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Controversies in Cognition

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Title: Controversies in Cognition


1
Controversies in Cognition
  • Evaluation of technology use in the wild
  • Dr. Danaë Stanton Fraser

2
Lectures
  • Space. Can we simulate it effectively?
  • Spatial Cognition learning what has been
    'learnt' from cognitive maps.
  • Laboratory versus Field the Evaluation Debate
  • Estimating time-to-collision can we accurately
    estimate when we will reach an object or when a
    moving object will reach us?
  • Evaluating in the wild
  • Aiding Mobility are electronic and environmental
    devices sufficient for aiding mobility in the
    mobility impaired?

3
Introduction
  • Traditional technologies in subservient role to
    Psychology
  • Methods of recording and storing data
  • e.g. desktop computers used to time reactions
  • Domains of data gathering
  • e.g. digital video recording enables repeatable
    analysis of behaviour
  • Methods of conducting experiments
  • software provides reproducible experiences during
    experiments
  • Access to people
  • Larger numbers of participants possible in
    on-line surveys or questionnaires

4
Evaluating in the Wild
  • New technologies also provide an interesting
    domain for study
  • New possibilities for collaboration and changing
    methods of communication (e.g. telephone, email,
    SMS, videoconferencing, )
  • The Shared Desktop
  • Sensors and Context
  • Mobile Systems

5
Working with schools (1)
  • Education
  • Working with schools versus testing in schools
  • The practicalities consent, ethics, relationship
    with user group, OFSTED, SATS
  • Designing within the physical, social and
    organisational constraints of a real classroom
  • Children as partners versus informants
  • Design methods

6
Working with schools (2)
  • How to gain access to schools
  • Ethics approval school policies
  • Consent forms to parents
  • Through school
  • Include use of video recordings (research papers
    now often go on the web)
  • Teachers approval

7
Designing with or for?
  • Different ways of designing and working with user
    groups (see Druin, 2002)
  • Design partners
  • Informants
  • Subjects/Participants

8
Participatory design
  • Involve users as members of the design team from
    the start
  • Methods of communication
  • brain (and body) storming
  • pen and paper interface walkthroughs
  • paper/cardboard mockups
  • early prototypes
  • emerged from Scandinavia

9
Designing with Children
  • Children and teachers involved in the design
    process.
  • Work intensively with teachers and children in
    school to design and develop technologies to be
    integrated into the classroom?
  • Interdisciplinary team? Those developing the
    technology should also go to the school!

10
Designing with Children
  • Integrating with the National Curriculum?
  • The physical nature of the classroom means that
    children are continually divided into small
    groups
  • Iterative design sometimes slower development of
    technology but a more integrated and usable
    product.

11
Traditionally
  • Computer in the corner of the classroom
  • Computer lessons not linked to domain
  • Individual use of machine, or
  • Possibility for input lt number of children per
    device
  • Children and teachers not actively involved in
    the design of the technology being used

12
New Technologies The Shared Desktop
  • Working in pairs and groups can have advantageous
    effects on learning and development (Rogoff,
    1990 Wood and OMalley, 1996)
  • Role of the computer unique in the way that it
    can structure collaborative activity (Littleton,
    1999)
  • Traditionally computer hardware and software
    designed with one user in mind

13
  • KidStory project - Developing collaborative
    storytelling technologies for children aged 5-7
  • Learning in class is a social activity - focus on
    group work
  • Designing within the physical, social and
    organisational constraints of a real classroom

14
An evaluation study Collaborative behaviour
around the computer
  • An exploratory study to examine the effect of
    multiple mice on childrens dialogue and
    interaction

15
  • Single Display Groupware - allows to co-located
    users to interact with a system simultaneously
  • Inkpen et al (1995, 1997, 1999) found significant
    learning improvements - higher levels of activity
    and less off task behaviour
  • Abnett et al (2001) gender effects.

16
Method
  • Participants - 24 children from an infant school
    in Nottingham. Aged 6-7 years.
  • Apparatus - KidPad a shared 2D drawing tool with
    a zooming interface (Druin et al, 1997).
  • Task - Creative task carried out by pairs of
    children using one or two mice.

