Note: These notes are based on a presentation (1) the organizers of this symposium for the opportunity (2) his collaborators at CU Boulder, specifically the Feedback to these notes would be greatly appreciated More information about the L3D Center can Table of Contents
Next Generation Authoring Tools & Instructional
|
| Skinner/Taylor | L3D | |
|---|---|---|
| there is a “scientific”, best way to learn and to work (programmed instruction, computer-assisted instruction, production lines, waterfall models) |
—> | real problems are ill-defined and wicked; design is argumentative, characterized by a symmetry of ignorance among stakeholders |
| separation of thinking, doing, and learning | —> | integration of thinking, doing, and learning |
| task domains can be completely understood | —> | understanding is partial; coverage is impossible |
| objective ways to decompose problems into standardizable actiona |
—> | subjective, situated personal interests; need for iterative explorations |
| all relevant knowledge can be explicitly articulated | —> | much knowledge is tacit and relies on tacit skills |
| teacher/manager as oracle | —> | teacher/manager as facilitator or coach |
| operational environment: mass markets, simple products and processes, slow change, certainty |
—> | customer orientation, complex products and processes, rapid and substantial change, uncertainty and conflicts |
2. Important Frontiers for Fundamental Interdisciplinary
Research
2.1 Myths and Misconceptions
The current debate about the ability of computation and communication to
fundamentally change education are (in our opinion) based on a number of
fundamental myths and misconceptions. The most prevalent ones are:
- Computers by themselves will change education-
There is no empirical evidence for this assumption based on the last
30 years of using computers to change education (such as computer-assisted
instruction, computer-based training, or intelligent tutoring systems).
Technology is no “Deus ex machina” taking care of education. As mentioned
before, making slides available over the World-Wide Web rather than
giving paper copies to students can be valuable, but will not change
education. Instructionist approaches are not changed by the fact that
information is disseminated by an intelligent tutoring system. - Information is a scarce resource -“Dumping”
even more decontextualized information on people is not a step forward
in a world where most of us already suffer from too much information.
Instead, technology should provide ways to “say the ‘right’ thing at
the ‘right’ time in the ‘right’ way.” In our research, we have explored
problems associated with high-functionality applications (such as operating
systems, word processors, spreadsheets, etc.). Our empirical findings
(which are universally true for all systems) are illustrated in Figure
5. These systems provide challenging problems for a research agenda
for “Learning and Intelligent Systems,” because if future “progress”
is achieved only by extending D4 to D4‘, there
will be no benefits for users. Instead of increasing the tool mastery
burden of users even more, we need new concepts such as learning-on-demand,
information delivery, and task-based unfolding,
so users can incrementally explore and master such systems according
to their needs.

The rectangle (D4) represents users’ knowledge about the system’s
information
space. D1 represents concepts well known and easily employed
by the users.
D2 contains concepts known vaguely and used only occasionally,
often requiring
passive help systems. D3 represents concepts users believe
to exist in the system,
some of which lie outside the actual information space. In the case of
increased
functionality (as illustrated by D4), the area D4-D3
(representing the functionality
users are not even aware of) increases to D4‘ – D3,
not that of the ovals.
Figure 5: Levels of Users’ Knowledge About a
System’s Information Spaces
- The content, value, and quality of information
and knowledge is improved just because it is offered in multi-media
or over the WWW-Media itself does not turn irrelevant or erroneous
information into more relevant information (as indicated by Figure 6).
We must create innovative technologies (such as simulations, visualizations,
critiquing, etc.) to let people “experience” knowledge in new ways.

