Student Strategies for Learning Programming from a Computational Environment Margaret M. Recker and Peter Pirolli Graduate School of Education University of California Berkeley, CA 94720, U.S.A. E-mail:
[email protected] Abstract
This paper discusses the design and evaluation of a hypertext-based environment that presents instructional material on programming in Lisp. The design of the environment was motivated by results from studies investigating students' strategies for knowledge acquisition. The eectiveness of the design was evaluated by conducting a study that investigated how subjects used and learned from the instructional environment compared to subjects using more standard, structured, linear instruction. The results showed an ability by environment interaction: the higher ability subjects using the hypertext environment improved and made signi cantly less errors when programming new concepts while the lower ability subjects did not improve and made more errors. Meanwhile, subjects using the control environment did not show this abilitybased dierence. These results have implications for the design of intelligent tutoring systems. They aect decisions involving the amount of learner control that is provided to students and the way student models are constructed.
1 Introduction A long standing debate in education that has implications for the design of intelligent tutoring systems (ITSs) is the amount of learner control provided to the student. Proponents of learning by exploration have argued that activities involving discovery or the personal construction of understanding are more eective than a didactic pedagogy. Underlying this argument is the assumption that students possess the appropriate motivation, strategies, and self-regulatory skills to eectively control their own learning. These assumptions form guiding principles in the design of exploratory learning environments and microworlds [6]. In 1992 Proceedings of the International Conference on Intelligent Tutoring Systems, pp 382394. Berlin: Springer Verlag
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However, there are reasons to question some of these assumptions. First, studies have found signi cant individual dierences in the kinds of strategies that students use to explain instructional text and examples to themselves. Furthermore, these dierences in self-explanations seem to aect subsequent problem solving performance [2, 9]. These results suggest that students are not equally able to eectively study instruction and may dier in their metacognitive abilities. Second, several researchers have reported aptitude-treatment interactions in studies of dierent learning environments. For example, a review of many studies of CAI systems showed that a high degree of learner control proved to be more advantageous to higher ability students while more structured environments seemed to best bene t lower ability students [15]. Others have suggested that while high ability subjects seemed to adapt to more complex, unstructured instructional environments, lower ability subjects may best bene t with highly structured and guided curricula [12, 14]. These results have implications for those designing ITSs. They aect design decisions involving the amount of learner control that is provided to students and the way student models are constructed. In this paper, we report results from a study where students learned to program in Lisp. The study involved ve lessons on programming, including recursion. Each lesson had two phases: (1) studying instructional material (knowledge acquisition), followed by (2) programming using the CMU Lisp Tutor (problem solving). For the target lesson, the lesson on recursion, two sets of computer-based instruction were developed. Subjects were randomly assigned to one of the two environments to learn about the concepts of recursion prior to programming recursion with the CMU Lisp Tutor [1]. The design of the rst environment, the Explanation Environment, was motivated by studies investigating how students explain instructional materials to themselves [9]. The second set of instruction served primarily as a control condition to the Explanation Environment. While also computer-based, its structure and content mirrored more standard, linear instruction. In light of the research discussed above, we expected to nd dierences in how subjects learned from the Explanation Environment and these dierences, in large part, would be re ective of their ability. In addition, we expected to nd interactions between subjects' abilities and the instructional environment they learned from. That is, we expected that higher ability students would be better able to manage the complexity of the hypertext-based Explanation Environment, whereas lower ability subjects would be more successful in the more structured control environment. Overview of the paper. The next section brie y describes the learning environments used in the study. In the following section, the method used in the empirical study is described. We then report learning outcomes for the subjects in the two instructional conditions. These are examined in terms of subjects' verbal protocols and their interactions with the environments. We conclude with an examination of the learning strategies exhibited by subjects using the Explanation Environment.
