Learning Design based on Graphical Knowledge-Modelling
Gilbert Paquette, Michel Léonard, Karin Lundgren-Cayrol, Stefan Mihaila, Denis Gareau
LICEF-CIRTA Research Center
and CICE Research Chair
Télé-université
gpaquett@licef.teluq.uquebec.ca
Abstract
This chapter states and explains that a Learning Design is the result of a knowledge engineering process
where knowledge and competencies, learning design and delivery models are constructed in an integrated
framework. We present a general graphical language and a knowledge editor that has been adapted to
support the construction of learning designs compliant with the IMS-LD specification. We situate LD
within our taxonomy of knowledge models as a multi-actor collaborative system. We move up one step in
the abstraction scale, showing that the process of constructing learning designs can itself be viewed as a
unit-of-learning (or a “unit-of-design”): designers can be seen as learning by constructing learning
designs, individually, in teams and with staff support. This viewpoint enables us to discuss and compare
various “design plays”. Further, the issue of representing knowledge, cognitive skills and competencies is
addressed. The association between these “content” models and learning design components can guide
the construction of learning designs and help to classify them in repositories of LD templates.
Keywords: Learning design, educational modelling, knowledge-based systems, graphic languages,
knowledge modelling, competency-based learning design, IMS-LD, learning design repositories.
1. INTRODUCTION
Building high quality learning designs is a very important and demanding task. It is also a difficult task
that we started to address already a decade ago by progressively building an instructional engineering
method (Paquette et al. 1994, 2005a; Paquette 2003), a delivery system (Paquette et al, 2005b) and a
graphical knowledge modelling editor (Paquette 1996, 2002).
In this on-going work and for the present discussion, the point of view is taken that a Learning Design is
the result of a knowledge engineering process, where knowledge and competencies, learning design and
delivery models are constructed in an integrated framework.
In the next section of this article, a generic graphical modelling language is defined, MOT (modelling
using object types) which was developed as the backbone of our instructional design methodology. Our
taxonomy of knowledge models will be presented and learning designs will be characterized according to
this taxonomy as collaborative multi-actor process models.
The third section will present the MOT+LD editor, as a Specialized Graphical Modelling Tool for IMS
Learning Designs, as well as some examples and a process to engineer learning designs. We advocate that
this construction process can also be modelled as a multi-actor process model in order to analyze and
improve learning design methodology.
The last section presents other types of MOT models which represent domain knowledge and
competencies that can be used to plan, support staff roles and evaluate the quality of learning designs.
Gilbert Paquette, Michel Léonard, Karin Lundgren-Cayrol, Stefan Mihaila, Denis Gareau
Finally, we propose that the domain and competency models can provide a classification scheme for a
library of learning design templates.
2. GRAPHICAL KNOWLEDGE MODELLING
Graphical knowledge modelling is a way of representing knowledge structures or domains by linking
concepts, procedures and principles in a way that describes the phenomena at hand. In the case of
Learning Designs, the basic structures can be likened to a workflow model containing information on who
does what, when and with what type of resources.
When designers start building a Learning Design, two basic questions arise: “Which knowledge must be
acquired and what are the target competencies or educational objectives for that knowledge?” and “How
should the activities and the environment be organized to best achieve knowledge and competency
acquisition? To help designers solve this type of question, we have developed a graphical knowledge
modelling method and tools. In this section, we briefly present the basis for a modelling language to
provide operational support to designers by discussing and explaining its goals, syntax and semantics as
well as types of models and examples.
2.1. GOALS OF THE MOT GRAPHIC LANGUAGE
It is often said that a picture is worth a thousand words. That is true of sketches, diagrams, and graphs
used in various fields of knowledge. Conceptual maps are widely used in education to represent and
clarify complex relationships between concepts to facilitate knowledge construction by the learners.
Flowcharts are graphical representations of procedural knowledge or algorithms, composed of actions and
decisions that trigger series of actions in a dynamic rather than static way. Decision trees constitute
another form of representation used in various fields, particularly in decision-making expert systems,
establishing influence or cause/effect relations between various factors. Building a decision tree is
equivalent to building a series of rules which will constitute the knowledge base of the expert system.
