Supporting Integrated Learning Processes
Igor Hawryszkiewycz, Professorr, Department of Informatuion Systems, University
of Technology Sydney, Broadway, NSW2007 Email:.igorh@it.uts.edu.au
Abstract
The paper describes the learning process and ways to support it. The support
goes beyond supporting specific functions but considers the learning process
as composed of a number of integrated activities. It uses Nonaka’s knowledge
creation process as underlying theory for defining the learning process.
A number of learning activities are identified using this theory. The paper
then identifies differences in support needed for each activity distinguishing
between learning to understand concepts and learning to design systems.
To do this requires different interfaces working from the same knowledge
repository. The paper considers both social and technical issues and suggests
knowledge portals that can be used to maintain a body of knowledge and
provide services both to owners to continually update the knowledge base
and learners to use it. The paper describes one example of a knowledge
portal and its application in teaching.
Introduction
Learning communities are now beginning to take many forms. There are the
conventional classroom situations, but increasingly we are beginning to
see new forms such as work based learning, distance learning, and just-in-time
learning in business processes. Increasingly web based technologies are
being used to support these learning environments. The question is how
to use web based technologies in ways that deliver higher quality outcomes
at lower cost. Wade and Power (1998) for example outlined a number of requirements
for computer supported learning systems and described alternate technologies
for supporting learning activities. Neal (1997) has carried out work on
their use in distance teaching emphasizing the delivery of materials. Most
of such earlier research concentrates on particular activities in selected
domains and does not integrate them into a learning process.
This paper looks beyond simply automating existing individual process
activities, such as distributing materials, collecting submissions, or
using some specialized learning tool in a particular problem domain.
On the other hand the paper defines the learning process itself and then
looks at the services needed to support the activities in this process
(Shank, 1998) in an integrated way. Its goal is to define the services
that can be combined in flexible ways to support different learning environments
in ways that improve learning with some economic advantage. To do this
requires both a definition of the learning process and integration of its
activities.
The paper defines the learning process using Nonaka’s (1994) model as
underlying theory. It then outlines the activities needed to support this
process and the technologies needed to support the activities. It concentrates
on asynchronous learning networks (Hiltz and Turoff, 2002) and the technologies
needed to make them effective. Technologies proposed here are workspaces
and knowledge portals. Portals should go beyond supporting selected
activities but be more broadbased and support a body of knowledge that
can evolve and provide services that can be used in flexible ways by learners.
These services should allow experts to construct the knowledge map using
subject ontologies (Maedche and Staab, 2001) for a subject domain and services
for learners to use that body of knowledge.
Flexibility requires changes in social practices to use the knowledge
portals, especially in forming moderated communities and sharing in the
development of a knowledge base. A prototype system, called LiveNet, is
used as an example of such a portal. The services provided by this portal
for teaching are given.
Underlying Theory
Our approach is to develop a framework for describing the learning process
uses the work of Nonaka (1994) as underlying theory. Nonaka sees knowledge
sharing and creation follows the process shown in Figure 1.
Figure 1 – Nonaka’s knowledge creation process
Nonaka’s process includes four phases. The first phase is socialization
where people bring together their experiences and share insights in an
area. This can result in new relationships or introduction to new concepts
and ideas that can be followed through in later steps. The next step, externalization,
is where some of this captured expertise is interpreted within given contexts
to develop a better understanding of concepts and their application. The
discussions now become more focused with specific issues being addressed
and new ideas generated. The ideas are then combined where necessary with
existing information to make use of previous experience. During internalization
the knowledge developed is then used to carry out actions such as creating
new artifacts. Any outcomes of any actions evaluated in further socialization
and the cycle is repeated. Nonaka goes further and defines the environments
under which knowledge sharing can effectively take place. He suggests that
knowledge is only meaningful within a context and its environment. The
context defines the relevance of what is discussed and provides the basis
for any interpretations. Nonaka defines four different kinds of environments
to match his process. These are:
Socializing - requires easy ways to exchange experiences, develop trust,
share values
Dialoging - sharing of mental models, articulation of concepts, development
of common terms. Usually consciously constructed.
