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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Evaluation Needs of Webble Technologies in an E-Learning Laboratory Case Study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jun Fujima</string-name>
          <email>jun.fujima@idmt.fraunhofer.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Imke Hoppe</string-name>
          <email>imke.hoppe@idmt.fraunhofer.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Klaus P. Jantke</string-name>
          <email>klaus.jantke@idmt.fraunhofer.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Fraunhofer IDMT, Children's Media Dept.</institution>
          ,
          <addr-line>Hirschlachufer 7, 99084 Erfurt</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Webble Technology is an advanced current form of Meme Media on the Web. The authors use Webbles for the implementation of Web-based interactive laboratories. There arises a particular question for the perception of added values which result from peculiarities of Meme Media technologies. This should not be confused with the question for the laboratories' usability. The focus of the present investigations is on the perception and, perhaps, appreciation of implementing ideas of memetics by different groups of users.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>When new technologies enter an application domain, technology providers are always
assuming the invention’s beauty and success. However, the proof of the pudding is
the eating of the pudding.</p>
      <p>
        The authors of the present paper are enganged in a comprehensive endeavor
of introducing Meme Media technologies [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] into Web-based applications aiming at
learning support at school. The technology of choice is “Webble”.
      </p>
      <p>
        The acronym Webble [ http://www.meme.hokudai.ac.jp/WebbleWorldPortal/ ]
abbreviates Web Pebbles, where “Pebble” is short for “Pad Enhanced Building
Block Lifelike Entity”. In this descriptional phrase, the term “Pad” again is short
for “IntelligentPad” according to [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        One might ruoghly
understand IntelligentPad as a
middleware having a
number of quite desirable
features. Those who are more
ambitious understand the
IntelligentPad approach as
a way to implement
Memelike building blocks
intended to enable knowledge
representation and
evolution. The concept “Meme”,
being intended to
resemble the words memory and
gene, was coined by Richard
Dawkins [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Yuzuru Tanaka
took up the challenge to
carry over Richard Dawkins’ Fig. 1. Screenshot of the Webble-Based Solar Biker
ideas to software technology [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Susan Blackmore is providing a general perspective
at the reach of those ideas and approaches [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>The authors are using Webble technologies for the implementation of a series of
interactive laboratories of which the so-called Solar Biker is a prototypical example.
The key question is to what extent the quality of the new technology is accepted.</p>
    </sec>
    <sec id="sec-2">
      <title>The Solar Biker Laboratory</title>
      <p>
        The authors’ e-learning Solar Biker project has been inspired by some real toy
kit originally developed for educational purposes by Peter Thron et al. in Ilmenau,
Germany, but nowadays available as a commercial product [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The authors’ project
has no immediate commercial goals and, thus, does not interfere with the source of
inspiration.
      </p>
      <p>Figure 1 is intended to give an impression of the current state of implementation.</p>
      <p>The Solar Biker Laboratory is an interactive playground on the Internet. The
authors are aiming at a series of similar Web laboratories providing useful content
for the playful acquisition of knowledge at school. Questions concerning access to
and administration of those laboratories are beyond the limits of the present paper.
The focus of the present investigations is on the evaluation of the impact of the
novel technology.</p>
      <p>For this purpose, this chapter is providing a sketch of what is in the Webble
technology seen from the perspective of the Solar Biker educational application.</p>
      <p>In particular applications such as the present one, the
Webble technology is providing a repository of building
blocks as illustrated in figure 2. The building blocks are pads.</p>
      <p>Every pad has its model view controler architecture.</p>
      <p>What a pad does and how it looks is defined internally in
so-called slots. By setting a slot value, you can modify both
the appearance and the functionality of a pad. This includes
the position of a pad.</p>
      <p>From the user’s point of view, pads may be used very
much like Lego building blocks. You take them and plug one
on top of the other. In the example shown in figure 1, the
sun is plugged on top of the environment.</p>
      <p>Plugging pads together establishes connections between
particular slots of these pads. The data flow between slots
allows for a coordinated functionality of the individual
components of a composite pad.</p>
      <p>For illustration, the solar biker on display in figure 1 will
be driven by some energy provided by the solar cell in the
left lower corner. This means that the solar cell is providing
some slot value to the moving pads of the solar biker. When
a cloud is plugged onto the environment pad, this cloud pad
is sending some slot value to the environment pad. This value
is used to modify, in fact to diminish, the value of the energy
slot delivered by the solar cell pad. How much the cloud pad is
dimming the solar cell energy value depends on the position Fig. 2. Repository
of the cloud pad on the environment pad. In such a way, direct manipulation of
the pads on the playground dtermines the behavior of the composite pad under
construction.</p>
      <p>In an expert mode, all details are accessible to the human manipulating pads.
