theme-based assertions from case findings, case A (adapted from the worksheet 5A of (Stake, 2005)) H = high importance; M = middling importance; L = low importance. A high
mark means that for this theme, the case findings are of high importance.
Case A:
Original theme 1 High-level generation of
contextualized CSCL scripts reusing CLFPs and focusing on
CSCL critical elements
Original theme 2 IMS LD
computational representation of
CLFP-based scripts
Additional theme 3 Predictions about future
developments around IMS LD and CSCL scripts
Finding I: on the selection and representation of CLFP-based LD templates
H (The “selection phase” is critical and promotes the understanding of the patterns)
M (Their ideas about the CL strategies collected in the CLFPs coincide with
what is presented in Collage)
H (Other examples of well-known CL strategies; patterns
for assessment)
Finding II: on the trade-off between reuse of patterns and design options
H (The steps of the “authoring phase” facilitate the reuse of CLFPs when
structuring collaborative learning designs; the combination of patterns provides
outstanding design flexibility; particularized according to the needs of concrete learning situations; satisfactory trade-off between flexibility, keeping the
essence captured in the CLFPs, hiding LD-specific technological details and providing a clear (but limited) set of design options)
L
H (Pattern-based templates are probably more useful in the
process of customizing a new situation than ready-to-run
scripts, but complete (or partly complete) examples are also
helpful)
Finding III: focus on learning objectives and task type
H (The proposed design process helps to determine the learning objectives related to
collaborative learning that will be promoted and to select the task-type that will be solved by the students; the design process helps to determine the expected
interaction)
L L
Finding IV: focus on the structure regarding the activity flow and group hierarchy
H (The support that the process provides to determine the structure of the activity flow
is very satisfactory; the design process helps to understand and determine the
structure regarding the hierarchy of groups)
H (Determine the activity structure and the hierarchy
of groups) L
Finding V: focus on group size and support within the activities
H (The design process helps to establish the group size; determine the distribution of resources among activities as well as to the computer support; the design process helps
to describe each activity and its eventual (textually-defined) structure according to
the envisaged expected interaction)
H (Establish the group size; determine the
distribution of resources among activities as well as to the computer support;
the design process helps to describe each activity and
its eventual (textually-defined) structure)
M (The determination of the group size limits can be
improved, for instance, with automatic checkups)
H (Collage does not provide suggestions of recommended
content or tools)
Finding VI: Collage, easier-to-use CL-specific LD editor
H (Most of the participants find Collage user-friendly and intuitive; the participants
are able to create an almost completed example during the workshops; Collage is
easier to use, specific to collaborative learning, and it is the first editor providing
pattern-based templates)
M (The participants are able to create an almost
completed example during the workshops)
L
Finding VII: improvements associated to selection of patterns, further design options and integration with complimentary tools
L L
H (Enhance the selection of patterns, changing a resource in “one step”; support of LD levels
B and C, the integration of Collage with complementary needed tools, which should
support flexibility; the information reflected in the
resulting scripts is also useful for the students)
Finding VIII: audience interested in CL and in the use of ICT
H (Audience interested in designing CL processes to be used with an LMS in face-to-face, distant or blended situations or as lesson plans; the design process provides ideas and fosters the design creativity of the users; it is not necessary to be expert
(LD) technologists)
L L
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Table 6.9 Partial matrix for generating theme-based assertions from case findings, case B (adapted from the worksheet 5A of (Stake, 2005)) H = high importance; M = middling importance; L = low importance. A high
mark means that for this theme, the case findings are or high importance.
Case B:
Original theme 1 High-level generation of
contextualized CSCL scripts reusing CLFPs and focusing on CSCL
critical elements
Original theme 2 IMS LD computational
representation of CLFP-based scripts
Additional theme 3 Predictions about future
developments around IMS LD and CSCL scripts
Finding I: the main aspects of the script can be designed with Collage
H (The main aspects of the script can be modelled with
Collage)
H (There are only two details that cannot be rigorously authored with
Collage; However, it is possible to add the necessary IMS LD constructs to the
script using Reload LDE or another non-constrained IMS LD compliant
editor)
H (general way of specifying a group-service (not necessarily
dedicated to conferences) is using the conference service element of IMS LD and an external binding document that indicates which
groups need a different instance of the service)
Finding II: the script created with Collage can be enacted using Gridcole system
M H (Gridcole system, which includes the CopperCore IMS LD engine, is
capable of interpreting the UoL created using Collage)
L
Finding III: on the comparison regarding the computational representation
L
H (IMS LD supports the implementation of this script, with the
interoperability advantages that it implies; many possibilities of the
specification which is flexible enough to describe scripts with the same core design but with different details; the
determination of the actual number of groups at instantiation time provides flexibility and generality, however a service making available the clues to
users depending on their group is necessary)
H (Group formation policy which could be instead supported by
complementary specifications and administration tools; more
(collaborative) tools and description of tools are needed in IMS LD or
other eventual related specifications)
Finding IV: on the comparison regarding design
H (Our approach is pioneering in this trend: hiding the concepts of IMS LD by
providing a design process that offers templates based on
sound educational practice)
L
H (Incorporate IMS LD level B and C constructs in Collage by means of
reusable elements that represent specific pedagogical-founded design
solutions), using more general representations, other types of
reusable elements)
Finding V: on the comparison regarding enactment
L M
H (Service integration (according to a Service-oriented Architecture) into Coppercore-based environments can
solve the problem of limited availability of tools; an aspect that is not satisfactorily covered by current
IMS LD tooling is user-friendly administrative facilities needed
when instantiating UoLs; mobile devices and tighter integration of design and enactment systems to increase flexibility at runtime)
Finding VI: on the comparison regarding observation and traces
L L
H (Observation and traces aspects are limited to the facilities provided
by external tools integrated according to the UoL and by the use
of the monitor service element)
Finding VII: on the comparison regarding re-use/adaptation
H (We are already reusing a general structure (JIGSAW CLFP). Besides, since the JIGSAW–based template implemented in Collage specifies the groups in a
general manner (the actual groups need to be created at
instantiation time), the possibilities of re-using the
script increases)
L M
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Table 6.10 Partial matrix for generating theme-based assertions from case findings, case C (adapted from the worksheet 5A of (Stake, 2005)) H = high importance; M = middling importance; L = low importance. A high
mark means that for this theme, the case findings are or high importance.
Case C:
Original theme 1 High-level generation of
contextualized CSCL scripts reusing CLFPs and focusing on
CSCL critical elements
Original theme 2 IMS LD
computational representation of
CLFP-based scripts
Additional theme 3 Predictions about future
developments around IMS LD and CSCL scripts
Finding I: the script is adequate for the task and objectives of the situation
H (Reach the objectives directly related with the content of the course; the structure of the
experience is considered adequate for the type of task undertaken in the experience)
L
H (Provide more support regarding the preliminary stages
of enacting this type of computer-supported
experiences)
Finding II: the script guides the students according to the CLFPs
H (The experience proceeds to a large extent as it is designed in the script; the guidance in the sequence of activities, as indicated by the
script, is effective and efficient)
H (The experience proceeds to a large
extent as it is designed in the script)
L
Finding III: the script promotes the objectives related to collaborative learning
H (The script fosters the desired objectives related to collaborative learning) L L
Finding IV: the students follow the script using Gridcole
M (Students follow the script successfully using the Gridcole system; students find the system very useful supporting collaboration and indicating what to do and which tools to use in each activity, and they consider that
having access to the system from home provides flexibility)
H (Students follow the script successfully
using the Gridcole system)
L
Finding V: improvements associated to flexibility, awareness and authentication
L L
H (Needs of flexibility - change the composition of groups;
enhancing the intuitiveness of the interface and the addition of
awareness and authentication utilities)
Finding VI: new opportunities for structuring collaboration using ICT
H (Students value very positively the learning scenario in terms of structuring
collaboration and use of supporting technology; usefulness of the approach to
increase the probability of reaching learning outcomes)
L L
Next subsections gather the high-importance findings for each theme, as suggested by the
entries in Table 6.8, Table 6.9 and Table 6.10, and formulate assertions that can help to
satisfactorily understand the quintain. The formulation of the multicase assertions, as the
formulation of case findings, is the result of an interpretative process (Stake, 2005, pp. 72).
6.6.1 Assertion I: the design process facilitates the high-level generation of contextualized
CSCL scripts reusing CLFPs and focusing on CSCL critical elements
Theme 1 appears significantly in case A, what indicates the relevance of this case for
understanding the quintain (regarding this theme). This fact is also highlighted in the formulation of
the multicase study, which anticipates that the main activity enabling the evaluation of the design
process refers to the functioning of creating CSCL scripts by the target audience. On the other hand,
the findings of case B and case C provide additional evidence that combined with case A’s findings
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213
lead to the assertion: “the design process facilitates the high-level generation of contextualized
CSCL scripts reusing CLFPs and focusing on CSCL critical elements.”
First of all, case B’s findings I and IV (cf. Table 6.9) indicate that the main aspects of a script
proposed by a third-party can be modelled with Collage, which implements a pioneering approach:
hiding concepts of LD by providing a design process that offers templates based on sound
collaborative learning practices. These practices are formulated in terms of reusable patterns
(CLFPs) that capture expertise regarding CL flow structures. The originality of our approach is also
emphasized by case A’s finding VI, which concludes that Collage is easier to use, specific to
collaborative learning, and it is the first LD editor providing pattern-based templates. As expected,
the audience of the design process (and the authoring tools implementing it) are teachers interested
in applying CL and using ICT in their practice. They do not need to be CL experts (the design
process provides ideas and fosters the design creativity of users) or expert LD technologists.
According to finding I of case A (cf. Table 6.8), a critical phase in the design process is the
selection of CLFPs, which promotes the understanding of the patterns. Besides, the analysis of the
different experiences studied in case A shows that the steps of the authoring phase facilitate the
reuse of CLFPs in such a way that the resulting script is particularized according to the needs of a
particular situation (finding II). The design process achieves a trade-off between flexibility (in
which the combination of patterns plays an important role), keeping the essence captured in the
CLFPs and hiding LD-specific technological details and providing a clear (but limited) set of design
options. Several findings of case C also imply that the generated script (using Collage) which is
experienced by the students is contextualized according to their particular situation. For example,
case C’s findings VI and I (cf. Table 6.10) indicate that students value very positively the scripted
experience whose structure is considered adequate for the undertaken type of task and which
facilitates reaching the objectives directly related to the concepts of the course.
The learning objectives and the type of task are in effect important CSCL critical elements
according to which the design process enables the conceptualization of the expected interaction in
advance. Case A’s finding III and case C’s finding III provide evidence in this sense. Moreover,
findings IV and V of case A reveal that the design process makes teachers focus on other CSCL
critical elements. In this way, its support regarding the determination of the structure of the activity
flow and the group hierarchy is very satisfactory. The design process also helps to establish the
group size, the textual description of the (eventually micro-structured) activities, the distribution of
resources and the computer support.
The fact that the script created within case B can be successfully (and as expected) enacted with
a system indicates that Collage scripts actually reflect the design intentions. A stronger statement in
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this sense occurs in case C’s findings, especially in findings II and IV which testify that the
experience with real students proceeds as it is designed in the script.
6.6.2 Assertion II: LD is suitable to a large extent for computationally representing CLFP-
based scripts
The analysis accomplished in Chapter Four regarding the support of LD specification to
computationally represent CSCL scripts is completed with the multicase study presented in this
chapter. In effect, the assertion concerning theme 2 is: “LD is suitable to a large extent for
computationally representing CLFP-based scripts.”
This assertion is supported by findings of the three cases studied. The fact that CSCL critical
elements can be determined along the design process when selecting and refining a CLFP-based
template into an LD compliant script (findings I, IV, V of case A) is an important evidence in this
sense. This implies that these elements can be computationally represented with LD. Additional key
indications are provided by case C. Gridcole system interprets the LD script and guides students
reflecting what the teacher expects according to the design accomplished with Collage (case C’s
findings II and IV).
Furthermore, Case B adds significant findings supporting this assertion. In this case, Gridcole
also interprets a Collage UoL representing the main aspects of the scenario proposed by a third-
party (finding III). Besides, the details that cannot be rigorously authored with Collage (due to its
constrained design options) can be added however using other lower-level editors (finding I). This
statement is also supported by other participants in the workshop studied in case B. Its finding III
shows that it is even possible to model the scenario with LD using different approaches. This
indicates the possibilities of the specification, which also supports flexibility by enabling the
determination of the actual number of groups at instantiation time (instead of at design time).
However, this support can be improved as discussed in next assertion.
6.6.3 Assertion III: the design process can be extended with more design options and
further facilities for instantiation and execution will enhance LD-based scripted
CSCL
An additional theme that emerges analyzing the cases is related to the need of interesting future
developments for enhancing the support of CSCL scripts represented using LD. The combination of
case findings regarding this theme originates the assertion III: “the design process can be extended
with more design options and further facilities for instantiation and execution will enhance LD-
based scripted CSCL.”
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Future work regarding the design process is pointed out in findings of case A and case B. It
includes incorporating other types of patterns, such as those related to assessment (case A’s finding
I). This idea is in line with the possibility of integrating other types of reusable elements at other
levels of granularity and completeness (case A’s finding II). Case A’s finding VII introduces the
prospect of extending Collage with support to LD levels B and C. In this sense, finding IV of case
B discusses that this extension should be accomplished by means of reusable elements that
represent specific pedagogical-founded design solutions. In this sense, a research line is the study of
the trade-offs between using more general graphical representations instead of the specific diagrams
of the patterns’ solutions (among other things, to facilitate the integration of more reusable
elements) vs. the intuitiveness.
Further facilities can be added to the implementation of the design process in authoring tools
(such as Collage). For example, case A’s finding V suggests improving the support of the
determination of the group size limits in group hierarchies with automatic checkups. Another
example is indicated in finding VII. It deals with enhancing the selection of patterns enabling more
sophisticated recommendations (using ontologies, for instance).
It is also important to mention here the need of (generally) specifying group services (not
necessarily dedicated to e-mail or conferences) within the environments supporting collaborative
activities. This need appears in cases B (cf. findings I and III) and C that adopt a preliminary
solution which should be enhanced and formulated as an extension of LD or as a complementary
(interoperable) specification (cf. section 4.5.2 of Chapter Four).
Moreover, Case B’s finding V indicates that service integration (according to a Service-oriented
Architecture) into Coppercore-based environments can solve the problem of limited availability of
tools in current LMSs, what constrains the design possibilities. A related problem in this sense is
searching the (service-based) tools that are adequate for supporting the script and which can be
integrated by these systems. This need also appears in case A’s finding V which points out that
Collage does not provide suggestions of recommended content or tools.
The teacher interviewed in case C (cf. finding I) manifest that enhanced support regarding the
preliminary stages of enacting this type of computer-supported experiences is needed. It refers
mainly to user-friendly administrative facilities needed when instantiating UoLs (e.g. creating the
actual number of groups, associating users to groups), which is an aspect not satisfactorily covered
by current LD tooling. This is also a conclusion of the workshop under study in case B’s finding V.
On the other hand, observation and traces aspects are currently limited to the facilities provided
by external tools integrated according to the UoL and by the use of the monitor service element
(case B’s finding VI). Further research and development is needed in this sense, on for example
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how the awareness of the students about their own and their group partners progress along the script
can be supported (case A’s finding VII).
Needs of flexibility are patent in CSCL scripted situations, LD tooling should consider
flexibility facilities such as easily changing the composition of groups at runtime. This idea occurs
for example in case C’s finding V and is enforced in finding V of case B. It can be envisaged that
tighter integration of design, instantiation and enactment systems increases the flexibility.
6.7 Discussion
This chapter undertakes the evaluation phase of this dissertation using a multicase study
methodology. The multicase comprises three cases devoted to different activities that enable the
evaluation of the dissertation’s global contribution (the quintain) from different perspectives. The
conceptual structure of each case and the corresponding data analysis and interpretation remark that
the emphasis of the approaches in the three cases is different. The findings concluded in each case
study are decidedly important to understand the application of our proposal in their specific
situations. However, taking evidence from the case studies in a way that their findings are combined
to understand the aspects of interest (themes) is what enables to characterize the quintain. Although
case A’s findings appear to be the most relevant in this sense, the role of case B and case C is
crucial to illuminate the potential of our contributions as a whole. That is to say, the multicase
involves workshops with the target audience (teachers, case A) and with students (case C), which
experience a resulting product of the approach; but it also involves experts in the CL or LD field
(mini-cases of case study A) and researchers proposing related approaches (case B).
Moreover it is worth mentioning that successful expert review of the contributions is also
manifested as a result of the articles accepted for publication which introduce the main results of
this dissertation. The number of special issues in which they are included together with the fact that
a conference includes a workshop on this topic (case B) manifest that the interest in the domain
problem undertaken by this dissertation is noteworthy.
In addition, the research accomplished in related work, within our GSIC/EMIC group, points to
more indications about the validity and usefulness of our approach as well as to further
considerations for future work. This is the case of the preliminary study about the design tensions
related to socially-mediated vs. computer-mediated scripting in CSCL (Dimitriadis et al., 2007)
which aims at identifying under which circumstances computer-mediated scripting is more efficient
and effective and how the flexibility needed to regulate this tension can be supported by LMSs. On
the other hand, additional evidences about the LD support to represent CLFP-based scripts to be
executed with Gridcole system can be found in (Bote-Lorenzo, 2005). Besides, the influence of the
context in which the dissertation is developed is also noticeable in the accomplishment of the
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multicase study itself, since it benefits from the know-how accumulated in the group in previous
work around case studies (Jorrín-Abellán et al., 2006).
Several reflections can be done after the analysis of the multicase. This chapter and the
associated appendixes C and D make apparent the high load of data involved in the qualitative
perspective of this type of evaluation methodology. Though quantitative data help to indicate
tendencies around the issues of interest, it is the comparative analysis of the qualitative data what
lead to understand and explain the achievements of the contributions as they appear in the several
cases studied. In this sense, the results presented in this chapter imply a devoted work of data
analysis and interpretation which is significantly demanding. However, the conclusions in form of
case findings and multicase assertions show their value beyond the “simple” illustration of having
reached the objectives of the dissertation and entail an additional contribution which offer relevant
founded clues for future work. Next chapter deepens in this sense presenting the conclusions of the
dissertation.
CHAPTER SEVEN
CONCLUSIONS AND FUTURE WORK
This chapter includes the main conclusions of the dissertation along with its main contributions as well as the main directions of future work. Both conclusions and future research directions are related to the three main topics combined in this dissertation: scripting CSCL, patterns in TEL and IMS LD. The global perspective is on fostering their adoption by teachers.
The number of publications related to the work presented in this dissertation (four international journal papers, one book chapter and seven international conference papers), the awards that it has co-received (ICALT 2004 best paper and 2006-2007 European CSCL Award for Excellence in the Field of CSCL Technology) together with the new associated projects that have started or are being currently proposed (MosaicLearning TSI2005-08225-C07-04, VA009A05, EU COST proposal, etc.) are relevant indicators of the success of this research and the importance of its derived future work.
7.1 Conclusions and main contributions
Throughout this dissertation we have tackled several challenges around the problem of
facilitating teachers the design of potentially effective CSCL situations that make use of learning
ICT environments. The literature review presented in Chapter Two has led us to conclude that the
number of individual and group level variables that affect collaborative processes demands a less
rigid design approach than those proposed by Instructional Design solutions for individual learning.
Instead, we have adopted a perspective which relies on the CSCL concern for promoting the
elicitation of productive social interactions as the core mechanisms to reach learning objectives.
From the design viewpoint it involves planning a set of instructions that scaffold the collaborative
situation. When these sets of scaffolding rules are embedded in learning environments, they are
called CSCL scripts. Our focus has been specifically on the scripts reflecting pedagogical methods
that structure CSCL situations at the macro-level, i.e. scripts that basically specify flows of
activities and the groups (and roles) that perform these activities.
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Chapter Two has also described the problems derived by the fact that existing scripting
approaches are typically “hardwired” in purposely devoted environments. These problems include
reusability limitations of the scripts in different situations, significant time and cost efforts when a
new script needs to be supported as well as hindering Participatory Design approaches through
which teachers could actively determine the behaviour and functionality of the scripting
environments. In this sense, the dissertation has advocated the use of suitable computational
representations that enable the formalization of the scripts in such a way that they can be interpreted
and executed by (general) learning management systems (LMSs). In particular, this dissertation has
undertaken three challenges that draw from this approach.
The first challenge dealt with the design of the scripts so that they potentially elicit the desired
interactions. As deeply exposed in Chapter Two, the design of successful scripts considering CSCL
critical elements is not trivial, especially for teachers who are new to CSCL. That chapter also
identified the use of design patterns as the research direction to face up to this challenge. Patterns
formulate design solutions grounded in successfully-proven practice in such a way that they can be
applied and creatively adapted to many different situations (Goodyear, 2005).
Chapter Three has followed an iterative process in which several case studies are analyzed and
relevant literature on design and scripting is reviewed with the objective of identifying the types of
patterns and relationships between patterns that can be used for generating CSCL scripts. As a
result, the chapter has proposed a conceptual model for describing CSCL scripting Pattern
Languages (PLs). The model defines the different types of patterns and relationships among them
so that it is possible to specify numerous meaningful paths enabling the generation of many pattern
sequences that shape the design of specific scripts. Besides, Chapter Three has also discussed
general guidelines for applying the PLs that can be described with the proposed conceptual model.
Moreover, Appendix A includes a PL which is compliant with the model. It comprises only 18
patterns but it illustrates the different types of patterns and relationships considered in the model.
Furthermore, Chapter Three presented three scripts applied in real situations that can be generated
using this PL. Though two of these situations were employed to identify the patterns, the examples
show the PL properties of moral preoccupation, coherence, generativeness and creativity. Yet, a
third authentic situation has been designed explicitly applying the patterns from scratch. The
evaluation results of this third situation provided additional evidences of the fruitful results
associated to the practices formulated in the patterns. The conceptual model, the illustrating PL
and the three scripts reflecting actual interconnected patterns selected from the PL are
contributions that represent a starting point towards agreed high level structures for the production
of CSCL scripting patterns and PLs which enable the sharing of good scripting practices within and
between communities.
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The second challenge coped with the computational representation of the scripts so that they can
be interpreted by software engines integrated in LMSs. CSCL scripts comprise complex
mechanisms and components (interrelations of groups, synchronization of collaborative activity
sequences, etc.) which impose demanding requirements for their machine-readable specification to
candidate Educational Modelling Languages (EMLs). Chapter Two discussed the reasons that
motivate the selection of IMS Learning Design (LD) specification as a potential candidate to
computationally represent the scripts. Besides its declaration of intent to describe collaborative
learning situations, the fact that it is an open specification agreed upon by domain and industry
experts envisages promising interoperability prospects. If the scripts are formalized using LD they
may be executed in any LD compliant environment, with the associated benefits in terms of
reusability, adapted reproducibility, etc.
