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Cognitive Study Proposal
Kihyun RyooPaula Wellings
Peter WorthJuly 15, 2003
ED 333A
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Learning Environment
Macromedia Flash is a tool for developing highly visual, interactive content and
applications. Since its first version in 1997, Flash has evolved from a simple animation tool into
a powerful, complex, and highly-integrated multimedia design environment. The software
consists of a number of conceptual models which enable users to create a wide variety of
artifacts. As Flash has adapted to meet the needs of interactive designers, programmers, and
animators, one side-effect of this evolution has been the accumulation of redundant or even
conflicting models for artifact creation. This complexity poses significant challenges to novice
users, not only because of the large collection of functions and procedures, but also because
users can create the same effect by using different methods.
Recognizing the power and utility of Flash despite these difficulties, many teachers in the
Sunshine Coast School District would like to learn to use the program. Many would like to
become expert facilitators with the ability to teach their students to use Flash. Others would like
to create multimedia artifacts for the classroom. Some would simply like a functional
understanding of how Flash works. The teachers come from a variety of backgrounds and levels
of technical literacy, but share a strong desire to become proficient in Flash. She commissioned
the Teach Flash study as a way to find an effective way for teachers to learn Flash.
After doing some preliminary research on available Flash training programs, the
Assistant Superintendent for Technology at Sunshine Coast, Julie Bunda, found that a number of
tutorials already exist. She noticed that some involve having the user deconstruct and/or recreate
a completed Flash artifact and others give an explanation of the available tools and how they are
used. Through experience and knowledge of studies in the area of learning software, she knew
that people find different instructional methods useful.
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The number of ways in which people become proficient in software programs indicates
that the “Teach Flash” study of how best to instruct people in the use of Flash will be broad-
based. Studying just online tutorials or university classes would place unnecessary and
misleading constraints on the study. The learning environment in this case is not in any one
location, but in the program Flash itself, and in the interaction between learner and program. It is
in the construction of knowledge and the building and connecting of schema that we will find
learning, and this will be reflected in our methods. Thus, we need not study a particular Flash
class, but rather seek out expert models of Flash understanding. Obviously, issues of practicality
require that we limit our study somewhat. To that end, the subjects of our study will be advanced
or expert Flash users, and those teachers with a novice practice of Flash use.
Learning Problem
Existing Flash tutorials usually fall into two categories: one is to provide learners some
completed Flash artifacts and have learners deconstruct/reconstruct them; another one is
systematic introduction of Flash functions and design techniques. However, these tutorials are
designed based on certain expert mental models, which are not necessarily suitable for each
novice learner. Each expert mental model is related to the expert user’s background, including
previous experience with similar design/develop software in particular, and previous experience
with the world in general. Therefore, it is difficult for novice learners to learn Flash effectively.
To be more specific, novice learners can not easily construct their own mental model of Flash
tutorials and training programs.
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Learning Goal
Learning is a process in which learners construct new ideas or concepts by combining
their current/prior knowledge and experiences with new concepts and structures through active
engagement in problem-based environments. From this cognitive perspective, we identify Flash
experts as those who “have obtained a level of knowledge and experience that enables them to
have meaningfully organized cognitive activity, principled and relevant representation of
problems, an efficient and informed strategy, ongoing and flexible self-monitoring, and
principled and coherent explanations of their work.”(Bransford et al., 2000) This more evolved
or integrated conceptual understanding is what, in this study, distinguishes an expert from a
novice.
Therefore, novice users of Flash face a number of challenges. The complexity of Flash
requires the formation of a new cognitive hierarchy to support the effective learning and use of
the tool by all levels of learners. It is thus difficult for the novice learner to easily access an
expert mental model within which to achieve their desired functions.
In order to solve this problem, it is important to understand how experts think about the
interface and to learn their mental models in order to facilitate Flash. Our learning goal is to
allow novice Flash learners to access particular expert mental models, which best correspond to
their knowledge and background, and construct their own mental model with efficiency and
effectiveness.
Design Principles
The Teach Flash study will examine the Flash learning process from a cognitive
perspective. Because the focus is on how individuals, regardless of situative or physical
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environmental factors, construct their understanding of Flash, the study is grounded in three
principles of cognitive learning as outlined by Greeno, Collins, and Resnick (Greeno, et al.,
1996). Following principles reflect our assumption that we will be able to design an effective
means of teaching Flash to new users by understanding the conceptual models of expert users.