In the last ten years, our main goal has been to generalize and consolidate various forms of graphical
representations, which are useful for educational modelling, using an integrated graphical symbol
vocabulary. In (Paquette 1996, 2002, 2003), we have shown that different kinds of models can be
modelled more precisely using the same graphical language (syntax and semantics) by utilizing typed
objects (concept, procedures, principles) as well as typed links. With this set of primitive graphic symbols,
it is possible to build very different graphic models, from simple taxonomies to ontologies, more or less
complex learning designs, delivery process, decision systems, methods etc. Besides its generality, the
MOT graphical representational language has been proven sufficiently simple and friendly to be used by
persons with non-technical background in many different contexts through the years. Modelling facilitates
thought organization and communication between humans about the knowledge as the graphic
representation model evolves. As will be seen, it can be used both at a specialized domain knowledge
level and at a meta-knowledge level, such as cognitive skills and competencies. Finally, the graphical
MOT+ editor exports its models to different kinds of XML formats, including IMS-LD and OWL, for
machine processing.
The benefits of graphical knowledge or cognitive modelling (See Ausubel, 1968; Dansereau, 1978; Novak
and Gowin, 1985; Paquette, 2002) can be summarized as follows: it
2
-
illustrates relationships among components of a complex phenomena
-
makes evident the complexity of actors interactions
-
facilitates the communication of the reality studied
-
ensures the completeness of the studied phenomena
-
helps scanning for a general idea because it minimizes use of text;
Learning Design based on Graphical Knowledge-Modelling
2.2. SYNTAX OF THE MOT GRAPHIC LANGUAGE
Concepts (or classes of objects), procedures (or classes of actions) and principles (or classes of
statements, properties or rules) are the primitive objects of the MOT graphical language. Other primitive
objects are instantiations of these three kinds of classes that correspond to single individuals. These
individuals are respectively called examples, traces and statements.
MOT models are thus composed of up to six types of objects or knowledge units. The object type is
represented by a geometrical figure as shown on figure 1, where each class or individual is represented by
a name within the figure. Classes can be related to corresponding types of individuals by an instantiation
(I) link.
Figure 1. Types of knowledge units in MOT
Table 1 presents various possible semantic interpretations of these graphic symbols.
Type
Concept
Procedure
Principle
Interpretations and Examples
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
Object classes: country, clothing, vehicles…
Types of documents: forms, booklets, images…
Tool categories: text editors, televisions…
Groups of people: doctors, Europeans…
Event classes: floods, conferences…
Generic operations: add up numbers, assemble an engine…
General tasks: complete a report, supervise production…
General activities: take an exam, teach a course…
Instructions: follow a recipe, assemble a device…
Scenarios: the unfolding of a film, of a meeting…
Properties: the taxpayer has children, cars have four wheels …
Constraints: the task must be completed within 20 days …
Cause and effect relationships: if it rains more than 5 days, the
harvest will be in jeopardy …
Laws: any metal sufficiently heated will stretch out …
Theories: all of the laws of the market economy…
Rules of decision: rules to select an investment …
Prescriptions: principles of instructional design principles …
Regulating agent or actor: the writer who composes a text …
Table 1. Interpretation of various types of knowledge
3
Gilbert Paquette, Michel Léonard, Karin Lundgren-Cayrol, Stefan Mihaila, Denis Gareau
The relations we use between objects are represented by links bearing a letter that specifies the type of
relation. There are six basic types of relations or links that connect the various types of objects to form
more complex models.
4
•
The instantiation link (I), connects abstract knowledge (classes) to corresponding types of
individuals
•
The composition link (C) connects a class to other classes, either component attributes or
constitutive parts of concepts, sub-procedures of procedures or component principles of more
complex principles or set of principles; the C-link can also connect an individual to component
individuals.
•
The specialization link (S) connects two abstract knowledge objects of the same type, in which
one is a sub-class of the other one; in other words, the second class is more generic or more
abstract than the first one.
