Special Online Issue
 |
Edited by Diane McGrath |
formerly Journal of Research on Computing in Education
Volume 28 Number 5 Summer 1996
Peer Collaboration in a Hypermedia Learning Environment
Sandra V. Turner and Vito M. Dipinto
National-Louis University
Abstract
This article describes peer collaboration among middle
school students
using HyperCard to design multimedia research reports about mammals
as part
of the science curriculum. The study identifies eight factors that
facilitated
the development of a collaborative culture in this
technology-intensive classroom:
exploration, teaching on a need-to-know basis, mastery-oriented
help-seeking
and help-giving, teacher as facilitator of peer collaboration,
student experts,
teacher as co-learner, peer assessment, sense of audience, and sense
of community.
Theoretical Framework
Perkins (1986) suggests that one way to make schooling constructivist
is to
recast learning as a process of design. Students can design learning
activities
for peers or younger students, documentaries for local media, or
exhibits for
museums. Technology is a natural tool for engaging students in design
projects.
Recent studies (Brown & Campione, 1990; Harel & Papert, 1991; Kafai &
Harel,
1991; Lehrer, Erickson, & Connell, 1992; Turner & Dipinto, 1992) have
demonstrated
that both hypermedia and Logo are ideal environments for implementing
Perkins'
conception of learning through design.
Philosophically, learning through design is grounded in
constructivism. As
designers, students are empowered to construct their understanding of
the content
and to communicate it to others. Students become "novice
epistemologists "--young
scientists and young historians--not simply consumers of the analysis
of the
work of such people (Harel & Papert, 1991). Learning results from
classroom
interactions as students accomplish a meaningful task. The role of the
teacher
is to assist students in understanding how to conduct research, what
constitutes
evidence and knowledge, and how to communicate effectively.
The literature on constructivism (e.g., Driver, 1988) points out the
importance
of social factors on learning. Learning is not an individual activity,
it is
a social activity during which understanding is developed through
interactions
among peers and between students and teacher. Researchers have found
that computer-oriented
activities increase the level of peer interaction (Hawkins, Sheingold,
Gearhart
& Berger, 1982) and lead to a more cooperative social structure in the
classroom
(Brown & Campione, 1990). Computer use in the classroom helps teachers
shift
their role from a traditional lecture-recitation-seatwork model of
instruction
to a more constructivist approach dependent on student collaboration
and peer
teaching (Ringstaff, Sandholz, & Dwyer, 1991).
Purpose of the Study
The purpose of this study was to describe peer
collaboration
in a hypermedia learning environment and to document the factors that
facilitate
the development of a collaborative culture among middle school
students. The
article reports findings from a four-year research study involving
middle school
students acting as hypermedia designers. We investigated the following
three
research questions:
- How is collaboration encouraged, facilitated, and taught?
- What are the benefits of peer collaboration? What is its impact
on student
learning?
- What are the negative aspects of collaboration?
Project Description
The Hypermedia Zoo is an ongoing curriculum project integrating
technology
into the seventh-grade science curriculum. During the last four years
each class
of seventh-graders has learned to use HyperCard (1987-1995) to design
multimedia
research reports about mammals. They worked in the school's Macintosh
lab for
45-minute sessions three times a week for approximately ten weeks. The
middle
school science teacher, one of the researchers, taught the students
how to use
HyperCard, the scanner, and the videodisc player; showed them how to
make their
own QuickTime (1989-1996) movies; took them on field trips to the zoo;
and guided
them as they researched mammals and developed their own stacks. The
students
learned HyperCard authoring and multimedia skills, but HyperCard was a
means
to an end, not the end itself. The technology became the medium for
expression,
the vehicle for presenting what they had learned about their mammal.