Chapter Four has faced up to this second challenge tackling the objective of analyzing the
suitability of IMS LD for computationally representing CSCL macro-scripts, as formulated in the
introduction of this dissertation (Chapter One). The first step so as to fulfil this objective was to
identify common CSCL requirements in the scripts. The importance of the requirements was
justified according to a large number of literature sources, one of which aims at providing an
inclusive framework for specifying the characteristics of the scripts. Though it is however not
possible to state that the list of requirements is complete, they comprise characteristics that enable
the description of significant scripts, including the script flow structures suggested by the patterns
presented in Appendix A which are of type CLFP (Collaborative Learning Flow Pattern, as
indicated of the conceptual model proposed in Chapter Three). Chapter Four tested and illustrated
the capacity of the LD notation to support each requirement by means of representative cases. The
chapter also concluded that the LD limitations for computationally representing some
characteristics are minor and discussed how these deficiencies could be supported by
complementary specifications and tools. This discussion did not intent however to provide
definitive proposals but to indicate interesting future research directions (related to the development
of new specifications and system architectures) which would require important efforts in terms of
devoted work and community consensus if we want to foster interoperability. Therefore, the
contributions of the dissertation regarding the second challenge consist of the lessons learned from
this analysis showing the capacity of the LD notation to express CSCL macro-scripts and
pointing out the role of related tooling and eventually complementary specifications.
The third challenge involved the fact that computational representations are not familiar to most
of the teachers. LD is a set of dense technical documents, intended for a technical audience and do
not enforce design processes that support the creation of pedagogically sound designs. The majority
of the teachers do not have advanced technological skills (particularly of LD), nor do they always
have the support of technical experts to create the computationally represented scripts which satisfy
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the requirements of their actual educational situations. Concerning this challenge, Chapter Two
pointed out as a potential solution the provision of graphical authoring tools that generate
computationally-represented scripts.
With the aim of facing up to this challenge in a comprehensive manner that also considers the
previous challenges, Chapter Five has undertaken the objective of proposing a design process that
facilitates the reuse of CLFPs in the creation of CSCL macro-scripts (computationally represented
with LD) in a way that allows teachers to particularize the patterns according to the needs of their
educational situation, making explicit the CSCL critical elements. That chapter discussed how new
approaches to facilitate the creation of LD Units of Learning (UoLs) based on pre-existing learning
design solutions are emerging. The target audience of these approaches is teachers who use
concepts and structures more relevant to their community of practice than the terms of the LD
specification. The chapter introduced a framework that conceptualizes different (existing and yet-to-
come) approaches that drive the creation of full-fledged UoLs by reusing different types of design
solutions. This framework enabled us to situate our contributions and compare it to related work. It
is also in Chapter Five where we proposed a design process using CLFP-based LD-represented
templates as the units of reuse for the creation of scripts. Our target audience is therefore teachers
that are interested in practicing scripted CSCL but not necessarily experts in CSCL and LD. Chapter
Five argued that instead of collecting CSCL scripting patterns in repositories, these patterns can be
explicitly incorporated in design processes embedded in authoring tools as assistants (advising
mechanisms) or as refinable templates and building blocks (partially completed designs or design
chunks). In the case of CLFPs which provides structures of CL flows in their solution, they can be
offered as LD templates. These templates, which are partly completed re-usable designs, include the
description of the flow of activities and associated groups (or roles) that potentially elicit expected
interactions leading to certain well-known CL benefits. The diagrams of the CLFP solutions are
used as the graphical representations of the templates, which include configurable aspects that
depend on the pattern.
The design process includes two main phases: selecting a CLFP-based template and authoring a
CLFP-based UoL. Apart from providing examples and detailed information of the CLFPs, the
selection of templates is supported by using metadata whose elements include the learning
objectives that the CLFP elicits, the type of problems (task-type) that the CLFP best serves, and the
complexity or risks in terms of CL experience needed to put in practice a script based on the
pattern. When teachers select a CLFP-based template, they automatically determine the level of
structure that is necessary to accomplish a set of learning objectives, to elicit certain expected
interaction and to undertake specific task-types. In the authoring phase, teachers refine the
templates, according to the needs of actual educational situations, and indicate further objectives
(beyond those depending on the CLFP) that are typically related to the subject matter or content to
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which the CLFP is applied. Besides, the learning flow can be enriched by combining or
concatenating CLFPs into templates of CLFP hierarchies. In this case, the selection phase is
repeated. Defining the description of the activities and determining the resources needed to support
them implies specifying the structure of the interaction process within activities. This is related to
defining the computer support that is used to sustain learning and expected interaction (face-to-face
or computer mediated). Moreover, determining the group-sizes and providing further information of
groups can be also realized in this phase.
In this way, the design process for the generation of LD scripts reusing CLFPs is the central
contribution of this dissertation since it links several aspects of the previous contributions. As
targeted in the objective tackled in Chapter Five, the design process reduces the technical
complexity by hiding the details of LD and guarantees potential effective results, since it is based
on the reuse of good practices in CL. Consequently, it fosters the reuse of the patterns as a way of
communicating CL expertise to others eventually novice practitioners. In sum, it offers a trade off
between generality and unrestricted design options vs. adequate reuse and particularization of
CLFPs (and hierarchies) and an easy edition of collaborative LDs.
Moreover, the CLFP-based design process is implemented in an authoring tool (Collage).
Chapter Five has thoroughly illustrated the design process, as implemented in Collage, with several
scripts drawn from real practice, what shows the feasibility and usefulness of the whole approach.
Furthermore, these examples have been also employed in Chapter Six within a set of experiences
with teachers, students and educational technologists and researchers with the objective of
evaluating the proposed pattern-based design process for CSCL macro-scripts computationally
represented with LD. In this sense, the evaluation accomplished in Chapter Six is organized as a
multicase study that comprises three different cases. They aim at assessing the design process
but from different perspectives. The first case study is devoted to workshops where mainly the
target audience uses the design process implemented in Collage authoring tool. A second case study
implies the design of a scenario proposed by a third-party using our approach. Both cases also
involve the participation of CSCL and LD experts as well as researchers proposing related
approaches, what enabled us to provide further evidence about the originality of our contributions.
The last case study analyzes an authentic educational situation where students follow a script
created according to the CLFP-based design process. It is worth recapitulating that the findings
concluded in each case study are decidedly important to understand the application of our
contributions in their specific situations. In addition, the combination of the case findings
enabled us to point out the main conclusions about the global aspects of interest of the
proposed design process. These conclusions can be summarized as follows: the design process
facilitates the high-level generation of contextualized scripts reusing CLFPs and focusing on CSCL
critical elements; LD is suitable to a large extent for computationally representing CLFP-based
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scripts; the design process can be extended with more design options; and further facilities for
instantiation and execution will enhance LD-based scripted CSCL.
Moreover it is worth mentioning that successful peer-review of the original contributions of this
dissertation is also manifested as a result of the articles accepted for publication which present the
main results of this dissertation. The achieved publications are mainly four international journal
papers (Hernández-Leo et al., 2005; Hernández-Leo et al., 2005a; Hernández-Leo et al., in 2006e;
Hernández-Leo et al., in press), one book chapter (Hernández-Leo et al., in pressa) and seven
international conference papers (Hernández-Leo et al., 2004; Hernández-Leo et al., 2005b;
Hernández-Leo et al., 2006; Hernández-Leo et al., 2006a; Hernández-Leo et al., 2006b; Hernández-
Leo et al., 2006c; Hernández-Leo et al., 2006d).
Overall, it is possible to state that the dissertation has achieved its global objective which, as
formulated in Chapter One, refers to proposing and evaluating a design process based on patterns
for facilitating the creation of potentially effective CSCL macro-scripts computationally represented
with IMS Learning Design so that they can be interpreted by learning environments such as
Learning Management Systems.
The work accomplished in this doctoral dissertation has also enabled the identification of new
research direction for future work. They are introduced in next section.
7.2 Future research directions
The objectives of the dissertation have been achieved. Besides, this work has identified a
number of open research problems that are summarized next.
Regarding the general use of design patterns in TEL and CSCL, future work includes:
- Using the conceptual model proposed in Chapter Three as a starting point towards an
agreed high level framework that interrelates different types of TEL and CSCL design
patterns. The common framework could include and connect patterns related to different
pedagogical approaches and practices, specific subject matters, and the design of supporting
systems. Having such a framework would foster the combined application of different types
of patterns, the sharing and communication between different communities of practice and
institutions, and the production of new (coherent) patterns. In this sense, the patterns could
be provided in on-line repositories, organized according to the framework. This work
should be accomplished in a way that the considered patterns are suitably validated in the
pattern community using shepherding and writer’s workshops. As a first step, the PL
included in Appendix A could be interconnected to other patterns and patterns languages
proposed in the community. This step would provide further insights about the usefulness
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of the proposed conceptual model and would indicate how it can be extended towards a
wider framework. An opportunity to work in this direction may be provided by an eventual
project (named “SET-uP: Sharing knowledge and expertise in designing learning
environments: the use of design patterns) whose pre-proposal has been recently (March
2007) submitted as a COST (European Cooperation in the field of Scientific and Technical
Research) Action of the EU RTD Framework Programme. This project will bring closer
research and development groups who are working in the area of designing e-learning
experiences in an effort to create, review, refine and evaluate design patterns in a very
systematic way.
- Another interesting direction of future work refers to encoding the semantics of the
relationships between patterns using ontologies. Ontologies will enable explicitly
representing the meaning of patterns (terms) in vocabularies and the relationships between
them. This approach would allow a powerful automatic organization and retrieval of the
patterns.
The proposed CLFP-based design process for the creation of CSCL scripts and its
implementation in Collage can be extended according to several interesting research directions:
- Besides adding more CLFPs, future work concerns the incorporation of other types of
CSCL scripting patterns (not only CLFPs) as assistant or templates depending on the nature
of the pattern, as already discussed in Chapter Five. Moreover, further research should be
accomplished to explore how more flexible design options can be offered with structures
that are not based on patterns but without hindering the proper reuse of patterns’ essence.
This research line is related to a more general challenge in TEL which refers to providing
methods for sharing learning design solutions of different granularity and scope so that
they are reused in a way that facilitate the creation of units of learning (not necessarily
specific to CSCL). In general, chunking pedagogy-based solutions is not trivial, since they
highly depend on context and practice. Furthermore, to facilitate the understanding of the
solutions before their actual reuse, they should be presented to users using different
conceptual approaches as well as different types of graphical representations.
- Supporting pattern-based design of embedded assessment in CSCL script is another
relevant research direction. Formative and summative assessment approaches, considering
individual and group performance, should be integrated in the design process proposed in
the dissertation. The current version of the design process does not explicitly consider the
role of assessment, which is essential in teaching-learning processes. Though assessment is
often used with learning purposes (e.g. peer assessment (Prins, Sluijsmans, Kirschner, &
Strijbos, 2005)), the different possible forms of assessment and their effects depending,
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among other aspects, on the stage of the script deserve a focused attention. In this sense, the
GSIC/EMIC group has recently started working on the pattern-based design of embedded
assessment (Villasclaras-Fernández, Hernández-Leo, Asensio-Pérez, & Dimitriadis,
accepted). The tasks to be accomplished in this direction are: enlarging the pattern language
of Appendix A with new patterns devoted to assessment; refining the conceptual model if
necessary; incorporating the patterns in the design process and, accordingly, in Collage
authoring tool as templates and assistants. In order to formalize assessment patterns as
templates, an important task will be selecting (or developing) a specification that enables its
computational representation. As an initial result we can mention that the incorporation of a
pattern on “peer assessment” is currently being incorporated in Collage as a template
represented with LD.
- Collage is LD level A compliant at the moment. However, we plan to include level B and C
constructs by means of reusable elements that represent specific pedagogically-founded
design solutions and hide the LD complex details that imply these levels of the
specification. For example, the mechanism for distributing the artefacts to be peer-reviewed
in peer assessment pattern-based design is being incorporated in Collage as a building block
that is in charge of including the LD elements (mainly properties and global elements) that
enable such distribution.
- As discussed in Chapter Three, future work also includes the study of using visual
languages to represent patterns’ solutions. This work envisages a potential chance to face
the challenges of easily adding new patterns and other types of reusable solutions to
Collage. This approach would also enable a more general editor that allows the
visualization and modification of UoLs created with other compliant authoring tools.
However, this topic deserves devoted research that investigates the trade offs between
intuitiveness and generality of the different graphical approaches.
- Chapter Five also envisages an interesting challenge which may be considered in future
versions of the proposed design process: the integration of learning design solutions
formalized with different languages so that they can be assembled in order to generate an
LD-compliant UoL (or eventually other types of units of learning expressed with different
computational representations). The work accomplished in (Dodero et al., 2007) represents
a significant starting point towards abstracting the design solutions from the details of the
underlying specifications so that the (model-driven) generation of units of learning from
several meta-models is enabled.
- This dissertation is mainly devoted to macro-scripts. Similar research efforts should be
accomplished concerning micro-scripts. In particular, the support of LD and other
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educational modelling languages for representing this kind of scripts needs to be deeply
analyzed as well as their integration in authoring tools supporting design techniques (such
as pattern-based approaches). The interoperability between macro and micro-scripts should
be afforded so that micro-scripts can be applied to scaffold activities within macro-scripts.
With regard to LD tooling and interoperability specifications, it is possible to point out the
following open problems:
- Chapter Four points out to several requirements of CSCL scripts that would require further
support regarding computational representation and tooling. This is the case of the
specification of grouping aspects such as group formation policies and number of group
limits. These aspects should be implemented by administration tools (and also related
supporting tools such as grouping services or player utilities) in charge of instantiating
UoLs (step in which the actual number of groups and members of each group is indicated)
in combination with eventual exhaustive group composition specifications. Therefore, the
results of this research line are expected to feed into suggestions towards standards and into
the conception of new tools. This work is also related to the need identified in the
evaluation accomplished in Chapter Six which indicates that this type of administration
tools should be user-friendly to foster the adoption of LD. Therefore, the GSIC/EMIC group
is currently developing an administration tool associated to Collage, called
InstanceCollage, which will enable the intuitive creation of groups and the further binding
of individuals to groups according to the CLFP hierarchy structure of a UoL created by
Collage.
- An extension of LD or a new interoperability specification to support the description and
binding of external supporting tools should be developed. Some initial ideas in this sense
are pointed out in Chapter Four, which have been employed in the Gridcole service-based
system (Bote-Lorenzo, 2005). Moreover, the problem related to the specification of data
flow between the tools should be addressed. This is a concern currently undertaken by our
research team. Particularly, we plan to use a workflow standard language in a way that
complements LD maintaining interoperability (Palomino-Ramirez et al., 2007).
- Another tool that we are currently developing as a result of the work of this dissertation
refers to a “process awareness tool” for teachers and students that will allow them to be
aware of the collaborative learning flow during execution: which activities have been
accomplished, which are the next ones, in which activities are involved the rest of the
members of the group that they will form in the following activity, etc. In many CSCL
situations, having such awareness is crucial, among other reasons because participants may
change their groups depending on the phase of the learning flow and may need to know the
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progress of their future team partners. This type of tools is also important for managing
flexibility (accomplishing modifications according to the awareness information).
- The need of enhancing the flexibility support of current LD approaches has been also
manifested in Chapter Six. Several research directions are associated to this problem. They
imply the integration of authoring tools and runtime systems in such a way that execution of
UoLs could be satisfactorily modified according to the evolution of the learning process and
the unexpected circumstances that may appear (e.g. a student, member of a group,
progresses slower or abandons a course). The adaptations could be done by a teacher, an
expert system or artificial intelligent techniques. Regarding CSCL scripts, Dillenbourg et al.
(2007) suggest that the probability of reaching success would be increased if engines handle
the specifications of script constraints that are allowed to be modified along the whole
teaching and learning process. A related challenge entails research about the implications
of using general interfaces of LMSs interpreting computationally represented scripts vs. the
use of specific user interface features specifically designed to satisfy the characteristics of
particular scripts.
- Teachers participating in Collage workshop case study (Chapter Six) missed the fact that
Collage does not provide suggestions of recommended content or tools. In this sense,
semantic search of tools employing an ontology of CSCL tools that uses meaningful
learning abstractions is being researched by our research group (Vega-Gorgojo et al., 2005).
That ontology is the basis of a service discovery facility that is developed for allowing
educators to search service-based CSCL tools using learning concepts (Vega-Gorgojo et al.,
2006).
Finally, additional case studies are needed in order to further evaluate the suitability of the
presented approach in different educational, organizational and technological contexts. Especially
interesting case studies would be those accomplished by external researchers. An initial effort in
this sense is being currently carried out under the MosaicLearning Project (Spanish Ministry of
Education and Science, project TSI2005-08225-C07-04) with an experience that involves doctoral
students of three different Spanish Schools of Telecommunications and Computer Science
Engineering.
APPENDIX A
A CSCL SCRIPTING
PATTERN LANGUAGE
This appendix presents an illustrative CSCL scripting pattern language that enables the generation of CSCL scripts grounded in practice. This pattern language fits in with the conceptual model proposed in Chapter Three.
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A.1 Collaborative learning flow level
Pattern 1.1 JIGSAW **
… within a collaborative learning scenario in which SCRIPTED COLLABORATION (pattern 11 from (E-LEN, 2005)) is seen as a remedy for situations where free collaboration does not lead to learning, it may be necessary to plan how groups will perform a set interrelated activities. This pattern gives the organization of a collaborative learning flow for a context in which several small groups are facing the study of a lot of information for the resolution of the same problem.
If groups of students face resolution of a complex problem/task that can be easily divided into sections or independent sub-problems, an adequate collaborative learning flow may be planned. The flow of collaborative learning activities to be followed in order to solve a complex divisible task should promote the following educational benefits (Aronson et al., 1992; Clarke, 1994; Johnson & Johnson, 1999):
- To promote the feeling that team members need each other to succeed (positive interdependence) - To foster discussion in order to construct students’ knowledge - To ensure that students must contribute their fare share (individual accountability)
However, the solution for structuring collaboration in order to tackle this problem may be complex and probably more appropriate for collaborative learning experienced teachers and learners. It may be best suited for the end of the semester when the students are comfortable with group work. Therefore: Structure the learning flow so that each student (individual or initial group) in a group (“Jigsaw Group”) studies or work around a particular sub-problem. Then, encourage the students of different groups who study the same problem meet in an “Expert Group” for exchanging ideas. These temporary focus groups become experts in the section of the problem given to them. At last, students of each “Jigsaw group” meet to contribute with its “expertise” in order to solve the whole problem.
Collaborative activity around the problem and solution proposal
Introductory individual (or initial group) activity
Collaborative activity around the sub-problem
Individual or initial group (general representation) Teacher
Patterns that complement this pattern: the learning flow of a whole educational unit might comprise this Jigsaw structure preceded or followed by other set of activities, which can be organized as other patterns at the collaborative learning flow level – PYRAMID (Pattern 1.2), BRAINSTORMING (Pattern 1.4), TPS (Pattern 1.3), SIMULATION (Pattern 1.5), TAPPS (Pattern 1.6). If necessary, the learning flow can be enriched according to ENRICHING THE LEARNING PROCESS (Pattern 1.7) or preceded by INTRODUCTORY ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1). Patterns that complete this pattern: some of the Jigsaw phases might be planned according to other collaborative learning flows –PYRAMID (Pattern 1.2), TPS (Pattern 1.3), BRAINSTORMING (Pattern 1.4), TAPPS (Pattern 1.6), or activities – INTRODUCTORY ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1), DISCUSSION GROUP (Pattern 2.2), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5). The groups indicated by the Jigsaw structure may be formed according to FREE GROUP FORMATION (Pattern 4.2), CONTROLLED GROUP FORMATION (Pattern 4.3).
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Pattern 1.2 PYRAMID **
(AKA SNOWBALL) … within a collaborative learning scenario in which SCRIPTED COLLABORATION (pattern 11 from (E-LEN, 2005)) is seen as a remedy for situations where free collaboration does not lead to learning, it may be necessary to plan how groups will perform a set interrelated activities. This pattern gives the organization of a collaborative learning flow for a context in which several students face the collaborative resolution of the same problem.
If groups of students face resolution of a complex problem/task, usually without a concrete solution, whose resolution implies the achievement of gradual consensus among all the students, an adequate collaborative learning flow may be planned. The flow of collaborative learning activities to be followed in order to solve a complex task, whose resolution implies the achievement of gradual consensus, might promote the following educational benefits (Davis, 2002; Gibbs, 1995):
- To promote the feeling that team members need each other to succeed (positive interdependence) - To foster discussion in order to construct students’ knowledge - To enable the development of negotiation skills
The risk involved in structuring collaboration so that a gradual consensus is achieved is medium. That is, the experience needed in collaborative learning needed is not too high. Therefore: Structure the learning flow so that the students start (individually or forming an initial small group) studying the problem and proposing an initial solution. Then, encourage groups (usually pairs) to compare and discuss their proposals and, finally, propose a new shared solution. Guide the students so that the groups join in larger groups in order to generate new agreed proposals. At the end, all the students may propose a final and agreed solution.
Patterns that complement this pattern: the learning flow of a whole educational unit might comprise this Pyramid structure preceded or followed by other set of activities, which can be organized as other patterns (or even the same pattern) at the collaborative learning flow level – JIGSAW (Pattern 1.1), BRAINSTORMING (Pattern 1.4), TPS (Pattern 1.3), SIMULATION (Pattern 1.5), TAPPS (Pattern 1.6). If necessary, the learning flow can be enriched according to ENRICHING THE LEARNING PROCESSES (Pattern 1.7) or preceded by INTRODUCTORY ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1). Patterns that complete this pattern: some of the Pyramid levels might be planned according to other collaborative learning flows – JIGSAW (Pattern 1.1), TPS (Pattern 1.3), BRAINSTORMING (Pattern 1.4), TAPPS (Pattern 1.6), or activities – INTRODUCTORY ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1), DISCUSSION GROUP (Pattern 2.2), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5). The groups indicated by the Pyramid structure may be formed according to FREE GROUP FORMATION (Pattern 4.2), CONTROLLED GROUP FORMATION (Pattern 4.3).
