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The four problems of technology enhanced learning

The four problems of technology enhanced learning. AIED2007 keynote. Tak-Wai Chan National Central University, Taiwan (slightly updated a few places after the talk). Dedicate to John Self !. One who inspired a generation of researchers & was a not-yet-known co-founder of the ICCEs!.

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The four problems of technology enhanced learning

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  1. The four problems of technology enhanced learning AIED2007 keynote Tak-Wai Chan National Central University, Taiwan (slightly updated a few places after the talk)

  2. Dedicate to John Self! One who inspired a generation of researchers & was a not-yet-known co-founder of the ICCEs!

  3. Thanks for my graduate students!

  4. To elicit 4 problems that researchers seem to have been trying to resolve in this century!

  5. The future is found from the past and the present, especially from the current research communities

  6. I notice that the current research communities are working towards 3 orientations; two existed already and one is emerging These 3 orientations are leading to resolving the 4 problems

  7. Three orientations of research(Chan, et. al. 2006; Chan, 2006) Dream-based research exploring the potential implications of some emerging technologies Adoption-based research proving the feasibility of spreading our work in the real world practice Humanity-based research developing an individual’s capacity almost entirely from that individual’s perspective cultivating well being of the globe as learners’ value

  8. invisible & ubiquitouscomputing NATURAL PLATFORM context-aware physical environment indoor: smart wall smart desk outdoor: natural as classroom CYBER PLATFORM mobile & wireless devices; wearable computing Internet face-to-face human interaction distance human interaction human computer interaction standalone computers digital manipulative digital toy digital tangibles

  9. “The further backward you look, the further forward you can see” Winston Churchill

  10. Sidney Pressey’s Teaching Machine in 1920’s

  11. Whenever there is a dream, there is a day it comes true! It was not Pressey’s machine, nor was it the first computer in 1946 Was it traditional CAI in 60’s ? Was it artificial intelligence in 70’s ? Was it multimedia and simulation in 80’s ? Was it Internet in 90’s ? Was it mobile & game in 00’s ? This is the Dream-Based Research!

  12. Adoption cycle of innovations (Ryan,1948; Rogers,1958; Moore,1991) conservatives pragmatists innovators & visionaries skeptics

  13. Chasm between innovators & visionaries and pragmatists (G. A. Moore, 1991) pragmatists conservatives innovators & visionaries skeptics chasm

  14. To cross the chasm–– synergy of technologies Mobile & Game (00’) Internet (90’) Multimedia & Simulation (80’) conservatives Artificial Intelligence (70’) Traditional CAI (60’) pragmatists skeptics innovators & visionaries chasm This is the Adoption-Based Research!

  15. How long is the time span, 50 or 100 years? What happens after crossing the chasm? Mobile & Game (00’) Internet (90’) Multimedia & Simulation (80’) conservatives Artificial Intelligence (70’) Traditional CAI (60’) pragmatists skeptics innovators & visionaries chasm 2000 2050 or 2100 This is the Humanity-Based Research!

  16. More on Humanity-Based Research

  17. ‘Humanity’ ? Stressing on individuality individuality is the basis of humanity the very existence of a class is for the sake of an individual the very existence of the learning partners is for the sake of that individual thus, learning is not for the class as a whole, but for an individual optimize individual capacity development

  18. Content Digital Libraries Museums Electronic Books Student Database Community Fellow Learners Computation Expensive Equipment Teachers Cognitive Tools Volunteers Parents Educational Agents Every thing is for the sake of the learner

  19. ‘Humanity’ ? • Learning beyond knowledge acquisition • knowledge acquisition is a vehicle for fostering other humanity qualities • cognitive, affective, social, attitudinal

  20. Beyond knowledge acquisition inner freedom creativity passion leadership perseverance critical thinking interest caring effort (affective) (social) (attitudinal) (cognitive) confidence

  21. John Self spelled out this humanity issue: “The defining characteristics of intelligent tutoring systems research: ITSs care,” (Self, 1999)

  22. Classical ITS model (Self, 1974) domain knowledge what student model tutoring strategy who how

  23. domain knowledge communication interface what when where who (with) student model learner profile tutoring strategy pedagogical model why how who