Figure 6: The Existence of Information Alone is Not Good Enough
- “Ease of use” is the greatest challenge or the
most desirable goal for new technologies -Usable technologies that are not useful for the needs and concerns
of people are of no value. Rather than assuming people should and will
be able to do everything without a substantial learning effort, we should
design computational environments that provide a low threshold for getting
started and a high ceiling to allow skilled users to do the things they
want to do. - The “Nobel Prize Winner” myth: Every school child
will have access to a Nobel Prize winner-This was one of the selling
points for the information superhighway. While this argument is true
(or will be true soon) at the level of technical connectivity, it is
doubtful that Nobel Prize winners will look forward to getting a few
thousand e-mail messages a day. - The single or most important objective of computational
media is reducing the cost of education -Although we should not
ignore any opportunity to use technology to lessen the cost of education,
we should not lose sight of an objective that is of equal if not greater
importance: increasing the quality of education. - Human learning is equal to machine learning -Although
we have deepened our understanding of human learning through progress
in machine learning, there are fundamental dimensions, such as motivation
and competing requirements for a human¸s time, that make human learning
a much more complex and interwoven activity than machine learning. There
is substantial empirical evidence that the chief impediments to learning
are not cognitive. It is not that students cannot learn; it is that
they are not well motivated to learn.
2.2 Hypotheses and Requirements for Computational
Environments Supporting Lifelong Learning
H1: User-directed and supportive. In any computational
system supporting lifelong learning, the choice of tasks and goals (including
the learning opportunities offered) must be under the control of the user/learner,
and support must be contextualized to the user¸s task.
H2: Contextualized presentation. A system supporting
lifelong learning must present information to the user in a way that is
maximally relevant to the user’s chosen project or task.
H3: Breakdowns as opportunities for learning. A system supporting
lifelong learning will be sufficiently open-ended and complex that users
will encounter breakdowns. The system must provide means for allowing
users to understand, extricate themselves, and learn from breakdowns.
Rather than attempting to eliminate trouble, the system should help users
manage troubles and exploit breakdowns as opportunities rather than failures.
H4: End-user modification and programmability. A
system supporting lifelong learning must provide means for significant
modification, extension, and evolution by users.
H5: Supporting a range of expertise. Systems supporting
lifelong learning will be employed over long periods of time by their
users; hence, these systems must be able to accommodate users at progressively
different levels of expertise.
H6: Useful and usable. Many existing research
efforts and computational environments reflect an implicit belief and
are grounded in a design philosophy that there is an inevitable design
tradeoff between the notions of usefulness and usability. Systems supporting
lifelong learning must be useful and usable.
H7: Promoting collaboration. Systems supporting
lifelong learning must include means for collaboration among users.
2.3 The Grounding of Learning and Intelligent
Systems in Theories of Learning
Technologies Transcending the “Gift-Wrapping” Approach.
The grounding of technologies in new theories of learning (as briefly summarized
in section 1.1) will contribute to transcend the “gift-wrapping” approach
as shown by the following attributes of learning environments:
- Learning is a process of knowledge construction
requiring environments in which learners can be active designers
and contributors rather than passive consumers. Research in end-user
programming and end-user modifiability contributes toward this goal. - Learning is knowledge-dependent requiring environments
supporting user-tailored information presentations such as differential
descriptions of new information (for example: if someone wants to learn
HTML and knows MS-WORD, the explanations and examples provided should
be different than those given to a learner who knows Framemaker). - Learning is highly tuned to the situation in which
it takes place requiring environments which are domain-oriented
and which support human problem-domain interaction and not just human computer interaction. The information
spaces presented and the information provided should be made relevant
to the task at hand, something which computational media can achieve,
but which is impossible for paper and pencil technologies. - Learning needs to account for distributed cognition
requiring environments which create and define new role distributions
between humans and computers. Most of what any individual “knows” today
is not in her or his head, but is out in the world (e.g., in other human
heads or embedded in media). - Learning is affected as much by motivational issues
as by cognitive issues requiring environments which let people experience
and understand why they should learn and contribute something. For example,
learning-on-demand lets users access new knowledge in the context of
actual problem situations and delivers information about which they
are unaware in the context of their problem situations. Environments
must allow users to take pride in their contributions and be awarded
for them.
From Knowledge Aquisition to Knowledge Construction
and Evolution: The Seeding, Evolutionary Growth and Reseeding (SER) Model.
