Cognitive Science, Neuroscience, Cognitive Neuroscience – Class 4/17
Where are we now? (Byrnes and Fox was 1998, what's happened since)
Priti - kids learning grammar; phonological process deficit, some research shows what parts of the brain are involved; example of identifying neural problem, developing a tool that addresses those problems (almost cures 'em)
Value of neuroscience - cost of doing that kind of research may outweigh the benefit; it's not that neuroscience doesn't have any benefits but that it is really expensive and may get at answers that could be found in another method for less; maybe used to justify rather than to figure something out
Discovering errors - cognitive tutors, distributed cognitive systems
Colleen - molded by experience and how that changes you; you're not the same after an experience as you were before you had it
A little history -
learning - how are they changed by what they experience
Post-doc with Ed Hutchins was first work outside the lab
Notes from Bransford’s Talk
John Bransford's Learning Sciences Guest Lecture
Book/research recommendations:
The Mind at Work by Mike Rose
Anders Ericsson (expert performance, experts resist automaticity)
Quality of Life issues -
health care, nutrition, finances, local environmental conditions (research within the LIFE Center)
Themes -
- adaptive expertise - recognizing adaptability (when do my schemas apply?)
- innovation
- efficiency
- schemas (i.e. SAT problem types)
- constructive nature of knowing - we build knowledge out of what we already know
- people knowledge - figure out what we need people to share to identify with and learn from
"Innovation is the sudden cessation of stupidity." (Bransford quoted someone else)
Learning from Others
people learn better from people they know
Thoughts
Research in the LIFE center seems really interesting; I should go explore that area some more to see if there are "informal learning environment" ties or analogies to what I'm working on.
Seminar notes 2/6/06
Guests: John Laird (EECS), Chris Quintana (Ed)
John: 7 principles of game design
Games - rules + goal (default goal, not just one you make up; i.e. winning at basketball)
Addictive nature - from intermediate goals; short-term, long-term, overarching goals
Interactivity - concentrate on activity rather than story, character, artwork, etc.
Sidenote: gaming and surgeons; surgeons who played a lot of game (something like Smash Brothers) were better (faster, fewer errors)
Feedback - players need to know what goals they need to achieve, where they are in the goals, etc.
Variety
Limit meaningless repetition - skip parts already seen, goal-oriented repetition OK
Consistency - know what to expect, visible reason for failure
Fairness & balance - no single dominant strategy (rock/paper/scissors)
John's editorial - games don't really teach you anything about the real world; some exceptions
1. training - second-language learning example; game where you have to speak Arabic to achieve goals in the game; inflexibility of the game important in helping you pronounce appropriately
Chris - asks about Schank's case simulation stuff
Note: John's making distinction between training and education, skills vs. concepts
Do games help us learn? Priti and John - maybe games help with component skills (expanding working memory and visual attention) but not domain knowledge development
John - good game design and learning at odds - good games don't allow time for reflection; good games move to new goal quickly
Gender and games - maybe these are design principles for "games for boys"
Jude - maybe role playing's involved some how
LINK: purple moon - games for girls, different goals
Design vs. design research
John - generalization, taking findings from one place and using them elsewhere makes it research
Chris - James Paul Gee's group at Wisconsin
John - 1/10 games makes money; we don't have a science of entertainment (movies, games don't always make money)Priti - John, are you a learning scientist?
John - no, I'm not a learning scientist; interested in how people learn, but it's too difficult in how to understand that; not interested in sociological aspects of learning
Priti - we'd probably claim that's learning sciences research
Research Methods (LS class)
Guests: Judy Olson, some other guy in a green fleece
Notes about PIM research: Forks poetry faculty
Ann Brown – article in learning sciences
Cobb – Ed Researcher 2003
Intervention – for psych like treatment
Eric’s question: isn’t this like HCI? Barry’s answer: yeah, pretty much
Priti: figuring out what counts as a small theory
Barry: how would you test it? – falsifiability is key
Frameworks, theories, models –
Judy: frameworks are early, say what the variables might be; models and theories are predictable and formal, models more mathematical;
Priti: same in cogsci, models are just more specific
Barry: model of teaching built on theories
Question: how does this fit with 722? Theories inform models, etc.
Priti: for Anderson, ACT-R is the theory
Conjecture –
Maybe the “why” of hypotheses (conjecture: why A leads to B, where “A leads to B” is your hypothesis)
For Barab – the scheme or mechanism of how things are going to relate
Ex. Chi’s article –
Hypothesis: self-explanation improves learning
Conjectures: when and how self-explanation would lead to learning
Question: how do conjecture, model, formalism, coding scheme, design study fit together?
First pass: conjecture and model tell you what aspects you think are important and how they fit together, formalism is boxes for coding scheme that fit that model
Appropriate comparisons – not did they learn but would they have learned more in some other way?
Design vs. design-based research –
{diagrams on the board}
design-based research has a lot of variables, a lot of interactions, explanations for all of those, iterations on those variables and interactions
design – variables but not necessarily explanations of interactions
question: how is design-based research different from other kinds of research?
Answers: iteration, less control over variables (design-based research makes explanations but doesn’t necessarily control variables so much as report them)
How DBR is different –
More akin to engineering, turn theory and understanding into a difference in the world
Don’t just describe the world but perturb it
Question: where do design-based research studies get published, and what do those publications look like?
Answers:
ijCSCL
question is “who cares about this topic”
Cognitive Science Society – emerging learning sciences theme this year (implicit and explicit learning)
Ed Research –
Epidemiological – get a lot of data, just grab a lot of data (lots of variables) from all over, large statistical methods (public v. parochial)
Small-scale intervention – tardy slips, points for detention, reduce class size; small single change and examine what changes occur
History – Dewey lost, Benet won (psychological testing, quantifying educational success)
Judy:
Anderson automatic post office study
State transition diagrams about design meeting – size of bubble corresponds to total time in discussion
Go research (replicate Chase & Simon chess memory stuff)
Recall orders reconstruct patterns – name your family members, play Go or chess, give someone a place to start, regularities in the recall order indicate a tree structure
Acquiring structure of a field
Design-based research in collaboratories – go in thinking something’s going to work, try it out, tweak it, then see what happens and iterate
DBR and the field – don’t have to be in the field to be doing DBR
Barry asks Judy, “how do you relate to learning sciences”?
Judy: nope, I don’t study learning; maybe adoption
Barry: isn’t improving group performance a learning task?