Anna N. Rafferty, Jacob Whitehill
(Ed.)
Learners are being exposed to abstract skills like innovation, creativity and reasoning through collaborative open-ended problems. Most of these problems, like their real-world counterparts, have no definite starting or ending point, and have no fixed strategies to solve them. To help the learners explore the multiple perspectives of the problem solutions there is an urgent need for designing formative feedback in these environments. Unfortunately, there are barriers to us- ing existing EDM approaches to provide formative feedback to learners in these environments: (1) due to the vast so- lution space, and the lack of verifiability of the solutions it is impossible to create task and expert models, thus mak- ing the detection of the learners progress impractical; (2) formative feedback based on individual learner models does not scale well when many learners are collaborating to solve the same problem. In this work, we redefine formative feed- back as reshaping the learning environment and learners’ exploration paths by exposing/enlisting “fugues” as defined by Reitman [28]. Through a case study approach we, (1) val- idate methods to extract learners’ “fugues” from a collabora- tive open-ended museum exhibit, (2) design formative feed- back for learners and educators using these extracted fugues in real-time, (3) evaluate the impact of exposing fugues to group of learners interacting with the exhibit.
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