Cognitive design principle 1 (c1) asserts that learning occurs in an environment that
encourages people to construct an understanding through interesting problem-solving tasks. The
Flash environment provides continuous problem-solving and reasoning tasks for the novice, or
indeed the expert. Their ability to successfully use the program is contingent on their developing
a strategic knowledge of how and when to use the extensive array of tools and features to create
a desired effect, and the difficulty of gaining such strategic knowledge is a fundamental
component of the learning problem.
This principle of one’s understanding being constructed through interaction with an
environment will guide this study in that it will focus on how expert and novice Flash users
develop, use, and perceive their own strategic knowledge, and how newcomers to Flash have
developed problem-solving strategies for other working with other programs. The goal of this
facet of the study is to make explicit to new users the tacit procedural knowledge used by
experts, as discussed by Gott in her study of the LISP tutorial (Gott, 1989). This is complicated
by the fact that, with Flash’s evolution from a number of conceptual models, the sheer variety of
ways of achieving the same task means that there will be several sets of procedural knowledge.
While this may create some confusion, it also accommodates a greater variety of learning styles
and learner backgrounds.
Cognitive principle 2 (c2) addresses just this issue. Learners proceed through “sequences
of cognitive development” (Greeno, et al., 1996), in which new learning is acquired in the
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context of what is already known. Thus, understanding and activating the learner’s prior
knowledge and frame of reference is essential in helping them to build connections to new
information and skills.
In the Teach Flash learning problem, this is a crucial issue. The teachers who will be
learning Flash have varied backgrounds and experiences in interacting with computer software.
Developing an effective instructional method will require a clear understanding of how those
backgrounds and experiences are linked to the creation of conceptual models of how Flash
works. The study phase will examine how proficient Flash users have created such models based
on their use, and how those models have changed over time. The tool and manipulation
paradigms within the Flash interface have been designed to relate to people’s previous
experience with other similar development environments, including previous version of Flash.
How these conceptual models can be utilized for different learners will be an area addressed in
this study.
Cognitive principle 3 (c3) addresses the practical use of Flash by the teachers. C3
emphasizes that learning can be demonstrated and applied when learners are able to generalize
information within a broader context. This principle works on two levels in this study. Within the
realm of acquiring proficiency in the use of Flash, it will be important to understand how users
see their individual actions and commands in the context of the wider Flash environment. While
this is related to c2 in that it requires examination of Flash users’ conceptual models of the
program, it is distinct in that the focus here is on the how the device model makes explicit the
user’s understanding of the overall concept of Flash, while c2 focused on how concept models of
other familiar programs could be utilized as prior knowledge in the teaching of a new program.
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The other level on which the generalization principle will be a factor deals with how the
mastery of Flash, once attained, will be utilized. Our proposed solution will include the
assumption that, with limited resources of budget and time, teachers and the school districts
sponsoring their training will want to know how what they are learning will be implemented in
the classroom. The efficacy of the training will necessitate the explicit generalization not only of
how the individual functions relate to the overall program of Flash, but how those functions will
be useful to the students whom the teachers will ultimately be teaching.
Proposed Study
The “TeachFlash” study is based on the cognitive design principles explained above,
particularly that people create mental models representing their understanding, and that
understanding and making these conceptual frameworks explicit, and structuring instruction on
these frameworks represents an effective means of teaching new skills and concepts. To that end,
the study consists of six steps designed to identify experts and understand how their conceptual
frameworks of Flash differ from those of novice users. The first step uses a focused
questionnaire aimed at assembling an appropriate Flash-user group. Steps two and three involve
observing the Flash users creating artifacts and reflecting on their process. In step four we
analyze the data from steps two and three. Step five involves the expert reconstruction of a
novice’s artifact, while the final step is a comparison of the two construction models of the same
artifact.
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Step One: Initial Questionnaire
The goal of the initial questionnaire is to identify potential study participants in the
Sunshine Coast School District. The questionnaire will be distributed through staff development
seminars as well as being available in professional development resource centers, both in schools
and at the district office. In addition to asking the questions that follow, the questionnaire will be
explicit with regards to opportunities and compensations associated with participating in our
study.
