Narrative

in

Multi User Learning Environments

- Exploring a Perspective -

 

 

 

by

Stefan Berreth

 

EMMA thesis IMM 1997/98

- European Media MA in Interactive Multimedia -

Hogeschool voor de Kunsten Utrecht

Utrecht, The Netherlands

Faculty for Art, Media and Technology

 

Europe, 18.8.98

 

 

 

 

 

 

 

 

 

 
 

 

 



Content

 

1    Prologue.................................................. 2

1.1   Personal Motivation.................................... 2

1.2   Acknowledgements....................................... 2

2    Introduction.............................................. 2

2.1   Objective.............................................. 2

2.2   Problem Outline........................................ 2

2.3   What this work will not provide........................ 2

3    Narrative, Teaching, Cybertext and Drama.................. 2

3.1   What is narrative?..................................... 2

3.2   Narrative and Teaching................................. 2

3.3   Cybertext.............................................. 2

3.4   Drama in Computer Human Interaction.................... 2

4    Learning models........................................... 2

4.1   Group Based Learning Forms............................. 2

4.2   Knowledge Building..................................... 2

5    Suggested Design Pattern.................................. 2

5.1   Phases in Educational Models........................... 2

5.2   Assumed Setup.......................................... 2

5.3   Phases of the Design Pattern........................... 2

6    Suggested Design Pattern and the Examined Theories........ 2

6.1   Pedagogical Content Knowledge.......................... 2

6.2   Cybertext.............................................. 2

6.3   Drama.................................................. 2

7    Epilogue.................................................. 2

8    Glossary.................................................. 2

9    References................................................ 2

 


 

1      Prologue

1.1    Personal Motivation

My personal motivation for writing this thesis was a personal feeling of only finding unsatisfactory concepts and patterns for designing network based multi user learning environments available around.

The need for learning applications, whether based on multi user communication or not, is huge nowadays as I have personally experienced in several occasions in the recent years.

So for example when I was working at the Institute for Didactics of Physics and Teacher Training (IFPL) at the Technical University Berlin on Interactive Screen Experiments the potential and first raw lines of what principles such a multi user learning environment would have to adhere was gaining shape. A subsequent incident involved me in the conceptualization of an offer for building an educational multimedia application for the employees of the Volkswagen AG world wide for teaching in house procedures of quality assurance and the participation therein. This experience made clear that such a challenge could not be met by simply enlarging the existing and often unsuccessful concepts of single user learning applications to support parallel sessions and then label it multi user learning.

The final igniting spark for writing this thesis came with my attendance at a presentation of the plans for the The Network University right after we had finished a prototype for a shared workspace web application for the Society for Old and New Media in Amsterdam called PublicSky during the MA year at KMT HKU Hilversum. It appeared clear to me that the mere availability of technology, financial and human resources and the motivation to set up a distant learning class based on the web and access to academic knowledge and resources wasnt enough to build a flexible, scalable, robust and universal learning environment for a class thats members at large wouldnt have real world contact with another during the course or ultimately during their whole life. What is needed is a sufficiently constraining and at the same time generic design pattern that supports the core processes in successful multi user learning environments.

Attempting to sketch and motivate such a pattern within an MA level thesis within the very limited time at hand in this particular course turned out to become a StarTreckish challenge To boldly go where no one had gone before with the additional spicing of having no time and forum where initial ideas and concepts would have been debated and proven to be not missing the point entirely. This especially lacked when formulating ideas that were reading existing concepts in uncommon, very general ways to in turn derive a valid and suitable formulation for the goal in question. Such a forum could have been an environment to detect and correct mistakes and faulty assumptions quite easily along the way.  However, such a forum was not available and thus those faults are still in there.

Thus, taking this work as it is, an untested attempt to merge existing approaches from literature theory, computer human interaction and pedagogy into a design pattern for network based multi user learning environments, it is an invitation to both, a discussion and refinement of the concepts suggested here as well as the one of an actual thorough implementation along the lines of the design pattern sketched here.

 

 

Stefan Berreth - sb@well.com

Hilversum 18.8.98

 

 

1.2    Acknowledgements

I thank Louis and Liane for being much more than just patient.


2      Introduction

2.1    Objective

The objective of this thesis is to analysis the nature of narrative found in teaching situations and explore how these concepts can merge with modern understandings of narrative in new media and drama in human computer interaction. Eventually a design pattern for crafting network based multi user educational environments will be sketched and in turn related to the theories it was initially derived from.

2.2    Problem Outline

New medias most interesting feature seems to be trivial at first glance but is crucial to the understanding of what has developed so far in this field: There are options and potentials in these media for how communication can take place in our culture that are - you name it - "new" to our culture. The structures that potentially can emerge in the communication between humans as individuals or groups and between humans and computers in new media are unparalleled in older media and thus in our experience as a communicating humankind. This entails that the understanding of how to design new media applications that make use of the richness of potentials in expression, content, behavior and communication structure and - -dynamics is still very young and clearly underdeveloped compared to the one we have in dealing with traditional media our culture is used to already for some longer period of time. This applies as well to consumers as to generators of media products.
Interestingly what happens at first when a new medium emerges is the process of remaking traditional medial forms within the new medium. As well as in the first years of motion picture, when the camera mainly was placed somewhere (like a traditional spectator in the audience) to look at the play on the stage, nowadays most of the things that are made in new media is hardly extending the mental framework found in traditional media like print, TV, letters or telephony. Not before the makers of film started to understand the richness and the potential for expressions that are at the core of working with a camera they were able to use it to generate convincing works that we are used to today - working with essential techniques such as cuts, camera movement, field of view and sound, yielding an self-sufficient way of how to communicate through film. In parallel what happens within new media nowadays - as well on the side of the makers as for the recipients - is by large a remake of what is known from the old media already. Not that this was an unnecessary part in the whole process of a culture exploring an emerging new medium. But not until one has gained understanding and experiences of what lies at the expressive core of a new medium and what it means for the potential to communicate through it one will be in state to develop the language that will naturally be inherent to timeless works in the new medium - the mediums own form.
The process of developing such a new form in turn is always self-referring iterated process of (re-)invention and (re-)evaluation of attempts to make this new form explicit in a work. Not that this process ever actually comes to a halt in any living medium whatsoever - but the initial exploration certainly the most interesting and challenging part of the lifecycle of a medium - at least for the designer and researcher in this field. It is this phase of the development that is happening right now in this field.

In a special area of new media, the field of educational applications, becomes an increasingly important issue in the emerging knowledge- and information society.

The focus in this work is narrowed to systems that are intended to serve as multi user learning environments.

A common problem that arises when traditional communication channels are transposed to new media and digital applications is the fact that the structures that emerge in multi user communication are difficult to predict. In this context multi user learning environments are especially interesting to study concerning the potential communication structures: In a community formed by multiple users that share a common goal a self organization concerning the structure of occurring communication emerges that is located in the triangle between personal one-to-one, hierarchical broadcasting and scattered many-to-many communication.

As long as the potential of possible communicative multi user structures are constrained to match the traditional structures like a one to one situation on a telephone (like personal email) or the one-to-many situation in broadcasting and newspapers (like standard websites), the action and reaction patterns between the communication instances are familiar to designers. This is why up till now most often new media products are designed that follow these traditional patterns.
However this restricted approach cannot be applied when the communication structures become more open in such a way that a great deal of channels and mechanisms are provided at once that allow for the formation of communities within the tool or medium itself.

In these cases the design of such a framework allows much less of the traditional notion of controlling the flow of information, the flow of action or the flow of experience. This doesnt mean there is nothing left to design anymore, though. The design of tools and media for open, complex, in principle unpredictable systems for and consisting of communicating agents (humans and computers) doesnt mean that just everything will occur arbitrarily. However the methods for the design of such systems, the mental framework one has to employ in order to understand what one is doing when designing such a system, are different from these of a traditional author, engineer or designer. Its rather like developing the architecture of a house or a city or like writing the constitution for a people in a country or setting up rules for whatever community you might have in mind. As a designer then one is not in charge of the end product anymore, but rather becomes the architect of a system which is not completed unless it is used by a often open and dynamic - group of people that form a community within constraints. The process of being used constantly reestablish the completeness of the system itself and during the lifecycle of a system the constraints (or rules) themselves even might become altered by the users themselves.
In order to find design patterns for such systems - and herein this is work will be focusing on learning environments again - one has to develop models that lead to an understanding of the principles by which human-human interaction and computer-human interaction actually takes place in learning communities and modern medial forms exhibiting cybertextual structures. From these insights one has to derive methods for building multi-user frameworks such that they are successful in the sense that they actually let grow communities from the group of people using them while serving the overall goal of high quality learning of a given subject matter.
One approach that can be taken here is taking the perspective of narrative theory, ergodic literature and drama in computer human interaction and to examine how it works out when they are merged.

2.3    What this work will not provide

This work will not provide a sharp and comprehensive discourse in terms of the own measures of either fields touched here like pedagogy, narrative theory or drama. It will merely take core concepts from these fields that suite this sketch of ideas and concepts of a design pattern for building  successful multi user learning environments.

So die-hards and geeks from each of these fields will most certainly miss rigidness and comprehensiveness in treatment of their home field. Avoiding this problem would have meant not to write this thesis at all, which was not an option.


3      Narrative, Teaching, Cybertext and Drama

Introduction

In this chapter, first the notion of narrative will be briefly explored.

Then, based on the works of Sigrun Gudmundstrittor [Gud], light will be shed on the role of narrative in teaching whereas teaching should be understood as being communicating knowledge in general and not just the loaded notion of a teachers uttering information to be memorized by passively receiving students.

Following up, the common notion of narrative will be broadened to what Espen J. Aarseth [Aar] in his work describes as cybertext by outlining his framework that provides strong and appropriate tools for the analysis of the textual structures recently becoming popular again in the new digital media that are not comprehensible with the classical notion of narrative in literature theory.

Then the essentials of the ideas of Brenda Laurel [Lau] will be lined out who has successfully laid the relation between drama and user task oriented computer human interaction. This will be extended and criticized where necessary to let them apply to multi user applications and particularly multi user learning environments - later on.

3.1    What is narrative?

Lets first have a look at several aspects the term narrative carries and how it is understood within this work.

General

Narrative in general refers to the structure, knowledge and skill required to tell a story. A story in turn characteristically has a beginning a middle and an ending and is the expression of a succession of events and their relation among each other. The relational structures amongst the events and settings are usually called plots.

Dictionary definition

When looking up the term narrative in a referential source we find, for example in Oxfords Dictionary, the following definition for narrative:

"A spoken or written account of connected events in order of happening."

This definition alone is unfortunately an unsatisfactory one as it obviously doesnt comprise a large amount of works that are commonly regarded as narrative too - works where the order in which events are revealed to the reader isnt the order of the happening of those events. Furthermore it emphasizes the matter whether it is spoken or written, which is obviously an inappropriate restriction to the notion of the term narrative. Narratives that both are neither spoken nor written and/or reveal the events in a different order than they occurred are far from being uncommon. A popular and recent example here is Quentin Tarantinos movie Pulp Fiction (1994) where the story is being told by being acted out. One of the key features of the film is a weird non-chronological order of scenes of what actually happened. And it clearly is a narrative.

Telling vs. Story

Generally, most people agree on the intuitive and vague definition of narrative being telling a story. By this approach ultimately the problem is split into two distinct parts: the way of telling - how - and the message told - the story.

This notion lies within the lines of how structural theorists like to see the term narrative to be understood. Mainly they regard the narrative as being the end product of a story that experiences a presentation, i.e. that is told in whatever form. What comprises the events, characters, settings and their relations is regarded as being the story, whereas the discourse is the way the story is expressed, i.e. whether its written down, spoken, drawn or painted, or acted out in drama, motion picture, mime or dance (Chatman [Cha] 1978 in [Gud]).

Other schools, like the Russian Formalists, have laid the distinction along lines comparable to those of the structuralists as seeing story as half fable or fabula, which also contains the order in which events actually happen, and the sjuzet, which is the order in which these events are revealed to an audience (see Phillips [Phi]).

In this sense not just intuitively - a story that gets told becomes a narrative.

Narrative and values

Another aspect or narrative is that the presentation of events (the telling) always occurs in a way that cannot avoid to assign values to the events and their relations, i.e. to assign moral. The values that are assigned to the entities within a story are either expressed explicitly or implicitly. This assignment sometimes simply occurs through the circumstance that the story telling person regards an event as worth being told or not. To quote Gudmundsdottir [Gud]

Values and narratives are inexorably intertwined. Together they have one fundamental principle in common, a principle that is basic to the narrative nature of pedagogical content knowledge. This basic principle is that narratives help us interpret the world. Values and narratives are interpretative tools that constitute a practical, but also highly selective, perspective with which we look at the world around us. (italics by me)

The next section will examine the role of narrative in teaching situations.

3.2    Narrative and Teaching

An area where narrative very naturally plays an important role is in the communication of knowledge.

Pedagogical content knowledge

Sigrun Gudmundsdottir [Gud] elaborates this point as it can be observed that teachers rearrange their knowledge about the world and the subject matters they teach into a narrative form referred to as pedagogical content knowledge[1]. By pedagogical content knowledge is meant the special way in which teachers own knowledge about a subjects matter is arranged, memorized and prepared to be told. This transformation is, following the results of the research in this field found in Gudmundsdottirs work [Gud], a very natural thing to human culture in general and thus applies not only to teachers. However, teachers exhibit this structural feature of communication very strongly, as their profession is to teach i.e. to communicate explanations, and thus they lend themselves to being subject to systematical observations.

By transforming the knowledge into pedagogical content knowledge, facts get organized as events with a structural relation and assigned value. They are arranged into a form that enables to tell someone else in a coherent way that something happened or how something is. This process of course is not limited to any particular pedagogical concept as one might probably think at first glance. It is, as pointed out already, rather a universal and natural way for humans to prepare knowledge that is intended to be communicated to someone else.

Teller listener relation

The teller listener relation for that matter does of course not have to lie within the lines of the old fashioned notion of a teacher delivering information to passively listening students.

The process of telling pedagogical content knowledge of course occurs equally among students themselves. Then, however, the distribution of the roles between teller and listener are not static anymore but rather change dynamically depending on how the communication is organized or self organizing.

Students working in a group for example, have to communicate their ideas and already assembled knowledge about the subject matter to each other. When they work with media to research on a given topic like texts books, multimedia, films or audio tapes, the teller-listener relation is found between the author of the used material and the student, who in turn has to prepare the insights gained in a suitable way to communicate what she has understood (and what not) to her fellow students. This preparing in a suitable way is the transformation of the knowledge gained into pedagogical content knowledge that is narratable.

Incomplete stories

Especially when someones knowledge about an issue is significant incomplete one function of transforming this knowledge into a narrative form is to complete the otherwise incomplete picture. Gudmundsdottir [Gud] remarks in this context that

in most cases, transformation involves progressing from a incomplete story to one that is more compelling. We do this by establishing first the connectedness or coherence that moves the storyline along through time. Next comes the direction of the story, the goal or point of it all. With the goal established, events are selected, rejected, or transformed and take on a significance that they would not have other wise possessed. [] By using narrative form we assign meaning to events and invest them with coherence, integrity, fullness and closure.

It is during a conscious act of completing the picture where to most people it becomes conscious that transferring knowledge involves the generation of a pedagogical content knowledge of the issue. When, for example, some knowledge wants to be told to a person that for some reason doesnt share the same context with the telling person, this context has to be provided explicitly inside the story. Doing so demands the explicit telling of the relevant context to provide the appropriate background in front of which the idea to be communicated first gains the intended meaning.

It has to be mentioned however that to achieve these completions of the story, it happens more often than never that the pedagogical content knowledge is supplemented with derived or assumed ideas, i.e. element that are just plausible, but not necessarily founded on the actual facts[2]. Of course this reflects various presumptions about the world the telling person weaves into the story by this act.

More consciously this regularly happens in journalism where mental shortcuts are given to the receiver of a story that in rigid terms of the subjects matter are incorrect but provide the desired coherence of the story in the limited time or space of a journalistic contribution and thus enable better comprehension on the side of the receiver, and in a sense communicates better.

Universality

The notion of arranging pedagogical content knowledge in a narrative form as a fundamental structural feature of human communication has lead thus far that for example McEwan and Bull [MEB] (1991 in [Gud]) argue that

there cannot be a content knowledge without a pedagogic dimension because the understanding and communication of an idea is itself a pedagogic act. [] To understand  a new idea is not merely to add to the existing stock; it is also to grasp hold of its heuristic power its power to teach. Explanations are not only of something. They are also always for someone.

This is the key insight that almost naturally points to the role of narrative in modern pedagogical concepts such as knowledge building or project based learning. It puts narrative in the role of something not to be overcome as an obtrusive instrument of a old fashioned teacher role but rather gets transformed into something different, a sort of narrative that now consciously arranged and stimulated occurs in the learning process between the students first hand experiences and the students communication about them among each other, to the teacher or perhaps to people outside the course or themselves at a later time.

3.3    Cybertext

Problems of traditional narrative theory

The following complaints have already a settled tradition among critiques: The great beauty and power of narrative is lost in the upcoming new media, children dont know how to read a book from the beginning to the end anymore, and alike is heard.

The attempts to find back true narrative structures in new media, especially in media that have a hypertextual structure at their basis, come to a sudden end when nonlinearity enters the stage. The author suddenly seems to loose control, plot, story and characters cannot be developed anymore the way it used to be or not at all; narrative vanishes and with it its great power to tell stories.

The way out

This chain of conclusion is by far shortcoming, as Espen J. Aarseth develops in his book Cybertext Perspectives on Ergodic Literature [Aar]. The impotence of literature theorists and -critics of the past to get grip on the emerging new forms of experiences and communication that is mediated through computer based media is rooted in the narrow notion of what constitutes literature at all. The notion of ergodic literature, that is literature that demands more than trivial action from the reader to reveal its textual body, is developed by Aarseth and a long history of ergodic texts is put in relation to the more recent emergence of computer based hypertexts and - -media. Without going into detail about the whys and whats of the historical development inside literature theory concerning this phenomenon (which is excellently treated in Aarseths work [Aar]) I will recapitulate the principal concepts of cybertext that are of concern here.

Replacing traditional plot

The obvious lack of coherent plot in hypermedia, the presumed out of control situation of the author as the one who should be in charge of the developments within the story, actually occurs, but it is replaced by other mechanisms that are more fundamental and universal than the classical narrative structure and its not a new phenomenon in new media, as ergodic texts have existed at least as long as linear writing[3].

Communication models

In the classical narrative communication model, the communication flows from the author via the narrator via the narratee to the reader who in turn identifies with the narratee to get grip on the story. In ergodic texts on the contrary the coherence between the fragments of text is disrupted at the points of communication  between author and narrator as well as between narratee and reader. Within the fragments of text the reader encounters, the narrator communicates perfectly well with the narratee. However the author doesnt have full control over the situation anymore as to when and how this communication takes actually place. Complementary the reader repeatedly gets disrupted in her efforts to get a notion of the underlying whole, the story. The identification of the reader with the narratee gets sabotaged by some unidentified instance that is hidden in the intrinsic nature of the structure of the hypermedium itself.

Something interesting happens at this point from the part of the reader to regain some coherence. She starts a strategic counter attack (Aarseth) by becoming a metareader, reading her own way of reading, to escape the limited role as a reader who cannot identify with the narratee anyhow reliably anymore. It is, as Aarseth puts it, an effort to regain a sense of readership.

The Aporia Epiphany Pair

The active involvement of the reader to come to an understanding what is inside the textual body by taking the metareader position to actively puzzle and make sense, i.e. struggle with the aporia to reach epiphany and consciously observing and reevaluating his own strategy in doing so, forms the core of the attribute ergodic in this context. Actually, cybertexts can be understood as comprising as well the two subelements of traditional representation description and narration[4] - - as well as the additional element of ergodics [Aar 94-95]. In this picture narrative is still a representation of the succession of events with their structural relation between these and as such every experience in a hypermedium can be communicated in the form of a traditional narrative afterwards, but the very happening of experiencing and exploring the textual body (the act of reading) of a cybertext is something rather related to a game where the user has to participate nontrivially in order to make not necessarily all events happen to her. In a game there also occurs a succession of events with a strong relation amongst each other through the active engagement of one or several instances (like humans or machines) but the game in itself it is not a narrative however it can be narrated in various ways [Aar p.94].

The latter is vividly demonstrated in any radio life program featuring a soccer match for example.

At the core of ergodics lies thus the activity of the reader (or player or participant) of a cybertext to find the link out from an incomplete set of textual fragments. On a very structural level the cybertext prohibits the reader to get behind the complete picture instantly, as it presents the fragments of text (or another medium) in a sequence that by large is dependent on the game between the choices of the reader and the implemented inherent structure of the textual body through the author.

This holding back of fragments that are needed for the reader to get a to him satisfying impression of the issue communicated, is the aporia. It is very natural to the basic structure of cybertext, as it only could be prevented by delivering the text in a codex literature equivalent alternatively, i.e. at once. The very moments in which this aporia resolves we encounter epiphany, which corresponds in a certain sense to the notion of closure in traditional narrative. However, Aarseth points out, as there can also be identified an aporia in traditional literature the kind of aporias in codex literature and cybertext differ:

In contrast to the aporias experienced in codex literature, where we are not able to make sense of a particular part even though we have access to the whole text, the hypertext aporia prevents us from making sense of the whole because we may not have access to a particular part. Aporia here becomes a trope, a absent pice du rsistance rather than the usual rsistance of the (absent) meaning of a difficult passage.
Complementary to this trope stands another; the epiphany. This is the sudden revelation that replaces the aporia, a seeming detail with an unexpected, salvaging effect: the link out. The hypertext epiphany, unlike James Joyces sudden spiritual manifestation (Abrams 1981, 54), is immanent: a planned construct rather than a unplanned contingency. Together this pair of master tropes constitutes the dynamics of hypertext discourse: the dialectic between searching and finding typical for games in general. The aporia epiphany pair us thus not a narrative structure but constitutes a more fundamental layer of human experience, from which narratives are spun. [Aar, 91-92].

As described here, aporia and epiphany are elements that are key features to the nature of hypertexts already. So there must be more to cybertexts than the aporia-epiphany pair, or else the invention of the term was obsolete. However, it isnt

The Text-Machine

When employing the notion of text as a text-machine, like Aarseth does [Aar p.21], the perspective opens up that enables to put in chart a vast field of modern textual works that wouldnt fit into classical literature concepts comparably natural and meaningful. It is not trying to render the traditional categorization of text obsolete, but rather broadening the conceptual power of the analysis tool without letting it loose its sharpness.


The notion of text as text-machine basically shifts the perspective from text being the collection of signs in the middle of the chain author-text-reader (or: sender-message-receiver) to a situation where the medium by which the message is carried gets on a par with the verbal signs and the texts operator. This enables to emphasizes the nontrivial contribution the reader (as an example for the operator) makes to the issue of what he perceives at all. Aarseth visualizes this by letting the three elements verbal signs, medium and operator form a triangle (the text-machine) that represents the area, in which the cybernetic intercourse between the three part(icipant)s happens [Aar p21,22].

 


This concept of text serves as the necessary background for the exploration of the dynamics that occurs in the use of cybertexts.

Cybertext Typology

Aarseth performs an extensive analysis a on a diverse collection of texts on the basis of the in the following described classification according to his self developed typology model [Aar p65-75]. Without elaborating on the analysis itself I will here give a brief explanation of what this typology model is about as it provides a solid framework for the classification and understanding of all kinds of texts in our focus and thus will be useful to understand what will be developed later.

First, according to Aarseth, and in agreement with the notion of text as a text-machine outlined above, it is stated that

A text, then, is any object with the primary function to relay verbal information. Two observations follow from this definition (1) a text cannot operate independently of some material medium, and this influences its behavior, and (2) text is not equal to the information it transmits. Information is here understood as a string of signs, which may (but doesnt not have to) make sense to a given observer. [Aar p62]

It is further useful to distinguish between the textons of a text and the scriptons that are generated. The textons are the strings as they exist in the text, whereas the scriptons are the strings that appear to a reader. Obviously these are not the same as the example of error messages that an operating system shows. Here most people dont know (luckily) what the body of potential errors messages of their operating system (the textons) comprises. However, largely depending on their own actions, sequences of signs (the scriptons) - often repeatedly become displayed on the screen, forming a unique succession of signs represented.

Another important structural element of a text is the so called traversal function the mechanism by which the scriptons are presented to the user of the text [Aar p62]. A texts traversal function can be classified by the following variables that can take the described values[5]:

1. Dynamics: In a strict Text the scriptons are constant; in a dynamic text the contents of scriptons may change while the number of textons remains fixed (intratextonic dynamics, or IDT), or the number (and content) of textons may vary as well (textonic dynamics, or TDT)

2. Determinability: a text is determinate if the adjacent scriptons of every scripton are always the same; if not, the text is indeterminate.

3. Transiency: If the mere passing of the users time causes scriptons to appear, the text is transient; if not it is intransient.

4. Perspective: If the text requires the user to play a strategic role as a character in the world described by the text, then the texts perspective is personal; if not, it is impersonal.

5. Access: If all scriptons of the text are readily available to the user at all times, the text is random access (typically the codex); if not, the access is controlled.

6. Linking: A text may be organized by explicit links for the user to follow, conditional links that can only be followed if certain conditions are met, or by none of these (no links).

7 User functions: Besides the interpretative function of the user, which is present in all texts, the use of some texts may be described in terms of additional functions: the explorative function, in which the user must decide which path to take, and the configurative function, in which scriptons are in part chosen or created by the user. If textons or traversal functions can be (permanently) added to the text, the user function is textonic. If all the decisions a reader takes about a text concern its meaning, then there is only one user function involved, here called interpretation. [Aar p62-64]


In order to get a better understanding of the landscape modeled for cybertexts it useful to give a figure putting the last variable (user functions) into the context of what was outlined so far [Aar p64]:

This figure gives an idea of what the information feedback loop between text and user looks like. The interpretative user function is the one in which information flows from the text to the user whereas the other user functions represent the information flow from the user to the text. Consequently one can talk of a cybertext when at least one of the three user functions pointing towards the text can be identified. The interpretative user function as a matter of the fact present in any text.

Discourse planes

With that in mind Aarseth goes into the examination of another structure that emerges when examining cybertexts regarding the relation between revelation of events and user progression.

In traditional texts the events reveal themselves to the reader in the course of progression with the possible notion of this process forming a discourse plane. In hypertexts and cybertexts however the discourse plane divides into distinct planes of which there are the event plane, a progression plane and a negotiation plane.

In narrative, the discourse consists of the event plane, where the narration of the events takes place, and also what I call the progression plane, which is the unfolding of the events as they appear to the reader. Here [in narrative] these two planes are identical, as the readers progression follows the event line. In an exploratory ergodic text such as hypertext, the progression plane is divorced from the event plane, since the reader must actively explore and nontrivially make sense of the event plane. In adventure games, the relation between events and progression is defined by a third plane of discourse: a negotiation plane [Aar p. 125]

With this knowledge about cybertext structure in mind the development of multi user learning environments is equipped with a perspective on the layers that are present in the structures of the digital media they are modeled in. Knowing about these universal structures provides one with a framework that helps both interpreting and analyzing as well as synthesizing multi user learning systems.

3.4    Drama in Computer Human Interaction

Brenda Laurel

For the goal of designing a multi user learning environment framework another perspective has to be taken into account apart from the structural analysis provided by Aarseths cybertexts, one that puts the users experiences central.

In her work Computers as Theatre [Lau], Brenda Laurel develops a theory of analyzing and designing human computer interaction that follows principles derived from dramatic theory in theatre[6].

While her work is intended to serve as a model for analyzing and designing interfaces to single user tasks, I believe some of her notions are even valid in more stretched contexts than she allowed at the time of the writing of her book.

Whole action

One of the central concepts for successful human computer interaction is the notion of a coherently represented whole action, characterized by a proper beginning, middle and ending. Their explicit and coherent representation (enactment) leads to catharsis for the user when such a whole action ends successfully. Here success; does not mean the success of the task a user is trying to complete according to his or her personal measures of success of the task but whether the end of the action is properly fitting into a whole.

A whole action is made up out of incidents that are causally and structurally related to another. A good beginning of a whole action is accomplished by laying out effectively the potential for further action and setting up promising lines for further scenarios with the first incidents whereas a good ending is provided by a completion of the action represented and by providing an emotional and informational closure for the user.

A whole action also has to has to be perceivable as a whole. This implies that it has to be perceivable as a whole in terms of memory (represented complexity) and time span. It has to be not to long and not to short and have the appropriate magnitude for the time span it comprises. Laurel from the latter derives that a complete whole action must not last longer than about four hours as this is the maximum amount of time one can pay uninterrupted attention to some process (or its enactment).

Multithreading whole actions

While I principally agree on the conclusion concerning the limited time span of a whole action when regarding uninterrupted attention, the necessity of providing actions as whole actions must be extended to actions that operate on larger time scales. This is naturally done by allowing actions to be interrupted. This must not be misunderstood with an attempt to allow for actions that provide no whole action experience because one regards the comprising action as the one which provides for the well orchestrated ending. It is rather an attempt of modeling the notion of whole actions that allows for non uninterrupted representations thereof.

In real life (which includes work on a computer) the actions one commonly performs are rarely finished uninterrupted. Yet in practice there is no problem with multithreading ones actions - starting an email, being interrupted by a phone call, looking something up on the web, taking a note, talking to a colleague, drinking coffee, writing a letter, resuming editing the original email which actually happens constantly and usually is no problem for us[7], as long as the nature of the actions are such that they can gracefully be put to sleep and called awake again when one turns ones attention to them again.

On a different level that encompasses the action that is to be "put to sleep gracefully" the process of doing so has to form a proper action itself and has to provide a proper closure that allows one to take the focus away from the action to be interrupted. Thus the actions on different levels depend on each other to develop coherently. This illustrates that it is very often inappropriate to regard actions as isolated, monolithic or single layered entities.

This is paralleled by the continuity of presence of objects and other entities in time and space we can turn our attention to or away from.

For example one can be sure to find the book one is reading back the way it was put away when coming back after the walk to the kitchen to get a fresh cup of tea. In computer human interaction this coherence and continuity in representation has to be crafted consciously by the designer of the system. Thus to have a comparable coherent way of actions happening in parallel in a digital environment it has to provide a consistent and universal way enable and communicate the change of focus between different contexts that carry the different actions. An essential element for achieving such an experience of reliable and pleasant task switching is the clear representation of task context by the agent who is communication it.

The sense of agency is important to communicate the notion of for example an application being still there but sleeping or possibly fulfilling some (repetitive) task silently in the background like for example checking email.

The key difference (in this respect) between computer task experience and a (traditional) theatre play is that in general one cannot multithread real theatre plays in a comparable way as it is usually done with actions on a computer. This is mainly due to the fact that drama works as such - - be it for enactment on stage or in another medium is traditionally intended to experienced in a single attention span. But even this is obviously broken up by for example TV formats that span several editions of lets say a serial or series.

Naturally a play experienced continuously in full length is a much more beautiful experience than a play that is cut into pieces at the will of a spectator and reassembled in his or her mind only.

Obviously this discussion is not an attempt to state that chopped up actions that are still consistent within their eigentime yield the exact same experience as whole actions that are performed in a continuous manner. When there is a smooth way for the user to put a certain action on idle to resume it later, i.e. to interrupt its performance for a given time, then the partial reassembled pieces put together will have to fulfill the same structural requirements as whole actions that are enacted uninterruptedly in order to provide a comparable satisfying experience.

Agents

What has implicitly been assumed in these considerations is the presence of well formulated and well represented agents that carry out actions. Agents in this sense are the parallel to characters in drama. And as in drama, the notion of character is not restricted to be represented by humans at all. Although in drama characters are often bound to persons, they can be represented by any entity that by virtue of their goal(s) interferes with the overall plot by their own actions. The Dramatica New Theory of Story [Dra] handles the notion of a character very universal, namely as

a set of dramatic functions that must be portrayed in order to make the complete argument of a story. Several functions may be grouped together and assigned to a person, place, or thing who will represent the character in the story. [Dra ch.4]

Thus it is not uncommon to regard the concept of character sufficiently detached from the notion of a person, which parallels the notion that Laurel applies to the concept of an agent. According to her an agent is one who initiates action [Lau p4] which principally might be any distinguishable entity in the context of user(s) and a system. For the notion of an agent on the computer side, the term is concretized by her in the following way:

A computer-based agent is defined as a bundle of functionality that performs some task for a person, either in real time or asynchronously. [Lau p46]

Put like this the notion of what kind of entity a digital media based agent can be appears to be too. I will examine the notion of more general entities that can function as agents in our sense in the following.

More general Agents

Today it is well imaginable that without giving up the idea of user centeredness, that tasks are performed not for or by the one and only individual on one single user application but rather that these processes happen in a dialogue with more abstract agents that can be as fuzzy as for example a network community. This considerations are not uttered here to reject the notion of what agents are formulated by Brenda Laurel but rather to explore what such agentness possibly can mean in the context of networked people communicating through multi user applications with another and jointly with the application itself.

Whatever kind of entity the agency is attributed, it is essential to have a clear picture of the these that are involved as agents in the enactment of the user experience.

What characters do in theatre play, namely putting otherwise unrelated incidents in causal relation to each other, is performed by agents in human computer interaction. By communicating and having a clear goal, the otherwise unrelated incidents earn their causal relationships (causal according to the natural laws of the agents involved) and are put in a coherent and - with the lifetime of the agent comprehensive context for the user. [Lau p76]

The challenge of providing the user with a satisfying whole action task experience that has to be multithreadable puts the need for a clear and reliable communication of the specific context even higher on the priority list than it would be without. Again, this is naturally archived mainly by modeling the representation on well defined agents.

The break in experience when a whole action is aborted half way is equally experienced with the discontinuously performed action as with an ungraceful ending (i.e. not ending) of a continuously enacted action. The major difference with actions that can be put to sleep is that there is the danger of that they might be forgotten there like with a book one forgot to continue reading, it is a source of major frustration when the attempt to reestablish the relations between the incidents experienced after resuming the action with those that were experienced before the interruption fails. Even stronger is the frustration when the whole context cannot be reestablished anymore, e.g. the book is permanently lost.

Problems with multithreadable actions

While a lot of people do not consciously design their actions as multithreadable actions as graceful multithreading is handled by the representation of the real world working environment they are very often performed in such a way, that is, well interrupted by fragments of other actions and still perceived as a whole process.

However, in digital media environments it is not always trivial to archive graceful multithreadability as in many cases an interruption of the process is not possible technically without becoming an unfriendly one that implies a rough abortion.

So for example (on a contemporary PC) one cannot interrupt the copying of a file to resume the process at a later time in general. One either has to request the system to abort the whole process completely (which is a proper ending in the sense of a whole action) or one has to wait until its finished. A system level disk error half way for example would constitute a rather ungraceful abortion of the action in question.

By suggesting this extended idea of what can still be regarded as whole action, I implicitly offend against Brenda Laurels requirement that a whole action must not extend to a longer time span than a user can concentrate on it uninterruptedly. From my perspective a whole action may rather extend over a longer period of time  as long as the continuity and coherence in appearance and behavior is maintained and the process of suspending the performance of the action and resuming it later bears to proper beginnings and endings for whole actions on the level of the action of suspension itself.

I do recognize that the ideal situation of uninterrupted actions provides the most comprehensive experience in terms of drama, and to archive this maximum, Laurels restrictions certainly apply. However, when such a uninterruptedness cannot be provided without forcing the user to work in an unwanted (and unnatural) single thread, the alternative is to apply the remaining principles of a whole action to the extended concept of whole actions that allow for multithreading, outlined above.

It must be noted that this extended notion of whole actions that do not necessarily have to occur in monolithic blocks, nicely connect to the feature of cybertexts of having separated planes of progress and events as described in the earlier discussion of Aarseths work.

This link comes into focus when one regards a user, who performs a given (overall) task, who naturally switches focus between different participating agents in order to achieve the overall tasks goal. For a whole action to be present, all levels of tasks and contexts involved have to form a whole action within their respective reference frame. However their experienced reference frame does not necessarily have to be mappable to the flow of time in a continuous manner, i.e. may objectively be regarded as interrupted.

The multithreadedness of a cybertext story might thus be regarded in terms of human computer experience of whole actions if one allows them to exist in several concurrent threads.

The possibility to design the interaction between a user an agents that represent whole actions (overall - on the level of the user task - - as well as on the level of their agent context) in a way that allows for multithreadability, is a key prerequisite for designing interaction between agents and multiple users.

Note, that tracing back the requirements to features that rely rather on an clear and unambiguous communication of context than on an uninterrupted representation, for what are necessary conditions for whole actions to be enacted and experienced, yields a much higher scalability of actions over time than Brenda Laurels original notion. For this to be the case it is essential that the context wherein the events occur gets communicated unambiguously. This allows for interruption of the continuous representation of the context even if it extends the time span of uninterrupted attention.

Constraining actions

An important aspect to be examined in this context is the fact that according to Laurel the dynamics of a whole action shows a well formed transition from a range of possibilities for incidents via a (more constrained) range of probable incidents to a final necessity of incidents. This dynamics commonly has a graphical representation of a flying wedge [Lau p70]


In the beginning of the action everything within the possibilities of the system, thus the potential, is possible. From left to right the potential for subsequent actions gets narrowed by the occurrence of the first incidents, for example by simply representing the context of the action, so that some incidents become more likely to occur than others, i.e. they get probable, whereas towards the end the potential set of incidents narrows that far that one (or very few) incidents of those probable becomes necessary and must occur for the whole action to be complete.

Types of constraints

This process of narrowing the possibilities of incidents is achieved in human computer interaction by communicating constraints to the user on what will possibly happen next. Constraints are according to Laurel - either of extrinsic or intrinsic nature. Extrinsic constraints are those that are communicated explicitly outside the direct context of the possible incidents to happen for example the command syntax of a script language that is provided through a manual or an online help whereas intrinsic constraints are communicated through the behavior of the system for example that one cannot chose the copy command in the edit menu when there is nothing selected that could be copied, although the menu entries (thus the functionality) is still there.

There is another type of constraint that narrows the expectations of the user about what is about to happen in a given context of an action that is neither of the types given by Laurel. The constraints that arise from the use of metaphors in the representation of an action are not intrinsic to the action in question nor are they extrinsic.

The use and working of metaphors are equally powerful and difficult to control from the creators point of view as they build on an assumed (or unintentionally created) relation between a representation and an entity it refers to. The behavior and value of the representation is then inferred from the entity the metaphor (according to the user) refers to if the metaphor works. The constraints that emerge from this inference then transcend the duality of intrinsic vs. extrinsic constraints.

