Paper presentation @ EuroPLoP 2016

June 22, 2016 1:00 AM

Peter Scupelli and Paul Inventado presented their paper, “Media-type Selection Design Patterns for Problem-solving Content and Support in Online Learning Systems” at the 21st European Conference on Pattern Languages of Programs (EuroPLoP) 2016 in Bavaria, Germany.

EuroPLoP is the premier European conference on patterns and pattern languages. Design patterns are a unique and effective way to capture and share expertise, tacit knowledge and research findings.

Abstract:

Online learning systems have been gaining popularity, but are not without their challenges. For example, enrollment in MOOCs has slowed down, which is attributed to the lack of sustainability. Research has also shown that relying on delivered content alone results in lower learning gains. However, introducing learning activities increases learning gains as much as six times. These results emphasize the importance of designing high quality learning activities for online learning systems. Although there are many design patterns that may be applied in designing learning activities, they usually operate at a higher level. There is a need for design patterns that address problems in implementing these learning activities. This paper presents four design patterns that focus on helping students learn to represent math problems properly in the context of math online learning systems. These patterns can guide online learning system stakeholders (e.g., system developers, content creators, teachers) in creating high quality learning activities in online learning systems.

Last updated: 1:00 am

Paper presentation @ Viking PLoP 2016

April 11, 2016 8:10 AM

Peter Scupelli and Paul Inventado presented  “Design Patterns for Math Problems and Learning Support in Online Learning Systems” at the Viking Conference on Pattern Languages of Programs (Viking PLoP) 2016 in Leerdam, Netherlands.

Abstract:

Increasingly, many institutions and students benefit from online learning systems each year. For example, in 2016 Massive Open Online Courses (MOOCS) reported as many as 16 million enrolled students and online tutoring systems reported over half a million enrolled students. In the literature, many design patterns capture online learning system designs for class management, discussion facilitation, lecture delivery, and feedback. In this paper, we describe design patterns that describe finer-grained activities within online learning systems such as the design of problem-solving activities and their associated learning support. The three patterns presented in this paper describe designs for constructing math-problem content and corresponding learning support for students who answer these problems – Mastery Learning Templates, Explain Worked Solutions, and Scaffold Problems with Guide Questions. We found these patterns using the data-driven design pattern production (3D2P) methodology on data collected from the ASSISTments online learning system. The design patterns we describe were mined from data on student interactions with an online learning system and linked patterns to existing learning science literature.

Last updated: 8:10 am

Teaching Interaction Design in Physical, Digital, and Hybrid Environments @ Interaction Design Education Summit 2016

February 29, 2016 5:45 PM

Peter Scupelli and Austin Lee gave a talk on “Teaching Interaction Design in Physical, Digital, and Hybrid Environments” at the Interaction Design Education Summit 2016, interaction16 (IXDA) Conference in Helsinki, Finland.

Summary:

Over the past two decades, new technologies shifted what Interaction Design (IxD) students need to learn for professional practice. In the mid-nineties, IxD education covered interface design and web design to the plethora of topics currently explored today, such as, sensor networks, smart environments, smart cities, Internet of Things, Augmented Reality Interfaces, and so forth.

To keep IxD university programs relevant, educators seek new ways for students to learn to design in emergent areas such as: larger scale environments (e.g., smart environments, Internet of Things, augmented reality interfaces). New technologies and design opportunities often require new design and prototyping methods.

Last updated: 5:45 pm

Paper presentation @ PLoP 2015 writer’s workshop

October 27, 2015 3:36 PM

Paul Inventado and Peter Scupelli presented “A Data-driven Methodology for Producing Online Learning System Design Patterns” at the 22nd Conference on Pattern Languages of Programs (PLoP) 2015 in Pittsburgh, Pennsylvania.

Abstract:

Online learning systems are complex systems that are frequently updated with new content, upgraded to support new features and extended to support new technologies. Maintaining the quality of the system as it changes is a challenge that needs to be addressed. Design patterns offer a solution to this challenge by providing guides to stakeholders responsible for making design changes (e.g., system developers, HCI designers, teachers, students) that will help them ensure system quality despite changes. Although design patterns for online learning systems exist, they often focus on one aspect of the system (e.g., pedagogy, learning). The data-driven design pattern production (3D2P) methodology utilizes data for producing design patterns in collaboration with stakeholders, addresses stakeholders’ concerns, and ensures the system’s quality as a whole. The paper presents five patterns produced by applying the methodology on the ASSISTments online learning system namely: all content in one place, just enough practice, personalized problems, worked examples, and consistent language. We made two changes to the pattern format: added in-text references in the forces section, and added an evidence section. The references allow the reader to learn more about the force in question. The evidence section highlights key findings uncovered from the 3D2P methodology. Four sources of evidence were considered in the pattern format: (a) literature – existing research on the problem or solution, (b) discussion – expert opinions about the problem or solution, (c) data – measures of the problem’s recurrence, and the solution’s effectiveness based on collected data; and (d) evaluation – assessment of the pattern’s performance when it was applied on an existing system. The changes to the format highlight linkages between pattern elements, theory, and empirical evidence. We believe that links further justify the design pattern, and make it easier for multiple stakeholders to understand them.

Last updated: 3:36 pm

Paper presentation @ EuroPLoP 2015 writer’s workshop

July 11, 2015 3:54 PM

Peter Scupelli and Paul Inventado presented “Data-Driven Design Pattern Production: A Case Study on the ASSISTments Online Learning System” in a writing workshop 20th European Conference on Pattern Languages of Programs (EuroPLoP) 2015 in Bavaria, Germany.

Abstract:

Online learning systems popularity increased rapidly in recent decades in multiple domains such as cognitive tutors, online courses, and massive open online courses (MOOCS). The design quality of online learning systems is difficult to maintain. Multiple stakeholders are involved (e.g., software developers, interaction designers, learning scientists, teachers), the system is complex, there are rapid changes in software, platforms (e.g., mobile, tablet, desktop) and learning subject content, and so forth. Many existing online learning systems collect a significant amount of data that describe learning outcomes and student behaviors, which are indirect measures of system quality. Data analysis on online learning systems data can uncover linkages between particular design choices made and student learning outcomes. In this paper, we describe the Data-Driven Design Patterns Production (3D2P) methodology to prospect, mine, write and evaluate design patterns for online learning systems. Pattern prospecting helps designers decide what type of possible meaningful outcomes and features to scan for in the data and helps to focus on specific data subsets to limit the search space for pattern mining. Design patterns identified with 3D2P methodology can guide the addition of new content and the modification of system designs to maintain the online learning system’s quality. We present a case study of the ASSISTments math online learning system to illustrate the 3D2P methodology and discuss its benefits and limitations.

Last updated: 3:54 pm