Initial Questionnaire
General Software QuestionsDo you currently use a computer? If yes, what sort of things do you do with your computer?If applicable:Do you use a computer to create things for your classroom?Do students use computers in your classroom?What software programs are you most comfortable using?What software programs have you used in your teaching?
Flash-Related QuestionsHave you heard of a software program called Flash, made by Macromedia?Have you used Macromedia Flash in your personal experience? If yes, what sort of things have you used the software for?Have you created anything for your class using Macromedia Flash? If yes, what sort of things have you created?Have you taught any classes where your students have used Macromedia Flash? If yes, what sort of activities did you engage in with your class?If you haven’t used Flash before, would you be interested in learning to use program?
Experience in Domains Related to FlashDo you have any experience in computer programming?Do you have any experience in visual design?Do you have any experience in film, video, or animation?
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Based on the responses to this questionnaire, we are initially interested in following up
with teachers that have experience with Flash. We assume that this group will be relatively small
as Flash is a complex and expensive program and is not typically part of the business
productivity software installed on school computers. In addition, while a number of interesting
studies in the UK1 have suggested that Flash might be the new and improved LOGO, there has
not been a significant effort in the US to position Flash as a constructivist learning environment.
Our hope with this initial sorting questionnaire is to identify twelve study participants who have
experience in using Flash personally and with their students, as this population will likely have
the knowledge and problem solving skill in Flash that we are hoping to target, explore, and
leverage in future design solutions.
Step Two: Observation of Artifact Creation Process
In this step of our study, we are interested in observing how study participants with an
existing knowledge of Flash create artifacts. We are also interested in understanding how
participants support their use of the software with existing resources such as manuals, online
tutorials, and discussion boards. To support these objectives, we will be observing the artifact
creation process within the environment in which the participants usually create artifacts—be
that the home, computer lab, or other location. The participants will be asked to create an artifact
in Flash that will be used in some common context, such as a classroom lesson, a personal
website, or preparation for a classroom activity where students will use Flash.
1 http://www.tygh.co.uk/flashtalk/index.html
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To capture this activity, we will set up a recording device that video captures the
participant while they are creating the artifact, as well as a recording device that captures on-
screen activities. A researcher will not be present during the actual artifact creation. This choice
is based on the desire to enable the participant to create the artifact on a normal time schedule
and also to decrease the impact of the researcher on the participant’s typical creation and
troubleshooting strategies. However, the recording software will document any recording
irregularities to ensure data accuracy.
Step Three: Reflections on Observation Videos
In this step, a researcher will review the video of the artifact creation process with the
participant in a session that is also video recorded. The researcher and the participant can see
both a video image of the participant working on their artifact and a synchronized view of the
computer monitor, and can hear any associated audio. Depending on the length of the recording,
the researcher may identify specific areas. The selection of these areas is based on identifying
moments where the participant appears to be engaging in activities that reveal elements of their
structuring of knowledge. The participants will be asked to describe what they were thinking
during the process of creating the artifact and to describe their process when they encountered
any challenges.
The observation video from Step Two acts as a prompt to the participant and facilitates
their reflection on their own cognitive processes. Of particular importance to the researchers will
be observing the participant’s methods of explanation and any accompanying gestures, which
may signify the manipulation of mental models or other representative schema. Additionally,
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researchers will probe the participants to learn more about how they acquired their current level
of knowledge and ability.
Step Four: Categorization of Participant Activities Observed in Steps Two & Three
In this step, researchers will utilize a model premised on Baxter and Glaser’s model of
Cognitive Activity and Structure Knowledge to categorize the artifact creation practices of the
participants. While working from this general framework, specific categories of activities and
cognitive strategies will be articulated that relate to the activities encountered in the use of Flash.
TABLE 6.1 Cognitive Activity and Structure of Knowledge
Structure of Knowledge
Identified Novices Identified Experts
Organized Cognitive Activity
Fragmented Meaningful
Problem Representation
Surface features and shallow understanding
Underlying principles and relevant concepts
Strategy Use Undirected trial-and-error problem solving
Efficient, informative, and goal oriented
Self-Monitoring Minimal and sporadic Ongoing and flexible
Explanation Single statement of fact of description of superficial factors
Principled and coherent
From How People Learn: Brain, Mind, Experience, and School (Expanded Edition) by John Bransford (Editor), Ann L. Brown (Editor), Rodney R. Cocking (Editor), 2000, National Research Council, Washington, D.C.
