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INTRODUCTION
Background
Reality, has written that communication research is concerned with how humans
create techniques and technologies to turn each others thoughts' into each
from the sidelines after their introduction. It is important to consider not only how
Heath, Luff, & Moran, 1993; Gergen, 1986; Wertsch, 1991). Now, we have the
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computer interfaces which blend into the world of the user in a seamless manner.
"The invisible computer" is a phrase that was coined at MIT's Media Lab to
capture the essence of this transparent interaction between user and computer
One of the most promising developments along these lines is a new type
computer themselves. End users are people who use computers, but who are
corresponds to that action. When the resulting program is run, the computer
on the first day of kindergarten (Hoyles, Healy, & Pozzi, 1994). Schools are
However, in most classrooms the user-computer ratio is well below the one-to-
sharing a computer with one or more peers. In doing so they must work
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Purpose of the Study
communicate with each other when interacting with computers. This study
focuses on the interaction which takes place between two children who are
computer. In doing so, they will utilize a new type of software which allows the
Through content analysis, this research seeks a better understanding of the type
each other and the computer. Therefore, the following research question was
asked: R1) What types of talk occur during the collaborative learning of
computer software?
The grounded theory approach of this study also lends itself to the
Thus, a second research question asked: R2) What functional role does
computer use (Fisher, 1993; Mercer, Phillips, & Somekh, 1991; Roschelle &
are the essence of the collaboration. Monitoring this talk should be a good way
of computer software.
3
Review of the Literature
learning with the computer. These studies are referred to as the Spoken
The SLANT project, conducted for two years from 1990 through 1991, was
based at The Open University and the University of East Anglia in the United
Kingdom. All research took place within Great Britains school system, but may
The following literature review is divided into three sections. The first part
considers the SLANT project and its findings. The second focuses on a
The SLANT Project was begun as a part of an overall effort to improve the
quality of talk in England and Wales Classrooms (the National Oracy Project).
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The SLANT project was aimed to develop knowledge and understanding that
can contribute directly to policy and practice (Mercer, et al., 1991, p.199).
Several studies have been generated from this research. The goals of the
argumentative talk;
The SLANT project sought to investigate the possibilities for talk inherent
in computer mediated activity. Mercer, Phillips, and Somekh (1991) maintain that
encounters. Children and teachers are viewed by the SLANT project as actively
co-constructing knowledge.
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In the SLANT project, facts are seen as more than just objects in the
reflections of the world which are dependent upon a persons set of values.
Facts therefore become objects for discussion and judgment (Elliot, J., 1983,
judgement". Given this fact, one may believe that the cursor can be caused to
move only by moving the mouse. Or one may choose to believe that the cursor
is like any other on-screen artifact and is, ultimately, under the control of the
computer itself. The fact of an on-screen cursor movement does not clearly
support either belief. Negotiation of what is considered fact takes place during
justified, how partners are persuaded into or out of certain courses of action or in
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When looking at the physical conditions of collaborative computer
activities, one computer hardware specific variable was found important. In the
physical design of the hardware layout in most classrooms, students were forced
to sit side-by-side, giving control to the person who sat in front of the keyboard.
keyboard on their knees, in the hope that a pair of children would pass the
package the more highly structured its tasks and more pre-determined its range
of outcomes. The more open-ended the software, the more varied and wider
ranging the choices of interactions, and the greater possibility for exploratory talk.
It seems that in the case of open-ended software, such as word processing and
art programs, it is the children, not the computer, who take the initiating role in
the interaction. Close-ended software, on the other hand, like adventure games,
tend to position the child as respondent, reacting to action on the screen, rather
are commonly referred to as microworlds (Blaye, Light, & Rubtsov, 1992). This
type of software has been developed to invite exploration on the part of the
Summary: The SLANT project took the initial steps towards understanding
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The SLANT project was concerned with teacher and learner talk during
that occurs between collaborators as they not only explore computer software,
but also the talk that occurs while they are programming the computer. It is
expected that software creation should present the entire gamut of discussion
software interface is the current computer world one is inhabiting, the ability to
been defined as one which is, predominately, if not exclusively, formed in terms
of individual actions and/or individual thoughts (Jones & Mercer, 1993, p. 19).
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knowledge (Wadsworth, 1971). Piaget considered social interaction a source of
centered within a given childs social perspective. Piaget saw the social domain
words, conflict leads to resolution via the negotiation of new view of the world.
use in education requires that one theorize about and analyze teaching and
with children, and children talk with each other (Mercer, et al., 1991, p. 19).
which stress the orality of children. Children in classrooms are now being
encouraged to speak out more, justify their beliefs, evaluate information and form
and reform their opinions (Mercer, et al., 1991). The SLANT project discussed
human problems are commonly solved through collaborative effort (Jones &
Mercer, 1993, p. 20). Computer oriented collaboration may take place on many
levels. In the present study, the emphasis is on the collaboration between two
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co-acting users of the computer. In contrast, one may speak of a kind of meta-
knowledge. They come to know the software, and thus come to possess
supposition is the most appropriate for classroom learning, then another way of
development and learning which places communication and language at its core.
developed by Pavlov (Jones & Mercer, 1993). This was so much the case, that
Vygotskys work was banned by the Soviet state and did not significantly
resurface until the mid-1980s (Bruner, 1985; Newman, Griffin, & Cole, 1989;
Vygotsky explained that the origin of the higher mental functions (i.e.,
thought) were dependent upon two components (Rieber & Carton, 1987). First,
he proposed that the higher mental functions rely upon the mediation of
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behavior by signs and sign systems, the most important of which is speech
(Rieber & Carton, p. 20). Second, Vygotsky argued that the higher forms of
axes. First, he focused on the central role that language plays in cognitive
that a new cognitive instrument for making sense of the world becomes available.
Children are seen by Vygotsky to solve practical tasks with the help of their
speech, as well as their eyes and hands (Vygotsky, 1978, p.26). Second,
Vygotsky did not see the learner as the solitary being of the behaviorists or the
nature and a process by which children grow into the intellectual life of those
cognitive activity which reaches beyond those acts which a child can perform
with, or under the guidance of a teacher or more capable peer (Rieber &
Carton, 1987, p. 211). Vygotskys research indicated that the zone of proximal
and for the success of instruction than does the actual level of development
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(Rieber & Carton, 1987, p. 209). Vygotsky warns that, the teacher must orient
his [their] work not on yesterdays development in the child but on tomorrows
(Rieber & Carton, 1987, p. 211). The ZPD has growth, not conflict, as its central
et al., 1989).
could be said to have a certain obvious quality, yet its affirmation has profound
implications for both the role of the computer in the learning process and the role
interaction (Jones & Mercer, 1993). This communicative approach places less
emphasis on the relationship an individual learner has with the computer and
and a learner can communicate ( Jones & Mercer, 1993, p. 22.). In the present
study, the children themselves will help serve as each others teacher.
messages, messages which themselves play the role of sender and receiver of
Lab, has called computers the meta-medium (Brand, 1987). Computers are all
12
that the ZPD may be just another nice idea which might be very difficult to test in
the real world. However, one research team, although they never overtly say so,
has begun work on an experimental design which seems to capture the breadth
of the ZPD. Jeremy Roschelle and Stephanie D. Teasley (1985) call their
collaborative problem solving inquiry which prefaces the notion that a shared
They submit that social interactions in the context of problem solving activity
framework which includes the sharing of language, situation, and activity. For a
13
Additionally, a microanalytic methodology has been put forward by which
a joint problem space may be explored (Teasley & Roschelle, 1993). This
analysis to investigate the JPS.Their analysis attempts to show how students use
(Teasley & Roschelle, 1993, p. 236). Teasley and Roschelle (1993) discuss
several categories of discourse events which they have found useful in their
Repairs, and Narrations. Turn-Taking was found to be the most pervasive and
general category (Teasley & Roschelle, 1993, p. 236). They looked for dialog in
which turn transitions are smooth, and the sequence of talk follows a
cooperative pattern (p. 237). Smooth transitions were those which followed,
from each participants point of view, a predictable pattern. It was realized that
cooperative problem solving includes interludes during which the partners are not
fully engaged with each other. Teasley and Roschelle (1993) suggest that in a
14
condition to be evaluated such as, What happens if I do this? and the other
1993, p. 237).
Schegloff (1991) noted, repairs are a major means for the achievement and
(Teasley & Roschelle, 1993, p. 238). Such announcements afford the partner
collaborative talk, not the process of its production. In other words, how
collaborative talk is generated is not the concern here, but rather, here the
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Summary of Review of the Literature
is the central focus of this research. This dissertation study seeks to create a
"Zone of Proximal Development" in which students may learn from each other as
computer software (i.e., KidSim). The SLANT group's work on how knowledge is
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Chapter 2
METHODOLOGY
pairs1 of 5th grade students as they built simulated environments using the
The Subjects
The participants were six fifth grade public school students, collaborating
together in pairs. These students, pairs of best friends, were selected by their
teachers as good candidates for the study. The teachers were told to look for
students who could tolerate frustration, work well together with others, and enjoy
working with computers. These characteristics were singled out to help screen
Research time is valuable, and with a study such as this one, access was limited.
Exact subject pairings were dependent upon parental approval, but the
three pairs of children were best friends, one pair of boys and two pairs of girls.
Mixed sex best friend pairs were difficult to find in an elementary school setting.
cognitively similar (Infante, Rancer, & Womack, 1990). Extending this argument,
best friends may be thought of as friends who possess the potential to be more
cognitively similar to each other than they are to other persons in their lives. The
best friend dyad, by its very nature, is thought to increase collaboration more
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The Setting
The site of this study was a public grade school in a small Midwestern city.
This site was chosen to provide a familiar location for the study. The choice of
p.112). Here, new software may have a reasonable possibility for assimilation,
the tendency to have that under the microscope feeling which might occur in a
The interaction took place in one of two rooms located at the school. The
first four interaction sessions for each pair took place in a small private office.
The final session took place at a small table along one wall of the schools library.
Only the students and the researcher were present at these sessions. The
student collaborators were seated in front of the computer with the computers
keyboard placed between them and the mouse positioned so that it was easily
Interaction Sessions
Each student pair participated for five total interaction sessions. Two,
unrecorded training sessions of one hour in length served as training for students
manual, "Getting Started with KidSim'" by Apple Computer (1995). This manual
student pair was guided through this tutorial. Beginning with the third session,
each student pair worked together to jointly build one microworld over the next
18
three meetings. These work sessions each lasted 50 minutes, and the remaining
10 minutes was used to interview each student separately, 5 minutes per child.
Both the interaction sessions and the interviews were video recorded. The video
camera was placed above and to the right or left of the researcher/observer who
one builds with KidSim [See Appendix A for screenshots (i.e., pictures of the
involving students the same age as those in this study, indicated that 3 one-hour
Data Collection
be utilized via discourse analysis to discern general patterns and themes which
may exist within a recorded series of talk exchanges. Grounded theory, or the
method is: "while coding an incident for a category, compare it with the previous
incidents in the same and different groups coded in the same category" (Glaser &
in which each stage is subject to re-visitation and revision. Glaser and Strauss's
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1) Comparing incidents applicable to each category- Here, "each incident
comparison of incident with the properties of the category that resulted from initial
each other to discern initial categories. Next incidents are then compared
whether a new one should be created. Memos should be made along the way to
record ideas, particularly when "conflicts in the emphasis of the analysts thinking"
occurs (p.107).
3) Delimiting the theory"- Delimiting occurs on two levels: the theory and
the categories" (p.110). As the theory takes shape, there is a sense that major
in the original set of categories" to formulate a theory with a "smaller set of higher
series of memos, and a theory. "The discussions in the memos provide the
content behind the categories, which become the major themes of the theory
made. Content analysis, particularly the analysis of "referential units", was used
20
comparative method. Krippendorff (1980) notes that "referential units" are
refers" (p. 61). In this study, the referential units of interest are talk sequences
which revolve around a single computer activity. Multiple functions of the talk
All talk was coded in three possible ways. First, as a Talk Activity
category similar to the conversational sequences that the SLANT project found
the researcher using the qualitative analysis program known as Q.S.R. NUDIST
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(Mercer, 1994). Cumulative talk is illustrated by the phrase: OK, now see what
and justified, and new relevant information is offered (Mercer, 1994). Exploratory
talk is illustrated by the phrase: Thats weird, does it do that only when you click
strengthen a childs ability to use talk as a facility for reasoning and become a
activities which create abundant amounts of exploratory talk help to further this
aim.
During each interaction session, the researcher took careful notes that
minute post-hoc probe interview was conducted privately with each participant at
the end of each day's interaction. Specifically, the researcher noted any
problems that created obvious conflict between the subjects, any situations
where one of the subjects seems to disengage from the task, as well as any
other aberrant or unusual behavior of the subjects. The researcher also noted
times of euphoric response to their activities to help later clarify and elaborate on
The following probe questions are typical of those used in the interviews:
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P2. Why did you stop [drawing that character? ] )
P3. What did you do today that was the most fun?
P5. What didn't you get to do today that you want to do next time?
Five interaction sessions were scheduled during a two week period for
each pair of subjects. Data collection took place during normal class hours via
special arrangements with each students teacher. A camcorder was set to shoot
a 2-shot of the participants as they faced the computer. A second VCR was set
VCRs. The researcher was present at all times, within sight of both participants.
The researcher was available to answer questions at all times and sought
the teacher) to help the child collaborators progress while learning the program
(Clements, Nastasi, & Swaminathan, 1993). However, once the initial training
assisting when the situation merits. Researcher/student talk was coded only
23
The Hardware
of computer was considered a critical part of the final outcome. A Macintosh IIsi
was chosen both for convenience sake (it is owned by the author), and due to its
WYSIWYG (What You See Is What You Get) GUI (Graphical User Interface).