The school. The school, with 300 students in grades K-8, is
known for
its innovative, student-centered curriculum. It is affiliated with a
local university
and serves as an observation and practice teaching site for students
in the
university's teacher education programs. The middle school curriculum
is integrated;
however, classes are held in specific content areas. The majority of
middle
school students have been enrolled in the school since first grade;
they know
each other and the teachers well. They have the same science teacher
for grades
6, 7, and 8, and the science teacher is also the advisor for some
students during
all three years of middle school. Thus, the science teacher and
seventh-grade
students have an established relationship of at least a year's
duration and
that extends beyond the classroom. Since their early years at the
school, the
students have been asked to keep journals or write essays reflecting
on their
learning experiences. These reflective essays continue to be a means
of self-assessment
throughout the middle school years.
The teacher and students. The science teacher has been using
computers
in the classroom since he began teaching 15 years ago. He is committed
to integrating
technology into his teaching and stays up to date with new
technologies and
software. All the students have extensive prior experience with
computers at
school and most have computers at home. Typically, their written work
for school
is word processed. In earlier grades the students use commercial
hypermedia
and multimedia software, created HyperStudio (1993-1996) stacks on the
Apple
IIGS, and use the Internet to communicate with other students around
the world.
The computer lab. The equipment in the Macintosh laboratory
improved
over the four years, but, in general there were enough computers for
each student
(except during the first year); a graphics scanner; and several
videodisc players,
printers, and microphones. In the last two years students also used
camcorders
and a video-digitizing card to make their own QuickTime (1989-1996)
movies.
Three videodiscs containing motion sequences of more than 90 mammals
in their
natural habitats were available.
The environment. The learning environment was one in which the
students
were allowed flexibility and freedom within well-defined limits. They
were encouraged
to consult and discuss with classmates, help one another, and walk
around to
see what others were doing. The teacher rarely instructed the class as
a group.
Instead he taught on a need-to-know basis in small groups and with
individual
students. Usually the instruction took the form of a dialog in which
both the
teacher and the students asked and responded to questions. With the
teacher's
attention focused on these discussions, the rest of the students had
to rely
on each other for assistance. The students could not depend on a book
or handouts
to help them recall the basics of HyperCard (1987-1995) because none
were provided.
With none of the traditional sources of support (teacher, book, or
handouts),
support from peers became a survival strategy.
The collaborative process. The collaborative process can be
defined
in many different ways. In some collaborative situations students work
together
as a group to plan and implement a common project. In our study,
however, students
worked on individual projects while helping each other solve common
problems.
We use the term collaboration to describe peer interactions that
support mutual
learning. Regardless of the definition or the final product, it is the
process
that is essential.
Methodology and Data Sources
This study used a qualitative research paradigm. Three sources of
data were
examined: participant observations, teacher interviews, and written
student
reflections.
Participant observations. During most of the sessions one of
the researchers
observed individuals or pairs of students for 5-10 min each on a
rotating basis.
The observations focused on students' interactions with each other,
with the
software, and with the teacher. During the fourth year, selected
sessions were
videotaped and transcribed.
Teacher interviews. The observing researcher interviewed the
teaching
researcher briefly and informally several times during the unit and
extensively
at the conclusion of the unit.
Student reflections. Once every 2 or 3 weeks, the teacher
asked the
students to write a paragraph reflecting on what they had learned that
week
as they worked on their HyperCard (1987-1995) mammals project.
Students also
wrote a final reflective essay after they had completed their
projects. In the
final essay, students responded to questions about how it felt to give
help
to and receive help from other students and about their interactions
with the
teacher.
Analysis. For initial analysis, the data from all three
sources were
entered into a qualitative analysis software program. Themes were
identified
and refined through a recursive process of chunking and coding. In
particular,
observation notes and student reflections related to the main research
questions
were tagged and grouped in order to identify subthemes.
Of the two researchers, one was a teacher researcher and the other a
participant
observer. The teacher researcher was responsible for all aspects of
the instruction:
planning the curriculum, establishing the learning environment,
interacting
with the students, and assessing their work. The observing researcher
was responsible
for observing and taking notes during classroom interactions. Her
interaction
with students was very limited, although she did respond when a
student asked
her a question directly or became frustrated with a technical problem.
The two
researchers collaborated as equal partners in planning the research,
analyzing
and interpreting the data, and writing.
