Construction kits for teachers:
implications for design
Stamatina Anastopoulou, sanastop@ppp.uoa.gr
Educational Technology Lab, Dept of
Pedagogy, University of Athens, Greece
Maria Daskolia, mdaskol@ppp.uoa.gr
Environmental Education Lab, Dept of
Pedagogy, School of Philosophy, University of Athens
Abstract
This paper is about the ways
constructionist software can shape and integrate design and the learning
experiences. In particular, the experience of designing a constructionist kit
is discussed and how it has been used to produce microworld instances. Based on
the constructionist environment E-slate, a construction kit is produced
relating geocoded components to historical facts. The kit, called Making
Stories with Historical Facts (MaStoHF), presents synchronously spatial and
temporal information together with other relevant information. It affords
visualisation of historical facts of any kind, e.g. from creating art artefacts
to local history, environmental innovations and scientific publications. The presentation
of such information allows learners to visualise important events of a specific
kind on a map and on a timeline not only realising its spatiotemporal
dimensions but also accessing its context and learning to pose relevant
questions. The paper identifies critical design decision parameters based on reflections
from engaging teachers and pre-service teachers in the process of designing
microworld instances.
Keywords
Constructionism in teacher education
programs, Constructionist classroom experiences,
Introduction
When designing constructionist
environments, it is of vital importance to provide learners with opportunities
for examining their existing knowledge and structures that will enable them to
reorganize their current models of thinking about the world and/or construct
new models. It is also important for learners to develop competencies for communicating,
exchanging, defending, proving, and justifying their ideas to the classroom. However,
these types of tasks place a high cognitive demand on the learners.
Construction kits can provide useful tools
for students to expand their understanding and make sense of new information. Students
are given much more task management responsibility (Perkins, 1992) when they
get engaged with construction kits, that is, prefabricated parts or processes they
can use to ‘build things’ with. Interpretations of experience therefore become
focal points and learners can elaborate and test those interpretations. Since
learners are not expected to receive and store information, information banks
become less central and are replaced by toolkits, sets of modular parts that
students can use to generate new meanings and artifacts.
With constructionist kits, learners are
empowered to take on more responsibility for task management than in
conventional instruction. This shift of responsibility is necessary for
students to become autonomous thinkers and learners. However, many students are
not used to managing their own learning and so the teacher has to provide help
and guidance to them in order to motivate and engage them in learning
(Mulholland et al., 2012). Moreover, research in socio-constructionist
perspectives and human and digital didactical support (Kynigos, 2007; Hoyles, Noss
& Kent, 2004) suggests that working in groups can be of particular help to the
students as opposed to individual learning experiences and supporting the whole
classroom.
Essentially, a construction kit takes over
some routine aspects of performing the task. It frees up processing resources
that task performers can then use to perform the problem-solving aspects of the
task (Norman, 1993). The most important considerations and theoretical notions
have been incorporated in the construction kit, so that users do not have to
deal with these issues themselves (Perkins, 1992). A construction kit should
thus direct learners’ attention to core aspects of the task and translate the
routine aspects into prefabricated processes and parts. Furthermore, it should
invite users to actually do things and not bother them with peripheral issues
that can be dealt with later. Then, it provokes learning-by-doing and fosters inquiry
based learning. For example, laying the facts on a map pinpoints to the
geographical distribution of the scientific inventions or local environmental
history, which could be elaborated further by queries expressing a personal
standpoint.
A platform for designing construction
kits
E-slate is an authoring environment which is
not only based on the constructionist paradigm through building component
configurations, but also on the connectivity metaphor, providing authors with
multiple metaphors for connecting and thinking about component connections. E-slate
projects are large – labor processes focusing on the idea of a custom desktop
environment enabling users to hook up components and access their functionality
in differing degrees.
