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Creating a Hypertext Learning Environment

In this conceptual theory paper, I will be using the Cognitive Flexibility (CF) Theory as one approach to creating a ‘Hypertext Learning Environment,’ in the "Countdown To SupercomputingÒ - Online" website, that will help learners learn, retain, and recall complex information as well as utilize it in ways other than the originally presented fashion. CF theory claims that revisiting information several times in varied ways will help the learner master the complexity of the information and utilize it in ways other than just the way presented. This ‘mastery’ of information may make the hypertext environment presentation utilizing CF theory, superior to some other forms of learning. I will be using a combination of learning theories in various hypertext designs, to stimulate different types of learning. In the end, the learners will be able to manipulate their understanding of the information into many different sets of knowledge, as well as use prior knowledge to create even more complex sets of knowledge.

 

The Project

The "Countdown To SupercomputingÒ - Online" website is being used to prototype the different areas (shown in Table 1), apply different learning theories (shown in Table 3) to different hypertext designs (shown in Table 4), as well as distributing the final deliverables with different components (shown in Table 5), while using different components of hypertext environments (shown in Table 6), to promote different types of learning (shown in Table 7).

 

Countdown To Supercomputing® - Online:

http://www.ahpcc.unm.edu/Alliance/CntdwnProject/

The University of New Mexico (UNM) is supporting building infrastructure in the US Native American (American Indian) communities as part of the Alliance effort in Education, Outreach & Training (EOT) through the Women and Minority Programs. The Albuquerque High Performance Computing Center (AHPCC) is also participating and supporting the American Indian Higher Education Consortiums’ (AIHEC) Strategic Technology Plan to design, to build consensus, and to seek funding for significant technology development and deployment at AIHEC Tribal Colleges. This is being accomplished in the K-12 Educational Curriculum Development area through an EOT PACI program;

"Countdown To Supercomputing! ® originated as a High School Native American student program housed within a DOE sponsored "College Bound Program" at Southwest Indian Polytechnic Institute (SIPI) in Albuquerque, New Mexico. Lead by Countdown to Supercomputing® originator, Evans Craig, and under National Computational Science Alliance (NCSA) and High Performance Computing, Education & Research Center (HPCERC) sponsorship, Alliance Partner University of New Mexico is working to update and add material to this existing program."

 

Countdown Activities

The current activities within the countdown program include working with the existing high school student curricula, creating teacher technology modules, and providing ISD formatted instructor manuals.

Student Curricula

    1. Convert the existing student curricula into an electronic ISD format.
    2. Move the electronic format into web pages on an internal private Intranet site.
    3. Update the student curricula with current applications & technologies.
    4. Publish the web pages in an external public Internet site.
    5. Setup an information site for the next phase (Teacher Modules) on the external public Internet site.

Teacher Modules

    1. Convert & design the teacher lesson plan modules.
    2. Preview the teacher lesson plan modules on an online environment.
    3. Implement the needed corrections, suggestions, and changes learned from the 'Pilot Phase.'
    4. Publish teacher lesson plan modules to the external Internet site.
    5. Conduct the 'Train The Trainer' sessions on the external Internet site.
    6. Implement the needed corrections, suggestions, and changes learned from the 'Train The Trainer' sessions on the external Internet site.

Instructor Modules

    1. Design the teacher technology modules.
    2. Preview the teacher technology modules on an online environment.
    3. Implement the needed corrections, suggestions, and changes learned from the 'Pilot Phase.'
    4. Publish teacher modules to the external Internet site.
    5. Conduct the 'Train The Trainer' sessions on the external Internet site.
    6. Implement the needed corrections, suggestions, and changes learned from the 'Train The Trainer' sessions on the external Internet site.

 

 

 

Countdown Sitemap

The sitemap shows the three areas of instruction, the different types of online technologies that will be used, and the different types of online presentations that will be implemented.

