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	<title>Libby Hemphill &#187; Learning Sciences Seminar</title>
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	<description>Assistant Professor of Communication and Information Studies</description>
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		<title>Cognitive Science, Neuroscience, Cognitive Neuroscience &#8211; Class 4/17</title>
		<link>http://www.libbyh.com/2006/04/10/cognitive-science-neuroscience-cognitive-neuroscience-class-417/</link>
		<comments>http://www.libbyh.com/2006/04/10/cognitive-science-neuroscience-cognitive-neuroscience-class-417/#comments</comments>
		<pubDate>Mon, 10 Apr 2006 19:41:58 +0000</pubDate>
		<dc:creator>libbyh</dc:creator>
				<category><![CDATA[Classes]]></category>
		<category><![CDATA[Learning Sciences Seminar]]></category>
		<category><![CDATA[Research]]></category>

		<guid isPermaLink="false">http://libbyh.com/blog/?p=16</guid>
		<description><![CDATA[Where are we now? (Byrnes and Fox was 1998, what&#8217;s happened since) Priti &#8211; 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 &#8216;em) Value of neuroscience &#8211; cost of doing that kind of [...]]]></description>
			<content:encoded><![CDATA[<p>Where are we now?  (Byrnes and Fox was 1998, what&#8217;s happened since)</p>
<p>Priti &#8211; 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 &#8216;em)</p>
<p>Value of neuroscience &#8211; cost of doing that kind of research may outweigh the benefit; it&#8217;s not that neuroscience doesn&#8217;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<br />
Discovering errors &#8211; cognitive tutors, distributed cognitive systems</p>
<p>Colleen &#8211; molded by experience and how that changes you; you&#8217;re not the same after an experience as you were before you had it</p>
<p>A little history -<br />
learning &#8211; how are they changed by what they experience<br />
Post-doc with Ed Hutchins was first work outside the lab</p>
<p><span id="more-16"></span></p>
<p>Why so much redundancy?<br />
errors happening all the time, but so many people watching meant the errors got caught really fast<br />
remarkable &#8211; how much time they hand to spend on each job before they counted as being good at it; 20 years to be considered one of the top<br />
person doing the plotting knows from experience what might be different &#8211; remembers when he used to get a bearing wrong and can tell where errors are likely to occur<br />
service &#8211; do the job before you can supervise anyone doing the job<br />
Role of officers &#8211; why separate those functions<br />
navigator is common sense guy &#8211; does your computation match what&#8217;s outside the window<br />
another example: legal system &#8211; perspective you&#8217;re trying to show; can&#8217;t really judge the &#8220;guilty&#8221; evidence if you&#8217;re arguing &#8220;not guilty&#8221;; only seek confirming evidence rather than looking for disconfirming<br />
best person to say if the computation is correct is a person outside the system<br />
evaluation should be separate than the people doing the work<br />
Contextual or not?<br />
Stephanie&#8217;s comment &#8211; have talked about importance of contextual, but sounds like these tasks are totally decontextualized<br />
Colleen&#8217;s response &#8211; classroom instruction talks about why you would want to do navigation in triangulation, etc.; huge attention problem &#8211; what&#8217;s hard about that task isn&#8217;t clear until you&#8217;re in that environment<br />
on-the-job vs. in the classroom<br />
physical context &#8211; may never see the people you&#8217;re working with<br />
social context &#8211; you get to know the people you&#8217;re working with and what they&#8217;re grumpiness might be<br />
work environment &#8211; high stakes, divided attention, orders, etc.</p>
<p>Why is navigating a ship so difficult<br />
little margin of error, big ship turns really slowly, channels are deep enough<br />
other jobs watch the ones they&#8217;re going to do next, overhearing (shared channel) what others do before<br />
main focus for crew is reporting<br />
plotter does all that in his head<br />
all decisions about speed and direction are made based on the reports<br />
Apprenticeship<br />
witness for years before you&#8217;re in that role<br />
corporate comparison &#8211; I want my boss&#8217;s job, so I need to watch what he does<br />
