- Award ID(s):
- 1912044
- NSF-PAR ID:
- 10105663
- Date Published:
- Journal Name:
- International Conference of Artificial Intelligence in Education
- Format(s):
- Medium: X
- Sponsoring Org:
- National Science Foundation
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Computer-Supported Collaborative Learning (CSCL) environments are often designed to support collaboration within a single digital platform. However, with the growth of technology in classrooms, students often find themselves working in multiple contexts (i.e., a student might work face-to-face with a peer on one task and then move to engaging in an online discussion for homework). We have created a CSCL environment that aims to support student help-giving across a variety of digital platforms. This paper describes three cycles of a design-based research study that aims to design a system to support help-giving and improve interaction quantity and quality across different contexts as well as to better understand whether students benefit by the addition of multiple contexts. The paper shares major refinements across the three cycles that worked to balance research, pedagogical, and technological goals to improve students’ help-giving behavior in a middle-school mathematics classroom.more » « less
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null (Ed.)Today’s classrooms are remarkably different from those of yesteryear. In place of individual students responding to the teacher from neat rows of desks, one more typically finds students working in groups on projects, with a teacher circulating among groups. AI applications in learning have been slow to catch up, with most available technologies focusing on personalizing or adapting instruction to learners as isolated individuals. Meanwhile, an established science of Computer Supported Collaborative Learning has come to prominence, with clear implications for how collaborative learning could best be supported. In this contribution, I will consider how intelligence augmentation could evolve to support collaborative learning as well as three signature challenges of this work that could drive AI forward. In conceptualizing collaborative learning, Kirschner and Erkens (2013) provide a useful 3x3 framework in which there are three aspects of learning (cognitive, social and motivational), three levels (community, group/team, and individual) and three kinds of pedagogical supports (discourse-oriented, representation-oriented, and process-oriented). As they engage in this multiply complex space, teachers and learners are both learning to collaborate and collaborating to learn. Further, questions of equity arise as we consider who is able to participate and in which ways. Overall, this analysis helps us see the complexity of today’s classrooms and within this complexity, the opportunities for augmentation or “assistance to become important and even essential. An overarching design concept has emerged in the past 5 years in response to this complexity, the idea of intelligent augmentation for “orchestrating” classrooms (Dillenbourg, et al, 2013). As a metaphor, orchestration can suggest the need for a coordinated performance among many agents who are each playing different roles or voicing different ideas. Practically speaking, orchestration suggests that “intelligence augmentation” could help many smaller things go well, and in doing so, could enable the overall intention of the learning experience to succeed. Those smaller things could include helping the teacher stay aware of students or groups who need attention, supporting formation of groups or transitions from one activity to the next, facilitating productive social interactions in groups, suggesting learning resources that would support teamwork, and more. A recent panel of AI experts identified orchestration as an overarching concept that is an important focus for near-term research and development for intelligence augmentation (Roschelle, Lester & Fusco, 2020). Tackling this challenging area of collaborative learning could also be beneficial for advancing AI technologies overall. Building AI agents that better understand the social context of human activities has broad importance, as does designing AI agents that can appropriately interact within teamwork. Collaborative learning has trajectory over time, and designing AI systems that support teams not just with a short term recommendation or suggestion but in long-term developmental processes is important. Further, classrooms that are engaged in collaborative learning could become very interesting hybrid environments, with multiple human and AI agents present at once and addressing dual outcome goals of learning to collaborate and collaborating to learn; addressing a hybrid environment like this could lead to developing AI systems that more robustly help many types of realistic human activity. In conclusion, the opportunity to make a societal impact by attending to collaborative learning, the availability of growing science of computer-supported collaborative learning and the need to push new boundaries in AI together suggest collaborative learning as a challenge worth tackling in coming years.more » « less
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Abstract This paper presents an implementation of Connected Spaces (CxS)—an ambient help seeking interface designed and developed for a project‐based computing classroom. We use actor network theory (ANT) to provide an underutilized posthumanist lens to understand the creation of collaborative connections in this Computational Action‐based implementation. Posthumanism offers an emerging and critical extension to sociocultural perspectives on understanding learning, by pushing us to decenter the human, and consider the active roles that human and non‐human entities play in learning environments by actively shaping each other. We analyse how students in this class adjusted their help‐seeking and collaborative habits following the introduction of CxS, a tool designed to foster (more inter‐group) collaboration. ANT proposes generalized symmetry—a principle of considering human, non‐human and more than human entities with equivalent and comparable agency, leading to describing phenomena as networks of actors in different evolving relationships with each other. Analysing collaborative interactions as fostered by CxS using an ANT approach supports design‐based research—an iterative design revision process highlighting understandings about design as well as learning—by providing a temporal and informative lens into the relationship between actors and tools within the environment. Our key findings include a framing of technologies in classrooms as bridging
agentic gaps between students and becoming actors engaging in different behaviours; learners enacting new agencies through technologies (for instance a more comfortable non‐intrusive help seeker), and the need for voicing and teachers to connect help networks in CxS equipped classrooms.Practitioner notes What is already known about this topic
Collaborative learning is a valuable skill and practice; opportunities to mentor others are critical in empowering minoritized learners, especially in STEM and computing disciplines.
School norms solidify a power and expertise hierarchy between teachers and learners and fail to productively support learners in learning from each other.
Additionally, lack of awareness about peers' knowledge is a common hindrance in students knowing who to ask for help and how.
What this paper adds
An example of a designed interface called Connected Spaces with potential to foster more inter‐student collaboration, especially outside of mandated within‐group collaboration—in the form of cross‐group help seeking and help giving.