17
  • Procedure
  • Recreate a poem in KidPad
  • Children encouraged to work together
  • 20 minutes
  • Video capture of the computer screen and the
    children were mixed
  • An analysis of the process of collaboration

18
Examination of behaviour in depth
  • Coding scheme developed to capture types of talk,
    physical interaction and their relationship with
    the on screen product
  • Qualitative analysis
  • The development of the car in the poem analysed
    for each pair (5minutes)

19
Characteristics and Behavioural styles observed
  • Interaction with 2 mice
  • Common themes
  • Verbalisation of action
  • Little reciprocity or elaboration of ideas
  • Active division of tasks - working in parallel
  • Still cases of dominant behaviour by one partner

20
Results
  • Use of two mice
  • Greater degree of engagement in task
  • more total time spent on creation
  • symmetry of mouse use

21
Asymmetry with one mouse
22
Symmetry with 2 mice
23
Video
24
  • Interaction with one mouse
  • More of a mix of behaviours
  • Good collaboration - long discussion of ideas,
    reciprocity followed by input of joint ideas,
    conflict followed by compromise
  • Conflict not resolved, high degree of negativity
    about others work
  • Domination by one partner

25
New Technologies Mobile and Wireless
  • Outside the school the fieldtrip
  • field trip with a difference
  • Taking technology outdoors
  • Making the invisible visible
  • Carry out collaborative discovery and reflection
  • To stimulate scientific enquiry

26
The Ambient Wood Project
  • small groups of children using mobile
    technologies outdoors to support scientific
    enquiry about the biological processes taking
    place in a wood.
  • One of the devices used, a probe tool, contained
    sensors enabling measurement of the light and
    moisture levels within the wood. A small screen
    was also provided which displayed the readings
    using appropriate visualisations.

27
Handhelds to make the invisible visible
  • Measurements of light and moisture at different
    locations were displayed on a PDA in pictorial
    format.
  • Mobile devices used to receive location-specific
    information.

28
Video
29
Key findings
  • Analysis of the patterns of interaction revealed
  • The probe engendered exploration, the generation
    of ideas (about where to probe in order to get
    different readings, or to see readings around
    particular plants).
  • Children made links between their readings, for
    example, comparing readings taken by the same
    species of plant, but in different locations.
  • Children made predictions about readings they
    might expect in particular locations, for
    example, one pair predicted a moist reading
    because there was lots of moss.
  • Many also drew conclusions about the general
    physical state of the woodland, and how this
    related to the environment and the organisms
    found on the basis of their probe readings.

30
New Technologies Mobile and Sensors
  • Integrating the outdoors with back in the
    classroom
  • To explore how emerging networking technologies
    can enhance science education
  • Hands-on approach to learning science in schools
  • Children learn about presence and impact of
    pollution
  • Encourage an understanding of the scientific
    process
  • Support collaborative activity between different
    schools and with scientists

31
Activities Children as active scientists
  • 2 schools involved
  • Primary in Nottingham
  • Secondary in Brighton
  • Sessions to familiarise children with pollution
  • Children use mobile carbon monoxide sensors to
    measure pollution levels in their local
    environment
  • Use software tools to analyse their data in the
    classroom and to share with others

32
Mobile Sensors
  • Children can collect pollution data
  • Mobile sensor records and gives instant feedback

33
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34
Analysing data
Video replay
Textual annotation
Interest point
Time series
35
Connectivity, schools and scientists
  • Children in same school
  • Scientific Teams
  • Children in different schools
  • Connectivity, Community
  • Children and scientists
  • Learning from the Experts

36
Summary of results
  • Results of video analysis and teacher interviews
    suggest that this context-inclusive approach is
    significant for three reasons
  • Firstly, it allows individuals to reflect on
    method as part of data collection.
  • Secondly it provides an aide-memoir to groups who
    have collected data together in interpreting
    results.
  • Thirdly, it allows new participants who have
    engaged in similar processes to understand new
    perspectives on their own and others data.

37
Controversies
  • Should we be as controlled/experimental as
    possible/as the pre-determined factors allow?
  • Is the only benefit of exploration and engagement
    in the field to provide ideas for experiments?
  • Is lab-based work appropriate in studying
    field-based use?

