content 1.cai: what and why? 2.how can they be developed? 3.what are the essential elements in a cai...
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Content
1. CAI: What and Why?
2. How can they be developed?
3. What are the essential elements in a CAI system?
4. What makes a good CAI system?
5. What makes a good user interface?
6. How CAI can be used effectively? CAI and Instructional Model.
7. Can CAI replace teachers?
Developing of CAI
During the mid-60’s, Uhr and his collaborators implemented a series of systems which generated problems in arithmetic and in vocabulary recall (Uhr, 1969). Subsequently, a number of systems were devised:
• To provide drill and practice in arithmetic; • To select problems at a level of difficulty appropri
ate to the student’s overall performance.
What is CAI
• Using computers to facilitate instruction (CAI)
• Using computers to facilitate learning (CAL)
Tutorials come with computer programs• CAI – Computer Assisted Instruction• ICAI – Intelligent Computer Assisted
Instruction• ITS – Intelligent Tutoring System
Computer Assisted Instruction (CAI) also called:•CBE – Computer-based education•CAL – Computer-assisted learning• IAC – Instructional application of computers•CBI – Computer-based instruction
Evolution of CAI1927 1949 1952 1958 1964 1968 1972 1976 1980 1984 1990 1992
Teaching Machine (Pressey)
Programmed Instruction (Skinner)
Discovery Learning (Brunner)
Cognitive Psychology (Piaget)
Information Processing Theory (Card et al.)
2nd generation computer
3 rd generation computer
4 th generation computer
5 th generation computer
FORTRAN BASICPILOT
LogoLISPPROLOG
Test generation & Scoring
Tutorial CAI
Microworlds ICAI
Computer-Assisted Learning
• Theoretical Background– individualization,
– behavioral objectives-- (Baker, 1978)
• Characteristics– a sequenced series of e
xperiences --alternate paths
– independent pacing -- controlled, contingent reinforcement given
– evaluate performance quickly and accurately.
What else can be achieved with CAI besides technology?
• Simulation: provide experiences in virtual-reality.
• Drill and practice: useful in rote-learning
• Free exploration within system: chances for elaboration
Factors contribute to the success of CAL:
• relevance to learning objectives: compatible with syllabus, seen as relevant by student.
• teacher's philosophy of teaching and learning.
• hardware and software considerations.
Objectives
• Understand the framework for characterizing computer-based learning environments
• Understand the framework with respect to the cognitive, pedagogical and interactive featuresWhat is the problem?Education software might function well, employ efficient algorithm, use sophisticated multimedia technology, but just does not deliver what students need, nor promotes learning
Computer-based Learning Environment
• A number of episode– Each episode is composed of a sequence of views– Each episode refers to a lesson or a set of exercises on a
specific topic
• A view refers to a screen display and user-computer interactions associated with this particular screen display
• A view is changed when there is a significant shift of configurations of objects on the screen
• A view is a storyboard in the design process
The Components of View
• view space
• command space
view
Viewspace
Commandspace
Information is display
Interactions are elicited
The Contents of View Space
• types of knowledge– The representation of knowledge
• pedagogical strategies– The communication of knowledge
• multimedia pieces
Types of Knowledge
• Domain knowledge– Declarative knowledge, procedural knowledge,
strategic knowledge
• Operating knowledge
• Affective content
• Knowledge for implementation
Basic pedagogical methods
• Setting goals• Instructions• Demonstrations• Explanations• Illustrations• Asking questions• Presenting tasks
• Providing working spaces)
• Providing examples• Providing reminders• Providing hints• Providing references• Evaluation• Feedback
Advanced pedagogical methods
• modeling
• coaching
• reflecting
• articulating
• scaffolding and fading
• exploration
Multimedia pieces
• media pieces– Words, pictures, animations and movies in
digitized forms
• interface pieces– Button, hot spot, hot object, menu, hypermedia
Forms of Interactions
• Clicking a button or pressing a key• Selecting an item• Typing a command• Typing a word• Typing a numerical string• Typing sentences• Manipulating the objects• Manipulating instrumental devices, e.g. hand writing pad• Using a software, e.g. word processing• Programming
Functions of interaction
• flexibility– Selecting tasks or activities
– Selecting task complexity
– Controlling the pace
– Controlling the sequences
• assistance– Asking for information
– Selecting pedagogical strategies
– Selecting physical attributes of information
• learning activities– Memorizing information– Promoting understanding– Applying procedures– Transferring cognitive skills– Constructing products
• Operating system is user friendly
The Theoretical background of the framework
• Behaviorism: Classical Conditioning and Instrumental Conditioning
• Cognitive development view of learners and learning– Piagetian cognitive development theory, Vygotskian soc
io-historical perspective of knowledge
• Instructional perspective on optimal conditions of learning– Gagne’s conditions of learning
• Cognitive theories relevant to learning and instruction– Information processing model
Advantages of CAI
• Interactivity
• Individualized instruction – self-paced– difficulty-adjusted– personalized
• Motivation
• Immediate Response
• Learner-control
Characteristics
• Sophistication of the systems lay in the task-selection algorithms
• Models of the student were based more on parametric summaries of behavior than explicit representations of his knowledge
• Almost always based on inflexible presentations of didactic materials
Drawbacks (compared with human tutor)• Inability to conduct dialogues with the student in
natural language;• Inability to understand the subject being taught;• The program cannot accept unanticipated
responses;• Inability to understand the nature of the students’
mistakes or misconceptions;• Inability to profit from experience with students or
to experiment with the teaching strategy.
