The Pioneer Project
A Critical Look at the Use of Distance Collaboration, Virtual Learning Environment, and Use of Open Source in Education


Cristiana Assumpcao
Teachers College, Columbia University
December, 1999


www.projectpioneer.com

  1. Introduction
  2. Pedagogical Theories Applied in the Proposed Activity
  3. Benefits and Limitations of the Online Environment for Collaboration
  4. Simulation as a Learning Tool – Lessons from another model
  5. Bibliography
  6. Appendix

1. Introduction

 

What is the Pioneer Project?

 

Goals:

·        Implement decentralized research method (work collaboratively)

·        Analyze the efficiency and applicability of distance collaboration (different countries)

·        Create an interdisciplinary project approach to curriculum development, creating a more relevant and efficient curriculum.

·        Integrate emerging (open source) and high-end technology in the educational arena.

·        Develop an online learning environment.

·        Study the role of technology in enhancing and promoting ongoing learning.

 

Research Question:

 

Below is an excerpt of a dialogue between myself (asking the questions) and Jecel M. Assumpção Jr. (answering them, sometimes seriously, sometimes playfully). This dialogue reflects some very important aspects of the role technology is playing in our project, and consequently in the learning activity. It shows the types of research that can be done both collaboratively and long distance. It also reflects how the medium allows for easy access to stored information, where I could just use the emails directly and include the information in this analysis. It also allows for easy access to metacognitive activities, where I can organize my ideas and reflect on them, both individually and collectively, allowing them to grow and develop.

Due to the collaborative nature of this project (six team leaders, each one with their own specialty), my initial ideas have been greatly enhanced and enriched. Each project leader has contributed to the idea pool, as well as helped guide students as they develop their work. We hope this project becomes a model for technology integration in a more modern educational setting, where new pedagogies will start having a larger role in our student’s educational process.

 

These are some of the initial questions we asked ourselves, in starting this project:

 

·        (CMA) Can open source become a new tool in designing interdisciplinary, situated based, real life projects that can integrate into the curriculum?

 

·        (Jecel) To be "interdisciplinary", the programming part must not be too intrusive in order not to scare off those with less technical interests.

 

·        (CMA) (Study the use of Self as a programming tool to encourage student's thinking at higher levels).

 

·        (Jecel) Self is meant to stimulate people with less abstract mindsets (you can *see* the objects right there on the screen, and not just imagine them from looking at the source text).

 

·        (CMA) Will it promote higher level thinking skills, augment student learning?

 

·        (Jecel) Programming is the most natural environment for learning certain "powerful ideas". It provides a vocabulary for mental processes and helps people to actively think about learning strategies.

 

·        (CMA) Model collaborative learning using technology in what it best lends itself? Adequate the activities to the medium?

 

·        (Jecel) The computer can mimic any existing or imagined media (paper, LP records, TV, etc..). With an infinitely malleable media, I see no reason to adapt the activities to it except for the limits of our imaginations.

 

·        (Jecel) In the past, this wasn't quite true - the technology was limited and couldn't do all was wanted. That phase ended in the early 90s.

 

·        (CMA) Focus: pedagogical aspect - integrating technology into the curriculum.

 

·        (CMA) Outcome: Curriculum integrating new technology in a new way (not merely adjusting it to the traditional uses). Online unit geared towards distance learning and online collaboration. Open ended and not content based. A tool that students can use to promote problem-solving skills, decision-making and research methodology.

 

·        (CMA) Assessment: Measure student skills before and after.

 

·        (Jecel) Objective measurement is *very* hard. List of facts = easy. Skills = nearly impossible.

 

·        (CMA) Qualitative analysis. Self-assessment through rubrics. If students reached a functional model of a colony.

 

·        (Jecel) Careful - mistakes are better learning experiences than successes! A non-working colony might mean a failure or it might not.

 

·        (CMA) Scalability of the unit - if it can be used in the classrooms, not just as an after school activity.

 

·        (Jecel) Not without major changes in the classrooms.

 

·        (CMA) How can I measure success?

 

·        (Jecel) If the students come back for more :-)

 

·        (CMA) In what ways is this innovative?

 

·        (Jecel) Students haven't had a chance to build their own tools since the early phase of the PARC Smalltalk project in 1974... Time to try again!

