Design Experiments: Promise vs.
Delivery
I. Overview and Current State of Research
Current State of the Research
Design:
"Design is the process of identifying and achieving
preferred outcomes, of solving problems and responding to human needs; and of
managing change. The design process involves many ways of knowing. While basic
sciences rely on the scientific method and testing of hypothesis, and the arts
depend primarily on intuition, design is somewhere in between; it borrows from
both disciplines, developing methods and predispositions for acquiring
knowledge, skills and attitudes that respond to the complexity of real life
situations.
Design surrounds us, influences us, enables or
hinders us, because it determines the products and systems we increasingly rely
upon to accomplish our intentions. A simple inventory of one's daily encounters
with design products and environments should demonstrate the overwhelming
presence of design in our lives and will start to suggest design's impact upon
how and what we think, feel and do" (Anna Sanko, Architecture Resource Center,
New Haven, CT). http://www.nyfa.org/educate_by_design/ed_design.htm
As noted in the above quotation, design approaches to
research find themselves straddling intuition/judgments of "best practice" and
a scientific approach directed at disambiguating hypotheses.
Working against current tendencies to establish
randomized field trials as the sine qua non of scientific methods is a
quiet revolution in design-based research methods. By whatever label, these
emerging methods provide a "working space" in which methodological innovations
can grow. It was the goal of this session to provide a positive atmosphere in
which we can expand and strengthen this emerging methodology.
The use of the word design allows us a broad
canvas for productive thought and conversation. It expands the people from
which we can draw for powerful ideas and interventions, including engineers,
architects, computer scientists, knowledge managers, experts on diffusion of
innovation, philosophers, anthropologists, cognitive scientists, cognitive
neuroscientists, complexity theorists, game theorists, and others. For example,
the work on product development at http://www.ulrich-eppinger.net/ may
be of value.
If we envision educational research as ultimately a
service to teachers and students (to improve teaching and learning in the "real
world"), then it would appear that design studies may be developed with a range
of goals in mind.
For example, we may ask, how can we design Design
Research so that the legitimate needs of those proposing randomized trials can
be met and surpassed?
How can we design Design Research so that the
legitimate needs of those on the diffusion or scaling end can be met?
For those interested in "what works?" questions, we
may ask, "What is the best way to design the what that you want to know how it
works, and what design standards and benchmarks do you have in mind for this
what?"
A number of researchers have begun to explore these
issues in a serious way. A collection of related papers may be found at
http://gse.gmu.edu/research/de/.
In addition to these papers, manuscripts are under review for a special issue
of the Educational Researcher on design experimentation, and these
papers will be posted.
Another current source is the Journal of the Learning
Sciences (http://www.cc.gatech.edu/lst/jls/index.html).
In particular, see Edelson (2002) for both the points that are made and for the
reference list.
The following list of questions was provided at the PI
meeting to spur thought in anticipation of a positive and creative session.
Some challenges for some variants of current design
studies, include:
- How can we retain both the learning about the
artifact (broadly conceived) and the learning about learning that the design of
the artifact exposes on the part of students, teachers and researchers?
- Paper-and-pencil measures are often, politically,
the "gold standard" of learning. How to we demonstrate learning on these
measures in addition to learning during the innovation? How do we best address
"transfer of learning" questions, methodologically?
- How can we help researchers measure learning and
cognitive change objectively as well as qualitatively (subjectively) while
students are actively involved in the design study?
- How can we design studies that have features to
allow them to be used later by others, particularly those who will have fewer
resources? How can we design for adoption, adaptation, rebuilding, replication?
- How can we design sets of studies on innovation
that allow for a more aggregative science across sites, across time, across
populations, across content areas?
- What tools and methods allow us to better
"data-mine" and more richly report the learning of students, teachers, and
researchers?
- What other data representation tools can we use
that will make the rich learning during and after the design experiment
available to many audiences?
- How can we conduct design studies that take
systemic factors (and systems thinking, generally) into account?
- How can we design more effective, multi-tiered
studies so that learning at each tier (teacher, student, researcher) is
captured and so that the input of each participant is valued?
- Design experiments typically unfold somewhat
haphazardly with little guiding protocol, and often without the "lab testing"
component suggested by Brown What models of principled design can guide us
making these experiments more systematic and explicit?
- Design experiments occur on many time scales (e.g.,
learning during the experiment on the innovation, related learning during a
larger instruction unit, and related learning over longer time scales). How can
we monitor and report on each time scale for learning? What implications can we
draw for teaching? For research?
General Themes that were Explored in the Workshop:
- How can we make design studies richer and more
powerful?
- How can we make design studies more scientific
along the lines of the NRC report?
- How can we make design studies more responsive to
practice?
- How can we design studies that prompt innovations
in instructional practices, assessment practices, and learning?
A related session studied similar issues and should be
reviewed in conjunction with this one [Dissemination and the Integration of
Research into Practice;
http://www.prospectassoc.com/NSF/dis_integ.htm].
Note that the items in their Table under "Term" relate closely to the expanding
view of design studies, which goes beyond standard constructivist teaching
experiments using grounded theory.