This particular Macintosh was 5 years old. It employs a Motorola 68030 CPU
which was enhanced to run at 25Mhz. The Macintosh GUI, world famous for its
ease of use, allows for the quick launching of software in an easy to learn
environment (Williams & Hartley, 1990). All of the computer's control functions
may be accessed via mouse movements, eliminating the need to memorize any
The Software
Over 100 million people today can now use personal computers (Smith,
Cypher, & Spoher, 1994). Children as young as two years old can use a mouse
and a paint program. Yet very few people know computer programming. Until
recently, most of the power associated with computer programming has been in
software chosen for this research, consists of an environment that allows children
demonstration (Cypher & Smith, 1995). They may build their own characters and
24
create rules that specify how the characters are to behave and act [Please see
1995, p. 27).
particular goal prominent in its execution. Open-endedness sets few preset limits
upon the user and encourages maximum spontaneity. Both of these qualities
conditions which may affect their collaboration (Hoyles, et al., 1994). One of
1993; Harel, 1990; Reilly, 1992). Fisher (1993) has noted that programming
software interaction spectrum (Light & Mevarech, 1992). Learners who act
student collaborators tell the computer what to do and how to do it. KidSim is
25
Summary of the Methodology
analyze discourse generated by pairs of fifth grade best friends as they learn the
the students are audio and video recorded working with the software. Glaser and
talk and computer activities. These categories will then be reviewed via further
discourse.
26
Chapter 3
RESULTS
Introduction
Over a two-week period, three pairs of fifth grade best-friends spent five
hours becoming acquainted with the KidSim computer simulation program. This
their own microworlds". Extensive excerpts of the children's talk will illustrate in
kinds of interaction activities: The first two of these, Talk and Computer Activities,
seek to answer research question number one: R1) What types of talk occur
captured in talk sequences. Most varieties of Talk Activities are found throughout
being talked about rather than forms of talk that are produced or the current
established by the first two. Each of these three varieties of collaborative activity
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Six varieties of Talk Activities were identified using grounded theory as the
investigative methodology. These were: Help Talk, Cumulative Talk, Query Talk,
Disputational Talk, Solo Talk, and Exploratory Talk. (Talk during the post-hoc
interviews was not a part of this coding.) These Talk Activities functioned as the
analysis. The four most prevalent of these, Creating a New Piece, Rule Writing,
Modifying a Piece's Appearance and Running the Clock Forward are presented
may be thought of as the most unique finding of this research. During Object
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A total of 4,475 conversational turns were coded for type of Talk and
Speaker turns which follow themselves in the transcription indicate at least five
seconds has passed since the previous utterance from the same person. Each
unit was given a unique number within an interaction pairs transcription. As far
responses about the same topic were coded into a single computer activity
category. All names have been changed to protect the privacy of the
participants.
Talk Activities
percentage of occurrence, and the typographic coding key as they appear in all
Table 1
Percentage of Talk Units for All Talk per Talk Activity (N=4475)
29
Help Talk is signified by blue type. Help Talk is defined as any talk
spoken by or dialog with the researcher (e.g., JD). Help Talk consists of two
facets: Student and Researcher Initiated. Often, while interacting with KidSim,
these young collaborators would become "stuck" and need help from JD to
continue. Help came both in the form of answers to collaborator questions and
environment was more similar to the give-and-take which occurs during typical
Help Talk occurred most frequently during this research (41.8% of all talk
units as shown in Table 1). Help Talk may be initiated by either the researcher or
one of the participants. Student Initiated Help Talk is defined as all questions to
sequence:
30
Questions addressed directly to JD are so indicated (i.e., to JD). JD is always
coded as Help Talk and never in any other talk category. Help Talk may occur
Help Talk is the primary collaborative activity between the students and
moments in which a child's frustration toward the software was building. Student
Initiated Help Talk verified the progress of student learning and confirmed the
serves as a "presence check" in which each collaborator is letting the other one
know that they are "paying attention" and are "tuned in to" the current activity.
Cumulative Talk may be overtly positive or neutral in tone. Cumulative Talk does
Cumulative Talk accounted for 30.2% of all talk sequences (see Table 1).
A: So, okay.
J: Those are nice ears.
A: Kind of looks funky, I don't know...
as the collaborative activity in which each speaker indicates to the other that she
31
Query Talk is shown within the excerpts as italic type. Query Talk is
request for information. Query Talk serves as an explicit indication that the
Query Talk occurred in 18.9% of all talk sequences (see Table 1). Query
Talk does not include self-answered questions (e.g., "What? Oh, now I see.") or
following sequence:
Query Talk may occur in a sequence of two or more turns. Query Talk functions
before the current operation may proceed. Query Talk announces that learning
none is given. Solo Talk may also take the form of someone thinking out loud.
Solo Talk was found to occur in 4.5% of all talk (see Table 1). Solo Talk
can be either engaged or disengaged. Engaged Solo Talk is Solo Talk about the
current computer activity. Engaged Solo Talk is illustrated by the first line of the
following sequence:
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Disengaged Solo Talk is Solo Talk which is "off topic" or not pertinent to
the current computer activity. Disengaged Solo Talk is illustrated by the first line
seem to include interludes during which the partners are not fully engaged with
each other. Solo Talk always occurs singly or as a succession of turns from one
speaker. Solo Talk functions as the collaborative activity which indicates that a
collaborator is "going it alone" for the moment and may serve as a subtle plea for
which speakers challenge or disagree with the other speakers views, but do not
which serves to tell the other that: "I don't like the course of action you are
stupid," or I don't like this." Such statements are made in response to another 's
33
action or comment without giving a reason for the challenge. Disputational Talk
says: "I don't agree with you." The fact that immediate justification for the
disagreement is missing during Disputational Talk may indicate that the source of
the objection may be more emotional than logical. A collaborator may use
Disputational Talk to put into words the fact of the disagreement without
one another and testing their ideas, and the communication is often positive in
Exploratory Talk was found to occur in 1.3% of the total talk sequences
(see Table 1). Exploratory Talk may occur in a sequence of one or more turns,
alone or during other types of talk. Exploratory Talk is illustrated by the following
34
Exploratory Talk functions as the collaborative activity which signals that one
partner is willing to share their knowledge with the other. When Anne is speaking
of "No. 4 or 8" she is referring to the magnification size of a character in the paint
module. By calling into question the relative size of the current character, Anne
Marie mentions the game clock, to focus her partner's attention on the way a
Exploratory Talk.
processes which form the foundation for both improved interpersonal and
human-computer interaction. Help Talk, Cumulative Talk, Query Talk, Solo Talk,
Disputational Talk, and Exploratory Talk each have a specific function during the
learning of KidSim. Coding and analysis of these six Talk Activities allows the
process. The division of talk into these six types provides a reference point
Computer Activities
via grounded theory. Computer Activities form the core of the human-computer
35
Computer Activities, a pattern of Talk Activity may be built which illustrates how
Computer Activity. A second coder was not used in the analysis of Computer
For example, talk produced during Creating a New Piece would be very
within the context of the simulation, each Computer Activity. Talk Activity Coding
does not share this burden. All relevant information to code for Talk Activity type
36
Table 2
Distribution of Talk Units per Computer Activity Category (N=4528 4)
37
Computer Activity Analysis
The emphasis will be placed on the four most prevalent of these: Creating a
New Piece, Rule Writing, Modifying a Piece's Appearance, and Running the
first, as they created by far the widest variety of pieces. Subsequently, Mark and
Cary, the second student pair that became part of this study, illustrate the use of
"I Don't Care Squares", one of KidSim's most useful tools during Rule Writing.
Units) was found to include only slightly less talk than Rule Writing (23.3%).
Throughout the discussion, screen images will be included within the text to
discussion.
38
Creating a New Piece
Pieces or Game Pieces are the objects that make up a given microworld.
Pieces may or may not be animated, but they must always be constructed or
allowing a new piece to be created (see Appendix A, Figure A2). New piece
creation is the most fundamental and perhaps the least complex of the five
Cumulative Talk was the most prevalent Talk Code type exhibited during
Creating a New Piece (37.3%), followed by Query Talk (32.9%). This talk was
pieces is very much like drawing, an activity with which most children are quite
Table 3
Percentage of Talk Units per Talk Category for Creating a New Piece
(N= 1006)
39
Cumulative Talk during Creating a New Piece (38.4%)
The moment this author met his first pair of students, Anne and Jenny, he
knew he was in for an interesting experience. Anne was very outgoing and quite
talkative while her best friend Jenny was rather shy and quiet. These two
decided to build ANNE and JENNYs ZOO as their KidSim project. The following
first few lines of dialogue on their first day of interaction reflects the fact that they
drawing (unit 5). This is a good example of Cumulative Talk because Jenny (unit
6) hears Anne's objection, but deems it a minimal problem. Anne realizes that
Jenny has a good point and decides to let Jenny continue drawing rather than
protest further (unit 7). Jenny was able to continue creating her piece because
she acknowledged Anne's comment. Anne, having been heard, is able to agree
with Jenny that "the problem" is a minor one, not worth really complaining further
about.
and Jennys' Cumulative Talk serves as a safe way to continue toward their goal,
without interruption, early in the interaction. Anne and Jenny are just getting to
know KidSim and may be reluctant to delay construction at this beginning point.
40
142 A: Let's just make those line type things that I did.
143 J: Okay. Go to clear. This time I'll do it.
144 A: No, I have a better idea! It's with the lines. Look
145 J: OK.
from Jenny (units 142-143). Anne wants Jenny to draw wide, straight lines to
serve as the bars of the cage and clarifies her idea by demonstrating for Jenny
how to draw using the line tool (unit 144). Each child's talk is cumulative as it
acknowledges the presence of the other and confirms to the other that they are
dialogue, that may even lead to laughter. Anne believes that the "tiger's stripes"
must be drawn with the free-form paintbrush tool, but Jenny realizes the line tool
makes straighter lines (units 243-244). They both laugh when they realize that a
Cumulative Talk keeps the process of piece creation moving forward, promotes
41
engineered pieces. Cumulative Talk proved successful for Anne and Jenny by
Talk, often serves as a kind of "self-check" or request for confirmation from the
other partner. Query Talk is a friendly way that one partner solicits input from the
Queries "ask" directly for input. A person asking for input is often in the
Jenny's Query Talk (unit 9), is a request by Jenny as to how "extra marks"
Anne starts to draw a tiger, but feels uncertain about how much of it to
draw (unit 215). Anne is checking with Jenny to see if it is "OK" with her that she
draw the whole body. Jenny's response, accompanied with joint laugher (unit
217), hints that they are starting to realize that they are better off if Anne draws
the more complex shapes (i.e., a tiger's body). Anne's query to Jenny indicates
42
In the following excerpt, Anne consults with Jenny as to "how to make a
tiger." Jenny replies with a question, indicating she is not quite sure about her
Anne is quick to compliment Jenny (unit 231). Now Anne feels it's her turn
to put in "the stripes" (unit 233). Anne's response is important as it allows both of
them to confirm what the other sees as her individual skills. Anne and Jenny are
beginning to understand, through their use of Query Talk, to which duties each
might be better suited. Jenny, probably the better artist of the two, has taken
the less challenging straight lines. Neither of these duties is truly easy, as
drawing with a mouse, in itself, is always a challenge. Query Talk indicates the
other's input is still important, regardless of who is currently doing the drawing.
Through the use of Query Talk, Anne and Jenny's roles were better
sub-dividing their "creative expertise." They also found, in the same solution, a
Anne and Jenny often sought confirmation from each other about their
drawings. The resulting sharing of duties had a significant boost to overall piece
43
productivity. In this excerpt, Cumulative Talk is mixed with Query Talk in almost
equal quantities.
Anne and Jenny's creation is more collaborative here, with each partner
consulting the other about the current drawing. The smooth progress of
Cumulative Talk is interspersed with brief queries for confirmation or requests for
help from the partner (units 221 & 224). Both were able to stay continuously
involved in the process. As a result, they were able to produce a larger variety of
questioning of Anne's color choice (unit 246) allows Anne to correct a subtle
allows Anne to "save face." Jenny causes Anne to think about her selection,
44
Query Talk may allow a certain degree of "discord" to come through
disputational. By continuing the mix of Cumulative and Query Talk, with the
occasional aside of a Solo Talk remark, Anne and Jenny are able to progress
New piece creation is the first Computer Activity each KidSim user
encounters. At this early point in a child's interaction with the program, some of
the program's tools may be unfamiliar to them. Help Talk is a way to receive
advice about some aspect of the software. KidSim has many features which may
benefit the user if they are aware of their existence. The following Help Talk
that she might want to turn over a piece sometime in the future. This example
of Researcher Initiated Help Talk reinforces the notion to the collaborators that
45
not a test of KidSim proficiency, but rather an exercise to observe the process of
collaborative communication.
Recall that Help Talk can appear in two ways, as either Student or
sometimes became "stuck" and needed help from JD to continue. Help came
Not all Help Talk was treated as appropriate for a response from the
researcher. Any question from a student which was qualitative in nature was
The researcher tried to remain neutral, but Anne was looking for a different
answer. Anne wanted a third party (JD) to take her side in an extended
argument. Student Initiated Help Talk used in this fashion is not simply a request
for more information, but rather a solicitation for an opinion and support.
deemed useful. Help Talk most certainly brought the researcher further into the
collaborative activity of the KidSim users. It is believed that this researcher input
Help Talk during Creating a New Piece was largely supplemental in nature
46
drawing, an activity with which most fifth grade children are very familiar. Help
Talk was only needed to increase the children's awareness of KidSim's drawing
tools.
Talk. When present, it is a sure sign that all is not going well. Disputational Talk
Disputational Talk has a kind of "How dare you!" air about it. Disputational Talk
signals that collaborative microworld construction has halted until the dispute is
settled.
Jenny does not agree with Annes actions, but does not give any evidence to
support her objection (Unit 110). Jenny does not think that the Paint Brush
tool that Anne is using at the moment colors in large areas very well.
the filling in of an area with paint (unit 112). Anne does not like the effect of the
Disputational Talk lets the other person know that "a problem exists"
without being specific as to what is the actual objection. The use of Disputational
Talk is a good way to voice a current concern without having to put immediately
into words just what is the area of concern. Children, in particular, may be
47
Disputational Talk gives them a way to "ask" for more time to think about the
complete justification for one's way of thinking is lessened for the moment.
