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.
To view a version of this article formatted for printing click here
for Text-only
Version.
Introduction
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 changeded during the four
years of
the study, 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
**Editor's Note: The data are shown in two different ways. By
clicking on a
major topic heading (How is Peer Collaboration Encouraged..., What are
the Benefits...,
What are the Negative...) you may see both teacher and student data
for that
topic. Or, you may see only Teacher Reflections, (or Student
Reflections, or
Student Essays) for all major topics by clicking on the buttons to the
left.
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.
Click on each of the items above to view more information.
How
is Peer Collaboration Encouraged, Facilitated, andTaught?
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.
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. Email: vdip@evan1.nlu.edu)
Design Team
Bryan Hixson
Bryan is a masters student in Educational Computing, Design, and Telecommunications
at Kansas State University. Bryan's focus area is
in visual communication and multimedia production. He currently works with The
Kansas Rural Child Welfare Project as an instructional/graphic designer. This
project produces multimedia training for social workers in the state of Kansas.
Bryan received a BFA from Oklahoma State University
in 1992 in graphic design with a minor in advertising. Since this project was
completed, Bryan has taken a job at Advanced Systems Technology in Lawton, OK.
E-mail: bhixson@astcorp.com.
Misook Ji
Misook is a doctoral candidate. She is currently working on her PhD in Educational
Computing, Design, and Telecommunications at Kansas State University. She completed her Master's
in Educational Computing at KSU in 1994. Misook is from the Seoul region of
Korea. She graduated from Dankook University with a Bachelor's degree in mathematics
education in 1986. Misook also works as a GTA in the College of Education at
KSU. E-mail: msji@ksu.edu.
Copyright © 1996, ISTE (International Society for Technology
in Education).
All rights reserved.
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