TABLE I: Different Styles of Classroom Research on
Innovation and Practice and implications for partnerships
|
Term |
Definition |
Type of Study |
Question |
Partnerships |
Education testbed# examples |
|
Innovation |
An new curriculum, technology, material, etc.
and pedagogy |
|
|
|
|
|
Intervention |
The use of an innovation in one or more
regular classrooms |
|
|
|
|
|
Intervention Study |
Interventions are always experiments, but not
always treated as such |
|
|
|
|
|
Implementation Research |
The study of mutual impacts of the innovation
and the intervention. |
|
|
|
|
|
Replication (clinical) Research |
The aggregation of outcomes from multiple
implementations |
|
|
|
|
|
Consulting Research |
Studies of the adaptation of multiple options
onto a program/study that answers to local goals |
|
|
|
|
Discussions
A number of issues were raised in the discussions
reflecting the diverse backgrounds of the attendees.
One group focused on the "dissemination" or "adoption"
aspects, particularly the likelihood that teachers will adopt innovative
measures given the push for standardized testing. Current thinking on design
experimentation does not address this issue in any serious manner, but the
design experiment project does direct the reader to the seminal work of Everett
Rogers [gse.gmu.edu/researcher/de].
A second group, reported on by Nemirovsky, focused
more directly on the idea of an artifact. What they felt was missing was a
framework in which the artifact was seen as fitting. This framework would
include the student. In other words, can an artifact "cause" learning or is
some level of interpretation and use relevant here? What of social theory? Of
culture? Don't artifacts and local conditions "take on a life of their own"?
This group also asked what measures should be used to
determine the effects of designed artifacts and whether they would be
acceptable to a larger audience. Standardized tests? Case Studies? Which
methods: qualitative or quantitative?
A third group, reported on by O'Bannan, looked at
design experiments as not involving the development of an artifact per se.
Rather, that the design experiment should focus on the process of how
instruction is taking place and how to communicate this back to the teacher.
Within this model, the design experiment looks at the creation, development and
changes of conjectures.
A fourth group, reported on by Pinkard, explored the
concepts more directly related to the relationship to science. Where does
sampling fit in? What about generalization? Statistical significance? Do we
ever move beyond prototyping? Whose job is it to do so? How do we deal with
"lethal mutations" of our work once it is outside our control? Ultimately, this
group felt that design experiment work ran the risk of being local and
undisciplined, that it lacked strategy.
Overall, the comments of Baumgartner helped summarize:
The label design experiment is loaded with meanings and connotations that have
not yet been fully articulated. Design-based methods appear to be important and
to contribute some information and insight that does not come from traditional
methods. The work of the future should be greater articulation and a push for
clearer and more rigorous standards. When this happens, we can be in a place to
address issues of going to scale. The issues discussed in one group, written up
by Dan Burke, capture the sense of flux characteristic of all of the groups
(see Appendix).
Summary
In summary, the diverse nature of the group and their
sustained interest in what was clearly a cloudy and unclear methodology was
compelling evidence in favor of greater attention to the articulation of
design-based research methods in education. Some researchers are drawn to a
method that allows for innovation. Others wish to exploit the framework to
study unfolding, iterative processes in classrooms. Still others see the
emerging set of methods as necessary Development (D) work in a Research and
Development (R&D) view of educational research. This view is in contrast to
the recent NRC report that moves the field more forcibly to the Research (R)
emphasis. What is clear from this meeting is that the engineering metaphor in
educational research strikes many as one that deserves greater attention not
only for its potential role in improving theory, but also in its impact on
scaling.
Appendix
- How do the roles of "designer" and that of
"researcher" differ and intersect?
- Researchers can bias the process by projecting
their representations.
- Conversation analysis (for example) can be
used to "distance" researcher and subject?
- To answer "What do they (subjects)
think they are doing"
- To achieve the same epistemological form in
a different "game"
- Triangulation of interview data can be used to
collate designer/teacher/student perspectives
- Technical Artifacts can be designed to be
"adaptive"
- The context of social interactions changes
their use
- The nature of artifacts determines a number
of factors
- Two big issues that need to be addressed:
- When, why, and how do researchers involve
users/novices (teachers and students) in the design process?
- e.g. making use of "Design Rationale" e.g.
"claims analysis"
- How do we empathize with users (e.g. in using
ethnographic methods)?
- By describing the users' interpretive
framework and allowing for multiple entries and outcomes in such a way as to
discourage stratification
- Artifacts play a crucial role in determining
interactions/use: Artifact Determinism.
- In what should the relationship between
"Experiment" and "Design" consist?
- Should design experiments seek to produce
generalized or reproducible results?
- There are differences between aspects of
production and dissemination (expert knowledge) in research.
- The local/contextual/situated-ness of
knowledge presents challenges to educational/classroom research. (see e.g.
Solomon's notion of innovations as "packages").
- In attempting to introduce technologies/artifacts
for adoption, researchers are faced with changing communities/culture, which
introduces those same challenges and opportunities associated with social
movements.
- In designing new artifacts for adoption,
researchers are attempting to "cultivate and design culture" in the process.
- Given the unknowns and variation of classroom
contexts and social/cultural situations, one challenge involves how to
incorporate "designed ambiguity."
- What can count as "evidence" in design
experiments?
- e.g. how does one identify salient "episodes"
in video analysis
- how can researchers distinguish "critical"
factors from others?
- What methods should and are considered
"scientific" or "legitimate"?
- Quantitative are often considered
easier to justify (as producing warrantable "claims") than are
qualitative claims.
- Explanatory results and methods are
often considered more "scientific" than descriptive results and methods.
- Methods are hypothesis and theory laden.
- What counts as "GOOD" design and experimentation?
Reference
Edelson, D. C. (2002). Design research: What we learn
when we engage in design. Journal of the Learning Sciences, 11(1),
105-121. |