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Envisioning pervasive learning environments:
supporting ubiquitous collaboration
Angela Carell1, Michael Prilla1, Carsten Ritterskamp
1
1 Information and Technology Management, Institute for Applied Work Sciences, Ruhr
University of Bochum
44780 Bochum, Germany
{angela.carell, michael.prilla, carsten.ritterskamp}@rub.de
Abstract. Pervasive learning imposes several needs on computer supported
learning environments. With respect to collaborative learning and principles as
co-constructing knowledge, such environments have to account for the
ubiquitous read and write access of learning content. Moreover, this access
must not be limited to a certain set of devices or applications. Instead, learners
have to be able to read and edit content from wherever they are with whatever
device capable of accessing the internet. In this paper, we present some
requirements for such learning environments and present our own approach in
implementing corresponding features in our CSCL environment Kolumbus 2.
Keywords: Knowledge co-construction, web-based learning, co-ownership,
device independent access.
1 Introduction
The relationship between pervasive learning technology and paradigms of learning is
twofold. On the one hand, the rapid increasing use of mobile devices offers new
opportunities for learning: the widespread dissemination of these technologies is a
major prerequisite for realizing the vision of “acquiring and accessing knowledge
anytime, anyplace”. On the other hand, technology support for learning has to fit to
underlying learning theories.
In this position paper we argue that ubiquitous computing technologies offer great
opportunities to support pervasive collaborative learning. In what follows, we look at
the key concepts of collaborative learning, derive fundamental requirements to
technology support from these concepts and outline our efforts in implementing a
prototypical learning environment that meets these requirements.
1.1 Constructivist learning and knowledge co-construction
In the early 1990s, a new paradigm of computer supported learning has emerged,
which is based on a constructivist viewpoint of learning and in which learning is
Carell, A., Prilla, M.; Ritterskamp, C. (2007), Envisioning pervasive learning environments: supporting ubiquitous collaboration, In: Pervasive 2007. The 5th International Conference on Pervasive Computing (Workshop-Paper). May 13-16.
regarded as an active process of constructing rather than acquiring knowledge. Hence,
computer supported collaborated learning encompasses two key-concepts which are
highly interwoven: the degree of task structuring and the way of co-constructing
knowledge.
The former concept reveals that collaborative learning is only minimally structured in
advance by the teacher [4]. The students are requested to formulate their learning
goals, to choose, and to implement appropriate learning approaches. In this process,
the teacher is no longer the ’sage at the stage but the guide at the side’. Therefore,
collaborative learning is, to a great extent, a way of self-directed learning in groups.
The latter concept focuses on knowledge co-construction. It refers to the Vygotskijan
cultural-historical theory [7] and reconsiders collaborative learning as a specific way
of interaction between two or more learners [3]. As it is seen as a mutual engagement
and continuous attempt to construct and maintain a shared concept of a problem or
task [6], collaborative learning activities are much more interwoven and intertwined
than in cooperative learning and are constituted by discussing ideas and exchanging
arguments. Given the strong impact of self-direction and knowledge co-construction
on learning, we cannot influence the conditions regarding the occurrence of learning
directly: as Dillenbourg concluded, supporting collaborative learning rather has to
account for situations where learning is most likely to occur [1].
To the design of learning environments suitable for collaborative learning, these
findings have at least two implications. First, if learning is about the co-construction
of knowledge, computer supported learning scenarios not only have to ensure access
to other people’s texts but also have to allow users to edit and comment such content.
Second, if we cannot determine when learning will occur, we have to ensure that
access to the supporting technologies is not constricted to a predetermined set of
situations: providing ubiquitous and device-independent access to the learning
environment becomes a crucial success factor.
1.2 The evolution of computer-supported learning: from isolated applications to
ubiquitous networked environments
To support the idea that ubiquitous device-independent access to learning
environments enhancing knowledge co-construction is the next stage in the evolution
of CSCL-systems, we provide a brief look at the progression of these systems. For the
purpose of this paper, we propose to distinguish three categories of computer-
supported learning applications and environments, each category describing a
different generation of computer-supported learning. Special attention will be paid to
the question how changes in the theoretical perspective on learning led to different
system designs.
First generation: classic computer-based training
To first generation computer-supported learning, learning is neither a collaborative
activity nor does it occur in arbitrary situations. Consequently, applications are
designed to support single user learning at arranged times. These systems usually
offer no functionalities to support knowledge construction; they aim at the
presentation of prefabricated, proprietary content instead. Educational software for
language acquisition is a typical example for this category.
Second generation: web-based learning environments
Second generation learning environments just have set out for ubiquity: learning is
understood as a collaborative activity occurring in groups and therefore cooperative
web-based environments providing support for communication and knowledge co-
construction have begun to replace proprietary single user systems. However,
interacting with these environments usually requires users to utilize web browsers and
editing content needs word processors, both running on personal computers: even
though the notion of learning “anyplace and anytime” is already present in the
discussion on CSCL, collaborative learning is still bound to desktop PCs and
consequently tied to a certain place. Amongst several others, prior versions of our
own CSCL environment – Kolumbus 2 – belong to the second generation of web-
based learning environments [2].