114 A: What?
115 J: Can.. That thing.
116 A: This thing?
117 J: Right there... See
Jenny can still not express what it is that she wants Anne to do. She
disagrees with the way Anne is drawing (unit 110) , but is unable to put this
objection into words. Instead, Jenny is relying upon pointing to the computers
monitor to explain her objection (unit 117). Jenny (and probably Anne also) did
not know the name of the tool she was urging Anne to use. Whenever the name
about that object. Pointing to the object is a poor substitution for talk, as many
Anne and Jenny's disagreement escalates from the use of the Paint Can
to an extended discussion about how the piece they are creating, grass, should
different look.
120 A: NO!
121 J: We have to make it professionally.
122 A: Just go like this. Hold the shift key down.
123 J: How's the shift key even help? I have a better
idea.
124 A: That looks good green grass.
commanding Jenny to use the Macintosh technique of holding down the shift
48
key (to help constrain lines into being straight, either vertically or horizontally),
without giving any reason why this is necessary (unit 122). Jenny queries that
she sees no advantage in this effort (unit 123), and goes on to demonstrate a
course of action of her own. Anne continues the dispute by ignoring Jenny's
question and her claim that she has a better way (unit 124). Anne now
announces that she has drawn good green grass (unit 124).
Jenny does not agree. Both Jenny and Anne have very different ideas of
what grass should look like. Each person feels that they have the right to tell the
other how grass should look. Why might this be so? Grass belongs to a group
Common objects are a part of each individuals personal history. Most children
lawns and grass. These are common objects whose look they are certain
about.
We each come to own our own personal view of how these things look
class of common objects we expect to look a certain way, and behave likewise.
Otherwise, we reject the label, saying something to the effect of: Gee, that
49
Jenny and Anne are having a battle of ideas. Jenny sees grass as being
a series of rather straight lines, whereas Anne conceives of grass as being more
random, less rigid. Through Disputational Talk Jenny and Anne can continue to
note their displeasure with the current situation. However, as long as they elect
to respond to each other in only a disputational fashion, they make little progress
toward the resolution of their problem. Persisting on this course, Jenny and Anne
without giving any reason for that objection. Jenny counters with a disputation of
her own and demonstrates her better idea visually (unit 160).
often resolved. One person demonstrates to the other what they had in mind
their ideas. Disputations are often settled in this nonverbal fashion. However, in
this case, Annes first soft spoken ok is only half-hearted agreement. Jenny
After the "grass incident", Anne and Jenny learned that Disputational Talk
Talk such as this later excerpt (units 234-236), continued the flow of the
50
234 J: Oh well.
235 A: The stripes are going to be red.
236 J: Red? They're usually black.
237 A: Oh, yeah. That color black or that?
actions disputationally. Jenny begins to give reasons for her objections (unit
236). Jenny causes Anne to pause and consider her question, "Red?", going
the "real world." A disputational reply would tend to impede further progress until
During that day's post-hoc interview, Anne puts into her own words how
471 JD: What didn't you like about Anne's, rather, Jenny's
grass?
472 A: It looked too plain. It had no squigglies. It was
just plain green.
473 JD: Do you like yours better?
474 A: Yeah.
475 JD: Why?
476 A: Because it looks like more like grass.
477 JD: Grass it should have squigglies?
478 A: Yeah.
Anne clearly prefers "squiggly" grass, because it "looks more like grass".
51
Jenny likes grass that is "all colored in" (unit 552), not "sprayed all over the
place" (unit 549). Anne and Jenny clearly see grass differently. During the
creation of their microworld, one is able to observe how these children see and
interpret the natural world. They are communicating to each other and to us, as
observers, how best to represent what they "picture" when they see their world.
By building microworlds a person must examine how they perceive the ''real"
world. In order to copy reality at some level, they must first try and express how
Disputational Talk allows Anne and Jenny to confront each other about
certain things in which they are in disagreement. First, they can not agree upon
which tool to use for drawing grass (the Paint Brush or Paint Can). Later, they
have difficulty agreeing upon the "correct" appearance of grass. Despite these
two issues, Disputational Talk during Creating a New Piece amounted to only
eight percent of the total talk. Disputations may be a rare occurrence for best
friends in general. It may take something like the clashing "personal histories"
Solo Talk is Solo Talk about the current computer activity. Disengaged Solo Talk
is Solo Talk which is "off topic" or not pertinent to the current computer activity.
52
The following excerpts of Engaged Solo Talk occurred as students were
These two examples from Amber and Marie highlight Solo Talk which is a
suggestion by one collaborator to the other. Solo Talk gives the partner which is
not currently controlling the mouse a way to still have some input into the creative
process. Amber suggests that Marie use a different tool (unit 46). Marie tells
Amber about some stray lines in her drawing (unit 219). The fact that these
statements are "not-replied to" may indicate that the "mousing" partner is too
engaged in what they are doing to respond verbally. Otherwise, the speaking
collaborator may simply be unheard or is ignored by their partner for the moment.
Anne and Jenny provide some more examples of Engaged Solo Talk
suggestions.
Engaged Solo Talk , is similar to Cumulative Talk, in that it does often elicit a
53
response from the partner, albeit a non-verbal one. For example, Anne in units
182, 375, & 725 is making suggestions to Jenny as to what she should do at the
congratulation" on the part of the speaker. Solo Talk exhibited in this manner
may be taken as a confident sign that the speaker is pleased with the current
outcome (units 8, 126, 183, and 270). This self-congratulatory Solo Talk usually
does not elicit any kind of reply from the other partner.
partner agree or disagree with them as a query might ask them to do. Engaged
Solo Talk lets the other collaborator "in" on how the speaking partner feels the
54
Solo Talk can also occur which is disengaged or truly unconnected to the
current computer activity. Most of these Disengaged Solo Talk turns which
occurred during Creating a New Piece were comments about the current time of
day.
sign as far as the interaction is concerned. Talk about the current time of day is
an indication of one of two things: 1) either the speaker is bored with the current
warning to their partner that the current computer activity must be "sped up" if it is
the most likely one of the two to notice what "time it is" and thus has the
as Anne's use of the word "only" in unit 249, serves to spur on the activity and
heighten the urgency for completion. Otherwise, Mark's reports of the time of
day (units 216 and 267), spaced just six minutes apart, may be an indication that
The idea that Mark was looking for some means of distraction at certain
55
Marks' comments illustrate a partial detachment from the current computer
activity. The subject of his talk, the Jumbo Jet, is a piece that his partner Cary
was drawing at the time. In lieu of assisting Cary in the creation of the piece,
Mark withdraws into a kind of fantasy state where he begins talking to himself
about a "jumbo jet person" (unit 277). Mark does notice a problem with an extra
scribble in the drawing (units 272-274), but he does not articulate his solution to
Solo Talk is serving many functions for these collaborators as they create
new pieces. If a speaker is engaged in the current activity during Solo Talk, their
comments provide the other collaborator with a sense of how they feel the
Exploratory Talk allows one member of the collaborative pair to bring the
information or a new point of view. This "focusing of attention" allows a new way
56
Anne uses Exploratory Talk (unit 133), as a way of explaining her
points out how Jenny's grass is going to look on the gameboard, once it has
Jenny to see the "grass" she is drawing from a new perspective. Exploratory
Talk, in this situation, serves as a "pressure relief valve", a way to cool down an
argument before things "go too far." Usually consisting of factual, logical
into a discussion. Exploratory Talk is a new option here, setting the facts out "on
the table" for all of the world to see. Once introduced, the "evidence" can be
considered on its own merit, disconnected from the party that provided it. Anne
hopes that by providing Jenny with the "gameboard view" of her drawing, Jenny
Jenny's Exploratory Talk (unit 158) is similar to what Anne said earlier (unit
133). Jenny is trying to get Anne to see how the grass will look from a different
perspective, out "on the screen". Jenny believes that the way the finished grass
will look on the gameboard is too linear. Annes grass, in Jennys opinion, will
not look good rotated to sit on its side. Rotation is an option which Jenny seems
57
175 J: Yeah. Where did that come from? I think you went
over too far and it went out of the screen. We can get
rid of it later.
176 A: They're like bushes.
177 J: I like that.
At last, Anne and Jenny's collaboration has created a new piece: grass.
Jenny offers some more Exploratory Talk (unit 175) in an effort to explain why an
extra line appeared on Annes drawing. Anne suggests that the grass they have
been drawing looks more like bushes. Perhaps this change of idea about
what they have drawn is just the compromise that was needed. Bushes, while
does grass. Bushes can have spikes and at the same time have more
professional looking straight lines in them. Bushes are less universal than
grass. Perhaps the more ubiquitous an object is, the greater the demand to be
other partner about a new perspective. In this example, Jenny has an idea about
Jenny uses Exploratory Talk (unit 252) to verbalize how she can use the
image of an object. However, Anne does not understand her idea. Rather than
embarrass herself or her friend, the more quiet Jenny chooses instead to change
58
the subject. Jenny may be well aware of the concept that she is trying to explain
to Anne, but she may not have the words or the will to do so. A collaboration
between best friends may carry the blessing of familiarity as well as the burden of
preset limits. Friends know when and when not to push the other.
allowed them to negotiate not only how certain objects should be drawn, but also
who would be drawing them. Anne became the primary illustrator for structures
and simple shapes. Jenny tackled the more complex objects and served as a
kind of "quality control supervisor" for the entire process. On-screen visual
aware of the current activity and contributed positively to it. Query Talk (32.1%)
was the second most prevalent kind of talk during Creating a New Piece. Query
Talk functioned both as a plea for confirmation as well as served as a subtle way
Talk was squelched early, after only 2 or 3 turns. Disputational Talk places a
59
discussion. Exploratory Talk also played the role as a kind of peacemaker,
continue the drawing. Solo Talk (5.7% of Creating a New Piece talk)
contributed little to Anne and Jenny's collaboration and mostly served as a form
Finally, Help Talk (12.9%) was not as prevalent during Creating a New
adiversion which most children are very familiar with by the time are in the fifth
grade. The collaborative setting of this study gave them a chance to draw
together, interactively, with the need to learn only a few simple tools. The
Anne and Jenny's mixture of Cumulative & Query Talk created a total
of nine pieces for their zoo. In addition to the Cage, Grass, Tiger and Sidewalk
plus queried discourse, Anne and Jenny were able to produce more characters
than either of the other pairs. Anne and Jenny's willingness to talk about most
any detail of every piece resulted in a fluid creation process. Their collaboration
The less "collaborative" types of talk (Disputational and Solo) did not
"dead ends," their cycle of Cumulative and Query Talk, interspersed with an
60
occasional Exploratory remark, functioned as a very efficient way to Create a
New Piece. Anne and Jenny's interaction pattern allowed each person to find a
Figure 1
"ANNE and JENNY's ZOO"
61
Rule Writing
continues with the most prevalent in terms of Talk Units (23.3%), Rule Writing.
Once a piece in a KidSim world is created and placed on the gameboard, it must
be given rules in order to animate it and provide for the possibility of interaction
Writing. Help Talk during Rule Writing has a higher rate of occurrence (61.6%)
than any other type of Talk Unit (See Table 4). This finding is reasonable as
Rule Writing proved to be one of the most difficult skills for these new KidSim
users to master. Rules are created via the Rule Window (see Appendix A,
Figure A3). Table 4 lists the distribution of Talk Units for Rule Writing.
Table 4
Percentage of Talk Units per Talk Category for Rule Writing (N= 1057)
and right sides or before and after states. KidSim's system of "programming by
demonstration" records any interaction with the computer while the Rule Window
62
is open and interprets it as a series of changes. These changes are then
reflected in the right (after) side of the rule. The talk for accomplishing Rule
Writing will be illustrated with examples from both of the remaining pairs of
students that participated in this study. These students and their "worlds" will be
The second set of fifth graders observed for this study were two boys,
Mark and Cary. Of these two, Cary is the quieter one. He's also taller and wears
glasses. Mark is quite talkative, inquisitive and more prone to distraction than his
"best friend," Cary. They designed and built "Fantasy World." Compared with
Anne and Jenny's ZOO, Mark and Carys' Fantasy World is visually less
Jumbo Jets and Hang Gliders popping holes in Hot Air Balloons, deflating them
and causing the Balloons to fall. The Jumbo Jet also crashes into a Tree and
burns.
The third pair of students observed for this study were two fifth grade girls,
Amber and Marie. Marie was probably the most physically and mentally mature
student that participated in this research. Her best friend, Amber, while often
more silly than Marie, worked closely with her friend to build their microworld, the
63
most technically sophisticated of all three KidSim worlds represented. They
Marie's "Animal Life" is visually very simple, consisting of only three pieces:
area of water located in front of the Wasaki Mountain range. Meanwhile, Pokey
the Giraffe walks behind the mountains as he swishes his tale up and down.
Amber and Marie's Animal Life went through many transformations before
boulder named Bob (no picture is available) became a "test piece" for movement.
Originally Bob was created to serve as a kind of "island" in the water area in front
of the mountains. Bob was then programmed to move, only to be deleted later.
Amber and Marie's experience with Rule Writing is noted here to serve as
a contrast to Mark and Cary. Compared with the two boys, Amber and Marie
used talk to collaborate together much better when writing rules for their
microworld, "Animal Life". Subsequently, Amber and Marie created the most
Help Talk supported and strengthened the process of Rule Writing. The
researcher (JD) realized that when new rules were necessary, students often got
64
"stuck", unable to continue microworld construction. In order to maintain their
progress, Help Talk was offered to serve as a guide through a current problem.
An analysis of this Help Talk reveals that early on, this communication
"look-here" hints with other types of talk was noted. A student pair was not
simply told how they should proceed as their microworld building proficiency
In this first Rule Writing excerpt, Mark and Cary are creating a rule that
Cary is doing the Rule Writing here, while Mark tries to help (unit 327).
