The Pennsylvania State University INSYS 527 Designing Constructivist Learning Environments Dr. Susan M. Land Spring 2003 Case Study Paper Goal-Based Scenario and Case-Based Reasoning By Kuo-Chuan (Martin) Yeh CONTENT Theoretical Foundations and Overview of Topic ................................................... 2 Problem / Need Addressed by the Approach........................................................... 2 Features, Principles, and Methods ............................................................................. 4 Description of examples ............................................................................................... 5 Design implications ....................................................................................................... 6 Reference.......................................................................................................................... 7 Theoretical Foundations and Overview of Topic Case-Based Reasoning (CBR) means learning by/from previous experiences or cases (Kolodner and Leake 1996). Reasoners use cases stored in their memory as resources of suggesting a possible solution when they face a new problem. As a result, learners perform better by adapting and refining previous experiences because they can avoid same mistakes and know what to focus. “Cognition develops through the refinement and transformation of mental structure” (Piaget and Inhelder 1969). In other words, Cognition is built through the process of developing and organizing experiences during social interactions. This structures became the foundation of constructivist theory which emphasizes that learning happened when learners heavily involved in authentic situations. CBR is a model that provides theory and structure framework, and helps instructional designer creates a constructivist learning environment that learner can develop and interpreate ill-defined domain in a open-ended environment. Two other important factors, except case itself in CBR, are indexing and feedback. Indexing scheme is as prominent as individual’s case library, if not more important. A good indexing scheme can help learner to see the revelant of past experience and current one; therefore the performance will rely on how he or she reason current situation, then select appropriate strategies by relate the problem to previoius experiences. Learner can also relate cases in different domains if it will help he or she to solve problems. That is, some strategies and experiences can be used in several domains. Case library can be expended only then this reasoner receives feedbacks, external or internal, and generates a success or failure case. In this way, the case can be properly stored and be useful later. Without feedback, the case can not be concrete enough to suggest problem-solving strategy. Goal-based scenario (GBS) is a case-based pedagogical approach for learning (Schank, Berman et al. 1999). It emphasizes hand-on problem solving process in an authentic situation. It also values the failure because it is the source of learner reasoning of why he or she failed and how can he or she improves. The scenario must be authentic and motivating to foster deeper understanding and ensure useful knowledge transfer. GBS can be either in computer-based or traditional learning environments, although many examples are done in web-based case. Because GBS does not limit learners to a prescripted outcome, the assessment is different from traditional pencil-and-paper method and could be very challenging. As a result, GBS evaluates how much does learners discovered during the practice instead of how much does they learn and memorize. Problem / Need Addressed by the Approach Traditionally, cognittion theories “emphasize how general-purpose abstract operators are formed and applied, CBR makes concrete cases, representing experience” (Kolodner and Guzdial 2000). The fact that traditional theories of cognition address abstraction makes knowledge retention and transformation less effective. Knowledge that is seperated from real world is less likely to be applied and, hence, more difficult to memorize. Many traditional learning environment is focus on delivering knowledge and this makes learning became fragemented. Therefore, learners can not applied learning to real world problem-solving, especially when the problem involves in more than one domain knowledge. Consequently, learners are less interested in learning because it seems useless for the daily life. Furthermore, the traditional learning environments teach students broad knowledge than deep one, which also hamper their problem-solving skills. Knowledge. Therefore, we need a strategy that is both motivating and concrete. On the other hand, CBR theory suggests that learner learns from interpretation of experiences. First, this model is congruent with Piaget’s theory which believes that “the activity emanating from a child influences subsequent development of the child’s structures” (piaget’s theory, chapter 3). Both theories prompt learning through cognition constructing to encourage learning and help knowledge retentation. Through the equilibration process, students adapt and organize what they already know and what they need to learn such that new problem can be solved or new concept can be understood. In a GBS learning environment, students no longer working on the prescripted knowledge and outcomes. Each student can study the problem from different perspectives