 

·        (CMA) How can this prepare students with better real world skills?

 

·        (Jecel) They might very well be building a colony in Mars in 2030 ;-)

 

·        (CMA) To what point does the medium influence and mold student thinking and learning?

 

·        (Jecel) Quite a lot! "If all you have is a hammer, everything looks like a nail".

 

·        (CMA) How can I encourage students to become independent learners?

 

·        (Jecel) Learn to let go. Don't be frustrated if things go in unplanned directions.

 

·        (CMA) Seekers and analyzers of information?

 

·        (Jecel) Don't spoon feed them all the facts they need for the next task.

 

·        (CMA) Action takers?

 

·        (Jecel) I don't think that can be taught. It certainly can be discouraged by making kids sit quietly in a desk for several hours every day.

 

·        (CMA) How can I measure their capability to transfer knowledge to a new context?

 

·        (Jecel) time_to_learn(new_context) < time_to_learn(old_context)

 

Once we had established our initial research questions, we worked together to search for research that would support our initial hypothesis and statements. In this paper I will be referring to the results of that research, citing the authors and their findings, all of which support Jecel’s answers. This also is a result of distance collaboration (very much facilitated by the presence of the web) and easy access to data (stored information, as many papers were readily available on the web as well).

This collaboration will improve even further once access to high bandwidth becomes more widespread. It will allow for even deeper levels of collaboration, such as allowing two users in different countries do browse the web together by sharing the same computer screen, while talking to each other and seeing each other on video. They will be easily able to collaborate on documents and other applications; such as it is now possible with Microsoft Netmeeting. Even with the lower bandwidth we have today, we have already been working using this tool.

One of the main goals of the Pioneer Project is to integrate such collaborative and research tools into everyday educational activities. Through the Mars Millennium Project we hope to create a very friendly collaborative user environment that will empower the students to become real researchers and programmers. The research I have found supports us in this pursuit. One example is the question below, by Harris. It is a question that should be always asked, no matter what the medium being used:

 

·        Will this use of the Internet enable students to do something that they COULDN"T before? Will it allow students to do something that they COULD do before, but BETTER? (Harris, 1998) These are questions we are constantly asking ourselves. We don’t want to use technology for the sake of technology itself. We want technology to be a tool to empower students, not to control them. 

 

Environment Created - Implementation

 

·        The Website: http://www.projectpioneer.com

·        Task: Webquest format - Constructivism at work

 

We chose the WebQuest format, due to the fact that it lends itself to an interdisciplinary approach, as well as authentic learning situation, where the students become researchers. The students are challenged to work together to solve a common problem, where each one contributes with a unique amount of knowledge, being that one becomes dependent on the expertise of the other. This is a strategy that makes perfect use of what the Internet has to offer today, both as a communication and collaboration tool, as well as a research tool. Our goal was perfectly summarized in yet another email I received from one of the major specialists in the integration of the Internet in the classroom: “The ultimate goal is, through the use of WebQuests and other tools, to develop students capable of posing and solving their own essential questions, and proceeding without the benefit of scaffolding. Going beyond WebQuests means that students would recognize that any problem must be attacked from multiple perspectives. They would have the skills to recognize the critical roles necessary to solve a particular problem. They would define their own roles, locate their own resources, and form the questions that would allow them to pursue their role. Then they would develop individual expertise based on their roles, come back to the group, and the process of problem-solving, share what they had learned, and together construct a new body of knowledge that may not have existed before.” (Wolinsky, 1999)

 

Thinking skills that a longer term WebQuest activity might require include these (from Marzano, 1992): comparing, classifying, inducing, deducing, analyzing errors, constructing support, abstraction, analyzing perspectives (Dodge) This matches perfectly with our goal to use the technology as an empowering tool, through an environment that opens an opportunity for acquiring higher level thinking skills.