2 Learning Environments As previously mentioned, the study involved three learning environments. The rst is the CMU Lisp Tutor, which has been described elsewhere [1]. The other two environments contained instructional materials on programming recursion in Lisp, and subjects used these to learn about the concepts of recursion prior to programming.
2.1 The Explanation Environment
The rst instructional environment was called the Explanation Environment (EE). The environment contained instruction and examples explaining the topic of recursion. The environment was implemented within a hypertext environment to provide students the ability to make explicit links between text and examples, to allow a hierarchical structure in the presentation of the instructional material that is not available in linear media, and to provide students with the option of viewing as much instructional material as they felt was necessary. The Explanation Environment was designed with the following ve features: (1) a hierarchical structure in the presentation of instructional text, (2) the presence of explanatory elaborations embedded within examples, (3) the presentation of programming abstractions, (4) the ability to highlight new or unknown terms in the text, and (5) an on-line ability to save self generated explanations. Each of these features is reviewed in more detail below. Hierarchical Structure. Each instructional topic was viewed as a node in a hierarchical tree. As mentioned above, this was realized by implementing the system within a hypertext environment. In this tree, top-level nodes contained the most important information. As one descended the tree (via button selections), the instruction became progressively detailed and speci c. The top-level screens in the instruction presented instruction on the structure of recursive functions, their evaluation, the design of function, and heuristics for deriving the recursive relation. Explanatory Elaborations. The topic of recursion was exempli ed through a set of example Lisp functions. These examples were annotated with explanatory elaborations (accessed via mouse clicks) provided for subjects that may not have been able to generate them on their own. The elaborations explained how programming principles were implemented within a concrete model. Programming Abstractions. The Explanation Environment also contained a special instructional window that had the ability to display, at dierent levels of abstraction, the step-by-step design of a simple, tail-recursive program. This set of programming abstractions were essentially declarative isomorphs of the new abstract production rules contained in the Lisp Tutor's lesson on recursion (not including speci c code generation productions). They thus represented an abstract model of the necessary skill involved in programming recursion [7]. Through interactions with the \abstraction" box, subjects could move down through the abstraction hierarchy until it bottomed out in an actual Lisp function. Each level of abstraction was accompanied by a short textual description of the goals, conditions, and situations which apply to the particular abstraction. Metacognitive Support. The environment oered support for the kinds of metacognitive reasoning that were shown to be important in prior self-explanation
studies. Learners in this environment could highlight terms in the instruction that they did not understand. Highlighting new terms provided implicit monitoring of a learner's state of comprehension and marked potential explanation goals. These highlighted words were stored in a \New Words" window which was constantly displayed throughout the instruction. At any time, learners could select a word from the \New Words" window and type in their own de nitions. This feature was motivated by ndings that show the general superiority of self-generated elaborations over text-supplied elaborations [11]. Navigation. Substantial eort was made to address what is called the navigation problem. Many hypermedia environments suer from the fact that their structure (e.g. the links and nodes) is so complex that users quickly get lost within the system [5]. Keeping track of one's location can add signi cantly to the cognitive overload of a learner [4], which may, in turn, aect the user's learning performance [16]. Users were provided with two navigational methods. The rst, global navigation, provided learners with a navigational map at the lower right-hand corner of the screen. This map contained a series of vertically arranged buttons which represented the layout of the top-level nodes in the instructional system. Each button represented an instructional topic and users could access a topic by clicking on the appropriate button with the mouse. The map was also used to show the user his or her current location within the instruction and which topics had already been visited. The second navigational method, local navigation, was implemented by providing two buttons on each instructional screen that allowed the user to move to the next and previous top-level instructional topics, respectively. Figure 1 shows a sample interaction from the Explanation Environment. In this display, the learner has chosen to view instruction on the \Structure of Recursive Functions." The main point of the instruction is displayed in the box near the top of the screen. The learner then selected the \See Example" button which caused an example to be displayed in the lower portion of the screen. Additionally, the learner requested an explanatory elaboration for the second line of the example and it is displayed to the right of the Lisp code. Note the \New Words" window at the upper right of the screen. It currently contains one word, \Recursive." Also note the navigational map at the lower right of the screen.