horizon of observation &#8211; what you&#8217;re able to see happen<br />
Priti &#8211; are there individual differences in horizon of observation?<br />
Colleen&#8217;s answer &#8211; punishments if you fail to do your job well, off-the-job book work memorizing harbors</p>
<p>Training<br />
pressure of performance missing in simulation<br />
can practice reporting on the common channel and working on attention</p>
<p>Horizon of observation<br />
things you can observe without attention &#8211; does another group come in really early in the morning or never does (office cubicles); what&#8217;s interesting &#8211; you weren&#8217;t trying to observe but did observe because of the work environment<br />
How do you separate individual and group cognition?<br />
References Hutchins book on distributed cognition<br />
limits of individual cognition &#8211; can&#8217;t understand something from a perspective that&#8217;s not your own<br />
still need a picture of each head and what info it gleans, interaction around those heads (feedback, comments, communication)<br />
seemed theoretical to say that this system is a distributed mind, but it&#8217;s not that simple; &#8220;I wish it were that cool.&#8221;<br />
Bratenburg &#8211; vehicles work; you see enough other with their lights on, and you turn yours on; nobody communicated about turning on their lights; not intended consequence of the group process, see the influence of the group<br />
tragedy of the commons is big example &#8211; everyone&#8217;s decision about that affects everyone, but no group sat down and said this is our decision<br />
music example &#8211; no individual can achieve that alone, but the coordination is important; product is an appreciation that&#8217;s not individual<br />
rabbit-duckness &#8211; Eric&#8217;s example from the group/individual psych class<br />
Colleen &#8211; keep thinking design will be the product; group computed something that the individuals couldn&#8217;t understand; individuals are contributing<br />
<span class="note">how do these common references come up?  group doesn&#8217;t necessarily have a product, what&#8217;s the role of intention? stephanie&#8217;s example of common gesture used to indicate a molecular structure later</span><br />
emergenct cognition?  is that an appropriate term?</p>
<p>technilogical devices that make the task easier</p>
<p>is culture ever intentional until it&#8217;s threatened? Armenia</p>
<p>Learning Sciences Agenda<br />
take cues from online to make learning, self-guided, interesting<br />
something you want to do because it&#8217;s fun<br />
&#8220;lure of individualized&#8221; &#8211; not getting everybody to move in lock step; it&#8217;s not that we don&#8217;t organize information but that no one wants to learn it<br />
goal = &#8220;concepts be in each head&#8221; learning sciences vs. situated cognition &#8211; shouldn&#8217;t conflate the terms<br />
What about organizational learning?<br />
distributed memory &#8211; org functions as though there&#8217;s a distributed memory, but what do you gain by looking at it at that level (the school of plankton vs. the plankton); what does distributed perspective help you understand about what&#8217;s going on?<br />
&#8220;lure of Ed (Hutchins)&#8221; &#8211; almost Marxian in the elevation of collective<br />
Richard Hackman &#8211; perception of the music group&#8217;s performance goes down with the percentage of women</p>
<p>What&#8217;s an organization if not an entity?<br />
think about bee example &#8211; hives computing how fast to go collecting, really just a product of little rules<br />
thinking about organizations &#8211; if the answer is task-specific, look at the tasks and see what they require<br />
agent-based modeling and organizations &#8211; emerges out of small individual tasks but still isn&#8217;t necessarily an entity<br />
people knowledge in success?  what&#8217;s the role of knowing each other, having empathy, etc. in being able to learn together?  rain in LA, snow in FL<br />
sensemaking &#8211; information, acquire information and restate the problem<br />
Colleen&#8217;s Dissertation<br />
Dear Abby&#8217;s advice to lovelorn couples<br />
neuroscience/biopsych &#8211; any kinds of brain except humans<br />
cognitive neuroscience &#8211; determined by method, use pictures of brains working to figure stuff out<br />
&#8220;if you&#8217;re interested in thinking, the brain&#8217;s not gonna tell us much.&#8221;<br />
