A Design Framework For Electronic Cognitive Apprenticeship
Feng-Kwei Wang, Ph.D.
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Assistant Professor
School of Information Science and Learning Technologies
20 Rothwell Gym
University of Missouri - Columbia
Columbia, MO 65211
Phone: (573) 884-3918
Curtis J. Bonk, Ph.D.
Associate Professor
Department of Counseling and Educational Psychology
School of Education: Room 4022
Indiana University
Bloomington, IN 47405-1006
Phone: (812) 856-8353
ABSTRACT
This paper proposes a design framework for constructing a groupware-based
learning environment (GBLE) that enables electronic cognitive apprenticeship.
The central theme of this framework is that any design of a GBLE must
have learning theories as foundations to substantiate the learning effectiveness
of this environment. The proposed framework applies the principles of
cognitive apprenticeship and case-based learning in designing a learning
environment using groupware technology. In this framework, the practice
of case-based learning is grounded in cognitive apprenticeship. The theory
base of cognitive apprenticeship provides not only more coherent guidance
but also opportunities to fine-tune the pedagogy of case-based learning.
Groupware tools provide needed functions to enable instructional methods
of cognitive apprenticeship. This technological support also facilitates
the learning process of learners and thus enhances the effectiveness of
case-based learning. Based on this framework, a system titled "Using
Notes for a Case-based Learning Environment" (UNCLE) was created
to demonstrate the framework's utility.
KEYWORDS
Cognitive apprenticeship, case-base learning, groupware, groupware, learning
environment
I. INTRODUCTION
For those interested in the potential impact of educational
technology on human learning, these indeed are interesting times. Salomon
[1], in fact, suggests that this is the first time that
technological advancements are outpacing pedagogical and psychological
theory. Nevertheless, new psychological developments have now emerged
that can take advantages of collaborative, distributed, and interactive
educational technologies. Of course, in the past, the field of instructional
technology placed a heavy emphasis on the improvement of technology, including
processes and methodologies for instructional deliveries [2]
[3]. This instructional delivery focus aimed to "design
instructional systems that transmits content and skills in a clear, well-structured,
and efficient manner" [4, p.347]. However, recent
emerging learning theories such as situated learning [5]
[6] [7] and cognitive apprenticeship
[8] have brought about considerable changes in the views
of instructional technology. These changes shift the design of instructional
systems from teaching to learning and from instructional objectives to
facilitative environments. They also have tremendous influences in the
design of technology-based learning environments [9].
This paper intends to demonstrate how these emerging learning theories
can be applied in the construction of an asynchronous learning environment
using groupware technology, thus called a groupware-based learning environment
(GBLE). We use a GBLE that we created as an example. The system was titled
-- "Using Notes for Case-based Learning Environments" (UNCLE).
We begin with an overview of cognitive apprenticeship, case-based learning,
and groupware technology, which UNCLE was built upon. Then, we introduce
the design framework of UNCLE, followed by the explication of GBLE tools
and operations in support of cognitive apprenticeship. Lastly, the actual
screen shots of UNCLE are presented to give readers a better understanding
of designing a GBLE.
A. Cognitive Apprenticeship
Cognitive apprenticeship draws its inspiration from traditional apprenticeship
and creates a meaningful social context in which learners are given many
opportunities to observe and learn expert practices. By enculturating
learners into authentic practices through activities and social interaction,
they are able to develop the cognitive skills of practitioners [5].
According to Collins, Brown and Newman [8], cognitive
apprenticeship emphasizes the solving of real world problems under expert
guidance that fosters cognitive and metacognitive skills and processes.
To put cognitive apprenticeship into practice, Collins et al. [8]
offered six instructional methods of cognitive apprenticeship - modeling,
coaching, scaffolding, articulation, reflection, and exploration. Based
on the innovative work of Tharp [10] and Tharp and Gallimore
[11] related to assisting in the learning process, Bonk
and Kim [12] recently elaborated and expanded on the
cognitive apprenticeship framework to include questioning, task structuring,
performance feedback or management, and direct instruction when appropriate.
Importantly, this revised framework was designed for adult learning environments.
The original six methods are summarized in Table 1.
The notion of guided experience in cognitive apprenticeship
corresponds to the concept of guidance and collaboration in the zone of
proximal development (ZPD) introduced by Vygotsky [13].
It is the distance between the actual developmental level as determined
by independent problem solving and the level of potential development
as determined through problem solving under adult guidance or in collaboration
with more capable peers (p.86).
From this perspective, the ZPD develops through the assistance of experts
and more able peers in a specific social system. Exposure to the strategies,
skills, and ideas of others on a social plane can be individually appropriated
and internalized as independent problem solving skills. The implication
is that, to learn better, learners have to be situated in the social and
functional context embedded with the learning skills and knowledge. In
this paper, case-based learning tools and features are described that
are based on the sociocultural views of Vygotsky.
B. Case-based Learning
As a methodology of instruction, case-based learning has long been believed
by most educators and trainers to be a powerful method [14]
[15] [16] [17] [18].
The use of paper-based cases has been accepted practice in many professional
disciplines such as business, law, medicine, and education for decades
[19]. Case formats include simple narratives, cases
with alternative or counter scenarios, cases with expert commentaries,
cases with purposefully embedded flaws, and cases that build or become
more complex [20]. A recent trend is the use of cases
with videotapes, videodiscs, CD-ROM, computer conferencing, and other
media. Computer conferencing, for instance, might include learners from
all over the world discussing and debating issues or problems of interest
[21]. When learners are dispersed across great distances
or time zones, case-based Web technology is a logical choice since it
is inexpensive, controllable, and convenient. During these electronic
case discussions and reflections, an instructor might apprentice students
into their chosen profession by modeling expert answers, providing feedback,
asking questions, and countering misconceptions. Students, in contrast,
might work use collaborative tools to discuss cases in team-shared workspaces,
synchronous chats, scratch pads or whiteboards, and shared documents [22].
In effect, new technologies for collaboration socially are emerging to
create a shared space for sharing, debating, and constructing knowledge.
The effectiveness of this pedagogy is manifested by three important characteristics:
(a) real-life problems, (b) the encouragement of learner involvement,
and (c) the active application of knowledge and skills. Typically, a case
analysis involves the study of a real-life situation and connects learners
to the real context. The discussion of a case provides learners with the
opportunity to exchange their ideas, share information and resources,
and learn from the thought processes of other learners, thus encouraging
a team spirit and promoting communication skills. Also, case analyses
help learners hone their skills in analysis, judgment, and synthesis.
The use of case-based learning in this framework is to build the ZPD where
experts or more able peers can help the problem solving process of learners.
Learners acquire knowledge and skills through the constant guidance of
experts when they solve work-related cases.
C. CSCW and Groupware
CSCW (computer supported cooperative work) is a generic term which encompasses
"the understanding of how people work in groups with the enabling
technologies of computer networks and associated hardware, software, services
and techniques" [23, p.1]. The aim of CSCW is to
increase group work effectiveness by supporting group communications and
facilitating group activities.
Groupware refers to any technology that supports CSCW in enhancing group
productivity. Ellis, Bibbs, and Rein [24] define groupware
as "computer-based systems that support groups of people engaged
in a common task (or goal) and that provide an interface to a shared environment."
They hold that the ultimate goal of groupware is to mesh business performance,
organizational structure, and technology systems into a single platform.
It usually contains functions for collaboration, communication, and coordination
of group work such as e-mail, computer conferencing, workflow management,
document management, calendaring, and co-authoring. Groupware products
such as Lotus Notes or Microsoft Exchange have begun to generate productivity
gains, which, naturally, have attracted the attention of many corporate
users [25] [26]. In the vanguard of
pioneering companies are Arthur Anderson, Dell Computer, EDS, IBM, GM,
and Price Waterhouse. Today, almost all the Fortune 500 companies have
implemented groupware in one form or another.
II. UNCLE'S DESIGN FRAMEWORK
While the use of groupware as a means for solving business problems has
been perceived as a promising practice for corporate America, the idea
of using groupware for educational purposes in the corporate context is
still at its infant stage. The first and foremost problem is that commercial
groupware products such as Lotus Notes or Microsoft Exchange are designed
as business tools primarily meant to facilitate business processes and
operations. As a result, most groupware lacks sufficient grounding in
learning theory to sustain it as a learning platform. Therefore, as the
first step, we developed a design framework (see Figure 1) as the bedrock
to effectively convert groupware into learning tools. This framework lays
out what is required for learning to be effective and provides coherent
guidance for the adaptation of groupware functions for learning purposes.

