Harel, I, & Papert, S. (1990). Software design as a learning environment. Interactive Learning Environments, 1(1), 1P32. This summary was written by Brent Wilson. (also includes a summary of Lippert's work with expert systems). ----------------------------------------- Learning Through Design Activities: Computer Tools Harel and Papert (1990) and Lippert (1988, 1990) have examined the effect of learning a content domain while simultaneously learning other domains, particularly software design. Instructional Software Design Project. Harel and Papert (1990) created a "total learning environment" in which fourth-graders simultaneously learned fractions and Logo programming; the students' goal was to design and develop a Logo program to teach something about fractions. "The 'experimental treatment' integrated the experimental children's learning of fractions and Logo with the designing and programming of instructional software" (Harel & Papert, p. 7), four hours a week during a 15-week semester. The students in the first control group spent the same amount of time learning Logo, but with a different purpose. The second control group programmed only once a week. Each group completed a two-month unit on fractions as part of the regular math curriculum. The experimental treatment purposely cultivated a sense of meaningful activity, collegiality, and metacognitive awareness. The students had primary control over the task of designing and developing individual programs to "'explain something about fractions' to some intended audience" (Harel & Papert, p. 3). Initially Harel guided the students and teacher in a discussion of instructional design and educational software; she also provided models of designs, flowcharts and screens from her previous projects and shared notes and excerpts from programs developed by "real" designers and engineers. As needed, the teacher and Harel led discussions on issues related to understanding and teaching fractions, as well as on specific Logo programming skills. On each day that the students worked on the project, they initially spent 5-7 minutes writing designs and plans in special notebooks and 45-55 minutes working on their computers, and then wrote about the problems they had encountered and changes they had made; occasionally they also included designs for the next session's activity. "The only two requirements were: (1) that they write in their Designer Notebooks before and after each working session; and (2) that they spend a specific amount of time at the computer each day" (Harel & Papert, p. 4) in order to fit the project into the schedule. In many respects the students, teacher and researcher were like a community of scholars jointly in pursuit of knowledge, or a community of craft apprentices. At all times students had access to "experts" and to continual evaluation; they could compare their work with each others' work and to the work of experts (all representing various stages of expertise). By the end of the study, not only did the experimental group significantly exceed both control groups in mastery of fractions, but on some items the students scored twice as high as sixth- to eighth-graders. The students were also more persistent than students in both control groups in trying to solve various Logo programming problems, and developed more metacognitive sophistication. They could find problems, develop plans, discard or revise inefficient plans, and control distractions and anxiety. Harel and Papert hypothesize that no single factor alone contributed to the students' achievements. Instead they conclude that several factors interrelated in a holistic approach which may include but is not limited to: the affective side of cognition and learning; the children's process of personal appropriation of knowledge; the children's use of LogoWriter; the children's constructivist involvement with the deep structure of fractions knowledge; the integrated-learning principle; the learning-by-teaching principle; and the power of design as a learning activity. (Harel & Papert, p. 30) Expert Systems. Lippert (1988, 1990) describes the way in which an expert system shell can be used as both an instructional and a learning strategy to "facilitate the acquisition of procedural knowledge and problem-solving skills in difficult topics" (1988, p. 22). Again, students learn by designing: developing an expert system individually or in groups, on their own or under the guidance of a teacher. According to Lippert, the strategy can be used with students as young as grade 6 and in any domain whose knowledge base can be expressed in productions. Like the Harel and Papert approach, developing an expert system forces students to construct a meaningful representation of the domain. Most expert systems are systems which reduce a content domain to a set of IF-THEN rules. According to Lippert's scheme, the knowledge base is the key component and includes four parts: decisions which define the domain; questions which extract information (answers) from the user; rules that relate the answers to the decisions; and explanations (of questions or rules), which require the developer to understand the relationships among the various elements of the domainQthe learner must understand "why" and "when," not merely "what." The developer constructs the knowledge base which the system then evaluates; if the system finds inconsistencies or redundancies, the developer must revise the knowledge base. In doing so, the learner must be reflective and articulate his or her implicit knowledge. Developing such a system helps students confront their misconceptions of the content. In designing the system, students can experiment, trying out ideas and revising them as necessary until they are satisfied with their representation of the domain. They can initially restrict their system to one component of a domain and expand it to accommodate their expanding knowledge base. As in Harel and Papert's Logo environment, when students work in groups, they are exposed to and stimulated by different representations of the domain. And like the students in the Logo environment, students who design an expert system learn much incidental information and often become enthusiastic about learning the content. Several issues remain unresolved with respect to learning through design activities. Like many prototype programs, factors contributing to the success of the programs are largely embedded within the expertise of the researchers and teachers. The critical factors in the instructional design need to be further explicated; this will allow the approach to be more easily identified and exported to different settings. A key issue is the question of efficiency: Can learning through design make more efficient use of time and resources, or does a design-oriented approach require extra time and resources? Theoretically, learning through design represents a fundamental alternative to traditional instructional designs, and deserves, therefore, continued attention among ID theorists. Lippert, R. C. (1988, March), An expert system shell to teach problem solving. TechTrends, 22-26. Lippert, R. (1990). Teaching problem solving in mathematics and science with expert systems. Journal of Artificial Intelligence in Education, 1(3), 27-40.