Designing with the authoring environment E-slate
follows a black and white box approach (Kynigos, 2004; 2007) in that it
provides components as higher – order building blocks to construct software
consisting of component configurations (black box). Components are black boxes
in that the user cannot alter their main functionality and in that they are
developed primarily to be technically efficient. These components are designed
to be as generic as possible. On the other hand, it allows for specific
components to be explored and manipulated, enabling inter-subjective
exploration. Through the design of transparent (white-box) digital artifacts learners
can construct and deconstruct objects and relations and have a deep structural
access to the artifacts themselves (diSessa, 2000; Resnick et al, 2000). This
white-box metaphor for construction and programming has generated a lot of
creative thinking and involvement in learners mainly in informal educational
settings.
The challenge is how this constructing –
connecting combination can support creativity in building software. In
designing construction kits, in particular, the challenge is where to draw the
white box – black box line. This challenge, called ‘principled deep structure
access’, involves decisions on where to draw the access line in favor of
technical efficiency and higher – order functionality constructions. In essence
it allows the designer to make decisions on what is important or not in the
learning experience and to decide for the less important issues for the learner.
The designer therefore breaks down into further constituent parts in order to
gain higher order building blocks and learners can create interesting efficient
software in a more focused way.
To address this challenge, a set of
activities have been emerged that include:
§ component
architecture design and development, that is the generic E-slate environment
§ software
design and development of components
§ secondary
development of component configuration (authoring with E-slate)
§ construction
kits (e.g. MaStoHF)
§ activity
design and development (documented microworlds)
§ collaboration
with schools and school support
§ teacher
education
§ research involving classroom and teacher seminar
observation, tests and interviews
Focusing on the 3rd-5th set of activities, this paper discusses
how secondary development of component configuration evolved to construction
kits as well as activity design and development. In particular, the research
team of ETL configured a set of components in order to relate geocoded data to
historical facts. This configuration allowed the design of a construction kit
that resulted in a number of instances of diverse educational content, e.g. history
of art, place-based local history or scientific inventions. This configuration
is considered a construction kit since it provides a set of components together
with their connectors which teachers and learners can
use to ‘build things’ with. They are also sets of modular parts that students
can use to generate new meanings and artifacts. Some of these components can be
omitted or extra can be added; new relationships can be created, each of these
actions generates a new artefact (microworld) to play with.
Therefore, a new constructionist artifact
is generated to be used by teachers and learners. For teachers to tailor the
kit to their needs and those of their students, they should think of the theme
of interest in new abstract ways that relate both to relevant information and
the questions learners can pose. A critical issue here relates to the type of
rules the kit affords: rules do not need to be logic-based but they can be
value-labeled supporting reasoning beyond mathematical processes. Teachers, thus,
not only need to collect information around a theme of interest but they should
differentiate among rules of how this information can be used for meaning
making. Learners, on the other hand, can visualize information in novel ways,
generate questions and interpret answers that cultivate their reasoning,
facilitate story-telling, and extend their understanding.
Why making stories with maps
Using space to structure problems, defining
questions, finding answers, and expressing solutions (a skill called spatial
thinking) requires a constructive combination of concepts of space, tools of
representation, and processes of reasoning. By visualizing relationships within
spatial structures, learners can perceive, remember, and analyze the static and
dynamic properties of objects and the relationships between objects (Committee
on the Support for the Thinking Spatially, Committee on
Geography, 2005). Geospatial data can enable students and teachers to practice
and apply spatial thinking in many areas of the curriculum and develop critical
thinking skills that are central in science, the workplace, and everyday life
(ibid). Therefore, spatial thinking plays a significant role in the
information-based economy of the 21st-century.
Furthermore, geospatial understanding is
developed greatly through narratives and there is a need to develop knowledge
representation and reasoning techniques to help meaning and story making about
a place – independent of its size (e.g. Europe or my neighbourhood). Creating
stories out of geospatial data is rich in domain semantics and difficult for
non-geography experts, like a primary teacher, to be expressed in formal
language that a constructionist medium may require. Stories are usually
expressed in everyday vocabulary with linguistic and cultural interpretations
that need to be formalised into database descriptors, tables and queries. The research
question therefore lies to the decisions that need to be made around the role
of the technological tool in developing understanding, the elements to be
discussed among learners and the activities to be designed by the teacher for
the class.
