Title: Promoting Transfer through Case-Based Reasoning: Rituals and Practices in Learning by Design
1Promoting Transfer through Case-Based Reasoning
Rituals and Practices in Learning by Design
Classrooms
- Janet L. Kolodner
- College of Computing
- Georgia Institute of Technology
- Atlanta, GA, USA
- (and the Learning by Design project team)
2Learning by Design
- A project-based inquiry approach to science
education for middle school - Students learn science concepts and practices in
the context of attempting to achieve design
challenges. - Highly collaborative
- A variety of practices and scaffolding tools are
embedded in the approach to promote the kinds of
experiences and reflection that promote transfer.
3Science Practices
- Understanding a problem and what might need to be
investigated - Investigation with a purpose experimentation,
modeling, learning from cases, library lookup,
... - Informed decision making, reporting on and
justifying conclusions - Iteration towards understanding
- Explaining scientifically
- Teamwork, collaboration across teams, giving
credit
4Our Units
- Physical Science
- Apollo 13 introduction to practices of design
and science - Vehicles in Motion motion and forces
- Machines that Help simple machines and
mechanical advantage - Earth Science
- Digging In -- launcher unit
- Managing Erosion erosion and accretion
- Tunneling through Georgia geology, rocks and
minerals, rock formations, underground water - Looking for a publisher
5Novel Features
- Ritualized classroom activities matched to
science practices - Design diary pages matched to activities provide
scaffolding for performance and reflection - Software scaffolding matched to activities and
presentations promotes summary and interpretation - Launcher units introduce practices and culture
- Orchestration such that students need each
others' results - Lots of presentations to promote good kinds of
reflection - Highly iterative to promote explanation and
iterative refinement of conceptions
6LBD's Community Rituals
- Gallery walk -- scaffolds explanation
- Pin-up session -- scaffolds justification
- Results presentation -- scaffolds justification
and data interpretation - Design rules of thumb generation-- scaffolds data
interpretation - Messing About and Whiteboarding -- scaffold
question asking
7Novel Features
- Ritualized classroom activities matched to
science practices - Design diary pages matched to activities provide
scaffolding for performance and reflection - Software scaffolding matched to activities and
presentations promotes summary and interpretation - Launcher units introduce practices and culture
- Orchestration such that students need each
others results - Lots of presentations to promote good kinds of
reflection - Highly iterative to promote explanation and
iterative refinement of conceptions
8Two Design Diary Pages
9SMILE
- Design discussions
- Investigation planning and presentation
- Design plans and decisions (pin-up)
- Design experiences (gallery walks)
- Summary authoring
- Goals, plans, results, science used
- Two most important iterations
- Lessons learned and how they might be used
10Our Experiment
- Your question
- Your hypothesis
- How you will test it
- Your procedure
- Variable you will vary
- Values you will give it
- Properties you will hold constant
- Data
- Interpretation of results
- Rule of thumb
- Scaffolding is of three kinds
- structuring with a leading question or topic
- hints
- examples
11Describe a design iteration
- Describe your design iteration. Be sure to tell
us what is different this time and why. - Describe what you expected to happen when you
implemented this design. - Describe scientifically the positive aspects of
this design. Tell why these aspects were
positive, using scientific vocabulary. Make sure
to specify the constraints you took into account
and the criteria your design achieved. - Describe scientifically the negative aspects of
this design. Tell why these aspects were
negative, using scientific vocabulary. - Describe the parts of the challenge that were not
solved. - What, if anything, needed to be changed?
- Anything else?
12Lessons Learned
- Choose one of the things you learned and describe
it. Be as specific as possible. Explain so that
someone who doesn't yet know what you know could
understand. - Describe the experience when you learned it.
- Describe another situation when you have
experienced this. - Explain why what you learned might be important
to someone else. When and how might they use it? - Describe a situation in the future in which you
might use what you have learned again.