 

Areas Of Instruction

Instructors Technology CBT’s
(design & implementation)

Teachers Lesson Plans

(Instructional Systems Design - ISD Templates)

Students Manuals

(conversion & updates)

bulletInternet/WWW (access & accounts)
bulletFractals (mathematics & texture mapping)
bulletVirtual Reality (modeling)
bulletSupercomputing (simulations)
bulletIntro to SC
bulletResearch Techniques
bulletInternet/WWW
bulletFractals
bulletVirtual Reality
bulletEnvironmental SC
bulletSyllabus
bulletAssignments
bulletResources
bulletAssessments (tests)
bulletEvaluations

Online Technologies To Be Utilized

bulletTrain the Trainer modules (synchronous &/or asynchronous)
bulletOnline Help Desk (asynchronous)
bulletACCESS Grid Mural (synchronous)
bulletdiscussions boards (asynchronous)
bulletonline chats rooms (synchronous)
bulletcollaborative desktop environment & applications (synchronous & asynchronous)

Online Presentations To Be Utilized

 
  1. Slide Show
  2. Self-paced Instruction Set
  3. Self-running Demo
  1. Intro to SC – Virtual Tours
  2. Research Techniques – Virtual Science Fairs
  3. Internet/WWW – Supercomputing Portal
  4. Fractals – Virtual Fractal Art Show
  5. Virtual Reality – VRML Worlds
  6. Environmental SC – Virtual Laboratories

 

Table 1: Sitemap

 

The Countdown Flowchart

The Countdown Flowchart shows that a learner can utilize any of the modules, yet it is designed to start with the 'Supercomputing Basics,' once you have mastered that, then on to 'Conducting Research' and once you have mastered that, then on to 'Fractals Everywhere,' and once you have mastered that, then on to 'Virtual Worlds', and on to the 'Virtual Laboratories.' The last five modules have a presentation method that suggests using the 'Virtual Science Fair' model.

 

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Table 2: Flowchart

 

 

Cognitive Flexibility Theory

The different types of beliefs/methods/theories that could be applied to these different areas shown in the sitemap are being put to use and tested in the site. (See Table 3 for the various types of beliefs, theories, & methods) The 'Epistemic Beliefs' show xxxxxx and could be used in the 'Online Help Desk' area, to show rote memorization & recall. The 'Situated Action Theory' shows xxxxxx and could be used in the 'Teachers Lesson Plan' area, to show measured & assessed learning. The 'Cognitive Flexibility Theory' implies that 'revisiting the same material, at different times, in rearranged contexts, for different purposes, and from different conceptual perspectives' and could be used in the Instructors CBT's area, to show advanced knowledge acquisition. The 'Cognitive Apprenticeship method' shows 'a way to learn information and then recall it in different ways to create new ways of understanding the information' and could be used in the 'Student Manuals' area, to also show advanced knowledge acquisition.

 

Epistemic Beliefs Situated Action Theory Cognitive Flexibility Theory Cognitive Apprenticeship method

 

Table 3: Types of Beliefs/Methods/Theories

 

Cognitive Flexibility Theory suggests that "complex knowledge may be better learned for flexible application in new contexts by employing case-based learning environments that include features such as: a) use of multiple knowledge representations, b) link abstract concepts in cases to depict knowledge-in-use, c) demonstrate the conceptual interconnectedness or web-like nature of complex knowledge, d) emphasize knowledge assembly rather than reproductive memory, e) introduce both conceptual complexity and domain complexity early, f) promote active student learning." Cognitive Flexibility Theory "claims that revisiting the same material, at different times, in rearranged contexts, for different purposes, and from different conceptual perspectives is essential for attaining the goals of advanced knowledge acquisition." (Spiro, R.J., Feltovich, P.J., Jacobsen, M.J., & Coulson, R.L., 1992) Using case-based hypertext design is only one of many different types of hypertext designs that can use CF theory. Although case-based design is proposed, I will be using multiple types of design features in each area, such as the ones shown in Table 4.

 

Hypertext Designs

Free-Form With Fixed Links Conceptually-Indexed Case-Based Hypertext/Drill Programs
Non-Theme Based On Fixed Links
  1. Free Hypertext Exploration
Thematic Criss-Crossing (TCC)
  1. Guided TCC
  2. Learner Selected TCC
Case-Theme Commentaries
  1. Thematically Indexed
  2. Conceptually Indexed
 

 

Table 4: Types of Hypertext Designs

 

The "use of multiple knowledge representations" feature will be highlighted with the three different types of online presentations planned on being used; Slide Show, Self-paced Instruction Set, and a Self-running Demo. The 'Slide Show' could be a PowerPoint presentation that can be used by a facilitator. The ' Self-paced Instruction Set' can be used by Teachers to help model the class and lay out activities that the learners can use to actively do and be measured. This presentation set also helps 'promote active student learning.' The ' Self-running Demo' can not only be used as a presentation for the above users, but also as a promotional presentation used in Science Fairs and conferences.