Most intelligent systems (including systems in support of learning such
as Intelligent Tutoring Systems and Expert Systems) of the past have been
developed as “closed” systems. The basic assumption was that during design
time, a domain could be modeled completely by bringing domain experts
(designers) and environment developers (knowledge engineers) together
and the knowledge engineers would acquire the relevant knowledge from
the domain experts and encode it into the system. This approach fails
for the following reasons: (1) as argued before, much knowledge is tacit
and only surfaces in specific problem situations; and (2) the world changes,
and intelligent systems modeling this world must change accordingly. In
our research, we have developed a process model to address these problems
(see Figure 7). It postulates three major phases:
A seed will be created through a participatory design process
between environment developers and domain designers. It will evolve in
response to its use in new design projects because requirements fluctuate,
change is ubiquitous, and design knowledge is tacit. Postulating the objective
of a seed (rather then a complete domain model or a complete knowledge
base) sets this approach apart from other approaches in intelligent systems
development and emphasizes evolution as the central design concept.
Evolutionary
growth takes place as learners use the seeded environment to undertake
specific projects. During these design efforts, new requirements may surface,
new components may come into existence, and additional design knowledge
not contained in the seed may be articulated. During the evolutionary
growth phase, the environment developers are not present, making end-user
modification a necessity rather than a luxury. World-wide communities
of practice can participate in this process if the WWW becomes an information
environment for collaboration and sharing rather than one for information
dissemination.
Reseeding, a deliberate effort of revision and coordination
of information and functionality, brings the environment developers back
to collaborate with domain designers to organize, formalize, and generalize
knowledge added during the evolutionary growth phases. Organizational
concerns play a crucial role in this phase. For example, decisions have
to be made as to which of the extensions created in the context of specific
design projects should be incorporated in future versions of the generic
design environment. Drastic and large-scale evolutionary changes occur
during the reseeding phase.

Figure 7: The SER Model: A process model for the development and
evolution of domain-oriented intelligent systems
3. Building a Successful Interdisciplinary
Investigation
Building successful interdisciplinary investigations is not a small task
in a world in which specialization necessarily increases and the days of
the universally educated “Renaissance Scholars” belong to the past. C.P.
Snow, in his famous book “The Two Cultures,” identified the difficulty of
“literary intellectuals” and “natural scientists” communicating successfully
with each other. He claimed to have found a profound mutual suspicion and
incomprehension, which had damaging consequences for the prospects of applying
technology to the alleviation of the world¸s problems. Many more different
cultures exist today, e.g., novices versus skilled workers, software developers
versus software users, industry people versus academics, and committed technophiles
versus determined technophobes.
Experiences. At CU Boulder we have tried for the
last ten years to build bridges among different cultures (the most relevant
ones will be briefly mentioned):
1. The Institute of Cognitive Science at CU Boulder brings
together researchers from the humanities, the social sciences, the natural
sciences, and engineering, acknowledging that problems the scientific
community needs to address do not always fall neatly into the structures
of established departments.
2. In the context of university/industry relationships,
we have tried to reinvent the purposes of such collaborations (and have
explored research issues in detail in our close collaboration with NYNEX
University and NYNEX Science and Technology).
3. By working with the Boulder Valley School District
and with several specific schools, we have tried to understand the problems
of empowering teachers to become lifelong learners and of introducing
and sustaining technology in school settings.
4. Acknowledging that learning is desired and takes place
outside formal institutions, we have recently started a collaboration
with the Boulder County Healthy Community Initiative, a group of several
hundred concerned citizens, which reflects on the future of our county.
5. In our L3D Center we have brought together researchers
and students from various parts of the world to understand different perspectives
how people think about our world. Our focus on lifelong learning and design
has served as a forcing function to create these interdisciplinary investigations
and they in return have been of critical importance to our understanding
of the challenges of learning and intelligent systems.
Challenges. The building of successful interdisciplinary
investigations faces the following challenges:
1. To regard the existing “symmetry of ignorance” (a concept articulated
by Rittel, who argues that among all the carriers of knowledge for any
real problem there is nobody who has a guarantee that her or his knowledge
is superior to any other person’s knowledge) as an opportunity rather
than as a limitation or an undesired obstacle.