at various level regardless their prior knowledge. Therefore, it is more adaptative and authentic than traditional approach. It’s also a big boost of motivation which is lacking from previous learning theories in a sens that learner now has more control over procedures and contents. What CBR goes further than constructivism is that the cognition model defined by CBR can provide advice and predictions that can be put into simulation on a computer as a test of idea (Kolodner and Guzdial 2000). As an approach of CBR, GBS provide a hands-on experience that students practice and learn in an authentic environment. GBS clearly defines goals, missions, scenarios, and provides feedbacks and resources which gives learner a sound grounding so that students can get involved immediately and won’t be turn out if a subject is too difficult for them. In terms of helping instructional designers and teachers, GBS also provides a greate framework and guideline such that novice designers and junior teachers can design and teach such an environment without exceesive research or o assistants from outside of classroom, school, or organization. Features, Principles, and Methods CBR, as a cognition model, has some components that we should focus on: ((Kolodner and Guzdial 2000) The Case: A case represents specific knowledge tied to a context, and it varies from sizes, shapes, and perspectives. The aggregration of cases which stored in individual’s memory is this individual’s case library. The case library is an important source when learner is facing similar problems or situations, and it leads to an initial solution of a problem or interpreation of a situation. The Case Index: Every libray needs a indexing scheme, individual’s case library has no exception. Reasoner need a good indexing scheme to help him/her retrieve experiences and context that are recuring in order to suggest an initial solution for a problem. The critical point for indexing is to distinguish cases from each other. Other thatn that, a good indexes for CBR should have two properties: abstract enough to retrieve a revelant case in a variety of future situations; concrete enough to be easily recongnizable in future situations. ((Kolodner and Leake 1996) The Case Processor: Case processor has following responsibilities: (1) understanding and indexing individual’s experiences; (2) locating an appropriate case in memory; (3) applying an appropriate solutions in a new problem or situation; and (4) learning from the feedback. Case processor is an dynamic component that acting as an interface between case library and individual. Although CBR emphasize concrete experience that can be manipulate directly, it does not exclude abstraction. It uses abstraction conecpt to prompt the productivity of using concrete experiences. In other words, individual uses abstrct concepts to draw similarity from experiences and use them in a more efficient way for indexing and application.. In Schank’s paper (Schank, Berman et al. 1999), seven components were proposed to complete GBS design: I. The Learning Goals: learning goals should be authentic and related to students, and usually falls into two categories: processing knowledge and content knowledge. II. The Mission: mission describes what learners should pursue and ,hence, should be motivational for students. It must also be realistic and requires the skills and knowledge you wish to impart. III. The Covery Story: cover story gives learner a background story about the mission to be accomplished. This should give learners enough opportunities to practices the skills and seek the knowledge which should be taught. Again, the covery story should be interesting and motivating. IV. The Role: the role describes who the student will play in the cover story. The role should be important for students and during playing this role they can learn what you intended to. The best design for role is one that student will become in the future so they will be more interesting and willing to involve. V. The Scenario Operations: scenario operations should cover all tasks that student should do to complete learning goal. This is the process that studnet participates in his or her own learning. VI. Resources: resources should be provided to guide student to complete his or her tasks. There should be enough information and should be well-organized. Generally, the resources are provided via stories. VII. Feedback: feedback is essential in GBS because this method values failure without feedback, one will never be able to create his or her own case library. Description of Examples (1) Multimedia Goal-based Scenario for Learning to Diagnose Fetal Abnormalities (Chee, Sosa et al. 1999): This project, created in Singapore, is a teaching tool based on GBS to teach medical students about fetal abnormalities. They was inspired by the fact that student in medical school is already being put into a learning environment which gives student many cases. By studying these cases, students gain experiences and professional interpreation of diagnosis and this strategy matchs GBS perfectly. They created a computer application that presents learners a randomly selected case from this person’s unsolved cases after he or she log on to the system. The learner then study some existing cases (case library) and try to make a decision by typing in his/her diagnosis. After evaluating the diagnosis, system will give the learner a feedback, correct or incorrect. If the learner