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Based on this analysis, we hope to identify participants with activity and knowledge
structures that are representative of people in both columns of Glaser and Baxter’s table.
Although Flash users that we might locate on the “Identified Novice” of the above chart are able
to create an effective Flash artifact, their methods indicate not an intentional path, but an almost
accidental trial and error or “stumbling into the creation of a completed artifact. In contrast, the
teachers in the “Identified Expert” column of the above chart will have created Flash artifacts
using a clear, goal-oriented strategy. Those strategies may vary among the individual users, but
the fact that they have a coherent conceptual structure for a variety of activities teachers might
perform with Flash, and are able to implement that structure in the creation of an artifact, is of
interest to us here.”
Step Five: The Expert Reconstructs a Novice’s Artifact
In this step, we present an identified expert with a final product created by an identified
novice. Without access to any source files or materials, the expert is asked to construct a Flash
file that has a similar functionality and visual quality to that created by the novice. Similar to
steps Two and Three above, the expert is observed creating the artifact and then reflecting on the
creation process with the researcher. It is hoped that through this process we will see differences
in how the experts organize and create these Flash artifacts, and how they reflect on the process
of doing so.
Step Six: Comparison of expert and novice practices in creating artifacts with Flash
As a final step in this study, we will compare the data gathered from the novices and experts
to a gain a better understanding of how cognitive activities and structures of knowledge impact
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the practice of creating artifacts with Flash. Comparisons that we think are valuable to make
include:
Comparison of Flash working documents
Flash is organized around the principle of having a working file that is then exported to a
final file upon completion of the artifact. As Flash enables artifacts to be created in a number
ways, the working file becomes an embodiment of how a participant understands Flash’s
functions and capabilities. Comparing these working files will enable us to better understand
the differences and similarities in participants’ conceptual understandings of the software.
Comparison of artifact creation methods and reflections
The way in which a participant creates an artifact and then reflects on their activities
enables us to understand how the participant structures their understanding of Flash. In
addition, we have the opportunity to gain an understanding of what types of knowledge in
building a Flash artifact are tacit to the participant and which are explicit. By comparing the
methods and reflection of the novice and expert participants we can further understand how
Flash is conceptually organized by both groups.
Based on these comparisons, we expect to find that the experts construct their Flash files in a
manner that is representative of their coherent cognitive understanding of the application, and
that novices are working through a process of learning and discovery while attempting to create
artifacts. Findings from these comparisons will enable us to present improved models for the
learning of Flash.
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Next Steps:
Once we have determined the qualities and characteristics of both our identified novice
and expert users of Flash, we will be able to explore the impact that previous knowledge may
have on participants’ current levels of competence. Mapping our findings back to the original
questionnaire, it may be possible to find correlations between their use of other software and the
successful use of Flash. As Flash is most apt to relate to the previous experiences of designers,
programmers, and animators, (as opposed to teachers), it is also useful to consider the role that
previous experiences in these domains might play in how teachers use Flash.
Proposed Solution
To solve the learning problem mentioned earlier, we propose a prospective solution which
allows novice learners to construct their mental model based on their existing knowledge and
experience. This solution also would assist novice learners in accessing expert mental models,
which have a more complete and clear picture of the Flash functions and procedures. Our
proposed solution includes following steps:
1. Analyze expert mental models and organize them into different categories according to
the expert’s background.
2. Design and develop a universal and flexible training program of tutorials based on
different expert mental models.
3. Design a diagnostic tool for Flash learners which will identify the current knowledge and
previous experience with similar software, and recommend a useful sequence of tutorials.
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4. Match the novice learner’s background to certain expert’s background, select the most
feasible learning program for the learner and assist him/her to construct a similar mental
model according to the expert mental model.
References
Bransford, John. (2000) How People Learn:Brain, Mind, Experience, and School (Expanded
Edition), 145. National Research Council, Washington, D.C.
Greeno, J. G., Collins, A. M., & Resnick, L.B. (1996) Cognition and Learning. Handbook of
Educational Psychology, 15-46. Macmillan Library Reference USA.
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