Often a sequence of Help Talk will begin, as it did in unit 317, with a request from
only" Help Talk request. Cary only wants his current line of thinking confirmed
and is not really asking for new information. This pattern of "student request/
65
confirmation by researcher" continues throughout this exchange. The Solo Talk
(unit 319) is typical of one of many "mumbled" chants that Mark verbalized.
Often when Cary was drawing Mark would sing or chant. These outbursts were
sometimes tied to the activity at hand. In this case, Mark is singing about the
"lollipop in the sun" as Mark believes the Balloon looks like a lollipop.
JD continues to try to help Mark and Cary understand the tool known as
the "I Don't Care Square" found in the top area of the Rule Window (see
,
Figure 2). Placing an "I Don't Care Square" on the before (left) side of a rule,
causes KidSim to ignore any objects which a moving piece might encounter, if
66
Figure 2
Rule Window with Jumbo Jet diving
(note: the "I Don't Care Squares" in the left portion of the rule.)
Amber and Marie also required help with the "I Don't Care Square". Early
in their Rule Writing experience they were given an on-screen illustration of this
tool's function.
818 JD: By using this "I Don't Care Square" it means that,
it doesn't care! It'll ignore whatever is on the left side.
819 A: There's something on the right side, too.
820 JD: There's something on the right side?
821 M: Should we just cover the whole thing?
822 JD: Yeah, cover it all.
823 A: This rock is just doesn't care.
824 JD: So if there is anything that is right near it like
that...
825 M: If there is anything on top of it though...
826 A: Bob is so insensitive.
827 M: He can't eat anything, though...
828 A: What is he supposed to eat?
829 JD: Well, he doesn't care about anything at this point.
Let's just see what happens. We may erase this rule.
Marie is quick to point out a problem with placing "I Don't Care Squares"
on all sides of Bob (unit 827). If Bob ignores everything in his path he will not be
67
able to recognize when he is near food. Amber points out that this may not be an
issue for a rock (unit 828). Although they choose not to have any of their pieces
having Bob (the boulder) truly not "care" or sense anything in "his" environment.
JD's remark in unit 829 points to the shift to the "Let's see what happens" type of
from complete discussions of program functions into hints about how to proceed
as a student pair's proficiency with KidSim increased. Students were given the
opportunity to "figure out" their next move on their own, whenever the researcher
felt that they could. Whenever the students got stuck on a given point, JD simply
tried to gently push them in the direction of a solution (units 1705, 1708, 1710).
Marie is talking about the rules which control how the giraffes walk "along"
the mountains (unit 1709). Since the giraffes move in the same direction, one
step with each click of the game clock, they can never run into each other.
Consequently, other rules are not needed and may be deleted (unit 1711).
technique and requires users to learn the more specialized features of the
68
activity. Writing a rule which incorporates movement involves using the Spotlight
surrounds the piece which is selected for Rule Writing. Grabbing a handle, with
the mouse, on the spotlight or right side of the rule window (see Figure 4), allows
Figure 3 Figure 4
The Spotlight Right Half of the Rule Window
with the researcher. Unlike Creating a New Piece, the essence of which is
More help from the researcher was needed when the students began to create
rules for their pieces. Help Talk from JD provided supplemental training
Along with their occasional breakthroughs, Amber and Marie had some
periods of frustration, particularly when learning one of the key lessons about
69
1187 M: Amber click on the thing. It won't....
1188 A: And then what do we do?
1189 M: You have to write rules for every single thing!
1190 JD: It's a simulation. You have to tell it how this world
works.
1191 A: You have to tell it to make the grass sit still.
1192 M: No, you don't! It does that automatically.
1193 JD: Well see, you don't have to tell it how to do
everything.
1194 JD: Okay...
Marie said it well when she discouragingly proclaimed, "You have to write
rules for every single thing!" (unit 1189). JD's Help Talk (unit 1190) acted to
reinforce Amber and Marie as they were trying to master a basic lesson of
Cumulative Talk was a distant second to Help Talk during Rule Writing in
70
presence", an ongoing response to the on-screen action. Whenever such a
pattern of speech occurs, the students are reinforcing and guiding each other.
"smooth" period of interaction. Rule Writing did not exhibit many of these
periods.
new concepts to these students. They are not merely transferring old skills to a
new medium as with drawing. Rule Writing required learning and applying new
tools and techniques, ones which had not been thoroughly assimilated yet.
sequence, this was an indication that the tools and techniques in use at the time
On the second day of their interaction, Mark and Cary had become
and Cary when Mark was participating in the collaboration. Here the boys are "in
sync" and each is contributing to the interaction. Mark's point that they want the
plane to go diagonally not forward (unit 1786) is meant with a quick, confirming
"No." by Cary (unit 1787). Cary, in turn, realizes that another "I Don't Care
Square" is needed (unit 1787) to which Mark responds "Yes we do" (unit 1788).
71
The majority of the rules for "Fantasy World" were written or planned by Cary.
Mark drew at least half of the time but did not take a great interest in rule
creation.
which took place during Amber and Marie's Rule Writing. Here the girls are
again working to have their giraffe walk along the mountain range. Note that
Amber is concerned that a rule will not be enough to keep the giraffe moving
forward (1703).
give both a context and a purpose for the conversation. Marie reinforces Amber
smoothly (units 1698, 1700 and 1702). Amber "moves" the dialogue ahead by
1699 and 1703). Each is letting the other know that they are "with them" and that
they are connected to what is going on. Cumulative Talk allowed each student to
72
Query Talk during Rule Writing (11.2 %)
Amber and Marie used 25 percent of their total talk units for Rule Writing.
This is the same percentage as the other two student pairs combined.
Differences in amount of total talk not withstanding, Amber and Marie wrote
many more rules than the other students. They simply tried to do more with
KidSim. Having written a greater number of rules, they also had a greater
number of failed attempts. The following excerpt illustrates their use of Query
Talk (units 927-928) & Help Talk (units 929-930) to help solve a simple problem.
Note that Unit 929 was coded as Query Talk because Amber (via eye-
contact) is asking JD to confirm her supposition about the "ducky rule". JD also
reminds her of another course of action (i.e., moving "Bob", the rock). JD's
response is (unit 930) hoped to serve as catalyst for further thought about how
objects and rules interact. Amber correctly guesses that in order to have the
duck (i.e., Suzy Swan), move, one must be writing a rule for that duck and not
another piece (unit 929). This can be a confusing point, as the appearance of a
second piece may be changed when writing a rule for the original piece (see
Modifying a Piece's Appearance). Amber and Marie were able to solve their
problem, through a cycle of Cumulative Talk and Query Talk (units 925-928), with
73
Solo Talk during Rule Writing (3.3%)
Mark became less "engaged" as the second and third day's sessions
played out. The primary "evidence" of his disengagement came in the form of
Solo Talk. Much of Mark and Carys' interaction time with KidSim was spent
writing rules, which Mark took less interest in. Rule Writing is an exacting,
rigorous, and often frustrating activity when compared to drawing. Rule Writing
requires a higher level of concentration. Mark "acted out" many times to keep
from being bored or to merely attract attention. Here are some examples of the
many Solo Talk comments Mark made while Cary was using the mouse.
491 M: (yawn) I'm tired. I wanna go home and go to bed.
562 M: (yawning) I don't care.
921 M: (yawn) (whispering- This is taking forever.)
1011 M: (makes noise = OCK!)
[Mark repeated this noise twice more later.]
1966 M: I'm just "I Don't Care Square's" sidekick.
1974 M: ...(singing!) So we want "I Don't Care Squares"
and we want 'em now! We want them now! We want
them now! We want them now! We want them now.
(repeating ever softer)
2015 M: (singing) I want my "I Don't Care Squares", I want
my "I Don't Care Squares"...
Unit 1966 is particularly telling here. By referring to himself as "I Don't Care
Square's sidekick", Mark is saying that he really isn't involved and that he is
Mark may have become bored with KidSim. Cary did not seem to actively
ignore Mark as much as Mark chose not to participate in Rule Writing. Cary did
exhibit many periods in which he was silently "working" with the mouse. Mark,
during these periods simply chose to verbalize the Disengaged Solo Talk
KidSim invites different types of talk at every step of the design process.
74
encourages it. When two persons are creating together with KidSim each may
support the other as they solve problems and generate new ideas. The use of a
shared workspace, the computer screen, plus the necessity of a shared tool, the
mouse, requires participants to negotiate their interaction time with the computer.
However, forced collaboration can not guarantee equal participation. Mark's lack
of interest, demonstrated through his Solo Talk, did not seem to concern Cary
very much. Cary was able to construct rules and test them with only occasional
assistance from Mark. Cary did attempt to get Mark involved in Rule Writing, as
illustrated within the Disputational Talk section which follows (units 478 &479). A
functioning "Fantasy World" mattered more than involving Cary with talk (see
Figure 5).
Figure 5
Mark and Carys' "Fantasy World"
Disputational Talk only occurred in twenty of the over one thousand talk
turns that were recorded while Rule Writing. This low rate of incidence is most
likely another result of non-familiarity with the Rule Writing procedure itself. Rule
75
Writing demands the acquisition of several new pieces of information about
KidSim. These young users, new to the software, did not have a broad enough
Program related Disputational Talk which did occur was limited to software
issues which were well understood. For example, Anne (unit 1217) believes that
pasting an object during the writing of a rule is the next required action. Jenny,
Jenny, the less vocal member of this pair, is busy trying to copy an object,
and knows that the action "COPY" needs to be performed prior to "PASTE".
Jenny chooses to proceed by carrying out what she thinks is the correct action
disagreement over who would write the next rule (units 478-479). Prior to this
point in their discussion, Cary had written all of the rules. Now he feels it is
Mark elects not to observe his best friend's "command" (unit 478). It was clear to
this researcher that Mark never became too comfortable with the act of writing
rules. Perhaps he did not want to embarrass himself in front of Cary or JD (the
researcher). The more likely reason may be that Mark simply preferred to let this
76
"more capable peer," his best friend, continue with the creation of rules, while he
Disputational Talk was a very rare occurrence during Rule Writing. The
third pair of KidSim collaborators observed for this study, Amber and Marie, did
Exploratory Talk occurred only twice while rules were being written. Marie
was doing the talking on both occasions. The possible reason for this scarcity
was, once again, the complexity of Rule Writing. Writing KidSim rules involves
new, somewhat complex processes for these students. Learning how rules are
is achieved. Rule Writing may be too foreign an activity to elicit any significant
amount of exploratory speech. Marie uses Exploratory Talk to help both herself
and Amber understand how precise Rule Writing must be (unit 1033).
77
KidSim is designed to let pieces cycle horizontally or vertically in a loop
across the screen (i.e., a piece which moves off the right side of the screen will
reappear on the left or a piece which moves off of the top of the screen will
reappear at the bottom). Amber and Marie decided to take advantage of this
feature by making their rock, Bob, bounce off of the head of a giraffe and then
loop over the top of the screen. Help Talk during this sequence (units 1034-
interaction. This way, Marie is encouraged to keep "exploring" by hinting that she
1037 M: Well...
1038 A: (makes sound- whyy?)
1039 M: That means only... I don't know. 'Cause this
means that, uhmm, that if we put one over this and
there's a giraffe on that side but not on this side, it
won't work. And if we put one on that side and
there's not.... we need one straight in the middle.
The girls are writing a rule which causes the rock to interact with the
giraffes. Marie sees a problem with the way the rock is oriented in relation to the
giraffes (unit 1033). She uses Exploratory Talk to point out that if two giraffe's
are within the Spotlight, both of them must be present for a rule to work (unit
1033). Amber has an interesting suggestion (unit 1035), but as Marie correctly
reasons with Exploratory Talk (unit 1039), using "I Don't Care Squares", will
merely lead to a situation in which only giraffes appearing on either the left or the
right side will be affected by the rule. Exploratory Talk allows Amber and Marie
Writing. Marie, although actually more accomplished than the others, still found
78
Summary of Rule Writing
interaction rules. The justification for this finding may be attributed to at least
Once the fundamentals of Rule Writing were absorbed, often in the last
half of the second day's interaction, each student pair initiated and completed
some rules on their own, with little, if any, Help Talk. At this point in their
interaction, each team began to exhibit the more familiar pattern of Cumulative
Talk cycled with Query Talk, illustrated by Anne and Jenny during Creating A
New Piece.
which requires the use of layers of "graphical rewrite rules". These rules
Anne and Jenny employed little movement in their "Zoo" and thus had less
need to master Rule Writing. Mark and Cary plus Amber and Marie, on the
other hand, did introduce lots of action into their worlds, and therefore needed to
Marie, did seem to be up to the task. Mark, however, was more easily distracted
and tired of Rule Writing long before the others did. Rule Writing is not an easy
skill to acquire, but as three of these six students demonstrated, it was not too
difficult for fifth graders, given the appropriate time and training.
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Compared to Help Talk, other types of talk contributed in a much less
prominent way to Rule Writing. Once the basics of creating rules was
understood, a cycle of Cumulative Talk (21.9%) mixed with Query (11.2%) did
prevail. Solo Talk at 3.3% came next in frequency, due largely to Mark and
Cary's input. One of the most influential types of talk found in Creating a New
Piece, Disputational Talk, was present only 1.9% of the time. Rule Writing is a
new, perhaps unique, activity to these students. They expended most of their
energy trying to learn the process, with little time left over to dispute what they
about how something should look, into an investigation about how it should
move. In order to conduct this investigation, these KidSim users soon realized
The learning of Rule Writing and its application required the assimilation
of KidSim interaction knowledge gained while Creating a New Piece. But the
types of talk which dominated previously do not generalize to the new activity.