PHASE N: All propose a final and agreed solution PHASE i: Compare, discuss and propose a shared solution
PHASE 1: Individual (or initial group) study of the problem. Proposes a solution
Individual or initial group(general representation)
Teacher
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Pattern 1.3 THINK-PAIR-SHARE (TPS) **
… within a collaborative learning scenario in which SCRIPTED COLLABORATION (pattern 11 from (E-LEN, 2005)) is seen as a remedy for situations where free collaboration does not lead to learning, it may be necessary to plan how groups will perform a set interrelated activities. This pattern gives the organization of a collaborative learning flow for a context in which students are paired to solve a challenging or open-ended question.
If groups of students face resolution of a challenging or open-ended question, an adequate collaborative learning flow may be planned. Students are much more willing to respond after they have had a chance to discuss their ideas with a classmate because if the answer is wrong, the embarrassment is shared. Also, the responses received are often more intellectually concise since students have had a chance to reflect on their ideas with the one another. The flow of collaborative learning activities to be followed in order to solve a challenging or open-ended question, might promote the following educational benefits (NISE, 1997; Millis & Cottell, 1998):
- To promote the feeling that team members need each other to succeed (positive interdependence). - To foster discussion in order to construct students’ knowledge. - To focus students’ attention on a particular topic. - To give a chance to formulate answers by retrieving information from long-term memory.
The solution for structuring collaboration in order to tackle this problem may be ideally suited for individuals who are new to collaborative learning. Therefore: Structure the learning flow so that each student has time to think about the question. Then, encourage them to pair and discuss their ideas about the question. Finally, they may comment or take a classroom “vote”.
They comment or take a classroom “vote”
They pair and discuss their ideas about the question
Each participant has time to think about the question
Patterns that complement this pattern: the learning flow of a whole educational unit might comprise this TPS structure preceded or followed by other set of activities, which can be organized as other patterns at the collaborative learning flow level – JIGSAW (Pattern 1.1), PYRAMID (Pattern 1.2), BRAINSTORMING (Pattern 1.4), SIMULATION (Pattern 1.5), TAPPS (Pattern 1.6). If necessary, the learning flow can be enriched according to ENRICHING THE LEARNING PROCESSES (Pattern 1.7) or preceded by INTRODUCTORY ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1).
Patterns that complete this pattern: some of the TPS phases might be planned according to other collaborative learning flows – JIGSAW (Pattern 1.1), PYRAMID (Pattern 1.2), BRAINSTORMING (Pattern 1.4), TAPPS (Pattern 1.6), or activities – INTRODUCTORY ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1), DISCUSSION GROUP (Pattern 2.2), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5). The groups indicated by the TPS structure may be formed according to FREE GROUP FORMATION (Pattern 4.2), CONTROLLED GROUP FORMATION (Pattern 4.3).
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Pattern 1.4 BRAINSTORMING**
(AKA ROUNDTABLE) … within a collaborative learning scenario in which SCRIPTED COLLABORATION (pattern 11 from (E-LEN, 2005)) is seen as a remedy for situations where free collaboration does not lead to learning, it may be necessary to plan how groups will perform a set interrelated activities. This pattern gives the organization of a collaborative learning flow for a context in which several students face the generation of a large number of ideas.
If groups of students face the resolution of a problem whose solution requires the generation of a large number of possible answers/ideas in a short period of time, an adequate collaborative learning flow may be planned. The flow of collaborative learning activities to be followed in order to solve a task, whose resolution implies the generation of a large number of possible answers/ideas in a short period of time, might promote the following educational benefits (NISE, 1997; Millis & Cottell, 1998):
- To encourage learners to take risks in sharing their ideas - To demonstrate students that their knowledge and their language abilities are valued and accepted - To teach acceptance and respect for individual differences - To focus students’ attention on a particular topic
The solution for structuring collaboration so that a large number of ideas are generated may be ideally suited for newly formed groups, since they do not need to clarify their ideas. Therefore: Structure the learning flow so that students in the same group write down their answers to stated question. Explanations, evaluations, and questions are not permitted as the ideas are generated. This process might continue until students run out of possible solutions. After that, encourage each group to review and clarify their ideas. If needed, the group may present the generated ideas to the rest of the class.
Patterns that complement this pattern: the learning flow of a whole educational unit might comprise this Brainstorming structure preceded or followed by other set of activities, which can be organized as other patterns at the collaborative learning flow level – JIGSAW (Pattern 1.1), PYRAMID (Pattern 1.2), TPS (Pattern 1.3), SIMULATION (Pattern 1.5), TAPPS (Pattern 1.6). If necessary, the learning flow can be enriched according to ENRICHING THE LEARNING PROCESSES (Pattern 1.7) or preceded by INTRODUCTORY ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1).
Patterns that complete this pattern: some of the Brainstorming phases might be planned according to other collaborative learning flows – JIGSAW (Pattern 1.1), PYRAMID (Pattern 1.2), TPS (Pattern 1.3), TAPPS (Pattern 1.6), or activities – INTRODUCTORY ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1), DISCUSSION GROUP (Pattern 2.2), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5). The groups indicated by the TPS structure may be formed according to FREE GROUP FORMATION (Pattern 4.2), CONTROLLED GROUP FORMATION (Pattern 4.3). Each brainstorming group may comprise a FACILITATOR (Pattern 4.1).
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Pattern 1.5 SIMULATION **
(AKA ROLE-PLAY) … within a collaborative learning scenario in which SCRIPTED COLLABORATION (pattern 11 from (E-LEN, 2005)) is seen as a remedy for situations where free collaboration does not lead to learning, it may be necessary to plan how groups will perform a set interrelated activities. This pattern gives the organization of a collaborative learning flow for a context in which the members of one or several groups perform a character in a simulation.
If groups of students face a problem whose resolution implies the simulation of a situation in which several characters are involved, an adequate collaborative learning flow may be planned. The flow of collaborative learning activities to be followed in order to solve a task, whose resolution implies the simulation of a situation in which several characters are involved, might promote the following educational benefits (Paulsen, 1995):
- To promote the feeling that team members need each other to succeed (positive independence) - To ensure that students must contribute their fare share (individual accountability) - To help students feel as well as understand the dynamics of a complex situation
The risk involved in charring out a simulation/role play is medium or high. Role-plays are usually hard to organize in large classes and that students may feel too shy or too time restricted to participate effectively in real-time simulations. Therefore: Structure the learning flow so that each student consults information about the problem/situation to be simulated and prepare the role of their character. Then, encourage the students in the same simulation group (usually small groups) perform a particular situation related to the problem. After that, the trained simulations may be performed to the rest of the class (large group). Finally, the whole class may discuss and share their conclusions about the problem.
Patterns that complement this pattern: the learning flow of a whole educational unit might comprise this Simulation structure preceded or followed by other set of activities, which can be organized as other patterns at the collaborative learning flow level – JIGSAW (Pattern 1.1), PYRAMID (Pattern 1.2), TPS (Pattern 1.3), BRAINSTORMING (Pattern 1.4), TAPPS (Pattern 1.6). If necessary, the learning flow can be enriched according to ENRICHING THE LEARNING PROCESSES (Pattern 1.7) or preceded by INTRODUCTORY ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1).
Patterns that complete this pattern: some of the Simulation phases might be planned according to other collaborative learning flows – JIGSAW (Pattern 1.1), PYRAMID (Pattern 1.2), TPS (Pattern 1.3), TAPPS (Pattern 1.6), or activities – INTRODUCTORY ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1), DISCUSSION GROUP (Pattern 2.2), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5). The groups indicated by the TPS structure may be formed according to FREE GROUP FORMATION (Pattern 4.2), CONTROLLED GROUP FORMATION (Pattern 4.3).
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Pattern 1.6 THINKING ALOUD PAIR PROBLEM SOLVING (TAPPS) **
… within a collaborative learning scenario in which SCRIPTED COLLABORATION (pattern 11 from (E-LEN, 2005)) is seen as a remedy for situations where free collaboration does not lead to learning, it may be necessary to plan how groups will perform a set interrelated activities. This pattern gives the organization of a collaborative learning flow for a context in which several students are paired and given a series of problems.
If students face a series of problems whose solutions imply reasoning processes, an adequate collaborative learning flow may be planned. The flow of collaborative learning activities to be followed in order to solve a series of problems whose solutions imply reasoning processes, might promote the following educational benefits (NISE, 1997; Millis & Cottell, 1998; Slavin, 1995):
- To foster discussion in order to construct students’ knowledge - To permit students to rehearse the concepts and produce a deeper understanding of the material - To encourage analytical reasoning skills - To support problem solving skills
The risk involved in structuring collaboration so that a series of problems are reasoned in pairs is medium. That is, the experience needed in collaborative learning needed is not too high. Therefore: Structure the learning flow so that students are paired and given a series of problems. Give the two students specific roles that switch with each problem: Problem Solver and Listener. The problem solver reads aloud and talks through the solution of the problem. The other (the Listener) follows the Problem Solver’s steps and catches any errors that occur. The Listener may ask questions if the Problem Solver’s thought process becomes unclear. The question asked, however, should not guide the problem solver to a solution nor should they explicitly highlight a specific error except to comment that an error has been made.
Patterns that complement this pattern: the learning flow of a whole educational unit might comprise this TAPPS structure preceded or followed by other set of activities, which can be organized as other patterns at the collaborative learning flow level – JIGSAW (Pattern 1.1), PYRAMID (Pattern 1.2), TPS (Pattern 1.3), BRAINSTORMING (Pattern 1.4), SIMULATION (Pattern 1.5). In necessary, the learning flow can be enriched according to ENRICHING THE LEARNING PROCESSES (Pattern 1.7) or preceded by INTRODUCTORY ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1).
Patterns that complete this pattern: the phase N+1 of the TAPPS phases might be planned according to other collaborative learning flows – JIGSAW (Pattern 1.1), PYRAMID (Pattern 1.2), TPS (Pattern 1.3), BRAINSTORMING (Pattern 1.4), or activities – DISCUSSION GROUP (Pattern 2.2), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5). The groups indicated by the TPS structure may be formed according to FREE GROUP FORMATION (Pattern 4.2), CONTROLLED GROUP FORMATION (Pattern 4.3).
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Pattern 1.7 ENRICHING THE LEARNING PROCESS
… within a collaborative learning scenario in which SCRIPTED COLLABORATION (pattern 11 from (E-LEN, 2005)) is seen as a remedy for situations where free collaboration does not lead to learning, this pattern proposes how to enrich the learning process for a synchronous context in which the process of the concurrent activities included in a scrip, which are performed simultaneously by different groups, is not the same.
How can the learning process be designed so that the (group of) students that perform some activities at faster rates can employ the time till the rest of the group finish (note that in collaborative learning synchronization of group activities is a key issue) to escalate the level and quality of the learning experiences? The reasons of why the progress of different group of students is different may be, for instance, the different backgrounds of the members of the groups, their organizational skills or the particular skills needed to perform a particular task (artistic skills, technological skills). Apart from the feeling of boredom that can appear among the groups that finish first (and might wait for the rest of the groups before continuing with the next activity, maybe because they have to form different groups), in Education it is advisable to provide students with the opportunities, resources and encouragement necessary to achieve their maximum potential without decreasing their motivation (Renzulli & Reis, 2005). Therefore: Apply the know-how of gifted education to improve the learning process (the collaboration script) in a way that some enriching challenging complementary activities are provided for the (groups of) students that already completed any (basic or curricular) activity of the design. Note that enriching activities might be planned following an organized approach with clear goals (related to the general objectives of the whole learning design) and a definable structure. Three types of enrichment activities can be considered: type 1 suggest exposing students to a wide variety of topics, hobbies, places that would not ordinarily be covered in the curriculum, type II consists of training general activities that promotes the development of processes such as creative thinking or communication skills, and type III may be devoted to students who become interested in pursuing a self-selected area and have the time necessary for advanced content acquisition and process training in which they assume the role of a first-hand inquirer.
Patterns that complement this pattern: enriching activities may precede, follow or be included within collaborative learning flow structures – JIGSAW (Pattern 1.1), PYRAMID (Pattern 1.2), TPS (Pattern 1.3), BRAINSTORMING (Pattern 1.4), SIMULATION (Pattern 1.5), TAPPS (Pattern 1.6).
Patterns that complete this pattern: enriching activities may be planned according to other collaborative learning flows – JIGSAW (Pattern 1.1), PYRAMID (Pattern 1.2), TPS (Pattern 1.3), BRAINSTORMING (Pattern 1.4), TAPPS (Pattern 1.6), or activities – DISCUSSION GROUP (Pattern 2.2), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5).
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A.2 Activity level
Pattern 2.1 INTRODUCTORY ACTIVITY: LEARNING DESIGN AWARENESS *
… within a scripted collaborative learning scenario whose flow of activities may be structured according to patterns at the collaborative learning flow JIGSAW (Pattern 1.1), PYRAMID (Pattern 1.2), TPS (Pattern 1.3), BRAINSTORMING (Pattern 1.4), SIMULATION (Pattern 1.5), TAPPS (Pattern 1.6), this pattern proposes to consider an introductory activity explaining the collaborative learning design for a context in which meaningful learning and positive interdependence are desired to be fostered.
Students may be aware of the collaborative learning process that they will perform so that their learning is potentially meaningful and so that positive interdependence among the members of the groups is encouraged. This pattern discusses how this might be accomplished. One of the principles of instruction is that learning is facilitated when learners are shown the task that will be able to do or the problem they will be able to solve as a result of completing a module or course, i.e. learning is facilitated when learners are engaged at the problem or task level not just the operation of action level (the actions and operations that comprise the tasks). Showing learners the task or problem they will be able to solve is more effective that stating abstract learning objectives (Merril, 2002). On the other hand, many researchers (such as (Dillenbourg, 1999a)) in order to differentiate cooperation vs. collaboration, emphasise the contributions of group members and associate cooperative with division of labour procedures and collaborative with equality of contributions to the same problem solution. In this sense, collaboration scripts, which are often complex (risky) learning processes, need a high degree of positive interdependence so that the performance and interaction in a collaborative learning setting is successful (Strijbos et al., 2004). Positive interdependence refers to the perception that a member of the group is linked with others in a way so that (s)he cannot succeed unless they do (and vice versa); i.e., their work benefits (s)he and her/his work benefits them (Johnson & Johnson, 1999). It promotes cohesion and a heightened sense of belonging to a group. In order to promote the feeling that team members need each other to succeed, it is necessary to let students be aware of the whole collaborative learning process they will perform, so that they understand: Why the are going to collaborate? How is going to be the collaboration (coordination among groups, etc.)? How dependent is their performance on the performance of the others? Therefore:
Include in the learning flow an introductory activity that explains the whole learning design: present the task (or problem) they will solve and the flow (sequence) of activities they will perform (including the different groups they may form) in order to complete the task.
Patterns that complement this pattern: this type of introductory activity might precede other activities – DISCUSSION GROUP (Pattern 2.2), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5).
Patterns that complete this pattern: a FACILITATOR (Pattern 4.1) may be in charge of keeping awareness of the whole learning design. Use GUIDING QUESTIONS (Pattern 3.3) to check if the learning design has been understood.
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Pattern 2.2 DISCUSSION GROUP
A version of this pattern appears in (Goodyear, 2005).
… within a scripted collaborative learning scenario whose flow of activities may be structured according to patterns at the collaborative learning flow JIGSAW (Pattern 1.1), PYRAMID (Pattern 1.2), TPS (Pattern 1.3), BRAINSTORMING (Pattern 1.4), there may be activities devoted to discussion. This pattern is mainly concerned with the establishment of appropriate organizational forms for knowledge sharing, questioning and critique.
Discussion groups are the most common way of organizing activity in networked learning environments. The degree to which a discussion is structured, and the choice of structure, is key in determining how successfully the discussion will promote learning for the participants. Discussions can be relatively structured or relatively unstructured, and they may also change their character over a period of time. It is not uncommon for a teacher to set up a discussion in quite a formal or structured way, and for the structure then to soften as time goes by - for example, as the participants take hold of the conversation, opening up and following new lines of interest. The structure of a discussion should be such that it increases the likelihood of:
a) an active and substantial discussion, with plenty of on task contributions b) the students coming away from the discussion with a good understanding of the contributions made c) contributions being made by all members of the group and 'listened' to by all other members of the
group. Unstructured discussions run the risks of (for example)
• not getting going properly within the time available • dissipating into a number of loosely related strands that fail to engage effectively with subject being
studied • dissolving into monologues or two way conversations that fail to involve the whole group.
(Pilkington & Walker, 2003) have demonstrated the value of assigning explicit group roles in online discussion groups. Some writers, for example, (McConnell, 2000) are not sure about the validity of the teacher setting specific structuring devices, preferring to make the group itself responsible for determining how it wants to discuss things, or carry out its work more generally. Therefore:
Start the discussion by establishing its structure. Make the rules and timetable for this structure explicit to all the members of the group. Where there is little time available to the group for the discussion, and/or the members of the group are inexperienced at holding online discussions, the teacher/facilitator should set the structure. Where the students are to set their own structure, the teacher/facilitator should give them support and ideas about how to do this, and encourage them to do so in a fair and timely way.
Patterns that complement this pattern: this type of activity might follow or precede other activities – INTRODUCTORY ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5).
Patterns that specialize this pattern: PREPARING FRUITFUL DISCUSSIONS USING SURVEYS (Pattern 2.3), ENRICHING DISCUSSIONS BY GENERATING COGNITIVE CONFLICTS (Pattern 2.4).
Patterns that complete this pattern: GUIDING QUESTIONS (Pattern 3.3), FACILITATOR (Pattern 4.1), FREE GROUP FORMATION (Pattern 4.2), CONTROLLED GROUP FORMATION (Pattern 4.3).
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Pattern 2.3 PREPARING FRUIFUL DISCUSSIONS USING SURVEYS *
… an activity organized according to DISCUSSION GROUP (Pattern 2.2) may consider the results of a previous activity or their ideas about a subject posed by the teacher.
The exploration of contradictory views in a discussion can promote a deeper understanding of a subject. It can stimulate each participant to develop their own opinions and explore their reason for them. Discussions are not sometimes much fruitful because of a lack of structure of the ideas to debate. Another reason that causes this problem is that very often participants do not know the opinions and ideas of the rest of participants (Gómez et al., 2002; Martínez-Monés et al., 2005). Unstructured discussions run the risks of:
• not getting going properly within the time available, • dissipating into a number of loosely related strands that fail to engage effectively with subject being
studied, • dissolving into monologues or two way conversations that fail to involve the whole group.
Therefore: Before the discussion takes place, prepare a survey or questionnaire with questions related to the topics that might be particularly discussed. The students might answer the survey thus enabling them to organize their ideas and helping them to find arguments to defend their opinions on the main topics.
Patterns that complement this pattern: this organization may precede ENRICHING DISCUSSIONS BY GENERATING COGNITIVE CONFLICTS (Pattern 2.4) and might follow or precede other types of activities – INTRODUCTORY ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5).
Patterns that complete this pattern: MANAGING OF ON-LINE QUESTIONNAIRES (Pattern 3.2), GUIDING QUESTIONS (Pattern 3.3), FACILITATOR (Pattern 4.1).
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Pattern 2.4 ENRICHING DISCUSSIONS BY GENERATING COGNITIVE CONFLICTS *
… an activity organized according to DISCUSSION GROUP (Pattern 2.2) may consider the results of a previous activity or their ideas about a subject posed by the teacher.
Sometimes students are reluctant to challenge each other’s different views on a particular subject or the results from a particular activity during a discussion. When a student raises a different view or result after having being asked by the facilitator, the others have not reflected on the potential causes of the different approaches. Therefore, the other students avoid being involved in the discussion as they are not confident on what to argue (Johnson & Johnson, 1999; Gómez et al., 2002; Martínez-Monés et al., 2005). Therefore: Before the discussion takes place, the students should know, in advance, the others’ point of views or their outcomes from the learning activity they are going to discuss about. Also, they should have enough time to reflect on why there are different approaches. Sometimes, those reflections may generate cognitive conflicts enabling the students to notice that their opinions or their results may be wrong, thus generating new questions and new approaches to the discussed issue they had not thought of and thus generating learning. Sometimes (especially when there is not a unique answer to a question) the reflection on the differences may help the students to think of arguments to reinforce their opinions or to defend their results. The availability of those arguments may motivate the student to take part in the subsequent discussion.
Patterns that complement this pattern: this organization may follow PREPARING FRUIFUL DISCUSSIONS USING SURVEYS (Pattern 2.3) and might follow or precede other types of activities – INTRODUCTORY ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5).
Patterns that complete this pattern: STRUCTURED SPACE FOR GROUP TASKS (Pattern 3.1), GUIDING QUESTIONS (Pattern 3.3), FACILITATOR (Pattern 4.1), FREE GROUP FORMATION (Pattern 4.2), CONTROLLED GROUP FORMATION (Pattern 4.3).
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Pattern 2.5 THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING
A version of this pattern appears in (TELL, 2005a) by S. Bartoluzzi and P. Goodyear.
… within a scripted collaborative learning scenario whose flow of activities may be structured according to patterns at the collaborative learning flow JIGSAW (Pattern 1.1), PYRAMID (Pattern 1.2), TPS (Pattern 1.3), BRAINSTORMING (Pattern 1.4), there may be activities devoted to creation of an artifact to be assess. How we assess students’ work is one of the most significant decisions we make in educational design, not just because of issues of fairness and accuracy but also because how we set out to test students affects how they approach their work as learners. Assessment techniques need to be valid and reliable but they also drive learning.
Assessment regimes which prioritize technical measurement issues, such as validity and reliability, may ignore the effects of the test on students’ approaches to learning. On the other hand, we do need to assess students’ work, and our approaches must be fair and reasonable. Students take assessment tasks very seriously, especially when the grade they get for a task affects their final qualification, or the speed with which they progress to the completion of their studies. The nature of the assessment regime on a course unit affects how students approach their study (Biggs, 1999). For example, if the assessment regime consists mainly or exclusively of an end-of-course formal examination (time limited, unseen exam paper, no access to books or notes, etc), then students are much more likely to take a surface approach to study. This tendency will be strengthened further if they feel the curriculum is overloaded with content. Surface study strategies include rote memorisation and avoidance of reading material that is outside the core of the course. The knowledge developed through surface approaches tends to be inert and fragmented – hard to apply (Renkl, Mandl, & Gruber, 1996). Since we value the acquisition of flexibly organised, well-integrated and applicable knowledge – what can be called working knowledge – then we need assessment strategies that favour deep rather than surface learning (Biggs, 1999). Deep learning involves the personal construction of meaning, learning for understanding, learning processes which transform current conceptions, etc). Rather than leaving assessment till the finish of the course, where it marks the end of learning, it can be possible, and advantageous, to make the assessment task the vehicle for learning (Knight, 1995). An example is where the students’ main activity on a course is a project-like assessment task. This can also change the relationship between the materials students read and the assessment task. Instead of the assessment being a test of how well the materials have been memorised, the materials become a resource for the assessment project. A key aspect is that the assessment task must be one of the main things – if not the main thing – on which the students focus during their period of study. It is possible for the students’ work to be distributed across a small number of such tasks, but too great a number will create an incoherent learning experience. Therefore: Put a project-like assessment task at the heart of your course unit. Give students a lot of control over how they will carry out the task and make sure they have sufficient time to plan and execute it well. Let them have a strong voice in deciding exactly what the assessment task will consist of. Do not introduce other assessment tasks unless really necessary – such things can easily act as distractions and will dissipate the student’s intellectual energy.