•
The precedence link (P) connects two procedures or principles of which the first one must be
completed or evaluated before the second starts; in a trace, it also connects individual actions of
statements to other subsequent individual actions or statements.
•
The input-product link (I/P) connects a concept and a procedure, from an input concept to the
procedure (examples of the concept are possible inputs) or from a procedure towards an output or
produced concept (examples of the concept are possible outputs of the procedure).
•
The regulation link (R) connects a principle to another class; in the case of a concept, the
principle defines the concept by properties to be satisfied (sometimes called “integrity
constraints”), or it establishes a law or a relationship between two or several concepts (for
example rules); the regulation link from a principle towards a procedure or another principle
means that the principle controls the execution of the procedure or the selection of other
principles, for example a rule-based system controlling the execution of a process from the
outside.
Learning Design based on Graphical Knowledge-Modelling
2.3. TYPES OF MODELS: ONTOLOGIES AND LEARNING DESIGN
These basic classes or individual objects
can be combined into increasingly
complex
systems
of
structured
knowledge. For example, it is possible to
represent conceptual maps, flowcharts
(iterative procedures) and decision trees,
and also other types of models useful for
educational modelling.
Set of
Examples
S
Factual
Models
S
Set of Traces
Set of
Statements
S
Conceptual
Models
S
Figure 2 presents five main categories of
MOT models which are subdivided into
sub-types. (See Paquette 2002 for more
details).
Of particular interest here is the class
“processes and methods” within which
learning design is included, and “laws
and theories” composed of concepts that
can be organized in specialized
hierarchies or part-whole hierarchies, and
principles defining their properties and
relationships. Particular cases are
ontology models describing knowledge
domains and competencies.
S
S
S
Series
Procedures
S
Taxonomies and
Typologies
Component
Systems
Hybrid
Conceptual
Systems
S
Knowledge
Model
S
Procedural
Models
S
Parallel
Procedures
S
Iterative
Procedures
S
Definitions,
Norms and
Constraints
S
Prescriptive
Models
S
S
Laws and
Theories
S
S
Processes
Decision Trees
Control Rules
S
In (Paquette et al 2005a) the relationship
between both types of models is
presented as the foundation of the MISA
method, which will be discussed further.
Processes and
Methods
S
Methods
S
Collaborative
Systems
Figure 2. Taxonomy of Knowledge Model Categories
2.4. LEARNING DESIGNS AS COLLABORATIVE SYSTEMS
The “Processes and methods” class in the knowledge models taxonomy, shown in figure 2, is a class that
groups models mainly composed of procedures, where complex procedures are decomposed into simpler
ones, each with their inputs and products. Three sub-categories can be discerned:
In “Processes” the execution of procedures is achieved by simple decision principles; the flow of
control is embedded within the procedures in an algorithmic way.
In “Methods”, the execution of the procedures is controlled by a set of principles; these principles
can be heuristic rules governing the flow of control from outside the procedures that compose the
model.
In “Collaborative Systems” the execution of procedures is controlled by collective/collaborative
decision principles; the control is distributed between formal rules embedded and described
within the model, and actors personified by human participants that apply control to the process
based on evaluations made at run-time.
From these definitions, it is possible to characterize the innovation that learning design brings to
educational modelling. SCORM-based scenarios for example are sometimes simple processes, and
sometimes (very rarely in practice) methods where simple sequencing (IMS-SS 2001) of activities is done
by formal rules defined in the system.
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Gilbert Paquette, Michel Léonard, Karin Lundgren-Cayrol, Stefan Mihaila, Denis Gareau
IMS Learning Design, because it favours collaborative systems, adds a new dimension to simple
sequencing systems. Activities are controlled by a combination of actors (making decisions at run-time)
and formal rules: simple on-completion rules in LD level A, more or less elaborated rule-based systems
(conditions) in LD level B, and rule-based systems mixed with actor notification in LD level C.
Notifications request actors to exercise some control on the learning process according to the activation of
certain conditions.