Figure 1. The design framework of a groupware-based learning environment
In this GBLE framework, the practice of case-based learning is grounded
in cognitive apprenticeship. The theory base of cognitive apprenticeship
provides not only more coherent guidance but also opportunities to fine-tune
the pedagogy of case-based learning. Groupware tools provide needed functions
to enable instructional methods of cognitive apprenticeship. This technological
support also facilitates the learning process of learners and thus enhances
the effectiveness of case-based learning. The goal is to advance a learner
from a novice to an expert in the ZPD. In this electronic learning environment
(see Figure 2), learners build and share knowledge in four ways: (1) through
online case-based learning activities with peers and experts, (2) through
the utilization of groupware tools, (3) through full-time access to learning
resources and results, and (4) through six online instructional supports
in cognitive apprenticeship.

Figure 2. Groupware-based Learning Environment
III. GROUPWARE TECHNOLOGICAL SUPPORT
To design a GBLE, groupware functions have to be converted for learning
purposes. To accomplish this learning conversion, the tools selected and
devised for UNCLE facilitated the pedagogical processes of case-based
learning grounded on the six instructional methods of cognitive apprenticeship.
As described below, three categories of groupware-based learning tools
were devised: (1) collaborative tools, (2) cognitive tools, and (3) the
instructional library.
A. Collaborative Tools
Collaborative tools, which include computer conferencing, electronic mail,
and shared workspace, are used to promote communications and collaborations
among learners [27]. Learners work in collaborative
groups to solve case problems through the online environment built on
computer networks. They might also track the progress of other teams or
provide timely feedback. Through the networks, multiple perspectives and
diverse learning approaches can also be stimulated, with each reinforcing
the others [28]. Computer conferencing permits the development
of online, asynchronous, many-to-many person discussions. These might
be issue-based discussions, informal conversations, or pedagogically staged
activities such as debates and role-play. Electronic mail allows each
user to send messages relating to personal issues to a specific person
or group [29]. Computer conferencing and electronic
mail allow learners to break the traditional boundaries of time and place.
A shared workspace tool serves as the group memory, recording group activities
and information. It is capable of tracking a learner's or a group's associating
patterns and learning paths that indicate what actions have been performed
and what information has been accessed. Learners can either reflect on
their own learning histories, or learn from others by reviewing group
processes in computer log files.
B. Cognitive Tools
Kozma [30] explains that the computer can alleviate
the learner's information processing burden, thereby extending human cognition.
In case problem solving activities, computer cognitive tools are used
to ease and enhance the performance of cognitive tasks. Such tools include
performance support, hypermedia, and navigation functions. First, performance
support functions are a set of computer tools or electronic job aids which
learners use to facilitate case problem solving. These functions ease
cognitive loads of many arduous but necessary learning tasks and make
learning and problem solving more efficient. The use of case analysis
forms and online case analysis guidelines in UNCLE are two typical examples.
Second, in a hypermedia environment, knowledge is purportedly organized
by mirroring the structure of human thinking. The process of imitating
human thinking proceeds through associating one piece of information to
a related piece of information. It functions as "knowledge on demand"
and exhibits the capacity to branch from one thought to related knowledge
or experiences [31]. That being so, an appropriately
structured hypermedia system should be able to mirror the semantic network
of an experienced or knowledgeable performer or expert [32].
Third, navigation functions such as searching, navigation maps, indices,
history, and bookmarks prevent learners from getting lost in the spacious
knowledge ocean and point learners in the right direction. Navigating
with such tools quickly brings learners the part of knowledge that they
are looking for. Navigation maps show where learners are and where they
have been in knowledge bases. Similarly, indexes offer learners different
ways of identifying and viewing knowledge. In contrast, the history function
keeps track of navigational paths and allows learners to trace their learning
processes. Finally, bookmarks register particular knowledge locations
for later quick access.
C. Instructional Library
The instructional library is a collection of online instructional materials
in an organized and searchable format. It supports case-based learning,
cognitive apprenticeship, and on-the-job application, and provides the
learning resources of knowledge acquisition, transmission, and expansion.
The following are components of the instructional library in UNCLE.
UNCLE's instructional library components
- Cases which are text- and graphic-based business scenarios
related to a particular business domain,
- Domain knowledge which is composed of conceptual and factual
knowledge and procedures explicitly identified with the business domain,
- Reflective questions which are case-related questions and are
crucial to the understanding of a case,
- Testing questions which evaluate learner understanding of domain
knowledge,
- Problem solving strategies which are the methods or procedures
modeled by experts or learners to solve particular case problems,
- Problems solving samples which are example case solutions meant
to help learners working on a case analysis,
- Expert solutions which are the expert's advice and/or solutions
for a case,
- Peer solutions which are the various versions of solutions
for a case provided by learners,
- Case analysis guidelines which are the instructions and hints
of conducting case-based learning, and
- Online discussion that is the repository of dialogue among
learners and experts.
IV. Electronic Cognitive Apprenticeship
The UNCLE framework aims to create an electronic cognitive apprenticeship
environment using groupware technology to support the pedagogical process
of case-based learning. This environment makes it possible to give more
attention to individual learners, which effectuates the coaching and scaffolding
of apprenticeship-style learning. It also makes modeling, coaching, and
fading more cost-effective and widely available [8].
In addition, electronic apprenticeship creates a collaborative learning
environment and augments the dialogue among learners and experts through
online communication and collaboration tools. In effect, this forges a
mechanism for knowledge adoption and diffusion without the temporal and
geographic limitations.
A. Modeling
Williams [18] argues that, with expert models, learners
learn problem-solving strategies more quickly and effectively and without
having to go through the personal struggles of trial and error testing
which too often results in less-effective strategies. The modeling method
suggested by cognitive apprenticeship gives learners opportunities to
observe the problem solving processes of an expert. These opportunities
provide learners with an overall mental model of the task that they are
trying to learn, as well as demonstrate how an expert uses domain knowledge
and strategies to solve problems. Fortunately, the mental model and problem
solving strategies of experts can be effectively represented on a computer.
For example, digital video can be used to demonstrate how an expert analyzes
and solves a problem. Online expert solutions, moreover, can be available
for learners to observe. Expert strategies can be articulated verbally
or graphically and then stored online for learners to view and grasp expert
thinking and behaviors. In this way, learners are able to see an expert
in action and discuss expert performance.
B. Coaching
In a traditional instructional setting, coaching is constrained by time
availability and the physical presence of instructors to observe and support
learning. In particular, coaching is generally unavailable while learners
are performing tasks outside the classroom or off the class schedule.
This constraint can be alleviated, or at least reduced, by groupware and
other collaborative tools such as computer conferencing and e-mail. Certainly,
one major advantage of e-mail and computer conferencing is this ability
to break the temporal and spatial boundaries of a traditional learning
environment. Learners, while conducting case-based learning, are immediately
able to send questions to experts or peers via e-mail or to post questions
on the computer conference and thus receive prompt online help. Also,
learners can look up online problem solving strategies and advice while
performing tasks.
C. Scaffolding
The key point of scaffolding is to provide learners with support at the
appropriate levels and at the right time. A requisite to such support
is an accurate diagnosis of the learner's current skill level. The online
diagnosis can be conducted, and periodic checks made by asking learners
to answer questions stored in the instructional library. In response to
the results, experts can direct learners toward relevant instructions,
also stored in the instructional library, or work with learners on the
difficulties they cannot yet manage. In addition, by examining learners'
messages on e-mail, on the computer conference, or in their learning activities
recorded on the shared workspace, experts are able to diagnose the learners'
current progress and provide needed help.
D. Articulation
Learners can look up online reflective questions to articulate their knowledge
and thinking processes during the process of case-based learning. Or,
experts can post questions on the computer conference and ask learners
to articulate their understanding of concepts and procedures. For example,
during the problem analysis, experts can post questions about how learners
analyze the business situation and how they make assumptions about the
underlying causes of problems. In fostering articulation, when learners
post their answers on the computer conference, other learners can analyze
and critique the answers as a method of articulation. Additionally, by
constructing their knowledge using hypermedia functions, learners can
articulate their knowledge, reasoning, or problem-solving processes.
E. Reflection
One major advantage of using computers in learning is that certain versions
of learning activities can be automatically recorded on the computer for
later analysis. Similar to a tape recorder in the think-aloud method,
the shared workspace keeps a record of learners' questions and answers
during the process of case-based learning. These questions and answers
reflect the perspectives and strategies of their problem-solving processes.
A learner can thus "replay" his or her own thinking stored on
the shared workspace and compare it with others. By comparing his or her
solutions with peers' solutions, the learner can gain multiple perspectives
of a case and its solutions. For instance, a learner's solutions can be
compared with expert solutions in the instructional library in order to
disclose weaknesses and strengths in his or her problem-solving skills.
At the same time, facilitators or researchers might find these recordings
both pedagogically and psychologically enlightening.
F. Exploration
Encouraging learners to independently pursue investigations is the essential
provision of an exploratory learning environment. The instructional library
provides learners with an enriched environment for this exploration. First,
online searching strategies teach learners how to explore a domain productively.
Second, a case can be represented in hypermedia formats and hence in dynamic
panoramas. Learners can study a case from different perspectives and find
their own insights. Third, the easy modification of computer-based information
allows learners to control the manipulation of information in a business
problem while exploring possible alternative solutions and related problems.
Learners might be thus motivated to come up with something more dynamic
in the way of solutions. Fourth, the full-time availability of computer
tools and the instructional library gives learners the freedom to explore
at will. This encourages them to effectively function in a problem-solving
mode at all times. Finally, the hypermedia functions of these tools enable
learners to flexibly construct their knowledge and thus invite them to
explore and pursue diverse problem-solving courses.
In this electronic cognitive apprenticeship environment, learners work
their way electronically through basic knowledge acquisition and case
problem solving processes. Learners with different backgrounds, using
their own networked workstations, identify and analyze case problems.
These learners look for key facts and post them in the shared workspace
for brainstorming and generating ideas. Comments and opinions are exchanged
by e-mail and computer conferencing and are loaded into peer workstations
or the shared workspace via electronic networks. Online domain knowledge
is useful for checking new concepts, terminology, definitions, and notions
that are introduced in the problem-solving processes.
In a cognitive apprenticeship, learners are able to post various facts
to the computer conference for online discussions. During these online
discussions, they can call up online strategies and instructions for clarification
and enlightenment. For example, in a "Concern Analysis" case,
learners can look up instructions about concepts for Concern Analysis.
The instructions can also be used to support their rationales for problem
analysis and alternative solutions. During the analysis of problems and
solutions, various computer analytical tools and business analysis models
are available to help learners in the analysis processes and to support
their subsequent decisions. Using these tools, they can compare evaluation
results with one another. Multiple perspectives can be brought in to sharpen
their analyses. Learners can rationalize and mediate differences with
online discussions. Once optimal decisions are identified, learners can
use cognitive tools to lay out action plans and to offer the results to
experts and peers for feedback and comments.
In the above paragraphs, we have elaborated how the six instructional
methods of cognitive apprenticeship can be enhanced through groupware
tools. It is summarized in Table 2.
Table 2. Summaries of electronic cognitive apprenticeship

IV. THE ACTUAL DESIGN OF UNCLE
The design framework of a GBLE takes case-based learning and cognitive
apprenticeship as the theoretical ground. This framework leads to the
actual design of UNCLE using Lotus Notes. The previous sections of this
article have described how to apply the principles of electronic cognitive
apprenticeship and collaborative case-based learning in the design of
UNLCE. This section presents the snapshots of actual UNCLE to help readers
gain better understanding. We start with a brief introduction of the subject
matter of UNCLE -- Root Cause and Decision Analysis (RC&DA) -- and
follow with the descriptions of the main menu of UNCLE and its six primary
modules.
A. RC&DA
UNCLE adopted its content from a training course, RC&DA. The course
was initiated in the 1960s by a company called Kepner and Tregoe Associates.
At that time, it began with a best-selling book called The Rational
Manager. The authors of the book, Charles Kepner and Ben Tregoe, then
wrote seminars with assistance from AutoCompany, Autoparts' parent company
(pseudonyms). Later, AutoCompany began to adopt a different version of
RC&DA, developed by a different vendor, Business Process Inc. The
course taught knowledge and skills in (a) Concern Analysis, (b) Problem
Solving, (c) Decision Making, and (d) Planning.
Course topics:
(a) Concern Analysis teaches methods for effective analysis
of any situation. It shows a simple, four-step process to turn broad,
general areas of concern into specific attachable issues. After priorities
are set, each issue is addressed with one of the following thinking
strategies: Problem Solving, Decision Making, or Planning.
(b) Problem Solving is the systematic organization and evaluation
of information to determine the true cause of a problem. The knowledge
of the true cause of a problem can be critical in determining what should
be done to correct it.
(c) Decision Making is used to select the best action from closely
competing, independent alternatives. It helps assure that a decision
maker will make the best possible choice that his or her experience,
judgment, and the available information will allow.
(d) Planning is used to identify all the steps needed to implement
a decision. The planning process incorporates a simple method to trouble
shoot a plan, so the planner can anticipate problems and develop preventive
and contingent actions.
B. UNCLE
UNCLE is a groupware-based collaborative learning system constructed using
Lotus Notes. It allows users to collaboratively learn the subject matter,
RC&DA, using networked computers without being confined to time and
space boundaries. Figure 3 shows UNCLE's entry screen. To help learners
get into UNCLE quickly, the entry screen provides links to the online
tutorial and to the brief introduction to UNCLE itself (Help-About) and
to UNCLE functions (Help-Using). Context-sensitive helps are also available
to learners throughout UNCLE. For example, each document in UNCLE has
a Help function to explain how the functional buttons associated with
that particular document work. These help functions provide online instructions
to shorten the learning curve for command of UNCLE. Clicking on the Main
Menu button will present either the facilitator menu (see Figure 4) or
the student menu, depending on the user's status.

Figure 3. UNCLE's entry screen

Figure 4. UNCLE's facilitator menu
C. Student Main Menu
There are six main modules in UNCLE -- Learning Basic Concepts, Concept
Tests Taken, Case Descriptions, Case Analyses, Discussion, and Bookmarks
-- as presented in the main menu of UNCLE (see Figure 5). The structure
of the main menu also embodies three steps of learning processes. First,
a learner acquires basic concepts by reading materials in Learning Basic
Concepts and taking tests for self-evaluation and expert feedback. Once
the learner has a grasp of the basic concepts, he or she advances learning
to the next level by reading cases and conducting case analyses. Through
case analysis, learning can be enhanced through online discussion by comments
and feedback from more-able peers and experts. The whole database of UNCLE
also serves as the reference library when learners apply what they learn.
Online RC&DA templates (see Figure 6 for an example) and online guidance
provide performance support when learners submit in real-life work problems
to solve. The online dialogues among experts and learners can deepen RC&DA
concepts and sharpen problem-solving skills of employees on the job.

Figure 5. Student main menu of UNCLE

Figure 6. An online template of "Problem Inventory"
D. Learning Basic Concepts
The basic materials of RC&DA are contained in this module. When the
learner clicks the Learning Basic Concepts button from the main menu,
the table of contents of RC&DA is shown. Double-clicking on the title
of a document opens the document. Each document contains a "page"
of the RC&DA content as depicted in Figure 7. On the top of each document
are the functional buttons that help the learner to navigate in the database.
The document also contains hypertext links for branching to linked pages.
The Find button allows the learner to quickly locate the desired documents
by keywords. Once the learner finishes reading a section of RC&DA,
he or she can click on the Test button to take either a multiple-choice
test or a short-answer question test.

Figure 7. A document in Learning Basic Concepts
E. Concept Tests Taken
In Concept Tests Taken, the learner is able to see the tests he or she
has taken before (see Figure 8 for a multiple choice test example). The
learner can modify the answers of a test as many times as he or she wants.
All the test results of a particular test are saved and time-coded for
the learner and the facilitator to assess the learning progress. After
the learner finishes a test, he or she can view the correct answers by
clicking on the Answer button. Each "answer" document contains
hyperlinks to the origins of all test questions in Learning Basic Concept
for further reference. Before the learner is able to view the correct
answers, a copy of his or her current answers is automatically routed
to the facilitator for evaluation and feedback (see Figure 9).

Figure 8. A multiple choice test example

Figure 9. A multiple choice test result sent to the facilitator for
evaluation and feedback
F. Case Descriptions
In Case Descriptions, learners are provided with case descriptions for
different RC&DA sections (see Figure 10). These can be analyzed by
applying the concepts and tools introduced in Learning Basic Concepts.
In the present system, there are roughly a dozen two-page cases. While
these solely rely on text and graphics, future versions will include video
streaming and other technology enhancements. There are two types of case
descriptions - sample cases and working cases. Sample cases and their
solutions teach case analysis by example. Working cases are either practice
cases that learners can work on to sharpen their case analysis skills
or real-world cases that learners bring in from their workplaces. Learners
can learn how to conduct a particular case analysis by looking at a sample
case and its case solution. Or, they can proceed to case analysis by clicking
on the Case Analysis button after reading a working case description (see
Figure 11). If the learner has not worked on the case before, clicking
on this button brings up a blank case analysis form and lets him or her
work on the case analysis in MS Word. Otherwise, the existent case analysis
is brought up and the learner can modify it.

Figure 10. Case description list

Figure 11. Case description document
G. Case Analyses
Clicking on the Case Analyses button from the main menu brings up the
list of case analyses that the learner has worked on previously. Working
on Case Analyses helps the learner use the tools and apply the concepts
that are learned from the Learning Basic Concepts module to "real
world" cases. As indicated in Figure 12 and 13, in the Case Analysis
module, the learner is able to:
- Edit existing case analysis documents,
- View the expert solution of a case analysis,
- View case analyses conducted by other learners (peer solutions) and
read all comments recorded concerning a particular case analysis,
- Make a comment on the case analysis which the learner is reading,
or
- Make a comment on a previously recorded comment that the learner is
presently reading.
Such tools enable learners to enter into a more collaborative and social
world than found in most case-based learning environments. Before the
learner is able to view the expert solution or the peer solutions of a
particular case, he or she has to send a request to the facilitator for
approval. This is to prevent a learner from copying others' case analyses
without completing his or her own work. The learner also needs to send
a request to make his or her case analysis available for other learners
to make comments on the case analysis. In this way, the facilitator can
ratify the quality of a learner's case analysis and provide feedback before
it is made available for peers to comment. Such tools foster reflection
and metacognitive processing on the part of both the learner and the facilitator.
To assure the quality of peer comments associated with a case analysis,
UNCLE also provides administrative functions for the facilitator to delete
inappropriate comments or move misposted comments to the right case.

Figure 12. A case analysis document

Figure 13. Peer solutions for the same case and their comments from
other peers
H. Discussion
Given the collaboration and student apprenticeship focus of this system,
it is vital to have discussion and negotiation tools embedded within it.
Here, students enter a social space for both learning and reflecting on
the task requirements. There are four options to choose from in the Discussion
module: (1) Compose a new topic, (2) View existing topics by author, (3)
View existing topics by category, and (4) View existing topics by date
(as shown in Figure 14). Discussion allows the learner to participate
in an online group discussion. He or she can compose a new discussion
topic, read previously created documents, or respond to discussion topics
already in progress. All UNCLE learners are able to share their ideas
or exchange learning experiences with one another through this "Discussion"
function. Novel technology tools alone will not guarantee heated discussion
and dialogue. Our experience indicates that online discussion is fostered
by significant task structuring, controversial topics, student ownership,
instructor or facilitator modeling of system use, and role play [33].

Figure 14. Discussion database
I. Bookmarks
A bookmark links to the location of a document so that the learner can
go to the document directly by opening the bookmark. Clicking on the Bookmark
button brings up the Bookmark list as shown in Figure 15. It shows the
bookmarks that the learner has made previously. The learner can go to
the bookmarked document directly by opening that bookmark. With complex
systems like UNCLE, it is useful to facilitate such bookmarking, thereby
helping learners quickly move within different tasks or activities.