Types of CAI
• Drill and Practice 例 :, Electronic Homework, Vocab Builder
• Tutorials 例 : 波浪理論 , 資訊科技大賽 99
• Microworlds: 例 Logo
• Simulations 例 : momentum, 資訊科技大賽 99, Bunsen Burner, 資訊科技大賽 99
• Instructional games 小動物與我 , 繽紛都市
CAI?
Drill & Practice Software• Training on specific skills
– immediate feedback– can provide suitable quantity of quality training– can provide individualized feedback– motivate students with competition and
multimedia
• too much emphasis on drill & practice will sacrifice the development of problem solving abilities
Tutorials 個別輔導呈現事實與規則 ,
例子以及問題
學生應答
計算機評判
預備的補救
診斷性提問
補救
反饋
補救充
份
不正確
補救不充份
預備的材料可望奏效
補救不充份
正確應答
確定原因
錄自劉儒德 , 教學軟件的選用與評價
Types of Tutorials
• Linear: identical learning path
• Branching: different learning paths according to student’s responses
Advantages of Tutorial Software
• Interactive
• Individualize
• Efficiently replace teacher when not available
Good tutorial software
• With Objectives• with evaluation• tutoring process, e.g., gain attention and
motivation; show objectives; background knowledge; display related information; examples; exercises; feedback; evaluation; help transfer to other situations (applications)
Microworld
• A software with which children play and discover concepts and cause-effect relationships through exploration and experimentation (Papert, 1993)
• A complete small version of some domain that is found in the world (Rieber, 1996)
• Examples: a zoo, Simcity, LOGO
Simulations
• Physical simulations: simulations of physical phenomena
• procedure simulations: by controlling simulated devices, students learn the controlling procedure.
• situational simulations: role-playing in a situation, learn through experience; decision-making.
• process simulations: by changing some settings, results of the process will be generated.
Advantages of Simulation Software
• Much less-expensive compared with real situation
• motivational
• safe
• near-real; authentic experiences
• lower anxiety of failure
Instructional Games
• Game as a factor to motivate students to learn
• mostly a competition game, the objective is earn the highest score
• good instructional game should be– challenging– arouse curiosity– with imagination
Conclusion• From instructional systems to simulations• From text to multimedia• Traditional CAI:
• statically orgainzed receptacles structured to embody both the domain and pedagogical knowledge
• strength resides in the paradigm’s ability to take direct advantage of the pedagogical experience and to reflect it in the behavior of programs
• Multimedia – situated learning
• ITS – guided by intelligent tutor
Related Learning Theories
• Behaviorism– classical conditioning– instrumental conditioning– behavior modification; shaping
• Information Processing
古典制約Classical Conditioning
Unconditioned Stimulus -- Food
Unconditioned Response -- Saliva
Before Training:
After Training:
Conditioned Stimulus -- Bell
Conditioned Response -- Saliva
Training: A bell is rang when the food is given to the dog
操作制約Operant Conditioning
Trial & Error
Reinforced 強化A
E
B
C
D
Behavior C has more chance to be repeated
認知理論 ( 一 ) Cognitive Theories
Information Processing Model
描 述 物 件 的 屬 性
Declarative K nowledge陳 述 性 知 識
如 何 進 行 一 件 動 作
Procdrucal K nowledge程 序 性 知 識
K nowledge知 識
Knowledge Compilation
Receptors Working Memory Long-term Memory Effectors
7+- 2 units
• 陳述性知識以組織方式貯藏於長期記憶中
• 陳述性知識以兩種方式貯藏 : 語意 (Semantic) 及影像 (Image), 因此促使學者形成心像 (Mental Image) 可協助記憶
認知理論 ( 二 ) Cognitive Theories
Information Processing Model
Sensory
Register
Effector
Receptor
Short T
erm M
emory
Long T
erm M
emory
Control
Sensory Register
Receptor Memory
Information
leaves in 1 to 3 seconds
perceived (organized) informationgoes to working memory
Attention
Short-term Memory
Working Memory
Elaborative Rehearsal
Knowledge from long-term memory
Long-term Memory
Decay (forgetting)
Interference (forgetting)
Maintenance rehearsal
Characteristics of Components of Cognitive Storage Systems
Storage Structur
eCode Capacity
Duration
RetrievalCauses of failure to
recall
Sensory "store"
Sensory: features
12-20 items to
huge
250 msec. - 4
sec.Complete
Masking or decay
Short-term
memory
Acoustic, visual,
semantic, sensory features
identified and named
7 +- 2 items
About 12 sec.;
longer with
rehearsal
Complete: with each item being retrieved every 35
msec.