Patterns that complement this pattern: this type of activity might follow or precede other activities – INTRODUCTORY ACTIVITY: LEARNING DESIGN AWARENESS (Pattern 2.1), DISCUSSION GROUP (Pattern 2.2).
Patterns that complete this pattern: STRUCTURED SPACE FOR GROUP TASKS (Pattern 3.1), GUIDING QUESTIONS (Pattern 3.3), FACILITATOR (Pattern 4.1), FREE GROUP FORMATION (Pattern 4.2).
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A.3 Resource level
Pattern 3.1 STRUCTURED SPACE FOR GROUP TASKS
A version of this pattern appears in (TELL, 2005a) by S. Bartoluzzi and P. Goodyear.
… a collaborative activity – ENRICHING DISCUSSIONS BY GENERATING COGNITIVE CONFLICTS (Pattern 1.7), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5) – may require an online space to facilitate their work.
Sometimes students require an online space that facilitates their collaboration. In some situations, it makes sense to leave to each group the decisions about what tools, etc, they will use. This is particularly important where one of the intended learning benefits is that students become more capable at organising and managing their own online collaborative activity. (Learning to become a virtual team-worker, etc). However, in many cases, it simply distracts the group’s attention from the main task at hand and can make the early part of their work together much less effective. This is another case where getting the right balance between structure and freedom can be achieved through providing an adequate starting framework – in this case, a reasonably well-configured online space for a small group task – but ensuring that groups can modify the space to suit their own preferences and emerging needs. In many small group tasks, the group members need (i) somewhere to discuss their work (a space for planning, and monitoring the work as it goes along), (ii) somewhere to share a growing pool of relevant resources (e.g. useful papers they have identified, etc), (iii) somewhere to lodge the evolving versions of their joint product. Neither a discussion-oriented tool nor a shared editing tool is quite right for all purposes. Discussion tools, such as a threaded discussion forum are good for helping with the structure and flow of a discussion about planning, but don’t help much with document management, version control, etc. Document repositories can be good for sharing resources, and some will allow annotation. But they aren’t good for discussion. Collaborative writing tools, such as a wiki, are good for some kinds of joint document production, but aren’t so useful for discussing the process of document production. Ideally, one needs to be able to provide each of these things, in some reconfigurable, customisable environment. If students do not have the will or the skills to do the customisation, then what you provide must be adequate for their task. But it should not imprison those students who do have the skills and the will to improve the tools to hand. Therefore: Ensure that the set of collaboration tools you make available to students can support sharing of resources and products and group processes.
Patterns that complement this pattern: MANAGING OF ON-LINE QUESTIONNAIRES (Pattern 3.2).
Patterns that complete this pattern: depending on the collaboration tools available in the structured space the principles of other patterns may be considered – FACILITATOR (Pattern 4.1), FREE GROUP FORMATION (Pattern 4.2), CONTROLLED GROUP FORMATION (Pattern 4.3).�
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Pattern 3.2 MANAGEMENT OF ON-LINE QUESTIONNAIRES**
A version of this pattern appears in (Avgeriou et al., 2003; TELL, 2005a)
… a collaborative activity – PREPARING FRUIFUL DISCUSSIONS USING SURVEYS (Pattern 2.3), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5) – may require the use of web-based questionnaires.
How can web-based questionnaires be created, delivered and graded? The administration of on-line tests for the assessment of students is a common task for the majority of learning systems. The creation and delivery of questions and tests over the Web is a complicated task due to the interactive, sophisticated nature of the web-based questionnaires. Therefore: Provide a mechanism for the creation of on-line questions: closed-end questions with predefined answers, that are able to be automatically graded and open-end questions, which need to be graded by an instructor. Allow the Instructors that create the questions, to be able to allocate a grade to each question. Also give them the ability to announce the schedule of on-line tests so that students are informed in time. Develop a run-time system for the delivery of the tests at the time scheduled, the automatic grading of closed-end questions, the automatic submission of answers to open-end questions to the Instructors and the storage of the results into the students’ records. In case of self-assessment questionnaires, assign particular questions to learning units where the student should check the knowledge she/he is supposed to have obtained. The run-time system should make these questions available to the students whenever they access the particular learning units.
Patterns that complement this pattern: STRUCTURED SPACE FOR GROUP TASK (Pattern 3.1).
Patterns that complete this pattern: GUIDING QUESTIONS (Pattern 3.3).
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Pattern 3.3 GUIDING QUESTIONS
… a collaborative activity – DISCUSSION GROUP (Pattern 2.2), ENRICHING DISCUSSIONS BY GENERATING COGNITIVE CONFLICTS (Pattern 2.4), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5) – may provide some hints supporting decision making about the completion of tasks.
A group of students that collaboratively perform a learning task are not sure on the criteria for deciding whether they have completed it or whether it fulfils the expected results. For some learning tasks in which the students do not have a clear knowledge of the expected outcomes, it may be difficult for them to decide when the task is completed. This may be due to their fear of not having done enough work or lack of ability for judging themselves. Some kind of conflict resolution (Johnson & Johnson, 1999) might be used for achieving a consensus on that but it would just be based on personal opinions and therefore the students, for the same reasons, would not be very confident on that. Also, the teacher might take the decision (or even just impose a time constraint) but the students would still not know why the task is completed. Therefore: Provide the students with a list of questions that they might be capable of answering as they advance with the task. The questions might not only deal with procedural issues (e.g., have you finished the introductory section of the document?) but mainly with the content of the activity itself. These questions would help the students to focus on important issues of the task as well as potentially generate cognitive conflicts with their previous knowledge or with the knowledge they are producing by means of the activity itself. Also, the students may be aware of the importance of self-posing questions on what they are learning as a way of enhancing and enlarging their knowledge (i.e. there might not only be an improvement of the task “tangible” outcome but also an improvement of the learning process itself).
Patterns that complement this pattern: STRUCTURED SPACE FOR GROUP TASK (Pattern 3.1), MANAGING OF ON-LINE QUESTIONNAIRES (Pattern 3.2).
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A.4 Roles and common collaborative mechanisms level
Pattern 4.1 FACILITATOR*
Facilitating the work that a group has to collaboratively accomplish is a recurring problem in the context of collaborative learning flows – BRAINSTORMING (Pattern 1.4), activities – DISCUSSION GROUP (Pattern 2.2), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5) and supporting tools – STRUCTURED SPACE FOR GROUP TASKS (Pattern 3.1), MANAGEMENT OF ON-LINE QUESTIONNAIRES (Pattern 3.2).
Students might be guided towards greater independence (autonomous learning) in collaborative learning situations and, at the same time, towards effective collaboration. Autonomous learning is an important issue in education, which foster a greater independence of the students. This issue may be also considered in collaborative learning. Promoting self-organization helps to a large extent the achievement of greater independence. A group self-organizes by developing and sharing roles for team members, sharing workloads, etc. (Martínez-Monés et al., 2005). Allowing students to freely form groups and organize the work within groups might also promote students’ responsibility. However, fostering this independence should not damage effective collaboration (Paulsen, 1995; Davie, 1989). Therefore: Become a facilitator: motivate, introduce deadlines, help people get started, give them feedback, weave the contributions of different participants together, get it un-stuck when necessary, make sure all have opportunity to participate and learn, deal with individuals who are disruptive or get off the track, bring in new material to freshen it up periodically, and get feedback from the group on how things are going and what might happen next.
Patterns that complement this pattern: FREE GROUP FORMATION (Pattern 4.2), CONTROLLED GROUP FORMATION (Pattern 4.3).
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Pattern 4.2 FREE GROUP FORMATION
Partly based on the patterns FORMING GROUPS FOR GROUP WORK WITHIN A CLASSROOM CONTEXT and FORMING GROUPS FOR COLLABORATIVE KNOWLEDGE BUILDING included in (E-LEN, 2005) by Gaby Lutgens.
Forming groups is necessary to comply with the types of groups indicated by collaborative learning flows – JIGSAW (Pattern 1.1), PYRAMID (Pattern 1.2), TPS (Pattern 1.3), BRAINSTORMING (Pattern 1.4), SIMULATION (Pattern 1.5), TAPPS (Pattern 1.6), the specific groups demanded by activities – DISCUSSION GROUP (Pattern 2.2), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5) and, even, the functionality provided by supporting tools – STRUCTURED SPACE FOR GROUP TASKS (Pattern 3.1). This pattern gives an approach to group formation for a context in which a group of students tackle a large demanding assignment.
How can a group of students be formed when they are asked to work on a large demanding assignment? Generally, groups should be heterogeneous, should not isolate minority students and should be formed by the teachers (NISE, 1997). However, it is important that students feel comfortable, especially when the assignment is large, demanding and product-oriented and have a strong importance related to grading. Simply allocating the same mark of every student in a group can lead to the problem of free-riders (Cronholm & Melin, 2006). In fact, there are many problems related to difference preferences that may emerge and obstruct learning. Different wishes about working times, geographical distance between the students, diverse study techniques or ways of thinking, differences in motivation (different level of ambition related to grading, commitments to the task and to the goal of the course) may lead to group conflict and non-creative group climate. Social sensitivity is an important aspect when assembling groups (Cronholm et al., 2006). Therefore: Ask students their opinion related to group formation. Let them form the groups themselves, if they prefer so. You might instead opt for a semi-free group formation approach where the students only select part of the members of their group.
Patterns that complement this pattern: FACILITATOR (Pattern 4.1).
Patterns that are alternative to this pattern: CONTROLLED GROUP FORMATION (Pattern 4.3).
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Pattern 4.3 CONTROLLED GROUP FORMATION
Partly based on the patterns FORMING GROUPS FOR GROUP WORK WITHIN A CLASSROOM CONTEXT and FORMING GROUPS FOR COLLABORATIVE KNOWLEDGE BUILDING included in (E-LEN, 2005) by Gaby Lutgens.
Forming groups is necessary to comply with the types of groups indicated by collaborative learning flows – JIGSAW (Pattern 1.1), PYRAMID (Pattern 1.2), TPS (Pattern 1.3), BRAINSTORMING (Pattern 1.4), SIMULATION (Pattern 1.5), TAPPS (Pattern 1.6), the specific groups demanded by activities – DISCUSSION GROUP (Pattern 2.2), THE ASSESSMENT TASK AS A VEHICLE FOR LEARNING (Pattern 2.5) and, even, the functionality provided by supporting tools – STRUCTURED SPACE FOR GROUP TASKS (Pattern 3.1). This pattern gives an approach to group formation for a context in which a group of students tackle an assignment for limited duration and which benefits from diverse or conflict knowledge.
How can a group of students be formed when they are asked to work on an assignment to collaborative build knowledge? Heterogeneous groups with members with different skills and knowledge are considered to be more effective that homogenous groups in terms of sharing ideas and experiences to learn about topics or gain new insights. Heterogeneous groups provide opportunities to meet new people o people with different profile or divergent knowledge. This improves skills such as conflict management, ability to understand other people’s needs, communication and the ability to collaborate. They also prevent the isolation of minority students. However, it is difficult to find a method that guarantee balanced groups (NISE, 1997). On the other hand, randomly allocating students to groups is considered closer to real future professional life of the students (Cronholm et al., 2006). Therefore: There are many ways to form potentially heterogeneous groups. Assemble heterogeneous groups taking into account student outcomes in previous activities, their profile, or their academic strengths. You may instead form the groups randomly (e.g. count off students with numbers and ask the students who have each number meet), or considering a common characteristic not related with the task (e.g. ask the students born in the same month join).
Patterns that complement this pattern: FACILITATOR (Pattern 4.1).
Patterns that are alternative to this pattern: FREE GROUP FORMATION (Pattern 4.2).
APPENDIX B
WELL-KNOWN CSCL SCRIPTS:
RUNNING UNIVESANTÉ AND
ARGUEGRAPH WITH AN LD ENGINE
This appendix collects three well-known CSCL scripts. They have been extracted from (Kobbe et al., submitted) and are described according to a framework proposed in the same document. More information about the scripts can be found in (Dillenbourg, 2002). The appendix also includes the narrative use case descriptions and UML activity diagrams of Universanté and ArgueGraph scripts (as proposed in the basic design procedures when creating UoLs described in (Sloep et al., 2005)). Besides, it shows screenshots of their LD representations (UoLs) running in CopperCore (Martens et al., 2005; Vogten et al., 2006). Chapter Four provides the detailed analysis of their computational representation with LD. The ready-to-run Units of Learning are available at http://gsic.tel.uva.es/collage/scripts and in the attached CD-ROM.
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B.1 Well-known CSCL scripts
Table B.1 Universanté script specified according to the framework proposed by (Kobbe et al., submitted)
Components Resources: Case descriptions from at least 2 themes, with at least 2 case descriptions per theme.
Participants: Participants from at least 2 nations, with at least as many participants per country as
there are case descriptions.
Groups: Theme groups, case groups and country groups.
Roles: none
Activities: analyzing, discussing; summarizing/synthesizing, presenting; analyzing, comparing,
discussing; presenting; giving feedback, critiquing; problem solving
Group formation and component distribution
For each case description one “case group” is formed, composed of at least 1 participant per
country, balanced among the groups. All case descriptions are distributed evenly among all case
groups. For each theme, one “theme group” is formed, composed of at all “case groups” with case
descriptions of this theme.(Universanté, 2002; Dillenbourg, 2002)
Sequencing Within each case group, all participants discuss the case.
Within each country group, the members of each theme group in turn present a synthesis of their
case experience.
Within each theme group, the members of each country group create a fact sheet concerning the
theme’s status in their country.
Within each theme group, all participants discuss the similarity and difference between the fact
sheets of different countries.
Within each country group, and for each theme group in turn, …
… the members of the theme group present their fact sheet
… everybody else provides comments on the fact sheets
… the members of the theme group modify their fact sheet according to the comments.
Within each case group, all participants propose a solution for the case problem.
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Table B.2 ArgueGraph script specified according to the framework proposed by (Kobbe et al., submitted)
Components Resources: One copy of a questionnaire for each participant and another copy for each small group.
The questionnaire consists of multiple-choice questions (all choices are equally valid) with space
for providing an argument to justify the choice. One argument sheet per question of the
questionnaire and as many copies of these sheets as are needed to provide one copy for each
participant.
Participants: An even number of at least 4 participants (works best with 20-30 participants) and a
tutor.
Groups: Class group and small groups.
Roles: none
Activities: judging, writing arguments; comparing, interpreting, discussing; negotiating, writing
arguments; explaining, justifying; summarizing
Group formation and component distribution
In the “survey” phase, all participants together form the class group and receive one copy of the
questionnaire. In the “conflict” and “elaboration” phase, all participants are distributed evenly
among groups of two, composed of participants with maximal difference in their responses to the
questionnaire. Each small group receives another copy of the questionnaire.
Sequencing Within the class group, all participants individually fill out the first copy of the questionnaire.
The tutor displays the aggregated results of the questionnaire (the participants’ choices are plotted
as anonymous points in the graph) to the participants.
Within the class group, all participants jointly discuss the displayed results of the questionnaire.
“Conflict” phase:
Small groups are formed based on each participants’ responses to the questionnaire.
Within each small group, all participants jointly fill out the second copy of the questionnaire, i.e.
they negotiate on a single choice and generate a shared argument for this choice.
“Elaboration” phase:
The tutor collects all questionnaires.
For each question of the questionnaire, the tutor compiles all choices and arguments from each
small group on an argument sheet.
For each small group in turn, the tutor asks the participants to comment on their arguments and
gives advice on how to relate their arguments to theories and concepts.
“Reflection” phase:
The tutor distributes all copies of the argument sheets among all participants.
Within the class group, each participant individually writes a synthesis of all arguments on the
argument sheet, taking into account the advice of the tutor.
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Table B.3 ConceptGrid script specified according to the framework proposed by (Kobbe et al., submitted)
Components Resources: a) Background information for each role, b) list of 16 concepts that relate to the
background information (4 concepts per background information) c) grid table, in which the
concepts and the relations between concepts can be inserted.
Participants: 4 participants for each group. A tutor.
Groups: Small groups.
Roles: 4 roles, based on theoretical background materials (names of real-life scientists are useful).
Activities: reading; linking concepts to theories; defining concepts from a theoretical point of view;
relating concepts to each other
Group Formation: Small groups of four are formed.
Group formation and component distribution
Each small group gets a copy of the grid table, the background information for each role and the list
of concepts. The roles are distributed among small group members by themselves.
Sequencing Within each group, …
… each participant reads background information related to his/her personal role.
… all participants decide on how to distribute the sixteen concepts among their roles.
… each participant writes a definition of the concepts allocated to his/her role.
… all participants discuss and decide how to arrange the concepts into a grid table and
how to relate them to each other.
… the tutor reviews the grids and points out omissions, inconsistencies and errors.
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B.2 Universanté Unit of Learning
Table B.4 Narrative use case description of Universanté
Title Universanté Provided by Davinia Hernández-Leo, using work from P. Dillenbourg et al. (Berger et al.,
2001; Universanté, 2002; Dillenbourg, 2002) Pedagogy/type of learning Collaborative learning Description/context The Universanté script exploits socio-economic and cultural differences
between countries for teaching community health to medical students of different countries. The activities take place in a hybrid F2F and virtual space. (Supposing that there are 2 countries and 4 participants per country)
Learning objectives To learn (and teach) community health (by the confrontation of different national health context and different health issues) To introduce and reinforce general concepts of public health starting from particular clinical cases To investigate a health problem as a whole by presenting, among others, the epidemiological data and the prevention strategies for a given country To reinforce the previous objective by introducing methodological principles about public health data validation To familiarise the students with strategy planning intervention
Roles Thematic-group, Case-group, Country-group, Tutor Different types of learning content used:
Clinical cases (different for each case group) and forms to enter fact sheets and intervention strategies (The collection of links and the glossary have not been considered. However, the webpages including them (Universanté, 2002) could be easily added as learning objects in an environment)
Different types of learning services/facilities/tools used:
Discussion forums
Learning activity workflow (how actors/content/services interact):
Within each case group, all participants discuss a clinical case using a discussion forum; regularly the case groups with the same thematic gather in the same discussion forum and identify common points and differences between the cases; The tutor stimulates and guides both discussions; Within each country group, the members of each thematic group in turn present (F2F) a synthesis of their case experience; Within each thematic group, the members of each country group create a fact sheet concerning the thematic status in their country; Within each thematic group, all participants discuss the similarity and difference between the fact sheets of different countries using a forum; Within each country group, the members of each thematic group in turn present their fact sheets; The tutor prompts some methodological issues; Within each country group, the member of each thematic group (i.e. within each thematic group, the members of each country group) modify the fact sheet according to the methodological comments; Within each case group, all participants propose a health strategy to cope with the case problem; The tutor has access to the final fact sheets and health strategies.
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Thematic-group TutorCountry-group
Guide the discussion
Case-group
Discuss the case
The members of each thematic group in turn present a synthesis
The members of each country group create a fact sheet
Discuss the fact sheets
The members of each thematic group in turn present the fact sheets
Prompt methodological issues
The members of each thematic group modify the fact sheet
Propose a health strategy Access to fact sheets and health strategies
Figure B.1 UML activity diagram of Universanté script
Table B.5 Users and their associations to roles (groups): “country group”
Country-group- Switzerland
Country-group- Cameroon
Colin Rob Daniel Hans
Juanma David Gemma Davinia
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Table B.6 Users and their associations to roles (groups): “thematic group” and “case group”
Thematic-group-Cancer Thematic-group-AIDS Case-group- breast-cancer
Case-group- lung-cancer
Case-group- pregnant-aids
Case-group- drug-addicted-aids
Colin Rob Daniel Hans Juanma David Gemma Davinia
Table B.7 Screenshots of CopperCore running the LD-represented Universanté script
Case-group: Discuss the case Tutor: Guide the discussion
User: colin
Country-group: The members of each thematic group in turn present a synthesis
User: colin
User: Daniel
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Thematic-group: The members of each country group create a fact sheet
User: colin
User: daniel
User: juama
User: gemma
User: rob (similar to colin’s, they share the fact sheet) (User: hans – view similar to daniel’s -, user: david – view similar to juanma’s -, user: davinia – view similar to gemma’s)
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Thematic-group: Discuss the fact sheets
User: rob (idem for colin, juanma and david)
User: daniel (idem for hans, gemma and davinia)
Country-group: The members of each thematic
group in turn present the fact sheets Tutor: Prompt methodological issues
User: david
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Country-group: The members of each thematic group modify the fact sheet
User: daniel
(Similar to the activity in which they create the fact sheet) Case-group: Propose a health strategy
User: colin
User: rob
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User: juanma (like user: colin, same case)
(User: rob and user: david shared the health strategy as well, etc.)
Tutor: Access to the final fact sheets and health strategies
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B.3 ArgueGraph Unit of Learning
Table B.8 Narrative use case description of the ArgueGraph script
Title ArgueGraph Provided by Davinia Hernández-Leo, using work from P. Jermann and P. Dillenbourg
(Jermann et al., 2002; Dillenbourg, 2002) Pedagogy/type of learning Collaborative learning Description/context The ArgueGraph script is used in the beginning of a master course on the design
of educational software. (Supposing that we only have 4 participants and the questionnaire includes only a question.)
Learning objectives To make students understand the relationship between learning theories and design choices in courseware development.
Roles Student, (Pairs: PairA and PairB,) Tutor Different types of learning content used:
Online questionnaires and forms to enter arguments
Different types of learning services/facilities/tools used:
Monitor (The informal discussion (survey phase) and the discussion between pairs are considered to be F2F.)
Learning activity workflow (how actors/content/services interact):
Survey phase: Students individually fill in a questionnaire about design principles in courseware development. They provide also a short written argument for their choices; This process is monitored and ended by the tutor; All learners then see all responses and jointly discuss them informally; The tutor forms pairs of students by selecting peers with the maximal difference in their responses to the questionnaire; Conflict phase: Within each small group (pairs), the participants negotiate on a single choice to the same questionnaire and generate a shared argument. They can read their individual previous answer; Meanwhile the tutor reviews all arguments produced by individuals and relates them to the various theoretical approaches in the domain (behaviourist, constructivist, socio-cultural…) Elaboration phase: The tutor reviews all arguments produced by pairs and relates them to the various theoretical approaches in the domain; Students read tutor’s comments on how to relate their arguments to theories and concepts; Reflection phase Each student individually writes a synthesis of all arguments, taking into account the advise of the teacher; This process is monitored and ended by the tutor.