 

The model we chose is also in accordance to research by Johnson et.al (1993), in integrating cooperative learning through emphasizing lesson coherence. The prepared lesson has a beginning, middle, and an end. To begin the lesson the teacher presents a practical, real world problem or provocative issue that intellectually challenges students. Everything that follows is organized around solving the problem. The problem is presented first. Then concepts and rules are presented second. Teachers pose provocative questions and allow students to adequate time for reflection. (Johnson et. al, 1993)

 

In this particular activity, we also decided, based on previous experience and supported by research (Johnson et. al, 1993) to assign specific roles, as a scaffold in an initial phase, so that students wouldn’t get lost when starting their vast research, and were confronted with the great amount of information available to them. According to Johnson et. al, the teacher assigns students roles. After each item, the roles are rotated so that each student fulfills each role once. (Johnson et.al, 1993). By following this format, the students would be exposed to different responsibilities and perspectives, acquiring a more global view of what is required of them, as well as practice different uses of the online environment, becoming more savvy with the technology.

 

Communication tools: Listerve and Forum

 

Tools, no matter how powerful their educational potential, don't directly help our students to learn. What's important is how we use the tools to assist teaching and learning (application rather than operation). Seymour Papert dubbed the kind of thinking that successful technological integration was learning the hardware and software as "technocentric thinking" (1987). Teachers should plan an educentric application for the powerful tools. (Harris, 1998). We decided to give our students access to two forms of online tools. The first tool we offered them was the listserve (ppioneer@listbot.com). The choice was made based on the fact that most of them already were used to using email, and we wanted them to have a tool with which they would feel comfortable with right away, so that they could concentrate on the content rather than the medium. We were pleased to see we made a very successful choice. Students have been exchanging an average of 80 emails a day, exchanging good resources, ideas, and debating the different points of the challenge. This tool was also fundamental for the successful implementation of the project, for all participants are now far from each other (students are on vacation, teachers are in different cities and even countries!). Without the technology, this project could not have started at all until February of 2000. Also, this was a tool that allowed students’ access to experts in the varied fields, including the organizers of the official Mars Millenium Project. Technology here played a role in compressing time, space, and content. In other words, students could work together even when they were physically separated, and learned more than they would have alone, in a shorter period of time, because they were exposed constantly to guidance and to each other’s ideas.

 

The one disadvantage of the listserve is that it doesn’t organize the information, being that sometimes the questions will be asked more than once, filling participant’s mailboxes and frustrating those who already have seen the question before. That is one of the constraints of this type of collaboration tool. In order to provide a more organized tool for the ideas to develop, the project organizers created the forum found in our website. The questions there are organized by threads, and the answers are stored under each question. That not only has the advantage of making the information easier to find, but also makes the information readily accessible for further analysis and metacognitive processes, allowing students to learn through their own mistakes and accompany their own development.

 

We are at this moment in the process of studying an easier forum format to use. The one we adopted requires going into too many screens (bad affordance), and is not supporting student performance. Due to the difficulty in logging in and navigating, students have not yet adhered to this new medium. They still are preferably using the listserve, even though the facilitators have encouraged them daily to move their discussions to the forum. This is a very good example of how a great tool can be undesirable due to problems in affordance. We are restudying the design to make it as user friendly as possible, so that the tool doesn’t get in the way of learning.

 

Research also shows that implementing the same activity in different classrooms can have very different results. There are many biologically-, psychologically-, socially-, historically-, and temporarily-rooted differences among student's receptivity to educational activities. (Harris, 1998) The same can be said for different medium, as we found out with the listserve and forum. This is something we will have to be really careful with if we want to create an activity that will be successful in any classroom. It has to be open and flexible enough so that teachers can adapt to their own conditions, assuming ownership of what they implement. The type of activity we want to design would serve as a scaffold, to get other teachers started in using technology well. The idea is for them to grow away from this and develop independence and new ideas of their own, enriching even more the knowledge pool. The web is the perfect medium to allow such flexibility, adaptability and sharing at all levels. In Harris (1998) we find support for this:

 

We know from both experience and research (e.g. Rogers, 1995) that tweaking someone else's idea isn't nearly as satisfying, or as effective, as designing an activity that fits the unique combination of factors that present themselves in any particular classroom at any particular time. Reinvention; the process of taking something like a new tool or idea and making it our own in its application, is very important to both teachers and students. Feelings of ownership are crucial if new tools are to continue to be employed in ways that will benefit users. This is what is known as true adoption of the innovation (Rogers, 1995).

