324,353 research outputs found

    Collaboration scripts - a conceptual analysis

    Get PDF
    This article presents a conceptual analysis of collaboration scripts used in face-to-face and computer-mediated collaborative learning. Collaboration scripts are scaffolds that aim to improve collaboration through structuring the interactive processes between two or more learning partners. Collaboration scripts consist of at least five components: (a) learning objectives, (b) type of activities, (c) sequencing, (d) role distribution, and (e) type of representation. These components serve as a basis for comparing prototypical collaboration script approaches for face-to-face vs. computer-mediated learning. As our analysis reveals, collaboration scripts for face-to-face learning often focus on supporting collaborators in engaging in activities that are specifically related to individual knowledge acquisition. Scripts for computer-mediated collaboration are typically concerned with facilitating communicative-coordinative processes that occur among group members. The two lines of research can be consolidated to facilitate the design of collaboration scripts, which both support participation and coordination, as well as induce learning activities closely related to individual knowledge acquisition and metacognition. In addition, research on collaboration scripts needs to consider the learners’ internal collaboration scripts as a further determinant of collaboration behavior. The article closes with the presentation of a conceptual framework incorporating both external and internal collaboration scripts

    Reusable Knowledge-based Components for Building Software Applications: A Knowledge Modelling Approach

    Get PDF
    In computer science, different types of reusable components for building software applications were proposed as a direct consequence of the emergence of new software programming paradigms. The success of these components for building applications depends on factors such as the flexibility in their combination or the facility for their selection in centralised or distributed environments such as internet. In this article, we propose a general type of reusable component, called primitive of representation, inspired by a knowledge-based approach that can promote reusability. The proposal can be understood as a generalisation of existing partial solutions that is applicable to both software and knowledge engineering for the development of hybrid applications that integrate conventional and knowledge based techniques. The article presents the structure and use of the component and describes our recent experience in the development of real-world applications based on this approach

    Levels of expertise in design education

    Get PDF
    Design ability and differences between novice and expert designers have been quite extensively studied in the field of design methodology. For example, design expertise got much attention in the latest Design Thinking Research Symposium held in Australia. Little attention, however, is paid to the development from novice into expert. At this moment, there is no theoretical basis for explaining and understanding the kinds of transformations the design student has to go through, and there is no theoretical basis for identifying the degree of design expertise of a designer at a certain moment. Also, little is known about how to stimulate design expertise development. We propose to study the development of expertise in designing. This paper introduces a model of the development of design expertise, based on the general skill acquisition model of Dreyfus. Characteristics and limitations of the general model relevant for its\ud application to the field of design are discussed. We will try to match the levels of expertise as they are identified in the model with some empirical data, consisting of a set of self-evaluations of a design student. We could find some empirical basis for the model, but much more detailed empirical\ud investigations are needed to reflect on the basic assumptions of the model. We therefore introduce a wider research programme that eventually should result in a stable description of levels of design expertise, a description of the transitions to higher levels of design expertise, and in ways to support design expertise development

    Metacognition and Reflection by Interdisciplinary Experts: Insights from Cognitive Science and Philosophy

    Get PDF
    Interdisciplinary understanding requires integration of insights from different perspectives, yet it appears questionable whether disciplinary experts are well prepared for this. Indeed, psychological and cognitive scientific studies suggest that expertise can be disadvantageous because experts are often more biased than non-experts, for example, or fixed on certain approaches, and less flexible in novel situations or situations outside their domain of expertise. An explanation is that experts’ conscious and unconscious cognition and behavior depend upon their learning and acquisition of a set of mental representations or knowledge structures. Compared to beginners in a field, experts have assembled a much larger set of representations that are also more complex, facilitating fast and adequate perception in responding to relevant situations. This article argues how metacognition should be employed in order to mitigate such disadvantages of expertise: By metacognitively monitoring and regulating their own cognitive processes and representations, experts can prepare themselves for interdisciplinary understanding. Interdisciplinary collaboration is further facilitated by team metacognition about the team, tasks, process, goals, and representations developed in the team. Drawing attention to the need for metacognition, the article explains how philosophical reflection on the assumptions involved in different disciplinary perspectives must also be considered in a process complementary to metacognition and not completely overlapping with it. (Disciplinary assumptions are here understood as determining and constraining how the complex mental representations of experts are chunked and structured.) The article concludes with a brief reflection on how the process of Reflective Equilibrium should be added to the processes of metacognition and philosophical reflection in order for experts involved in interdisciplinary collaboration to reach a justifiable and coherent form of interdisciplinary integration. An Appendix of “Prompts or Questions for Metacognition” that can elicit metacognitive knowledge, monitoring, or regulation in individuals or teams is included at the end of the article

    TARGET: Rapid Capture of Process Knowledge

    Get PDF
    TARGET (Task Analysis/Rule Generation Tool) represents a new breed of tool that blends graphical process flow modeling capabilities with the function of a top-down reporting facility. Since NASA personnel frequently perform tasks that are primarily procedural in nature, TARGET models mission or task procedures and generates hierarchical reports as part of the process capture and analysis effort. Historically, capturing knowledge has proven to be one of the greatest barriers to the development of intelligent systems. Current practice generally requires lengthy interactions between the expert whose knowledge is to be captured and the knowledge engineer whose responsibility is to acquire and represent the expert's knowledge in a useful form. Although much research has been devoted to the development of methodologies and computer software to aid in the capture and representation of some types of knowledge, procedural knowledge has received relatively little attention. In essence, TARGET is one of the first tools of its kind, commercial or institutional, that is designed to support this type of knowledge capture undertaking. This paper will describe the design and development of TARGET for the acquisition and representation of procedural knowledge. The strategies employed by TARGET to support use by knowledge engineers, subject matter experts, programmers and managers will be discussed. This discussion includes the method by which the tool employs its graphical user interface to generate a task hierarchy report. Next, the approach to generate production rules for incorporation in and development of a CLIPS based expert system will be elaborated. TARGET also permits experts to visually describe procedural tasks as a common medium for knowledge refinement by the expert community and knowledge engineer making knowledge consensus possible. The paper briefly touches on the verification and validation issues facing the CLIPS rule generation aspects of TARGET. A description of efforts to support TARGET's interoperability issues on PCs, Macintoshes and UNIX workstations concludes the paper

    The limits and possibilities of ICT in education

    Get PDF
    I will begin this article by clarifying the concept of Educational Technology and its related terms. I will then go on to analyse the more conclusive results of research in this field in order to describe the projects in which I have been involved, where technology was used to produce innovation. This article does not mention any cognitive or educational “revolutionary experience”, since this would surpass the limits of what technology is capable of accomplishing. Part of the education of the new generations has to be conservative, i.e., the experience and knowledge constructed by earlier generations has to be passed down. Disciplinary knowledge is an exemplary condensation of human effort and talent. How can technology support the transmission and acquisition of such knowledge? Besides being capable of using technology, should the new generations not also have a rational and educated discourse on the subject? Is this not the role of the school also? These are some of the main issues I wish to address
    • …
    corecore