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CEP901B Technology and Education Prosem

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Title: CEP901B Technology and Education Prosem


1
CEP901B Technology and Education Prosem
  • March 25, 2003
  • Matthew J. Koehler
  • Punya Mishra

2
Agenda
  • Announcements
  • Brief discussion of research projects (grant
    opportunities etc.)
  • Brief discussion on UCRIHS
  • Discussion of readings
  • Break
  • Presentation by Punya Matt
  • Meeting with Parolees

3
Prelims
  • It is time to sign up for it
  • You should have received the email with details
  • It is 7 hours, our mistake (sorry)
  • Except for international students who may choose
    to get an extra hour
  • Practice again
  • Those of you who got just pass or lower grades
    are strongly recommended to do it again (and
    again)
  • Matt and I are willing to read them again and
    provide feedback

4
tis the time
  • To meet with your advisors to discuss
  • Courses for next semester (and further)
  • Setting up your guidance committee
  • Your experience with the practice prelims
  • What you are planning on doing for your practicum

5
Next Time
  • Readings will be up soon (sorry for the delay)
  • Guest lecturer, Dr. Ralph Putnam
  • Group in charge
  • Please start discussion early
  • Continue working on your research project draft
  • Convert current draft into a proposal for Spencer
    (details coming up)
  • Also download and go over the UCRIHS form (and
    bring in questions about it)

6
The Spencer small grant
  • http//ed-web3.educ.msu.edu/spencer/small_research
    .htm
  • MSU/Spencer Research Training Grant
  • Small research grants designed to underwrite some
    of the costs of research by doctoral students in
    the college
  • individual grants ranging from 500 to 1,000
  • For individual or group projects
  • Reviewed by doctoral students
  • DEADLINE APRIL 18, 2003 3 PM

7
Requirements
  • A description of the project, no longer than
    three pages (single-spaced, 12 point type, 1 inch
    margins), including
  • A clear statement of the projects analytical
    purpose and potential theoretical benefit
  • A description of the research process
  • A declaration that costs are not covered by a
    research project or other source.
  • A detailed budget, with categories and cost
    estimates.
  • A letter of endorsement from the students
    advisor or the faculty member supervising the
    project, which
  • Confirms that the project has the approval of the
    faculty member
  • Explains the analytical value of the project and
    its educational value for the student and
  • Confirms that there is no alternative support for
    the costs of the project.

8
Criteria for selection
  • The primary criteria for awarding the grant
    include
  • The degree that the proposal meets the
    requirements spelled out in this announcement
  • The value added to the proposed study by the work
    covered by the requested funds
  • The analytical value of the proposed study and
    the educational value for the student

9
Media Effects 2 presentations
  • The Matt n Punya show

10
A tale of two metaphors
  • Metaphors are fundamental to human language and
    conceptualizing allowing us to structure human
    experience and communication (Lakoff Johnson).
    Metaphors are deeply embedded in our language,
    culture, and the way we think, and hence affect
    how we experience and interact with the world and
    other people.
  • Media as conduit
  • Reddy, M. (1979), The conduit metaphor - a case
    of frame conflict in our language about language.
    In A. Ortony (Ed.), Metaphor and thought.
    Cambridge, Eng. Cambridge University Press.
    284-320.
  • human communication is overwhelmingly described
    and understood in terms of transmission of
    meanings from speaker or writer to a listener or
    reader
  • packaging meanings into words, which are in
    turn unpacked to obtain meanings
  • information as being in books or files or
    databases. We put ideas down on paper, put
    concepts into words and so on. In each case, it
    appears as if information, ideas and concepts
    could exist outside of these containers.

11
The conduit metaphor
  • Ignores
  • creative and constructive nature of communication
  • Removes
  • the medium from the equation, renders it
    invisible to research and questioning.
  • Implies
  • media have minimal effect on message construction
    and message perception
  • In the simplest of terms, the conduit metaphor
    lets human ideas slip out of human brains, so
    that, once you have recording technologies, you
    do not need human anymore (Reddy 1979, p. 310).