Freytag Graph

Returning to the nature of the flying wedge, i.e. the narrowing towards the point where no or very few choices are left from what incidents will occur next has another structural perspective, the one of dramatic complication that usually is captured by a representation called Freytag Graph [Fre]


 

Text Box: complication
A Freytag Graph schematically describes the dramatic complication of the plot over time. Characteristically it is shaped like this [Lau p86]:

In the exposition phase (a), the context is set that bears the dramatic potential for the action. By the inciting incident (b) is meant an incident that breaks into the up to then developed world, something that sets a pointer to the goal of what the agents (thus including the user) are up to. The rising action (c) yields incidences that lead towards the goal, developing a clearer picture as on what to focus. Towards the climax, during the so called crisis (d) crucial decisions have to be taken to reach the goal. These leads to an overall rise in tension and usually to a higher density of incidents. At the climax (e) is the moment when one of the probable lines of action become necessity in the picture of the flying wedge mentioned before. In the dramatic terms of the screenplay writers software Dramatica [Dra] it is at the climax where the leap of faith has to be taken. During the subsequent falling action (f) the open questions get answered, the tension drops rapidly and the remaining things fall into their places. During the last phase of dnouement (g) things get back to normal and the dramatic potential is exhausted.

The Freytag Graph structure will play a dominant role in the project level timescale of the proposes leaning environment structure later.


4      Learning models

4.1    Group Based Learning Forms

The focus of this work within the field of learning is put on network mediated project based learning.

Learning from vs. with technology

Technology mediated learning has been around for a while already, especially so called Multimedia Learning applications that attempt to use the advanced medial possibilities of multimedia to present a subject matter in a more stimulating way than known from books. Along with it comes the commercial surfing on the hype wave about multimedia being the cure for all learning needs, to make some easy profit. The attempt to succeed in either respect has at least partly failed in the majority of cases. This failure to succeed can at least partly be attributed to the fact that those products attempt to archive learning from technology instead of with [Ree in LeR]. What does that mean?

In conservative theories of learning, it is the teacher or supervisor who has the relevant knowledge about a given subject matter and its the teacher who gives the relevant information to the students, who by virtue of understanding what they are told gain the relevant knowledge about the subject matter. In these classical situations exterior information sources are referred to by the teacher as information that has to become recitable by the students through their own efforts either by class work or homework. Apart from the fact that the appropriateness of this approach to learning in general is at least disputable, it puts the teacher or supervisor in a dominant position that goes along with a information hierarchy that leads to a what the teacher says (and points to) is (the only) relevant information for the subject matter. Ultimately in most from type multimedia learning applications the teachers role of this approach gets nothing more than substituted by the software, ideally rendering the role of the teacher unnecessary.

This also holds for from type educational web sites. Leinonen and Rissanen based on Reevens work  for example find that:

Most of the sites offer course material only while more advanced ones may offer some interactive exercises. In educational WWW-sites the students mostly read, listen and see the content, answer questions about it, and at best obtain additional content based on the results they get in the questions. The applications do not give the students much opportunity to generate new knowledge. Evidence of the effectiveness of the from approach is modest at all levels of teaching and learning. [Ree in LeR]

When applying these products in teaching, the position of the teacher often doesnt alter much. What happens rather is that the media space referred (and referable) to by the teacher experiences an extension, i.e. its not books alone anymore that may carry relevant subject matter information.

The approach of learning with technology however is one where

applications are students' tools for selecting and collecting information, for analyzing the world, interpreting and organizing personal knowledge, and for representing to others what they know. When the applications strengthen the students intrinsic ambition to understand the study content we may call them cognitive tools. By using the cognitive tools we may reach more effective learning process. [Ree in LeR]

Based on this role as cognitive tool the educational application doesnt attempt to replace the role of the teacher (which is a key objection brought up against multimedia learning applications by many didactics anyway) but rather can serve as a framework that, when properly designed, implemented and used, stimulates collaborative learning processes between students as well as between students and teacher(s).

Knowledge building, Project- and task based learning

Learning forms that lend themselves naturally to network based educational environments are those that orient towards project based learning, task based learning and knowledge building. From the pedagogic point of view, employing these learning forms in place of traditional ones shifts the conceptual status of students from being clients of knowledge sources (like the teacher and course materials) to doers, that explore and generate and regenerate the relevant knowledge largely if not completely by themselves.

Regarding the nature of the distinction between the three named concepts Scandamalia and Bereiter  state the following characteristic differences between them:

Two terms that may be applied to this kind of educational approach are "problem-based learning" and "project-based learning". However, both of these terms cover a range of educational approaches of a less radical nature. Problem-based learning may consist of work on set problems, such as fictitious medical cases or imaginary space voyages, whereas an important requirement for knowledge building is that the problems be real knowledge problems-real phenomena in need of explanation, real texts in need of interpretation, and so on. Project-based learning is often focused on the production of tangible products, such as multi-media presentations, whereas the focus in knowledge building is on the knowledge itself, its physical representation being secondary. [ScB]

Pragmatic merging

Within this work I want to employ a somewhat pragmatic concept of a mixture of all three learning forms.

Concerning the differences of these three pedagogic approaches, their exclusive nature when differentiating between them is, mainly a subject within the academic discussion and not that much one of communication structures when made explicit in a digital networked environment. That is not to say that this sharp differentiation was unnecessary within the development of the academic discussion about these pedagogic approaches in didactics. But to me it rather seems reasonable to assume a pragmatic situation where elements and concepts from either approach are synthesized in practice according to the appropriateness for a given learning goal. At least I am not aware of a principal incompatibility of these three forms amongst each other in practice, other that the pureness of them in respective academic schools possibly cannot be maintained when mixed.

The overall structure of the learning form considered in this work will be project based, whereas the process of knowledge building will be regarded as an important process within it. Knowledge building will be the main process by which students generate their knowledge about the subject matter, however with the explicit goal, using it to shape a product in terms of the project structure towards the project deadline. The product in question most likely will be the preparation of a presentation of the results to group fellows, classmates or a wider (public) audience. But it also might be a larger scale product that has to be crafted and either become demoed or used afterwards. The important point that the participants have to agree on (and be aware of) is a tangible common goal.

Problem based learning, as understood by Scandamalia and Bereiter [ScB] quoted above, comprises fictional situations as problem spaces which is an unwanted feature for knowledge building according to them. However, as I am trying to explore the dynamics of the processes in communication in these situations, it is an irrelevant objection in this context[8] as the focus lies on the interaction design of a learning environment system that has to have a certain degree of universality.

It is beyond the scope of this work to discuss the necessity of complementing either of the above learning forms with direct instruction to archive desired teaching results. However, the framework that will be sketched here should in principle support direct instruction on a small scale in a natural way also.

My intention is to examine the core communication processes that have to be supported by such a learning environment and how they relate to the fields explored earlier in this work, namely the structures of cybertext and the dramatic perspective on computer human interaction.

4.2    Knowledge Building

It is worth looking at the knowledge building process in some greater detail, as it is by its very nature a collaborative process between the participants in a networked learning environment (cf. Scandamalia and Bereiter [ScB]).

At the heart of what constructionists call knowledge building lies the finding, that learning about a given subject matter is a natural byproduct of knowledge production.

Science as a model

In knowledge building the knowledge generating processes in a scientific research group serves as a model for the learning process. In scientific research, it shows that scientists most of the time are busy with reconstructing (understanding) the findings their colleagues have achieved already on the same field. The process of actively reconstructing knowledge that has already been found and the process of inventing new insights is driven by the same mechanism. As regarded by constructivists, understanding is a reconstructive process regardless of where the information comes from. To quote Sir Karl Popper:

What I suggest is that we can grasp a theory only by trying to reinvent it or to reconstruct it, and by trying out, with the help of our imagination, all the consequences of the theory which seem to us to be interesting an important. []One could say that the process of understanding an the process of discovery of [theories, etc.] are very much alike. Both are making and matching processes. [PoE p.461 quoted in ScB]

Thus when regarding scientific research as largely consisting of reconstructing existing knowledge it is very natural to adopt this process for the classroom or a collaborating learning group formed by other means.

Professional science vs. classroom

The key differences between a (professional) scientific research group and a class of students are mainly that scientists have a comparably narrow field of attention for their work whereas the research field of a class of students in general is the whole world and that (usually) the goal of knowledge building with students doesnt necessarily aim at the generation of completely new knowledge other than in the case of scientists.

Learning from knowledge building

The (conscious) goal of a group of students in this approach is not learning about a given subject matter as such but rather building up knowledge about a topic individually and within the group. Learning about the subject matter then naturally becomes a byproduct. What is important for the practice of knowledge building is that [ScB]

students who are actively trying  to solve a knowledge problem will move readily between developing ideas of their own and trying to negotiate a fit between their own ideas and information obtained from an authoritative source.

This negotiation takes place between the students amongst each other, in communication with the teacher, in possible meetings with external experts on a given topic and by reviewing earlier attempts of explanation given by themselves (or others) and eventually by trying it out in the world, i.e. performing experiments. The central point of this iterative discourse then is not to find a definitive answer to a problem but rather an continuous improvement on the initial conjecture of explanation.

Although during this process it is very likely that nave and misconceptionous explanation pop up in the discussion, it has shown that this is less a danger to the quality of the knowledge building process than rather a reliable way to make them appear explicitly in an open debate which in then serves as a natural way to correct them in the ongoing knowledge building process.

5      Suggested Design Pattern

First the role of phases in the regarded educational models and in projects in general will be outlined very briefly. Then the assumed context for the suggested scheme in question will be sketched. Afterwards the mapping of suitable phases on the structure of the Freytag Graph will be given as the core concept for the suggested design pattern for network based multi user learning environments.

Finally the relations between the theories outlined in chapter 3 and the suggested design pattern together with their implications, are examined.

5.1    Phases in Educational Models

Returning to the structure of the communication process within a learning environment in general one finds that dividing learning processes into structural phases or distinguishable subparts is not uncommon in pedagogic literature. See for example [Gre p104] who divide their teaching for pragmatic traditional teaching recipes into seven phases for the design of a lesson unit.