 

This is where our Biotechnology Project (http://www.colband.com.br/ativ/nete/biot) went wrong last year (1999). The Biotechnology Project was yet another project started in 1998, implementing the same model of learning and technology integration. The success of the project was great with the first group of students, yet totally unmotivating for the second group (1999). We found out that this was due to the fact that the students didn’t feel as if the project were theirs. They thought they were working on the last year’s students’ work. Not assuming ownership discouraged them from putting any effort into contributing to the knowledge building that had started, even though they were offered and had access to the same tools and resources. This will be corrected in 2000, when new students will be presented with unique challenges that will motivate them to assume ownership and benefit from the activities offered.

 

Metacognition Tool: Presentation, Student Ideas and Progress Reports

 

We also are making available to students, on the project website, access to images, experiments, and progress reports based on their discussions. These reports are being elaborated by a professional evaluator who is part of our team, with the objective to help students analyze what they are learning, where they came from, how far they’ve come, and call attention to points they need to pay attention to, so that their research has scientific validity. Thanks to the immediacy of the web, the students can all have access to this information as soon as it is ready. It is published on the site on the same day as it is finished, allowing for updated information. Once again technology allows the use of information that is only useful if shared right away. And we don’t have to depend on others to do that. The web has allowed us to become publishers and authors, being able to help our students in a more efficient way.

 

Our theory of learning is implicit in our design. According to Duffy and Jonassen, instruction should provide contexts and assistance that will aid the individual in making sense of the environment as it is encountered. (Duffy & Jonassen, 1992)

 

Constructivists focus on the process of knowledge construction and the development of reflexive awareness of that process. Evaluation in the constructivist perspective must examine the thinking process. One possible type of student evaluation activity would ask learners to address a problem in the field of content and then defend their decisions.(Duffy & Jonassen, 1992) That is what we’ll be asking our students to do as they prepare the presentations for other groups. The progress reports provide the reflection on the process.

 

Simulation as a Product

 

Smith et. al (1994) were experimenting with creating a simulation environment that would be easy for children to use, based on a graphical user interface. They raise some fundamental questions, such as: How can people tell agents what to do? More generally, how can ordinary people, who are not professional programmers, program computers? This problem--the "end-user programming problem"--is an unsolved one in computer science. In spite of many previous attempts to develop languages for end users, today only a small percentage of people are able to program. Why are most people unable do it, in spite of all the attempts to empower them? Is programming inherently too difficult? Or does the fault lie with computer scientists? Have we developed languages and approaches best suited to the skilled practitioner, languages that take months or years to master? The authors take the latter view: computer scientists have not made programming easy enough. (Smith, Cypher, Spohrer, 1994) This is one of the challenges we propose to meet. That is why we chose to use Self to program a virtual colony. We also feel that the problem is not in the programming itself, but in how it is taught and designed. Even though these authors take a position totally against teaching any programming language, we feel that this is not totally necessary. As long as the programming language is something students can identify with and understand, using analogies they are familiar with, we feel they are ready to develop a world using a simple programming language. Of course we are dealing with older students, high school level, which are more mature cognitively and have successfully reached logical reasoning skills. We also believe that teaching programming will enhance their cognitive processes, further developing their logical reasoning, sequencing and correlation of cause and effect skills. It will also give them the capability and freedom to explore their potential and ideas, testing them out, because they will be capable of working the variables and their relationships. This is based on our previous observation of how many of our students taught themselves basic programming languages such as HTML, Java and Perl. This tells us that they are eager to be able to develop their own environments, with freedom to choose what they would like to see there, not be confined to what some other programmer has determined.

 