2. To overcome the boundaries of creating divisions between
basic and applied research by doing basic research on real problems.
3. To find ways and to develop means to allow different
cultures to talk to each other and to engage them as active participants
in inventing the future (e.g., to liberate social scientists from their
passive consumer and Cassandra role, and to make technologists aware that
technological changes and innovations do not happen in isolation but in
existing social networks involving people).
4. To make sure that in multidisciplinary approaches
to learning and intelligent systems all relevant disciplines are contributing
(e.g., one might argue that at this time the design of learning and intelligent
systems can profit more from research of social psychologists on matters
of motivation, creativity, role models, etc. than from neuropsychology).
4. Responses of the Relevant Science, Engineering
Research, and Education Communities
4.1 Challenges
“Making Learning a Part of Life” creates many challenges, requiring creative
new approaches and collaboration among many different stakeholders. For
illustration, just a few of them will be mentioned here.
1. The educated and informed citizen of the future:
‘super-couch potato’ consumers or enlightened designers-The major innovation
that many powerful interest groups push for with the information superhighway
is to have a future where everyone shows her or his creativity and engagement
by selecting one of at least 500 TV channels with a remote control. The
major technical challenge derived from this perspective becomes the design
of a “user-friendly’ remote control. Rather than serving as the “reproductive
organ of a consumer society” (Illich), educational institutions must fight
this trend by cultivating “designers,” i.e., by creating mindsets and
habits that help people become empowered and willing to actively contribute
to the design of their lives and communities. This goal creates specific
challenges for computational artifacts, such as the support of end-user
programming and authoring.
2. The “basic skills” debate-If the hypothesis
that most job-relevant knowledge must be learned on demand is true, we
have to ask ourselves: What is the role of “basic skills”? If, for example,
the use of software packages dominates the use of mathematics in the workplace,
shouldn¸t a new function of mathematics education be teaching students
to use these mathematical artifacts intelligently? Another important challenge
is that the ?ld basic skillsº such as reading, writing, and arithmetic,
once acquired, were relevant for the duration of a human life; modern
?asic skillsº (tied to rapidly changing technologies) will change over
time.
3. Can we change motivation?-As mentioned, there
is substantial empirical evidence that the chief impediments to learning
are not cognitive but motivational. This raises the challenge of whether
we can create learning environments in which learners work hard, not because
they have to, but because they want to. We need to alter the perception
that serious learning has to be unpleasant rather than personally meaningful,
empowering, engaging, and even fun. In our research efforts we have developed
computational environments to address these motivational issues; for example,
our systems have explored making information relevant to the task at hand,
providing challenges matched to current skills, creating communities (among
peers, over the net), and providing access to real practitioners and experts.
4. School-to-work transition-If the world of working
and living (a) relies on collaboration, creativity, definition, and framing of problems; (b) deals with uncertainty,
change, and distributed cognition; (c) copes with symmetry of ignorance;
and (d) augments and empowers humans with powerful technological tools,
then the world of schools and universities needs to prepare students to
function in this world. Industrial-age models of education and work (based
on Skinner and Taylor, as illustrated above) are inadequate to prepare
students to compete in the knowledge-based workplace. A major objective
of our lifelong learning approach is to reduce the gap between school
and workplace learning. Our research addresses some of the major “school-to-work”
transition problems and develops answers to the following questions:
- How can schools prepare learners and workers for a
world that relies on interdependent, distributed, non-hierarchical information
flow and rapidly shifting authority based on complementary knowledge? - What “basic skills” are required in a world in which
occupational knowledge and skills become obsolete in years rather than
decades? - How can schools (which currently rely on closed-book
exams, the solving of given problems, and so forth) be changed so that
learners are prepared to function in environments requiring collaboration,
creativity, problem framing, and distributed cognition? - To what extent will lifelong learning and new approaches
to learning and teaching-such as learning on demand, learning while
working, relations, and the involvement of professionals in schools‹prepare
learners for work?