Displacement,
interference; decay
Long-term
memory
semantic, visual know., abstractions,
meaning, images
Enormous, virtually unlimited
Indefinite
Specific and general
information available
given proper cueing
Interference, organic
dysfunctioning,
inappropriate cues
Recall as a function of recall interval where rehearsal was prevented
3 6 9 12 15 180
20
40
60
80
100
Recall interval (sec.)
To Memorize
To Store into the Long Term Memory
Environment
Sensory Register
Short Term Memory
Long Term Memory
all
attention
Elaboration or rehearsal
Thinking – Processing Information
Limited by the capacity of the Working Memory (7±2)Limited by the capacity of the Working Memory (7±2)
Elaboration – linking information in the Working Memory with those in the LTM
Elaboration – linking information in the Working Memory with those in the LTM
How the WM handles complicated information – Chunking
How the WM handles complicated information – Chunking
Cognitive Load – How chunking helps memorizing
• chessboard where 24 pieces are arranged in a game in progress. Could you replicate the arrangement of the pieces after looking at the board for 10 seconds?
Long Term Memory
• Where the information is permanently stored
• Forgetting due to interference
• Dual encoding
• Retrieving depends on cues – links between concepts
Adjusted mean retention scores3.
3 m
o
9.3
mo
1 yr
. 11
mo.
3 yr
. 10
mo.
7 yr
. 5 m
o.
14 y
r. 6
mo.
25 y
r. 10
mo
34 y
r. 1
mo.
47 y
r. 7
mo.
Time after initial experience
0
20
40
60
80
100
Cor
rect
(%)
Name recognition Picture recognition Name matching
Picture matching Picture cueing Free recall
Information is permanently stored
CAI & Learning Theories
Class Conditioning
Operant Conditioning
Social Learning Theories
Cognitive Theories
Drill and Practice
Tutorials
Microworlds:
Simulations
Instructional games
Questions
• What were the learning objectives?• Was this really an inductive process?• What the students were supposed to learn if
they following an inductive Process?• What did the students learn?• Was the software used properly? In what
ways?• It is now the time to work on Activity A
Concept FormationConcept Formation
Overt ActivityCovert Mental
OperationsEliciting
Questions
Enumeration, listingDifferentiation (identifying separate items)
What did you see? hear? note?
Grouping
Identifying common properties, abstracting
What belongs together? On what criterion?
Labeling, categorizing
Determining the hierarchical order of items super- and subordination.
How would you call these groups? What belongs to what?
Interpretation of DataInterpretation of Data
Overt ActivityCovert Mental
OperationsEliciting Questions
Identifying critical relationships
DifferentiatingWhat did you notice? see? find?
Exploring relationships
Relating categories to each other. Determining cause-and-effect relationships
Why did this happen?
Making inferences
Going beyond what is given. Finding implications, extrapolating.
What does this mean? What picture does it create in you mind? What would you conclude?
Application of principlesApplication of principlesOvert Activity
Covert Mental Operations
Eliciting Questions
Predicting consequences,
explaining unfamiliar
phenomena, hypothesizing
Analyzing the nature of the problem or
situation, retrieving relevant knowledge
What would happen if ...?
Explaining and/or supporting the predictions and
hypotheses
Determining the causal links leading to
prediction or hypothesis
Why do you think this would happen?
Verifying the prediction
Using logical principles of factual knowledge to determine necessary
and sufficient conditions.
What would it take for this to be generally true or probably true?
Deductive Inductivesuperior performance when one single rule; limited no. of problems
useful when the goal is the ability to learn how to form rules; how to transfer
most effective when the goal of instruction is limited to: similar or identical to those being taught
problem-solving strategies developed
Application of Deductive and Inductive Methods
Assumptions underlying Inductive Approach:
• Thinking can be taught.
• Thinking is an active transaction between the individual and data. Mental operations cannot be taught directly. The process of internalization and conceptualization can be done by stimulating students to perform complex mental processes with progressively less direct support.
• Processes of thought evolve by a sequence that is "lawful". Strategies that observe these sequences have to be taught.
Conclusion
• Teachers should be aware of the learning objectives of a piece of software and teach accordingly
• Be carefully to differentiate between what students know and what students have learned.
References• Chan, M. (1995). A methodology for characterizing computer-based learnin
g environments. Instructional Science, 23, 183-220.• Centre for Computing and Information Systems R.I.D.E. : Theory and Pract
ice http://ccism.pc.athabascau.ca/html/ccism/deresrce/ride/Theory.xml • Ryder, M. Constructivism
http://carbon.cudenver.edu/~mryder/itc/constructivism.html• Papert, S. (1993). The Children’s Machine: Rethinking school in the age of
the computer, Basic Books, New York.• Rieber, L. Seriously considering play: Designing interactive learning enviro
nments based on the blending of microworlds, simulations, and games, Educational technology research & development, 44:2. Pp. 43-58.
• Joyce, B., Weil, M, & Showeres, B. (1992). Models of teaching. Allyn & Bacon. Chapter 6.