Talk which successfully "got pieces created" was present in much lower
quantities as rules were written. The difficulty of learning Rule Writing may
diminish the more interactive types of talk (i.e., Cumulative and Query) while
80
Modifying a Piece's Appearance
pieces (e.g., Jumbo Jets which crash into trees must change appearance into
Jumbo Jets which are on fire). Table 5 lists the distribution of Talk Units for
Table 5
Percentage of Talk Units per Talk Category for
Modifying a Piece's Appearance (N= 800)
to task complexity. The highest number of Talk Units for Modifying a Piece's
Appearance was also found to be Help Talk at 44.5%. KidSim users who wish
which are unique to the program. These interactions must be learned before
pieces may be modified. Help Talk contributed greatly to this learning. To start
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illustrating Modifying a Piece's Appearance, let us return to Anne and Jenny as
they are writing a rule to provide their elephant with "lunch" in the form of a
hamburger.
creates a copy of the current appearance of a piece. These steps are mentioned
by Jenny in units 1212, 1214, & 12165. Student Initiated Help Talk by Anne (unit
1210) confirms her belief that appearances can only be changed while a new rule
is open for writing6. Without the researcher's confirmation at this point, the
students would be forced to try various alternatives while hoping to find the
rather than letting them become stalled in a process of trial and error.
researcher tries to help focus the student's actions. Researcher Initiated Help
Talk can be the "lens" that lets the students look at their work in a new way.
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Anne and Jenny have a question about whether their burger should be devoured
in one or more bites. The researcher tries to help clarify their discussion (unit
1229).
indicates that she is aware that clearing a piece will make it disappear. Jenny
does not see why this is a problem. JD, however, tries to hint at a course of
action which allows the piece to disappear more slowly (unit 1229). Anne
immediately grasps the essence of JD's suggestion (unit 1230). Anne and
Jenny, through Researcher Initiated Help Talk, have been given an alternative
way of proceeding. This may not have occured to them on their own in the
Later in their interaction with KidSim, Anne and Jenny discover a problem:
the location on the Gameboard where their burger was just a second ago has
appearance). Researcher Initiated Help Talk is used to stop the work on the
computer for a moment and examine the situation (units 1240-1245). JD begins
83
1243 A: So we have to draw all our hamburger over
again?
1244 JD: No. Hit clear. Try pasting again. I think it's still
in memory.
1245 J: You're right.
Anne and Jenny were trying to do something completely new with their
they had inadvertently stumbled into a condition for which KidSim does not seem
could be very useful in some simulations. In the real world one can think of
countless situations where objects might disappear from view (i.e. trash cans,
clouds, windows, etc.). Another way must be found to delete appearances. JD's
Help Talk has allowed Anne and Jenny to continue to progress as they
advanced form of KidSim Rule Writing, required new information about the
program and new ways to integrate that information with what the children
already knew. Anne and Jenny did not yet possess enough of a base
making a piece disappear on their own. Researcher Initiated Help Talk, applied
judiciously, served to guide the students as they constructed their world. Units
1355 to 1362 illustrate this guidance with an excerpt of Help Talk which suggests
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that the students read through the rules in order to be able to understand what is
occurring.
all involved, students plus researcher, new perspectives on how the program
effect of Cumulative Talk seems to be a signal that "all is well" and both children
are "connected" to what they are doing on the computer screen. Amber and
Amber (unit 490) tries a color and Marie reinforces this choice (unit 491).
Marie comments on Amber's next color selection giving an opinion why the
current color choice is "not blue" (unit 493). Each child is involved here. Both
85
are contributing to the interaction. The next several examples illustrate
sequences of Cumulative Talk which are very interconnected. These two best
Amber and Marie are so "caught up" in their interaction with KidSim that they
1888 M: But then its tail will be... see, that's the end of its
tail right there.
1889 A: I know. It'll be up, and then it'll move down, up,
down, up, down, up, down, up.
1890 M: We're going to have to make more than one rule
'cause its going to have to be, like... it's got some of
its yellow in it. Just for it to move up and then move
down and then move up and then down...
1891 A: Okay.
test ideas in a fluid, complementary way. Amber and Marie's Cumulative Talk
builds idea upon idea. Marie begins this excerpt by pointing out the Giraffe's tail
(unit 1888). Amber complements by "verbalizing" the actions the tail will take
(unit 1889). Marie continues by mentioning that more than one new appearance
rule will be needed (unit 1890). Amber agrees (unit 1891). Each person is
contributing and eager to support the other in their joint goal. Cumulative Talk
during Modifying a Piece's Appearance is a sure sign that all is "going well".
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Query Talk during Modifying a Piece's Appearance (17.6%)
"confirmation request". Anne and Jenny illustrate this variety of Query Talk in
46 J: Like that?
47 A: Yeah.
Query Talk is the best way to obtain missing information, even if the
Queries may also signal that a negotiation for "mouse control" is taking
fraught with doubt for these students. Gaining possession of the computer's
mouse, and thus KidSim itself, is the only way to directly affect the simulation's
outcome. Students who have direct control of the mouse may feel more
involved, less perplexed by the task of modifying appearances. Talk which gains
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Anne volunteers her services to Jenny when she seems to be struggling
with the mouse to select one of several overlapping pieces on the gameboard
(unit 83). Anne is using Query Talk to have a chance at "running the show".
Jenny, speaking in a sarcastic tone (unit 84), declines the offer, while Anne
Mark and Cary also used Query Talk as a way to transfer control of the
Cary wants to voluntarily give control to Mark (unit 1610), but Mark does
not really know what he wants to do (unit 1613). Cary suggests to Mark that
drawing "the airplane crashing" is the next appearance change that should be
Cary is perhaps hoping to stave off some of the boredom Mark exhibited earlier.
In the following two excerpts, Marie wants control of the mouse. At first,
her request came in the form of a query (unit 2317), followed by simple
statements (units 2319 and 2337), but when this subtle approach did not work,
she began to make a series of more direct queries (units 2337, 2339, and 2345).
88
2339 M: Can I try something Amber? I have an idea.
2345 M: Can I try something?
2346 A: Uhhh!
2347 M: Thank you.
2348 A: Forget it.
Query Talk allowed her to directly approach the goal she was chasing. Marie's
show of patience to simply re-ask the same question paid off for her at last.
Solo Talk which occurred as pieces were modified often consisted of instances
where one member of the collaboration pair made a comment which served as
"verbal coaching" for their partner. Jenny illustrates this use of Solo Talk in units
71 and 74.
These remarks were coded as Engaged Solo Talk. Engaged Solo Talk is
Solo Talk about the current computer activity. Jenny is urging Anne to "keep
going", to "keep moving forward" with their new task of piece appearance
modification. Anne later directs the same style of remark towards Jenny (unit
88) and Jenny responds with a Solo Talk remark of her own (unit 89).
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Engaged Solo Talk also took the form of a series of helpful "cues" or
"directions" for the partner whose turn it was to control the mouse as they
maneuvered pieces around the gameboard. Marie (unit 1896) and Cary (373,
1896 M: Why don't you take the eraser and erase that little part
right there? I don't like that.
715 C: Try to make that one just the same too. Yep, just leave it
like that. Move that balloon and change its appearance. Try
that.
Appearance, to give guidance to his partner. Solo Talk gave Cary a way to stay
engaged in the computer activity while he was not actually controlling the mouse.
Solo Talk also gave these collaborators a way to make "off topic" or disengaged
remarks. Disengaged Solo Talk is Solo Talk which is not pertinent to the current
computer activity. Note these solo comments from Mark which he made as he
gazed at the clock (unit 267) or simply "off into space" (units 452).
Mark, in these excerpts, is not immediately involved with his partner or the
or Rule Writing in general. The complexity of these tasks may have been the
90
reason. Most of Mark's Disengaged Solo Talk occurred during Computer
Activities which were less connected to the simple task of drawing or in which
drawing only played a minor role. Mark may have not felt comfortable enough
with Modifying a Piece's Appearance to become more than an observer for the
Solo Talk during Modifying a New Piece gave engaged partners KidSim
express themselves externally to the activity at hand. One conclusion that might
be drawn from this observation is that the greater the complexity of a current
activity, the higher the probability that Solo Talk will be present. Each individual's
reaction to the challenges presented to them determines whether their Solo Talk
same way as it did in the previous activities of Creating A New Piece and Rule
which one or both partners neglect to give any reasons for their statements.
Let us return to Mark and Cary for an example of Disputational Talk during
362 C: Now draw. Make the balloon look like it just got
hit by an airplane.
91
363 M: (whining) How am I going to do that? That is like,
impossib....
364 C: You've gotta draw it.
365 M: You draw it. You can draw, ten times better.
Cary is "ordering" Mark to draw the airplane's appearance change (units 362 &
364). Mark would rather have Cary do it instead (unit 365). Cary may think he is
doing his best friend a favor by encouraging him to do some drawing, an activity
he knows Mark likes. However, Mark does not give Cary any reason why he
must create the plane's next appearance. Cary does not understand that
Cary has posed (unit 366). JD wants to have the boys think about whether or not
they really want to start from scratch at this point. It would be much easier for
them to modify a piece's current appearance rather than create one from scratch.
Mark may have shown some understanding of this procedure in unit 371 when
by insisting that Mark has "gotta draw " (units 370, 372). Mark eventually gives in
to Cary's demand and does begin to make the next appearance of the airplane.
insistence that Mark draw at least one new appearance made Mark feel very
uncomfortable (see unit 363). Mark did not become as proficient with KidSim as
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did Cary. By forcing Mark to draw, instead of inviting him to, Cary's Disputational
Talk may have become an obstacle to their later communication. Many of Mark's
disengaged Solo Talk remarks came after their disagreement over who should
Exploratory Talk amounted to less than one percent of total talk units
Talk from Cary as he gives some advice to Mark (units 392 and 396).
392 C: Make like, little lines. Yeah. Like, just make like, I
don't know what that thing does. Oh yeah, it cuts and
you can move it.
393 M: Huh, where did it go?
394 C: What's that?
395 M: It disappeared already.
396 C: You don't want that - that cuts out things. You
don't want to cut it out. Try that pencil, make little
lines in the air. Like air's coming out of it.
397 M: Whoa, swishhh...
398 C: Make it come out of the middle of the hole too.
399 M: Swishhh...
400 M: Yeah!
These examples are centered on Cary trying to explain to Mark how various
KidSim tools work (see Appendix A, Figure A2). Cary is going beyond giving
simple commands to Mark (see Solo Talk units 375, 715 and 716, p.90). Cary's
"thinking out loud" through Exploratory Talk is helping to teach Mark to identify
work. Here the more capable peer (Cary) is helping his partner (Mark)
understand something which is only a little beyond what Mark already knows.
Cary is pulling Mark into the sphere of knowledge which he (Cary) already is
93
comfortable. Perhaps Cary's earlier insistence that Mark "now do the drawing"
actually helped Mark to comprehend the software a little better by giving Mark a
difficult skill for these students to master, albeit to a less complex degree than the
latter. Some understanding for this finding may be found in the relationship
appearance is modified, at least two actions must occur which encompass the
appearance change. First of all, a new rule must be opened which specifies
"when" an appearance changes. For example, "the giraffe's tail moves up after
every other forward step." This first portion of piece modification was familiar to
the students as they had already learned about Rule Writing. Secondly, in order
The Help Talk (44.5% of total talk units), which occurred early in Modifying A
Help Talk was necessary before piece appearance changes could proceed.
Anne and Jenny only applied appearance changes to two of their pieces,
yet they were also the one's who created the sophisticated change of a burger
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with multiple bites taken out of it. Their pattern of Cumulative Talk mixed with
Help Talk, acquired during Rule Writing, allowed them to tackle the difficult
challenge of making a piece disappear. Mark and Cary, in contrast, had a high
using lots of Student Initiated Help Talk to ask many questions. Mark, by this
point in their interaction, may have felt a little overwhelmed and tried to avoid
creating new appearances altogether. Amber and Marie created only three
pieces in the end, but two of these incorporated appearance changes. Their talk
included some Exploratory remarks from Marie and a high level of productive
Query mixed with Cumulative Talk. Amber and Marie may have achieved the
this later point in their overall collaboration. Their steady work interval came as
they experimented and finally understood how to make the giraffe's tail move up
and down while it was simultaneously stepping forward behind a mountain range
Writing, was still a complex process for these pairs of fifth graders to master. A
Help Talk majority percentage of 44.5% suggests that much in the way of
(28.4%) mixed with Query (17.6%) did prevail. Solo, Disputational, and
at less than ten percent total across all three talk types.
Appearance occurred at a level that was over 6% higher than that encountered
95
during Rule Writing. Perhaps this is due to the greater familiarity that the
students had with writing rules. They were able to amass a greater quantity of
questions concerning how rules operated once Rule Writing became less of a
When they first began writing rules, these students may have been too
with rules as their interaction with KidSim progressed. Note how much more
confident they "sound" later in the interaction as Amber and Marie quickly
Talk Units), Running the Clock Forward, is reviewed next. Running the Clock
Forward is probably the most enjoyable computer activity for the students. After
96
a piece in a KidSim world is created and given rules, the game clock must be
activated. Running KidSim's game clock is actually playing the simulation itself.
Table 6 lists the distribution of Talk Units for Running the Clock Forward.
Table 6
Percentage of Talk Units per Talk Category for Running the Clock Forward
(N= 628)
Running the game clock is the "big payoff" for all of the intricate work of
creating pieces and writing rules that went on before. Only by allowing the
simulation to run can one see if his or her actions worked out as planned. The
game clock is activated forward in time by either clicking on its green "forward to
the right" VCR-style button or on the clock face itself (see Figure 6).
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Figure 6
The Game Clock
(located in the lower right portion of the Main Interface- see Appendix A, Figure 1A)
Appearance, Running the Clock Forward was found to have the highest
percentage of Help Talk Units (48.0%). One explanation for this finding may be
that Running the Clock Forward was a time of ebullience, so enticing, that the
opportunities to mention a problem with the current "state of the world" that might
We now return to Anne and Jenny as they play, "Anne and Jenny's Zoo."
1049 J: Yeah! That looks cool now!
1050 A: Yeah, I like that!
1051 JD: But they're not facing the right way, are they
always?