  24. Going beyond knowledge acquisition domain knowledge communication interface what when where who (with) social student model learner profile student model pedagogical model why how who affective cognitive reflective social attitudinal

  25. ‘Humanity’ ? • Building foundations for the better globe • bettering yourself • nurturing a caring family • incubating a humane society • fostering the peaceful and collaborative globe ~ Da-Hseh

  26. What are we researchers doing? Dream-Based Research? Adoption-Based Research? Humanity-Based Research?

  27. Does AIED / ITS have a dream? Yes, we did Bloom’s 2 sigma problem • We still do • An extended dream

  28. Learning Companion System (Chan & Baskin, ITS1988) Intelligent Tutoring System (ITS) (Carbonell, 1970)

  29. Lifelong learning companion(Chan, 2000; Chan, et. al., 2001; Chou & Chan, 2003) baby: learning companion as a magic cradle small kid: learning companion as a toy pupil: learning companion as a pet teenager: learning companion as a peer adult: learning companion as a mentor elder: learning companion as a pet

  30. My animal companions– “Disneyficating the learner”

  31. My-Pet-Our-Pet Telling the owner how to improve My-Pet’s attributes Topic progress Topic level My-Pet’s attributes Numerical value Descriptive text Cognitive domain Affective domain Social domain

  32. Gaming on PDA Game4 Game6 Game5 Affect Enrichment Game1 Game3 Character Building Game2

  33. Physical Companion (Shu, et. al., 2007)

  34. domain knowledge communication interface what when where who (with) student model learner profile student model pedagogical model why how who AIED / ITS AIED / ITS AIED / ITS

  35. Does CSCL have a dream? Assumption 1: Collaboration is a good thing, a good culture, so is collaborative learning Assumption 2: Collaborative learning is ‘usually’ effective learning CSCL DREAM:Making every learning experience a collaborative and effective learning Extended CSCL DREAM:How to make our globe a better one through collaborative learning

  36. domain knowledge communication interface what when where who (with) student model learner profile student model pedagogical model why how who CSCL CSCL CSCL

  37. Acronyms WMUTE = Wireless, Mobile, and Ubiquitous Technologies in Education MLearn=Mobile Learning DIGITEL= DIgitalGame & Intelligent Toy Enhanced Learning

  38. One-to-one Technology Enhanced Learning Soloway & Norris, (WMTE2002, ITS2004) 1 student : 1 pencil 1 student : 1 book 1 student : 1 computer

  39. Classroom dynamics will change

  40. Classroom dynamics will change

  41. In the Campus

  42. Outside the campus Bird Watching Zoo Visit

  43. Linking a class to the outside~ ITS 2000 1:1 learning in physical space virtual learning community EduCities (1.5 million people) EduTowns (2,500 schools) EduVillages (20,000 classes)

  44. Does WMUTE / MLearn have a dream? Seamless learning space seamlessly learning across over learning scenarios from Physical Space X Social Space Physical / Virtual Space: classroom, campus, home, museum, etc. Social Space: individual, small group, class, online community, agents, etc.

  45. WMUTE / MLearn DREAM Assumption: context-aware, authentic, and situated learning is good learning Exploring this vast space of scenarios to find new scenarios or sequence of scenarios for good learning experience

  46. WMUTE/ MLearn domain knowledge communication interface what when where who (with) student model learner profile student model pedagogical model why how who WMUTE/ MLearn

  47. Does DIGITEL have a dream? DIGITEL DREAM: Every learning experience is fun, engaging, pleasurable and joyful!

  48. All learning without fun must be DEAD! Gaming will be a dominating pedagogy, subsuming individual and collaborative learning

  49. domain knowledge DIGITEL communication interface what when where who (with) student model learner profile student model pedagogical model why how who DIGITEL

  50. Dream-Based Research Humanity-Based Research AIED / ITS Adoption-Based Research Dream-Based Research Humanity-Based Research CSCL Adoption-Based Research WMUTE / MLearn Dream-Based Research Humanity-Based Research Adoption-Based Research Dream-Based Research Humanity-Based Research DIGITEL Adoption-Based Research

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