Or, from the problem based learning school there is for example Moust, Bouhuijs and Schmidt [MBC p30] who suggest to work in the scheme of seven distinct steps to approach a learning goal by their method.

The project based approach according to Leinonen and Rissanen [LeR] who refer to Blumenfeld et al. [Blu] is based on five principles:

1)    setting a driving question

2)    conducting investigation

3)    creating products or artifacts

4)    forming of learning communities and

5)    use of cognitive tools

However these principle are no time sequenced phases as such. They rather formulate the different kinds of distinguishable processes that are naturally to happen in project based learning.

Leinonen and Rissanen [LeR] give account for a phase structure in the use of their project based learning tool KUOMA. The rough phases they distinguish are Preparing, Project Activities, and Evaluation with an according finer differentiation within these phases.

And, having a look at the professional world shows that, dividing projects into phases is the way how project management structures tasks either performed by an individual or by a group of people.

If one intends to build a multi user learning environment that intends to comprise all relevant processes, one will have to provide for a support of all occurring phases, given that a reasonable phased structure can be identified.

5.2    Assumed Setup

At the basis of the following considerations a situation as follows is assumed:

Comprehensiveness

All the relevant communication is assumed to pass through an actual implementation of the multi user learning environment as a digital, networked application. In actual practice this might not strictly be a prerequisite, but it is assumed here to examine the completeness the proposed system should achieve.

Implicit agreement on the meta goal

There is a group of participants in the communication that has agreed on the circumstance that they are busy in a learning situation - either explicitly or implicitly.

This agreement may be simply expressed by being in real space or via a network involved in a course, a school, a university a training sequence or an open learning project. In a school or school like situation this agreement concerns teachers, students, and possibly experts whereas it is not necessary that all these roles are assigned fixed.

Applicability

In a school alike situation one most likely will assign these roles rather statically to the persons that take the traditional roles there now already which the potential to inherit a lot of the conveniences as well as inconveniences of these familiar situations.

In principle the learning environment might be implemented in rather untraditional settings such as for open network based communities, for example, on the internet. In such a situation there has to be agreed on a suitable mechanism to assign the different roles in the process where the most anarchistic setting will do as long as these structures emerge. That these structures actually do emerge unsupervised is proven daily in mainlinglists and newsgroups on the internet.

Organization and security

On the implementation level of the suggested design pattern, there is a vast land to explore between complete selforganization (which of course is just as unconstrained as the shared cultural background of the group permits) and the design of a framework that provides mechanisms on how power and hierarchy structures can be formed and altered in (possibly very open) multi user application, such that they are accepted and used by the participants.
Related to this point of hierarchy and power is the question of the management of access privileges, i.e. by how far entities in the process and the system are private or public[9] and how this is agreed upon. This complex of questions will not be addressed in this work.

Important questions that legitimately arise in the context of building (and using!) a network based learning environment that will not be addressed here also, are those of authenticity and security within the system i.e. how trust can be implemented technically and communicated reliably and usability supporting.

Deadline

What will be assumed, as an always given outer constraint to the process, is an explicit overall timeframe constraint to a course (or alike) and derived from this a plausible, possibly negotiable, deadline for a presentation of the results (see next section for the role of the deadline).

Group size

Concerning the size of the participating groups the assumption is made that the group size sensibly fits the magnitude of the problem that will be treated. That is, in a course-like situation one would form groups that simply show to work and would probably match the group sizes experienced for successfully working in traditional group learning situations. A limit here is likely to be given by the requirement that every member within the group has to be involved into the knowledge building process actively not only to give a basis for evaluation in the case of a official course but also to give everybody the opportunity to learn.

Subdivision

It is of course possible to set up the involved knowledge building parts in such a way, that an overall problem or topic is examined from different perspectives by different subgroups of the learning community i.e. the initial driving questions and materials distributed over the subgroups are different and complementary. In the course of the project the findings of the subgroups might be shared between the groups either by simply presenting them to each other in the end or by implementing procedures that resemble those found for example in connective intelligence workshops[10].

Naturally the forming of subgroups can be used strategically on the project level when working on complex problems, i.e. that group members are involved in different projects and/or subprojects in parallel each of them possibly having as well different time scales and magnitude as possibly relations to comprising superprojects. Eventually, with a given mechanism implemented to manage the magnitude of the projects and their possibly iterative hierarchical sub projects allows, in principle, for any size of problem space to be covered. Then however the problem lurks that, while everything is jolly good scalable, the focus on the overall goal, that of learning, may be lost and replaced by the mining of knowledge alone. So dealing with this mechanism of scalability has potential dangers that have to be dealt with responsibly based on gathered experience and - at least for my part cannot be overseen, yet.

5.3    Phases of the Design Pattern

When looking at the phases mentioned above for a project based learning unit and taking into account that there is some implicit communication taking place in those learning situations that has to be made explicit in the internal structure of a supporting environment, it is possible to arrive at a fairly straightforward mapping of a set of phases that match the structure of the Freytag Graph mentioned already in the section about Brenda Laurels theory of drama in human computer interaction (see page 2 in section 3.4).

Exposition (a):

This phase consists of the exposition of the problem at hand. Here the overall topic one wants to turn to gets defined and communicated, either through prepared materials from the teacher in form of an introducing story, a sketch of a situation, the reference to a subpart of the overall curriculum or the outcome of a preceding project.
The experience of non-explicit constraints, that derives from the overall environment wherein the learning is about to happen, are part of this phase also.
So for example it is relevant whether one is attending a medical school or a distant learning university, the course taught is history, physics or poetry or what the class is sharing as a common understanding about an issue derived from their shared culture or earlier activities they might have practiced jointly - all this contributes as well to the filling in of this phase as the timeframe for the deadline and the purposed form of presentation towards an intended audience towards the end.

Inciting incident (b):

The initial problem in front of the backdrop of the exposition is formulated. The driving question is posed and the common goal for the result of the project is fixed by giving an answer to the question what will be done when it is done (at the deadline). This is either agreed on by the participants or given by a leading person, commonly the teacher or supervisor.

It is here where possible subgroups are assigned different questions or aspects they will deal with. Along with that, accordingly prepared starting material and references should be given to the group or subgroups.

Especially by preparation of (relevant) distinct packages of starting material the directions the groups will be taking during the process may be influenced by the teacher.

If the topic in question rather is intended to be started soberly that is without the students consulting other materials before stating the initial questions and possible explanations in the knowledge building process the initially prepared material is withheld from the students until for example the first iteration of the knowledge building process completes.

Rising action (c):

During this phase essentially the knowledge building process among the participants gains momentum. The problem in question possibly gets reformulated by the participants, common ground becomes reassured between the students, the open questions are stated, suggested explanations noted, derived questions formulated and suggested explanations get repeatedly refined in the iterative process of knowledge building. In the course of this process the goal of what to work towards crystallizes and becomes tangible.

The students have access to the variety of prepared materials, are free to follow references found in there or may bring in own sources.

Distinct roles and responsibilities may form in the group either on a selforganizational basis or through deciding on who will take what role from a given set of roles to fill. In this phase a teacher may coach students or subgroups on a direct one to one basis and possibly facilitates necessary referential materials or other recourses.

Crisis (d):

Towards the upcoming deadline the knowledge built by the group will have to be focused and used to generate a sort of report or another form of representation that will tell an audience about the findings and the archived explanations. Generally, the goal of a concrete event that has to communicate the findings, involves a refinement of the knowledge in order to explain the newly generated insights and the initial problem it arose from to some external audience. Working on the product or artifacts for this event starts and may benefit from material generated during knowledge building. Here jargon and shared assumptions have to be explained.

The attempt to archive the goal before the deadline forces the group to find a boiled down and coherent representation of the knowledge built so far that is suitable for external communication. The looming deadline will drive the group to take crucial decisions in order to at all achieve a tangible product within the given timeframe.

Climax (e)

The deadline for the presentation to an external audience and the presentation itself form the climax on the project level of the learning process. The findings have to be presented in either a resulting product or a coherent presentation of the achieved results in a chosen medium.
During the presentation it is important to have a feedback channel from the audience back to the participants of the group in order to exchange reactions and receive feedback, i.e. implicit or explicit evaluation of the presentation.

It must be noted that the presence of the deadline is a quasi-external constraint that is taken into the structure of the learning process itself here. A deadline on the one hand has simple practical purposes for the organization of a course (and its participants) that serves planning for example the constraint might be that the course will have to run for 12 weeks. On the other hand the deadline magically feeds the self-organizational potential in a group to take the crucial decisions taking place in the crisis phase to archive the common goal. At last the need to give a presentation of the achievements to an external audience adds a further motivation to work on proper explanations and solutions to the problem in question.

Falling action (f):

The falling action phase comprises the evaluation of the presentation and the knowledge building process itself. The evaluation may consist of one by an audience, a self evaluation by the participants or by the teacher.
During the evaluation the original expectations are compared to the actual outcome of the knowledge building process and the resulted product (i.e. the presentation). Open questions, derived problems that would lend itself to another project may be collected.

Denouement (g):

In this phase the results of the overall process get indexed and archived in an accessible form for future reference in other projects. Possible open questions that turned up in the falling action phase can get evaluated and formulated as starting points for subsequent projects. By this, this phase together with the experience the group collected during the whole process can in turn become an essential part of a follow up projects exposition phase (i.e. the setting of the new context).


6      Suggested Design Pattern and the Examined Theories

Now it is interesting to examine what characteristics the suggested phase structure of project learning exhibits with respect to the theories concerning narrative outlined earlier in this work, namely the aspect of narrative in pedagogical content knowledge, cybertext and drama in human computer interaction.

6.1    Pedagogical Content Knowledge

As described in section Narrative and Teaching 3.2 above the knowledge about a given idea or subject matter becomes transformed into pedagogical content knowledge on order to be narratable by the person who intents to communicate an idea.

