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Project
Title:
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Enhancing
Spatial Reasoning and Visual
Cognition for Early Science and Engineering Students with 'Hands-on'
Interactive Tools and Exercises |
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Program
Track: |
NSF
01-58, CCLI (courses, curriculum and laboratory
improvement)-EMD |
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Principal
Investigator: |
Ellen
Yi-Luen Do |
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Award
No.: |
DUE-0127579,
March 8, 2002 |
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Project
Description: |
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1.
Introduction
2. Detailed Project Plan
3. Example of the curriculum on visual and spatial reasoning
4. Evaluation Plan
5. Dissemination of Results
6.
Instrumentation Requests
7.
Prior NSF Support
8.
Institutional Support
9.
Experience and Capability of the Principal Investigator
10.
Timetable for Proposed Work
11.
References Cited
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1.
Introduction
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Students
in science and engineering can benefit from developing spatial and visual
abilities. For example, we depend on students¹ abilities to read and comprehend
visual material. The diagrams, graphs, and scientific illustrations in
Scientific American magazine, any textbook, or professional journal article
testify to our widespread dependence on visual representations to communicate
complex concepts in science, mathematics, and engineering. Amazingly,
nowhere in the college curriculum do students in these disciplines learn
to make visual representations to think and communicate. This represents
a significant omission in the education of young scientists, mathematicians,
and engineers and an opportunity for enhancing comprehension and creative
ability.
The
need for visual and spatial thinking
The
ability to think and reason visually and spatially plays an important
role in science and engineering discovery. Stories abound of creative
discovery or problem solving in chemistry, mathematics and engineering.
Among the most familiar, Kekulé described his insight of the benzene molecule
structure with his 'mental eye' seeing the 'atoms gamboling' in groups
with twining and twisting in snakelike motion. The revelation of benzene's
ring structure came to him when he 'saw' the snake seize its own tail
to form a whirling circle [1]. Interestingly, Kekulé originally studied
architecture [2] before he switched to chemistry. His training in visual
thinking may have helped him to 'see' the solution configurations in the
reasoning process.
Visual
skills are important not only in creative discovery, but in ordinary problem
solving as well. George Polya in 'How to Solve It' [3] suggested making
diagrams to solve a mathematical problem. Einstein sketched a diagram
(circle and lines) in a letter to an astronomer [4] to show how gravity
would deflect light near the sun. Feynman's well-known diagrams illustrate
the interactions between charged particles moving through time and space.
The diagrams 'were intended to represent physical process and the mathematical
expressions used to describe them' [5]. Tesla was known for his ability
to visualize and test his inventions in his Œmind¹s eye.¹ He argued [6]
that visualization forces concentration and makes it easier to gain insights
of underlying principle instead of paying attention to the details of
apparatus. Anecdotes like these suggest that spatial and visual reasoning
play an important role in science, mathematics, and engineering.
We
are called on constantly throughout our intellectual life to exercise
spatial and visual reasoning. As children we play with shape and color
blocks and intelligence tests ask us to see spatial analogies among configurations
of geometric shapes (figure A is to figure B as figure C is to ?). So-called
Œbrain teasers¹ ask us to solve spatial configuration and topological
puzzles. Impossible figures (such as M.C. Escher¹s famous woodcuts [7])
play with the conventions of projecting three dimensions into the plane
and challenge our visual imagination [8, 9]. In geometry we draw a figure
to help understand a problem that is stated in words, and occasionally
we learn to introduce graphical notations to solve specific problems in
other areas of mathematics and science. All these activities exercise
our spatial abilities; however, because our culture (which, ironically,
is intensely visual) tends to distrust the visual as a source of knowledge,
we often tend to think of these activities as illustrative but intuitive,
peripheral to ³real² problem solving. As with any kind of thinking, there
is an intuitive component to visual and spatial thinking, but the ability
to read, make, and use diagrams in thinking is to a large degree a matter
of practice, not talent.
