Learning Versus Performance:

A Review and Critique of “Co-Evolution of Technological Design and Pedagogy

in an Online Learning Community”

Chris Dent, L509 Final Paper

December, 2002

Introduction

“Co-Evolution of Technological Design and Pedagogy in an Online Learning Community” is the weighty title of a paper by Amy Bruckman researching uneven learning performance in a constructionist online learning community known as MOOSE Crossing. The paper describes quantitative measurement of learning performance in the community, shows that performance is uneven and proposes a possible solution to the uneven performance. The research, though quite interesting and utilizing solid analysis, fails to adequately explain the results, insufficiently explains the source of motivation in the learners, and fails to test the provided solution. This review will summarize the research, point out some of the flaws and suggest future research that will address some of the failings.

Summary of Research

Question

The paper asks two questions:

  1. “How effective is voluntary participation on MOOSE Crossing in fostering learning?” (Bruckman)
  2. Is the iterative process traditional in technological design also beneficial in educational design or pedagogy?

 

The paper attempts to answer these questions by describing how quantitative analysis of learning performance on MOOSE Crossing led to new thoughts regarding the nature of motivation in learners using the community.

Conceptualization

The important concepts in the MOOSE Crossing analysis are well described. MOOSE Crossing itself is a text-based MUD (Multi-User Dimension/Dungeon) where students are invited to learn creative writing and computer programming by creating a consensual space in which they can communicate and share objects they have created. A key aspect of the MOOSE Crossing environment is that it was has been designed, from the outset to be a constructionist learning setting. Constructionism, envisioned by Seymour Papert is developed from Jean Piaget’s constructivism, extending that model of learning being fully in the minds of the learner to the idea that learning is literally in the hands of the learner: learning is facilitated by the construction of external things.

 

Constructionism is important at MOOSE Crossing because the online community facilitates many of the constructionist ideals. The entire site is made up of programmatic objects that have been created by other community members. These objects provide a library of examples, each with an author that may be contacted as a readily available informal mentor.

 

Constructionism is a problem at MOOSE Crossing because there, as in many settings, it has shown excellent initial results that have not been sustained over the lifetime of the learning activity. It has been argued that this is due in part to the reliance on self-motivation and the lack of structuring guidance present in constructionism.

 

When researchers at MOOSE Crossing sensed uneven performance in the environment they chose to measure learning performance. To ease their study, learning performance was defined as computer programming performance and did not include the more difficult to assess creative writing performance.

Operationalization

Computer programming performance at MOOSE Crossing was measured through a portfolio scoring method. Two judges reviewed the collected programming work of each of the participants in the sample and scored the work based on a scale of 0-4. If the two judges did not agree, a third judge reviewed the work, scored it and then reached a compromise score by reviewing all three scores. The scale was:

  1. Wrote no scripts
  2. Demonstrated understanding of basic/input output
  3. Used variables and properties
  4. Performed list manipulation and flow control
  5. Demonstrated mastery of all aspects of the system (Bruckman)

 

50 users out of 803 were randomly selected. 23 were girls and 28 boys. All were students less than 18 years of age introduced to the system either directly or indirectly through their schools.

Measurement

Summary statistics were generated from the age, window of system use, number of commands typed into the system (used as an indicator of time on task), number of scripts created, and the judged portfolio score. That information is displayed in the table below.

Summary

Statistics

Minimum

Maximum

Median

Mean

(std. dev.)

Age

7

17

12

12

(2.3)

Period of Participation

7 minutes

4 years, 1month

3 months, 25 days

9 months, 12 days (1 year, 1 month)

Commands Typed

6

51,850

788

6,638

(11,958)

Scripts Written

0

234

2

19.5

(43.3)

Portfolio Score

0

4

1

1.36

(1.47)

(Bruckman)

Analysis

The summary statistics reveal that a small group of motivated students are skewing the results to cause relatively high mean participation and performance. Low median scores and high standard deviations show that the means are not descriptive of the group. As expected, there is an uneven level of achievement.

 

A Mann-Whitney test shows that previous experience has a significant (p<0.05) influence on programming performance. A Mann-Whitney test is required in situations where a t-test is desired but the original population is not normal and the values can not be considered to be part of continuum (Lowry).

Conclusions

The researchers conclude that some of the participants are learning a great deal, but others are not. Such uneven performance is considered undesirable. They choose to develop a system of merit badges to help structure learning and motivate the students. The merit badges are achieved with the help of a mentor in the community and by review of a board.

 

The researchers also conclude that informal suppositions need to be confirmed with quantitative analysis. This is especially true in situations where the researchers are closely involved with the participants: regular association with the participants can skew perceptions.

Critique

Bruckman’s research is well structured and well conceived. The quantitative work is a sound analysis of performance. The flaws in the research occur perhaps as a result of an over eagerness to gain as much understanding from a limited research project as possible. The central problem is that the research does not directly answer the questions posed. Portfolio scoring of programming performance—without a baseline for comparison and in a situation where previous experience has been shown to be relevant—only describes performance, it says nothing concrete about learning.

 

Further, the previous experience that is shown as an influence of performance is nowhere quantified or recorded in the research. It is only casually mentioned and thus not worthy of complete trust. There are many types of programming (or even other) experiences that may impact performance. If previous experience is a relevant factor, knowing what the previous experience is would be helpful in determining solutions, such as the merit badge system.

 

What is the genesis of the merit badge idea? There is no apparent connection between the analysis of the uneven performance and establishing the merit badge system. That idea could have come along without the analysis; in fact it is not made explicit that it did.

 

How do we know the merit badge is an effective solution? The researchers interview two long term participants to get a sense of their impressions of the new system: They find it interesting and potentially effective. However these participants are already acknowledged as strong participants in the system. Their participation, performance or learning has not changed.

 

Finally, it must not be left unsaid: the implementation of merit badge system into the originally constructionist environment of MOOSE Crossing introduces a subtle competition into the environment, competition which is in some ways anathema to the model. The researchers attempt to address this, but their efforts are weak. If iterative design processes are in fact valuable in adjusting pedagogic theory it seems in this case they have a rather radical effect.

Conclusion

The apparent mix in this paper of analysis and a work in progress is jarring. Both the merit badge system and the hypothesis that iterative design impacts pedagogy are left in an untested state. Further research should be done to test the effectiveness of the merit badge system as a learning aid; not solely as a performance aid. To establish learning is present there must be a change in understanding. Such a chance might be measurable through a change in performance.

 

The current results can be used as a baseline for comparison in future analysis. After a window of several months has passed, another sample of students can be selected and the same portfolio scoring done. It may be wise to quantify previous experience in some fashion. In the analysis the number of merit badges a participant has achieved can be tested (with another Mann-Whitney test) to determine if that value influences programming performance. Do the participants with more merit badges have stronger portfolios? In addition any difference in the mean and median performance and participation values between the two studies, before and after the introduction of merit badges, will reveal if the badges have had any impact.

 

Only after making this comparison can we know if learning has been encouraged on the system and if the educational changes inspired by the study were chosen wisely.

References

Bruckman, Amy. (2002). Co-evolution of technological design and pedagogy in an online learning community. Retrieved November 22, 2002 from http://www.cc.gatech.edu/~asb/papers/bruckman-co-evolution.pdf.

 

Lowry, Richard. (2002). The Mann-Whitney Test. In Concepts and applications for inferential statistics. Retrieved December 1, 2002 from http://faculty.vassar.edu/lowry/ch11a.html.