12
  • The computer can only help with cognitive
    activities and should be considered a tool,
    nothing more
  • Gantt, Claiborne, 1985

13
Does my word processor have a personality?
Social responses to interactive media
14
(No Transcript)
15
Thank you!
  • yes I mean you

16
People are suckers for flattery even for
undeserved flattery(Cialdini, 1993)
  • People believe flattery
  • People like flatterers
  • Flattery is immune to validity
  • Criticism is not immune to validity
  • People prefer flattery to criticism

17
You can catch more flies with honey than with
vinegar anon. but what does this mean for
Ed Tech?
18
Will flattery get computers anywhere? (Fogg
Nass, 1999)
  • Simple computer game, akin to 20 questions, with
    feedback (no feedback, praise, criticism with
    reason, arbitrary)
  • People believed and liked computers that
    flattered them
  • People didnt care if flattery was valid
  • Criticism was only believed if it was valid
  • People disliked computers that criticized them,
    regardless of validity

19
So whats going on here?
  • Surely people dont think the computer means it!
  • Maybe it is an expertise thing. Expert users
    wont fall for it.
  • Maybe its a fluke. Just works for flattery (and
    criticism) not for other things.

20
sorry, but it gets stranger!
  • Are people polite to machines?
  • Do people ascribe personalities to machines?
  • Do people ascribe gender to machines?
  • Can people be made to treat computers as
    teammates!

21
Reciprocal self-disclosure
  • 3 conditions
  • No reciprocity
  • What has been your biggest disappointment in
    life?
  • Reciprocity
  • This computer has been configured to run at
    speeds upto 266 MHz. But 90 of computer users
    dont use applications that require these speeds.
    So this computer rarely gets used to its full
    potential. What has been your biggest
    disappointment in life?
  • No disclosure (controlled for length)
  • You are now ready for the next question in the
    interview. The next question is about
    disappointment. In this question, you will be
    asked about the biggest disappointments in your
    life. The specific question is as follows What
    has been your biggest disappointment in life?

22
and?
  • Self disclosure tendencies are consistent with
    the norms of reciprocity
  • Responses in the reciprocity condition were
    higher in intimacy (measured in terms of depth
    and breadth) than responses in the other two
    conditions

23
Computers As Social Actors
  • People (not just children) respond to computers,
    television, and new media like real people and
    places
  • People apply social rules and norms to media
    (images, television, computers)

The Media Equationby Byron Reeves Clifford Nass
24
Perception of Intelligence
  • Naïve theories of intelligence
  • Do they apply to artifacts?

25
Computers with accents
  • Alvarez-Torres, María José Mishra,
    Punya
  • alvarez3_at_msu.edu punya_at_msu.edu

26
How is nativeness generated?
  • Meet Susan Carmen, English Language Tutors
  • Susan Programmed in USA
  • Carmen Programmed in Mexico
  • Susan Clear legible native (mid-western)
    accent
  • Carmen Clear legible Hispanic accent
  • Note Only the instructions were voiced

27
Figure 2. Design of study 2
(ongoing) Background questionnaire
? ? Native computer Non-native
computer N30 N30 ? ?
Credibility questionnaire Distracter
task Final test (Recall data
theory integration transfer) analysis
completed
28
Credibility Questionnaire
  • 10 items Likert scale used previously to assess
    teachers McCroskey Young, 1981 McCroskey,
    Holdridge Toomb, 1974
  • Competence
  • Intelligent, trained, expert, informed,
    competent, bright
  • Character
  • Honest, sympathetic, high-character, trustworthy

29
Figure 3.Group responses to the credibility
questionnaire
30
What a difference a voice makes!
  • A computer with a non-native accent is evaluated
    as being
  • Significantly less competent than one with a
    native accent
  • of lower character than one with a native accent
  • NOTE None of the content was voiced! The
    computer just read out instructions

31
Coming back to flattery (praise)
  • A look back to flattery / criticism
  • Effect of praise/criticism depends on context
  • (Attribution theory research Meyer, 1982
    Parsons et al., 1982 Nicholls Miller, 1984
    Graham Barker, 1990)
  • Perception matters
  • Praise/criticism related to perceived effort
  • Effort/ability inversely related
  • Praise given for success on an easy task has a
    negative effect on learners self-confidence
  • Criticism of a poor performance can have positive
    effects on learners self-confidence

32
Essentially
  • Teacher expectations can be unintentionally
    communicated to students and can influence
    student achievement beliefs (Dusek 1985, Edmonds
    1979, Graham 1991, Rosenthal Jacobson 1968,
    Stipek 1993, 1996, Weary, et. al., 1989).