Neuropsychological
Basis of Visual and Spatial Reasoning
It
is widely acknowledged in neuroscience and psychology research that problem
solving abilities [10, 11] rely not only on language-analytical reasoning
but also temporal-spatial engineering design by visualizing the problems
[12]. Clinical and empirical evidence shows that different areas of brain
cells (in the left and right cortex) are activated in tasks such as planning,
mathematics and language (humor) comprehension [13, 14]. Research done
by Pascual-Leone and Kosslyn [15] demonstrates that Œmental images¹ are
activated consistently in certain brain cells. Neurological research [16]
shows that learning of fractions and ratios in elementary school mathematics
can be enhanced though spatial-temporal training. Attention and performance
studies [17, 18] also show that spatial perception is linked to motor
skills.
Research
on Diagrammatic Reasoning
In
Visual Thinking, psychologist Rudolf Arnheim asserted that "perceiving
and thinking are indivisibly intertwined" [19] and he argues for an ³intelligence
of visual perception². Recently, researchers in psychology, artificial
intelligence, and design have begun to seriously explore the role of diagrams
in representation and reasoning. The goal of research in this area is
to examine whether diagrams support thinking, and if so how and under
what circumstances. Methods of inquiry range from protocol analysis of
people solving problems with diagrams to computational modeling of diagram
based reasoning; the task domains range from mathematics and physics to
design. Early results in this emerging area of study have been published
[20] and are discussed at conferences such as Thinking With Diagrams,
Diagrams 2000: International Conference on the Theory and Application
of Diagrams (http://morpheus.hartford.edu/~d2k/), and the American Association
of Artificial Intelligence (AAAI) symposia on Diagrammatic Reasoning and
Representation, and Spatial and Visual Reasoning. In short, although in
the past visual reasoning has not been the subject of serious scrutiny,
a number of efforts are now underway that may shed light on how visual
reasoning works.
Specifically,
what is ³visual and spatial thinking and reasoning²?
By
visual and spatial reasoning we mean the ability to:
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Make graphical and three-dimensional representations of problem situations.
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Manipulate these representations (project, rotate, reflect, and invert
figures, fold and unfold three dimensional objects and surfaces, etc.).
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Reason about spatial properties and relations within these representations
(identify relative positions, shapes, fill in missing information that
can be logically derived).
The
need for teaching it
It
isn't taught.
Freshman
college students‹much less science and engineering majors‹seldom see any
kind of visual and spatial reasoning courses. The closest are the drawing
courses offered for art and architecture students, some of which are taught
in our home department.
It
can be taught.
Experience
in teaching students of architecture to solve spatial problems shows how
visual and spatial ability can be learned. However, visual instruction
in the arts and architecture typically focuses on training students to
practice in these fields. We plan to teach these same skills with a focus
on science, engineering, and mathematics problem solving.
It
should be taught.
We
believe that enhancing this ability can provide students studying science,
mathematics, and engineering with an additional cognitive support for
problem solving‹and perhaps also creative insight. At this stage we cannot
support this belief with solid evidence. That is one reason we seek to
develop and deliver this course: to see whether we can make a case that
teaching these skills to science, mathematics, and engineering students
will offer them an advantage in solving problems.
Project
goal: Enhance visual thinking skills of first year college students
We
propose to provide first year college students with compelling opportunities
to develop their visual thinking and spatial reasoning skills through
hands-on, interactive exercises. The interactive tools include: learning
modules and exercises on making drawings and diagrams by hand, computational
drawing environments that allow students to see relationships between
two and three dimensional representations, and explorations in the 'virtual
world' of making things, taking them apart, and reasoning about the relationships
among objects.
Science,
mathematics, and engineering students sometimes enroll in art and architecture
classes either to satisfy university distribution requirements, to explore
a divergent interest, or to relax from the intellectually rigorous coursework
in their major. The cultural divisions that C.P. Snow wrote about in ³The
Two Cultures² [21] remain so firmly ingrained in our academic disciplines
that students and instructors often fail to connect what they learn in
the drawing or sculpture course to science, mathematics, and engineering.
This proposal seeks to help students make that connection, by applying
what we know about teaching architects drawing, modeling, and visual skill
in the development of basic visual thinking materials for science, math,
and engineering.