2.2 The Control Environment
The second instructional environment served as a control condition in our experiment. Its structure mirrored more standard, linear instruction1 . The layout of the instruction in the CE was sequential with text and examples located on separate screens. As in the EE, subjects moved between pages of instruction by clicking on buttons. The environment did not include the monitoring and metacognitive components and did not contain explicit instruction on abstractions. While the informational content of the two environments was intended to be the same, their structure was quite dierent. 1 The Control Environment was also computer-based in order to factor out dierences due to speed and fatigue in users using a CRT.
Figure 1: An example screen from the Explanation Environment.
3 Method
Subjects. Sixteen college-aged subjects (nine women and seven men) participated
in the study. They were recruited through an advertisement placed in the University of California, Berkeley, student newspaper. To be accepted into the study, a subject must have completed at least one semester of calculus, and he or she must have no or minimal programming experience. For the last requirement, one semester of BASIC instruction was the maximum amount of programming experience permitted. The subjects were paid $5 per hour for participation in the study. Introductory Phase. In the introductory phase, subjects proceeded through four programming lessons. Each lesson had two parts: (1) reading new material from an instructional booklet (knowledge acquisition), followed by (2) a programming phase using the Tutor (problem solving). Subjects worked at their own pace through the materials. Subjects' programming performance in the last introductory lesson was used to determine an ability measure for each subject. Target Phase. In the target phase of the study, the topic of recursion was introduced. This lesson had the same structure as previous lessons except that, in this lesson, the instructional material was computer-based and subjects were randomly assigned to one of two environments (EE or the control). Prior to working with these environments, subjects proceeded through an introductory phase that introduced the instructional environments and the use of a mouse. In addition, subjects in the EE condition received training on navigating a hypertext system. In
the programming part of the lesson, subjects solved twelve recursive programming problems using the CMU Lisp Tutor. Data Sources. Subjects were requested to provide think-aloud protocols as they studied the instruction, and all activities were video-taped. In addition, the EE and control environments collected detailed logs of subjects' interactions in terms of the amount and kinds of mouse clicking activity and the number, order, and time spent on each instructional screen. The Tutor also collected detailed logs of subjects' solution traces.
4 Results We begin by reviewing learning outcomes for subjects in the two instructional conditions. We then turn to analyses of the verbal protocols that subjects generated while using the environments, and we analyze them in conjunction with their interactions with the environments.
4.1 Ability by Environment Interaction
We rst examined subjects' overall programmingperformance in terms of the number of errors they made while programming. In contrasting the performance of subjects using the EE versus those using the control, we did not nd any signi cant dierence in outcome. However, we were more interested in the impact that the two environments had on dierent ability groups. To address this issue, we divided subjects into two ability groups, based on a median split of subjects' errors on the programming lesson prior to recursion. Further, as the Lisp Tutor represents each programming opportunity in terms of a production rule, performance measures were collected at this level. Of particular interest was subjects' rst opportunity for coding a new concept, since these opportunities are greatly in uenced by the declarative knowledge extracted from instruction. Thus, on the very rst trial of each new production instance in the recursion lesson, the mean number of errors was recorded for each subject. Cast in this light, the results showed an interesting ability by environment interaction (ATI). When we examined subjects' performance in terms of the number of errors when programming a new concept, we found that the higher ability subjects using the Explanation Environment made signi cantly less errors when programming new concepts while the lower ability subjects made more errors on new concepts. Meanwhile, subjects using the control environment showed the opposite eect: the lower ability subjects made less errors while coding new concepts while the higher ability subjects made more. More speci cally, we conducted an ANOVA with Ability (High ability or Low ability, based on a median split of subjects' errors on the programming lesson prior to recursion) by Instructional Environment (EE or Control) as the independent factors. The dependent measure was the mean number of errors on subjects' rst opportunity for coding a new concept. The ANOVA had four subjects per cell (see Table 1).