33
Research based on HHI work (Meyer, Mittag
Engler, 1986)
  • Pairs of participants worked on problem solving
    task and received feedback from teachers
  • Manipulations
  • Scored versus non-scored (i.e. ability level
    measured or not measured by the teachers)
  • Feedback
  • Praise on success in easy task No blame on
    failure on difficult task
  • versus
  • No praise on success in easy task Blame for
    failure on difficult task
  • Each participant could see what feedback the
    other person received (though not the other
    persons solution)

34
Results of HHI study
  • When teachers knew ability (scored condition)
    participants who received No Praise for success
    Blame for Failure had a more positive
    evaluation of their own performance and greater
    positive affect
  • When ability was not known performance and affect
    did not differ with feedback

35
What we did (The HCI study)
  • Pairs of participants worked on computers solving
    task and received feedback from an evaluation
    machine
  • Manipulations
  • Scored versus non-scored (i.e. ability level
    measured or not measured by the teachers)
  • Feedback
  • Praise on success in easy task No blame on
    failure on difficult task (Answer correct very
    impressive Wrong answer. Task completed)
  • versus
  • No praise on success in easy task Blame for
    failure on difficult task (Answer correct. Task
    completed Wrong answer, should have done
    better)
  • Each participant could see what feedback the
    other person received (though not the other
    persons solution)

36
What we found (HCI case)
  • Significant main effect for Feedback F(1, 110)
    5.482, p .05
  • Same story held for comparison of their
    performance with the other student, positive
    affect, negative affect
  • No interactions were found significant

37
What does this mean
  • Praise always won out
  • People ARE suckers for flattery
  • People DO respond socially to computers
  • But wait a minute
  • Mediated life is not equal to real life
  • The Media Equation doesnt apply across the board

38
Limitations and further responses...
  • Clearly Media do NOT equal Real Life in all
    situations. We dont eat a picture of a cake, for
    instance (though it may make us salivate)
  • The importance of individual differences
  • (Reader response, Critical theories, Information
    ecologies etc.)
  • This is just one part of a giant
    (technological-social-psychological) mosaic that
    is continually evolving

39
Current studies
  • Power in HCI
  • Waiting and feedback
  • Responses to pedagogical agents
  • Instructor presence in online courses
  • Children and anthropomorphic toys
  • With Kathryn H., Steven W., Robert B.

40
Conclusions and Implications of the Media Equation
  • Media Real Life
  • Not in all cases (need more research)
  • Social reactions are easy to manufacture
  • Communication theory applies to media
  • Interaction design is more than graphic design
  • Interaction design is more than sequencing
    screens
  • Interaction design IS Psychological Design
  • In contrast to the conduit metaphor
  • MEDIA AS SOCIAL ACTOR

41
Why does it happen?
  • Machines and mindlessness
  • Automaticity, Culturally determined scripts
    (Humans use minimal effort Langer, Bragh)
  • Individuals
  • - overuse social categories
  • (gender and ethnic stereotypes)
  • - exhibit overlearned social behaviors
    (politeness, reciprocity)
  • - display premature cognitive commitments
  • (expertise, personality etc.)
  • The fact that our understanding of how we follow
    a rule or give a name will be permanently vague
    does not interfere without actually obeying rules
    and naming things -- Wittgenstein
  • maybe it is different for children.

42
Why does it happen?
  • Computers fill social roles, use language,
    interact in real time etc.
  • Old brain - new Media (Theory of Mind, social
    brain, cognitive illusion)
  • (perception as unconscious inference Helmholtz)

43
Why computers?
  • Use of Language A trait specific to humans
  • Interactivity i.e. the extent to which an entity
    responds to multiple prior inputs rather than the
    immediately prior input.
  • Computer fill social roles. A role is a
    normatively prescribed set of behaviors
    associated with an actor or actors. E.g. Tutor,
    doctor, mother etc. (Berger Luckman, 1967)
  • Speech Speech processing is different from other
    kinds of sound processing
  • Possession of a human like face Face perception
    is a key mental module

44
Implications Understand media effects improve
media design
  • for design of educational technology
  • (social psychology, ethics, training the next
    generation)
  • for media literacy
  • for understanding media effects(and ourselves
    what does it mean to be human?)