Presenting the Construction kit
A construction kit called Making Stories
with Historical Facts (MaStoHF) is being designed to address the need for developing
spatial thinking skills as well as the ability to make stories out of a series
of events. The construction kit consists of the following components and their
connections:
§ Map
§ Timeline
§ Database
§ Other descriptive components, like photos, text, table etc.
These components allow the visualization of
geocoded data, aiming to assist exploration and understanding. The
visualization is specified both by temporal and spatial dimensions (Figure 1). The learner can zoom in and out of
the timeline, choosing the period of interest, e.g. from 500 BC to 1700AC or
from 1950-1975 AC or specific maps, e.g. Globe, Europe and Italy. Such visualization allows for exploring collocation and concurrency in the first
instance.

Figure 1: A screenshot of a
MaStoHF instance relevant to Renaissance artefacts. This view shows the
visualisation of geocoded data with temporal and other complimentary
information.
Furthermore, MaStoHF allows the learner to
explore the dataset based on queries with logical operators (Figure 2). With such queries the learner can
question, express and test hypotheses, allowing for rapid inquiries either
planned by the teacher or spontaneously occurred by learners. Such queries
provide learners with a powerful tool of dataset exploration that facilitate the
ability to ask relevant questions and engage in problem solving processes.

Figure 2: A screenshot of a
MaStoHF instance related to Scientific Innovative Facts. This view shows how
inquiries can be carried out by learners.
Designing with MaStoHF
Our aim was to explore how such a construction
kit would enable teachers and prospective teachers in developing curricula
based on active explorations of geocoded datasets. Having developed a template
where the basic components are already available, the teacher needed to tailor
the template to their particular curriculum needs. Three in-service teachers
devoted time and effort as part of their postgraduate training. Based on our
experience of supporting those teachers, we identified critical design decision
parameters that influence the process of designing MaStoHF microworld instances
(Table 1).
These parameters are closely related and
they are going through iterative phases. For example, fields may specify how
the facts will be told but at a later phase, and facts may notate which fields
need to emerge. Below, we analyze each parameter by relating MaStoHF design
decisions to questions related to scenario design.
Designing the database
A fact is an entity that is represented by
information in a database. Depending on the specific context, a fact may be
specified through text, images, audio, mind maps or videos.
All facts are gathered in a database
directly associated to the map. The database should contain information
relevant to the fact that is chosen to be of significance. Therefore specifying
the database fields is of paramount importance. Fields specify the information
that adequately describes a fact. They categorize the semantic information and
specify the type of queries the learner will be able to ask at a later phase.
Therefore an important question that the teacher-designer should address is
‘What elements (descriptors) of the story are important?’.
Design
parameters |
Related
questions |
Designing
the database |
What
elements of the story are important? |
Choosing
the fact |
What
is the main element that the story will be based on? |
Specifying
the story |
What
parts of the story should be stressed through the system? What parts of the
story is to be discussed in class?
What parts of the story are to be explored by the learners? |
Setting
and testing hypothesis (Inquiring) |
|
Table 1: The main design
parameters
Choosing the fact
The collection of facts specifies the
wealth of the dataset. When choosing the way to describe a fact, the teacher
designer should focus on the unique element around which the story will evolve.
For the history of Science, for example, the fact can be the innovation that
was awarded with a Nobel price. This unique element and its characteristics
influence the fields of the database within an iterative process where the
story descriptors denote the unique fact and then the fact specifies the
descriptors.
