Tools for Authoring Educational Technology

Group Leader: Chris Riesbeck

Participants

Educational technology can provide rich learning by doing environments, some collaborative, some one-on-one, some carefully scripted and scaffolded, and some student-generated and open-ended. In our vision, "one size fits all," "spray and pray" teaching is replaced by a wide variety of motivationally rich, personally relevant, pedagogically sound, learning experiences, a vast menu for all students, from the at-risk to the gifted.

This vision depends on the development of new roles for teachers, new social contexts for learning, and significantly new kinds of technological support. Advanced technology can act as a vehicle of change for the other two, but only if it becomes widespread and pervasive. This in turn can happen only if the development of technology-based learning environments becomes dramatically cheaper and easier to build. While some examples of excellent systems exist today, they were incredibly difficult and costly to build, and they been hard to replicate in other domains. Furthermore, they are islands unto themselves, sharing neither content material nor interface elements with any other environment.

The causes are several:

Overcoming these problems is a challenge that requires interdisciplinary as well as basic computer science research.

In our vision, sophisticated, inter-operable tools are needed for all three populations: students, teachers and authors/developers. Students need tools to support active learning: problem solving, knowledge construction, articulation and presentation. Teachers need tools to support their central activities: identifying the knowledge (or lack thereof) of the learner, eliciting individual learning styles and modalities, engaging the learner in activities that match his/her knowledge state and learning style, to form effective collaborations of learners, and to effect the skill of learning-to-learn. Authors need tools that provide pedagogical guidelines and facilitate the reuse of both domain knowledge and process components.

More specifically, our vision of the next generation of educational tools includes:

Research and Development Directions

In our vision, subject matter experts, educators, and teachers are empowered to create learning environments that are motivating, relevant, and effective for their particular student population, based on sound pedagogical principles.

Research to support this vision includes:

In our vision, students, teachers, and the community at large (parents, business, government) play a significant role in the development process. It is essential that they understand the intent and value of the tools and applications that are being developed, and have an open channel for providing feedback of all kinds to authors, tool developers, and researchers.

There are fundamental gaps in our understanding of how technology enters the educational system, what impact it has, and what contributes to success and failure. Most studies are either usability tests or pilot studies, driven primarily by developer questions, and not particularly sensitive to what teachers and students perceive as important.

Research to support this vision includes:

In our vision, the student has access to a wide variety of intelligent tools for projects and problem solving. These tools need to be highly interoperable, so that schools can acquire libraries of tools appropriate to their needs, students can choose the tools they want to use in projects and problem-solving, and student can easily connect tools together, e.g., linking data generating tools to spreadsheets to visualizing tools to CAD tools, etc.

These tools need to be usable not only in collaborative open-ended, project-based problem solving, but also in carefully crafted, scenario-based, guided simulation environments. That means tools that can work with knowledge as well as data.

Research to support this vision includes: