Chapter 6: Theory and Practice of Case-Based Learning Aids
Overview
A case based learning aid is a support that helps a learner interpret, reflect on, and apply experiences - their own or of someone else - that allow valuable learning to take place.
Case Based Reasoning (CBR) is a model for creating intelligent systems - computer systems that can reason by reference to their previous experiences
CBR as a cognitive model, values the concrete over the abstract (Kolodner, 1993. It suggests that we think in terms of cases - interpretations of experiences that we apply to new situations.
Example: a child who throws a ball into the air expects it to come down because that is what she has always seen before.
CBR makes three types of suggestions with respect to educational practice:
Case-Based Reasoning as a Model of Cognition that explicitly integrates memory, learning and reasoning.
In CBR a reasoner is engaged in recording experiences, interpreting experiences to derive lessons for the future, anticipating when lesson may be useful, labelling experiences for applicable future use. Essential for CBR is failure.
Cases are interpretations of experiences.
Cases have; settings, actors, goals, sequence of events, results, and explanations linking them together. The betting the interpretations of each and their explanations the more useful the case will be in the future.
If we know what causes failure in a case, this knowledge can be used in future cases.
Explanations that tie pasts of a case together create Lessons Learned. Lessons can identify why things went wrong in a case.
A case library resides in an individual’s memory; they are derived from the individual’s experiences and from experiences of others.
People find cases in their memory if they have indexed them well on creation of the case. Good case-based reasoners interpret experiences as they are having them to identify what they are learning and anticipating when those lessons will be useful.
Good indexes are critical for transfer. The best indexing results from anticipating when the lesson might be used.
Kolodner (1993, 1997), Kolodner et al. (1998, 2003a, 2003b), Schank (1999)
CBR’s Implications for Supporting Learning
CBR aligns with constructivist and constructionist approaches: learners construct mental models from concrete experiences, active construction promotes knowledge development (Papert, 1991)
CBR suggest 5 facilitators for for learning effectively from experiences:
Using CBR to make suggestions for effective creation of learning environments:
Using CBR’s Ideas to Engineer Sequencing in the Learning Environment
Goal Based Scenarios (Shank, Fano, Bell, & Jona, 1994)
Learners are places in a situation where they have to achieve an interesting goal that also requires them to meet certain curricular objectives.
Challenges need to be designed that are both engaging and focus learners on the intended content and skills.
Case libraries used in GBS need to index material both in content and context.
Details on the designing of goal-based scenarios (Bareiss & Osgood, 1993; Ferguson, Bareiss, Birnbaum, & Osgood, 1992; Schank, Berman, & Macpherson, 1999).
Critically, GBS design requires anticipating the learner’s goals and subgoals.
Learning By Design focuses on CBR’s model to suggest how to run a classroom.
Construction and trial of real devices gives students the motivation to want to learn, the opportunity to discover what they need to learn, the opportunity to discover the uses of science, and to test their conceptions and identify gaps in their knowledge.
In classroom activities, students “mess about”, do “whiteboarding”, present “poster sessions”, “pin-up sessions” and do “gallery walks”.
LBD provides:
Project-Based Inquiry Science (Kolodner et al., 2008, 2010)
CBR-Informed Software to Support Learning
Supports for Reflection and Interpretation of One’s Experiences
The Reflective Learner (Turns, Newstetter, Allen, & Mistree, 1997) provided scaffolding in the form of prompts. It asked students to:
SMILE (Kolodner & Nagel, 1999) provides scaffolding for learners to articulate their experiences. SMILE makes use of a Pin-Up toll and Gallery Walks.
Scaffolding for cross-group collaboration used to support articulation of ideas in peer feedback.
Kinds of scaffolding needed: questions that structure the task into pieces of manageable size, hints about what is expected in the answers to the questions, examples as models of the way to answer each question, and templates for responses.
Case Libraries as Resources provide examples of successful and unsuccessful attempts at problem solving and providing models of case application. Examples: ARCHIE-2, STABLE, ScriptABLE, and Case Application Suite (CAS).
STABLE showed that a case library can facilitate student learning, be successful in supporting design, and be placed in a curricular setting which creates the relevant context - which is critical for successful learning from cases (Shank, 1982)
ScriptABLE - a case library of example projects; hyperlinked web based resources. Learners showed enhanced conceptual answers when asked to explain how they solved a particular problem.
When design case libraries:
References:
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Ferguson, W., Bareiss, R., Birnbaum, L., & Osgood, R. (1992). ASK systems: An approach to the realization of story-based teachers. The Journal of the Learning Sciences, 2(1), 95-134.
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