Environment
EE Control Mean High Ability .23 .45 .37 Low Ability .75 .24 .49 Mean .52 .35 .43 Ability
Table 1: Mean errors on rst opportunity for programming a new concept. EE Control Ability Prior Recursion Prior Recursion Mean High Ability 2.30 2.74 2.37 3.12 2.65 Low Ability 3.80 5.87 4.27 3.62 4.39 Mean 3.04 4.30 3.32 3.40 3.52 Table 2: Mean number of errors in the lesson prior to recursion and the recursion lesson. Although there was neither a main eect of Ability, F(1, 12) = .638; p = .45, nor a main eect of Instructional Environment, F(1, 12) = 1.37; p = .27, there was a signi cant interaction of Ability by Instructional Environment, F(1, 12) = 4.96; p < .05. Note also that a linear contrast using the ANOVA showed that the dierence between Low and High ability subjects learning from the EE was signi cant. (t(12) = 2.48; p < .05). However, the dierence was not signi cant for subjects in the control condition. These results suggest that the EE had a signi cant impact on subjects' learning when measured in terms of their prior ability. However, the control environment showed less of an ability-dependent eect. A similar aptitude-treatment interaction was found when considering the relative improvement that subjects made between the lesson prior to recursion and the recursion lesson. A 3-factor repeated measures ANOVA was conducted where the factors were, as above, Ability (High Ability or Low Ability) by Instructional Environment (EE or Control). The repeated measures were subjects' average number of errors on the lesson prior to recursion (Prior) and the recursion lesson (Recursion). The only signi cant main eect was that of Ability F(1, 12) = 11.36; p < .01. More interestingly, there was a signi cant 3-way interaction of Ability by Instructional Environment by repeated measure, F(1, 12) = 5.16; p < .05 (see Table 2). These results suggest that the Explanation Environment was bene cial to those subjects that were already performing well in the early lessons. It seems that these subjects were able to take advantage of the structure of the environment and to be self-driven in extracting the important points of the instruction. As a result, they improved more, and made fewer errors when programming new concepts. On the other hand, the lower performing subjects did not seem to be able to take advantage of the environment and, in fact, may have been overwhelmed by the amount of learner control provided. In the following sections, we describe a scheme for coding verbal protocols and report results from analyses of subjects' protocols and their interactions with the environments in an attempt to explain and understand the observed aptitude-treatment
Text
Example
Good Poor (p-value) Good Poor (p-value) Domain 3.37 1.12 (.05) 13.12 9.25 (.17) Monitor 9.12 3.60 (.09) 14.25 12.50 (.34) Strategy 0.87 0.25 (.11) 1.12 0.75 (.35) Navigation 1.50 3.50 (.06) .62 1.37 (.05) Activity (total) 4.87 2.37 (.19) Reread 10.10 3.80 (.15) 6.12 2.80 (.17) Ties (total) 2.00 0.75 (.08) Recursion Related (%) 0.89 0.73 (.09) Total 27.12 12.50 (.09) 38.75 28.87 (.18) Elaboration Type
Table 3: Mean number of elaborations per performance category (Good and Poor) in the top-level coding category. interactions.
4.2 Verbal protocol coding scheme
The verbal protocols of the sixteen subjects were transcribed and segmented into pause-bounded utterances. An utterance was treated as an elaboration of the instruction if it was not a rst reading of the text. These elaborations were then classi ed into a hierarchical typology of elaborations. This classi cation was designed to capture the important categories of self-explanation. The particular coding scheme used in the present study was based on one used in a previous study of selfexplanation [10]. However, certain additions were required to account for subjects' utterances that concerned learning from a computational interface. In brief, we identi ed seven top-level coding categories. Subjects could make elaborations about: (1) the domain of Lisp and recursion, (2) the activity of studying instruction, (3) the act of monitoring one's understanding, (4) the act of rereading a piece of instruction, (5) an explicit learning strategy, (6) navigation through the instruction, and (7) other (the residual category). These categories were further subdivided to capture important ner-grain distinctions. For example, we noted if a domain elaboration pertained to the topic of recursion (recursion related) and if it made a connection to previously read instruction (tie).