We
intend to teach drawing (both physical and digital) as a means to explore
and illustrate science and engineering principles and problems in terms
of visual and spatial reasoning in general education, not as an isolated
or target discipline or career alternative. This exposure could reach
out to a larger population of students, expand their horizons as they
seek a major, and build their spatial reasoning abilities. Regardless
whether students select science and engineering as their career, they
would be better equipped with a useful cognitive support.
Information
technology is transforming the traditional passive classroom into a stimulating,
interactive environment for learning. With multi-media presentation software
and tools for drawing and making 3D models, learning can become an active,
exciting and engaging 'hands-on' experience. In addition to traditional
drawing, modeling, and puzzle-solving exercises, the seminar will employ
2D and 3D drawing software, both commercial packages and experimental
software developed in the PI¹s laboratory (see Supplementary Materials
provided with this grant proposal).
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2.
Detailed Project Plan |
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This
proof-of-concept project will explore (and we expect, demonstrate) the
feasibility and effectiveness of teaching visual and spatial skills to
first year science and engineering college students. The project capitalizes
on the PI¹s experience in teaching these skills to students of architecture
and in developing interactive graphical software for drawing and design.
What
we plan to do
We
plan to demonstrate that basic skills in visual and spatial reasoning
can be taught and learned through a sequence of hands-on drawing, modeling,
and interactive computer based exercises. The ultimate goal is to show
that developing these skills can enhance students¹ performance in basic
science, mathematics, and engineering problem solving. This exploratory
project will develop materials and lay groundwork for a (future) larger
investigation that develops these materials in greater depth and engages
in a fuller assessment of the applicability in specific science, mathematics,
and engineering tasks, of visual skills gained. Our project has five major
components:
- We
will develop learning materials in visual and spatial thinking for scientists
and engineers.
- We
will deploy these materials in a freshman seminar directed broadly at
pre-major students in sciences and engineering (twice, with refinements
in year two). As we teach the seminar, we will specifically ask students
to bring problems from their science, mathematics, and engineering coursework
as materials to consider for visual problem solving. In year two, we
intend to integrate some of these domain specific problems into the
seminar curriculum.
- We
will assess the learning experience and the role that the materials
played in this experience using on-campus educational evaluators in
the University of Washington¹s Center for Instructional Development
and Research (CIDR) unit.
- We
will bring together a seminar of small core of faculty members from
diverse disciplines interested in visual and spatial reasoning and who
could potentially develop the project to the next stage of implementation.
In particular, we will draw on this group¹s domain expertise to look
for ways to transfer general visual and spatial abilities to specific
problems in their home disciplines. Our initial roster includes faculty
members from mechanical engineering, computer science, and electrical
engineering who have expressed interest in participating in this seminar.
- We
will disseminate our results through articles in peer-reviewed outlets
and by posting the learning materials we develop on a project Web site.
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3.
Example of the curriculum on visual and spatial reasoning |
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The
exercises for year 1 are described in the following. The second year's
curriculum exercises will be modified according to lessons learned in
the formative assessment and course evaluation questionnaire from the
first year's experience. Additional software developed in response to
these evaluations will be included as well.
Exercise
1: 2D (flatland) Tangrams, 2D representations, puzzle solving in 2D
The first exercise involves the exploration of two-dimensional spatial
reasoning: arranging Tangram puzzles to form different shape configurations
and recording the solutions by making diagrams. Class discussion will
focus on notation making for diagramming puzzle solutions and the reasoning
and comparison among shapes and scales. After the diagramming the puzzle
solutions, the students will select a problem in their own home disciplines
(or an area of interest) and to diagram a solution. Small groups will
engage in presentations, evaluations and discussions of the effectiveness
and possible improvements for their diagram making.
Exercise
2 Drawing Using drawing to reason three dimensionally about problems
The
second exercise will teach students how to draw on paper (2D) to represent
three-dimensional form and space. The basic theory of visual sight lines,
perception and perspective drawing will be introduced. Required readings
will include works on visual perception and graphics representation principles
(e.g., [22-26])
These
first two exercises will explore using drawing as a vehicle for understanding
three-dimensional positioning of objects in space, relative dimension
of objects.