1052 J: No.
1053 JD: How about writing a rule then, making them face
the right direction?
1054 A: You get to do this.
1055 J: Okay.
Here the two collaborators are sharing their excitement about the way the
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appearance of one of the Zoo's animals (unit 1051): the elephants are not
necessarily facing the direction they are moving. Anne and Jenny had been
working on this one for awhile. More Help Talk (unit 1053), gives the students a
way of solving their predicament. Help Talk allowed the researcher (JD) to again
remind the students that writing a new rule was a good way to solve problems in
KidSim.
In the next sequence, Amber and Marie are having a problem with a piece
which stops moving at an unplanned moment. Help Talk gives the researcher a
way to encourage the children to examine the situation for possible solutions.
Amber and Marie have a piece ("Bob", the rock) which should cycle from
the top to the bottom of the screen and then "bounce" off giraffes at the top to
reenter again at the bottom. Instead, "Bob" leaves the bottom of the screen and
just stops at the top. As everyone is watching "Animal Life" run, JD focuses the
students attention on the problem (unit 765). Marie proposes a solution which
includes the idea that "we didn't tell it. It could come back up." (unit 767),
implying that no rule was yet written to cover this situation. While a good guess
on her part this was not the correct answer in this case. Marie has learned at this
point in the process that writing a new rule is often the best way to resolve a
made to go off the top of the screen, "it would come back up". JD again asks for
the students to think about what is going on in this situation (unit 768). JD is
99
asking them to focus their attention, to look at the entire problem and see what
769 A: Red?
770 JD: It's red because it can't fire anymore. It's telling
you: "I can't work this rule anymore." We don't have a
rule that describes what's going on on the screen, do
we? Look where the rocks, what are you calling this,
Bob?... Look where Bob is right now.
771 M: He's in two places, between the two...
772 JD: Okay, one problem with Bob is...
773 M: He's between two...
774 A: He'll go, he'll get the duck... oh that doesn't have a
rule yet, though.
Amber realizes that one rule isn't firing (unit 769), as shown by the "Red"
indicator light in the Brain Window (see Appendix A). Through Help Talk (unit
770), JD asks the students to notice where "Bob" is currently. JD starts to reveal
the complete nature of the impasse in unit 772, when Marie interrupts (unit 773)
and then Amber interrupts her (unit 774) with the correct solution that a rule is
for her and she would just have to let her "thoughts be known". JD continues his
probe of the current problem by confirming Marie's discovery that a rule was
775 JD: So are there any rules that have "Bobs" and
"Swans" in them?
776 M: No, so we got to make one?
777 JD: And what would be the other problem?
778 M: That he couldn't go past this.
779 JD: Right. And he is looking so far ahead of where he
is right now, that he is already running into the
giraffes. In other words, he goes off the bottom of the
screen, but he can't come back on because he is
looking out 2 or 3 squares in front, and all he sees are
giraffes, so he says: "Forget it." So write rules.
100
Marie now realizes why "Bob" was not acting in an expected way: a rule
which includes "Bobs" and "Giraffes" had not been written yet (units 778 & 779).
Help Talk served as a way to scrutinize problems by focusing the students'
attention on each of several particular errors.
The second highest percentage of talk units during Running the Clock
Forward was for Cumulative Talk (34.6%). Cumulative Talk has been defined as
Cumulative Talk is not surprising, giving the nature of Running the Clock
observations about how well their "worlds" were performing. The following
example from Amber and Marie illustrates this kind of "give and take".
Marie starts their world "running" and Amber notes that "Bob" the rock is
sinking too fast (units 754 - 755). Marie confirms Amber's observation and starts
observations off of each other to further their collaborative effort. Amber begins
to say that the rock should drop slowly (unit 757) when Marie interrupts her.
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Marie then is interrupted by Amber (unit 759) giving a suggestion as to how to
proceed. Amber's dual "ahh haas" (units 761 & 763) show her excitement with
Mark and Cary also exhibited "interrupted speech" during Cumulative Talk
while Running the Clock Forward. In the following sequence, Cary has just
1163 C: ...and then play. Let's watch the planes hit. Pop!
1164 M: Ha, Ha, it worked!
1165 C: Now we gotta have the planes go down into the
tower and....
1166 C: This one hits...
1167 M: ...needs to hit the tree and kafummph
1168 C: ...and then this one will hit the tree and this one
will hit the tower.
1169 M: And then we want those branches to fall down
and that one run into the tower.
1170 C: That would be kinda hard.
1171 M: Yes, oh it could happen.
providing them an outlet to channel ideas for the future. As Cary begins to
explain his idea for one of the plane's movements to Mark (unit 1166), Mark
object Cary is pointing. Cary "returns the favor" by interrupting Mark in his next
turn (unit 1168). Mark adds to Cary's last remark as he embellishes it (unit
Mark's last suggestions (unit 1170). Mark responds positively, "...it could
happen". The last four lines of this excerpt, in particular, exhibit the cooperative
102
give and take associated with Cumulative Talk. One collaborator makes a
remark about the way their world is progressing and the other takes this thought
A popular question the students often asked of each other while Running
the Clock Forward often took the form "What shall we do next?" This is a
logical development considering that the moments spent running KidSim's clock
are often ones of reflection. These are times when the intense concentration
Marie takes a moment while the clock is running to ask Amber "Now what
are we gonna do? " (unit 2253). Amber replies that she wants to add "feather
movement" to the tail of their duck (unit 2255). Marie agrees, but also notes that
the tail should be made to move also (unit 2257). Amber asks if only part of the
tail should be made to move (unit 2258). Marie responds answering that all of
the tail should be made to move (unit 2259). Amber after a brief pause, accepts
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Marie's suggestion (unit 2260).
developing world. Marie seeks out Amber's input , responds to any suggestion
offered and then continues by either passing or taking control of the computer
(via the mouse). Amber begins to build along this new path (unit 2256), once the
Forward allows each student a chance to think about future additions to their
KidSim world. Indeed, another of the sixteen Computer Activities identified for
this study, Planning the Microworld often occurs at the same time as the game
clock is running. Query Talk during Running the Clock Forward gives the
collaborators an explicit way to inquire about future plans. Mark and Cary
Cary begins this excerpt by asking his friend, Mark, about what they should do
next (unit 1462). Mark responds to Cary's question with a question when he asks
104
what else remains to be drawn (unit 1463). Cary suggests that they draw "the
plane crashing", but also follows-up with another question about what object the
This selection of Query Talk during Running the Clock Forward highlights
Cary and Marks' struggle to create a new appearance for their "Jumbo Jet". They
are able to visualize some likely problems that might occur when they add a new
"behavior" (the plane crashing) to their world. As they watch their world "run",
they have a chance to start thinking about just how many different objects the
crashing plane could hit (units 1466-1468). Cary and Mark do not realize at this
point that the appearance of the crashing plane itself could be made the same for
any object that it hit. At the same time, they also understand that the appearance
of any object that the plane might hit would also need to be changed (unit 1470).
Query Talk lets them directly probe into the many possibilities raised through
responses to each other, has been shown to be a useful resource for these
students while Running the Clock Forward. Through their queries they are able
to investigate any problems with their "worlds" as they now exist or start making
plans for the future. The visual reference of a running microworld gives these
collaborators a mutual environment where they can see and speculate about how
Solo Talk appears in approximately the same proportion (6.1% of total talk
units) while Running the Clock Forward as it did during Creating A New Piece
105
(6.1%) and Modifying a Piece's Appearance (6.0%). The tendency for a
differences, and less the consequence of a current computer activity. Mark and
Cary's comments well illustrate this notion as they accumulated a total of thirty
three Solo Talk units during Running the Clock Forward compared to the
combined total of only seven units for the two remaining pairs. The following
examples illustrate Solo Talk that took place while the KidSim game clock was
is making a comment about some aspect of the current computer activity (i.e.,
Running the Clock Forward). Cary (unit 711) refers to starting the game clock,
"hit play", followed by a suggestion to Mark to move one of the game pieces as
the clock is running. Mark and Cary were alone in employing this "technique" of
moving pieces by hand as the game clock was running. This was their way of
trying to control where the pieces were on the gameboard. Mark does not
respond verbally to Cary's suggestion, but merely complies by moving the piece.
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Solo Talk gives Cary a way to voice his observations about the state of
out loud" (units 811, 814, 1416, 1933, 2011, and 2014) and at other times they
case, Cary's remarks are always pertinent to the current on-screen activity. For
example, as Cary is watching "Fantasy World" run he is wishing out loud that
there was a way to make the planes fly in a circle (unit 1416). Mark, on the other
hand, often used Solo Talk to disengage from interacting with KidSim and Cary.
this chapter, served as a distraction for him while Cary continued to work with
KidSim. The following excerpts are typical of Mark's Disengaged Solo Talk which
In each of these examples, Solo Talk serves as a form of escape for Mark,
escape away from interacting with Cary and KidSim. Mark begins with a yawn
and an overt comment about his boredom (unit 562) , continues later by making
loud sounds (units 1011 and 1014), and finally chooses to begin singing (unit
collaborative effort Mark sometimes became. However, this was not always the
Sometimes Mark, much like his friend Cary, made Solo Talk statements to
simply express his thoughts about actions on the computer screen. In the next
set of excerpts (units 1245, 1438, 1447, and 1449), Mark is watching the "Jumbo
107
Jet" move on the screen while commenting about its proximity to the Hot Air
Balloon (with whom he would like to see the jet have a collision).
Solo Talk during Running the Clock Forward gave engaged partners a
way to comment upon their microworld's progress. Solo Talk for engaged
Solo Talk during Running the Clock Forward for a disengaged partner again
Solo Talk across all three pairs of students and Computer Activities was Mark.
Of the thirty five total Disengaged Solo Talk units coded throughout this study,
Mark was responsible for thirty of these. Solo Talk continues to serve a
Exploratory Talk amounted to less than two percent of total talk units
during Running the Clock Forward. The first example of Exploratory Talk
108
As they watch their world "run", Marie is trying to explain to Amber why the
tails of their giraffe "stayed up". Exploratory Talk gives Marie a way to "teach"
Amber why things are occurring the way they see them happening on the screen.
Cary also uses Exploratory Talk to teach his partner, Mark (unit 1890).
Here Cary "explores" why the plane is not behaving the way he and Mark
expect it to. Cary understands the problem, and relates it clearly to Mark when
he says: "We've got to make a rule for it whenever it hits something and turns on
rulemaking. Mark, on the other hand, really does not seem to understand how
KidSim pieces may be made to change appearance as he states that fire must
be "out there" on the gameboard for a piece to start burning (unit 1889).
Development is seen once more. Here the more capable peers (Marie and Cary)
are helping their partners (Amber and Mark) understand actions which appear as
their worlds are "running". Marie and Cary are attempting to pull Amber and
Running the Clock Forward, unlike any of the other three primary
109
Piece's Appearance), was chiefly a time of reflection, a time to absorb how
one's microworld was progressing. Talk during this period was dominated by a
combination of Help Talk (48.0 %) and Cumulative Talk (34.6%). As the students
watched their worlds "move", many situations occurred where they requested or
received comments from the researcher about what was happening. Otherwise,
they were often complimenting each other on their progress through Cumulative
Talk. If a question about a particular situation did occur, it was settled without
dispute as no Disputational Talk was recorded while the simulations were "in
action".
Running the Clock Forward was the "reward" for all of the work which
had gone on before. These students enjoyed seeing their worlds in action. And
110
Figure 3
111
Summary of Primary Computer Activities
been presented. Four primary Computer Activities encountered when using the
KidSim program were isolated and categorized: (1) Creating a New Piece, (2)
Rule Writing, (3) Modifying a Piece's Appearance, and (4) Running the
Clock Forward. The three pairs of collaborating KidSim users spent 77.1% of
their Total Talk Units4 engaged in one of these four primary activities (see Table
(1) Creating a New Piece. The greatest amount of talk during Creating a
New Piece was Cumulative Talk at 38.4%. This signaled a period of calm
progress in which each collaborator was aware of the current activity and
contributed positively to it. Query Talk (32.1%) was the second most prevalent
kind of talk during Creating a New Piece. Query Talk functioned both as a plea
Exploratory Talk also played the role as a kind of peacemaker, bringing in "facts"
Solo Talk (5.7% of Creating a New Piece talk) contributed little to Anne and
Mark. Solo Talk for Cary and Marie gave them a way to have input into the
creative process at moments when they were not controlling the mouse. Finally,
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Help Talk (12.9%) was not as prevalent during Creating a New Piece as it
which most children are very familiar with by the time they are in the fifth grade.
The collaborative setting of this study gave them a chance to draw together,
interactively, with the need to learn only a few simple tools. The necessity for
(2) Rule Writing. Help Talk (61.6%) accounted for the overwhelming
KidSim interaction rules. The justification for this finding may be attributed to at
effectiveness.
requires the use of layers of "graphical rewrite rules". These rules translate on-
Anne and Jenny employed little movement in their "Zoo" and thus had less
need to master Rule Writing. Mark and Cary plus Amber and Marie, on the
other hand, did introduce lots of action into their worlds, and therefore needed to
Marie, did seem to be up to the task. Mark, however, was more easily distracted
and tired of Rule Writing long before the others did. Rule Writing is not an easy
skill to acquire, but as three of these six students demonstrated, it was not too
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difficult for fifth graders, given the appropriate time, training and motivation.
Talk became a necessary "support system" for the KidSim collaborators. The
frequent suggestions and explanations from the researcher during Rule Writing.