Findings and Discussion
Our findings represent a synthesis of what we have observed with four
different
groups of learners over four years. They are organized around the main
questions
that motivated the study. In general, there was high qualitative
correlation
among the three sources of data. That is, most of the findings are
supported
by multiple data sources.
How is Peer Collaboration Encouraged, Facilitated, and Taught?
The teacher used several strategies
to establish
a collaborative environment and encourage students to help one
another. During
the four-year period, as the teacher and students reflected on their
experiences,
these strategies became more and more explicit. Based on this
cumulative experience,
we have identified the following elements as critical in establishing
a collaborative
culture among the students and between the students and teacher:
- Exploration.
- Teaching on a need-to-know basis.
- Mastery-oriented help seeking and help giving.
- Teacher as facilitator of peer collaboration.
- Student experts.
- Teacher as colearner.
- Peer assessment.
- Sense of audience.
- Sense of community.
Exploration. The teacher encouraged active,
individual
exploration in HyperCard (1987-1995) from the start. This exploration
stage
was instrumental in establishing multiple kinds of expertise among the
members
of the class. By exploring on their own, the middle school students in
this
study learned "a lot of neat things," and that knowledge gave them
prestige
among their peers. Knowledge became a commodity to be exchanged and
shared.
And because that knowledge was fairly evenly distributed among the
students,
it contributed to their feeling that the group was a community of
learners.
In their written reflections, students recognized the benefits of
exploration:
Bev: Today HyperCard seemed to be a "discovery day." Students
discovered things
worthy of questions, features of HyperCard (visual effects,
scripting) and
how different things happened. They wondered about effects and
questioned
how they came about and how they could be done again, after
discovering the
answers to these questions themselves.
Clare: Instead of telling us everything like most
teachers,
you let us figure it out. Even though there were some things you
wouldn't
let us do, I think that letting us get totally screwed up and then
find our
way out of a really stupid situation might teach us more than you
think.
Teaching on a need-to-know basis. After the first week, the
teacher
rarely spent more than 10 minutes per session talking with the class
as a whole,
allowing himself time for individual instruction. Teaching was on a
need-to-know
basis. When he was working with individual students, he gave them his
complete
attention and did not try to rush them. He explained why
something worked
as well as how, engaging the student in Socratic dialogs. While
the teacher
was focused on these interactions with individuals, the other students
could
not depend on getting his attention. When they needed help, it was
easier for
them to turn to their peers for assistance.
Mastery-oriented help seeking and help giving. Students
frequently asked
each other for help and were enthusiastic about sharing information.
During
the first year, a couple of students assumed the role of
self-appointed peer
teachers, but they tended to take over the keyboard and do whatever
was needed
for their classmate rather than explaining how to do it. This form of
help-giving
was dependency oriented rather than mastery oriented (Nelson-Le Gall,
1992).
Although it solved the student's immediate problem, it did not
contribute to
an understanding of the problem or the ability to solve it
independently. In
the following years the teacher set ground rules for giving help: a)
the person
seeking help should ask, and b) the person giving help should not
touch another
person's keyboard, the person helping should talk him or her through
the process
instead. Students respected these rules and their future help-giving
behaviors
were predominantly mastery oriented.
Teacher as facilitator of peer collaboration. The teacher
explicitly
encouraged students to consult and discuss with classmates, help each
other,
and walk around to see what others were doing. When he was busy with a
student
and saw several hands raised, he reminded students that if they had a
question
they could ask a classmate. Sometimes he referred a particular student
to another
or suggested that two students work together to solve a common
problem. When
a student did something unique or new, he announced to the class, "If
you want
to know how Evan did this, just ask him."
Student experts. After the students gained initial HyperCard
(1987-1995)
skills, the teacher asked for volunteers to become experts on specific
techniques:
scanning, accessing the videodisc, recording audio, digitizing video.
These
students were responsible for teaching their classmates how to do
these things
and for troubleshooting any problems. In general, the students thought
learning
from their peers was effective and efficient, as shown in the
following student
comment:
Bridget: In my opinion, the HyperCard technology couldn't have been
taught
better, for it was taught in a way that the students were in charge
of the
learning. When a student really learned how to use the technology
they knew
it well enough to teach it to a fellow classmate.