45
Alternate explanations
  • Deficiency Lack of knowledge (children) lack of
    experience (naïve users of technology) lack of
    balanced socio-emotional perspective
  • Technology as a proxy for the creator / designer
    (the design stance writ large) e.g. Heider
    Simmel movie or ELIZA

46
Media literacy As creators
  • Character creation is a black art. Non one ever
    wrote a book on how to be good at it Paul White
    in the NewMedia interview, 7/12/00
    http//www.newmedia.com/
  • Few people are ever taught to create successful,
    satisfying experiences for others. Mostly, these
    folks are in the performing arts dancers,
    comedians, storytellers, singers, actors, etc. I
    now wish I had more training in theatre and
    performing arts to rely on... especially in
    improvisational theater. That's like the highest
    form of interactivity. (p. 40 - 41) Nathan
    Shedroff, designer, internet.au.(February).
    Interview vivid strikingly bright.

47
Media Literacy As users
  • Become sensitive to media creators and
    advertisers using such techniques
  • (for instance hagglezone.com)
  • Adds a new dimension to media literacy
  • especially for children

48
Faces are everywhere...

49
Topffer and the invention of the cartoons...
50
Topffer and his work...

51
Topffers Law
  • Any human face, however poorly and childishly
    drawn, possesses necessarily, by the mere fact of
    existing, some perfectly definite expression.
  • Any squiggle which we can interpret as a face
    will have a distinct individual personality.

52
Topffers law extended
  • Thus, we can extend Topffers Law into the
    digital age and argue that (a) almost all
    interfaces, however badly developed, have
    personality and (b) that personality can be
    generated through the subtlest of cues (these
    could be the manner in which text messages are
    phrased, the layout, as well as the use of images
    and other media.

53
Topffers Law updated
  • Any interactive artifact, however poorly and
    designed, possesses necessarily, by the mere fact
    of existing, some perfectly definite personality.

54
Mindblindness Computers One story
  • Forder (19xx) Multimedia Connections A Case
    Study of A Child With Asperger's Syndrome
  • Playing with SIMTOWN Hyperstudio
  • Jasons apparent lack of a feeling of ownership
    for his virtual town. He was unmoved when he
    witnessed it begin to decay due to his lack of
    attention to the environment.
  • Many young players were concerned with the
    balance between houses and businesses. Jason,
    despite having his attention drawn to the
    see-saw, appeared to show no interest in his
    towns population, nor did he see any need for
    order in the streets or any need for housing
    tracts or business centers. His houses and
    business ranged all over his virtual community.
  • At one stage he discovered the bulldozer and
    proceeded to destroy every tree on his estate.
    When he was reminded that if all the trees were
    gone there would not be enough oxygen in the air,
    Jason replied, Its not a real place?.
  • During the construction of Jason?s Hyperstack, he
    looked at the stack name and observed with
    deadpan expression, Im Jason, how can that be
    Jason?.
  • On another occasion I drew a picture of a large
    aggressive male confronting a small Jason
    look-alike. I was attempting to define fear for
    Jason. He was not impressed and said that he was
    not scared because the man was only this big?
    (indicating the size of the drawing with his
    fingers).
  • It is important to note that neither of these
    utterances were intended as jokes.

55
Children and social artifacts
  • The television set isnt alive. It doesnt make
    up its picture. It only passes it on.A person,
    she explains, might have to tell a computer how
    to make a picture, but the picture doesnt exist
    in the world before the machine gets involved
    The computer has to know how to do it. To make
    it up. This reasoning leads her to a special
    kind of verdict for the computer Its sort of
    alive. (Turkle, 1984, p. 49).
  • A Virginia woman claims a Furby helped teach her
    autistic son to speak Lisa Cantara of
    Blacksburg, Virginia, said a Furby taoght her
    4-year-old son, C.J., how to refer to himself in
    speech and increased his vocalbulary by at least
    half-dozen words Cantara said that although
    C.J.s autism is relatively mild, his language
    development has been very slow. But he showed a
    marked improvement after he was given a Furby by
    a family friend. He became very attached to it.
    He carried it around with him everywhere and
    started to mimic it. He talked to it a lot. He
    treated it like it was a real creature. (Kahney,
    1999)

56
AI or Intelligent Artifice
57
Trompe Loeil
  • To fool the eye

58
Trompe espirit
  • To fool the spirit
  • Artificial Intelligence vs Intelligent Artifice
  • Ontological vs psychological
  • Taking advantage of human propensities to see
    personality and agency