Figure 3. An example of a MOT collaborative system model
Figure 3 offers a MOT model of a collaborative system very similar to learning design where activities are
represented as procedures (ovals), input and output resources as concepts (rectangles) and actors by
principles or control objects (hexagons). “Modèle standard” means that the general MOTplus editor is
used. This general modelling tool has served as the basis for the development of the MOT+LD editor,
described in the next section.
3. MOT+LD, A GRAPHICAL LEARNING DESIGN EDITOR
In this section, our graphical learning design editor MOT+LD is described. It is based on the same
graphical language explained in the previous section. This development stems from MOT’s sophisticated
and mature graphical capabilities that were already in place and ready to be adapted. Any knowledge
object can be decomposed into a sub-model on any levels. Each object can be associated to OLE
compliant files, enabling a concrete walk-through of a model. Moreover, a standard feature of the MOT+
model editor makes it possible to associate components from co-models, such as a domain knowledge
model. This feature is also available in the LD version of the software.
Griffiths and al. (2005) survey of learning design tools includes other graphic editors, which shows the
interest and adequacy of graphical modelling to express learning scenarios or learn flows. In the IMS-LD
best practice documents (IMS-LD 2003), the UML modelling system includes activity diagrams and
others that can be used to represent certain learning design concepts and activity flows, but not all.
6
Learning Design based on Graphical Knowledge-Modelling
Although UML is now a standard in software engineering, and widely used, the different diagrams are not
very well adapted to the task of building learning designs because it does not allow include especially the
resources needed to carry out an activity, nor the outcomes. Another proposal is the LAMS software,
which is not LD-compliant which simplifies the learning designer’s tasks by providing a drag and drop
mechanism for assembling a limited set of learning design components (flows of activities and resources
in the environment). We believe that this approach is interesting, but not powerful enough to support the
whole LD specification. The advantage with MOT+ models is that it allows illustrating all levels of the
LD specification, including a simple Method model, as well as the details of each act including
environments with its resources, the role-parts and the rules.
The MOT+LD graphical editor enables designers to fully describe the structure and concepts inherent in
Level A unit-of-learning and to produce an instance of a standard LD XML schema. Work is on-going to
extend the editor to levels B and C. In Griffiths and al. (2005), this approach is considered “significant,
not only because it provides an example of a powerful and expressive high-level LD editor, but also
because the structure of LD are mapped onto a graphical language which appears to be very remote from
the specification”. Our aim is to provide a way closer to instructional designer’s needs for building
Learning Designs, alleviating the designer from having to deal with XML, but at the same time
automatically producing an IMS-LD conformant XML manifest file derived from the graphs.
3.1. MOT+LD GRAPHIC VOCABULARY
Basically, all the MOT objects and links applicable to LD models were used and interpreted with much of
the same general semantics. Figure 4 shows the resulting equivalences and symbolism. Resources are
represented by five kinds of concepts (rectangles), the LD method components (actions) are represented
by seven kinds of procedures (ovals), whereas actors and rules are represented by five kinds of principles
(hexagons). Individual objects are represented by clipped rectangles (called “facts” in MOT+)
representing learning objectives and prerequisites, metadata, items, and four other types of objects needed
to describe conference, send-mail and index-search services.
Figure 4. MOT+LD basic vocabulary
7
Gilbert Paquette, Michel Léonard, Karin Lundgren-Cayrol, Stefan Mihaila, Denis Gareau
The same basic links as in the general MOT language can be applied, however a number of new
constraints on links between subtypes were added in order to comply with those specified in the IMS
Information and Binding model and to produce a valid XML manifest file.
Figure 5 underlines the relative complexity of the LD information model (IMS-LD, 2003) but helps to
understand it better. It shows a rather straightforward use of the composition link (C link). An
environment is composed of other environments recursively or of other types of resources, such as
learning objects, outcomes and/or services. Learner and staff roles, and also items can be organized in sets
of components hierarchies. Methods are decomposed into plays, which are decomposed into acts, which
are decomposed into role-parts, represented in our model by a role associated to an activity at any depth;
finally terminal activity structures are decomposed into learning or support activities or a reference to an
external unit-of-learning (UoL).
