TICLE: Tangible Interfaces for Collaborative Learning Environments
A computer human interactive environment that will aid children with
their mathematical and problem solving skills was created at the Goudreau
Museum in New Hyde Park, Long Island. TICLE or Tangible Interfaces for
Collaborative Learning Environments was implemented. Children used this
system to help them to try to solve tangram puzzles. Tangrams are Chinese
puzzles, consisting of many small shapes making up a big shape. In this
case, the main tangram that we will be dealing with is a square made
up of seven pieces. The computer monitored their progress in solving
the puzzle and supplied hints when needed.
Two tests were conducted in the Goudreau Museum in Long Island. These
tests were designed to measure the efficiency of the children interacting
with computers. Hints to solve a tangram puzzle were created using a
program called director. Specific hints included:
- Flipping of pieces -
Purpose: to show the flexibility of a three dimensional puzzle
Implementation: A puzzle was shown missing one piece. The last piece
was turned and flipped until it fit into the hole.
- Four triangles make a square-
Purpose: to show mathematically triangles coming together to make
a square
Implementation: one triangle came from each side of the screen until
the
four corners meet in the middle to form a square.
- Stacking-
Purpose: to show if you have 2 triangles on top of each other, if
you take one off and put it together with the other triangle you can
form a square
Implementation: Two triangles were placed on top of each other and
then one triangle was removed and replaced side by side. The resulting
shape was a square.
- One triangle is a quarter of a square, two triangles is half.
Purpose: to teach fractions and shape relations to help solve the
tangram
Implementation: One triangle appeared on the screen, voice input and
words appeared saying that one triangle is † of a square. Another
triangle joined in forming › a square. The message now read: Two triangles
make up › a square.
A lot of time and thought went into each hint. Different colors were used
to make each hint more clear and effective. The hardest part of dealing
with Director is that it didn't allow you the luxury of flipping the pieces
in any direction that you wished. Knowing the angles and degrees were
necessary to move the pieces in different directions. This helped us develop
a deeper appreciation and understanding of mathematical skills. Voice
input was then added to further aid the process. These hints were then
installed on the computer in the museum.
The seven pieces that make up the square tangram consist of different
sized triangles, squares and parallelograms. The piece that confused most
of the children was the parallelogram. Most of them had never seen this
shape before, making it harder for them to use it in solving the puzzle.
The children were divided into two categories. Half of the children used
the computer to help them solve the puzzle, while the other half tried
to solve the puzzle on a flat surface, without any hints. Then all the
children were interviewed to tell us their experience in solving the puzzle.
Several aspects under observation were collaborative learning, transference
of skills, social interaction, development of mathematical spatial skills
and most importantly, computer human interaction. Our main goal was to
see if the hints that were provided helped the children in solving the
puzzle.
Another factor involved in this testing was the use of collaborative
learning. Every child was paired with someone. Then in the interviews,
the children shared their feelings about working with other people.
Most children agreed that working with
someone else was more beneficial than working alone. However, most also
agreed that it was best to work with someone that they were friends with.
Working with strangers would not be useful or fun.
The subjects of the first test were a group of seven year old boy scouts.
These boys were extremely rowdy and noisy. They were divided into two
groups. One group tried to solve the puzzle using the computer to help
them when needed. The other group tried to solve the puzzle on a flat
surface without any hints. Besides providing hints the computer made the
puzzle more exciting to solve. Everyone wanted to use the computer because
it was fun and different. The results that we observed was that the children
using the computer were much more successful at solving the tangram puzzle.
It was also observed that some children worked well together while others
did not.
All the children were then asked to solve a tangram in the shape of a
house. This was to be done on a flat surface with the outline of the house
in front of them. They had no hints to help them. The results were that
most of the children were able to solve the puzzle. So, one would think
that the transference of skills was very successful. However, there was
no distinction between the groups that used the computer and the groups
that didn't. Therefore, the question remains; were they able to solve
the puzzle because of:
- transference of skills
- the puzzle was easier
- because they worked alone, and they were able to do the puzzle without anyone distracting
them.
Another factor that has to be considered is the fact that the house
tangram had an outline of the picture, while the square tangram did not.
This probably aided in the solving of the puzzle because it let the children
know the dimensions of the shape. They knew that they couldn't "color
outside of the lines."
The subjects of the second test were a group of girls. The same testing
method that was used for the boys was used for the girls. However, it
was a little more organized on our part. We installed mikes and tape recorders
to be able to hear the conversations of the girls more efficiently. In
addition, the hints on the computer were made more context sensitive and
a touch screen was implemented.
In comparing the two groups, we observed a difference between the girls
and the boys. The boys were more dominating. They all wanted to do what
they wanted, when they wanted. On the other hand, the girls allowed each
girl her fair chance. However, almost all the children, in both groups
agreed that working with someone was very beneficial.
Therefore, collaborative learning plays a huge role in problem solving.
Following the problem solving, each child was individually interviewed
and recorded on tape. The children were asked a series of questions
to help us determine if the computerized hints were beneficial in helping
them solve the puzzle. We were especially interested if the computer
aided or distracted them. In addition, the children were asked if they
could think of anything else that would help aid the system. Most children
agreed that the computer was more beneficial than just physically placing
the pieces together.
The results of whether they solved the tangram or not, and how the children
interacted with each other was all put on video camera for later observation.
After the testing, the tapes were reviewed and analyzed. Each conversation
or comment was carefully categorized into different groups such as listening,
cognitive thinking, and planning per half-minute. We also saw the exact
time that it took the groups to solve the puzzle.
We feel that the hints on the computer aided the children in solving the
puzzle. It kept their attention going and motivated them to keep trying.
We also installed a voice that said "Good Job." This also gave
them confidence that they were doing the puzzle correctly, and that they
should continue and not give up. Collaborative learning still remains
a big question. Every individual reacts differently to the same situation.
If you ask the same question to ten people, you will probably get ten
different answers. So, depending on the individual, collaborative learning
may be beneficial or detrimental. The collaborative learning factor was
taken into consideration beforehand, therefore, we tried to create the
most efficient environment possible. However, it was concluded that the
benefits of collaborative learning is a continuous argument amongst psychologists,
sociologists, and now us.
In conclusion, we believe that the hints on the computer aided in the
ability of the children to solve the puzzle. The children found the
computer exciting and therefore it kept their attention while motivating
them to keep trying. Hopefully, this is the start to many more mathematical
problems being solved with the aid of the computer.