Natural curiosity and intuition may have led them to discover some of the Rule
combined with the limited amount of training time, created a climate which gave
prominent way to Rule Writing. A cycle of Cumulative Talk (21.9%) mixed with
Query (11.2%) did prevail once basic rule creation was understood. Solo Talk at
3.3% came next in frequency, due largely to Mark and Cary's input. One of the
most influential types of talk found in Creating a New Piece, Disputational Talk,
was present only 1.9% of the time. Rule Writing is a new, perhaps unique,
activity to these students. They expended most of their energy trying to learn the
process, with little time left over to dispute what they were trying to do or what
these pairs of fifth graders to master. Some understanding for this finding may be
Writing. When a piece's appearance is modified, at least two actions must occur
which encompass the appearance change. First of all, a new rule must be
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this change to complement a piece's current appearance, the original
particular, was a difficult one for these children to learn. A Help Talk majority
Cumulative Talk (28.4%) mixed with Query (17.6%) did prevail. Solo,
appearance modification at less than ten percent total across all three talk types.
(4) Running the Clock Forward. Unlike any of the other three primary
reflection, a time to absorb how one's microworld was progressing. Talk during
Cumulative Talk (34.6%). As the students watched their worlds "move," many
Although less time consuming than the four primary Computer Activities,
Transitional Computer Activities. (1) Planning the Microworld, which did not have
a distinct period human-computer interaction of its own, often took place while
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Running the Clock Forward or prior to each day's actual interaction period. The
eleven others, while they are not necessarily less important, did occur much less
frequently. Four of them are quite utilitarian in nature: (2) Setting a Piece on the
Gameboard, (3) Modifying a Piece's Position, (4) Vacuuming a Piece, and (5)
Vacuuming a Rule. These four acts are things that sometimes must be done for
A KidSim "world builder" may decide whether or not to: (6) Name a Rule, (7)
Name an Appearance, or even if they want to (8) Name a Piece. Unnamed items
here.
Only one activity of these eleven is required and it need be performed but
advanced nature: (10) Modifying a Piece's Energy, (11) Running the Clock in
Reverse and (12) Rule Grouping in a Sub-Routine. The first two were rare in
application. Only Amber and Marie created and modified the Energy level of one
of their pieces.
The second activity of the final three, listed above, (11) Running the Clock
from the researcher, Anne and Jenny were the only pair to watch their world run
pairs of KidSim users to some extent. However, this complex procedure for
"placing rules into execution groups" was not emphasized during KidSim training.
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Functional Activities
The first two types of collaborative activities isolated in this study, Talk and
and computer interactions. The third type of interaction identified in this study,
collaborative microworld creation. Each of the three Functional Activities will now
Role Sharing
Role Sharing, the first of the two Functional Activities which employed
control of the computer's mouse. The use of a joint workspace, the computer
screen, plus the necessity of a shared tool, the mouse, required the students to
negotiate their interaction time with the computer. One student in each
interaction pair seemed to consistently "drive" the direction that the current
Computer Activity was taking. The other student actually controlled the mouse
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more often. One member of each pair seemed to have a clearer goal of what
they were trying to jointly accomplish. Role Sharing was implemented by all
three pairs of students at various points in their interactions: one plans, the other
the drawing of their first animal. Anne is currently using the mouse.
One student, Jenny in this case, seems to have a more complete "vision"
as to how their character should look. Jenny became the teacher or "more
a child's cognitive activity could reach beyond those acts which a child could
KidSim better or simply may be the more competent artist (units 264-266). Anne
may be more willing to just "get things close", rather than be perfect (unit 271).
Jenny is seeking to share the role of Creating a New Piece with Anne by giving
In the following example, Mark and Cary are writing the first of many rules
which will control how their Balloon falls after the Jumbo Jet hits it. Mark has
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824 C: Now we got to make the balloon go down. We
just need one little spotlights. Push, pull down.
825 C: Okay, now move the balloon down.
826 M: Which side? This side?
827 C: Left, yeah.
828 M: Left's on this side.
829 C: The other one.
830 M: Okay, "X" it.
831 C: You only went down, you got to go back to
APPEARANCE.
832 C: Start the clock.
833 M: It won't pop because it's too high. So we need to
move it down.
834 C: Now we got to make it keep on going
down. Go to NEW RULE.
835 M: Ah, thank you.
836 C: Stop the clock. Do we want it to get skinny or do
you just want it to fall?
837 M: Just to fall.
838 C: Go to NEW RULE. Keep on pulling it down. Just
move over that way.
839 C: And pull the balloon down.
840 M: "X" it.
This talk occurred as Mark and Carys' method of Role Sharing was
silently worked out. Mark, the less proficient rule writer of this pair, took control
of the mouse while Cary gave the commands as to what to do (units 824-831,
832). Cary queries for Mark's input (unit 836) while continuing to drive the
collaboration forward.
The technique loses most of its power if the less skilled party (i.e., Mark in this
case) elects to "just watch". Mark and Cary continued their system of sharing
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1042 M: I don't like setting up rules Cary, you can do it.
We want it to go down.
1043 C: Ha, Ha, Ha, that's what I was saying. Now we
got to move it down. Wait, (to JD) "I Don't Care
Square", right?
1044 JD: Ahhh, right below it, I guess. It's up to you.
1045 M: We don't care about nothing down there.
1046 C: I said so too. Now that's it!.
Cary took control of the mouse at this point (unit 1043) and did not return it to
Mark until the next day as a new piece was created. Mark's choice to
discontinue Role Sharing may have been a primary contributing factor in the
boredom he exhibited throughout much of the last day's interaction. Mark's many
Disengaged Solo Talk remarks referred to earlier, may be related to the lack of
"input" he felt as Cary maintained control of the mouse while rules were written.
Our third pair of collaborators, Amber and Marie, perhaps the most
"cooperative" pair of students in this study, also employed Role Sharing during
their collaboration. Marie is using the mouse in the following example, while
"connecting" two small rocks together to create a larger one (unit 623). There
was a concern by the girls at this point in their interaction that the pieces they
were creating were not coming out big enough on the game board.
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625 M: There's this color...
626 A: Ehh.
627 M: Or there's this one...
628 A: It's getting better. Try one more higher up. Yeah.
And we could put a dark animal on it.
629 M: Animal on it? Oh, yeah...
630 A: Umm hmm.
631 M: ...on it, I thought you meant on the same drawing.
Make it a huge one, oops... take the mouse...
Marie has completed the rock and passes control of the mouse to Amber (unit
631).
All three pairs of students employed Role Sharing at some point during
Ultimately, when people are collaborating together at the computer, only one
person at a time may control the keyboard or mouse. The other serves as an
in the advisor role is given a way to have "input" and therefore derive a sense of
ownership of their joint creation. Through the latter "audience member" role,
opportunities are presented which allow for the expression of praise about a
called Applause.
Applause
positive one. Applause is affirmation for the person currently controlling the
computer that "all is well" or "something extra nice just happened." Applause
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The following excerpts contain a number of examples of Applause from
271 Marie: Oh, that looks neat. It looks like a little island.
372 Marie: Oh, this is cool.
427 Marie: I like it like that.
but it can make the experience more rewarding when one's efforts are
beyond the typical "OK, that's finished, on to the next task," type of remark.
Applause says something extra special and "kind of great" just occurred.
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Object Negotiation
closest friend. Each of us has built a personal life history of memories about the
common and uncommon objects and events in our lives. We alone have this
Whether by choice or by accident, we are not often called upon to defend how
the world looks or feels to us. The six children who participated in this study did
not have this luxury. They each were asked to reveal how some part of the world
appeared to them. In doing so they created new worlds of their own and for a
few moments saw each other's world through the other's eyes.
Jenny's rather heated discussion about what grass looks like. Grass is a very
common object to the small-town girls. Each of them feels certain about its
person recognizes these "everyday" things (Norman, 1990). What they look like
excerpt.
471 JD: What didn't you like about Anne's, rather, Jenny's
grass?
472 A: It looked too plain. It had no squigglies. It was
just plain green.
551 JD: What, what should grass look like?
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552 J: Grass is like that and it's like all colored in, and
she just had it going all over the place.
factor for each collaborator as they tried to represent their ideas visually. The
dispute may have occurred as a result of one or both of them having the inability
to "picture" grass with KidSim the way that they saw it in their own minds.
Eventually, Anne and Jenny were able to negotiate their way to some
compromise grass. Their final object was mostly "colored in" and at the same
Through Object Negotiation Anne and Jenny were able to use a visual
demonstration to illustrate just what "they had in mind" to the other person. A
and animate each other's creations. The computer allowed them to merge their
ideas into one. Creating objects for a microworld does not really require building
them from scratch, instead objects are synthesized from what one already
knows.
All six students employed Object Negotiation while they were creating
their microworlds. Mark and Cary negotiated what their plane should look like.
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Cary is not amused (unit 174). Mark is offering his opinion that what Cary
is drawing does not look like an airplane. Mark goes as far to say that Cary's
drawing looks more like a boat to him. Mark attempts to negotiate with Cary, by
suggesting that they do not need to have this drawing be an airplane at all. It can
really be a boat (unit 173). Cary continues to draw, adjusting the "tail" more to
Mark's liking.
177 C: Does that look a little bit more like a plane?
178 M: Yes.
179 C: Good, now I'll just erase that top part and draw
the color. Uh oh. OOPS.
180 M: What is it? Is it a circle?
181 C: It's supposed to be. Now, I'll color it in. There.
It's something, ain't it funny?
182 M: Yeow it is.
Mark agrees with his friend Cary (unit 182). But we are not sure whether
Mark agrees with Cary that the drawing is "something" or is Mark just agreeing
that it is "funny looking". One unit later Mark tells us how he really feels.
Cary has now drawn a plane that Mark thinks "looks" good. After coloring
it in black and making the plane's "cockpit" gray, Cary gives his opinion of the
Mark points out a problem he sees (a dot of white on the plane's body that
was not filled in with black) and offers Cary advice on what to do. Throughout
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the plane's creation Cary has listened to Mark and has adjusted his drawing
accordingly. Cary checks with Mark one last time to get his final approval.
airplane. Had this creation been the work of one party alone (e.g., Cary), no
doubt a very different looking object would have resulted. The final appearance
that the plane took was synthesized from "ideas of planes" that both of the boys
Amber opens the Appearance Window (unit 329) and begins to draw a
bird. Marie makes a comment about the generic "blob of clay" that comes up
with every new piece (unit 330). Marie sees Amber's efforts and volunteers to
make "M" birds instead (unit 332). Amber has never heard of "M" birds and
objects to Marie erasing her effort (unit 335). Marie offers Amber an explanation.
336 M: "M" birds, they look like M's from a distance, and
then put a little head on them.
337 A: That's a perfect size. Because, we don't want
them real big. That's an "M" bird?
338 M: That looks awful, oh, you know...
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339 A: I didn't say it looked awful...
340 M: I said it looks awful.
341 A: I've never seen an "M" bird.
342 M: Well, they just look from a distance... and they're
easier to draw, looks awful. See, I can't, I wish I could
do straight lines.
Marie introduces Amber to the wonderful world of "M" birds. Amber is still
somewhat skeptical (unit 337), in her experience she has "never seen an 'M'
bird." However, it is Marie who is playing the role of the critic here (unit 338).
Marie has shown Amber a new way of seeing birds, at least "from a distance".
"M" birds are a good example of the kind of "object knowledge" differences
one may find across different people. Marie has one conception of how birds at
a distance may be pictured, Amber did not share this view (at least not at first).
By demonstrating just what an "M" bird was, Marie was able to negotiate with
Amber and convince her that this new way of picturing birds was acceptable.
Each student pair had to negotiate the "look and feel" of objects while
creating pieces for KidSim. Every student came to this interaction with pre-
conceived notions of what things look like and how things behave. Object
function in three capacities during the learning of KidSim. Each of these newly
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As people are collaborating together at the computer, only one person at a
time may control the keyboard or mouse. The other serves as an "advisor or
advisor role is given a way to have "input" and therefore derive a sense of
that "all is well" or "something extra nice just happened". Applause is not
occur, but it can make the experience more enjoyable and rewarding. Applause
behavior took place through Object Negotiation . Every student came to this
interaction with pre-conceived notions of what things look like and how things
behave. Each student pair had to negotiate the "look and feel" of objects while
microworld construction its "cooks", "icing" and "cake"; all things necessary for
This concludes the presentation of the results of the study. The following
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Chapter 4
Introduction
Six fifth grade students were recently given a unique opportunity. They
were given the freedom to design a world of their own. No adult told them what
to create. No teacher gave them an outline to follow. They simply were told to
let their ideas take them far as some software and a brief stretch of time would
allow. Not every child accepted this offer equally, nor should we expect them to.
In the end, they built some pretty amazing places, places which had been hidden
Along the path to these creations they spoke about their plans,
the two research questions posed by this study: R1) What types of talk occur
during the collaborative learning of computer software? and R2) What functional
experience?
initially was very similar to categories reported by the SLANT research group
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Disputational, Cumulative and Exploratory Talk. This dissertation confirmed the
existence of these three and added the categories of: Help Talk, Query Talk,
and Solo Talk. Each of the six Talk Activity types expresses a different variety of
verbal communication.
(1) Researcher and Student Initiated Help Talk, are the primary interaction
reminder of KidSim details which had already been discussed. Student Initiated
Help Talk verified the progress of student learning and confirmed the recently
indicated to the other that s/he is "mentally present" and aware of the exchanges.
(3) Query Talk is the interaction activity which indicated that more
(4) Solo Talk is the interaction activity which indicated that a collaborator is
"going it alone" for the moment and may serve as a subtle plea for more attention
from the other partner. Solo Talk can be either engaged or disengaged.
Engaged Solo Talk is talk about the current computer activity. Disengaged Solo
Talk is talk which is "off topic" or not pertinent to the current computer activity.
activity which most clearly says: "I don't agree with you".