13Novel Features
- Ritualized classroom activities matched to
science practices - Design diary pages matched to activities provide
scaffolding for performance and reflection - Software scaffolding matched to activities and
presentations promotes summary and interpretation - Launcher units introduce practices and culture
- Orchestration such that students need each
others results - Lots of presentations to promote good kinds of
reflection - Highly iterative to promote explanation and
iterative refinement of conceptions
14Vehicles in Motion
- Design and build a vehicle that can propel itself
over several hills and beyond the farther the
better - Coaster Car Challenge
- Friction and keeping things going
- Balloon Car Challenge
- Getting and keeping things going
- Rubber-band and Falling Weight Challenge
- Comparing different kinds of propulsion
- Put it all together
15LBD's Sequencing
- Pose design challenge.
- "Messing about" leads to question posing.
(Messing About) - Investigation following scientific methodology.
(My Experiment SMILE)
- Balloon-car challenge
- W/balloon engines
- Size of balloons?
- Length of straw?
- Diameter of straw?
- Double balloon?
- Double engine?
- Each group chooses a question and designs and
runs an experiment
16From Group Work to Class Discussion
- Sharing results
- Drawing out design rules of thumb (My Rules of
Thumb)
- Why were the results of that run so different?
- Maybe you didn't blow up the balloons the same
every time. - Two engines are better than one
- ...
17Getting to the Science
- Design planning (SMILE)
- Pin-up session (Pin-up Notes)
- Construction and testing (Testing my Design)
- Gallery Walk (SMILE Gallery Walk Notes)
- Need for science (My Rules of Thumb)
- Let's use two engines and double the balloons in
each because - When we did that, the wheels spun out. We don't
know why. - Read text pages about ...
18Summary Pulling it all together
- Iterative refinement
- Final gallery walk
- Product history (SMILE)
- Application problems and scenarios
- Lessons learned (SMILE)
- Individual and group writeups
- About science, science practice, collaboration,
...
19More on Sequencing
- Iteration towards better solutions provides
opportunities for iteration towards better
understanding. - Sharing experimental results, design ideas, and
design experiences promotes focus on
investigative methodologies. - Design diary pages and software provide
scaffolding for doing and reflection in the
context of ritualized activities. - Multiple opportunities for students to engage in
and learn science process, communication,
collaboration, planning, reflection, design in
the process of learning and applying science
content.
20(No Transcript)
21How did we get to all this?
22LBD's Foundations
- Case-based reasoning's model of learning from
experience (Kolodner, Schank, Hammond, ) - Problem-Based Learning's model of the classroom
(Barrows, ) - Communities of Learners (Brown, Campione),
Constructionism (Papert, Harel, Kafai, ),
Cognitive Apprenticeship (Collins, Brown, ),
architecture studio, Decision-Based Design
(Mistree, ), - Transfer literature (as in How People Learn)
23Transfer
- The ability to apply something learned in one
situation in another situation that wasnt
directly targeted in the learning - Example 1 sliding up the driveway (reusing
knowledge) - Example 2 we did a little pin-up
(participating in practices)
24Near and Far Transfer (Low-Road and High-Road)
- Near
- Measuring water during baking gt measuring
liquid in a beaker or pipette in chemistry class - Really far (between two contexts)
- Texture of shark skin makes sharks aerodynamic
gt maybe same texture in bathing costumes will
make people more aerodynamic
25What How People Learn Tells Us About Transfer
- Initial learning is necessary for transfer, and a
considerable amount is known about the kinds of
learning experiences that support transfer. - Knowledge that is overly contextualized can
reduce transfer abstract representations of
knowledge can help promote transfer. - Transfer is best viewed as an active, dynamic
process rather than a passive end-product of a
particular set of learning experiences. - All new learning involves transfer based on
previous learning, and this fact has important
implications for the design of instruction that
helps students learn.
26What Does This Tell us About Designing Classroom
Practices?
- Help learners generalize across individual
experiences and examples. - Help learners use what they know.
- Help learners develop the ability to transfer.
- Help them practice transferring
- Make reasoning explicit
- Give them experience over a variety of situations
- Here is where Case-Based Reasoning comes into the
picture.
27A Case-Based Reasoner is Constantly Engaged in
Transfer
- It applies lessons learned in old situations to
new ones. - Sometimes it succeeds in its endeavors sometimes
it fails. - When it fails, it attempts to explain what was
responsible for the failure and updates its
memory accordingly. - It learns by adding new cases, re-encoding and
re-indexing old cases, and abstracting out
generalizations.