This process happens in a traditional way between the teacher and the students during the exposition (a) phase which has to establish the context of what is about to be dealt with in the project in question.

When the teacher herself prepares a description of the initial situation or context in which the driving question later will be formulated, she is clearly performing the transformation of her ideas about what she is expecting to happen in the course, the knowledge she has on the subject matter herself already, the motivation why she has chosen the topic at all and her estimation about a good starting point into a story that gets narrated to the students here.

At the inciting incident (b) possibly a case or example will be told by the teacher that problematizes the whole issue in question, thus feeding the potential for formulation of the driving question for the project.

Within (a) and (b) the relation teller listener is very much in a traditional situation. The person who has prepared the course, i.e. the teacher, supervisor or moderator, has a certain idea about what is supposed to happen during the course[11] and with that expectation in mind outlines the landscape of the problem. Naturally the additional materials possibly provided (or referred to) in order to outline the problem space exhibit their own individual narrative structure like an article, a video or a hypertext.

In the phase of the rising action (c) when the knowledge building process between the group participants takes place the teller-listener relation in terms of narrating pedagogical content knowledge gets dynamic. Participants have to tell their (attempts of) explanations to the other group members in a to whom it may concern style. What would occur in a real life situation by talking to the fellow group members in public would rather occur in some kind of shared workspace in an network application implementation.

During the phase of crisis (d) the group will attempt to archive the creation of a collaboratively crafted coherent presentation that will lend itself to a communicated when the deadline has arrived. Here the group generating the report (or another representation of the result) becomes the author of what will be told at the presentation at the deadline (e).

At the presentation, when the deadline has arrived, the knowledge built until then is told towards an audience, either peers, an external (invited) audience or the general public.

In the last two phases falling action (f) and denouement (g) no significant elements of narrating pedagogical content knowledge are made apart from what occurs in general communication of ideas anyway.

6.2    Cybertext

This subsection will outline the cybertextual characteristics of the suggested phases that are likely to be present in an implementation that will follow this phase structure. I say likely, because the classification in terms of cybertext developed by Aarseth (see section 3.3 Cybertext) is dependent on the actual implementation and for what types of media such an implementation would allow the participants to use.

Furthermore the question of what cybertextual properties are found in an implementation of the suggested phases in a multi user environment depends on the scale one applies ones examinations to. When applying the analysis to the whole project (including all phases) one would easily find a cybertext classification that would exhibit the most cybertextual[12] dynamics, that is[13]:

Variable

Value

Dynamics

dynamic (TDT)

Determinability

indeterminable

Transiency

transient

Perspective

personal

Access

controlled

Linking

conditional

User Function

textonic

 

However doing so wouldnt help in terms of comprehending the picture as it would be nothing more than subsuming and blurring the interesting structural details in a too general comprising category. That is why in the following I am examining the cybertextual properties with respect to the phases of the learning process, the possible media used within these phases and how they would be experienced by a user.

The first two phases exposition (a)  and inciting incident (b) are primarily static to the participant in terms of the Dynamics variable formulated by Aarseth. Determinability would be determinable. Transiency  would most likely be intransient, depending on the implementation, that is, if the exposition takes place by distributing email or a standard web page with text and pictures. If the exposition (partially) takes place through a time based medium such as a video clip this phase would be marked transient.

Again dependent on the kind of implementation Perspective here is most likely to be impersonal as the comprising problem space would be communicated quite generally.

In order to give a comprehensive, understandable exposition in the first phase the Access variable for the first phase only is likely to be random. However, zooming the scope to comprise the first two phases together, Access is most likely to be controlled in that sense, that after it is assured that the context has been communicated successfully in the exposition phase (a) the inciting incident is kicked off by the teacher, thus in this sense the access of the students to the text would be controlled by the teacher on this scale.

Linking in the first two phases would practically be either none (in case of for example a posted email) or explicit in case of a web site or alike.

User functions encountered in the media here are likely to be either interpretative alone or additionally explorative in the case of the use of hypertext or another hypermedium to outline the context and to narrate the inciting incident.

In the first two phases the role of creators and readers of the text are distributed such that the teacher creates (or recycles) text or other media to make it accessible to the students who taking the role of reader.

During the knowledge building process in phases rising action (c) and crisis (d) the Dynamics variable will take the value dynamic (TDT) as by a suitable implementation of a shared workspace the main activity of the participants will be to edit the explanations and formulation questions in an iterative process. Through a suitable communication channel that allows for debating (such as a newsgroup, bulletin board, mailing list, a MOO, or video conferencing) the participants would be engaged in somewhat more volatile text generation and its reading. However principally there technically is often a way to implement an archiving method that makes a reproduction of a debate possible at a later time, the accessibility of such a raw saving of the occurred communication is bad in general and usability stays low. Such a raw archive cannot substitute a shared workspace that allows the participants to work on a coherently reduced representation of essential findings and their relations among each other.

Determinability  in these phases (c and d) will be indeterminable in general as in a shared workspace the textons will be altered in the course of the knowledge building process.

Transiency will be transient from the perspective of a single user when debating occurs through some kind of synchronous medium like a MOO or another conferencing system. If non such medium is employed the system will be intransient within these two phases.

Perspective will be personal with respect to contributions to the debate in a MOO or a mailing list and the shared workspace. However, reading the archives or consulting external sources yields a value of impersonal for the Perspective  variable during this phase. A reading of the content of the shared workspace itself (or a mailing list archive) can be considered as being impersonal also.

Access  has to be marked controlled, simply because the textual body that is in question in these two phases is still evolving and thus what is accessible is dependent on the progress made so far apart from the fact that most likely a hypertext structure will be generated by the participants which in itself is controlled in terms of Access.

Linking in the material generated during the knowledge building process generated will be of the explicit form.

The principal User Function during this phase is textonic for the user actively can change the textons of the textual body.

At the deadline (e), the roles of the authors and readers shift as the participants in the learning project then have to present the outcome of their knowledge building to an external audience.

Thus the participants become the authors of the product represented and the external audience takes the reader role. Here one has to distinguish between the cybertext variables for the material presented (the product) and the communication in the feedback channel.

When the product presented at the presentation would be a straight report for example the cybertext variables would simply be the same as those of standard codex literature, that is: Dynamics: static, Determinability: determinable, Transiency: intransient, Perspective: impersonal, Access: random (or in case of a simple web site controlled), Linking: none (or explicit when a simple web site) and with User Functions: interpretative (or web site: explorative).

The according cybertext variables for feedback channel would by large depend on the nature of its implementation. In case the feedback channel gets implemented by a MOO like synchronous text conferencing system the variables would be accordingly: Dynamics: dynamic (TDT), Determinability: indeterminate, Transiency: transient, Perspective: personal, Access: controlled, Linking: none and with User Functions: textonic.

However this is not the only way a suitable feedback channel is imaginable. Depending on the audience and the duration of the presentation feedback channels like email or www forms for a public internet presentation could be possible also, or a voting system (for less differentiated feedback was possible) as well as a simple (single) email by some reviewing person that would then have the same attributes as codex literature again.

The cybertextual nature of the feedback channel is very flexible but the choice for one or the other is not of crucial relevance for the learning process itself.

In the phase of falling action (f) the evaluation of the achieved knowledge built and the presentation is happening collectively through a debating medium, supposedly the same as employed for debating around the knowledge building process in phases (c) and (d) and thus with the same cybertext attributes.

In the last phase of denouement (g) the findings of the project get archived, that is, the outcome of the knowledge building itself (probably a frozen version of the shared workspace) and the final product used in the presentation will have to get archived and made accessible (read-only, searchable, categorized) for future learning groups or the general public.

In this phase the group (or a delegate from the group) will become the creator of a work that is comparable to what was accessible as reference in the first four phases, i.e. the exposition and the knowledge building, thus the same cybertextual attributes apply here just that the group is no on the authors instead on the readers side.

When regarding the aporia epiphany pair that, as described in section 3.3 Cybertext, forms a fundamental principle of ergodic literature, it is interesting to see what results when one applies this concept to the knowledge building process within the suggested phase structure.

To quote the essential passage from the earlier chapter about cybertext:

At the core of the ergodics lies thus the activity of the reader (or player or participant) of a cybertext to find the link out of a incomplete set of textual fragments. On a very structural level the cybertext prohibits the reader to get behind the complete picture instantly, as it presents the fragments of text (or another medium) in a sequence that by large is dependent on the game between the choices of the reader and the implemented inherent structure of the textual body through the author. [this work, p2 The Aporia Epiphany Pair]

The incomplete set of textual fragments is at large the resources available to the participants during the learning process limited by the problem space they are working on, the actual availability of materials and the level of complexity that is suiting for them to build knowledge around the given problem. The resources available however were produced by people that narrated the results of their individual knowledge building based on resources that were available to them at that time or based on their findings from first hand experience. The referential structure at least the one found in scientific publications[14] form a hypertextual body that On a very structural level the cybertext prohibits the reader to get behind the complete picture instantly. This even holds, at least in principle, when a given work referred to during the knowledge building process is regarded as being a single sufficiently comprehensive source for the knowledge building process to complete. The simple fact that a reference of some kind has lead to the consideration of such a single work in question, probably found in the material originating in the phase of exposition or the inciting incident such a work would be tied to the textual body a culture has generated about the world.

By finally releasing the outcomes of their finding in the knowledge building process the learning group participates in the authorship of the textual body of the culture, thus progressing one element in the creator user chain of texts about the world.

6.3    Drama

This subsection will examine essential connections between the suggested design pattern for project based multi user learning environments and the dramatic theory of human computer interaction as outlined in section Drama in Computer Human Interaction 3.4 above.

Obviously the phase structure suggested in section 5.3 is based on the notions developed for whole actions and the structural features they bear. Clearly Laurels theory of drama with respect to computer human interaction and its suggested extension in this work would have to be taken into account as a guideline to implement an according network based multi user learning environment.