Systemising – requires ways to visualize interactions, constructing
artifacts, combine explicit knowledge.
Exercising - communicate artifacts and embody in working context. Reflect
on outcomes.
Learning activities defined in terms of Nonaka’s process
The learning process in this paper uses Nonaka’s process as underlying
theory. This learning process is shown in Figure 2. The process is made
up of four learning activities, which are described in detail in Table
1. Table 1 also describes the relationship of learning activities to Nonaka’s
process and implications on agent activities. The agent in these activities
is usually the teacher, but there are other possibilities such as tutors
or electronic feedback, especially where learning about concepts. They
can also be software agents. The goal is to improve processes by reducing
agent costs or support them with better tools.
Figure 2 - Activities in the Learning Process
| Learning Activity |
Relationship to Nonaka's model |
Environmental Requirements |
Implications for Computer Support |
| Presentation |
Socialization and presentation of important concepts |
Easy ways to exchange experiences, which can be readily implemented
with potential cost reductions. Distribution of materials. |
Access to presentations or explanations. Can be done using the WWW.
Requires ways of presentation that clearly identify important issues. Use
of discussion databases for socialization. |
| Developing an Understanding of Concepts |
Externalization through looking at examples and trying things out. |
Sharing of mental models, articulation of concepts, development of
common terms. |
Requires interaction through feedback from experts and reinforcement
through discussion or other feedback from agents. |
| Reinforcement |
Continued interpretation with experimentation.
Trying things out. Seeing how things work. Comparing with explicit
forms and previous work. |
Reinforcement though interpretation and usage visualizing interactions,
constructing artifacts, combine explicit knowledge. Interact for evaluation |
Extension of the above with easy access to previous examples and their
interpretation in the current situation. |
| Exercising |
Internalization by getting evaluations of experiments |
Get feedback on outcomes |
Better ways to eval;uate outcomes |
Table 1 - Learning in Nonaka's terms
Combining medium and process
The way learning proceeds through this process requires different interaction
and media at different learning activities. These are often determined
by two other dimensions, shown in Figure 3. One is whether support is to
be based on codification or personalization. In codification the emphasis
is on storing knowledge in explicit form and providing the tools for learners
to learn primarily through interaction with the codified knowledge base.
In personalization there is more emphasis on personal interaction. The
simplest example is that of delivery of materials. With codification there
is emphasis on overheads, animation and on-line experimentation. In personalization
the emphasis is on face-to-face lectures. Usually codification uses asynchronous
and less costly methods, whereas personalization requires synchronous communication.
The other dimension is the teaching method used. The simplest difference
is between a learner studying concepts and learning how to carry out design
such as for example constructing artifacts. The difference between these
two methods is illustrated in Figure 3. The emphasis on the former is on
getting explanations and testing their own understanding the concepts.
The emphasis on the latter is often through continuous trial and error
and learning often takes through group interaction. Thus here students
learn design guidelines, how to use them to respond to different situations.
Figure 3 – Media Selection
Implication for computer support
Our goal is to provide portals to support a variety of interaction styles
and cover the entire space of Figure 3, providing the necessary process
support as well as the media to use at each activity while integrating
them in a seamless way through the same portal interface. Thus learners
should be able, for example, to move from a design process to reinforce
their understanding of a concept and then move back to design through the
same interface. There are a number of implications of such computer support.
The most fundamental is the ability for learners to select the activities
and use interfaces that present the right medium given the activity goal
but working off the same knowledge base. Thus individual learning of concepts
requires interfaces that usually evaluate responses to stimulate learning.
Learning ways to carry out designs is usually group based allowing the
learner to develop frames of reference often in consultation with teachers
in moderated communities.
Learning about technology in electronic business
An example of a subject that uses both approaches is the introduction of
technology in its application to electronic business. The way that the
subject is taught is illustrated in Figure 4. First there is the learning
of process and design concepts and ways to describe what business processes.
Then various technologies are described. The concept learning takes place
as individuals whereas in the design process students are organized into
groups to discuss design alternatives and make design choices. Technology
use evolves to support this approach. Initially access concentrates on
getting information and socializing. Then a project space is created for
each group where alternatives can be considered and design documents maintained.