Again, according to Smith et.al (1994), today, over 100 million people use computers to write letters and reports, draw pictures, keep budgets, maintain address lists, access data bases, experiment with financial models, play games, and so forth. Children as young as two years old can use a mouse and paint with programs like KidPix (a child's painting program, at one time the world's best selling application) or explore worlds like The PlayRoom (a child's adventure game). So computers are not inherently unusable. The key observation is that most of these applications are editors: with them, users produce an artifact by invoking a sequence of actions and examining their effects. When the artifact is the way they want it, they stop. (Smith et. al. 1994) Smith et. al make it clear that the problem is not in the technology itself, but in its constraints and affordances. If we can circumvent these obstacles, we can provide a rich learning environment. That was also Papert’s idea when he created Logo (http://papert.www.media.mit.edu/people/papert/ ), which unfortunately was not taught the way it was meant to be. This is another interesting thing we have observed happening. Even though the medium is new, in the beginning, it is still used in the “traditional” manner, both by students and teachers. So even though they have the right tools to really go beyond drill and practice, we still have to help them make the pedagogical paradigm shift, showing them how to use these new tools in an innovative way. After all, we are dealing with people, and dealing with years of training in one direction. We can’t expect the learning to change magically when the new tools are presented. We have to be prepared to kill old habits and misconceptions, at the same time that we are modeling the new pedagogies. We have to help teachers and students rethink what education is about, and what the end product should be. The tools are there only as support to this mentality change, because they help organize and provide an adequate environment for such learning.

 

Smith goes on to say that they have come to the conclusion that since all previous languages have been unsuccessful by the criterion described here, language itself is the problem. It does not matter what the syntax is. Learning another language is difficult for most people. The solution is to get rid of the programming language.(Smith et.al, 1994). They used a totally graphical user interface (GUI). Since our students are older, we are going to use a GUI, but also give them access to the source, giving them the choice and possibility of going further in their learning experience. That will help make their learning self-paced, with no limits as to how far they can go. We are dealing with encouraging the acquisition of higher level thinking skills in an authentic learning situation. We are not saying that this is the only way to teach. Other pedagogies are better for other types of learning, as are other environments. That’s why we have to be very clear on what we are trying to teach, so we know how to best reach our goals and objectives. Different strategies are adequate for different types of learning. Our focus is very specific for a very specific audience. We want to provide a higher level environment for students who are almost ready to face real world challenges in their professional lives, believing that one of the goals of education is to prepare citizens who are ready to contribute to the community they live in.

 

According to the research, the following are the most important principles for solving the end-user programming problem.

 

·        Visibility: Make everything relevant to people's operation of a computer system visible on the display screen. This is the single most important UI principle. People have an easier time understanding what is going on and what to do next if things are visible than if things are kept internal to the program and hidden from users. Without visibility it is almost impossible to achieve an easy-to-use interface. Visibility has a couple of related principles:

·        Interactive vs. batch: Establish a cause-effect relationship between user actions and system semantics. When users do something, show the effects immediately. Systems that do not are confusing.

·        Modeless vs. modal: A "mode" is a state of a system in which user actions are interpreted differently than they would be ordinarily. Systems get in trouble when either (a) they have many modes or (b) their modes are invisible. Both confuse people, leading to (usually unpleasant) surprises at the results of actions.

·        Copying and modifying vs. creating from scratch: Allow people to copy and modify existing items in a system as a way to create new ones. It is often easier to start with something that works and figure out how to modify it than to create the same thing from scratch. Revealingly, this is the way most professional programmers work. (This is exactly what SELF is best at).

·        Seeing and pointing vs. remembering and typing: Allow users to point to entities on the display screen with a pointing device, instead of making them describe the entities by typing text. It is the foundation for the popular concept of "direct manipulation."

·        Concrete vs. abstract: Make the entities presented to users concrete. People have an easier time with the concrete than with abstractions. (SELF offers objects that can be seen, helping visualization).

·        Familiar user's conceptual model: Cast the concepts in a system into terms the user can understand. When faced with a new situation, people try to apply their existing knowledge to understand it. This is the inspiration for the use of metaphor in computer interfaces, especially the so-called desktop metaphor invented for the Xerox Star by the first author.

·        Minimum translation distance: One principle of utmost importance for programming environments but not so much for other applications was proposed by Sloman: minimize the conceptual distance between people's mental representations of concepts and the representations that the computer will accept. In our opinion, the failure to do so is the single biggest reason that languages designed for children such as Logo and Smalltalk have not attained wider use. Time and again we have watched children try to accomplish simple programming tasks such as making a fish swim away from a shark, only to be frustrated by the difficulty in having to deal with coordinate systems and vectors. The most articulate representations are the ones that minimize this translation distance. Of course this is also a principle of good program design: create data structures and operations that are close to those in the problem domain.