4.2 What’s Wrong With Current Universities
We consider the self-application of our theories a critical element (and
a unique opportunity) in the assessment of our research efforts. Universities
as institutions need to be in the middle of rethinking the future of working
and learning-applying their findings not only to other institutions, but
to themselves. Using the previously developed framework causes us to critically
examine our own work as university faculty members in the following ways:
- Understanding learning as active knowledge construction
rather than passive knowledge absorption questions the dominance of
lectures. - Allowing learners to engage in authentic, self-directed
learning activities is at odds with micro-managed curricula. - Acknowledging that problem solving in the real world
includes problem framing calls into question the practice of asking
students to solve mostly given problems. - Recognizing that most interesting problems in the real
world do not have right or wrong answers, but instead must be solved
by satisfying objectives that are most important for that situation. - Acknowledging that the individual human mind is limited
and that outside of schools people rely heavily on information and knowledge
distributed among groups of people and various artifacts (distributed
cognition) questions the value of closed-book exams, and requires a
much greater emphasis on collaborative learning and communication skills.
5. Long-Term Societal Impacts of This Research
Research in learning and intelligent systems, especially if we want to move
beyond the “gift wrapping” approach of technology, will have fundamental
long-term societal impacts. It will force us to reinvent how we think, work,
learn, create, and collaborate. It will change
- institutions, e.g.,
- universities (as argued above)
- companies will have to become learning organizations
- individuals, e.g.,
- who will have a desire to become independent of
high-tech scribes in personally meaningful and important activities
- . who would like to contribute to their (computer-enriched)
reality rather than merely interacting with it
- who will have a desire to become independent of
- mindsets, e.g.
- teachers should see themselves not as truth-tellers
and oracles, but as coaches, facilitators, learners, and mentors
engaging with learners - breakdowns and symmetry of ignorance need to be
understood as opportunities
- teachers should see themselves not as truth-tellers
- connections and collaborations, e.g.,
- connecting in new ways (e.g., distributed communities
of practice and interest) will go along with disconnecting in old
ways (being physically together, increased specialization) - organizational learning supported by organizational
memories will complement individual learning.
- connecting in new ways (e.g., distributed communities
This research will provide us with opportunities to explore fundamentally
new possibilities and limitations of computational media as they complement
existing media. It will force us to think about new concepts such as sustainable
communities of practice. It will pose the question of how large complex
information spaces can be evolved over long periods of time, not by their
professional designers but by their affected users. It will enrich the notion
of distributed cognition, allowing us to draw different lines between what
humans should do and what machines should do.
One may argue that our current thinking does not address
the potential magnitude of the change. Have we arrived at a point where
the change is of a similar magnitude to the time when our society moved
from an oral to a literary society (and Socrates and Plato were arguing
about the trade-offs associated with this change) or when Gutenberg’s
printing press eliminated the scribes and gave everyone the opportunity
to become literate? The fact that societies have often overestimated change
in the short run and underestimated it in the long run suggests that we
should make every effort to understand the long-term societal impacts
of learning and intelligent systems.
Conclusion. As argued at the beginning, the future
of how we live, think, create, work, learn, and collaborate is not out
there to be “discovered” it has to be invented and designed. Computational
and communication media (firmly grounded in a deep understanding of theories
and prescriptive goals) will be a critical force in shaping this future.
Learning and intelligent systems research will play an important role
in creating this future.
Top
General Index
Upcoming L3D Events and Meetings
- February 29, 2012
L3D Meetings: TBD
Starts: 11:30 am
Ends: 1:00 pm, February 29, 2012
- March 7, 2012
L3D Meetings: TBD
Starts: 11:30 am
Ends: 1:00 pm, March 7, 2012
- March 14, 2012
L3D Meetings: TBD
Starts: 11:30 am
Ends: 1:00 pm, March 14, 2012
- March 21, 2012
L3D Meetings: TBD
Starts: 11:30 am
Ends: 1:00 pm, March 21, 2012
- March 28, 2012
L3D Meetings: TBD
Starts: 11:30 am
Ends: 1:00 pm, March 28, 2012