Figure 5. MOT+LD link constraints
The use of input/product (I/P-link) and precedence (P-link) links is clear and unambiguous. The
precedence link is used between procedures only below the Play level, for example to show the order the
acts are to be played. The I/P link is used only below the Act level, from an input resource to a procedure
(LD Activity), that is to indicate resources in the environment of an activity, or conversely, from a
procedure (LD Activity) to its resource outcome. This is more precisely put than the specification itself,
since the LD XML file does not distinguish between input resources and outcomes, whereas the outcome
is a necessary ingredient of a Learning Design from a designer’s point of view.
The instantiation I-link associates learning objectives and prerequisites to a method or to learning
activities. Activity structures, learning and support activities, learning and staff roles or resources (except
8
Learning Design based on Graphical Knowledge-Modelling
environment and index search) can be associated to items pointing to a location where the physical file of
the objects is found.
Finally, the regulation link (R-link) associates learner and staff roles to an environment or activity
structures, learning or support activity, or it may associate a time limit to any action except the method. It
is also used to associate a completion rule to an action except the activity structure and UoL. The number
to select rule is R-linked to an activity structure when options are proposed.
Technically, to represent all IMSLD concepts, subtypes of the original MOT+ object types as well as new
graphical symbols with standardized labels (as shown in figures 4 and 5) were developed. The most
difficult and time consuming part was to extend the native MOT XML schema and to parse it into a valid
IMS-LD XML schema.
A post-validation mechanism was built into the parser informing the designer whether an IMS-LD rule has
been violated and where to find it in the model. The number of possible violations was reduced while
designing the model by limiting the choice of possible links between sub-types according to the
constraints shown on figure 5. Finally, all the IMSLD (See IMS 2003 Best Practices) examples were
modelled and tested, including the well-known and complex Versailles example (displayed in figure 6) by
uploading them into the RELOAD editor (RELOAD 2004) a form-based LD editor. This exercise resulted
in very small discrepancies between our analysis of the specification and minor corrections were made to
the MOT+LD editor to produce the present version.1
Figure 6 shows the model of the Method in the Versailles example, which is composed of one Play
containing 8 Acts. Act 6 was decomposed in a graph not shown in the figure, and composed of activity
structures describing the negotiation day for each country. These models are all similar to the “France
Negotiation Day” model presented in the second model in figure 6. Finally, each of the learning activities
within this activity structure is structured the same way, as illustrated by the smaller model in the bottom
right hand corner. This model presents the France-Serbia side-room discussion in an environment
composed of a conference service and a discussion activity as well as their items pointing to
corresponding resources.
1
A version of the MOT+LD editor is available on the CICE Web site (www.cice.org) or on the Unfold Web site
(http://www.unfold-project.net:8085/UNFOLD/)
9
Gilbert Paquette, Michel Léonard, Karin Lundgren-Cayrol, Stefan Mihaila, Denis Gareau
Figure 6. MOT+LD link constraints
3.2. LD ENGINEERING PROCESSES AND META LD MODELS
A simple design process, based on the MISA Instructional Engineering Method as well as the IMSLD
specification, is provided in the MOT+LD user’s guide. Seven steps indicate the main tasks involved in
engineering an IMSLD Unit of Learning : 1- Open an LD template, 2- Add prerequisites and learning
objectives linked to the Method object to guide the engineering of the UoL method, 3- Specify actor roles
and hierarchies, specifying minimum and maximum for each role, 4- Develop the instructional structure
(Method, Plays, Acts and Role-parts) as defined by the LD Information Model, 5- Add items to resources,
activities, roles, add appropriate metadata to learning objects and services; 6- Save the model as a LD
Manifest and revise, if necessary, 7- Export the manifest to a LD Player.
Obviously, these are only main processes. They are insufficient to effectively guide the whole engineering
process, but they summarize the fundamentals of engineering a LD Model. Many elements are missing.