From this it gets clear, that a detailed and comprehensive specification of an actual implementation would be beyond the scope of this work and eventually contrary to the objective of developing the principle structures of a rather universal design pattern. Actual implementations will very much depend on available technologies, requirements of the subject matter cultural environments they are intended for, artistic expressive power of the people involved in the implementation and so on.

However I have used concrete examples and suggestions to illustrate some of the concepts developed in this work, these were most often employed simply for convenience reasons: The Web, MOOs or mailing list are (to the assumed audience of this work) supposedly familiar technologies at the time of this writing in 1998.

But as the concepts developed aim to be more universal than the current technology commonly used, it would be an futile attempt to describe any thinkable implementation possible.

Thus what I will do in this section is rather that I will examine important mechanisms that have to be provided on the level of the suggested phase structure of the groups learning project in section 5.3.

The need for engagement

The representational context has to be designed coherently and in a sense constantly in order to evoke engagement on the side of the participant in the form of an actively participating agent within the representation of the projects whole action. This demand again reaches far into the requirements of the design of a possible implementation, but it is crucial for the whole process to be experienced as successful. As Brenda Laurel puts it:

The key to applying the notion of willing suspension of disbelief to representational activities that have real-world artifacts is to ensure the likelihood of unintentional effects on those artifacts approach zero. [] Furthermore, engagement entails a kind of playfulness the ability to fool around, to spin out what if scenarios. Such playful behavior is easy to see in the way that people use spreadsheets and word processors. [Lau p114]

Designing a representation that provides the user with a sufficiently trustworthy environment in which he is willingly taking the role of an actively participating member of the group learning process, i.e. an agent, is a prerequisite for the success of such an environment. To this again Laurel:

Engagement is what happens when we are able to give ourselves over to a representational action, comfortably and unambiguously. It involves a kind of complicity. We agree to think and feel in terms of both, the content and conventions of a mimetic context. [Lau p115]

Employing constraints

The way the action develops during the course of the sketched project phases largely gets constrained by the exposition and inciting incident enacted by the teacher in the first two phases.

By agreeing on a goal the group constraints the action further into actions that as an overall result contribute to reaching the goal. The teacher then can influence the course of the action in the knowledge building process by monitoring the progress from the outside and providing one to one support or additional material and sources that may help the students to meet their goal.

In that sense the teacher can take the role of a supervising remote (third eye) in the progress to influence in order to become successful, much like the role of the director in the mediated improvisation described by Laurel [Lau p189-192].

However, many of these considerations have to take place on the level of actual implementation and of course only then it will show how valuable the approach suggested in this work will be.

7      Epilogue

This work suggests a way to derive a design pattern from narrative theory found in contemporary approaches to new media forms in conjunction with the role narrative plays in fields like constructionist pedagogy.

What is left to be done is to find out how such a merge of concepts will turn out in practice. That is, find out how this concept behaves when implemented in actual applications.

It will be interesting to enter a discourse on whether this approach is suitable in the practice of elaborating on concrete designs of network based multi user learning environments or not and if so, how the approach sketched here has to be further refined.

8      Glossary

      Aporia: Indeterminance or (apparent) self-contradictory. Also a doubt or deliberation about an issue or some fact or conclusion or result.

      Codex: an ancient manuscript or text in book form

      Eigentime: derived from physics (special relativity). A notion of time that is experienced in ones own frame of reference.

      Epiphany: manifestation or revelation of something

      Ergodic: deriving from the Greek words ergon and hodos, meaning work and path. The term usually is more familiar to physicists.

      Trope: a figurative (e.g. metaphorical or ironical) use of a word. Derived from Greek tropos, meaning turn or way.

9      References

[Aar] Espen J. Aarseth, "Cybertext: Perspectives on Ergodic Literature", 1997

[Blu] Phyllis C. Blumenfeld, Elliot Soloway, Ronald W. Marx, Joseph S. Krajcik, Mark Gudzial and Annemarie Palincsar, "Motivating Project-Based  Learning: Sustaining the Doing, Supporting the Learning", 1994 Educational  Psychologist, 26(3 &4), 369-398. http://www.umich.edu/~aaps/fw/print.html

[Cha] S. Chatman, Story and discourse: Narrative structure in fiction and film, 1978

[Con] Concise Oxford, 1992, Oxford University Press

[Dra] Screenplays Dramatica, http://www.screenplay.com

[Fre] Gustav Freytag, Die Technik des Dramas, 1863

[Gre] Grell, Grell, "Unterrichtsrezepte", 1983

[Gud] Sigrun Gudmundsdottir "The Narrative Nature of Pedagogical Content Knowledge", in McEwan, Egan Narrative in teaching, learning and research 1995

[Ker] de Kerckhove, Derrick "Connective Intelligence", 1997

[Lau] Brenda Laurel, "Computers as Theatre", 1991

[LeR] Leinonen, Rissanen "KUOMA - Learning Environment - an implementation of collaborative learning in the world wide web", 1997, http://matriisi.ee.tut.fi/ymparistoverkko/apua/short.html

[Man] Munir Mandviwalla "The World View of Collaborative Tools", 1994, http://www.monash.edu.au/journals/ejvc/mandviwa.v2n2

[MBC] Moust, Bouhuijs, Schmidt "Probleemgestuurt leren", 1989

[MEB] McEwan and Bull, The pedagogical nature of subject matter knowledge, American Educational Research Journal, 28 (2), p. 316-334, 1991

[Phi] Melanie Anne Phillips The lost theory book Based on the Dramatica theory of story, http://www3.web2010.com/heartcorps/frontpage/dramatica/lost_theory_book/introduction.htm

[PoE] Popper, K.R., and Eccles, J.C The self and the brain, 1977, Springer Verlag Berlin

[Ree] Reeves, Thomas C. The Internet and Multimedia in Teaching and Learning: Cognitive Tools for the 21st

Century, So What Now Information Society? - Interactive Technology in Education 4.-5.4. 1997. Conference Publication.

[ScB] Scandamalia, Bereiter "Schools as Knowledge Building Organizations", 1996 (date unverified) http://csile.oise.utoronto.ca/abstracts/ciar-understanding.html

[Vul] Alaine Vuillemin, Informatique et littrature 1950-1990, 1990

 



[1] This Term was first introduced by Lee Shulmann in 1987

[2] So it happened to me personally during my school time that my geography teacher tried to explain the nature of the seasons with respect to the inclination of the rotational axis of the earth. However she never understood the nature of this phenomenon herself and thus invented the fact of the axis flipping in its direction in spring and autumn to account for the different angles under which the sunlight hits its surface in summer and winter. However in reality the axis never flips even stronger: it is the spatial stability that ensures that the angle under which the sunlight hits the earths surface varies in the familiar way to yield the seasons on the earths yearly travel around the sun. This missing insight lead the teacher to introduce the made up feature of a flipping axis to accomplish coherence and completeness for the story she was trying to tell.

[3] Examples (taken from Aarseth [Aar p9]) are the inscriptions of the temples in ancient Egypt, arranged two-dimensionally on the wall in different rooms, that in turn were architecturally arranged and connected in accordance with the religious architectural symbolic of the time.

More popular works are for example the I Ching also known as The Book of Changes in its most prominent form written around 1000 BC. For a comprehensive overview on the history of ergodic literature Aarseth refers to Vuillemin 1990 [Vul].

[4] Description meaning some such as Her dress was long and red  whereas narration designates something like She went to the door and opened it

[5] the possible values the variables can take were underlined by me in the quote.

[6] For a comprehensive discussion of the connections and parallels between theatre drama and human computer interaction I refer to Brenda Laurels work itself. Redrawing the lines in detail or discussion whether or why it is reasonable to take a dramatic perspective on human computer interaction is beyond the scope of this work. Here, her approach is more regarded as a concept that has proven to be valid to a sure level and thus can be build upon.

[7] Of course this holds only if one does not forget to resume interrupted tasks on time.

[8] It might be observed that I do not comply with the mindset of traditionally held battles between different schools in pedagogy. This partly arises from the fact that I do not originate in this culture. In contrary, I am happy to be in a situation where I can read the developed concepts from pedagogy rather impartially enabling me to merge them in suiting, possibly unconventional ways and  focus on the interaction design of an according system. This would probably have been much more difficult for me if I was trained in the reflexes to the standard arguments within the academic pedagogy culture. Of course this attitude carries the danger of possibly unwarily referring to much more (history) within the given culture than I am aware of  when using a specific term. On the other hand it is this openness and lack of burden that helps me to use these pedagogic concepts in a fresh way.

[9] Examining this field of managing and forming hierarchy, power structures, private actions and entities vs. public ones or open structures vs. closed ones in multi user applications would be worth another MA thesis (at least).

[10] Connective Intelligence is a workshop method developed by Prof. Derrick de Kerckhove from the McLuhan Institute in Toronto, Canada (cf. [Ker])

[11] even if these expectations are wide, they always exists. Nothing is more wrong than the claim really anything can happen as this holds true just within implicitly assumed boundaries. These boundaries are what contribute to the expectations that is that the actions within the course of the process will take place within these boundaries. This is not to say that actions will only occur in the expected field but rather that the initial expectations influence the way the problem space gets outlined by the teacher.

[12] It is of course questionable if the classification Aarseth suggests allows for the notion of a maximal element i.e. a most cybertextual text. Unfortunately, his description of the typological model leaves the question open as to what respect a hierarchy is defined by the introduction of the variables and their according values. His mentioning that this scheme forms a seven dimensional space [Aar p64] into which text could be mapped would mathematically imply a possible order relation. However, due to a lack in explicitly about how the analysis he made was performed in detail, an assumption of such an order seams reasonable, however speculative.

[13] in terms of the Aarseth typology of cybertext [Aar p62-65] and section Cybertext Typology on pages 2ff. of this work.

[14] Or further readings given in a newspaper article, literature references given in school books and so on (apart from what is found on the web today)