The " link abstract concepts in cases to depict knowledge-in-use " feature is also depicted in the various types of online presentations planned on being used: Intro to SC – Virtual Tours; Research Techniques – Virtual Science Fairs; Internet/WWW – Supercomputing Portal; Fractals – Virtual Fractal Art Show; Virtual Reality – VRML Worlds; and Environmental Supercomputing – Virtual Laboratories. By completing the lessons and showing the information in real world ways, such as tours, fairs, shows, and labs, the learner will use the same information learned from gaining the knowledge in a different way from the way learned.

The "demonstrate the conceptual interconnectedness or web-like nature of complex knowledge" feature will be highlighted by presenting this knowledge using hypertext links to different areas of research. The links go directly to other sites, that are updated and maintained by each site, so the maintenance can be either ignored or kept up. By learning about these different types of technologies and applications, the learner will be adding to their knowledge, and working off of previously learned technologies. That is why the program is called "Countdown To Supercomputing." A learner can't just jump to the last module and start learning about 'Environmental Supercomputing.' The previous knowledge required to succeed in this module depends on 'mastery' of the previous modules.

e.g. To simulate a research project and succeed in the 'Environmental Supercomputing' module, you must have prior knowledge of supercomputing concepts, learned in "Introduction To Supercomputing," and you have to know how to conduct research, learned in the "Research Techniques." Since supercomputers aren't available publicly, you have to have Internet access and an account at the supercomputing center, which is done in the "Internet/WWW" module. The "Fractal" module helps you create texture maps that are used in the "Virtual Reality" modeling, which is also needed to simulate a research environment.

The "emphasize knowledge assembly rather than reproductive memory" feature is also highlighted by learning about different types of technologies and applications. Within each module, a goal is meant to be achieved, such as '…by presenting a Virtual Science Fair,' as used in the "Research Techniques" module. To get to this ultimate goal for the module, the learner needs to follow a set of terminal objectives in a set of activities, that leads to an assembly of knowledge in conducting, researching & presenting Research Techniques.

The "introduce both conceptual complexity and domain complexity early" feature will be highlighted in the first module, "Introduction to Supercomputing." In this module, the interrelationship of all of the 'instruction sets' will be presented in various forms and through different activities. The weaving of technologies & research and relevancy of the use of different technologies will be introduced through 'Virtual Tours' of Supercomputing Centers from across the world. Since the modules are aimed at the Native American population, relevancy is most important. On the reservations and at tribal schools, any type of technology is rare. So making the instruction relevant to the learners is important, so that they can see how the knowledge can be used.

The modules are a great answer for teaching technology, but just making them available, by distributing through the an Internet website, isn't the only way. If it was a simple as that, as for most urban schools, then the rural schools would be able to participate in the technology available today. But it isn't that simple. I am a proud member of the Navajo Tribe. Our reservation is located in NM, AZ, CO, & UT and is about 4 hours by 6 hours across (driving fast) and has lots of different telecommunication technologies on it. The big problem, they are not working collaboratively together to get all of us connected. So getting an account on the Internet is one step, but then it isn’t that simple to get too. There are no Internet Service Providers (ISPs) on the reservation, so we have to call off the reservation (usually a long distance call) to get to the account. So costs skyrocket and for a whole school, that is tremendous. So infrastructure is on the mind of all Natives living in rural reservations and even Natives living in rural areas, since their relatives that live on the reservations would be whom they would most like to communicate with.

The modules definitely have to be customized or targeted at the Native communities to address the unique telecommunication questions as well as be culturally significant. The modules will have a section in each that attempts to make the technology relevant. First, each page has an introduction, such a story that makes it relevant to the community. The use of cultural icons and avatars throughout, as well as a Native motif, makes the learner feel more at ease using this foreign technology. Also at the end of each page is a log entry area, where the learner can enter what they learned that day that they can take back home. They end up with daily thoughts about what they learned and can use when they return to the reservation. This is a way to make the lesson learned relevant.

e.g. When I teach with the Virtual Reality (VR) module to students, each day I ask them to enter in their log, something that they learned that day, which they can use back home. At first it is, "I don’t have computers back home, so what can I take back home?" I point out that to design their VR model, they had to formulate the contents, the process, and the actions for their model to work. If they were modeling a pasture, they would have to design the fence, decide what materials are needed, decide how much was needed, and where it was going? Can they take that knowledge back home and use it? Of course.

