Methodology tutorial - conceptual frameworks

The educational technology and digital learning wiki
Revision as of 19:55, 3 September 2008 by Daniel K. Schneider (talk | contribs) (using an external editor)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

<pageby nominor="false" comments="false"/>

Research Design for Educational Technologies - Conceptual frameworks

This is part of the methodology tutorial (see its table of contents).


Importance of conceptual frameworks, typologies and grids

Analytical frameworks

  • Provide an overview of the phenomenon (elements and relations)
  • Help to bridge the gap between theory and empirical research
  • Direct analysis (e.g. what causalities to look at, what’s of interest, etc.)


Lists of dimensions

  • Help to focus on all aspects of a concept


Analysis grids

  • Help to organize data gathering and collection
  • Will bridge the gap between general concepts at theory level, e.g. in your research

questions) and measurable indicators

(examples on the next slides)


Example frameworks

The inquiry circle in inquiry-based learning doctrine

http://www.inquiry.uiuc.edu/

  • See: DESS mémoire de Stéphane Lattion (2004)

File:Inquiry-circle.gif

  • clearly identifies 5 elements of inquiry
  • claims/shows that inquiry is circular


Gonzalez 8-factor model for ICT usage in schools

Book-research-design-87.png

A linear model of research

  • Note: Even this course has a analytical organizing framework :)

File:Book-research-design-88.png

Implementation research model

Provides a certain "image" of the policy-making process:

  • Actors intervene during the whole process (and not just in their "natural" stage"
  • Problem perception, goals and other elements can be changed over time !
    • i.e. sometimes the implementors may redefine the set goals !

File:Book-research-design-89.png

Possible relevance for educational technologies:

The fact that a government agency has been created to sponsor ICT-based pedagogical reform, does not entail that it will happen as they plan. Implementation "carriers" (e.g. schools) and addressees (e.g. teachers) may redefine goals and will have to establish operational practise.


Policy outcomes

Définition des prestations au sens de produits finaux de mise en oeuvre d’une politique publique [ Knoepfel, P. (1996) TQM et fédéralisme, Cahier de l’IDHEAP, 159, p 10]

  • E.g. useful to provide a perspective on the analysis of educational reform policies
  • There are three major kinds of "results" you can study according to the author

File:Book-research-design-90.png

Functions of a learning environment: Where do we focus ?

File:Book-research-design-91.png

  • This model makes you think about functions that a learning environment should provide

and therefore about structure that will instantiate function

  • It also allows to think about priorities in your design
    • E.g. teacher role is central in activity-based designs
    • E.g. Learning material is important in e-learning designs for mass-education


A simple picture defining key elements of an ICT design

File:Book-research-design-92.png

  • This is not a great model, but it makes you think about the distinction between

pedagogical activities, informations (learning material), people involved......

  • Roles and relations here can’t be filled in without some reference to pedagogical method

(so it’s not such a good model)


A "help desk model" for "on-the-spot" life-long learning

File:Book-research-design-93.png

  • This model allows you to think at the same time about system components and actor’s

roles

  • Technical infrastructure used: either C3MS portals, groupware, specialized help desk,

knowledge management software.


My favorite picture for introducing activity-based teaching

  • Scenarios are sequences of activity phases within which group members do

tasks and play specific roles

  • This orchestration implies organizing workflow loops

File:Book-research-design-94.png

  • This framework clearly shows that students have to engage in activities, that activities

lead to products that can be discussed and reused.


Definition of a C3MS (community) portal (Schneider)

Function

C3MS modules (tools of the portal)

Content management

News engine (including a organization by topics and an annotation mechanism) - Content Management Systems (CMS)Collaborative hypertexts (Wikis) - Image albums (photos, drawings, etc.) - Glossary tool or similar - Individual weblogs (diaries)

Knowledge exchange

News syndication (headlines from other portals)File sharing(all CMS tools above)

Exchange of arguments

Forums and/or new engineChats, ......

Project support

Project management modules,Calendars, ......

Knowledge management

FAQ manager - Links Manager (“Yahoo-like”)Search by keywords for all contents“top 10” box, rating systems for comments“What’s new” (forum messages, downloads, etc.), .....

Community management

Presence, profile and identification of membersShoutbox (mini-chat integrated into the portal page)Reputation systemActivity tracing for membersEvent calendarNews engine, ......

  • This table makes association between a list of functions and structure (software

modules)


C3MS modules support for creativity and engagement variables

File:Book-research-design-95.png

  • Also links structure (software elements) to functions (creativity and engagement

enhancing variables)


Visualization of formal procedures

File:Book-research-design-96.png

Lists of dimensions and typologies

Types of Learning (Kearsley’s http://tip.psychology.org/ )

  1. Attitudes :
    • Disposition or tendency to respond positively or negatively ....
  2. Factual Information (memorization):
    • Processing of factual information and remembering .....
  3. Concepts (discrimination):
    • ... how to discriminate and categorize things. Concept mastery is not related to simple

recall and must be constructed.