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Students/ Class Tutor Pairs
Fill in a questionnaire
Discuss informally
Answer the questionnaire
Form pairs
Read tutor’s comments Relate pairs’ arguments to theories
Write a synthesis
Monitor questionnaires
Relate individual arguments to theories
Monitor questionnaires
Figure B.2 UML activity diagram of ArgueGraph script
Table B.9 Screenshots of CopperCore running the LD-represented ArgueGraph script
Tutor Student Survey phase
User ines, select 1 (He’ll remember it the next time!); User bart, select 2 (The student is stimulated to think about his error); User asen, select 3 (Interacting with the teacher is always helpful);
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User ale, select 4 (Now that he knows his previous answer is wrong)
Pair A: ines y asen Pair B: bart y ale
Conflict phase
Elaboration phase
APPENDIX C
SUPPORT EVALUATION DATA OF THE
COLLAGE WORKSHOPS CASE STUDY
This appendix includes the support data regarding the evaluation of “Collage workshops” case study. The data are organized according to the topics and information questions forming the conceptual structure of this case. Each supporting argument has associated a coding, which identifies its data source (the raw data is available in the attached CD-ROM).
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C.1 Pattern-based design process
Table C.1 Partial results and support data concerning the information question “is the selection of the CLFP-based LD templates and their representation useful and satisfactory?”
Partial results Coding of the data source Support data Document ‘UCA-quest-final-comments’, 1 passages, 33 characters, Paragraph 77, 33 characters (in Spanish).
“Collage systematizes the selection of patterns.”
Document ‘UCA-quest-final-selection-2’, 5 passages, 532 characters, Paragraph 77, 33 characters (in Spanish).
“The selection utility is a guide very useful in the process of building the educational design…”
Document ‘GSIC-EMIC-final-quest-engineering-teachers’, 3 passages, 390 characters, Paragraph 11, 52 characters (in Spanish).
“I like especially the suggestion of patterns…”
Document ‘GSIC-EMIC-final-quest-pedagogy-teachers’, 3 passages, 490 characters, Paragraph 3, 104 characters (in Spanish).
“… It is totally necessary to perfectly know the CL techniques, their phases and implications, in order to design the learning process correctly.”
Document ‘UVA-discussion-transcription’, 5 passages, 3302 characters, Paragraph 175, 597 313 characters (in Spanish).
“… a minimum formation on patterns is necessary, for which Collage is helpful…”
Document ‘UCA-quest-final-representation2’, 1 passages, 66 characters, Paragraph 23, 66 characters (in Spanish).
“The graphical representations and the examples are very illustrative.”
Document ‘UVA-discussion-transcription’, 9 passages, 2473 characters, Paragraph 14-18, 404 characters (in Spanish).
“Another thing that I like, independently that the result is later interpreted by an LMS, is the recommendation of patterns… The description of the patterns, their usefulness, etc. offer ideas to people that are not used to collaborative learning…”
Document ‘UVA-discussion-transcription’, 9 passages, 2473 characters, Paragraph 44, 160 characters (in Spanish).
“I think it is very well structured: the patterns, with the examples, the information, which is not large but sufficient to present the models…”
Document ‘GSIC-EMIC-final-quest-pedagogy-teachers’, 3 passages, 490 characters, Paragraph 104, 221 characters (in Spanish).
“I like the information help of each pattern, it facilitates a lot. Despite the fact of knowing the collaborative learning techniques, many doubts appear during the design that are easily solved thanks to this information.”
Document ‘GSIC-EMIC-final-quest-engineering-teachers’, 3 passages, 390 characters, Paragraph 3, 180 characters (in Spanish).
“I selected several desirable objectives and finally any pattern was suggested. I do not think such a rigid matching is necessary.”
Document ‘UVA-discussion-transcription’, 9 passages, 2473 characters, Paragraph 110-112, 705 characters (in Spanish).
“You might revise the selection of patterns… There can be patterns that do not strongly serve an objective but that do not constraint its achievement. Then, these patterns should not be removed from the recommended list”
Document ‘UCA-discussion-transcription’, 1 passages, 1067 characters, Paragraph 187-193, 1067 characters (in Spanish).
“I find the approach very flexible. However, it is not such when selecting a pattern. I would design the selection of patterns the other way around. That is, if I select a pattern, the types of objectives, types of problems, etc. that can be done with this pattern will be automatically shown…”
The “selection phase” (including information and an example of each pattern) is critical and promotes the understanding of the patterns. However, the suggestion of patterns in terms of their matching with the educational benefits should be made more flexible.
Document ‘UVA-quest-final-selection-2’, 1 passages, 237 characters, Paragraph 17, 237 characters (in Spanish).
“A possibility to improve the selection of patterns is to show the characteristics of the chosen pattern…”
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10 (out of 14) UCA interviewees select a), 3 selects b) and 1 select d).
3 (out of 5) UVA interviewees select a), 1 selects b) and 1 selects d).
5 (out of 7) UNFOLD interviewees select a) and 2 select d).
Closed question of the final questionnaires.
The participants are asked to value the CLFPs provided by Collage. They can answer: a) they are significant, they are relevant examples of CL techniques, b) they are adequate, there are more relevant examples but these are OK, c) they are not adequate, I do not know these techniques but I know others, d) I do not know any CL technique but it seems to me that these are adequate, or e) I do not know any CL technique and it seems to me that these are not adequate. 5 (out of 5) GSIC-EMIC interviewees
select a).
Document ‘GSIC-EMIC-final-quest-pedagogy-teachers’, 3 passages, 407 characters, Paragraph 104, 190 characters (in Spanish).
“I think that the flow patterns provided by Collage are the most relevant in the CL field. These patterns are often used…”
Document ‘UCA-quest-final-relevance-CLFPs2’, 1 passages, 88 characters, Paragraph 29, 88 characters (in Spanish).
“They are significant patterns, and can positively assist the design of a course”
The CLFPs in which the templates provided by Collage are based are significant, though there are more examples of well-known CL strategies (e.g. assessment techniques).
Document ‘UVA-quest-final-relevance-CLFPs2’, 3 passages, 654 characters, Paragraph 17, 255 characters (in Spanish).
“I think that Collage includes the most relevant techniques. However I miss a “pattern” that I employ in my classes, which is randomly selecting a member of a group to explain what the group has done.”
6 (out of 14) UCA interviewees select a), 6 selects b) and 2 select d).
3 (out of 5) UVA interviewees select a), 2 select b).
Closed question of the final questionnaires.
The participants are asked to value the CLFPs representations used in Collage. They can answer: a) adequate, my ideas about the techniques coincide with what is presented in Collage, b) acceptable, some of my ideas coincide with what is presented in Collage, c) they are not adequate, my ideas about the techniques do no coincide with what is presented in Collage, or e) I do not know the techniques formulated in the CLFPs.
4 (out of 5) GSIC-EMIC interviewees select a) and 1 selects b).
Closed question of the final questionnaire.
UNFOLD members are asked to grade in the range of 1 (not adequate) to 5 (very adequate) the way in which the patterns are represented.
6 (out of 7) choose 4 and 1 chooses 3.
Document ‘GSIC-EMIC-final-quest-teachers-teachers’, 3 passages, 418 characters, Paragraph 103, 161 characters (in Spanish).
“I think that the patterns are perfectly transferred to the user workspace, reproducing the needed roles and activities for their execution.”
Document ‘UVA-quest-final-reuse2’, 4 passages, 326 characters, Paragraph 14, 100 characters (in Spanish).
“The tool applies well the principles of the patterns.”
Document ‘GSIC-EMIC-final-quest-engineers-teachers’, 2 passages, 279 characters, Paragraph 3, 114 characters (in Spanish).
“It may be debatable whether there is just one way of presenting the patterns. This fact has to do with their flexibility.”
Document ‘UVA-quest-final-relevance-CLFPs2’, 1 passages, 163 characters, Paragraph 14, 163 characters (in Spanish).
“I think that the patterns are adequate but a bit rigid…”
Document ‘UVA-quest-final-relevance-CLFPs2’, 1 passages, 75 characters, Paragraph 17, 75 characters (in Spanish).
“The graphical representations of Collage help to understand the collaborative learning techniques.”
Document ‘UCA-discussion-transcription’, 1 passages, 271 characters, Paragraph 53, 271 characters (in Spanish).
“I think that one of the things of the tool that I like the most is the graphical representations of the patterns. I think they are very good…”
The representation of the CLFPs as LD templates is quite adequate (since a CLFP could be represented as several LD templates in terms of modelling and visualization). The visualizations as well as the interactive possibilities are especially useful. However, new (drag and drop) elements that enable to slightly modify the modelled learning flows would provide flexibility in the design.
Document ‘UNFOLD_quest&observations_report’, 2 passages, 354 characters, Paragraph 69-70, 225 character.
“Probably the representations will be improved in the future with other mapping elements and drag-and-drop elements.”
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Table C.2 Partial results and support data concerning the information question “does it achieve a satisfactory
trade-off between reuse of CLFPs and the creation of scripts contextualized according to the situational needs?”
Partial results Coding of the data source Support data
12 (out of 14) UCA interviewees select Yes, while 2 select N/A.
Closed question of the final questionnaires.
The participants are asked to value if Collage helps to reuse the collaborative learning strategies proposed in the CLFPs. They can select: N/A, Yes or No. 4 (out of 5) UVA interviewees select
Yes, while 1 selects N/A.
Document ‘UCA-quest-final-relevance-CLFPs2’, 1 passages, 106 characters, Paragraph 35, 106 characters (in Spanish).
“The patterns enables a better understanding regarding the design of collaborative learning situations”
Document ‘UVA-quest-final-reuse2’, 4 passages, 326 characters, Paragraph 11, 97 characters (in Spanish).
“I think that the tool imposes an elaboration process that impedes the non-reuse.”
Document ‘UVA-quest-final-reuse2’, 4 passages, 326 characters, Paragraph 17, 100 characters (in Spanish).
“The patterns provide a guide to structure the activity and prevent users forgetting important aspects.”
The steps in the “authoring phase” of the design process implemented in Collage facilitate the reuse of CLFPs when structuring collaborative learning designs (cf. also the last partial result of Table C.1).
Document ‘GSIC-EMIC-final-quest-engineering-teachers’, 2 passages, 140 characters, Paragraph 2, 120 characters (in Spanish).
The teacher rate the experience creating the design as successfully, “… in general I was able to create the design, though I did not thought-written it on paper before… The experience was quite dynamic and offered me new design ideas…”
UCA interviewees rate the utility of the combination of CLFPs with an average of 4.21 (deviation of 0.86).
Closed question of the final questionnaires.
The participants are asked to rate the possibility of combining CLFPs provided by Collage (in the range of 1 (it is not useful) to 5 (it is very useful)).
UVA interviewees rate the utility of the combination of CLFPs with an average of 4.20 (deviation of 0.75).
Document ‘UCA-quest-final-combination-2’, 7 passages, 557 characters, Paragraph 20, 47 characters (in Spanish).
“The combination of patterns enlarges significantly the possibilities.”
Document ‘UCA-quest-final-combination-2’, 7 passages, 557 characters, Paragraph 38, 121 characters (in Spanish).
“I think that the combination of patterns allows a better adaptation of the activity to the problems and methods that we want to develop, making the activity more complete…”
Document ‘UCA-quest-final-combination-2’, 7 passages, 557 characters, Paragraph 38, 121 characters (in Spanish).
“A positive aspect of Collage is the flexibility when combining patterns…”
Document ‘UNFOLD_quest&observations_report’, 2 passages, 317 characters, Paragraph 65, 136 characters.
“… it would be nice if other patterns could be added! However, as patterns can be combined, these already offer quite a lot of flexibility.”
The combination of patterns provides outstanding design flexibility.
Document ‘UVA_observations_byInesRuizRequies’, 2 passages, 251 characters, Paragraph 44, 164 characters (in Spanish).
“… they select and combine the patterns easily… in general the participants experiment by themselves…”
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Document ‘UVA-discussion-transcription’, 1 passages, 342 characters, Paragraph 44, 342 characters (in Spanish).
“I find especially interesting the possibility of combining patterns. It is very interesting from my perspective not to be constrained with just one option that we select at the beginning and it is closed when designing the activities… but being able of combining different patterns seems to me very, very interesting…”
Document ‘UVA-quest-final-combination-2’, 4 passages, 565 characters, Paragraph 11, 178 characters (in Spanish).
“Combining patterns is quite frequent when using active learning; I have often combined several techniques…”
UCA interviewees rate the adaptation of CLFPs with an average of 3.79 (deviation of 0.86).
Closed question of the final questionnaires.
The participants are asked to rate to what extent they would be able to adapt the CLFPs to the characteristics of their courses using Collage (in the range of 1 (almost nothing) to 5 (totally adapted)).
UVA interviewees rate the adaptation of CLFPs with an average of 2.80 (deviation of 0.40).
Document ‘UCA-quest-final-context-2’, 4 passages, 414 characters, Paragraph 38, 184 characters (in Spanish).
“The possible combinations of patterns offer a degree of flexibility sufficient to adapt a large variety of activities…”
Document ‘UCA-quest-final-context-2’, 4 passages, 414 characters, Paragraph 44, 81 characters (in Spanish).
“I find the patterns very interesting and adaptable to my practice as a docent…”
Document ‘UCA-final-reuse-2’, 1 passages, 159 characters, Paragraph 38, 159 characters (in Spanish).
“The same structure may be useful for different courses / environments, simply changing the resources, the definition of groups, objectives and activities.”
Document ‘GSIC-EMIC-final-quest-engineering-teachers’, 2 passages, 140 characters, Paragraph 2, 120 characters (in Spanish).
“For the design I had in my head, it was adequate… I was able to do what I wanted, at least at the flow level…”
Document ‘GSIC-EMIC-final-quest-pedagogy-teachers’, 3 passages, 445 characters, Paragraph 103, 123 characters (in Spanish).
“It enables the generation of contextualized learning processes that each teacher should prepare when planning…”
Document ‘UVA-discussion-transcription’, 5 passages, 3302 characters, Paragraph 169-171, 743 313 characters (in Spanish).
“No example is directly transferable… I think that it is good to know an example in order to have something like a “demo”… but, at the end, each teacher has his circumstances and everything changes…”
Document ‘UCA-discussion-transcription’, 3 passages, 965 characters, Paragraph 119 and 123, 354 and 313characters (in Spanish).
“… with this example we have a “pattern” of how to accomplish a collaborative learning experience in which the student work with an article or whatever… we can have general schemas of different level of depth, because when we want we can incorporate a new current resource so that the unit of learning is updated and more attractive… and can be reused.”
Document ‘UVA-discussion-transcription’, 5 passages, 3302 characters, Paragraph 177-179, 444 characters (in Spanish).
“When the use of the tool would be broadly adopted, it will be helpful to have previous experiences, if a viewer of examples exists… ”
Collage templates (reflecting a CLFP or a combination of CLFPs) can be to a large extent particularized according to the needs of the learning situations. Pattern-based templates are probably more useful in the process of customizing a new situation than examples, but complete (or partly complete) examples are also helpful.
Document ‘UVA-discussion-transcription’, 5 passages, 3302 characters, Paragraph 181-188, 1355 characters (in Spanish).
“The examples are useful especially if the results are available… like in a community of practice…”
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10 (out of 14) UCA interviewees select Yes, while 4 select N/A.
Closed question of the final questionnaires.
The participants are asked to value if Collage achieves a satisfactory trade-off between flexibility and keeping the essence captured in the CLFPs. They can select: N/A, Yes or No.
4 (out of 5) UVA interviewees select Yes, while 1 selects N/A.
Document ‘UCA-discussion-transcription’, 1 passages, 542 characters, Paragraph 11, 542 characters (in Spanish).
“… Collage is flexible and keeps the essence of the patterns. I think that the most important aspect of the tool is that it allows us to rationalize our labour without the need of too much technological effort… ”
Document ‘UCA-quest-final-comments’, 1 passages, 253 characters, Paragraph 53, 236 characters (in Spanish).
“Designing with Collage is easy (at least it is not complex at all). It allows articulating group work processes with a flexibility margin which is not small…”
Document ‘UVA-quest-final-comments’, 2 passages, 211 characters, Paragraph 11, 96 characters (in Spanish).
“It provides a very good guide to plan collaborative learning activities.”
Document ‘UVA-quest-final-design-4’, 3 passages, 515 characters, Paragraph 14, 158 characters (in Spanish).
“Collage pushes the user to make decisions that any good professional would determine…”
Document ‘UVA-quest-final-comments’, 2 passages, 97 characters, Paragraph 29, 50 characters (in Spanish).
“It saves the teacher a lot of specification workload.”
Document ‘UVA-discussion-transcription’, 15 passages, 8500 characters, Paragraph 153-155, 417 characters (in Spanish).
“In principle I do not want more flexibility, … if we have to apply something, let’s apply it truly, we should reflect a bit on the steps…”
Document ‘UVA-discussion-transcription’, 15 passages, 8500 characters, Paragraph 167, 525 characters (in Spanish).
“I do not find the process too constrained since it enables the combination of patterns… and I think that it is easier for a novice to have an already structured model…”
Document ‘UVA-discussion-transcription’, 15 passages, 8500 characters, Paragraph 161, 590 characters (in Spanish).
“The guidance by the tool to me is fundamental. With just a paper, I forget things… It is very important to know that there is control in the learning process that I have design because I have filled everything…”
Document ‘UVA-discussion-transcription’, 3 passages, 1508 characters, Paragraph 100, 425 characters (in Spanish).
(Regarding the fact that the tool does not enforce a sequence of authoring steps.) “… all the parameters are at the same level of importance… it is necessary to manipulate all at the same time when we are making the design decisions…”
Document ‘UNFOLD_quest&observations_report’, 2 passages, 244 characters, Paragraph 130, 157 characters.
“The number of things to be done, and the various places where they have to be put, make this tricky for teachers…”
Collage achieves a satisfactory trade-off between flexibility, keeping the essence captured in the CLFPs, hiding technological LD-specific details and providing a clear (but limited) set of design options. However, since these design steps are not presented in a rigorous sequence, some of them may be forgotten.
Document ‘UVA-discussion-transcription’, 3 passages, 1508 characters, Paragraph 94, 744 characters (in Spanish).
“… the fact that Collage helps to structure, and indicates what to fill … because sometimes when I make a design..., I have fear of missing details… and here the structure is provided, because it is based on patterns, what offers you security in the sense that the aspects already filled are already thought… and if this table indicating what is missing is offered by the tool, it is even better”
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C.2 Focus on CSCL critical elements
Table C.3 Partial results and support data concerning the information question “does the design process implemented in Collage help to determine the learning objectives, task-type and expected interaction that will
be develop?”
Partial results Coding of the data source Support data
UCA interviewees rate the help to determine the learning objectives with an average of 3.86(deviation of 0.74).
Closed question of the final questionnaires.
The participants are asked to rate if the selection of CLFPs and the associated information help to determine the educational objectives that will be promoted (in the range of 1 (nothing) to 5 (a lot)).
UVA interviewees rate the help to determine the learning objectives with an average of 3.40 (deviation of 0.49).
UCA interviewees rate the help to select the task-type that will be solved by the students with an average of 3.43 (deviation of 0.73).
Closed question of the final questionnaires.
The participants are asked to rate if the selection of CLFPs and the associated information help to determine the task-type that will be solved by the students (in the range of 1 (nothing) to 5 (a lot)).
UVA interviewees rate the help to select the task-type that will be solved by the students with an average of 3.20 (deviation of 0.75).
Document ‘UCA-discussion-transcription’, 2 passages, 1512 characters, Paragraph 199, 445 characters (in Spanish).
“… in this way we are not just reflecting on what we are already doing in our practice… but also developing transversal competences and other things. Then, it is clear that this tool can facilitate… because it considers many competences that the students should develop independently of the courses…”
Document ‘UVA-quest-final-selection-2’, 3 passages, 350 characters, Paragraph 41, 69 characters (in Spanish).
“It helps to determine the CLFP more suitable to foster particular objectives.”
Document ‘UVA-quest-final-selection-2’, 3 passages, 350 characters, Paragraph 29, 162 characters (in Spanish).
“It helps quite a lot… they are checked proposals which are largely objective … ”
The design process helps to determine the learning objectives related to collaborative learning that will be promoted (cf. also the first partial result of Table C.1) and to select the task-type that will be solved by the students.
Document ‘UVA-quest-final-selection-2’, 3 passages, 350 characters, Paragraph 38, 119 characters (in Spanish).
“The help is useful but I think that it might constrain… (it is good as an orientation)”
UCA interviewees rate the help to determine the expected interaction with an average of 3.62 (deviation of 0.62).
Closed question of the final questionnaires.
The participants are asked to rate to what extent Collage helps to determine the expected desired type of interactions (in the range of 1 (nothing) to 5 (a lot)).
UVA interviewees rate the help to determine the expected interaction with an average of 3.80 (deviation of 0.75).
Document ‘UCA-quest-final-design-2’, 1 passages, 67 characters, Paragraph 11, 67 characters (in Spanish).
“It helps to envisage how the interactions will develop…”
The design process helps to determine the expected interaction (discussing, reasoning…).
Document ‘UVA-quest-final-design-2’, 3 passages, 489 characters, Paragraph 11, 158 characters (in Spanish).
“When we describe the activities, we need to reflect on how we will achieve the objectives we have in mind…”
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Table C.4 Partial results and support data concerning the information question “does the design process implemented in Collage help to understand and determine the structure regarding the flow of activities and
the hierarchy of groups?”
Partial results Coding of the data source Support data
UCA interviewees rate the help to understand the flow of activities with an average of 3.86 (deviation of 0.74).
Closed question of the final questionnaires.
The participants are asked to rate to what extent the selection of CLFPs and the associated information help to understand the flow of collaborative learning activities proposed by the CLFPs (in the range of 1 (nothing) to 5 (a lot)).
UVA interviewees rate the help to understand the flow of activities with an average of 4.00 (deviation of 0.00).
UCA interviewees rate the help to determine the flow of activities with an average of 3.64 (deviation of 1.04).
Closed question of the final questionnaires.
The participants are asked to rate to what extent Collage helps to determine the flow of coordinated activities of the final script (in the range of 1 (nothing) to 5 (a lot)).