Exercise
3: Sketch-VR - 1
Sketch-VR
[27, 28] is a freehand sketching software developed to enable students
to quickly generate 3D models without using complicated drafting or modeling
software. Students who have used the software found the instant feedback
of 3D rewarding and fun. We plan to use Sketch-VR as scaffolding for students
to make representations of 3D objects and spatial relations.
Exercise
4: Sketch-VR - 2
We
will use Sketch-VR
(adding functional extensions such as curves and 3D surfaces) for students
to further explore spatial relations and visual perception of 3D objects.
The UW Mechanical Engineering department has several computer numerically
controlled rapid prototyping machines. We plan to use three-dimensional
output devices to produce models of students' creations to further explore
the understanding of objects in space.
Exercise
5 - Manipulation of physical objects
Students
in this exercise will dissect the computer-output physical models and
recompose them to make new spatial configurations. This exercise will
also include wooden puzzle solving. Students will practice various three-dimensional
(topological and spatial) puzzle solving and use drawing to represent
puzzle solutions.
Exercise
6 - Model making - assembling 3D models using physical materials
This
exercise will engage students in making 3D models using paper folding
(origami) and computational paper-folding exercise using HyperGami
software. The HyperGami software has been used successfully in K-12 education
(Eisenberg, 1999). Students can use the software to design and color the
geometric shapes and then construct the polyhedra from paper printouts.
Exercise
7 - Model-making using computer graphics (simple Form€Z exercises)
We
will introduce students to a geometric modeling program called Form€Z
(Autodessys) and learn to do simple form generation. The exercise will
include positioning objects according to a coordinate system, and the
manipulation of viewpoints (and possibly folding and unfolding of surface
models).
Exercise
8 - FormWriter - generating 3D form using simple codes
FormWriter
[29] is experimental software written to generate three-dimensional forms
using mathematics expressions. (It was used in a course on three-dimensional
geometry in Islamic architecture.) The exercise will engage students to
write different formula and generate 3D objects that can be viewed from
any angle. Students can write simple routines to generate kits of parts
and use them to make a complex whole, for example making arches and ribs
to form a dome or a vase.
Exercise
9 - 12 - problem-solving in science
The
material and exercise will be developed jointly with domain experts, colleagues
from UW campus who participated in the course (CS, ME, or EE, etc). For
example, one exercise could diagram flow charts to implement a mechanical
system or a software program. Sketches of Edison's phonograph design,
diagrams of the plate theory of earth movements and faulting, Galileo's
sketch of sunspots, and blood circulation diagrams over heart and lungs
are good examples of using drawings as a means to reason about scientific
concepts [32].
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4.
Evaluation Plan |
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Two
different types of evaluation and data collection methods will be used
to evaluate the quality and impact of the proposed visual and spatial
reasoning curriculum. The questions are: (1) how effective are the exercises
and the software tools in supporting learning of visual thinking, and
(2) what other kinds of exercises and software tools might be useful for
learning the visual and spatial thinking skills. We will use standard
classroom assessment techniques such as Attitude Survey, Concept Tests,
Concept Mapping, and Interviews [33].
We
will use formative evaluation methods [34, 35] to assess ongoing project
activities and the impact our curriculum materials have on student learning.
Assessments will be measured at several points, e.g., every 1-2 exercises)
during the course of teaching/learning. We will take a variety of forms
such as questioning, comment on presentation, or interviewing to analyze
student progress to the learning objectives to guide and inform the directions
and adjustments of the teaching material. We will employ both implementation
evaluation and progress evaluation during the course of instruction. Summative
evaluation will also be conducted at the end of the course. The students
at the University of Washington are already required to evaluate all courses
by anonymous scoring and comment. These Faculty Course Evaluation (FCE)
forms are developed by the University's CIDR (Center for Instructional
Development and Research, http://depts.washington.edu/cidrweb/). Several
variations of the form assess different types of learning and skill acquisition.
When appropriate, we will enlist help from CIDR to modify, design and
conduct more formal and informal questionnaires, qualitative analysis,
collecting and analyzing information, and testing of materials developed
in the visual and spatial curriculum. We will use the information collected
to evaluate the course material and any specific commentary on our exercises
or software tools developed for the course.