4.3 Summary of Elaboration types
We begin with a comparison of the number of elaboration types with results from previous studies of self-explanation [2, 9]. In order to replicate previous studies of self-explanation, subjects were divided into two performance groups, Good and Poor, based on a post-hoc median split of the mean number of errors they made while programming recursion. The split was made independent of instructional condition. Table 3 shows the mean number of elaborations made by Good and Poor subjects for the various protocol categories. The categories were divided depending on
whether subjects were processing textual information or examples. As can be seen, Good subjects made more elaborations in most categories. The dierences were signi cant for the domain, monitor, ties, and recursion related categories. This suggests that Good subjects, regardless of instructional condition, focused on the domain of recursion, attempted to connect and integrate parts of the instruction, and exhibited eective metacognition. In general, these dierences replicate previous ndings on the dierence between the self-explanations of Good and Poor subjects [2, 9]. However, the striking exception occurs in the navigation category. For example, a navigation statement is as follows: \I guess I'll click on the example button." In this category, subjects who made more navigation elaborations also made more errors on the recursion lesson (F(1, 14) = 5.59, p = .03.). This dierence is also evident when examining the mean errors on the rst opportunity for coding a new production. Subjects who made more navigation related statements also made signi cantly more errors on their rst opportunity for coding a new concept (F(1, 14) = 10.78, p = .005). These large dierences in the navigation protocol category suggest that poor subjects were more prone to be driven by features of the interface during the studying phase. That is, their self-explanation processes and decisions were decided on the basis of buttons available on the screen. Good subjects, on the other hand, may have been more active and self-driven in suggesting their own learning goals. Similar results were reported in a study of student learning strategies when exploring a basic computer environment [18]. This study found that a class of students exhibit what was called cognitive dilettantism, in that these students moved around the environment at a rapid pace, without much re ection or systematicity. Likewise, the study found that such a strategy did not lead to productive learning.
4.4 Explanation Environment
In this section, we focus on how dierent subjects used the hypertext-based Explanation Environment, both in terms of their interactions and their verbal protocols. First, we note that most of the dierences based on a Good/Poor split previously reported still hold. Good subjects made more domain, monitor, and tie elaborations. This dierence is also true for the navigation category. Poor performance subjects made signi cantly more navigation elaborations (F(1, 6) = 9.15, p < .05), showing evidence that they were very system-driven while processing the instruction. However, in the case of the Explanation Environment, a system-driven strategy is not very eective for managing a complex, distributed instructional environment. Use of Explanation Environment. We found that subjects who exhibited better performance during the programming phase also were more active in their use of the environment. That is, their activity (measured in terms of the number of mouse clicks) was inversely correlated with the number of errors made while programming (t(6) = 1.65; p < .05). In addition, the better performing subjects tended to visit more hypertext screens, although the dierence was not signi cant (t(6) = 1.25; p = .12). The most productive time was spent on learning how to code functions and looking at example recursive functions. This was indicated by the better performing subjects who spent signi cantly more time viewing the \design" screens and the
screen containing the example code for a recursive function. In general, all subjects showed a preference for viewing examples. At points in the instruction where subjects could either choose to view an example or more textual information, they chose an example 77% of the time. In fact, the importance of examples within instruction is a robust nding in the literature [8, 13, 17]. The metacognitive features in the EE were generally ignored by subjects. It is possible that subjects viewed the feature as a great additional cognitive load. Finally, subjects preferred to browse the instruction in a serial fashion. The most frequently selected navigational method was the \Next" button, which accounted for 63% of all navigation. This results could be interpreted as a general preference by subjects for serial progression through instruction. If true, this preference could be interpreted as an argument against hypermedia or exploratory style instruction. A preference for serial progression for browsing through hypermedia and a general underuse of available navigational methods has been reported elsewhere. For example, [4] describe a system with eight navigation methods. In this system, the \Next Card" button was the most frequently used method.