UVA interviewees rate the help to determine the flow of activities with an average of 4.40 (deviation of 0.80).
Document ‘GSIC-EMIC-final-quest-pedagogy-teachers’, 3 passages, 327 characters, Paragraph 53-55, 327 characters (in Spanish).
“Collage is useful because it helps to think in terms of collaborative learning and its previous arrangement.”
Document ‘GSIC-EMIC-final-quest-engineering-teachers’, 2 passages, 142 characters, Paragraph 2, 42 characters (in Spanish).
“To me the best part is the one related to the “flow”…”
Document ‘UCA-quest-final-selection-6’, 5 passages, 262 characters, Paragraph 29, 85 characters (in Spanish).
“It is quite clear the procedural learning sequence that is offered as a pattern…”
Document ‘UCA-quest-final-design-9’, 4 passages, 335 characters, Paragraph 38, 163 characters (in Spanish).
“The organization of the work is structured and coordinated easily, since it is realized more or less in a guided way…”
Document ‘UCA-quest-final-design-9’, 4 passages, 335 characters, Paragraph 41, 45 characters (in Spanish).
“It highlights the inter-relation among activities…”
Document ‘UCA-quest-final-design-9’, 4 passages, 335 characters, Paragraph 11, 63 characters (in Spanish).
“The hierarchy of the process provides an image of this coordination.”
Document ‘UCA-quest-final-comments’, 6 passages, 709 characters, Paragraph 41, 141 characters (in Spanish).
“I like having a tool that facilitates the design of collaborative work. It helps to organize and structure our teaching activity…”
Document ‘UCA-discussion-transcription’, 2 passages, 1018 characters, Paragraph 11, 378 characters (in Spanish).
“I think that the most important aspect of Collage is that it helps to structure and systematize the different types of activities… At least, Collage has helped me to structure what I already do but that I do not organize well…”
Document ‘UCA-quest-final-relevance-CLFPs2’, 1 passages, 109 characters, Paragraph 14, 109 characters (in Spanish).
“I find the tool quite powerful, especially concerning the association of activities to groups.”
Document ‘UVA-quest-final-design-9’, 2 passages, 323 characters, Paragraph 17, 172 characters (in Spanish).
“… Since the combination of patterns is enabled, it provides flexibility… it pushes the user to “fill” the designs and thus reflecting on the different issues that should be considered…”
The design process helps to understand and determine the structure regarding the flow of activities (cf. also the first partial result of Table C.1).
Document ‘UVA-quest-final-comments’, 2 passages, 97 characters, Paragraph 23, 47 characters (in Spanish).
“It helps to structure the envisioning of the teacher.”
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UCA interviewees rate the help to understand and determine the hierarchy of groups with an average of 3.43 (deviation of 0.90).
Closed question of the final questionnaires.
The participants are asked to rate to what extent Collage helps to determine the different types of groups and the relationships between them (in the range of 1 (nothing) to 5 (a lot)).
UVA interviewees rate the help to understand and determine the hierarchy of groups with an average of 4.40 (deviation of 0.49).
Document ‘UCA-quest-final-design-4’, 1 passages, 181 characters, Paragraph 11, 119 characters (in Spanish).
“The structure of the process helps to check the roles that each group plays in each moment.”
The design process helps to understand and determine the structure regarding the hierarchy of groups.
Document ‘UVA-discussion-transcription’, 1 passages, 238 characters, Paragraph 14, 238 characters (in Spanish).
“… it helps to structure the work in groups and, thanks to the graphical representations, it helps to conceptualize the groups… these are the things that I like the most…”
Table C.5 Partial results and support data concerning the information question “does the design process support also the definition of group-size, resource distribution, computer support and the structure within
activities?”
Partial results Coding of the data source Support data
UCA interviewees rate the help to determine the group size with an average of 3.66 (deviation of 1.11).
Closed question of the final questionnaires.
The participants are asked to rate to what extent Collage helps to reflect on and flexibly determine the size of groups (in the range of 1 (nothing) to 5 (a lot)).
UVA interviewees rate the help to determine the group size with an average of 3.60 (deviation of 1.74).
Document ‘UCA-quest-final-design-4’, 1 passages, 128 characters, Paragraph 17, 128 characters (in Spanish).
“It helps to determine the groups… but it depends on the number of involved students…”
Document ‘UCA-quest-final-design-7’, 2 passages, 289 characters, Paragraph 17, 81 characters (in Spanish).
“The information help provides clues and the interface of Collage allows the introduction of the desired group size limits.”
The design process helps to establish the group size, though it can be improved with automatic checkups.
Document ‘UCA-quest-final-design-7’, 2 passages, 289 characters, Paragraph 8, 208 characters (in Spanish).
“It seems to me that this is the weakest point of the tool… I do not know if the system validates the quantities specified to each group so that the whole is coherent…”
UCA interviewees rate the help to determine the distribution of resources with an average of 3.64 (deviation of 0.97).
Closed question of the final questionnaires.
The participants are asked to rate to what extent Collage helps to determine the distribution of resources (content and tools) needed to support each activity (in the range of 1 (nothing) to 5 (a lot)).
UVA interviewees rate the help to determine the distribution of resources with an average of 3.60 (deviation of 1.20).
UCA interviewees rate the help to determine the computer support with an average of 3.80 (deviation of 1.98).
Closed question of the final questionnaires.
The participants are asked to rate to what extent Collage helps to determine the computer-support of each activity (in the range of 1 (nothing) to 5 (a lot)).
UVA interviewees rate the help to determine the computer support with an average of 3.60 (deviation of 1.74).
Document ‘EMIC-GSIC-final-pedagogy-teachers’, 2 passages, 194 characters, Paragraph 104, 117 characters (in Spanish).
“It helps to structure a complex learning design and promotes times and resources planning.”
The design process helps to determine the structure regarding the resource distribution and the computer support, though it does not provide suggestions of recommended content or tools.
Document ‘UCA-quest-final-design-11b’, 3 passages, 134 characters, Paragraph 38, 92 characters (in Spanish).
“The design implies the previous determination of all these elements and their organization…”
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Document ‘UVA-quest-final-design-11b’, 4 passages, 557 characters, Paragraph 11, 228 characters (in Spanish).
“The design of a unit of learning using Collage includes all these aspects. Since Collage guides the design process and the activities of each phase, we are obliged to reflect on each element that shapes the activity…”
Document ‘UVA-quest-final-design-11b’, 4 passages, 557 characters, Paragraph 17, 125 characters (in Spanish).
“Collage pushes to specify resources and tools, though their characteristics should be known beforehand.”
UCA interviewees rate the help to determine the structure of each activity with an average of 3.50 (deviation of 1.18).
Closed question of the final questionnaires.
The participants are asked to rate to what extent Collage helps to determine the structure of each activity (in the range of 1 (nothing) to 5 (a lot)).
UVA interviewees rate the help to determine the structure of each activity with an average of 4.80 (deviation of 0.40).
Document ‘UVA-quest-final-design-14’, 2 passages, 278 characters, Paragraph 11, 75 characters (in Spanish).
“This information should be clear when thinking and describing each activity…”
Document ‘UCA-quest-final-design-14’, 2 passages, 181 characters, Paragraph 11, 90 characters (in Spanish).
“We assign the objectives and work that each group will accomplish in each moment…”
The design process helps to describe each activity and its eventual (textually-defined) structure (cf. also the first partial result of Table C.3).
Document ‘UCA-discussion-transcription’, 2 passages, 661 characters, Paragraph 243, 390 characters (in Spanish).
“In the Anatomy course we work with groups… in each of which there is a boss…”
C.3 Use of Collage
Table C.6 Partial results and support data concerning the information question “can the teachers use successfully Collage?”
Partial results Coding of the data source Support data
8 (out of 14) UCA interviewees select Easy, 4 select Acceptable while 2 select Difficult.
4 (out of 5) UVA interviewees select Easy, and 1 selects Acceptable.
Closed question of the final questionnaires.
The participants are asked to value the use of Collage. They can select: Difficult, Acceptable or Easy. 4 (out of 5) GSIC-EMIC interviewees select
Easy, and 1 selects Acceptable.
Closed question of the final questionnaires.
The participants are asked to rate the use of Collage (in the range of 1 (not user-friendly at all) to 5 (very user-friendly))
UNFOLD interviewees rate the user-friendliness of Collage with an average of 3.86 (deviation of 0.88).
Document ‘UCA-quest-final-easy-to-use, 2 passages, 147 characters, Paragraph 23, 106 characters (in Spanish).
“I am satisfactorily astonished by the user-friendliness of the tool; I thought that it was going to be more difficult…”
Document ‘UCA-quest-final-easy-to-use, 2 passages, 147 characters, Paragraph 31, 41 characters (in Spanish).
“It is very visual and with a very logic structure.”
Document ‘UCA-quest-final-comments’, 3 passages, 335 characters, Paragraph 29, 35 characters (in Spanish).
“It is easy to download and to install.”
Most of the participants find Collage user-friendly and intuitive.
Document ‘UCA-quest-final-comments’, 3 passages, 335 characters, Paragraph 35, 64 characters (in Spanish).
“I think that the level of difficulty is acceptable.”
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Document ‘UVA-quest-final-comments’, 3 passages, 178 characters, Paragraph 11, 79 characters (in Spanish).
“Collage is intuitive, user-friendly and does not provoke an “insecurity” feeling… ”
Document ‘UVA-quest-final-easy-to-use, 2 passages, 132 characters, Paragraph 17, 95 characters (in Spanish).
“It has a user-friendly and intuitive interface. The pattern figures facilitate its use.”
Document ‘UVA-quest-design-9’, 1 passages, 74 characters, Paragraph 17, 74 characters (in Spanish).
“It also helps the functionally of informing about the empty parts…”
Document ‘UVA-observations_byBartolome’, 1 passages, 266 characters, Paragraph 18, 266 characters (in Spanish).
“… during the experience the participants affirm the user-friendliness of the tool…”
Document ‘UVA-observations_by Unes’, 1 passages, 173 characters, Paragraph 44, 173 characters (in Spanish).
“… the participants create the design without difficulty…”
Document ‘UVA-discussion-transcription’, 4 passages, 360 characters, Paragraph 68, 33 characters (in Spanish).
All say, “Yes, yes, it is quite intuitive.”
Document ‘UVA-discussion-transcription’, 4 passages, 360 characters, Paragraph 70, 91 characters (in Spanish).
“It is so intuitive that it encourages us not to follow strictly the steps you were indicating… and to experiment by ourselves…”
Document ‘UNFOLD_quest&observations_report2’, 4 passages, 659 characters, Paragraph 25, 124 characters (in Spanish).
“When installing Collage, there was not any problem. We could install it even in Lisa’s Mac…”
Document ‘GSIC-EMIC-engineering-teachers’, 2 passages, 142 characters, Paragraph 2, 35 characters (in Spanish).
“Collage is easy to use and quite intuitive.”
Document ‘GSIC-EMIC-pedagogy-teachers’, 2 passages, 513 characters, Paragraph 104, 165 characters (in Spanish).
“I would say that the usability is more than adequate. I think that very few problems have appeared when using Collage in this session…”
UCA interviewees rate the successfulness when creating the example with an average of 3.36 (deviation of 0.97).
UVA interviewees rate the successfulness when creating the example with an average of 3.20 (deviation of 1.02).
Closed question of the final questionnaires.
The participants are asked to rate the successfulness they have when creating an example during the workshop (in the range of 1 (I have not been able of doing nothing) to 5 (I have been able to complete the example without problems)). UNFOLD interviewees rate the successfulness
when creating the example with an average of 4 (deviation of 1.07).
Closed question of the final questionnaires.
The participants are asked to value how successfulness is the creation an example during the workshop. They can select: Not-successful (I have been not able to complete the example), Acceptable (I have some problems but I manage to complete the example) or Successful.
5 (out of 5) GSIC-EMIC interviewees select Successful.
Document ‘UCA-quest-final-problems’, 2 passages, 185 characters, Paragraph 2, 185 characters (in Spanish).
“I have not finished it completely because of a lack of time, but it has worked correctly…”
Document ‘GSIC-EMIC-final-quest-engineering-teachers’, 2 passages, 142 characters, Paragraph 2, 107 characters (in Spanish).
“I was able to create an IMS LD reflecting a previous CL experience without deep knowledge on IMS LD.”
The participants are able to create an almost completed example during the (short) workshops.
Document ‘GSIC-EMIC-final-quest-engineering-teachers’, 1 passages, 80 characters, Paragraph 3, 80 characters (in Spanish).
“I have the feeling of having done something useful and real”
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Assessment of the scripts created in the GSIC-EMIC experiences.
CopperCore correctly validates the UoLs, and the integrated LDs largely describe the learning situation of the example (in the case of the pedagogy teachers) However, all participants fail to particularize a specific activity, i.e., they do not enter a description or associate resources to the activity. This indicates the need to clearly specify the activities which have not been completed.
Closed question of the final questionnaires.
The participants are asked to indicate if they have problems when using Collage. They can select: Yes or No.
5 (out of 7) UNFOLD interviewees select No, and 2 selects Yes.
Document ‘UNFOLD_quest&observations_report2’, 4 passages, 607 characters, Paragraph 27, 169 characters (in Spanish).
“During the use of the tool, there were just minor problems. Simply, it is worth mentioning the problem when configuring the services…”
Document ‘UNFOLD_quest&observations_report2’, 4 passages, 607 characters, Paragraph 72-80, 438 characters.
“… only minor bugs that you know about…”
“navigation in the expansion window was confusing, needs time to familiarize”
“I was confused that I didn’t find an environment tab but all the environments were “resources”. This is not a problem for most users but could be indicated for LD aware users…”
Document ‘UNFOLD_quest&observations_report2’, 4 passages, 659 characters, Paragraph 82-88, 264 characters.
“Still a lot to be filled or to be set. Maybe even possibility with predefined services…”
Document ‘GSIC-EMIC-pedagogy-teachers’, 1 passages, 110 characters, Paragraph 34-35, 110 characters (in Spanish).
“The field to define the title is hidden…”
Document ‘UVA-quest-final-problems’, 2 passages, 218 characters, Paragraph 8, 54 characters (in Spanish).
“It is not possible to delete a pattern, once it is added…”
Few problems appear.
Document ‘UCA-quest-final-improvements’, 7 passages, 737 characters, Paragraph 23, 59 characters (in Spanish).
“I would like that the number of the pyramid levels could be modified…”
Document ‘UCA-quest-final-interest-variation’, 6 passages, 997 characters, Paragraph 5, 119 characters (in Spanish).
“It is an alternative that should be applied with students…”
It is important to apply the scripts created using Collage with students. Document
‘UNFOLD_quest&observations_report2’, 3 passages, 718 characters, Paragraph 37, 201 characters (in Spanish).
“The questions at the end of the session were related to the difficulty of including level B in Collage or the importance of experiencing the execution of UoLs with real students.”
7 (out of 7) UNFOLD interviewees select Yes. Closed question of the final questionnaires.
The participants are asked to indicate if they find Collage useful. They can select: Yes or No. 5 (out of 5) GSIC-EMIC interviewees select Yes.
Closed question of the initial questionnaires.
The participants are asked to indicate if they have used LD compliant tools.
Only the UNFOLD interviewees and few of the UCA interviewees have used IMS LD compliant tools. (Mainly Reload.)
Document ‘UNFOLD_quest&observations_report2’, 6 passages, 586 characters, Paragraph 97, 29 characters (in Spanish).
“At last, patterns in practice!”
Compared to other LD compliant tools, Collage is easier to use, specific to collaborative learning, and it is the first editor providing pattern-based templates.
Document ‘UNFOLD_quest&observations_report’, 1 passages, 386 characters, Paragraph 100-109, 478 characters.
“I am interested in using it, to show /present what kind of CL patterns in conjunction with LD can be used.”
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Document ‘UNFOLD_quest&observations_report2’, 6 passages, 586 characters, Paragraph 57-59, 276 characters.
“Collage seems to add some important features which will facilitate that teachers access (and use) LD authoring tools.”
“I like the graphical representation.”
Document ‘UNFOLD_quest&observations_report2’, 6 passages, 586 characters, Paragraph 93, 146 characters.
“Less complicated and more intuitive than Reload on its own…”
Document ‘UNFOLD_quest&observations_report2’, 6 passages, 586 characters, Paragraph 127, 53 characters.
“Makes Reload much easier to use for specific purposes.”
Document ‘UCA-quest-final-compare, 3 passages, 207 characters, Paragraph 11, 68 characters (in Spanish).
“Reload does not implement collaborative work schemas…”
Document ‘UCA-quest-final-compare, 3 passages, 207 characters, Paragraph 41, 44 characters (in Spanish).
“Collage guides the user easily.”
Table C.7 Partial results and support data concerning the information question “how can Collage be
improved?”
Partial results Coding of the data source Support data
Document ‘GSIC-EMIC-engineering-teachers’, 2 passages, 272 characters, Paragraph 2, 64 characters (in Spanish).
“It is clear that it is better if it supports more CLFPs, level B…”
Document ‘UNFOLD-quest&observations_report’, 2 passages, 266 characters, Paragraph 134, 194 characters (in Spanish).
“Other patterns… levels B and C. But the advantage of a relative simple editor could disappear if it is extended maybe…”
Document ‘UVA-quest-final-comments’, 1 passages, 142 characters, Paragraph 12, 142 characters (in Spanish).
“Sometimes it is too simple, it may happen that advanced users cannot specify things that they would like…”
Document ‘UVA-discussion-transcription’, 1 passages, 1866 characters, Paragraph 294-303, 1866 characters (in Spanish).
“… when I apply the Jigsaw, I also apply “continuous evaluation” in order to make the students participate well… ”
Document ‘GSIC-EMIC-engineering-teachers’, 2 passages, 272 characters, Paragraph 3, 208 characters (in Spanish).
“… a final vision of what has been design … and also the incorporation of activities that are not part of a pattern but that may be complementary – external…”
Document ‘UVA-discussion-transcription’, 4 passages, 1966 characters, Paragraph 24, 335 characters (in Spanish).
“I would suggest that the tool generates a document with the resulting design…”
Document ‘UNFOLD-quest&observations_report’, 2 passages, 266 characters, Paragraph 135, 72 characters (in Spanish).
“Make a “search and replace” that clones a UoL with different resources.”
Extensions with more CLFPs, other types of patterns and other complementary activities (i.e. more flexible design options, cf. also the last partial result of Table C.1), automatic calculation of group size (cf. also the first partial result of Table C.5), tracking information about what has been completed (cf. also the last partial result of Table C.2) and integration with the player.
Document ‘UVA-discussion-transcription’, 2 passages, 1085 characters, Paragraph 46, 639 characters (in Spanish).
“After associating a resource with several activities, if the resource is deleted, then the tool does not inform the user about that…”
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Document ‘UCA-quest-final-improvements’, 7 passages, 737 characters, Paragraph 8, 266 characters (in Spanish).
“I think that it would be very useful to make an inverse use of the selection of patterns. In addition to that when selecting an objective, the list of patterns is limited… when selecting a pattern, the objectives and types of problems that the pattern best serves were highlighted…”
Document ‘UCA-quest-final-improvements’, 7 passages, 737 characters, Paragraph 11, 137 characters (in Spanish).
“Indicating the number of students, automatically, the number of members of each group in each activity may be calculated.”
Document ‘GSIC-EMIC-pedagogy-teachers’, 1 passages, 139 characters, Paragraph 104, 139 characters (in Spanish).
“I would like that the tool informs me about which aspects have been completed successfully and which are not completed yet…”
Document ‘UCA-quest-final-improvements’, 7 passages, 737 characters, Paragraph 44, 31 characters (in Spanish).
“The intercommunication with the LMS.”
Document ‘UVA-quest-final-design-4’, 3 passages, 512 characters, Paragraph 17, 187 characters (in Spanish).
“The information provided by the CLFPs is sufficient concerning the design… but in order to have the complete view the assignment of participants to roles is missing…”
Document ‘GSIC-EMIC-final-quest-engineering-teachers’, 1 passages, 58 characters, Paragraph 17, 187 characters (in Spanish).
“The next step is to create groups with particular users…”
Document ‘UCA-quest-final-comments’, 5 passages, 384 characters, Paragraph 42, 77 characters (in Spanish).
“I cannot execute the design created with Collage in a user-friendly environment…”
Document ‘UCA-quest-final-interest-variation’, 5 passages, 471 characters, Paragraph 32, 293 characters (in Spanish).
“I miss special viewers; players… the data resulting of the execution of the LD are not exported for evaluation purposes…”
Document ‘UVA-quest-initial-class-plan’, 3 passages, 454 characters, Paragraph 8, 284 characters (in Spanish).
“Before the fall semester we plan the objectives, activities and timing of the courses. However, the planning cannot be closed because many times external circumstances appear (e.g. holidays, illnesses).”
Document ‘UVA-quest-initial-class-plan’, 3 passages, 454 characters, Paragraph 38, 91 characters (in Spanish).
“I revise the plan of each session considering the real development of the course”
Document ‘UVA-quest-final-design-4’, 1 passages, 170 characters, Paragraph 8, 170 characters (in Spanish).
“Theoretically it is a good guide, but we should always have in mind that the groups evolve differently depending on their members…”
Document ‘UVA_observations_byInesRuizRequies’, 1 passages, 503 characters, Paragraph 32, 503 characters (in Spanish).
“… the participants are worried about how to make the adaptations needed when they do not know the students that will attend the classes…”
Document ‘UVA-discussion-transcription’, 15 passages, 8500 characters, Paragraph 46, 656 characters (in Spanish).
“… if some students abandon the course in the third session, then I need to re-structure…”
The integration of Collage with complementary needed tools (production and delivery systems) should support flexibility (e.g. changes on the fly).
Document ‘UVA-discussion-transcription’, 15 passages, 8500 characters, Paragraph 234-236, 127 characters (in Spanish).
“… the structure can be kept if the student number variation is within a range…”
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Document ‘UVA-discussion-transcription’, 15 passages, 8500 characters, Paragraph 234-236, 127 characters (in Spanish).
“in the TTG course it also happens to us… we apply a Jigsaw and in some sessions expert groups do not attend the session… then we just form new groups comprising two jigsaw groups…”
Document ‘UVA-discussion-transcription’, 15 passages, 8500 characters, Paragraph 234-236, 127 characters (in Spanish).
“There are other cases such as NNTT, in which a Jigsaw is applied along the whole course… then the problem is again that not all the students attend all the sessions… then since the objectives are at the long-term the problem is not so important… because at the end they have to contribute, unless they abandon the course…”
Document ‘UVA-discussion-transcription’, 15 passages, 8500 characters, Paragraph 202, 875 characters (in Spanish).