The "promote active student learning" feature will be highlighted in the Instructional Systems Design (ISD) sets of 'Self-paced Instruction' used by the Teachers to instruct and assess the learners. The ISD set has terminal objectives that are designed so that 'mastery' can be measured. By redesigning all of the high school student curricula to ISD sets and designing Teacher lesson plans to accommodate the instruction, both the Teachers and learners can be assured that they have mastered the skills need to complete the module, as well as move on to the next module.

 

Cognitive Apprenticeship Method

The concept of using ‘cognitive apprenticeship’ to create a successful learning environment is just one of the many other ways to represent information in a way that it isn’t just rote memorization of information, but a way to learn information and then recall it in different ways to create new ways of understanding the information. (See Table 5 for other characteristics of hypertext learning.) "Aspects of cognitive apprenticeship include modeling, scaffolding, articulating and finally withdrawing support." (Brown et al., 1989; Collins, 1989; Collins, Brown, & Newman, 1987) This will be used along many of the areas sets of information.

The characteristics of hypertext learning environments may be just repetitious actions to promote memorization to defined Assessment Measures. (As seen in Table 5)

 

Rote Memorization of prespecified facts Studying the content in a nonlinear manner across multiple contexts Nonlinear access to interrelated knowledge components Emphasis on knowledge transfer
Independent thinking Modeling or scaffolding of interrelationships
bulletnonlinear access to sets of relevant case sections
bulletpre-selecting & listing themes of particular relevance
Degree of User Control
bulletPre-selected Lists vs. Scaffolding
bulletDefined paths
bulletIndexing
bulletSelection combinations to structure variable hypertext links (relevant links)
bulletNo going back
Assessment Measures
  1. Short answer questions
  2. Knowledge synthesis essays
  3. Problem solving essays
  4. Attitude questions

 

Table 5: Characteristics of Hypertext Learning Environments

 

The different characteristic types of hypertext learning environments use different types hypertext components. (See Table 6)

 

Surface components of knowledge
bulletcase-specific information
Structural knowledge components
bulletthemes
Situated nature of knowledge
bulletcase-theme commentaries
Online knowledge study synthesis questions
bullet 
Case Studies
bulletquestions
     

 

Table 6: Components of Hypertext Information

 

The different characteristic types of hypertext learning environments promote different types learning. (See Table 7)

 

Rote Memorization Personal Construction Of Knowledge Conceptual Structure Of Knowledge
     

 

Table 7: Characteristics of Learning

 

This website is using a combination of learning theories in various hypertext designs, to stimulate different types of learning. The learners are able to manipulate their understanding of the information into many different sets of knowledge, as well as use prior knowledge to create even more complex sets of knowledge.

 

Bibliography

Burton, J.K., Moore, D.M., & Holmes, G.A. (1995). Hypermedia Concepts and Research: An Overview. Computers in Human Behavior, 11(3/4), 345-369.

Jacobsen, M.J., Maouri, C., Mishera, P., & Kolar, C. (1995). Learning with Hypertext Learning Environments: Theory, Design and Research. Journal of Educational Multimedia and Hypermedia, 4(4), 321-364.

Jonassen, D.H. (1991). Hypertext as Instructional Design. Educational Technology, Research and Development, 39(1), 83-92.

Jonassen, D.H., & Grabinger, R.S. (1990). Problems and Issues in Designing Hypertext/Hypermedia for Learning. In D.H. Jonassen & H. Mandl (Eds.), Designing Hypermedia for Learning. NATO ASI Series Vol. F 67. Heidelberg, FRG: Springer-Verlag.

Spiro, R.J., Feltovich, P.J., Jacobsen, M.J., & Coulson, R.L. (1992). Cognitive Flexibility, Constructivism, and Hypertext: Random Access Instruction for Advanced Knowledge Acquisition in Ill-Structured Domains. In T.M. Duffy & D.H. Jonassen (Eds.), Constructivism and the Technology of Instruction: A Conversation. Hillsdale, NJ: Lawrence Erlbaum.

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