59
Topffers law extended
  • Both are essential for social intelligence
    (example of vampire bats)
  • Face recognition seems to be a module in that
    some people cannot recognize faces but can
    recognize everything else
  • Face recognition is automatic and whenever it
    happens we infer expression / personality /
    intentionality
  • Face recognition is cross cultural
  • It is driven by epigenetic rules it develops in
    childhood and is sensitive to experience. As
    Pinker (p. 241 says) it is not insightfully
    described as learned or as a mixture of nature
    and nurture the development is part of an
    assembly schedule and the sensitivity to
    experience is a circumscribed intake of
    information by a structured system. It evolved
    in response to identifiable selection pressures
    in the ecology of our ancestors. And it solves
    unsolvable problems by making tacit assumptions
    about the world that were true when we evolved
    but are not always true now.
  • It is a satisficing process not a perfect one
    it works quite well.. hence it can also lead to
    cognitive illusions, for instance seeing faces
    where none exist
  • It is impenetrable in that it is hard to describe
    just how we see faces or even to describe faces
    properly (crumpled paper vs. faces)
  • Face recognition works at many levels from the
    automatic / instinctual to the complex work of
    artists both realistic and abstract artists

60
Social Interfaces are everywhere
Chatterbots Knowbots www.botsopt.com Adaptive
Interfaces Intelligent toys Barney actimates,
Furby, Sonys Aibo, etc. etc.
Microsoft product for early reading with a
social interface
www.inago.com
Microsoft agent technology
61
My Real Baby
MRB has its own set of emotions and drives, and
an incredibly expressive, completely animated,
realistic face and voice. The child determines
how she wants to play with her doll, and the doll
responds naturally, emotionally, intelligently
just like a real baby. The MY REAL BABY models
human facial muscles. She has hundreds of facial
expressions and literally billions of different
combinations of sounds and words that make her
the most naturally responsive doll ever
created. The MY REAL BABY doll automatically
senses many of the ways children play with her.
She knows when shes being hugged, rocked, fed,
burped, bounced and more. MRB uses a
sophisticated model of over 15 human-like
emotions and levels of emotional
intensity. www.irobot.com
62
AIBO is not a toy! AIBO's a true companion with
real emotions and instincts. With loving
attention it can develop into a mature and
fun-loving friend as time passes. Like any human
or animal, AIBO goes through the developmental
stages of an infant, child, teen and adult. Daily
communication and attention will determine how
AIBO matures. The more interaction you have with
AIBO, the faster it grows up. In short, AIBO is a
friend for life.
AIBO actually has emotions and instincts
programmed into its brain. AIBO acts to fulfill
the desires created by its instincts. If
satisfied, AIBO's joy level will rise. If not,
then it will get sad or angry. Like any living
being, AIBO learns how to get what it wants.
Occasionally, AIBO will wave its legs around
vigorously or show signs of anger if it does not
receive the kind of attention it requests from
you. The way we respond to AIBO's emotional
expressions greatly influences AIBO's personality
and growth. AIBO learns from your praise or
scolding. Praise it for playing with its ball,
and it will enjoy playing with the ball more than
ever. But if you scold AIBO when it is only
looking at the ball, it will soon ignore the ball
altogether. www.aibo.com
63
Children and social artifacts
  • One morning, as Jim Lynch was tuning the doll's
    reactions, she started saying "Baba, baba, I want
    baba" - which is her way of asking for a bottle.
    Lynch could have just turned her off, but instead
    he stopped what he was doing and went around the
    office, frantically trying to satisfy her
    demands. "Has anyone seen her bottle? Where's her
    bottle?" Looking back on that moment, Lynch now
    says, "That's when I knew we had made a really
    wonderful product." (Davis, 2000 in an article on
    the design of My Real Baby, an animatronic doll
    developed by Hasbro.)

64
Children and social artifacts
  • The television set isnt alive. It doesnt make
    up its picture. It only passes it on.A person,
    she explains, might have to tell a computer how
    to make a picture, but the picture doesnt exist
    in the world before the machine gets involved
    The computer has to know how to do it. To make
    it up. This reasoning leads her to a special
    kind of verdict for the computer Its sort of
    alive. (Turkle, 1984, p. 49).
  • A Virginia woman claims a Furby helped teach her
    autistic son to speak Lisa Cantara of
    Blacksburg, Virginia, said a Furby taoght her
    4-year-old son, C.J., how to refer to himself in
    speech and increased his vocalbulary by at least
    half-dozen words Cantara said that although
    C.J.s autism is relatively mild, his language
    development has been very slow. But he showed a
    marked improvement after he was given a Furby by
    a family friend. He became very attached to it.
    He carried it around with him everywhere and
    started to mimic it. He talked to it a lot. He
    treated it like it was a real creature. (Kahney,
    1999)

65
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