  1. Reasoning (inference, deduction):
    • thinking activities that involve making or testing inferences
  2. Procedure learning:
    • .... being able to solve a certain task by applying a procedure.
  3. Problem solving :
    • identification of subgoals, use of methods to satisfy subgoals.
  4. Learning strategies :
    • can hardly be taught and only be learned through appropriate experience and to some

extent only !


Major pedagogical approaches (strategies)

( Baumgartner & Kalz , modifications by Schneider

Transfer

Tutor

Coach

Factual knowledge,
“know-that”

Procedural knowledge,
“know-how”

Social practise,
“knowing in action”

Transfer of propositional knowledge

Presentation of predetermined problems

Action in (complex and social) situations

to know, to remember

to do, to practise

to cope, to master

Production of correct answers

Selection of correct methods and its use

Realization of adequate action strategies

Verbal knowledge, Memorization

Skill, Ability

Social Responsibility

to teach, to explain

to observe, to help,to demonstrate

to cooperate, to support

Teaching I

Teaching II

Teaching III

  • E.g. helps to decide what sort of teaching and learning you want to study or favor with

an ICT-based environment


Khan’s (2000) list of pedagogical methods and strategies

Presentation

Exhibits

Demonstration

Drill and Practice

Tutorials

Games

Story Telling

Simulations

Role-playing

Discussion

Interaction

Modeling

Facilitation

Collaboration

Debate

Field Trips

Apprenticeship

Case Studies

Generative Development

Motivation

Makes you worry a bit:

  • Which pedagogical strategies work better for what types of learning ?


Intrinsically motivating elements of gaming ...

(Frété 2002, Master thesis TECFA)

Element

fantasy

  • imagination and freedom
    (make believe + voluntary activity)

challenge &curiosity

  • a level of difficulty that triggers curiosity
  • presence of goals
  • uncertainty (surprise)

feedback

  • immediate
  • clear

self-esteem

  • adapted tasks
  • encouragement to learn & augment scores

control

  • levels to play, user selection of goals, strategies & tactics
  • What could we learn from gaming ?
  • Why do kids spend many hours playing games without getting bored or tired ?


Typology and typical functions of virtual environments

File:Book-research-design-97.png

  • What do you mean by a virtual environment ?
  • Is is safe to use "virtual environment" when you talk about an e-learning platform ?


Pierre Dillenbourg on CSCL (Computer supported collaborative learning)

File:Book-research-design-98.png

  • Collaborative learning can be very powerful because its properties engage students in

various meta-cognitive activities.

  • Note: needs scenario-building (story-boarding)


Example analysis grids

  • more grids (scales) are shown in quantitative design and analysis modules


Ergonomics criteria de Bastien

http://www.lergonome.org/pages/detail_articles.php?indice=22

1. Guidage1.1 Incitation*1.2 Groupement/Distinction entre items1.2.1 Groupement/Distinction par la localisation*1.2.2 Groupement/Distinction par le format*1.3 Feed-back immédiat*1.4 Lisibilité*2. Charge de travail2.1 Brièveté2.1.1 Concision*2.1.2 Actions minimales*2.2 Densité informationnelle*3. Contrôle explicite3.1 Actions explicites*3.2 Contrôle utilisateur*

4. Adaptabilité4.1 Flexibilité*4.2 Prise en compte de l'expérience de l'utilisateur*5. Gestion des erreurs5.1 Protection contre les erreurs*5.2 Qualité des messages d'erreur*5.3 Correction des erreurs*6. Homogénéité/Cohérence*7. Signifiance des codes et dénominations*8. Compatibilité*


Profil des compétences d’un manager (dimensions)

Emery, Y. (1997) Le centre d’évaluation pour managers publics, Cahier de l’IDHEAP 166, p9.

A. compétences personnelles:

  1. introspection et apprentissage permanent
  2. résistance aux tensions, énergie et ténacité

B. compétences intellectuelles:

  1. pensée systémique, capacité d’analyse et de synthèse

C. compétences relationnelles:

  1. leadership et de gestion de groupe
  2. capacité d’écoute et de communication

D. compétences managériales:

  1. attention à l’environnement et proactivité
  2. entrepreneurship et esprit de décision
  3. planification et controlling

Sur 4 pages l’auteur indique ensuite les sous-dimensions et ensuite comment les mesurer par des dispositifs expérimentaux variés....


COLLES Grid - socio-constructivist features of on-line teaching

(Taylor and Maor ) - Teacher education over the Internet

1. Relevance

  • How relevant is on-line learning to students' professional practices?

2. Reflection

  • Does on-line learning stimulate students' critical reflective thinking?

3. Interactivity

  • To what extent do students engage on-line in rich educative dialogue?

4. Tutor Support

  • How well do tutors enable students to participate in on-line learning?

5. Peer Support

  • Is sensitive and encouraging support provided on-line by fellow students?

6. Interpretation

  • Do students and tutors make good sense of each other's on-line communications?

Remarks:

  • This grid clearly identifies 6 dimensions of socio-constructivism (there are many other

grids)

  • We will see in the data gathering and analysis modules how to make it operational