Are you a learning scientist?<br />
felt left out because I&#8217;m not studying K-12; Shanck-sters building complex systems that don&#8217;t work<br />
had to find a scientific group who&#8217;s interested in learning in the real world<br />
just not an existing trend in learning sciences</p>
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		<title>Notes from Bransford&#8217;s Talk</title>
		<link>http://www.libbyh.com/2006/03/16/notes-from-bransfords-talk/</link>
		<comments>http://www.libbyh.com/2006/03/16/notes-from-bransfords-talk/#comments</comments>
		<pubDate>Thu, 16 Mar 2006 18:26:33 +0000</pubDate>
		<dc:creator>libbyh</dc:creator>
				<category><![CDATA[Classes]]></category>
		<category><![CDATA[Field Prelim]]></category>
		<category><![CDATA[Learning Sciences Seminar]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Talks]]></category>
		<category><![CDATA[Teaching]]></category>

		<guid isPermaLink="false">http://libbyh.com/blog/?p=13</guid>
		<description><![CDATA[John Bransford&#8217;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 &#8211; recognizing adaptability (when do my schemas apply?) innovation efficiency schemas (i.e. [...]]]></description>
			<content:encoded><![CDATA[<p>John Bransford&#8217;s Learning Sciences Guest Lecture</p>
<h3>Book/research recommendations:</h3>
<p>The Mind at Work by Mike Rose<br />
Anders Ericsson (expert performance, experts resist automaticity)</p>
<h3>Quality of Life issues -</h3>
<p>health care, nutrition, finances, local environmental conditions (research within the <a target="_blank" href="http://www.life-slc.org">LIFE Center</a>)</p>
<h3>Themes -</h3>
<ul>
<li>adaptive expertise &#8211; recognizing adaptability (when do my schemas apply?)</li>
<li>innovation</li>
<li>efficiency</li>
<li>schemas (i.e. SAT problem types)</li>
<li>constructive nature of knowing &#8211; we build knowledge out of what we already know</li>
<li>people knowledge &#8211; figure out what we need people to share to identify with and learn from</li>
</ul>
<p>&#8220;Innovation is the sudden cessation of stupidity.&#8221; (Bransford quoted someone else)</p>
<h3>Learning from Others</h3>
<p>people learn better from people they know</p>
<h3>Thoughts</h3>
<p>Research in the LIFE center seems really interesting; I should go explore that area some more to see if there are &#8220;informal learning environment&#8221; ties or analogies to what I&#8217;m working on.  <span id="more-13"></span>John&#8217;s talk included appropriate videos, images, etc to illustrate his points; it&#8217;s a nice change from the boring old PPTs that have been around lately.How could we get to know our students a little better to be able to teach more appropriately in the foundations?  Seems like the 504 collections activity is interesting, but maybe not deep enough.  Maybe I should&#8217;ve just read those autobiographical entries in the intranet; remember the reaction Molly had to Michael&#8217;s remembering her entry.</p>
<p>How does &#8220;adaptive expertise&#8221; fit in with the identity/learning/networks ideas that I&#8217;m researching for my field prelim?  Must be careful not to get sucked into expertise literature just yet.</p>
<p>What if we went all the way to virtual worlds for classes?  If we build a flexible area that&#8217;s private and imports data from existing UM resources, could a virtual world complement the resources available from CTools and the Wiki in a way that lets us get to know each other better so that we can learn more effectively together?  Food for thought.  Teachable agents?  Give the students an agent to teach through concept mapping.  See how the agents do.</p>
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		<title>Seminar notes 2/6/06</title>
		<link>http://www.libbyh.com/2006/02/06/seminar-notes-2606/</link>
		<comments>http://www.libbyh.com/2006/02/06/seminar-notes-2606/#comments</comments>
		<pubDate>Mon, 06 Feb 2006 20:13:48 +0000</pubDate>
		<dc:creator>libbyh</dc:creator>
				<category><![CDATA[Classes]]></category>
		<category><![CDATA[Learning Sciences Seminar]]></category>

		<guid isPermaLink="false">http://libbyh.com/blog/?p=11</guid>
		<description><![CDATA[Guests: John Laird (EECS), Chris Quintana (Ed) John: 7 principles of game design Games &#8211; rules + goal (default goal, not just one you make up; i.e. winning at basketball) Addictive nature &#8211; from intermediate goals; short-term, long-term, overarching goals Interactivity &#8211; concentrate on activity rather than story, character, artwork, etc. Sidenote: gaming and surgeons; [...]]]></description>