Teacher as colearner. The teacher viewed
himself as
a colearner in the classroom. He modeled help seeking as well as help
giving.
When he couldn't solve a problem, he asked for ideas from students.
For example,
after working with Eric for nearly 10 min on a complex scripting and
navigation
problem, the teacher, Mr. D, asked for assistance from the class:
Mr. D: Anybody, come here. Eric is having a problem and we need
somebody who
can help with some scripting.
Matt responds: What kind?
Mr. D: Eric, why don't you explain it? Thanks, Matt.
Mr. D leaves, and Matt and Eric work together for about 5 min.
Eventually
Matt discovers a problem with the syntax in a script.
Eric: Oh, it worked! Thank you very much. Thank you. That's
wonderful.
Peer assessment. In the process of helping each other and
sharing new
discoveries, students also tried out each others' stacks and offered
ideas and
suggestions for improvements. In addition to this informal peer
assessment,
each student was required to ask a classmate to provide feedback on
the stack
using a form the class had developed together (Dipinto & Turner,
1995). Then
students had an opportunity to revise their stacks based on their
classmates'
comments.
Sense of audience. Although there was no specific audience
beyond the
classroom for the students' projects, the peer group of classmates
developed
into a powerfully motivating audience. In addition, students could
choose to
show their projects in the school's science exposition or include it
in their
assessment portfolios. They were also aware that each year the teacher
invited
some students to demonstrate their stacks at local conferences and
seminars
for teachers.
Sense of community. Both individually and collectively, the
students
and teacher acknowledged and valued the group as a community of
learners. They
were sensitive to each other's feelings and forgiving of mistakes.
They felt
a sense of responsibility to help as needed and a joint sense of
self-esteem.
One student described this sense of community eloquently:
Nick: The major good thing about the teaching method used is that it
brought
us together more as a class. This was simply because we had to rely
on each
other for help, as well as be responsible enough to help other
people. It
is a lot easier to come together as a community when you all have a
common
assignment with the same problems and things to do. You can relate
to someone
very well-conversations are had about how the QuickTime movie won't
work on
your stack for some reason or how you both have had disk problems
with saving
stacks.
What are the Benefits of Peer Collaboration and What is
its Impact
on Student Learning?
Students thought there was definite value in receiving help from
their peers.
They said they could work better in the relaxed atmosphere: "We could
work and
learn at our own pace." They thought that their peers gave more
succinct and
direct answers to their questions than the teacher did. They felt
their classmates
understood their problems because "they went through the same problems
as I
did" and that working with peers was "more fun" and "more relaxed"
than working
with the teacher. Another benefit of asking a classmate for help was
that it
was faster than "waiting forever for Mr. D to come around to help me."
From
the teacher's point of view, there were few discipline problems:
"Rarely did
I have to deal with classroom management issues."
Being able to help someone enhanced students' self-esteem, as several
students
articulated in their written reflections. For example:
Jon: Helping someone in the class made me feel good. I know that I
started
off being very dependent on the teacher and now I myself am helping
a fellow
student! That really shows that I've learned a lot.
JJ: In class when I was called on to help someone it
felt very
good. I felt like the boss for once. Helping them was fairly easy
because
in general they know what I was talking about which made my job
easy. Being
helped by people felt good, too, because they didn't put you down
and say
"Ha, ha, you don't know this!" but instead helped and opened new
doors on
the computer for you.
Another benefit of collaboration was that students shared interesting
ideas
with one another. Through their individual explorations, the students
learned
different things about HyperCard (1987-1995), and, thus, had new
knowledge to
share with their peers. The things they discovered caused them to
think at a
deeper level to analyze how HyperCard works. As one student wrote,
students
discovered things "worthy of questions" and then, through further
exploration,
discovered the answers to those questions themselves. Students were
not just
navigating through stacks, they were constructing their own
understanding of
HyperCard.