One may freely choose pads, modify them and plug them together with other pads.
The result is always a composite pad the structure of which may be seen as a tree.</p>
      <p>For educational purposes, the freedom of access has to be controled according
to the knowledge and skills of the learners. Didactic intentions such as a certain
degree of exploration in learning may be a further source of access regulation.</p>
      <p>Technology may be modified to support playful learning and construction. One
of the key features is automatic plug-in. When one pad is moved over another pad
which it fits, the right slots are connected automatically. The whole construction
process is just a playful drag and drop.</p>
    </sec>
    <sec id="sec-3">
      <title>The Meme Media Peculiarities</title>
      <p>
        The Meme concept has been introduced and the term has been coined with high
ideological ambitions [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ]. There is–roughly speaking–the idea of non-biological
evolution as observable in areas such as fashion, architecture and, perhaps, religion.
      </p>
      <p>
        Yuzuru Tanaka has been excited by the idea to foster evolution of ideas by means
of information and communication technologies [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In response to the challenge, he
took the initiative to develop and implement digital meme concepts. Tanaka coined
the term Meme Media and developed what was then called Meme Media technologies
in its prominent variants of IntelligentPad and IntelligentBox.
      </p>
      <p>
        Webble technologies [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] are a modern Internet-enabled version of IntelligentPad.
The way from conventional IntelligentPad to current Webbles may be studied on
the basis of a few representative IntelligentPad publications such as [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ],
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], and [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>IntelligentPad, in general, and Webble technology, in particular, is more than
just another middleware for the implementation of Web services. A short illustration
from the Solar Biker application shall clarify the pecularities under consideration.</p>
    </sec>
    <sec id="sec-4">
      <title>Solar Biker Lab Evaluation</title>
      <p>As said above, the focus of the present investigations is on the evaluation of the
impact of the novel technology.</p>
      <p>There will be usability tests and the like as usual. But these questions are not
within the focus of the present paper. Instead, the authors want to investigate to
what extent and with what impact users are perceiving the peculiarities of the
Webble technology.</p>
      <p>There is a need to distinguish two basic categories of users. First, there are those
setting up e-learning contents for the intended learner audience. Second, there are
the learners by themselves.
4.1</p>
      <sec id="sec-4-1">
        <title>The Media and Technology Perception by Authors</title>
        <p>
          Those who set up content of interactive laboratories such as the Solar Biker may be
teachers, tutors, content providers or software specialists. Due to the mediatization
of our contemporary society [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], their affinity to information and communication
technologies is continuously changing. Nevertheless, we still have to assume a low
familiarity with digital media technology among teachers.
        </p>
        <p>
          The authors do not expect to have access to a larger community of authors.
Thus, they are planning for systematic qualitative investigations [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] of way in
which authors cope with the novel potentials of the technology.
4.2
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>The Media and Technology Perception by Learners</title>
        <p>In contrast, learners are–on the average–persons who are, at least to some extent,
familiar with information and communication technologies. They have to be kept
from dealing with too many technological detail in addition to the main learning
task and from being bothered with technicalities of handling the software. Learners
playing with the digital Solar Biker toy kit shall learn about solar energy and
photo-voltaic technology. The should be encouraged to play with the system and to
explore, for illustration, the effects of putting more clouds to the sky.</p>
        <p>
          Both for quantitative and qualitative approaches [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ], there is a large variety of
settings.
        </p>
        <p>
          Shall we compare two groups of learners where the one group has the physical toy
kit [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] available whereas the other one uses the virtual laboratory over the Internet?
What are the details we are looking at and asking for?
4.3
        </p>
      </sec>
      <sec id="sec-4-3">
        <title>Survey of the Evaluation Approach</title>
        <p>To avoid confusions and inappropriate expectations, the authors are not going to
present evaluation results within this paper. Instead, the authors are planning (i) to
present the Solar Biker laboratory under consideration and then, based on the
DERIS audience’s impression of and knowledge about the system, (ii) to discuss
their intended evaluation approach. The authors’ hope is for guidance and advice.</p>
        <p>In summary, we need to investigate the acceptance of the Solar Biker with regard
to the two main target groups: teachers and learners. Some acceptance factors will
probably affect both of the groups–e.g. if students learn something about solar
technology when using the Solar Biker. However, in some aspects the expectations
towards the Solar Biker may differ–maybe it is less important for the teachers, that
their students have fun while using the Solar Biker. Therefore two main research
questions are outlined, which take the different acceptance factors of the two groups
into account. These questions will lead us through the whole evaluation process. The
main questions are completed through some more focussed questions.</p>
      </sec>
      <sec id="sec-4-4">
        <title>Research question for the group of learners</title>
        <p>
          – How do young people between 12 and 16 years with different education levels
experience the Solar Biker as playful learning tool?