·        In summary, the GUI eliminated command lines by introducing visual representations for concepts and allowing people to directly manipulate those representations. It has empowered millions of people to use computers. Today, all successful editors on personal computers follow this approach. But most programming environments do not. This is the reason most people have an easier time editing than programming. (Smith et. al, 1994)

 

Why simulations? Again, according to Smith et.al (1994), they are a powerful tool for education. Simulations encourage unstructured exploratory learning. They allow children to construct things, supporting the constructivist approach to education. Alan Kay contends "We build things not just to have them, but to learn about them." He quotes the philosopher Cesare Pavese: "To know the world, one must construct it." Scardamalia argues that children learn best when constucting things. They enter Vygotsky's "zone of proximal development." Simulations such as SimCity and SimEarth allow children (of all ages) to construct unique microworlds, giving them a sense of ownership in their creations. They can observe and modify and experiment with these microworlds. Children are the "gods" of their worlds. This pride of ownership and feeling of power are compelling qualities that motivate even professional programmers (Smith et. al, 1994). That is EXACTLY what we believe, and that is why we made the choice of using SELF and building a virtual colony.

 

However, Smith et.al go on to say, most simulations today do not permit users to modify their fundamental behaviors and assumptions. For example, one cannot alter the fact that if one puts in a railroad in SimCity, the pollution problems go away--not exactly a realistic consequence. This inflexibility is the reason that most school teachers do not use SimCity as a teaching tool, even if they are studying city building. It does not model what they want to communicate. Simulations that do allow fundamental modifiability, such as numeric simulations built with Stella, require extensive programming skills. Few children or teachers can or want to do it. (Smith et. al, 1994). Students want to feel they can have some control of their environment, so they can test hypothesis and create something they feel they have an ownership of. We feel it underestimates students’ capability to say they cannot learn programming. That’s why we have chosen to include programming in the project, using a language that will be very close to the GUI, but that will also allow them to have access to the source code. In other words, we’re trying to include the best of both worlds.

 

Smith already said that what is needed is a way for children without programming knowledge to have more control over the behavior of simulations. What is also needed is a way for teachers to tailor simulations to support their curriculum goals. (Smith et.al, 1994). Using Self will allow us to empower our students without having to learn an excessively hard language. They will be using a GUI (graphical user interface), at the same time that they will be empowered to go to the source and troubleshoot and adapt the program to their specific needs, giving them the ownership they need. Self is designed to support exploratory programming. One of the strengths of object-oriented programming lies in the  uniform access to different kinds of stored and computed data, and the ideas in SELF result in even more uniformity, which results in greater expressive power. An object in SELF would be created by cloning a prototype. (Ungar and Smith, 1991). This is what makes it ideal for our proposal.

 

Choice of topic: Interdisciplinary Unit - Mars Millenium Project (http://www.mars2030.net )

 

When we heard of the Mars Millennium Project (MMP), we knew right away it was perfect to help us answer our questions. It provided an authentic problem-solving situation, where students were encouraged to work collaboratively, and use the web as one of the main media to obtain and develop information. We just adapted it to our specific needs. This is yet one more activity that has its success based on accessibility of information, only possible through the web. It would never have reached the scale it has if it depended solely on other traditional media. It is a project that makes use of updated information (such as was the case of the Mars Polar Lander), video, audio, contact with experts, stored information giving any data students need to learn about Mars, and much more. No traditional media could have provided such a rich research and collaboration environment.

 

This is what you can find at the website:

 

“The Planetary Society (TPS) welcomes you to a journey of inspiration and discovery as we explore Mars through the visions of artists, scientists, engineers, and astronauts who have turned their creative energies into wonderful paintings, stories, music, architecture, intelligent machines, human space flight, and much more. Even now, robotic spacecraft are engaged in brave missions to learn more about the "red planet". We are happy that you are joining us as we plan for the long–term adventure to Mars.

 

Initially, intelligent machines will pave the way by measuring important properties of this remote and alluring world. Later, humans will make the trip and establish the first colonies. We want you to gather information from this website and from your mentors, think about it carefully, creatively try your hand at designing a small village on Mars for 100 humans, and then submit your ideas.” (http://mmp.planetary.org/tour/welco2.htm )

 


Project Pioneer’s Mars Millennium Project Proposal

 

 

MAKING A CASE FOR COLLABORATIVE ACTION RESEARCH

 

Visit any medical school and what you feel is "electricity," says Richard Sagor, executive director of the Institute for the Study of Inquiry in Education (Camas, Wash.). "It's the electricity of a group of people exploring their passion. It's the electricity of a learning organization," he exclaims.