When deciding on the unique element of the
story, the teacher-designer decides on the perspective of the story as well as
the significance of some events against some others. For the place-based local
history scenario, for example, the fact could be for example the erection of specific
buildings in a civic environment (Anastopoulou et al., 2012). Such a fact
focuses on particular uses and the effect of citizens’ related
social needs not only on the image of the city but also on its overall function,
ecological balance, and perceived quality of life. Such a decision denotes that
facts around changes in the landscape or disturbances of the flora and fauna
become less relevant. Therefore an important question that the teacher-designer
should address is: ‘What is the main element that the
story will be based on?’
Specifying the story
The
narrative construction starts from the decisions of teacher-designer but with
MaStoHF, it is going to be extended or further specified by the students. In
particular, the teacher-designer can decide on the following questions that
also specify the degree of students’ freedom.
§ What
parts of the story should be stressed through the system?
§ What
parts of the story is to be discussed in class?
§ What
parts of the story are to be explored by the learners?
Setting and testing hypothesis (Inquiring)
The narrative construction is further
developed when learners enter a query into the system. Queries are formal
statements of information needs, in order for example to find which facts are collocated or
happening concurrently. For the query to make sense, it should not identify only
a single object in the collection. Instead, several objects may match the
query, perhaps with different degrees of relevancy. Queries are matched against the database information so that learners
can explore elements of the dataset. The matching facts are presented as dots
in different colors. Learners can identify which fact refers to the dot by
clicking on it- pre-defined information is made available to inform them.
Learners can structure the similarities and
differences between concrete concepts through a Venn diagram. A Venn Diagram is
a visual organizer used to compare and contrast concrete concepts. Venn
Diagrams are made up of two or more overlapping circles that sometimes
interlap. One circle is for comparing, the other circle is for contrasting and
the overlap is for the similarities. Learners can inquire around descriptors of
each fact, visualizing similarities, differences and other comparisons. For
example, in a scenario around scientific facts, learners could run queries
around the time elapsed between publishing scientific innovations and receiving
the Nobel price (Figure 2).
Critical questions for the teacher-designer
refer to the activities that would facilitate students to try out meaningful
comparisons that would engage them in fruitful interactions and debates with
their peers.
Conclusions
For learners to be responsible for
communicating their ideas to the classroom, they need to create and respond to opportunities
to make sense of the information at hand. Construction kits can empower
learners to take on more responsibility for task management by directing their
attention to core aspects of the task and translate the routine aspects into
prefabricated processes and parts. In designing construction kits, however, the challenge is where to
draw the white box – black box line, in other words, for the teacher-designer
to make decisions on what is important or not in the learning experience and to
decide for the less important issues for the learner.
This paper discussed how secondary
development of component configuration of a constructionist platform evolved to
construction kits as well as activity design and development. By designing
MaStoHF, a set of components were configured in order to relate geocoded data
to facts with a temporal dimension. In essence, it related spatial thinking skills to narrative construction based on
geo-temporal data. It challenged teacher-designers to think of stories usually
expressed in everyday vocabulary but formalise them into database descriptors,
tables and queries. This challenge led to design decisions on their behalf
around the role of the technological tool in developing understanding, the
elements to be discussed among learners and the activities to be designed by
the teacher for the class.
Based on the experience gained from
supporting in-service teachers develop MaStoHF instances of diverse educational
content, we proposed a set of design decision parameters. These parameters are
in particular: designing the database, choosing the fact, specifying the story,
setting and testing a hypothesis. These design decision parameters relate
directly to questions for the teacher-designer around the ways to facilitate and
engage students in fruitful interactions and debates with their peers.
In the future, we are interested in finding
out how students in real settings engage in active
explorations of geo-temporal datasets based on the curricula that their
teachers developed. We envisage that visualizations that
allow exploration of collocation and concurrency as well as setting and testing
hypothesis, provide learners with a powerful tool of dataset exploration that
facilitate the ability to ask relevant questions and problem solving.
Acknowledgements
We would like to
thank the in-service teachers and students of the MSc program “Theory, Practice
and Evaluation in Education”, University of Athens, Faculty of Philosophy,
Education and Psychology, School of Philosophy, Department of Education for
their valuable comments and efforts to interact with the system.
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