Finally there is the prototype development where students choose technology
to implement the design.
Figure 4 – The learning Process
Portals for Learning
The goal of a portal is to provide the services needed to support all the
activities shown in Figure 3 and integrate them in a seamless way. The
paper proposes that this be done through a knowledge portal. The portal
structure proposed here is illustrated in Figure 5. It is described in
three parts. These are the community of practice, the body of knowledge
and the services provided to the community of practice. As shown in Figure
5 these bodies of knowledge are maintained collaboratively by a number
of teachers. Services are provided to learners. This gets away from the
traditional way where individuals create material independently and present
it as needed. What we are now looking is a collaborative group of knowledge
workers, who may be a group of consultants or groups of academics, developing
a body of knowledge often known as a knowledge center.
The community of practice
The community of practice can include a variety of roles. In most learning
environments there are simply teachers and learners. These can be expanded
to include tutors or assistants that work together with the teacher. In
more elaborate environments, there can be owners, experts, novices or apprentices
as well as a variety of users. We also propose that there can be some advantage
in teachers forming centers that develop bodies of knowledge that may be
packaged in different ways for different courses. These can also include
external experts for evaluating adding to the body of knowledge.
Figure 5 - The knowledge portal
Body of Knowledge
The body of knowledge depends on a subject domain. It is usually implemented
as a metamodel of concepts and associated road maps that describe design
processes. An example ontology is shown in Figure 6 for e-business. The
ontology groups concepts by technology, commerce, organizational structure
and business practice and provides links between them. There are road maps
that describe design processes and these are linked to design concepts,
grouped by analysis, design and service selection. Apart from the ontology
of concepts the body of knowledge also includes exercises and solutions,
exams, case studies and other study material.
Figure 6 – Structuring the Knowledge
The concepts are usually entered into a knowledge map that serves as
an initial entry point for learners. The relationships between the concepts
can then guide students through a study pattern (Fischer, 2001). Thus some
students can start with a commerce application or business practices, see
what it does and then follow through to technologies useful for the application.
Others may start with the technology and follow it through to potential
applications.
One interesting question here is whether such bodies of knowledge should
be developed by the individual teachers as happens in most tertiary institutions.
Teaching method and even material change when the teacher changes. Currently
most subjects change once a teacher changes with knowledge often lost in
the changeover. Knowledge management requires more structured processes
for knowledge development as those now found in a number of industrial
organizations (Hansen, et.al. 1999). Experience in industry has shown more
effective ways through management of knowledge centers with precise roles
established for carrying out the variety of activities connected with knowledge
sharing. The goal then is to have a group developing the knowledge while
individuals or learning groups access the knowledge in a moderated way.
The services
Figure 7 shows a more detailed structure of the services to be provided
by the portal. It includes services to maintain a knowledge map that is
the prime point of access to the body of knowledge. The knowledge map itself
can include terms to support learning concepts as well as guidelines for
design processes when learning about design. The body of knowledge includes
facts as well as processes and suggestions how to carry them out. It includes
ways for owners to refine the body of knowledge.
Figure 7 also includes feedback from learners to refine the body of
knowledge. Such feedback can be either codified as for example through
discussion databases or personalized through face to face interaction.
During such feedback messages are received about experiences in self-learning.
These can be analyzed and sorted and used to refine the body of knowledge.
Such refinements can include adding experiences, refining processes or
adding to explanations and suggestions made to users. At the same time
feedback on processes can include experiences and suggestions at each process
steps and ways of improving activities at each step. These can be either
ways to solve some problem, or steps in the business process.
Figure 7– Managing the Body of Knowledge
The portal structure shown in Figure 7 includes support for evolving the
body of knowledge. The feedback is provided by users and constantly analyzed
to improve the structure of the body of knowledge. The feedback currently
is through discussion databases that need to be analyzed to identify significant
issues.