 

That same passion could be part of any school's culture, says Sagor, who shared his ideas with members of ASCD's Signature Schools program earlier this fall. What's needed to inspire such enthusiastic exploration of teaching practice is collaborative action research, he says.

 

Through collaborative action research, teachers identify a shared goal for improving student learning, Sagor explains. Teachers then create an objective rating scale to "show what it looks like" when students have reached the target.

 

The passion, Sagor suggests, comes when teachers are given the authority to put their own theories to the test--to use the instructional approaches they think will help students reach the goal, even when others disagree. Holding differing opinions is healthy, Sagor states, and educators shouldn't be afraid of conflicting viewpoints. When there is division, "educators should say, 'Oh, good, we've got a researchable situation.'"

 

In adopting such a philosophy, educators feel professionally empowered-and students benefit, Sagor states. Schools that encourage teachers to engage in collaborative action research, he affirms, inspire teachers "to creatively pursue solutions to improve student learning."

 

Richard Sagor is the author of the ASCD book, *How to Conduct Collaborative Action Research.* For information on this book and other action research resources, visit the ASCD Online Store at http://www.ascd.org .

 

Sagor expressed the importance of collaborative research, and we have already felt the benefits of such efforts, as we teachers planned the project. We hope to pass this on to our students to. That is why we have proposed the following:

 

Students, using tools given to them through a special program created for that purpose, will create a virtual world environment. Even though the program will have some basic settings, it will be up to the students to build upon that. It will be required that the students learn basic programming in object-oriented language, in order to modify and adapt the tools offered them to make them more adequate for the Mars environment. The tools offered will be appropriate for Earth. They will also need programming skills when building the colony, in order to create the buildings and whatever they see necessary for survival in the environment they will research about.

 

The students will have to research all about Mars, because in the program they will have to input the data of the environmental conditions where their colony is going to have to survive. They will have to find out the atmospheric gases, temperature, humidity, etc.; as well as the soil conditions. They will input their data into the program that will then recreate the environment for them, simulating the world they will face.

 

The students can work individually or in groups. There will be instructions appointing the different roles existing in building the space colony, and usually should require teamwork. But if a student is willing to take on the whole challenge by himself, he can do so.

 

The students will be able to save the program where they have stopped, as if it were a game, picking up from where they left off the next time around.

 

The work environment will offer several different challenge levels, so students of all ages can participate in some way. After the teams have put in all their data, the computer will simulate the results of their choices, giving them feedback on their success. If the colony doesn't work out one way, they can experiment with the variables to see if they can be successful another way.

 

There will be a component where the students will have to justify their choices, to avoid that they just keep "guessing" to try to get it right. They will have to provide evidence as to their research in order to continue (similar to the Science Sleuths software by Videodiscovery).

 

Once the teams are satisfied with their colonies, they can showcase their virtual world on the web. Others interested can visit this world. The visitors can either just walk around, or collaborate and build their own structures. The colony will be an ongoing process.

 

Students will always have a choice of starting from scratch, inputting the variables, or building upon someone else's work. After the initial success, new challenges will be proposed, such as change in population, change in political system, change in climate, and so on.

 

The biggest asset of this program is that it will have an open source component, giving the students the ability to modify the environment to their needs. That will give them independence and room to grow. One team's world may turn out very different from another team's world. They will not be constrained by limits imposed by the initial programmers. This will be an option, for those who like the challenge. If the student doesn't want to get involved at such a complex level, the program will offer enough tools to get a basic colony going, as long as the data is correct.