And finally, (6) Exploratory Talk is the interaction activity which signals that
The six Talk Activities also have parallels with Teasley and Roschelle's
(1993, p. 236) categories of discourse events. Two of their four categories, Turn-
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Taking and Narrations, complement the current findings well. Turn-Taking was
The four primary Computer Activities (e.g., Creating a New Piece, Rule
were supported and driven by a flowing mixture of the six talk types. Higher
quantities of Cumulative Talk were a good indicator that the current Computer
Activity was well understood by both partners. Creating a New Piece in KidSim
is much like drawing objects on paper. It stands to reason that the more familiar
or comfortable each partner is with the current microworld construction task, the
more likely they are to have a conversation which is largely "give and take", or
cumulative in nature.
information about KidSim was required. Rule Writing and Modifying A Piece's
Appearance each created situations which were new to the participants in this
study. The students needed more "help" via Help Talk to understand and
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Query Talk occurred spontaneously throughout the interaction as
examine their work in a positive way without falling into the "disputational trap" of
lingering disagreement.
reason for their dislike of a current action. The "familiarity factor" discovered
during Creating a New Piece could also be at work here. Perhaps, the more
familiar we are with an object or action, the more likely it is that we will have
strong opinions about it. The expressing of these opinions may appear without
justification at first as one may simply be too upset to truly articulate his or her
disputational whenever the students' "ideas" of worldly objects clashed with their
soon realized that they had to switch to another talk type (often Query or Help
Engaged Solo Talk was used by Role Sharing pairs to give non-mousing
members a way to stay involved in the interaction as the silent partner performed
on-screen actions. Disengaged Solo Talk was especially evident with one
student in particular when he lost interest in the current KidSim activity. Solo
Talk gave participants a means of expressing their thoughts out loud, particularly
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Appearance interaction sequences. The possibility of Engaged Solo Talk
provided the means for these collaborators to have a completely "open ended"
worrying that their "connection" to their partner would be broken by the lack of a
verbal response.
effective way for one partner to pull the other into their "zone of understanding".
Complex portions of the KidSim construction process, such as the "Select, Copy,
fertile ground for Vygotskys "more capable peer" to take the opportunity to teach.
and the other became the pupil, listening and watching as new insights were
revealed. Exploratory Talk provided the peers a way to educate each other.
Applause, and Object Negotiation, to support, cheer, reflect, and guide their
something from each other. After all, they built a world together.
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theory provided the mechanism to isolate the three varieties of Functional
Activities.
development. Each child was given the opportunity to grow a little "outside
themselves". They had a chance to find out from each other what they could not
something beyond the development of microworlds, they also saw a small part of
which follows the primary Computer Activities presented in these Results. The
are created for which interaction rules are written. The game clock is run
and acts as a bridge to the one that follows. The other eleven Computer
appropriate avenues to express their feelings and ideas. Cumulative Talk gave
them a road on which to proceed when communication was most open and
agreement for how to plan their course of action ran high. Query Talk allowed
them to slow down for a moment, back up, or to make a turn. Disputation Talk
actually halted forward progress. The extra weight of ill feelings had to be
unloaded before further movement could occur. Help Talk "paved the way" and
tried to lift these "vehicles" over potholes as unobtrusively as possible. Solo Talk
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came both in the form of an one-lane bridge over which only a-driver-at-a-time
was heard moving and as an exit ramp which led away from the conversation
altogether. At few very special moments, Exploratory Talk became the map
which pointed the way in new directions. Collaborative talk allowed the KidSim
explorers to navigate a world of their own making. A world of many twists and
turns, but one which only they were able to truly inhabit. We were mere
Implications
This study isolated six different varieties of Talk Activities which help us
The prevalence of one talk type over another points to the relative progress of
Talk indicate a slowing down of that progress and sequences of Exploratory Talk
a speeding up. Help Talk can either be a catalyst for growth in new directions or
serve as a safety net when the situation goes awry. Solo Talk by an engaged
partner indicates that they wish to have verbal input into the interaction whether
or not they are currently controlling the mouse. Disengaged Solo Talk is a sign
that boredom is setting in or that the current Computer Activity is beyond their
The sixteen highlighted Computer Activities give us some insight into how
artificial worlds created on the computer "fit" into the real world inhabited by
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to what kind of talk is produced to support it. The more an on-screen action is
like a real-world action (i.e. the more familiar it seems to the "user"), the greater
the likelihood of sustained "give and take" or Cumulative Talk between partners.
Likewise, the more foreign a human-computer interaction "feels", the more likely
that talk will be produced which is halting in nature (e.g., Query or Help Talk).
the study of the whole of human communication, beyond that which occurs
examples" of interactions which take place when two persons are working
together on a project. They force into being situations which in "real life" may
take much longer to occur. Role Sharing, Applause, and Object Negotiation
could have interesting implications for all manner of collaborative effort. First, the
team workers to truly "get inside" each other's perspectives. Secondly, long
Third, the overall input of each member of a collaborative team might be better
The overall patterns of communication found in this study (i.e., lots of Help
Talk during Rule Writing, the rare examples of Exploratory Talk, etc.), are directly
related to how much "talk energy" a Computer Activity requires. The "smoother"
great quantities of talk and the more likely that pauses will accumulate. In other
words, the "easier" a Computer Activity is for an individual, the less need they
may have to talk about it. Note that some individuals may like to talk more when
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they feel they are accomplishing their goals, but the point here is that there
seems to be less of an "external need" for them to do so. Help Talk, for example,
good sign that at least one member of the collaborative pair was deeply engaged
with the current computer action, as they said nothing, or very little, to their "solo-
speaking" partner.
its production. These 5th grade KidSim users, while rushed for time, did manage
to build functioning microworlds with large amounts of Help Talk. Yet, in the end,
this researcher believes, these students only partially understood exactly how
KidSim's various "pieces" fit together. These were all good, if not "all A",
students. Yet, only one of them, Marie, truly assimilated KidSim's basic functions
in the time allowed. This is a sign that the interface or its various parts still need
"work" to easily '"fit" into the worlds and minds of these younger children. This
researcher believes that younger children have a tough time with any tool or
of "modality" for all of the interface's features would help to reinforce "where and
what" things are to a child. After all, all a child's crayons do not move around or
change color inside the box just because the child is not currently using them.
The Rule Window, with its collapsing boxes, seems a particular problem area.
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Limitations
Chief among the limitations found in this study was the abbreviated
interaction period allowed for each student pair. Realizing that the subjects of
this study were actively enrolled elementary school children, there was a limit as
to how long each child could be pulled from their regular classes for this project.
However, with this limitation in place, adequate training time was still a concern.
Three one hour sessions were not enough time to thoroughly cover the finer
points of the KidSim architecture. Limited interaction time also restricted each
day's post-interaction interview to a five minute meeting. This daily time alone
with a participant was only adequate to assess each individuals reaction to some
was a limitation for many reasons. Females out numbered males two to one,
considered representative only to the extent that these students are the same
age as their fifth grade peers. The sample was highly selective in several
respects. These were not just random pairs of students, but best friends. Also,
the students were "singled-out" out by their teachers as "computer literate" and
children who were thought to handle new challenges well. One or both of these
attributes may not be typical of an average eleven-year-old. Also, the age of the
mentioned to this researcher that they had only brief experience with KidSim by
users who were under twelve-years-old. The young age of these participants, as
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noted earlier, may have contributed to the difficulty most of them had mastering
many steps of the microworld construction process. Help Talk took on the
which pushed the learning of KidSim software over into the actual interaction
days. Secondly was the existence of "non-verbal eye contact cues" from the
children that clearly "asked" the researcher for input without using spoken
language. A third factor that contributed to the high quantity of Help Talk was the
nature of this study which "in and of itself" was a bit "out of the ordinary". These
unfamiliar adult. The researcher found himself "talking to them a bit more", than
he might have otherwise, to help them feel extra comfortable in this unusual set
of circumstances.
components could have benefited from a further breakdown into Solo Talk "while
using or not using the mouse". Such additional analysis would have proved
appropriately labeled "talk with the intention to give verbal input" in the case of an
the current mouse user, was not recorded as a part of the original transcripts.
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Another limitation concerns the appropriateness of a publicly accessible
particular, was very distracted whenever an outside adult came into the "after
hours" library environment that was the location for this study.
KidSim, however wonderful in its potential, was at the time of the study still
"beta" software and therefore not yet finished. This was a limitation as some
features, such as the editing of rules, had not yet been incorporated into the
program.
Overall, one of the key limitations of the study was not so much concerned
with the research environment but with the analysis technology itself. Discourse
3.06), proved to be a much more time consuming enterprise for this researcher
divided into new groups, each new sub-category required another "pass" through
all transcribed speech to assign every talk unit appropriately. The most recent
edition of this program (as of this writing, August 1998) is version 4.0. Only with
this most recent version was the author able to easily "split" current categories
into sub-groupings.
Future Research
interaction with KidSim, this study noted an interesting tendency. The one pair of
boys involved in this study (Mark and Cary) chose to write rules for their pieces
much earlier than either pair of girls. Only thirty minutes into the first day's
interaction the boys had drawn two characters and had begun to give them rules.
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Both pairs of girls on the other hand, elected to create the majority of their pieces
The boy's incorporated much more "action" into their creation, building
roughly drawn pieces with lots of movement. The girl's worlds were much more
more interested in animating a current piece on the game board, than in outlining
the entire world in advance. This finding may simply be another example of the
stereotype that "boys are more action oriented and girls more detail oriented".
The grounded theory approach utilized here may only hint at these and other
broader questions. Answers must await a different approach that seeks more
generalizable solutions.
This study provides more evidence for a theory of computer use that
exploit the features of a computer program, discovering all they can about its
computer use. Producers, focus on the "output" that the computer provides. Of
these six peer collaborators, Jenny, Amber and Marie seem to be more oriented
toward software exploration, while Anne, Mark, and Cary, tended to be more
KidSim's gameboard).
Once they had gotten into the "flow" of working with KidSim, these children
completely adjusted to the situation and became absorbed into the interaction
with the computer. Although they seemed to forget all about being observed or
tape recorded, they knew help was not far away if they needed it. The computer
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and KidSim itself, proved to be so engaging that they let "down their guards" and
became uninhibited for a few hours. The SLANT researchers noted that
computers capture the attention of children in a way that is not approached in its
computer program like KidSim, we gave them the freedom to "relax" and simply
enjoy this new "game", without being constantly aware that they were being
recorded.
would allow the finer points of the program to be explored more deeply. Younger
contrasting novices with more accomplished users. The goal might be changed
from building new worlds to the teaching of KidSim to a peer, so that Vygotskys
A final area for future research might be increased attention to the non-
scrolling display of their transcribed words would give another dimension to the
relevant video frame number noted. These two "streams of data", verbal plus
non-verbal, would give the researcher a more complete "vision" of the interaction
experience. This material could then be revisited at some future point. It would
142
serve as a beginning for future investigations that relied less upon notes or
Final Thoughts
actual lives and changing who we are as investigators. Because of the intimate
nature of this study, this researcher has gained new respect for the infinite
imaginations of children, their desires and their plans. Given a wonderful tool like
KidSim they can more fully show us what they are dreaming and thinking.
different way to explore their world. "KidSim kids" are free to explore without
restraints, deciding what their creations will look like, they build the pieces and
create the animation without the limits often imposed on them by adults. No
"grownup" has given them a limited set of characters or actions. In the words of
Mark: "...you're the boss of yourself". Perhaps self-reliance is the best lesson
In this research, three pairs of best friends collaborated with each other to
create their own "universes." Best friends were chosen for this study, as they are
However, these three pairs of 5th graders proved to be somewhat different from
each other, at least as exhibited by their actions. Each pair had a physically
dominant partner (Jenny, Cary, & Marie) who controlled the mouse the majority
of the time, particularly during rule writing. Two of the pairs had a partner who
was more verbal than the other (Anne & Mark). Finally, all three pairs seemed to
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have a partner who preferred drawing to rule construction (Anne, Mark, &
Amber). Since they were best friends, they did seem to respect the other with
politeness and kindness. These collaborating best friends did try to work
This researcher would welcome the opportunity to work with best friends
again. Much in the way of "peer friction" was eliminated by having students work
together who already know each other well. All of the '"getting to know
you" kind of interaction was avoided and serious effort could begin sooner.
their talk. Through grounded theory, several Computer and Functional Activities
were isolated and illustrated. The close inspection of computer users actually
good way to predict how well a given piece of software is designed for a
The author was particularly gratified to witness how "easy to learn" parts of
a computer program can be made for young users. KidSim's draw module,
On the other hand, some parts of KidSim were frustrating to these 5th graders.
Rule Writing does present a degree of difficulty which only an increased level of
certainly required. However, throughout the investigation it was the children who
consistently wished for more overall time with the software to create places of
their own.
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Apple Computer should be commended for developing a "programming by
new kind of "playground" where they are the masters. Giving power to children is
a good way to improve their self confidence. We as adults could also benefit
from this kind of "self-programming" power. One day, perhaps, all computer
languages might become like Morse Code, something for the history books.
certainty: these students enjoyed themselves. Overheard on the last day of the
study was one child's remark to another: "The other kids think we're making a
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ENDNOTES
1
Originally, four pairs of 5th graders were contacted to participate in the study. However,
recordings of one pairs talk proved untranscribable, due to long silences mixed with large
amounts of whispering.
2
This device, a ProPresenter Mac/PC Multi-Sync, allows not only the videotaping of the IIsi
output, but also has the capability to zoom-in on a given part of the screen- allowing for the
close study of a small area of the image.
Po Pe
3 pi =
1 Pe Where pi = intercoder reliability, Po = observed percent agreement, and
Pe = percent agreement to be expected on the basis of chance alone.
4
Note: The total number of Talk Units associated with Computer Activities is higher than the
actual number of analyzed Talk Units. This occured as a result of dual coding of some activities
(i.e., Planning the Microworld, did not have a distinct Computer Activity of its own, which, as
noted on p. 104, often took place while Running the Clock Forward, etc.)
5
First the original appearance must be opened and selected entirely via the SELECT ALL
command (under the EDIT menu in Appendix A, Figure A2). Second, this selection must be
COPIED. Third, this copy must be PASTED into a NEW APPEARANCE. Once pasted, the NEW
APPEARANCE may then be modified in some way to look different from the old.
6
The editing of previously created rules was not possible in this version of KidSim.
146
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