does not make a right diagnosis, the system will enter a teaching mode and guide the learner where else to focus and what are relelant cases which might help him/her makes a correct decision. There is another part of this project: patient management and consultancy. However, by the time the paper is published, (2) this part of project has not yet been finished. Developing Goal-Based Scenarios for Web Education(Schaller, Allison-Bunnell et al.): This project starts from these researchers saw gaps between: Realism, where knowledge exists outside learner, and idealism, which all knowledge is constructed by learner); passive (incremental learning) and active (learner constructs knowledge) learning styles. They are proposing using GBS as a bridge of these gaps. There are different kinds of formats that can use GBS to achieve their goal: i. Narrative: It helps learners engaging to scenario by doing more than telling a story. Example of this format is “In Search of the ii. Ways of Knowing Trail”. The players meet with several Africa local children and must learn about the ecology and cultures of the rainforest to reach their destination. Simulations: Using a simulation world and inquiry-based learning environment as a teaching strategy. For example, “Frozen Features Digital Lab” which students shoose from several questions to explore using data profided within the activity, they need to come up with their own conclusion however. iii. (3) Creative Play: this is an open-ended activities that permit and encourage learners to explore and test their ideas during the process of practicing. Example of this format is “Art Tales: Telling Stories with Wildlife Art”. In this example learners write an original story or essay using museum artwork for inspiration. Introduction to Programming to C++: This is a unfinished computer programming course developed in Columbia University. The goal of this project is to teaching learning beaic C++ programming. The learner plays an entry-level programmer who creates working prototype of program by using information from co-workers and team leaders. The learner goes through seven steps: read task, create work, check work, submit work, review feedback, reflect on task, during the learning process. Design Implications CBR suggests what individual learn is consciously constructed from learner’s concrete experience. Learners not only are fully aware of the construction but also in charge of how knowledge is constructed. As a result, learner involvement of CBR is much deeper than traditional learning environment. In particular, CBR support two kinds of learning supports: (1) supports for reflection (2) case libraries as a resource (Kolodner and Guzdial 2000). CBR supports for reflection: as a learning model, students in CBR need to use cases that afford concrete, authentic, and timely interpretation to support learning. These cases are aggregrated through interpretation of past experiences. In order to construct case library, learners constinuously develop solutions from existing cases and modify them after feedback. In the end, success or failure, learners will indexing this case using their own indexing scheme and integrate it with current case library. This process requires a lot of reflection. Before learner comes up with initial solution, he/she will search case library according to current problem. When the initial idea is suggested, again, the results of this solution from the past will be evaluated and the initial solution will be revised for a better chance to succeed. After the solution is applied and feedback is received, learner needs to index this experience by the context of the problem was given, the solutions that had been tried, the feedbacks received, or any other context he/she thinks is important with respect to this case. This indexing process requires learners to reflect the process constantly. CBR supports case libraries as a resource: case libraries provides learner excellent resources for learning. Case library offers the opportunities for student to learn from others’ experience and to share his/here experiences with other people. These cases provide advices as a form of stories, vicarions experience using a conectp or skill, the lay of the domain and guidance on what to focus on, strategies and procedures, and how to use cases (Kolodner and Guzdial 2000). Cases are concrete and authentic because most of them happened in the past. However, indexing these cases to be used in the future is critical because a subtle difference can case huge diverse in outcome. Reference Chee, Y. S., R. Sosa, et al. (1999). "Multimedia Goal-based Scenario for Learning to Diagnose Fetal Abnormalities." ED-MEDIA. Kolodner, J. L. and M. Guzdial (2000). Theory and Practice of Case-Based Learning Aids. Theoretical Foundations of Learning Environments. D. Jonassen and S. M. Land, Erlbaum. Kolodner, J. L. and D. B. Leake (1996). A Tutorial Introduction to Case-Based Reasoning. Case-based reasoning : experiences, lessons & future directions. D. B. Leake. Cambridge, Mass., MIT Press: 31-65. Piaget, J. and B. Inhelder (1969). The psychology of the child. New York, Basic Books. Schaller, D. T., S. Allison-Bunnell, et al. Developing Goal-Based Scenarios for Web Education, Educational Web Adventure. Schank, R. C., T. R. Berman, et al. (1999). Leraning by Doing. Instructional-Design Theories and Models -- A new paradigm of instructional theory. C. M. Reigeluth. Mahwah, NJ, Erlbaum. 2: 161-181.