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5.
Dissemination of Results |
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We
plan to disseminate our material primarily on a Web site because this can
be used for distance learning, and can reach a wide readership. It will
be easy to update and enhance the material. We will put software tools and
instruction manuals we developed for the curriculum on Web server for people
to access and download. (Currently, all courses taught by the PI are available
on-line as Web sites.) We plan to publish papers in educational conferences
and journal (e.g., the Computer Supported Cooperative Learning (CSCL) conference
and the Journal of the Learning Sciences) and to make connections with educators
who are involved in related efforts. Announcement of the material will be
publicized through electronic mailing and on-line newsletters of educational
organizations. |
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6.
Instrumentation Requests |
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None.
(The PI co-directs a research laboratory on design computing. Computers,
software and peripherals in this laboratory will be used for developing
visual and spatial curriculum exercises and software.). |
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7.
Prior NSF Support |
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The
PI has not applied for or received any grant from NSF. However, some NSF
research funding has some relevance to this proposal, and it will be described
briefly. As the main researcher for the grants IIS 96-19856, IIS-00-96137,
first as Ph.D. student, then as Post-Doctorate researcher and then senior
research personnel. The PI has worked on several visual and spatial reasoning
research, including empirical studies and freehand drawing software programs
[27, 36-40]. The empirical studies include designers' drawing conventions
including symbol and configurations, also the moves and operations between
different drawings [41-44]. |
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8.
Institutional Support |
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For
this proposal, the PI will be able to make extensive use of the many institutional
resources available. The PI is a member of the Design Computing research
lab called Design Machine Group at the Architecture Department of the University
of Washington. She is committed to teach a freshman seminar on visual and
spatial thinking to pre-major students and is actively making connections
with faculty from College of Engineering, and Arts and Sciences. |
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9.
Experience and Capability of the Principal Investigator |
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Do
studied architectural engineering at National Cheng-Kung University in Taiwan
and design at the Harvard Graduate School of Design before completing a
Ph.D. in design computing at Georgia Tech, with a minor in cognitive science.
Her research work focuses on the development of computer aided design tools
to support freehand drawing as an interface to knowledge based tools. She
has conducted empirical studies of design drawing and constructed computer
software to integrate knowledge based applications with freehand drawing.
She has also worked in the area of computer based visual analysis tools.
Her papers have appeared in peer-reviewed international conferences on computer-aided
design in architecture and civil engineering. Do has taught computer graphics
programming, modeling and rendering with computers, and introduction to
computing in architecture. |
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10.
Timetable for Proposed Work |
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The
timetable for executing the project involves two iterations of a develop-deliver-evaluate
cycle. In Year One, we will prepare materials for a freshman seminar,
deliver the seminar, and evaluate the learning experience. In light of
the evaluation data, we will modify and extend the learning materials
and deliver the seminar again in Year Two, and again evaluate the learning
experience. In parallel with this develop-deliver-evaluate cycle we will
form a core group of faculty members from diverse disciplines who will
take an active interest in visual and spatial thinking in science in general,
and the seminar in particular.
Year
1:
Initial development of spatial and visual reasoning curriculum, software
for drawing, and assessment materials. Summer quarter will be the seminar
material preparation. Freshman seminar will be taught at the autumn quarter.
Winter quarter will be used to conduct first round of testing, analysis
and assessment of the results of the freshman seminar from previous quarter.
Spring quarter will be devoted to develop additional computer-based teaching
materials.
Year
2:
Revision and continuing development and assessment of curriculum material.
Continue development of additional software to aid visual and spatial
reasoning activities with drawing. The materials will be made available
on the World Wide Web. Summer quarter will be used to develop additional
computer-based teaching materials. Autumn quarter the PI will teach the
freshman seminar again. Winter quarter will be for assessment analysis
and spring quarter to prepare and package materials for publication (on
the Web and in print).
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11.
References Cited |
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Do, E.Y.-L., et al., Intentions and Relations among Design Drawings,
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Do, E.Y.-L., Computability of Design Diagrams -- an empirical study
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