			<content:encoded><![CDATA[<p>Guests: John Laird (EECS), Chris Quintana (Ed)</p>
<p>John: 7 principles of game design<br />
Games &#8211; rules + goal (default goal, not just one you make up; i.e. winning at basketball)<br />
Addictive nature &#8211; from intermediate goals; short-term, long-term, overarching goals<br />
Interactivity &#8211; concentrate on activity rather than story, character, artwork, etc.<br />
<span class="question">Sidenote:</span> gaming and surgeons; surgeons who played a lot of game (something like Smash Brothers) were better (faster, fewer errors)<br />
Feedback &#8211; players need to know what goals they need to achieve, where they are in the goals, etc.<br />
Variety<br />
Limit meaningless repetition &#8211; skip parts already seen, goal-oriented repetition OK<br />
Consistency &#8211; know what to expect, visible reason for failure<br />
Fairness &#038; balance &#8211; no single dominant strategy (rock/paper/scissors)</p>
<p>John&#8217;s editorial &#8211; games don&#8217;t really teach you anything about the real world; some exceptions</p>
<blockquote><p>1.    training &#8211; 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</p></blockquote>
<p>Chris &#8211; asks about Schank&#8217;s case simulation stuff<br />
<span class="question">Note:</span> John&#8217;s making distinction between training and education, skills vs. concepts</p>
<p>Do games help us learn? Priti and John &#8211; maybe games help with component skills (expanding working memory and visual attention) but not domain knowledge development</p>
<p>John &#8211; good game design and learning at odds &#8211; good games don&#8217;t allow time for reflection; good games move to new goal quickly</p>
<p>Gender and games &#8211; maybe these are design principles for  &#8220;games for boys&#8221;<br />
Jude &#8211; maybe role playing&#8217;s involved some how<br />
<span class="question">LINK:</span> purple moon &#8211; games for girls, different goals</p>
<h2>Design vs. design research</h2>
<p>John &#8211; generalization, taking findings from one place and using them elsewhere makes it research<br />
Chris &#8211; James Paul Gee&#8217;s group at Wisconsin<br />
John &#8211; 1/10 games makes money; we don&#8217;t have a science of entertainment (movies, games don&#8217;t always make money)Priti &#8211; John, are you a learning scientist?<br />
John &#8211; no, I&#8217;m not a learning scientist; interested in how people learn, but it&#8217;s too difficult in how to understand that; not interested in sociological aspects of learning<br />
Priti &#8211; we&#8217;d probably claim that&#8217;s learning sciences research</p>
<p><span id="more-11"></span></p>
<h2>Chris on his chapter</h2>
<p>Chapter written responding to/using Norman&#8217;s user-centered design approach</p>
<h2>Discussing questions from CTools</h2>
<p>Scaffold vs. tool? Our group claimed scaffolds were in service of tools rather than at odds with them</p>
<p>Vygotsky&#8217;s zone of proximal development &#8211; scaffold is something (a support?) to give the learner to get to the next level, improve performance<br />
Scaffolding in software &#8211; help a learner do something with a little assistance; software feature that provides assistance; actually provides assistance, also temporary; once you&#8217;ve developed a skill, the scaffold goes away</p>
<p>Explicit vs. implicit &#8211; making something explicit may be part of the scaffolding; making the process explicit might be how you help a person move to next level; scaffolds really do go away, not just get implicit</p>
<p>Generalizability &#8211; Should software be like tofu?  (able to take on the flavor of what&#8217;s around it).  I ranted a bit about the flexibility and specificity available in software since development cost is really low.  Group in corner (Joi, Marianne, Jenny) talked about modular development (different modules do different things), remember the teacher (let teacher decide when and how to use what modules)</p>
<p><span class="question">LINK:</span> Gabriel Saloman &#8211; &#8220;effects of&#8221; versus &#8220;effects with&#8221; technology; &#8220;cognitive residue&#8221; (referenced in Quintana chapter &#8211; <a href="http://links.jstor.org/sici?sici=0013-189X%28199104%2920%3A3%3C2%3APICEHI%3E2.0.CO%3B2-E">here&#8217;s the article</a>)</p>