“… another thing if all this works in the whole cycle, adapting on the fly is more complicated…”
Document ‘UVA-quest-final-representation2’, 1 passages, 239 characters, Paragraph 8, 239 characters (in Spanish).
“I think that this type of experiences requires a flexibility that impedes the planning of complex tasks (e.g. the whole course). It may be allowed the modifications of the activities as time goes by…”
Document ‘UCA-discussion-transcription’, 2 passages, 1018 characters, Paragraph 223, 640 characters (in Spanish).
“Since the structure is clearly planned, it may also facilitate that the students know it well and can follow it easily… so that the workload of the teacher decreases…” Other uses: the information created
with Collage is also helpful for the students.
Document ‘UCA-discussion-transcription’, 1 passages, 687 characters, Paragraph 85, 687 characters (in Spanish).
“… we can take advantage of the tool not only from the teacher point of view but also from the evaluator and student perspective… that the students can follow their own progress…”
C.4 Potential audience characteristics
Table C.8 Partial results and support data concerning the information question “which are the characteristics and motivations of the potential audience of Collage?”
Partial results Coding of the data source Support data
Document ‘UCA-quest-final-comments’, 6 passages, 709 characters, Paragraph 17, 50 characters (in Spanish).
“Collage is a very interesting tool to design collaborative processes.”
Document ‘UVA-quest-final-interest-variation’, 3 passages, 402 characters, Paragraph 9, 161 characters (in Spanish).
“I have already carried out collaborative learning experiences, and this tool seems to be very useful to plan this type of activities.”
Document ‘UCA-quest-final-comments’, 6 passages, 709 characters, Paragraph 47, 114 characters (in Spanish).
“Collage is very well designed for collaborative learning and it seems that we need to get used to it hereafter…”
Document ‘UNFOLD_quest&observations_report’, 1 passages, 368 characters, Paragraph 90-97, 386 characters.
“I think it should be a helpful tool to enable teachers to plan CL activities.”
Motivation and interest in designing collaborative learning processes to be used with an LMS in face-to-face, distant or blended situations or as lesson plans (without being interpreted by a player).
Document ‘UVA-quest-initial-expectatives1’, 3 passages, 435 characters, Paragraph 11, 159 characters (in Spanish).
“I am interested in knowing new methods for university education that improve the learning of my students.”
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Document ‘UCA-quest-final-context-2’, 4 passages, 414 characters, Paragraph 41, 111 characters (in Spanish).
“I am currently modifying my way of carrying out my classes, and the use of patterns can help me.”
Document ‘UCA-discussion-transcription’, 2 passages, 274 characters, Paragraph 71, 98 characters (in Spanish).
“I think that when we start working with the European credits, this tool can be good…”
Document ‘UCA-quest-initial-LD-valuing2’, 1 passages, 172 characters, Paragraph 11, 172 characters (in Spanish).
“It is going to be necessary to use this type of tools in our educational system. The EEES will also push to use these tools…”
Document ‘UVA-quest-final-comments’, 1 passages, 239 characters, Paragraph 13, 239 characters (in Spanish).
“I think that the tool can be of great utility in order to apply this kind of techniques, now that it seems one of the methods to apply in our classes…”
Document ‘UCA-discussion-transcription’, 1 passages, 822 characters, Paragraph 175, 822 characters (in Spanish).
“I am here because of my need as an university teacher … and because of the European convergence… and because we need to interchange our experiences…”
Document ‘UCA-quest-final-interest-variation’, 6 passages, 997 characters, Paragraph 38, 276 characters (in Spanish).
“I currently use the ICT in virtual education with individual learning and applying collaborative learning just in face-to-face situations… It is a good idea to blend both aspects, it broadens the possibilities of work and its control…”
Document ‘UCA-discussion-transcription’, 2 passages, 274 characters, Paragraph 15, 176 characters (in Spanish).
“I was commenting that a possibility is that once we have a design, we can reproduce it in Moodle…”
Closed question of the final questionnaires.
The participants are asked to indicate what type of learning situation they are thinking of (see the questionnaires available in the CD-ROM, for the list of possibilities).
All of GSIC-EMIC interviewees think of a blended situation in the sense that it is partially supported by technology. 2 (out of 5) of a synchronous situation and the other 3 of a mixed synchronous and asynchronous situation. 3 think of a face-to-face situation and the other 2 of a blended situation mixing distant and face-to-face activities.
Document ‘UVA-discussion-transcription’, 9 passages, 2473 characters, Paragraph 14-18, 404 characters (in Spanish).
“Another thing that I like, independently that the result is later interpreted by an LMS, is the recommendation of patterns… The description of the patterns, their usefulness, etc. offer ideas to people that are not used to collaborative learning…”
Document ‘UVA-discussion-transcription’, 15 passages, 8500 characters, Paragraph 167, 525 characters (in Spanish).
“I do not find the process too constrained since it enables the combination of patterns… and I think that it is easier for a novice to have an already structured model… because if the design is finally not useful can be modified without using this tool, because it can be also applied without computer support…”
6 (out of 18) UCA interviewees selects a), 9 select b), 2 select c), and 1 selects d).
1 (out of 8) UVA interviewees selects a), 4 select b), and 3 select c).
3 (out of 7) UNFOLD interviewees select a), 2 select b) and 2 selects c).
Closed question of the initial questionnaires.
The participants are asked to value their experience and interest in applying CL to education. They can select: a) I usually apply collaborative learning, b) I sometimes apply collaborative learning, c) I hardly apply collaborative learning but I am interested or d) I hardly apply collaborative learning and I am no interested.
4 (out of 5) GSIC-EMIC interviewees select a), and 1 selects b).
UCA interviewees value the importance of collaborative learning in their future practice with an average of 3.78 (deviation of 0.92).
(University) teachers, novice or with experience in CL practice. The design process provides ideas and foments the design creativity of the users, even promoting an increase in their interest in CL and the application of ICT.
Closed question of the final questionnaires.
The participants are asked to value (in the range of 1 to 5) the importance of collaborative learning in their future practice.
UVA interviewees value the importance of collaborative learning in their future practice with an average of 3.29 (deviation of 0.70).
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Document ‘GSIC-EMIC-pedagogy-teachers’, 2 passages, 103 characters, Paragraph 103, 248 characters (in Spanish).
“Collage is easy to use if the user is used to develop educational processes, in which the planning and definition of activities is essential…”
Document ‘GSIC-EMIC-final-quest-engineering-teachers’, 2 passages, 140 characters, Paragraph 2, 120 characters (in Spanish).
“… in general I was able to create the design, though I did not thought-written it on paper before… The experience was quite dynamic and offered me new design ideas…”
Document ‘UVA-quest-final-selection-2’, 2 passages, 558 characters, Paragraph 8, 224 characters (in Spanish).
“The selection of patterns can be of great utility to persons that have never used a particular type of patterns. When the teacher has sufficient experience using the patterns, then he would probably value personally the use of each pattern…”
Document ‘UVA-quest-final-comments’, 2 passages, 211 characters, Paragraph 17, 115 characters (in Spanish).
“For the novice teachers, a tool that guides users in the design process of units of learning is essential.”
Document ‘UCA-quest-final-comments’, 6 passages, 709 characters, Paragraph 71, 123 characters (in Spanish).
“It enables the direct implementation of collaborative learning systems without a great expertise.”
Document ‘UVA-discussion-transcription’, 15 passages, 8500 characters, Paragraph 282, 461 characters (in Spanish).
“… this is what I was discussing during the coffee break, about the complexity or risk of each pattern… it is not the same to use a Jigsaw than a Pyramid, it depends on the level of student compromise, the collaborative learning experience… then the tool also suggests: if you are starting practising collaborative… and the students do not seem to be prepared to collaborate, then use the TPS, which is easier, and do not use the Jigsaw… ”
Document ‘UCA-quest-final-interest-variation’, 9 passages, 1048 characters, Paragraph 26, 108 characters (in Spanish).
“After using Collage, I have interest in collaborative work; I will try to put it in practice…”
Document ‘UCA-quest-final-interest-variation’, 9 passages, 1048 characters, Paragraph 29, 60 characters (in Spanish).
“My interest in the ICT has been reinforced…”
Document ‘UVA-quest-final-interest-variation’, 3 passages, 402 characters, Paragraph 17, 171 characters (in Spanish).
“I was already very interested in CL, however the workshop has broadened my perspectives… because I see that Collage facilitates the design of complex collaborative activities.”
Document ‘UCA-discussion-transcription’, 2 passages, 1018 characters, Paragraph 11, 378 characters (in Spanish).
“Collage has helped me to structure what I already do but that I have not well organized…”
Document ‘UCA-quest-final-relevance-CLFPs2, 4 passages, 259 characters, Paragraph 41, 66 characters (in Spanish).
“The patterns help me to systematize ideas that I applied before without a theoretical basis…”
Document ‘UCA-quest-final-representation2, 3 passages, 295 characters, Paragraph 35, 188 characters (in Spanish).
“… I can now systematize the activities that I usually apply in blended (semi-virtual) activities…”
Document ‘UCA-quest-final-interest-variation’, 9 passages, 1048 characters, Paragraph 35, 196 characters (in Spanish).
“I have devised possibilities of concrete application to the type of activities I usually develop in my classes by means of active methods.”
Document ‘UVA-quest-final-relevance-CLFPs2’, 3 passages, 654 characters, Paragraph 8, 336 characters (in Spanish).
“I have accomplished some CL experiences, but I do not consider myself an expert on this topic. That’s why I do not know if the patterns are significant. However, I have used satisfactorily some of the patterns, what leads me to think that the tool would be useful for persons with knowledge similar to mine.”
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Document ‘GSIC-EMIC-final-quest-pedagogy-teachers’, 3 passages, 490 characters, Paragraph 104, 221 characters (in Spanish).
“I like the information help of each pattern, it facilitates a lot. Despite the fact of knowing the collaborative learning techniques, many doubts appear during the design that are easily solved thanks to this information.”
Document ‘UNFOLD_quest&observations_report’, 1 passages, 84 characters, Paragraph 125, 84 characters.
“Patterns are quite adequate and for non-experts on CL this is really an eye-opener!”
Document ‘UVA-discussion-transcription’, 5 passages, 3302 characters, Paragraph 175, 597 313 characters (in Spanish).
“… a minimum formation in patterns is necessary, for which Collage is helpful, but the user is in charge of knowing what he wants to design and how…. The tool helps the user of course, but the user is who defines…”
14 (out of 18) UCA interviewees select a) and 4 select b).
Closed question of the initial questionnaires.
The participants are asked to value their experience and interest in applying ICT to education. They can select: a) I usually apply ICT to support my classes, b) I sometimes apply ICT to support my classes, c) I hardly apply ICT to support my classes but I am interested or d) I hardly apply ICT to support my classes and I am no interested.
1 (out of 8) UVA interviewees select a), 6 select b) and 1 selects c).
UCA interviewees value the importance of ICT in their future practice with an average of 4.50 (deviation of 0.50).
Closed question of the final questionnaires.
The participants are asked to value (in the range of 1 to 5) the importance that ICT will have in their future practice as teachers.
UVA interviewees value the importance of ICT in their future practice with an average of 4.00 (deviation of 0.53).
8 (out of 18) UCA interviewees select b), 9 select c) and 1 select d).
2 (out of 8) UVA interviewees select c), and 6 select d).
2 (out of 7) UNFOLD interviewees select a), and 5 select b).
Closed question of the initial questionnaires.
The participants are asked to value their knowledge regarding IMS LD. They can select: a) I am an IMS LD expert b) I have basic IMS LD knowledge, c) I have heard something about IMS LD or d) It is the first time I see this acronym.
2 (out of 5) GSIC-EMIC interviewees select b), 2 select c) and 1 selects d).
Document ‘UVA_observations_byInes’, 2 passages, 327 characters, Paragraph 40, 146 characters (in Spanish).
“The participant with more difficulties is UVA-participant-1, who is a teacher of the Faculty of Education that has very few knowledge of Informatics…”
Document ‘UCA-quest-initial-expectations’, 11 passages, 852 characters, Paragraph 14, 118 characters (in Spanish).
“I would like to have tools that facilitate the design, implementation and evaluation of collaborative activities.”
Document ‘UCA-quest-initial-expectations’, 11 passages, 852 characters, Paragraph 32, 73 characters (in Spanish).
“I am interested in discovering tools that I could apply in my virtual courses.”
Document ‘UCA-quest-initial-experience-spec2, 12 passages, 1060 characters, Paragraph 20, 54 characters (in Spanish).
“I have just learnt superficially what IMS LD is…”
Document ‘UCA-quest-initial-experience-ICT2, 16 passages, 1995 characters, Paragraph 23, 168 characters (in Spanish).
“I use WebCT and Moodle to provide information, interact with my students using forums…”
Document ‘UVA-quest-initial-experience-ICT2, 6 passages, 1107 characters, Paragraph 14, 55 characters (in Spanish). “I use tools to show slides…”
Document ‘UNFOLD_quest&observations_report’, 1 passages, 386 characters, Paragraph 90-97, 368 characters.
“Collage is a big step forward for using by teacher-experts.”
Document ‘UNFOLD_quest&observations_report’, 1 passages, 386 characters, Paragraph 100-109, 478 characters.
“It seems useful for teachers that are already working as “e-teachers”…”
With some experience and interest in the use of ICT and also but not necessarily expert (LD) technologists (cf. also the last partial result of Table C.2 and first partial result of Table C.6).
Document ‘UNFOLD_quest&observations_report2’, 3 passages, 718 characters, Paragraph 137, 121 characters.
“Make a distinction between the levels of usage within Collage. Level 1: novices, level 2: basic (as now, level 3: experts…”
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Document ‘GSIC-EMIC-pedagogy-teachers’, 2 passages, 103 characters, Paragraph 103, 348 characters (in Spanish).
“… Collage is an interesting tool, though I think that in order to use it a minimum training and some familiarization with the use of ICT are needed”
Document ‘GSIC-EMIC-engineering-teachers’, 2 passages, 142 characters, Paragraph 2, 107 characters (in Spanish).
“I was able to create an IMS LD reflecting a previous CL experience without deep knowledge on IMS LD.”
APPENDIX D
SUPPORT EVALUATION DATA OF THE
NETWORK MANAGEMENT CASE STUDY
This appendix includes the support data regarding the evaluation of the Network Management case study. The data are organized in tables according to the topics and information questions forming the conceptual structure of this case. Each supporting argument has associated a coding, which identifies its data source (the raw data is available in the attached CD-ROM).
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D.1 Meaningfulness of the CSCL script created with Collage
Table D.1 Partial results and support data concerning the information question “is the CSCL script contextualized to the actual learning situation?”
Partial results Coding of the data source Support data
Closed question of the final questionnaire.
The students are asked to value the structure of the experience regarding its utility to reach the objectives directly related with the course. They can answer: the structure is negative the structure is okay, the structure is positive.
12 (out of 12) students state that “the structure of the experience is positive to reach the objectives related to the course”.
Closed question of the teacher’s questionnaire.
The teacher is asked to value the structure of the experience regarding its utility to reach the objective directly related with the course. He can answer: the structure is negative the structure is okay, the structure is positive.
The teacher states that that “the structure of the experience is positive to reach the objectives related to the course”.
Document ‘f_structure3’, 5 passages, 1641 characters. Paragraph 14, 286 characters (in Spanish).
“The structure has promoted the self-discovering of the SNMP details, what stimulates the learning.”
Document ‘f_structure3’, 5 passages, 1641 characters. Paragraph 32, 292 characters (in Spanish).
“I think it has been positive because the article has been broken down and we all have collaborated to extract the fundamental concepts of SNMP reflected in the text. Moreover, we have worked with a technical article, what we have never done before…”
The structure of the experience is positive to reach the objectives of the course.
Document ‘l-CC2’, 11 passages, 2755 characters. Paragraph 18, 283 characters (in Spanish).
“I think it is very positive to the definitive understanding of the main content of the different SNMP alternatives. I have acquired a good knowledge of SNMP without a great effort.”
Document ‘f_structure3’, 5 passages, 1641 characters. Paragraph 11, 491 characters (in Spanish).
“Since during the activity we have worked on the article once and again with the aim of reaching consensus in a group of increasing size, we deeply tackled all the details of the article. Each person provides a different vision and pays attention to diverse aspects. Besides, the different opinions are useful to clarify the aspects that have not been correctly understood.”
Document ‘focus_group_transcription_es’, 1 passages, 475 characters. Paragraph 101, 457 characters (in Spanish).
“This type of structure is merely useful to work with the document we have read (or another). But if we need to work on another type of problem then everything may be changed, and the system is no longer useful.”
The structure of the experience is adequate for this type of task.
Document ‘m_CC-3’, 9 passages, 2289 characters. Paragraph 26, 259 characters (in Spanish).
“I think it is a good practice, it has not any inconvenience when applied to this course. But it is probably not useful in other courses.”
Closed question of the final questionnaire.
The students are asked to grade (in the range 0-6) how difficult the task is (0 is N/A; 1, too difficult and 6, too easy).
The difficulty/ease of the experience is graded with an average of 4.33 (deviation of 0.47).
Closed question of the final questionnaire.
The students are asked to value (in the range 0-6) if they had sufficient time to accomplish the activities (0 is N/A; 1, I would have needed much more time and 6, I had too much time).
The students value with an average of 3.27 (deviation of 0.37) the amount of time spent to accomplish the activities.
The task is easy considering the relative duration of the experience to the rest of the course, though the time is sufficient to accomplish the proposed activities. Besides, the activities motivate the students.
Document ‘f_structure3’, 2 passages, 275 characters. Paragraph 38, 211 characters (in Spanish).
“The only drawback that I find to this method is that we have spent much more time to analyze the different versions of SNMP than if the teacher explains it as in traditional classes.”
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Document ‘m_CC-3’, 9 passages, 2289 characters. Paragraph 35, 599 characters (in Spanish).
“We might advance more slowly than in traditional classes but I think that more ideas get fixed in our minds.”
Document ‘teacher_k_structured2’, 1 passages, 182 characters. Paragraph 5, 182 characters (in Spanish).
“The deployment might be excessive for reading an article. But it should be considered that the experience seems to have increased the motivation.”
Document ‘focus_group_transcription_es’, 3 passages, 447 characters. Paragraph 59, 197 characters (in Spanish).
“It motivates more than just reading the article. In this case, many of us would have either not read it, or read it too quickly, or not understood it, or not extracted so many ideas.”
Document ‘teacher_p_CC-3’, 1 passages, 237 characters. Paragraph 2-5, 237 characters (in Spanish).
“The drawback of this type of experiences is the time required to prepare all the details. The tools should provide more support.”
This type of experiences require more preparation time. Document ‘m_CC-3’, 9 passages, 2289 characters.
Paragraph 35, 599 characters (in Spanish). “The teachers need to prepare everything and the students need time to learn how to use the tools, though in our case this is not really problematic (we learn quickly…)”.
Table D.2 Partial results and support data concerning the information question “does the CSCL script guide
the learning process coordinating the students at the activity level according to the CLFPs on which is based?”
Partial results Coding of the data source Support data
Closed question of the teacher’s questionnaire.
The teacher are asked to grade (in the range 0-6) to what extent the development of the experience is as designed in the script (0 is N/A; 1, it was completely different and 6, it was completely alike).
The teacher grades with 6 this question, i.e. he considers that the development of the experience reflected exactly what he intended to design in the script using Collage.
Document ‘teacher_g_desired2’, passages, characters. Paragraph , characters (in Spanish).
“The planned designed has been followed well… (except of the final TPS, but it was because I propitiated it)”
Document ‘d_structure1’, 7 passages, 3924 characters. Paragraph 8, 474 characters (in Spanish).
“… we have formed 4 groups. Each group comprised 3 members (one for each part of the article). Therefore, there are 4 experts on each part of the article).”
Document ‘d_structure1’, 10 passages, 3924 characters. Paragraph 20, 148 characters (in Spanish).
“The experience has been structured in 3 levels and the levels, in turn, considered different dynamic groups. Thus each person has gone along all the levels and different groups.”
Document ‘d_structure1’, 10 passages, 3924 characters. Paragraph 29, 566 characters (in Spanish).
After reading, the members of each group that read the same part of the article discussed what we had understood using a chat. Then, we joint our original group and explained our parts, obtaining 10 ideas and 2 questions about the article. We made comments to the results of other group, which we joined in the next session to talk about the comments and agree 8 ideas and 2 questions. Finally, we shared the ideas and questions with the other groups in a debate moderated by the teacher.”
The experience proceeds to a large extent as it is designed in the script
Document ‘summary_observations_first_session_es’, 3 passages, 422 characters. Paragraph 67, 157 characters (in Spanish).
“The teacher skipped the “Pair” phase of the TPS (because of time limitations). He proceeded directly to the discussion…”
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Log files generated by Synergeia. The log files generated by Synergeia show that the members
assigned to a particular expert role only access to their part of the article. Similarly, the members of the successively larger groups only read (and comment) the results of the group which they are to join in the following activity.
Recorded chat conversations of the different expert groups (in Spanish). A different chat room is available to each expert group.
Students’ outcomes (in Spanish). Each group (jigsaw groups and second pyramid level groups, depending on the phase) generate a different outcome, in form of an answered questionnaire. It is possible because a different copy of the questionnaire is provided to each group (the members of the same group saw the same copy of the questionnaire).
Document ‘r_positive_negative’, 2 passages, 250 characters. Paragraph 25, 116 characters (in Spanish).
“The main positive aspect has been to always have the explanation of the steps as well as the tools needed in order to follow them.”
Document ‘d_structure1’, 3 passages, 304 characters. Paragraph 29, 116 characters (in Spanish).
“We were distributed in groups and each member of the group read a part of the article.”
The script helps resource distribution.
Document ‘r_positive_negative’, 2 passages, 229 characters. Paragraph 40, 150 characters (in Spanish).
“It was positive having access to the information in every moment (the information available in each moment) to compare ideas, clarify concepts, opine…”
Document ‘k_CC-1’, 11 passages, 2980 characters. Paragraph 23, 230 characters (in Spanish).
“The use of a script facilitates an efficient achievement of the objectives. Besides it allows the teachers to follow the progress of the students.”
Document ‘focus_group_transcription_es’, 3 passages, 447 characters. Paragraph 77, 136 characters (in Spanish).
“It gives you the rest of the coordination rules and how the resources are distributed. Therefore, I think it is more useful, though the freedom decreases.”
Document ‘focus_group_transcription_es’, 5 passages, 2311 characters. Paragraph 64, 835 characters (in Spanish).