 

 

2. Pedagogical Theories Applied in the Proposed Activity

 

Situated Learning, Collaboration, Constructivism: Theoretical background

 

We have adopted the constructivist approach to learning. Technology lends itself really well to this pedagogy, according to research:

 

A constructivist trainer doesn't strip away the natural complexity of a subject. Instead, multiple perspectives are brought to bear. The goal of a constructivist-learning environment is not the accurate transfer of content from the instructor to the learner. Instead, the learner is given tasks and opportunities, information resources and support, and is encouraged to construct their own version of the content, subject to revision through feedback. Many paths through the lesson are allowed and collaboration with other learners is stressed over lonely individual learning. A constructivist use of technology presents information to the learner in multiple forms from multiple sources and invites the learner to make sense of it. (Dodge, 1996).

 

A constructivist approach is more learner-focused, and less teacher-focused. The instructor's role moves toward being a coach and orchestrator of resources, and moves away from being the sole source of information. The emphasis is on case studies, problem-solving, and the creation of meaning. The World Wide Web lends itself beautifully to constructivist, active learning. (Dodge, 1996).

 

It has been suggested by Ibrahim and Franklin (1995) that the pedagogical use of the Web can evolve along two major axes: a closed corpus of material where the technology is used mostly for its hypermedia and distance delivery capabilities, or an open corpus approach which exploits the enormous amount of information that is accessible via Internet, whether or not it has been put there for educational purposes. An organized structure of links has then to be superimposed on the domain to allow guided educational explorations. These two axes can be alternatively or complementarily followed. (Eklund et.al, 1996)

 

3. Benefits and Limitations of the Online Environment for Collaboration

 

Benefits:

·        Cross-globe communication - Interpersonal Exchange (Harris, 1998)

·        Time compression (facilitating the formation of correlations) (Rothkopf, 1998)

·        Multimedia as a way to share information (Rothkopf, 1998)

·        Vast amount to stored information (Rothkopf, 1998)

·        Access to real-time data collection

·        Help systems to increase efficiency (Rothkopf, 1998)

·        Allows for active search for knowledge

·        Practical = access to experts in the fields (Rothkopf, 1998)

·        Reactive, allowing for individualized construction of knowledge, based on your background and prior knowledge (Rothkopf, 1998)

·        Records the learning process, allowing for metacognitive analysis

·        Convenience (Rothkopf, 1998). It is easy to use.

·        Motivational: students love to use technical innovations, feeling challenged to learn more.

·        Allows us to elaborate educational activities that give students maximal return for the amount of time and effort that all of us must expend to ensure success. (Harris, 1998)

·        When we do use these new tools, usually it will only be "worth it" for us to do so if they can be applied in new ways to help new and worthwhile things to happen in our classrooms. (Harris, 1998)

·        According to Harris (1998), There are 18 telecollaborative activity structures that she's identified to date. They group themselves into three genres of educational online activity:

·        Interpersonal Exchange

o       keypals

o       global classrooms

o       electronic appearances

o       telementoring

o       question-and-answer activities

o       impersonations

o       Information Collection and Analysis

o       information exchanges

o       database creation

o       electronic publishing

o       telefieldtrips

o       pooled data analysis

·        Problem Solving

o       information searches

o       peer feedback activities

o       parallel problem solving

o       sequential problem solving

o       telepresent problem solving

o       simulations

o       social action projects

 

Limitations:

·                                                        Constrains contexts - someone decides for you what you can see and do (Rothkopf, 1998)

·                                                        Requires training to be used: Most teachers still don't use it do to lack of knowledge of how to use such a system

·                                                        More difficult to measure competence for these abstract skills

·                                                        Unclear help systems (Rothkopf, 1998)

·                                                        Problems with authenticity of stored information (Rothkopf, 1998)

·                                                        Access problems: bandwidth limitations in other countries

·                                                        Language to be used when developing a global learning activity. This is illustrated by the fact that even though discussions so far have been in Portuguese, the student’s native language, the website and instructions are in English, so that professors and students in the US can participate and follow what is happening. Also, the students will be translating their presentations for the judges to be able to evaluate what they have done. The two Appendixes in this paper are an example of the type of information the students have access to in their native language. These will be translated at a later date so that US users can also use this information if they decide to join the project.

 

4. Simulation as a Learning Tool – Lessons from another model

 

A model to learn from: Lucasfilm's Habitat (Morningstar and Farmer, 1990)

 

The lessons explained by the authors of the Habitat will be taken into consideration when we build our virtual world. This research will be made available to students, so that they use technology in the best way possible, allowing them to go through a rich learning experience.