A design based research study using actor network theory highlighting the limitations of Connected Spaces in sparking notable behaviour change among students by itself but being retooled as a teacher support tool in enabling cross‐group collaborations.
Presenting conceptions of collaboration through technologies as bridging agentic gaps and acting with new agencies in performing help‐seeking related actions.
Provoking the idea of testing emerging technologies in classrooms along with sharing our analyses and reflections with the classroom as a key idea in computing education—surfacing the gap between designed intentions and the different kinds of extra social work needed in the on‐ground success of different technologies.
Implications for practice and/or policy
Designers and researchers should create and test more interfaces alongside teachers across different classrooms and contexts aimed at supporting different kinds of voluntary collaborative interactions.
Curricula, standards and school practices should further center providing students with opportunities to engage as mentors and build communities of learning across disciplines to empower minoritized students.
Researchers engaging in design based research should consider using more posthumanist lenses to examine educational technologies and how they affect change in learning environments.
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This study aims to investigate the collaboration processes of immigrant families as they search for online information together. Immigrant English-language learning adults of lower socioeconomic status often work collaboratively with their children to search the internet. Family members rely on each other’s language and digital literacy skills in this collaborative process known as online search and brokering (OSB). While previous work has identified ecological factors that impact OSB, research has not yet distilled the specific learning processes behind such collaborations. Design/methodology/approach: For this study, the authors adhere to practices of a case study examination. This study’s participants included parents, grandparents and children aged 10–17 years. Most adults were born in Mexico, did not have a college-degree, worked in service industries and represented a lower-SES population. This study conducted two to three separate in-home family visits per family with interviews and online search tasks. Findings: From a case study analysis of three families, this paper explores the funds of knowledge, resilience, ecological support and challenges that children and parents face, as they engage in collaborative OSB experiences. This study demonstrates how in-home computer-supported collaborative processes are often informal, social, emotional and highly relevant to solving information challenges. Research limitations/implications: An intergenerational OSB process is different from collaborative online information problem-solving that happens between classroom peers or coworkers. This study’s research shows how both parents and children draw on their funds of knowledge, resilience and ecological support systems when they search collaboratively, with and for their family members, to problem solve. This is a case study of three families working in collaboration with each other. This case study informs analytical generalizations and theory-building rather than statistical generalizations about families. Practical implications: Designers need to recognize that children and youth are using the same tools as adults to seek high-level critical information. This study’s model suggests that if parents and children are negotiating information seeking with the same technology tools but different funds of knowledge, experience levels and skills, the presentation of information (e.g. online search results, information visualizations) needs to accommodate different levels of understanding. This study recommends designers work closely with marginalized communities through participatory design methods to better understand how interfaces and visuals can help accommodate youth invisible work. Social implications: The authors have demonstrated in this study that learning and engaging in family online searching is not only vital to the development of individual and digital literacy skills, it is a part of family learning. While community services, libraries and schools have a responsibility to support individual digital and information literacy development, this study’s model highlights the need to recognize funds of knowledge, family resiliency and asset-based learning. Schools and teachers should identify and harness youth invisible work as a form of learning at home. The authors believe educators can do this by highlighting the importance of information problem solving in homes and youth in their families. Libraries and community centers also play a critical role in supporting parents and adults for technical assistance (e.g. WiFi access) and information resources. Originality/value: This study’s work indicates new conditions fostering productive joint media engagement (JME) around OSB. This study contributes a generative understanding that promotes studying and designing for JME, where family responsibility is the focus.more » « less
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null (Ed.)Over the past two decades, educators have used computer-supported collaborative learning (CSCL) to integrate technology with pedagogy to improve student engagement and learning outcomes. Researchers have also explored the diverse affordances of CSCL, its contributions to engineering instruction, and its effectiveness in K-12 STEM education. However, the question of how students use CSCL resources in undergraduate engineering classrooms remains largely unexplored. This study examines the affordances of a CSCL environment utilized in a sophomore dynamics course with particular attention given to the undergraduate engineering students’ use of various CSCL resources. The resources include a course lecturebook, instructor office hours, a teaching assistant help room, online discussion board, peer collaboration, and demonstration videos. This qualitative study uses semi-structured interview data collected from nine mechanical engineering students (four women and five men) who were enrolled in a dynamics course at a large public research university in Eastern Canada. The interviews focused on the individual student’s perceptions of the school, faculty, students, engineering courses, and implemented CSCL learning environment. The thematic analysis was conducted to analyze the transcribed interviews using a qualitative data analysis software (Nvivo). The analysis followed a six step process: (1) reading interview transcripts multiple times and preliminary in vivo codes; (2) conducting open coding by coding interesting or salient features of the data; (3) collecting codes and searching for themes; (4) reviewing themes and creating a thematic map; (5) finalizing themes and their definitions; and (6) compiling findings. This study found that the students’ use of CSCL resources varied depending on the students’ personal preferences, as well as their perceptions of the given resource’s value and its potential to enhance their learning. For example, the dynamics lecturebook, which had been redesigned to encourage problem solving and note-taking, fostered student collaborative problem solving with their peers. In contrast, the professor’s example video solutions had much more of an influence on students’ independent problem-solving processes. The least frequently used resource was the course’s online discussion forum, which could be used as a means of communication. The findings reveal how computer-supported collaborative learning (CSCL) environments enable engineering students to engage in multiple learning opportunities with diverse and flexible resources to both address and to clarify their personal learning needs. This study strongly recommends engineering instructors adapt a CSCL environment for implementation in their own unique classroom context.more » « less