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J. Lucca Big XII Symposium 4/5/03 1
ACHIEVEMENT OFPSYCHOMOTOR SKILLS
THROUGHCOMPUTER SUPPORTED
COLLABORATIVE LEARNINGrequiring IMMERSIVE PRESENCE
(CSCLIP)
Joyce LuccaOklahoma State University
J. Lucca Big XII Symposium 4/5/03 2
Problems and Significance
• Increase in Distance Learning (DL) is likely to continue
• Unlike cognitive and affective domains, students need to be physically present in the lab
J. Lucca Big XII Symposium 4/5/03 3
CSCLIP Learning Objectives
• Cognitive - Bloom
• Affective - Krathwol
• Psychomotor - Harrow
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The Solution
• Provide the right mix of:– Learning theory– Group dynamics– Technology– High bandwidth
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Goals of CSCLIP
• Enable group psychomotor skills
• Provide a DL setting that is typical of traditional lab courses
• System should be practical and easy to use
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Goals of Dissertation
• Develop a framework grounded in theory
• Operationalize constructs into measurable IVs and DVs
• Conduct empirical testing for cognitive, affective, and psychomotor outcomes
• Test for skill transfer to real lab setting
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Temporal
Spatial Learn
ing
Obj
ectiv
es
Achiev
ed
Different-Time(Asynchronous)
Same-Time(Synchronous)
Different-Place(Distributed)
Same-Place(Co-Located)
(Face-to-Face)
Classroom(Cognitive &
Affective)
Lab(Cognitive &
Affective Psychomotor)
SequentialExperiments
AsynchronousLearning
PhysicalLab CSCLIP
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CSCL
ALN
CAI
GSSVR
CSCLIPVirtual
Classrooms
Streaming Video
Lectures
VT
VirtualDesign
MOOsMUds
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Research Framework Development
• Theories– Learning– Collaborative– Group– Technology– Immersive Presence– Psychomotor
J. Lucca Big XII Symposium 4/5/03 11
Early LearningTheory
CollaborativeTheory
GroupTheory
TechnologyTheory
PresenceTheory
Psychomotor Learning Objectives
PsychomotorTheory
Tasks should be meaningful
We learn more together
Groups should be small and heterogeneous
System should be easy to use anduseful
Satisfaction is related to a richmedium
Both positive and negative feedback is needed
HardwareSoftwarePeople
+ =CSCLIP
J. Lucca Big XII Symposium 4/5/03 12
Instructional Design Strategy+ Gains - Losses
Learning Processes Outcomes
AchievementNon Achievement
Instructional Technology
Human Dimension
J. Lucca Big XII Symposium 4/5/03 13
Hypotheses Development
• Little research on psychomotor skills developed in DL environment
• Newton (1999) states “Psychomotor learning is also outside the domain of online distant learning.”
• Our first two hypotheses are, therefore, exploratory in nature
J. Lucca Big XII Symposium 4/5/03 14
Hypotheses
• H1:. Learning groups with remote participants will perform as efficiently in future psychomotor tasks as those groups that were co-located.
• H2: Learning groups with remote participants will perform with the same level of response magnitude in future motor tasks as those groups that were co-located
J. Lucca Big XII Symposium 4/5/03 15
Support for H1 and H2
• Agazio et al. used participants to study a training method for health care workers in a bioterrorism situation
• Compared those who used a VR IV simulator to those that used conventional arm model
• No significant differences were found
J. Lucca Big XII Symposium 4/5/03 16
Hypotheses
• H3: Learning groups with remote participants will be more satisfied with the motor learning process than those groups that were co-located.
• H4: Learning groups with remote participants will have better cognitive understanding than those groups that were co-located.
J. Lucca Big XII Symposium 4/5/03 17
Support for H3 and H4
• Alavi et al. says students affective reactions in computer-mediated environment was more positive than manual collaborative process
• Perceived higher levels of skill development
• Improved learning
• Higher level of interest
J. Lucca Big XII Symposium 4/5/03 18
Support for H3 and H4
• Francis and Tan worked with flight controllers for Hubble Space Telescope
• Tested manipulation and control
• Found that visualizing activities enhanced understanding
• Positive effect on comprehension of activities and objects
J. Lucca Big XII Symposium 4/5/03 19
CSCLIP Lab Under Development
• Voice, video, and data networking
• Familiarize students with telecom equipment
• Trouble shooting
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MSTM Lab
• Good candidate for Same/Time – Different/Place Implementation
• Most interaction with lab gear is via computer
• Video/Audio conferencing gear
• Audio/Video capable Internet
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Research Design
• Treatment –control/postmeasure only
• Equal number of groups
• Equal number of group members
J. Lucca Big XII Symposium 4/5/03 24
F2F(Whole Team)
Control
F2F(Partially Remote)
Remote(Partially Remote)
ParticipantsRandomly Assigned To Teams
TreatmentLearning
Environment
Teams Randomly Assigned To Treatment
Lab LearningExperince
Lab LearningExperince
Lab LearningExperince
LessonsLearned
PerformanceTask
Efficiencyand
Effectiveness
Affective andPsychomotorobservations(Video-taped)
Post Cognitive
Assessment
TimeInterval
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Independent Variable Manipulation
• Control group
– F2F traditional lab
• Treatment group
– Co-located or “local” group members
– “Remote” groups use interactive VR software
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Subjects
• 80 undergraduate students in a 4000 level data communications course
• Lab participation is a required part of the course
• Received 50 points if both lab sessions completed
• Had alternatives for those who can’t/won’t participate
J. Lucca Big XII Symposium 4/5/03 27
Learning Environment
• Labs were conducted at various time slots M,T, and W of week 1, and M,T, and W 1 week later
• Equipment– Dells, Extreme Switches, Cat 5 cabling,
camera, microphones, all necessary software was installed
J. Lucca Big XII Symposium 4/5/03 28
Procedure
• Students had prerequisite concepts• All students received a brief description of
the experiment’s objective and procedure• All students received a handout with
instructions for task completion• Each group was asked to set up a LAN• Demographic info and affectivity about
group collected when task was completed
J. Lucca Big XII Symposium 4/5/03 29
Procedure
• Individuals returned 1 week later and were asked to set up a LAN individually
• Afterwards, survey about their overall satisfaction
• Used keystroke and screen capturing software
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Dependent Variable Measure
• Effectiveness - Number of errors
• Efficiency - Time
• Response magnitude - Number of computers connected
• Satisfaction - Self report
• Cognitive understanding - Quiz
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Analysis Plans
• Between subjects design
• Relationship between 2 variables1. Type of treatment
2. Learning as measured on 3 levels
• MANOVA: 3 IVs and 3DVs
J. Lucca Big XII Symposium 4/5/03 36
Success Factors
• Thorough pilot testing• Highly structured task• Excellent tech support• Excellent software, well tested• Had backup hardware ready to go• Videotaping • Key stroke and screen capture data was
systematically organized
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Limitations
• Relatively simple task
• Groups interacted over a short period of time
• Potential excitement due to novelty of videoconferencing
• Possible “Hawthorne Effect” due to videotaping
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Future Research
• Examining differences in instructor characteristics to optimally learn in all three environments
• Test more complex tasks
• Test how “awareness” affects learning outcomes using wireless instructor gear
J. Lucca Big XII Symposium 4/5/03 39
Future Research
• Examine effectiveness with respect to experienced users and novices
• Determine if learning style can predict satisfaction with the remote learning experience
• Use real-world industry and government teams involved in trying to develop distributed training for skills that include psychomotor learning