In addition, asking for help was sometimes a way of confronting their
own questions
that often helped them figure out the answers themselves. Conversely,
explaining
something to a friend gave students an opportunity to articulate what
they knew
and thus to understand it better. The following student comment
illustrates
this concept:
Larissa: I like how one classmate was not allowed to touch another
classmate's
keyboard when helping them. The explainer had to think things out
and say
things clearly instead of just showing them quickly on the keyboard.
This
helps the explainer improve his/her teaching and speaking skills and
it helps
the student in need improve his/her listening skills. . . . Each
time I helped
I learned something new.
They learned to value themselves as learners, as teachers, and as
thinkers.
They also valued one another's expertise. They recognized the
importance of
the social aspects of learning, that learning can be a community
effort.
Barbara: I liked to help people because I felt I wasn't alone doing
the project;
we shared some problems.
They also recognized that what they were learning extended beyond
computers
and mammals. As one student wrote:
Katy: Mr D is helping us more with life skills than some of us may
notice.
As the students began to take charge of their own
learning,
the teacher became more reflective of his own role--what it meant to
be a facilitator
and colearner and how that might apply to his teaching outside the
computer
lab.
What are the Negative Aspects of Peer
Collaboration?
On the other hand, peer collaboration had several negative aspects.
Sometimes
students got bad advice from a classmate. Also, students felt there
was less
opportunity for the teacher's time and attention. Some of the peer
experts complained
that they didn't have enough time to work on their own projects
because they
spent so much time helping others. Occasionally students became
frustrated when
they asked another student for help and no one could help them.
Finally, a few
students were more likely to ask for help than to be asked, and the
collaborative
environment contributed to their negative self-esteem. They felt
embarrassed
when they didn't know what to do or couldn't answer a classmate's
question.
Although this did not occur often, they expressed these feelings more
frequently
near the beginning of the collaborative process.
From the teacher's point of view, establishing a collaborative
learning environment
required much more time than traditional instruction. However, he
preferred
covering fewer topics in the science curriculum in greater depth.
Teachers who
have less flexibility or who are constrained by curriculum standards
may not
be able to devote the extra time to allow the collaborative culture to
take
root.
Conclusion
Design experiences provide students
an opportunity
to develop complex cognitive skills such as breaking a topic down into
subtopics,
organizing diverse information, and formulating a point of view.
However, this
research demonstrates that social factors are as important as
cognitive ones
in establishing a constructivist design environment. When the teacher
explicitly
encourages a collaborative environment and becomes a co-learner with
students,
students not only construct their own understandings, they also learn
to take
charge of their own learning.
References
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Contributors
Sandra V.Turner
Dr. Sandra Turner is Professor in the Department of Technology in
Education
at National-Louis University. She teaches K-12 teachers who want to
use technology
more effectively in their own teaching. Her research interests include
students's
use of hypermedia as an authoring tool, fostering communities of
learning among
students and teachers, gender issues in education, and the changing
role of
teachers in technology-rich classrooms. Dr. Turner is co-author of
software
to support researchers in the analysis of qualitative data and of
three books
for computer-using teachers.
Since this article was written, Dr. Turner has taken a position at
Ohio University
as Professor of Technology in Teaching and Learning. (Address: College
of Education,
119 McCracken Hall, Ohio University, Athens, OH 45701. E-mail:
turners@oak.cats.ohiou.edu).
Vito M.Dipinto
Vito Dipinto is Assistant Professor in the College
of Education
of National-Louis University in Evanston, IL. He is also the middle
school science
teacher at the Baker Demonstration School of NLU. He brings to his
middle school,
undergrad, and graduate students his experiences as an organic
chemist, puppeteer,
jester, Montessori teacher, and twenty years of teaching kids. But
foremost,
he shares his wonder and curiosity about the universe. His research
interests
include examining how technology can help transform traditional roles
for teachers
and students, the use of performance art in the expression of
scientific concepts,
and designing and implementing a literature-based science curriculum
that pays
tribute to the women and men from many cultures whose creativity paves
the road
of scientific knowledge. (Address: College of Education,
National-Louis University,
2840 Sheridan Rd., Evanston, IL 60201. E-mail: vdip@evan1.nlu.edu).
Copyright © 1996, ISTE (International Society for Technology
in Education).
All rights reserved.
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