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		<title>Research Methods (LS class)</title>
		<link>http://www.libbyh.com/2006/01/30/research-methods-ls-class/</link>
		<comments>http://www.libbyh.com/2006/01/30/research-methods-ls-class/#comments</comments>
		<pubDate>Mon, 30 Jan 2006 20:45:19 +0000</pubDate>
		<dc:creator>libbyh</dc:creator>
				<category><![CDATA[Classes]]></category>
		<category><![CDATA[Learning Sciences Seminar]]></category>

		<guid isPermaLink="false">http://libbyh.com/blog/?p=6</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>Guests: Judy Olson, some other guy in a green fleece</p>
<p>Notes about PIM research: Forks poetry faculty</p>
<p>Ann Brown – article in learning sciences<br />
Cobb – Ed Researcher 2003</p>
<p>Intervention – for psych like treatment</p>
<p>Eric’s question: isn’t this like HCI?  Barry’s answer: yeah, pretty much</p>
<p>Priti: figuring out what counts as a small theory<br />
Barry: how would you test it? – falsifiability is key</p>
<p>Frameworks, theories, models –<br />
Judy: frameworks are early, say what the variables might be; models and theories are predictable and formal, models more mathematical;<br />
Priti: same in cogsci, models are just more specific<br />
Barry: model of teaching built on theories<br />
<span class="question">Question</span>: how does this fit with 722? Theories inform models, etc.</p>
<p>Priti: for Anderson, ACT-R is the theory</p>
<p>Conjecture –<br />
Maybe the “why” of hypotheses (conjecture: why A leads to B, where “A leads to B” is your hypothesis)<br />
For Barab – the scheme or mechanism of how things are going to relate<br />
Ex. Chi’s article –<br />
Hypothesis: self-explanation improves learning<br />
Conjectures: when and how self-explanation would lead to learning</p>
<p><span class="question">Question</span>: how do conjecture, model, formalism, coding scheme, design study fit together?<br />
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</p>
<p>Appropriate comparisons – not did they learn but would they have learned more in some other way?</p>
<p>Design vs. design-based research –<br />
{diagrams on the board}<br />
design-based research has a lot of variables, a lot of interactions, explanations for all of those, iterations on those variables and interactions<br />
design – variables but not necessarily explanations of interactions<br />
<span class="question">question</span>: how is design-based research different from other kinds of research?<br />
Answers: iteration, less control over variables (design-based research makes explanations but doesn’t necessarily control variables so much as report them)</p>
<p>How DBR is different –<br />
More akin to engineering, turn theory and understanding into a difference in the world<br />
Don’t just describe the world but perturb it</p>
<p><span class="question">Question</span>: where do design-based research studies get published, and what do those publications look like?<br />
Answers:<br />
ijCSCL<br />
question is “who cares about this topic”<br />
Cognitive Science Society – emerging learning sciences theme this year (implicit and explicit learning)</p>
<p>Ed Research –<br />
Epidemiological – get a lot of data, just grab a lot of data (lots of variables) from all over, large statistical methods (public v. parochial)<br />
Small-scale intervention – tardy slips, points for detention, reduce class size; small single change and examine what changes occur<br />
History – Dewey lost, Benet won (psychological testing, quantifying educational success)</p>
<p>Judy:<br />
Anderson automatic post office study<br />
State transition diagrams about design meeting – size of bubble corresponds to total time in discussion<br />
Go research (replicate Chase &#038; Simon chess memory stuff)<br />
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<br />
Acquiring structure of a field</p>
<p>Design-based research in collaboratories – go in thinking something’s going to work, try it out, tweak it, then see what happens and iterate</p>
<p>DBR and the field – don’t have to be in the field to be doing DBR</p>
<p>Barry asks Judy, “how do you relate to learning sciences”?<br />
Judy: nope, I don’t study learning; maybe adoption</p>
<p>Barry: isn’t improving group performance a learning task?</p>
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