Assistant Professor
College of Computing
Georgia Institute of Technology
Atlanta, GA 30332-0280
Email: asb@cc.gatech.edu
Research Summary
In my research, I focus on applying the constructionist
philosophy of education to the design of online communities. The word
"constructionism" was first coined by Seymour Papert to describe an approach
to education which advocates learning through design and construction
activities, learning through working on personally meaningful projects.
My students and I study how to create
Electronic Learning Communities by applying these educational ideas
to online community design. In such communities, participants learn
in a self-motivated, peer-supported fashion.
Community members provide technical support, emotional support,
and an appreciative audience for completed work.
My research focuses on how
to design environments to make this sort of learning possible.
Research Methodology
I describe my research methodology as "activist learner-centered
design." I begin with a set of social goals I would like to
achieve--for example promoting professional community for media
researchers, or getting children excited about learning reading,
writing, and computer programming. Then I do a needs analysis through
field work with the target user population. Next, I design a first
prototype system. An iterative design cycle follows: results of
formative evaluation with users lead to changes to the system design.
Finally, I release the system to a larger population of users and do a
summative evaluation of its effectiveness. That summative evaluation
includes use of both quantitative (pre/post tests, log file analysis)
and qualitative methods (participant-observer ethnography,
clinical-style interviews).
Future Directions for My Research
Issues I'm focusing on include:
- Extensibility.
To what extent will end users have meaningful control over
graphical avatar worlds?
Will people be able to use this new medium
expressively to make personal meanings?
What are the technical and HCI challenges
in making this possible?
- Constructionist Learning Potential.
Can end-user extensible and programmable graphical worlds function as
successful learning environments? What subject matter is best suited to
this medium? What tools can help maximize the learning potential?
Which end-user construction activities are pedagogically valuable, and
which are merely time-consuming?
How can we increase the amount of time users spend in
pedagogically valuable activities?
- Scalable Learning.
In too many educational research projects, the researchers provide
extensive support for the children's learning.
With two researchers standing behind each child, it's no wonder that
learning goals are achieved. These results often don't translate into
real-world learning situations.
The special promise of the Internet is to be able to provide
peer support
for learning. My hope is to be able to design systems
that take advantage of this social support
to create scalable learning solutions.
Other Important Issues for the Field
A few issues I believe are particularly important to the future of the field
are:
- Methodological approaches.
How can we online communities be studied? What methodologies
are available to us as a field? There's an awful lot of punditry
out there
masquerading as research. How do we support the growth of more
solid scholarship?
- Expressive avatars.
How do people communicate in this
medium? How can it be improved?
- Design of virtual spaces.
In the real world, we understand a lot about a space
(its inhabitants, activities, etc.)
implicitly through
architectural cues. How can we make better use of architectural design
to make virtual spaces more useful to their inhabitants?
- Financial models.
How do people make money in the online communities business? What
kinds of business models are viable?
Selected Publications
-
"The Day After Net Day: Approaches to Educational Use of the Internet." Convergence, forthcoming spring 1998.
-
Community Support for Constructionist Learning.
Computer Supported Collaborative Work: The Journal of Collaborative Computing 7: 47-86, 1998.
-
Pianos, Not Stereos: Creating Computational Construction Kits.
With
Mitchel Resnick and
Fred Martin. " Interactions September/October 1996, pp. 40-50.
-
Finding One's Own Space in Cyberspace.
Technology Review, January 1996, pp. 48-54.
-
Cyberspace is Not Disneyland: The Role of the Artist in a Networked World
Commissioned by
The Getty Art History Information Program, 1995.
-
The MediaMOO Project: Constructionism and Professional Community.
With
Mitchel Resnick. Convergence 1:1, pp 94-109, Spring 1995.
-
Approaches To Managing Deviant Behavior In Virtual Communities.
Panel Discussion presented at CHI 94 in Boston, MA, April 1994. Organizer and
panelist: Amy Bruckman. Panelists: Pavel Curtis, Cliff Figallo. Moderator:
Brenda Laurel. Proceedings of CHI 94 (Boston, MA, April 24-April 27,
1994). New York: Association for Computing Machinery.