“In my (expert) group, I proposed… since I was highlighting the more important parts of the paper, I had a list of the 8 concepts I found more important. The other members agreed, so each of us summarized each concept and posted it in the chat…”
Document ‘focus_group_transcription_es’, 5 passages, 2311 characters. Paragraph 65, 331 characters (in Spanish).
“We were basically solving doubts, discussing about the topics of our part, clarifying the concepts…”
Document ‘focus_group_transcription_es’, 5 passages, 2311 characters. Paragraph 73, 452 characters (in Spanish).
“It is better if the coordination within activities is up to us, because each of us works differently. For example, we worked completely differently to student1’s group…“
Chat conversation of experts on topic 1 (in Spanish).
03:04:22 User: student7, “I have a doubt”
…
03:04:45 User: student7, “I don’t understand well Trap-Directed Polling”
Chat conversation of experts on topic 2 (in Spanish).
03:03:39 User: student11, “What do you find the most important issue?”
03:04:01 User: student8, “OK, I propose a list with the most important ideas”
03:04:11 User: student8, “Then, one of us develop them and the rest make comments”
Chat conversation of experts on topic 3 (in Spanish).
03:03:39 User: student9, “How may we start?”
03:03:56 User: student3, “I don’t know, let’s start with the chunk on SNMPv2?”
The students find effective the activity-level coordination guided by the script. They do not find it too coercive because they can collaborate freely within the activities. In fact, groups differ in their coordination within the activities.
Document ‘summary_observations_first_session_es’, 3 passages, 422 characters. Paragraph 72, 217 characters and Paragraph 74, 148 characters (in Spanish).
“The “rojo-azul” group (one of the two groups of the second pyramid level) sat in the aisle of the classroom using the chairs forming a circle. In contrast, The “verde-amarillo” group sat in front of two PC’s…”
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Document ‘summary_observations_second_session_es’, 4 passages, 1832 characters. Paragraph 26-34, 875 characters (in Spanish).
“In general it is very different the coordination of the diverse groups…”
Closed question of the final questionnaire.
The students are asked to grade (in the range 0-6) the adequateness of the tools to support the activities (0 is N/A; 1, it is not adequate and 6, it is very adequate).
The students grade Synergeia with and average of 5.33, Quest with an average of 4.66 and the chat tool with an average of 4.25.
Closed questions of the teacher’s questionnaire.
The teacher is asked to grade (in the range 0-6) the adequateness of the tools to support the activities (0 is N/A; 1, it is not adequate and 6, it is very adequate).
The teacher graded Synergeia and Quest with 6 and the chat tool with 4.
Document ‘n_tools’, 5 passages, 688 characters. Paragraph 36, 122 characters (in Spanish).
“In my opinion it is essential to have available the generated documents (in the shared repository), so that they can be read at home in order to complete the study.”
Document ‘n_tools’, 6 passages, 713 characters. Paragraph 37, 97 characters (in Spanish).
“Quest’s questionnaires have been helpful to synthesize the important points…”
Document ‘n_tools’, 6 passages, 713 characters. Paragraph 65, 239 characters (in Spanish).
“The chat is quite simple… The idea of using a chat is good but a bit excessive in our case since we were face-to-face with our classmates. However, it would be a useful tool to communicate from home.”
Document ‘teacher_q_tools’, 1 passages, 143 characters. Paragraph 5, 143 characters (in Spanish).
“The chat is not very sophisticated…”
Document ‘b_mostdifficult’, 4 passages, 579 characters. Paragraph 32, 169 characters (in Spanish).
“Interacting using the chat has been the most difficult thing but we actually understood each other and organized ourselves quite good.”
The selected tools support the realization of the activities, though the use of the chat in the face-to-face activity is not perceived as effective.
Document ‘r_positive_negative’, 3 passages, 396 characters. Paragraph 31, 333 characters (in Spanish).
“Coordination using a chat is difficult in a brief period of time.”
Document ‘m_CC-3’, 9 passages, 2289 characters. Paragraph 35, 599 characters (in Spanish).
“It makes us work harder and commit ourselves with the work undertaken. However, if someone does not attend a session, the rest of the group suffers…”
Document ‘k_CC-1’, 4 passages, 891 characters. Paragraph 26, 224 characters (in Spanish).
“Unless all the experts on a topic do not attend the session, everybody may reach the understanding of everything.”
Document ‘summary_observations_second_session_es’, 5 passages, 778 characters. Paragraph 13, 116 characters (in Spanish).
“Student10 y student11 do not attend the first hour of the second session (they have another course…)”
Document ‘focus_group_transcription_es’, 4 passages, 1512 characters. Paragraph 27-29, 253 characters (in Spanish).
“It was not a problem not to attend the first hour of the second session in which the ideas of two groups were combined (second pyramid level), since we were on time to participate in the last discussion.”
Needs of flexibility emerge.
Document ‘summary_observations_first_session_es’, 3 passages, 422 characters. Paragraph 67, 157 characters (in Spanish).
“The teacher skipped the “Pair” phase of the TPS (because of time limitations). He proceeded directly to the discussion…”
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Table D.3 Partial results and support data concerning the information question “does the CSCL script foster the desired objectives related to collaborative learning?”
Partial results Coding of the data source Support data
Closed question of the final questionnaire.
The students are asked to grade (in the range 0-6) how much they had collaborated with their classmates (0 is N/A; 1, I have not collaborated and 6, I have collaborated a lot).
The students graded with an average of 5 (deviation of 0.71) how much they collaborated with their classmates.
Closed question of the teacher’s questionnaire.
The teacher is asked to grade (in the range 0-6) how much the students had collaborated (0 is N/A; 1, they have not collaborated and 6, they have collaborated a lot).
The teacher graded with 5 how much the students collaborated.
Closed question of the final questionnaire.
The students are asked to value in general (in the range 0-6) the collaboration with their classmates (0 is N/A; 1, very negative and 6, very positive).
The students valued with an average of 5.17 (deviation of 0.37) the collaboration with their classmates.
Closed question of the teacher’s questionnaire.
The teacher is asked to value in general (in the range 0-6) the collaboration of the students (0 is N/A; 1, very negative and 6, very positive).
The teacher valued with 5 (quite positive) the collaboration of the students.
Document ‘f_structure3’, 2 passages, 260 characters. Paragraph 20, 87 characters (in Spanish).
“It fosters collaborative study and promotes the development of skills related to working in groups.”
Document ‘l-CC2’, 11 passages, 2755 characters. Paragraph 30, 218 characters (in Spanish).
“We have learn to work in groups, acquire knowledge working together, learn more and better, and probably in less time. It seems to me that there are many advantages…”
The experience is successful in promoting collaboration.
Log files generated by Synergeia, recorded chat conversations, and students’ outcomes.
All these sources show that all the students participated actively.
Document ‘f_structure3’, 6 passages, 1534 characters. Paragraph 17, 150 characters (in Spanish).
“It has been necessary an effort of synthesis and explanation of the accomplished work to the other members of the group in the way of reaching consensus.”
Document ‘f_structure3’, 6 passages, 1534 characters. Paragraph 35, 605 characters (in Spanish).
“We depend on the other group members’ work, so we need to trust in them…”
Document ‘m_CC-3’, 9 passages, 2289 characters. Paragraph 17, 271 characters (in Spanish).
“The main drawback might be the different involvement of the group members if someone is not able to contribute with (s)her fair share…”
Document ‘focus_group_transcription_es’, 2 passages, 428 characters. Paragraph 60, 224 characters (in Spanish).
“It demands a more active participation in the activities and responsibility… because we have to explain our part to the other members…”
Document ‘focus_group_transcription_es’, 2 passages, 428 characters. Paragraph 8
5, 204 characters (in Spanish).
“It is not a problem that just one person does all the work, because each of us has (s)her task and is responsible of it…”
The script fosters positive interdependence (students need each other to succeed) and encourages individually accountability (each participant should be responsible for his/her contribution to the group work)
Document ‘summary_observations_second_session’, 2 passages, 372 characters. Paragraph 84, 215 characters (in Spanish).
“This experience requires some commitment to attend the sessions. It is possible in this course because it is optional and we are motivated.”
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Document ‘d_structure1’, 1 passages, 579 characters. Paragraph 38, 579 characters (in Spanish).
“I think the structure of the experience is quite adequate: starting from an individual study phase to fix the base ideas, and then solving doubts with the classmates involved in the same topic. The following phases devoted to sharing information within groups of increasing size in order to reach a single joint solution, have facilitated the agreement and that all the participants understand the article more easily and quickly than if we have formed a large group from the beginning.”
Document ‘k_CC-1’, 11 passages, 2980 characters. Paragraph 35, 596 characters (in Spanish).
“Everybody participated in the discussions what improves the sharing of ideas (it helps the shy members to express themselves). A classmate explains what the others have not read, and this promotes learning. It is possible to ask doubts and everybody may answer, not only the teacher. The experience also helps to reflect in what is being doing…”
Document ‘d_structure1’, 2 passages, 349 characters. Paragraph 17, 174 characters (in Spanish).
“The script has allowed the achievement of a agreed solution through discussing and raising inquietude on the different aspects of the study.”
Recorded chat conversations.
The chat-mediated discussions are much focused on the topic, intense and with a quite equally participation of the expert groups’ members that attended the first session.
All the groups discuss and reach agreement.
Students’ outcomes All the groups in the different phases formulate the maximum number of ideas (10 or 8 depending on the phase) ideas and 2 questions.
D.2 Enactment of the CSCL script using Gridcole
Table D.4 Partial results and support data concerning the information question “can the students follow successfully the CSCL script using the Gridcole system?”
Partial results Coding of the data source Support data
Closed question of the final questionnaire.
The students are asked to value (in the range 0-6) if the system is useful facilitating the collaboratively realization of the activities (0 is N/A; 1, it is not useful and 6, it is very useful).
The students value with an average of 5.50 (deviation of 0.50) the utility of the system regarding the support for the collaboratively realization of the activities.
Closed question of the final questionnaire.
The students are asked to grade (in the range 0-6) if it is useful that the system indicated what to do and what tools should be used in each activity (0 is N/A; 1, it is not useful and 6, it is very useful).
The students grade with an average of 5.75 (deviation of 0.43) the usefulness of being indicated by the system what to do and what tools should be used in each activity.
Closed question of the teacher’s questionnaire.
The teacher are asked to value (in the range 0-6) if the system is useful facilitating the collaboratively realization of the activities (0 is N/A; 1, it is not useful and 6, it is very useful).
The teacher values with 5 the utility of the system regarding the support for the collaboratively realization of the activities.
Closed question of the teacher’s questionnaire.
The teacher is asked to grade (in the range 0-6) if it is useful that the system indicated what to do and what tools should be used in each activity (0 is N/A; 1, it is not useful and 6, it is very useful).
The teacher grades with 6 the usefulness of being indicated by the system what to do and what tools should be used in each activity.
Document ‘r_positive_negative’, 2 passages, 250 characters. Paragraph 60, 134 characters (in Spanish).
“The structure to follow the script step by step easily and the direct access to the resources have been very useful.”
Document ‘teacher_u_positive_negative’, 1 passages, characters. Paragraph 5, 242 characters (in Spanish).
“Without the integrating system, the students would have needed to devote more attention to the tools.”
The Gridcole system is very useful supporting collaboration and indicating what to do and which tools should be used in each activity.
Document ‘o_other_tools’, 1 passages, 137 characters. Paragraph 11, 137 characters (in Spanish).
“In my opinion, the used tools satisfy the requirements of the activities because they guide us step by step in an easy way.”
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Document ‘r_positive_negative’, 11 passages, 1191 characters. Paragraph 15, 265 characters (in Spanish).
“It was very positive that the system indicates in what phase we are and the objective of this phase as well as that it provides the access to the tools needed in each phase…”.
Document ‘r_positive_negative’, 5 passages, 1005 characters. Paragraph 50, 93 characters (in Spanish).
“The tools worked correctly and the activities have been accomplished without problems.”
Document ‘n_tools’, 5 passages, 688 characters. Paragraph 36, 122 characters (in Spanish).
“In my opinion it is essential to have available the generated documents, so that they can be read at home in order to complete the study.” The students use successfully
Gridcole in the face-to-face as well as in the distant activities. Log files generated by Synergeia. The log files generated by Synergeia show that
11 (out of 12) students read and posted comments to the results of the members of the jigsaw group that they will join in the second session. (They access Synergeia through Gridcole.)
Document ‘focus_group_transcription_es’, 2 passages, characters. Paragraph 38, 533 characters (in Spanish).
“I did not attend the first 2-hour session and, at home in half an hour I managed to find out what the rest of the classmates did in the classroom. Otherwise, I would have been lost in the other session…”
Having access to the system outside the lab provides flexibility, though more flexibility is needed. (Cf. also the partial result “Needs of flexibility emerge” of Table D.2) Document ‘teacher_u_positive_negative’, 1
passages, 75 characters. Paragraph 6, 75 characters (in Spanish).
“The system is quite rigid…”
Document ‘b_mostdifficult’, 4 passages, 579 characters. Paragraph 26, 230 characters (in Spanish).
“The most difficult aspect was learning how to use the tools… However, with the explanations of the last (familiarization) session is sufficient, and the system facilitates everything…”
Document ‘r_positive_negative’, 2 passages, 319 characters. Paragraph 41, 182 characters (in Spanish).
“Since I did not attended the session in which how to use the system was explained, I found a bit difficult to post a comment…”
The familiarization session helps but is not crucial.
Document ‘m_CC-3’, 9 passages, 2289 characters. Paragraph 35, 599 characters (in Spanish).
“The students need time to learn how to use the tools, though in our case this is not really problematic (we learn quickly…)”.
Table D.5 Partial results and support data concerning the information question “how can the enactment of the
CSCL script be improved?”
Partial results Coding of the data source Support data
Document ‘r_positive_negative’, 5 passages, 1005 characters. Paragraph 36, 429 characters (in Spanish).
“The frames and the menu on the left are not very intuitive…”
Document ‘r_positive_negative’, 5 passages, 1005 characters. Paragraph 61, 236 characters (in Spanish).
“It was negative the fact that the frames cannot be resized…”
The frames of the web player are not intuitive enough.
Document ‘summary_observations_first_session’, 2 passages, 346 characters. Paragraph 26, 96 characters (in Spanish).
“The teacher explains how to open a frame in a different window…”
Document ‘focus_group_transcription_es, 1 passages, 97 characters. Paragraph 108, 97 characters (in Spanish).
“Changing groups was not intuitive in the system…”
Document ‘summary_observations_first_session’, 3 passages, 479 characters. Paragraph 57, 184 characters (in Spanish).
“The teacher reminds again that the students should change the role…”
Document ‘summary_observations_second_session’, 1 passages, 95 characters. Paragraph 88, 95 characters (in Spanish).
“It was necessary to remind the students the structure of roles/groups and the flow of activities.”
The system could be improved with awareness utilities.
Document ‘r_positive_negative’, 6 passages, 1036 characters. Paragraph 16, 148 characters (in Spanish).
“I miss an activity index indicating which role should be selected in each moment, instead of distributing it a document…”
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Document ‘r_positive_negative’, 6 passages, 1036 characters. Paragraph 21, 372 characters (in Spanish).
“I do not understand the issue of the groups in the system. It would be easier if the system obviates the change of roles (and makes it automatically for you…)…”
Document ‘r_positive_negative’, 1 passages, 210 characters. Paragraph 26, 210 characters (in Spanish).
“A negative aspect is the fact of having different passwords to accessing the different tools. I think it would be useful to unifying them… if we access to the system, then the direct access to the tools should be without password…”
The system could be improved with authentication utilities. Document ‘r_positive_negative’, 3 passages, 396
characters. Paragraph 31, 333 characters (in Spanish). “I had the problem that I did have the rights to access Synergeia… These types of technical reverses obstruct the work.”
Document ‘summary_observations_first_session_es’, 3 passages, 613 characters. Paragraph 14, 214 characters and Paragraph 24, 225 characters (in Spanish).
“Student5 does not attend this session. She has written an e-mail informing that she could not attend because of health problems and asking how she had to do in order not to be lost in the next session. Therefore, she did not follow the second and third phase of the Jigsaw but will need to read the whole article at home.
Student2 joint the session late (almost half an hour). (He is in the same expert group and the same second pyramid level group than student5. If he would not attend the whole first session, a solution like changing the second pyramid level groups would have been needed.)”
Document ‘summary_observations_second_session_es’, 5 passages, 778 characters. Paragraph 13, 116 characters (in Spanish).
“Student10 y student11 do not attend the first hour of the second session (they have another course…)”
Need of supporting further flexibility (cf. also the last partial result of Table D.4).
Document ‘focus_group_transcription_es’, 4 passages, 1512 characters. Paragraph 27-29, 253 characters (in Spanish).
“It was not a problem not to attend the first hour of the second session in which the ideas of two groups were combined (second pyramid level), since we were on time to participate in the last discussion.”
D.3 Educational innovation with respect to previous students’ experiences
Table D.6 Partial results and support data concerning the information question “does the enactment of the CSCL script enhance students’ previous experience in terms of structuring collaboration and use of
supporting technology?”
Partial results Coding of the data source Support data
Closed question of the final questionnaire.
The students are asked how different is this experience compared to previous ones. They can answer: no differences, few differences, quite a lot of differences or a lot of differences.
9 (out of 12) students state that “they have found quite a lot of differences”.
3 (out of 12) students indicate that “they have found a lot of differences”.
Document ‘k_CC-1’, 11 passages, 2980 characters. Paragraph 11, 175 characters (in Spanish).
“I have never read collaboratively an article as well as I have never followed this type of pyramid-structured workflow.”
Document ‘k_CC-1’, 11 passages, 2980 characters. Paragraph 8, 199 characters (in Spanish).
“I have felt more guided because I knew what to do in each moment. In other experiences of other courses I did not have clear what to do in each moment.”
The scenario introduces many differences with respect to previous students’ experiences.
Document ‘k_CC-1’, 11 passages, 2980 characters. Paragraph 17, 128 characters (in Spanish).
“In other courses we all need to know everything from the beginning. In contrast, in this experience we specialized at the beginning.”
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Document ‘k_CC-2’, 4 passages, 1128 characters. Paragraph 24, 113 characters (in Spanish).
“It is more amusing and the methodology is quite innovative, what increases the interest.”
Document ‘initial_questionnaire_a_collaboration’, 11 passages, 1180 characters. Paragraph 45, 122 characters (in Spanish).
“Actually we have not practiced collaborative learning during the university studies, except for the CA course, in which collaboration was very useful.”
Document ‘initial_questionnaire_a_collaboration’, 6 passages, 762 characters. Paragraph 6, 44 characters (in Spanish).
“I slightly prefer working individually, because in groups we have always divided the tasks in order to finish earlier or one of the members has worked more than the rest…”
Document ‘initial_questionnaire_b_structure’, 8 passages, 1094 characters. Paragraph 21, 179 characters (in Spanish).
“It is very convenient to assign the roles initially in order to make the collaboration more effective, instead that each of us “wages the war” by himself. We should be a team…”
Document ‘initial_questionnaire_b_structure’, 8 passages, 1094 characters. Paragraph 36, 136 characters (in Spanish).
“With some indications of how to work, we are more oriented to the interesting point. It may avoid that the students get lost with so many concepts…”
Document ‘k_CC-1’, 11 passages, 2980 characters. Paragraph 29, 540 characters (in Spanish).
“This work dynamic is completely innovative. Despite in other courses working in groups is fostered to certain extent; to me the innovation of this experience is the way of working (following different phases, changing groups…)”
Document ‘k_CC-1’, 11 passages, 2980 characters. Paragraph 32, 401 characters (in Spanish).
“For example ‘Name of the course’ also promotes collaborative activities. However, the activities are a disaster because they are not well organized. In this experience, there is a structure, a plan and collaboration is really fostered. In contrast, in ‘Name of the course’ there is not any indication and nobody works, what does nod lead to learning…”
Document ‘k_CC-1’, 11 passages, 2980 characters. Paragraph 38, 295 characters (in Spanish).
“Working in group of increasing size has been very appropriate. In other courses we usually divided the work in parts but without contrasting information with others…”
Document ‘initial_questionnaire_c_guidance’, 8 passages, 1084 characters. Paragraph 33, 216 characters (in Spanish).
“If we guide ourselves, our creativity, maturity… may increase.”
The script provides a collaboration strategy and does not encourage totally free collaboration or mere cooperation, which does not promotes effective results. However, (partially) open scripts (self-scripts) might foster creativity and inquiry processes.
Document ‘initial_questionnaire_c_guidance’, 8 passages, 1084 characters. Paragraph 45, 127 characters (in Spanish).
“The tasks that indicates us what to do with details in order to solve them, we just do what is indicated, while with a more open script we may research additionally on our own”
Document ‘k_CC-2’, 4 passages, 1128 characters. Paragraph 36, 546 characters (in Spanish).
“With this type of methods we learn more, work harder and better, and we take more advantage of the time. Besides “social skills” are promoted, what is so much demanded in the companies. I find the method quite useful and it should be applied in more courses. It is better that the typical classes in which we sometimes do not even know what the teachers are talking about. With this method, we are much more involved and this is positive for the acquisition of knowledge and what is learned…”
Document ‘m_CC-3’, 1 passages, 592 characters. Paragraph 32, 592 characters (in Spanish).
“The inconvenience is that there is not a culture of collaborating and the people are individualist… But in general I think it is very positive. I think that in our professional future we will work collaboratively. Therefore, this has been a good training experience.”
The structure of the experience promotes active learning and educational benefits useful for the professional future of the students that are not truly considered in the educational system.
Document ‘l-CC2’, 11 passages, 2755 characters. Paragraph 39, 210 characters (in Spanish).
“I think there should be more collaborative learning activities with large groups, since after all it is type of structure (used when working in projects) in which we will be involved in our professional future.”
SUPPORT EVALUATION DATA OF THE NETWORK MANAGEMENT CASE STUDY
295
Document ‘k_CC-1’, 11 passages, 2980 characters. Paragraph 23, 230 characters (in Spanish).
“A difference with other courses is the use of an integrated intuitive software system.”
Document ‘k_CC-1’, 11 passages, 2980 characters. Paragraph 29, 540 characters (in Spanish).
“It is worth mentioning that another difference is the use of telematic tools for collaborative learning (although we have used them in another courses taught by members of your group…)”
The students appreciate the use of Gridcole. They had used the employed type of tools before but not an integrating system. Document ‘m_CC-3’, 1 passages, 230
characters. Paragraph 23, 404 characters (in Spanish).
“… Sometimes the lack of efficiency makes us to waste time and hate working in groups. The realization of guided (or partly guided) activities and/or the use of tool like Gridcole, increase the efficiency and the interest in these activities.”
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