Third generation: ubiquitous networked learning environments Systems falling in this currently emerging category acknowledge that learning may
pervade any activity from everyday and working life. Collaborative learning and
knowledge co-construction, which often draw on creativity and sudden inspiration,
cannot be separated from daily routine: Borrowing a term from aspect-oriented
software development, learning is a cross-cutting concern to all sorts of an
individual’s activities. Given these conditions, overcoming the spatial access
restrictions second generation systems impose by requiring a desktop PC is crucial.
As we cannot assume the permanent availability of a particular client technology,
device-independency has to be a primary goal at design time.
1.3 Pervasive learning: a scenario
To exemplify our understanding how third generation learning environments support
pervasive collaborative learning, we refer to the following scenario.
Imagine three students (A, B and C) working collaboratively on a position paper for a
university course: A is currently working at home, accessing the learning environment
using a standard browser on her desktop PC. Just a few minutes before, B has been
summarizing relevant literature using a public internet terminal at the university’s
library and now is on her way home. At the same time, C might be promenading,
reflecting on a problem she has not found the solution to so far. Now assume that A
has a question concerning B’s summary and needs an immediate reply. She may ask
her question by annotating B’s summary and assigning a tag to it that marks the
annotation to be an urgent question. A third generation learning environment may
now notify B via SMS that A has asked a question concerning her summary and is
able to transmit the corresponding annotation’s content applying the same channel. B
can now answer the question using her cell phone: she sends an SMS containing her
answer and an identifier – provided by the system – relating the reply to A’s question.
In A’s view on the shared content, B’s answer will be represented as an annotation to
her question. A can now continue her work and adds new content to the shared
workspace. After A has completed her work, the learning environment may inform C
– who has configured her personal notification service accordingly – that A has added
new content to the system. C may now decide to have a quick look at A’s work. She
does so by accessing the system from a public wifi hotspot using her PDA. As the
learning environment has detected that C is browsing the content using a PDA, it
provides her with a user interface that has been optimized for small handheld devices.
Finally, after reading A’s content, C may find the solution to the problem she was
reflecting upon. Still using her PDA, she takes some notes and uploads them to the
system.
With the advent of such pervasive learning environments, the idea of computer-
supported “learning anyplace, anytime” may come true. In what follows, we will have
a closer look at requirements specific to these third generation environments.
Afterwards, we comment on our own efforts in implementing such a system.
2 Third generation learning environments: implications for
design
Facing the needs imposed by the co-construction of knowledge during learning
activities, pervasive learning applications have to account for accessing and editing
content from wherever a user wants. Therefore, the editing of learning content has to
be decoupled from both specific input devices and particular applications using e.g.
local storages. In pervasive learning, it is no longer sufficient to access content via a
mobile device and to be dependent on an application like a certain word processor
needed to edit or add content. Consequently, resulting learning applications have to
serve different devices and provide a means for editing content using these devices.
With respect to mobile access, content in learning applications has to be prepared for
being displayed on different screen sizes and the interaction of the environment has to
be adapted to the needs of devices such as PDAs or mobile phones. In our opinion,
standards such as CSS play a major role in such design efforts, as they provide a
valuable means to integrate several end user devices.
Regarding the production of content, editing has to be done in the learning
application, including both functions of a word processor and functionality supporting
learners in communication and interaction. Moreover, awareness of the action of
others is an important issue when co-constructing knowledge.
Thinking towards pervasive learning environments, notifications depicting events
have to be available without regarding particular communication channels bound to
e.g. desktop applications. Instead, applications should be aware of the device a user
uses to access and edit content and provide notifications suitable for such devices.
Summing up, device-independent support for content delivery, content
construction, communication and coordination lies at the very heart of third
generation learning environments (cf. Fehler! Verweisquelle konnte nicht gefunden
werden.). In what follows, we present a system called Kolumbus 2, which was
developed to face the needs described above.
Figure 1: Device independent read/write content access with Kolumbus 2.
3 Learning applications on the web as a means for pervasive
knowledge co-construction
With respect to knowledge co-construction in pervasive learning, a new generation of
learning applications, providing flexible mechanisms for accessing and editing
content as well as being aware of others’ actions, is needed. In this section, we present
a prototypical extension of our CSCL environment Kolumbus 2, being capable of
fulfilling the needs described above. Prior to the presentation of the system, major
prerequisites and concepts are described.