5 Discussion
In this paper, we described an empirical evaluation of a hypertext-based learning environment, the Explanation Environment, which contained instruction on programming. The design of the environment was motivated by prior results that investigated students' strategies for knowledge acquisition. Note that in this study, the environment was used in a browsing mode and thus these results may not generalize to hypertext learning environments that are used by students in an authoring mode. The study involved analyzing verbal protocols of subjects as they explained to themselves instructional materials contained in the environment prior to programming. In addition, the environment collected a detailed log of subjects' trajectories through the system. Learning success was then measured in terms of subsequent programming performance. The study also involved contrasting subjects' learning to a control group of subjects assigned to a more standard, linear environment. When we contrasted the overall programming performance of subjects using to the Explanation Environment to those in the control, we did not nd any signi cant dierences in outcome. This lack of dierence in outcome has been reported in other studies which evaluated hypermedia as learning systems [4, 5]. However, we did nd an interesting ability by environment interaction. In our study, higher ability subjects (as measured by their performance on earlier programming lessons) using the hypertext-based Explanation Environment improved and made signi cantly less errors when programming new concepts while the lower ability subjects did not improve and made more errors on new concepts. Meanwhile, subjects in the control environment showed the opposite trend, though not signi cantly. In examining the verbal protocols of subjects using the Explanation Environment with respect to their interactions with the environment, we have identi ed at least two classes of learning styles. The more successful learners, those who also exhibited programming success, were much more active and strategy-driven in their use of
the environment. As evidenced by the kinds of verbal protocols generated, they focussed on the more important instructional concepts and they were more selfdriven in attempting to understand the instruction. In sum, they seemed better able to take advantage of the greater degree of learner control provided in the Explanation Environment. As a consequence, they improved more and made fewer errors. The less successful class of learners seemed very data-driven. Their actions appeared to be mostly driven by features and buttons present on the interface. Perhaps due to the added complexity of the environment and the resultant cognitive overload, the lower ability subjects were not able to take advantage of the non-standard environment, they were not able to construct coherent explanations of the new material, and consequently made many more errors while programming. The results show that even within the context of a simple computational interface, substantial individual dierences are evident. In addition, the results highlight the delicate balance between oering students the chance to direct and manage their own learning at the expense of overwhelming and confusing other students who may lack the appropriate background knowledge or learning strategies. For students who may be struggling with basic concepts or lack a great deal of metacognitive awareness, the drawbacks of a higher degree of learner control and exibility may outweigh the potential bene ts.
6 Future Work We are currently working on a computational model to simulate subjects' interactions with the Explanation Environment, implemented within the Soar architecture [3]. The general modelling strategy is to construct a set of productions for each subject that represents their background knowledge and their learning strategies. This set of productions for each subject is called the student pro le. These pro les can then be run in conjunction with systems that simulate the dierent instructional environments and resulting learning (chunking) can then be analyzed. Such a model may lead us to a better understanding of the subtle interactions between students' learning strategies, their varying background knowledge, and their use of diering styles of instruction. As such, it may contribute to the design of instructional environments sensitive to the individual learning strategies and styles of students.
Acknowledgements Portions of this research were funded by the National Science Foundation under contract IRI-9001233 to Peter Pirolli, and by a University of California Regents' Dissertation Fellowship to M. Recker. We would like to thank Steve Adams, Daniel Berger, Kate Bielaczyc, Patti Schank, and members of the University of California, Berkeley, CSM research group for useful comments on an earlier draft of this paper.
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