– Which learning methods and scenarios encourage the usage of the solar biker,
e.g. how should the introduction be like? What exactly can be learned with the
Solar Biker? What are the entertaining factors of the Solar Biker?
Learning about solar technology includes some factual knowledge, e.g. to know
which components are necessary to build up a Solar Biker, skills, e.g. like being able
to put the components together, as well as motivational aspects, e.g. if students
would like to know more about solar technology. Two learning scenarios will be
tested: guided learning [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] and discovery learning [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ]. A guided learning scenario
is defined by instructions of a teacher, e.g. ‘Please build up a Solar Biker, and use
the environment pad first.’ The discovery learning scenario is also characterised by
an instruction, but a more open one, e.g. ‘You have 20 minutes time to use the
Solar Biker as you like’. Entertaining factors will be operationalized as feelings of
control, emotional pleasantness (positive feelings like fun) and sovereignty [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. We
will focus on the students’ age between 12-16 years. In Germany it can be expected
that students from the seventh grade onwards will have basic knowledge about
chemical and physical foundations of solar technology. Solar technology is not a
regular topic in school until the tenth grade.
        </p>
      </sec>
      <sec id="sec-4-5">
        <title>Research question for the group of teachers</title>
        <p>– How do school teachers experience the Solar Biker concerning the learning
process of their students and the potential of the system to encourage teaching?
– In which learning scenarios can the Solar Biker be used? Which target groups
can be reached? What can be learned with the Solar Biker?</p>
        <p>In this target group we will focus on the same learning methods, namely guided
learning and discovery learning as two possible use cases. We would like to know
from the teachers which age the students need to have to deal with the Solar Biker
appropriately and how they assess the learning effect.
4.4</p>
      </sec>
      <sec id="sec-4-6">
        <title>Research Design</title>
        <p>
          We would like to continue enhancing the system of the Solar Biker. To be able to
influence the design of the Solar Biker constantly by the results of the evaluation,
we choose a formative evaluation as our basic research design [
          <xref ref-type="bibr" rid="ref15 ref19">19, 15</xref>
          ]. The first
step will be to ensure that the usability of the system is given and to explore for
which age the Solar Biker is most appropriate. As a second step we will conduct
a qualitative group discussion with teachers from schools with different education
levels, ranging from high school level (’Gymnasium’) to secondary modern school
(’Hauptschule’), for which school system the Solar Biker is an appropriate learning
tool and in which class levels it can be used best. The results of the group discussion
will be integrated in the third step of the evaluation process, a quasi-experimental
setting. Hereby it will be compared how the Solar Biker is used in two contrasting
education levels. The two different learning methods will be compared within that
setting as well. The main focus will be on the perception of the Solar Biker as a
new possibility to deal with digital content. Additionally the help function will be
evaluated as well as possibilities of collaborative learning (e.g. to send a running
biker per mail to a friend). As a last step the results of the experimental study will
be discussed again with the teachers in a group discussion to find out how teachers
assess the learning progress of their students.
        </p>
        <p>
          Usability Test A good usability means that the interaction between the user
and the computer is experienced as efficient, effective and satisfying. The concept
focuses how targets and tasks can be fulfilled and solved through the use of the
system. Hence a usability test will detect the main problems within the
user-systeminteraction as a basis of our evaluation [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ].
a) The first usability test will be conducted with a sample of students ranging from
12-16 years. There should be a good balance between students with a very high
computer literacy and students with a very low computer literacy. Because the
use of the Solar Biker is maybe influenced by knowledge about solar technology
and skills in subjects like physics and chemistry, we will compare students with
a higher and a lower education level.
b) The other usability test with the teachers from natural and technical sciences
will also take the different level of computer literacy into account. In that stage
of the evaluation it is necessary to consider the teachers’ subjects, because the
usability is maybe, as said before, influenced by the knowledge about solar
technology, nonetheless the Solar Biker is an interdisciplinary object.
        </p>
        <p>The participants will get the general task to complete the Solar Biker, but there
will be also some special tasks to fulfil, to outline the weak spots, e.g. what happens,
if somebody build up a completely wrong constellation and how the help system
can assist in these situations. The empirical method used here is an observation,
which will use both structured and open criteria to describe the behaviour of the
participants. The test will end with a very short interview including some open
questions to detect weak spots which the participants would like to remark. Here,
too, we will ask in detail how the help function is perceived–a good result would
be, if the participants receive the help function as a very individual helping hand
and personal assistance.</p>
        <p>The concept of usability is not able to explain the usage and experience of the
system in general, e.g. if it is fun to use the Solar Biker and if the uniqueness of the
technology is experienced as an added value. These aspects will be clarified through
the next steps of the evaluation. But before the results of the usability test will end
in a revise of the Solar Biker.</p>
        <p>
          Group Discussion I The participants in the group discussion [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] will range from
the lower to the higher education levels. The teachers will get an introduction into
the Solar Biker system. Afterwards they will be asked for which age and class level
the Solar Biker is useful and if they think that they would use it in their schools
and why. Furthermore the innovative potential of the Solar Biker in particular
and interactive laboratories modelled with Webble technology in general will be
discussed.