An Example Portal
Wade and Power (1998) identified interfaces as one of the important criteria
for adoption of computer supported learning. Our approach has been to emphasize
the idea of place that provides a community view and supports a selection
of services. Currently we have been using a system, LiveNet, for this purpose.
This provides an architecture that supports the development of a variety
of interfaces each to match the different learning activity.
The community interface
The community interface, which is shown in Figure 8, is the first interface
encountered by a user. It is customized to learning within the context
of a subject and provides the learner with information of current activities,
important issues, deadlines as well as the ability to communicate through
messages or discussion databases. It also provides:
? the community governance structures through its roles. This allows
community members with different roles to have different interfaces and
permissions,
? supports interaction through discussions,
? provides access to the body of knowledge through overheads as well
as an ontology,
? contain any number of explicit documents,
? provides a flexible folder structure to focus on specific learning
goals, and
? allows students to form their own private groups for work on
case studies that encourage learning in groups.
Figure 8 - Community Interface
The group interface
This particularly concerns learning through group interaction and supports
case study work through generalized interfaces like that shown in Figure
9. The students form groups electronically using the LiveNet system and
then create a project repository and use it for their case study. They
can engage in private discussions and interact with tutors should they
desire to do so. The case study is to define requirements for a collaborative
system and implement it using LiveNet. The groups develop solutions to
a case study that is submitted to tutors or lecturers in their project
workspace. LiveNet provides the ability to customize places for case study
support. Students can enhance this workspace by copying references
from the community workspace to create a personalized interface for themselves.
Figure 9 – A LiveNet collaborative services workspace
The Knowledge Map
The body of knowledge is accessed through a knowledge map. Knowledge maps
show the concepts and relationships between them and can be accessed from
any system. Thus they can be accessed from a community space like that
in Figure 8 or specific items can be linked to specific business process
steps. Figure 10 is a simple knowledge map used in this system. It is a
linear list of terms, each of which leads to a concept screen that describes
the concept and a self-assessment screen. Concept screens provide links
to related concepts thus allowing the learner to navigate the map.
Figure 10 - A simple knowledge map
On selecting a concept or process step the user is presented with a
description and can then follow up with some self-learning services. With
concepts that refer to process steps, they can add to the concept by recording
their experiences and interpretation of step guidelines.
Self-learning
This service allows learners to gain access to explanations of the concepts
and examples of their use. Results provide feedback to owners of which
concepts are best explained and which need additional support.
Figure 11 – A self-examination frame
It is of course possible at any time to post a question for further
explanation by experts within the community. These feedback questions can
be followed up with questions and discussions for further interpretation.
Social Issues - Diffusion into the Teaching Process
Introducing technology to support an integrated system also requires a
careful strategy. Lessons learned included design of workspaces to provide
focused effort without the need of excessive navigation. Our earlier workspaces
provided separate spaces for tutor assistance, case studies and overhead
and administrative matters. Over time we have developed the strategy that
matches the subject structure shown in Figure 4 and very similar to that
described by Salmon (2000). Experience with teaching in distant environments
has led to some further observations.
One important issue is how technology is adopted and how it will diffuse
through the learning process. An important here is how to manage the knowledge
base and ways of introducing technologies for use by learners. These begin
with familiarization using the community interface in Figure 8, going on
to the private group workspaces for developing project goals shown in Figure
9 and finally through students using the software to develop the prototype
for a case study. In the case study students were given a number of milestones
to aim for, starting with analysis, through design specification to setting
up a prototype LiveNet system. Generally, these were successful in the
sense that students initially understood the basic LiveNet collaboration
model and workspace description initially through socialization. They then
used this initial knowledge as a foundation to set up prototypes. The social
effect of this is to require students to pace their work according to the
process rather, as is often the case, leaving it to the last minute. This
has an obvious learning benefit although some students perceive it as a
nuisance in that it requires them to follow a process.
Summary
The paper outlined the way teaching can be supported using knowledge portals.
It outlined the structure of such portals stressing the need to support
flexible governance structures and a variety of services. It then described
a system that supports a combination of collaborative services and knowledge
services.
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Copyright
Igor Hawryszkiewycz, © 2000. The authors assign to Southern Cross
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