Figure 15. Bookmark list
V. CONCLUSION
This paper responds to the imperative that the success of technology-based
learning environments does not solely rely on technology. Considerations
of human cognition, and the social context of that thinking, take precedence
over technology. To this aim, we have proposed a design framework that
integrates cognitive apprenticeship, case-based learning, and groupware
technology to create a GBLE. The aim of this framework is to "intellectualize"
technology by grounding learning theories in a system design that effectuates
learning. We believe that the essence of groupware technology in this
learning environment is warranted on the challenges of creating a meaningful
learning context and on the support of cognitive apprenticeship and case-based
learning.
In this paper, we have illustrated how to actualize this GBLE framework
in detail by constructing UNCLE. Once it was created, UNCLE was immediately
pilot tested and analyzed. The pilot findings showed encouraging results
on UNCLE's learning effectiveness. When asked how pilot participants were
doing with learning the subject matter, the facilitator, also the subject
matter expert was surprised at how much the participants had learned and
wrongly assumed that the participants had been handpicked for the pilot.
At the same time, the findings also revealed a set of sociotechnical factors
for organizations to deliberate when they want to develop and implement
GBLE's. For instance, instructors need to consider factors that motivate
people to adapt to learn, and participate in GBLE learning tasks. Additionally,
they need to understand the underlying organizational support and the
mechanics of the technology and its processes (see [34]
for an extended discussion of such factors and issues).
At the start of this new century, we certainly face opportunities to
share, to collaborate, and to reason with tools unimaginable at the dawn
of the last century. Many doors to this century will swing open if we
begin to develop more sophisticated tools to foster learner collaboration,
case-based reasoning, and higher levels of cognitive processes. As such
tools are developed, research on learner collaboration in online environments
should lead to interesting new learning and instruction models and findings.
Of course, it is also vital to understand the role of the facilitator
in fostering learning in such environments. Fortunately, advances in groupware
technology have paralleled a shift in psychological theory and instructional
design perspectives that draw attention to interactive, distributed, and
learner-centered environments. UNCLE and other similarly designed systems
signal such change and highlight the need for extensive testing and discussion.
They also provide a glimpse into learning environments that will soon
become commonplace.
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VII. ABOUT THE AUTHORS
Dr. Feng-Kwei Wang is an assistant professor in the School of
Information Science and Learning Technologies at University of Missouri
- Columbia. He received three advanced degrees from Indiana University
- M.S. in computer science, MBA in marketing, and Ph.D. in Instructional
Systems technology. Before moving to MU in August 1999, he worked on systems
development projects for several Fortune 500 companies including AT&T,
IBM, Delco Electronics, and Eli Lilly. Feng-Kwei is interested in the
process of designing and developing learning and information systems,
the uses of multimedia technologies to enhance human learning and performance,
and the design and implementation of knowledge management systems. His
primary teaching areas in SISLT include information systems design and
development and telecommunications and network technology.
Dr. Curt J. Bonk is a former CPA and corporate controller who
received his master's and Ph.D. degrees from the University of Wisconsin
in 1987 and 1989, respectively. He arrived at Indiana University (IU)
in 1992 after teaching at West Virginia University for three years. Curt
Bonk is now an associate professor in the Learning, Cognition, and Instruction
Program within the Department of Counseling and Educational Psychology
at IU. He also is adjunct in the Instructional Systems Technology Department.
He received the Burton Gorman teaching award in 1999 and the Wilbert Hites
Mentoring Award in 2000. In May of 1997, he was a visiting scholar at
the University of Oulu in northern Finland. In November 1998, Curt was
a visiting scholar at the Virtual University and TeleLearning National
Center of Excellence within Simon Faser University in Vancouver, British
Columbia. In 1999-2000, Curt was a Senior Consortium Research Fellow with
the Army Research Institute. Currently, he is a core member of the Center
for Research on Learning and Technology located in the IU School of Education.
Curt is interested in enhancing college and K12 pedagogy with technological
supports, scaffolded instruction, alternative instructional strategies,
and nontraditional learning tools. He recently edited: "Electronic
Collaborators: Learner-Centered Technologies for Literacy, Apprenticeship,
and Discourse" published in 1998 by Erlbaum and was technology contributor
for the 9th edition of Houghton Mifflin's educational psychology textbook,
Psychology Applied to Teaching (2000) by Jack Snowman and Robert Biehler.
He also has edited the first online course reader for educational psychology,
published by Bell and Howell Learning and Information Company. He is President
of CourseShare.com, which he founded in 1999.
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