Abstract
What is the potential for educational research to benefit computer science?
What is the potential for computer science to benefit education? In doing
research on educational technology, should we begin with educational theory
and leverage technologies as needed, OR begin with new technology and explore
its potential to make fundamentally new types of learning experiences
possible? In this talk, I will contrast results from two research projects
conducted in the Electronic Learning Communities research group in the College
of Computing at Georgia Tech that take these two different approaches. In
Palaver Tree Online, middle school students interview older African Americans
to learn about what it was like to grow up in the civil rights era. In
designing the system, we began by trying to understand the practical
constraints of the classroom and chose minimalist technological interventions
aimed at solving particular practical and pedagogical problems. Internet
technology plays a key role in making this complex learning environment work
in realistic school settings. In AquaMOOSE 3D, you are a fish and you specify
your motion in three dimensions via parametric equations. The different uses
of Cartesian, spherical, and cylindrical coordinate systems are emphasized. In
this project, we began with a new technology, 3D graphics, and started our
design process by exploring its affordances to support new kinds of math
learning. Creations in this environment can be quite beautiful, and our newest
version emphasizes leveraging connections between math and art, having
students share their creations with one another online. However, the picture
is complex: systems of this nature don't necessarily fit easily within
standard curricula. But note that existing curricula were strongly shaped by
technologies available at the time of their development. This brings us to a
higher-level question: what do we really want our future citizens to know and
why? I'll conclude by arguing that these two approaches to research are both
important, but have different methods and goals which need to be better
understood.
Biography
Amy Bruckman is an Assistant Professor in the College of Computing at the
Georgia Institute of Technology. She and her students in the Electronic
Learning Communities (ELC) research group do research on online communities
and education. Current projects include MOOSE Crossing (a text-based virtual
world for kids), AquaMOOSE 3D (a graphical world designed to help teenagers
learn about the behavior of mathematical functions, research supported by an
NSF CAREER award), and Palaver Tree Online (in which students learn about
history by interviewing elders who lived it). Amy received her PhD from the
MIT Media Lab's Epistemology and Learning group in 1997, her MSVS from the
Media Lab's Interactive Cinema Group in 1991, and her BA in physics from
Harvard University in 1987. In 1999, she was named one of the 100 top young
innovators in science and technology in the world (TR100) by Technology Review
magazine. In 2002, she was awarded the Jan Hawkins Award for Early Career
Contributions to Humanistic Research and Scholarship in Learning Technologies.
More information about her work is available at http://www.cc.gatech.edu/~asb/