28Case-Based Reasoning
- Developed as a way to allow the computer to solve
complex problems and learn from its experiences. - The computer remembers and applies the lessons
learned in one situation to another, storing its
experiences in its case library. - Much like people ...
29Our computer models
- we give our computer programs memories to store
their experiences - we have our programs keep track of their
experiences in memory, intepret their experiences
so as to extract lessons that could be learned
from them and the conditions of applicability for
those lessons, and encode those experiences based
on those lessons learned and their conditions of
applicability - we give our programs means of retrieving
applicable cases from their memories, judging
which of several potential cases might be most
applicable in a new situation, and merging,
adapting, and applying the lessons learned in new
situations - we provide our computer programs with feedback on
their decisions, helping them explain mistakes
and/or poor predictions, and helping them revise
memorys encodings and interpretations as those
explanations suggest and - we have our programs notice similarities and
general rules and draw abstractions to use for
more sophisticated encoding.
30CBR defines transfer as spontaneously reusing
some past experience productively.
- Three steps involved in reuse
- remembering (access)
- deciding on applicability
- application
- Getting to productive transfer is a
developmental process - practice and explanation
- articulation of lessons learned
- iterative and reflective application of lessons
learned
31Our computer implementations provide insights
into the processes involved in "getting to
productive transfer."
- Remembering
- Application
- Learning
32Remembering (the indexing problem)
- Depends on the quality of three processes
- Interpretation at encoding How well and how
completely the reasoner interpreted the old
situation - Interpretation at retrieval (situation
assessment) How well and how completely the
reasoner interprets a new situation - Matching How good the reasoner's partial
matching capabilities are
33Interpretation -- the better one encodes, the
more chance there is of noticing relevant
similarity
- Making of connections
- Extraction of lessons learned
- Making conditions of applicability of those
lessons explicit - Allows indexing (labeling according to most
important complexes of descriptors)
34Implications
- The better a reasoner can extract lessons and
conditions of applicability from a situation, the
better (s)he will see connections between new and
old situations. - Help learners interpret their experiences to
extract what can be learned from them anticipate
the kinds of situations in which lessons might be
applied and abstract across a variety of
experiences to extract general principles.
35Application
- With a description of a problem situation and its
solution, an old solution can be repeated. - If, in addition, the reasoner knows whether the
solution succeeded when applied, there is a basis
for deciding whether or not to reuse the old
situation. - If, in addition, the reasoner knows what happened
as a result of applying the solution, more
reasoned judgments are possible (e.g., does that
old result make sense in my new situation?). - If, in addition, factors responsible for the
result (success or failure) are known, judgment
of applicability is possible.
36Implications
- If we help people embellish their understanding
of what happened in ways that include rich
connections between goals, actions, and results,
and if we help them explain the factors
responsible for what happened, ability to judge
applicability of whats remembered and to apply
it will be more likely.
37What we do in LBD (preview)
- That students need each others results provides
reasons for presentations. - The need to present coherently encourages rich
interpretation. - The need to give advice to others encourages
anticipation. - Design diary pages and software provide
scaffolding for that interpretation and reminders
to anticipate use. - The need to understand applicability of the
advice of peers encourages active listening,
questioning of peers, and the drawing of lessons
from presentations.
38Learning
- A case-based reasoner learns when it extends its
knowledge by - incorporating new experiences into memory in ways
that are consistent with what is already in
memory, - re-encoding old experiences to more accurately
reflect what one can learn from them and their
applicability, and - abstracting out generalizations from experiences.
39What is required for learning?
- failure and explanation
- useful feedback from the world what happens
when I try it out? - the want and ability to explain
- iteration towards better and better explanations
- the want to iterate towards better and better
explanations - All of this requires that learners have goals
they are trying to achieve and that they want to
achieve and that they have the ability to make
predictions.
40How do we help students learn?