Supporting knowledge co-construction
Kolumbus 2 is a web-based CSCL environment built upon a variety of widespread
technologies such as Open Source frameworks, Java Enterprise and AJAX
technologies. For example, Apache Tomcat is used as an application server, content is
stored in a MySQL database and TinyMCE is the basis for the environment’s unique
editor view (see below). A modularized architecture based on the well-known MVC
architectural pattern allows for device-independent data handling and rendering of
device-specific user interfaces; a server-based template engine supports the generation
of customized views on the content. Besides several features similar to other web-
based learning environments, Kolumbus 2 provides four major mechanisms suitable
for ubiquitous knowledge co-construction. These features are co-ownership, the
combination of reading and writing perspectives on content combined with a word
processor application on the web and a device independent notification platform.
Co-ownership [5] describes a situation, in which two or more users are authors
(that is, owners) of a content unit and in which decisions concerning manipulating
these units are subject to a group decision. This concept is built upon a negotiation
mechanism enabling and mediating such group decisions. With respect to knowledge
co-construction, co-ownership provides a means to transform common learning
processes such as the joint development of learning content into group activities. In
the context of pervasive learning, co-ownership enables users to instantly take part in
group processes and receive immediate feedback of others.
At the heart of Kolumbus 2’s architecture lies the usage of different perspectives
on content. In its past development state [2], the system provided two perspectives
focused on the structure of learning units (“Treeview”) and their content respectively
(“Paperview”). As stated above, just accessing content is not enough when knowledge
is to be co-constructed ubiquitously. Consequently, we combined the ubiquitous read
access with another perspective called “Kolumbus CoWriter” or “Editorview”
allowing for the editing of learning content (see Figure 2). This third perspective and
its functionality enables user to access and contribute to content from whatever
internet-enabled device they want to use. “Kolumbus CoWriter” provides a word
processor as part of the learning application, adopting the popular notion of
applications on the web from sites like Google Docs&Spreadsheets. With such an
application being part of a pervasive learning environment, content access and
manipulation is possible from wherever a user wants.
Figure 2: Kolumbus 2 CoWriter.
Currently, we are developing a mechanism capable of serving different
communication channels for notifying users of actions performed by other learners.
Among these channels, e-mail and instant messaging play an important role as well as
SMS to notify users on their mobile phone. With such a broad variety of notification
channels, the user can be given hints of others’ actions nearly everywhere.
4 Research and Evaluation Agenda
Currently, we are planning two experiments to test two of our key-features for
pervasive knowledge co-construction. For each experiment, the test persons are
recruited from the Bachelor Program of Computer Science at our university. The
students are arbitrarily assigned to an experimental group.
Co-Ownership: As we mentioned above, with this feature we provide a means to
transform an individual learning process to a group learning one, letting users
instantly participate in such processes. Hence, we assume the concept of co-
ownership to lead to a higher extent of knowledge exchange between the group
members. To test this hypothesis, groups of three students have to asynchronously
prepare a presentation and a paper on given topics related to software engineering.
We divide the groups in two conditions of collaborative writing: In the condition “co-
ownership”, each change of content in a shared document has to be negotiated. The
negotiation process is supported by Kolumbus 2. The students have the choice of
accepting the changed content, refusing the changes (with or without making a
comment) or abstaining from voting. In the condition “shared-ownership”, a group
member can change the content without others’ agreements. Data for surveying the
knowledge exchange process is gathered in a pre-post-design by means of a written
questionnaire as well as by log-file analysis. We expect that in the condition “co-
ownership” the group members are more aware of the individual knowledge of each
other, remember more details of the compiled text and show a higher commitment to
the final text.
“Kolumbus CoWriter”: As described above, Kolumbus 2 provides different views
for different collaborative tasks. We assume the students to inherently choose the
most convenient view for a given task. To test this hypothesis, groups of three
students jointly have to prepare a documentation of a software engineering process
during five days time. To accomplish this task, the students have to solve three
different problems: to structure the content, to read the contributions of the other
group member, and to write a text. Data on the experiment is gathered by event-
logging and by a written questionnaire after finishing it. We expect that the students
will predominantly use the “Treeview“ for content structuring, the “Paperview” for
text reading, and the “Editorview” for text writing.
With these experiments we hope to detect useful hints on how to adopt the features
of Kolumbus 2 to the requirements of pervasive learning processes.
5 Summary: our way to next generation pervasive learning
applications
In this paper, we described a prototypical extension of our CSCL environment
Kolumbus 2, providing several features of the next generation pervasive learning
environments. We believe that future design of such environments must not stop on
the level of displaying content on multiple devices. Instead, suitable interaction design
for environments has to become a major criterion. In our opinion, standards such as
CSS play a major role in such design efforts, as they provide a valuable means to
integrate several end user devices. We strongly believe that the capability of
applications supporting pervasive learning starts at design time.
Acknowledgments
The authors would like to thank the Kolumbus 2 development team and the
participants of the Beyond Writely project for their efforts in implementing the
features described in this paper. For further information on Kolumbus 2 visit
http://www.kolumbus2.de
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