38
References (1)
  • Abnett, C., Stanton, D., Neale, H and OMalley
    (2001) The effect of multiple input devices on
    collaboration and gender issues. In the
    Proceedings of European Perspectives on
    Computer-Supported Collaborative Learning
    (EuroCSCL) 2001, March 22-24, Maastricht, the
    Netherlands. P.29-36.
  •  
  • Druin, A., Stewart, J., Proft, D., Bederson, B.,
    Hollan, J. (1997). KidPad A design collaboration
    between children, technologists, and educators.
    Proceedings of  CHI97, Atlanta, GA.
  •  
  • Druin, A. (2002). The Role of Children in the
    Design of New Technology. Behaviour and
    Information Technology, 21(1) 1-25.
  •  
  • Inkpen, K., Booth, K.S., Klawe, M., and Upitis,
    R. (1995). Playing Together Beats Playing Apart,
    Especially for Girls. Proceedings of Computer
    Supported Collaborative Learning (CSCL) '95.
    Lawrence Erlbaum Associates, 177-181.
  •  
  • Inkpen, K. M., Booth, K. S., Klawe, M.,
    McGrenere, J. (1997). The Effect of Turn-Taking
    Protocols on Children's Learning in Mouse-Driven
    Collaborative Environments. In Proceedings of
    Graphics Interface (GI 97) Canadian Information
    Processing Society, pp. 138-145.
  •  
  • Inkpen, K.M., Ho-Ching, W., Kuederle, O., Scott,
    S.D. Shoemaker, G.B.D. (1999) This is fun!
    Were all best friends and were all playing
    Supporting childrens synchronous collaboration.
    In Proceedings of Computer Supported
    Collaborative Learning (CSCL99) (eds. C.M.
    Hoadley J. Roschelle) pp. 252259. Lawrence
    Erlbaum, Hillsdale, NJ.
  •  
  •  

39
References (2)
  • Littleton, K. (1999). Productivity through
    interaction An overview. In K. Littleton and P.
    Light (Eds.) Learning with Computers Analysing
    productive interaction. Routledge. London
    p.179-194.
  •   
  • Price, S., Rogers, Y., Stanton, D. and Smith, H.
    (2003). A new conceptual framework for CSCL
    Supporting diverse forms of reflection through
    multiple interactions. In Proceedings of Computer
    Support for Collaborative Learning. (CSCL) 2003,
    Kluwer, pp. 513-523.
  •   
  • Rogers, Y, Price, S., Randell, C, Stanton Fraser,
    D., Weal M. and Fitzpatrick, G. (2005).
    Ubi-learning Integrating Indoor and Outdoor
    Learning Experiences. Communications of the ACM.
    January 2005/Vol. 48, No. 1
  •  
  • Rogoff, B., Apprenticeship in Thinking Cognitive
    Development in Social Context. New York Oxford
    University Press, 1990.
  •  
  • Stanton, D., Neale, H. and Bayon, V. (2002)
    Interfaces to support children's co-present
    collaboration multiple mice and tangible
    technologies. Computer Support for Collaborative
    Learning. (CSCL) 2002. ACM Press. Boulder,
    Colorado, USA. January 7th-11th.p.342-352
  • Stanton, D. and Neale, H. (2003). Collaborative
    Behaviour around a computer the effect of
    multiple mice on childrens talk and interaction.
    Journal of Computer Assisted Learning (JCAL),
    Blackwell, Vol. 19, no. 2, pp. 229-239.
  •  
  • Stanton Fraser, D., Smith, H., Tallyn, E., Kirk,
    D., Benford, S., Rowland, D., Paxton, M., Price S
    and Fitzpatrick G. (2005). The SENSE project a
    context-inclusive approach to studying
    environmental science within and across schools.
    Computer Supported Collaborative Learning (CSCL
    2005). Taiwan. May.
  •  
  • Tallyn, E., Stanton, D., Benford, S., Rowland,
    D., Kirk, D., Paxton, M., et al. (2004).
    Introducing eScience to the classroom.
    Proceedings of the UK e-Science All Hands
    Meeting, EPSRC, pp. 1027-1029.
  •  
  • Wood, D., O'Malley, C., Collaborative learning
    between peers An overview. Educational
    Psychology in Practice, 11(4), 4-9, 1996
  •  
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