- we ask them to achieve engaging goals that can be
achieved in ways that provide feedback and that
require several iterations - we help them keep track of their experiences in
memory, intepret their experiences so as to
extract lessons that could be learned from them
and the conditions of applicability for those
lessons, and encode those experiences based on
those lessons learned and their conditions of
applicability - we give them practice retrieving applicable cases
from their memories, judging which of several
potential cases might be most applicable in a new
situation, and merging, adapting, and applying
the lessons learned in new situations - we make sure they get feedback on their
decisions, help them explain mistakes and/or poor
predictions, and help them revise memorys
encodings and interpretations as those
explanations suggest and - we have them notice similarities and general
rules and draw out abstractions to use for more
sophisticated encoding.
41(No Transcript)
42Novel Features
- Ritualized classroom activities matched to
science practices - Design diary pages matched to activities provide
scaffolding for performance and reflection - Software scaffolding matched to activities and
presentations promotes summary and interpretation - Launcher units introduce practices and culture
- Orchestration such that students need each
others results - Lots of presentations to promote good kinds of
reflection - Highly iterative to promote explanation and
iterative refinement of conceptions
43LBD's Community Rituals
- Gallery walk -- scaffolds explanation
- Pin-up session -- scaffolds justification
- Results presentation -- scaffolds justification
and data interpretation - Design rules of thumb generation-- scaffolds data
interpretation - Messing About and Whiteboarding -- scaffold
question asking
44What makes the rituals work
- A systematic way of carrying out some important
skill set that - systematizes practices to make them methodical
promotes habits - situates practices in several contexts promoting
adaptability - engages students in public practice as
collaborators affording noticing, asking,
discussion, productive reflection
45Show and Tell Rituals
- Gallery walks (explanation)
- Pin-up sessions (justification)
- Results presentation (experimental method)
- Ritualized public ways of participating in
science practices - Well-articulated expectations
- Repeatedly practiced and publicly discussed
46LBDs Connections to CBR
- The design challenge gives kids goals both
learning goals and performance goals. - Messing about and experimentation with rules of
thumb as results helps kids make predictions.They
articulate predictions in pin ups. - They discuss results and get help explaining in
gallery walks, with focus on justification and
use of evidence. - Gallery walks and pin-ups give them the chance to
vicariously experience and explain a wide range
of applications of science content and practices
of scientists.
47Where's the CBR?
- Students reason using cases
- Students collect lots of cases
- They are helped to index their cases well
- They expect, try, fail, explain, try again
iteratively moving toward better solutions and
better understanding at the same time. - They experience and interpret feedback from the
real world as they run what they design and
build.
48What How People Learn Tells Us About Transfer
- Initial learning is necessary for transfer, and a
considerable amount is known about the kinds of
learning experiences that support transfer. - Knowledge that is overly contextualized can
reduce transfer abstract representations of
knowledge can help promote transfer. - Transfer is best viewed as an active, dynamic
process rather than a passive end-product of a
particular set of learning experiences. - All new learning involves transfer based on
previous learning, and this fact has important
implications for the design of instruction that
helps students learn.
49How is transfer promoted?
- Motivating activity keeps students attention
- Reflection on their experiences in ways that
promote abstraction from experience, explanation
of results, comparing and contrasting,
understanding conditions of applicability - Repeated use of concepts repeated practice of
skills experience with concepts and skills over
a variety of circumstances - Reasons to reflect on their experiences (they
have to explain to others others need their
results) - Help with reflecting on their experiences, help
with remembering, help with judging
applicability, help with application, help with
explanation
50Evidence of Transfer
- Reuse of content
- bookstand remindings while doing bridge
- triangle, truss shape, distribution of weight
- new bridge in neighborhood what kind of bridge
is it? - Water skiing
- Enculturation into community practices
- pin up episode
- community support for doing and learning
- gallery walks
- planfulness in post-tests
- work together in post-tests
- science fair projects
51More evidence
- Students initiate their own use of these
practices - the pin-up session story
- creating rules of thumb
- messing about during interviews and performance
assessments - whiteboards science fair projects
- Students adapt the rituals to later needs
- e.g., when teacher stops calling gallery walks
52Evidence from Performance Assessment
53The Big Design Question How do you get from
what the learning literature says to classroom
design?
- Find an approach to practice that almost matches
what you're aiming for - ours was Problem-Based Learning
- Adapt it to your constraints
- Iterate