        </p>
        <p>
          Quasi-Experimental Setting The quasi-experimental setting [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ] will be
conducted in two schools with a different education level. Depending on the results of
the group discussion two different class levels will also be integrated. The effort of
doing research in three different school levels would probably not be appropriate,
but this decision does very much depend on the results of the group discussion with
the teachers. For the moment we assume surveying and comparing two different
school systems. The sample will take two classes out of these two different school
levels, so that we will have a sample of four classes with approximately 80 students.
These four classes will be surveyed, two out of every school level, from which one
will use the guided learning scenario, the other one the discovery learning approach.
        </p>
        <p>To use the Solar Biker within a guided learning scenario will be operationalized by
using the Solar Biker in a computer lap during a school lesson. The other class will
use the Solar Biker as part of homework, without a specific task but a minimum of
time to spend. The teachers will be provided with a standardised introduction to
the topic ‘solar technology’ (e.g. a movie) and a standardised instruction. Hereby
the influence of the teacher on the learning result will be reduced.</p>
        <p>Before the quasi-experimental study there is a high need to conduct qualitative
interviews as pre-test to clarify some key dimensions of the usage, e.g. what specific
factors influence the acceptance of the Solar Biker (e.g. ‘What do you like about
the Solar Biker?’) and how students evaluate the unique character of the system.
Therefore some scenarios will be given, like ‘Imagine you could send the biker as
mail to your friends; would you do so? Why?’ or ‘Imagine you could put the biker on
different countries on a map, e.g. Australia and Sweden; would that be interesting?’</p>
        <p>Students will get a standardised questionnaire before they use the solar biker,
e.g. to ask for the different computer literacy levels and their general usage of
interactive media. The knowledge about solar technology and the interest in chemistry,
physics etc will be asked as well, finalising the first questionnaire with some
socioeconomical variables, e.g. sex. The second questionnaire will be given to the students
after they used the system, contending closed and open questions. Within that
questionnaire items concerning the use of the solar biker as a playful learning tool will
be in the focus of interest, which means to integrated dimensions of knowledge (e.g.
‘Which components are needed for a solar biker?’), emotional (e.g. ‘I don’t like
to use the internet for learning purposes’) and cognitive (e.g. ‘The internet offers
good possibilities to learn’) attitudes, emotional (e.g. ‘To handle the solar biker is
pleasant to me’) and cognitive (e.g. ‘The solar biker explains solar technology in an
understandable way’) opinions and intentions (e.g. ‘I would like to use applications
like the Solar Biker in school more often’).</p>
        <p>The main focus within these dimensions will be on the perception of the Solar
Biker as a unique possibility to deal with digital content, therefore it will be asked,
as how unique, new and novel it is valued (by means of an semantic differential) and
which features are liked the most, e.g. to send objects per mail, to get individual
help, to explore the possibilities how to stick components together etc.
Group Discussion II As a finishing method again a group discussion with the
teachers is planned, so that the teachers can assess the learning process and the
usage of the Solar Biker in school. At least it will be discussed, which benefits are
perceived (e.g. to collaborate with their students, to monitor their learning progress,
that students get individual assistance). Therefore a scenario will be outlined to
extend the discussion towards the possibility having a complete interactive laboratory,
so that the direction of further software development will integrate the perspective
as teachers and learners at one time.</p>
        <p>Outlook An additional evaluation could ask for the different perception and usage
of a ‘real-life’ Solar Biker in comparison to the digital one. The comparative study
would have to look carefully for possibilities to combine the use of ‘real-life’ tool
kits and digital ones in school. We decided to conduct the basic evaluation first,
because we need to know about the best learning scenarios for the solar biker before
comparing it to a well established learning method.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>This first version of this manuscript has been submitted when the first and the
third author have been visiting the Meme Media Lab. at the Hokkaido University
Sapporo, Japan, the place where the technology under consideration has its origins.</p>
      <p>
        The authors are particularly greatful to Yuzuru Tanaka for encouraging their
publication activities and to Micke Kuwahara for providing Webble World [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>The present research and development has been partially supported by the
Thuringian Ministry for Culture within the project iCycle under contract PE-004-2-1.
This article was processed using the LATEX macro package with LLNCS style</p>
    </sec>
  </body>
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