Prerequisites and Learning Objectives could be obtained by modelling the domain knowledge and
associating it to target competencies. Also, the gap between entry and target competencies give designers
clues on the scope of the UoL and its corresponding knowledge model. Finally, as discussed in the last
section, target knowledge and competency statements help orient designers on what type of learning
strategies and activity structures to select. It is well known that conceptual and procedural knowledge are
not learnt in the same way, for example to acquire the competency to apply an administrative procedure is
less demanding than acquiring the competency to build and adapt such procedures.
10
Learning Design based on Graphical Knowledge-Modelling
A couple of years ago, the MISA
Instructional Engineering Method, its
operations, products and principles were
modelled using an early version of the MOT
software. Presently, a new model of MISA
using the MOT+LD software is being
developed within the framework of the
IMS-LD information model.
Figure 7 represents the MISA method as
one of many possible engineering methods
to create a “Unit-of-Learning”. This
MOT+LD model shows two plays, one for
Web delivery and the other for classroom
delivery. Many other plays are of course
possible. In the Classroom play, only the
first act is needed since the UoL will be
delivered directly by the professor. In that
case, only the steps 1-2-3-4 of the above
engineering method are required.
In the Web delivery play, the designer (or
the design team) will have to add two more
acts besides the LD model composition. Act
2 is where the components are itemized to
be assigned to concrete resources, activity
assignments or participants, and also where
services are described more precisely. Act 3
simply produces a validated LD XML file
for delivery purposes.
Figure 7. MISA as a LD (meta)-method
A general instructional engineering method like MISA can be adapted to many different situations. The
preceding discussion opens the way to investigate a variety of ways to adapt MISA as a LD construction
method described as alternate “design plays
Figure 8 shows a partial model of Act 1, where the main Activity Structure is called “MISA for Web
delivery” including the role-parts for the designers as learners and IMS-LD facilitator as staff. The flow
shows the design team’s preliminary analysis of training needs, target population, available resources,
delivery and cost constraints, etc. followed by four processes, again modelled as activity structures,
starting in parallel. These activity structures correspond to the design team’s role-parts for each of the
content expert, the instructional designer, the media designer and the delivery specialist as Learner Roles.
In figure 9, the designer role-part is derived from the R-linked Instructional Designer Role (hexagon) to
the Instructional Modelling Activity (oval). The other role-parts are derived in a similar manner, although
not developed here.
The instructional modelling activity structure corresponds directly to the engineering of the learning
design. This activity is supported by a Staff Role where an IMS-LD facilitator coaches designers using an
IMS-LD guide and a LD forum included in a community-of-practice environment. Designers start by
stating instructional orientation principles and proceed to develop the UoL using an environment
composed of the MOT+LD editor, the PALOMA learning object manager2 and the RELOAD tool. Then
knowledge units and competencies are associated to learning activities and to resources (using metadata).
2
See Paloma LO Repository Manager http://www.cogigraph.com
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Gilbert Paquette, Michel Léonard, Karin Lundgren-Cayrol, Stefan Mihaila, Denis Gareau
Figure 8. MISA for Web delivery Act 1 – Main activities
4. GENERIC SKILLS AND LEARNING DESIGNS
The relationship between a learning design model and a knowledge and competency model is critical. In
IMS-LD, prerequisites and learning objectives can be defined using the IMS-RDCEO specification. In
(Paquette and Rosca 2004) we have shown that using unstructured text to define competencies or learning
objectives is not sufficient to help guide the learning design engineering. Furthermore, competencies
should be linked to knowledge units in the learning domain, where both should be associated to actors,
activities and resources at any level of the learning design. In this section, the notion of competency
specification is elaborated by relating cognitive skills to knowledge, our taxonomy of cognitive skills is
defined, and a way to represent them as procedural (meta-) knowledge models is explained. Further, we
show how competency modelling can contribute to the guidance of the learning design engineering
process.
4.1. COMPETENCY: COGNITIVE SKILLS APPLIED TO KNOWLEDGE
To say that a person knows something (prerequisite) or that a person must acquire such or such knowledge
(learning objective) is not sufficient. What is needed is to specify a degree or a level of knowledge
mastery. Thus, we define a competency as a statement that an "actor" has the ability to apply to a certain
knowledge unit, a precise cognitive skill, with a specific degree of “performance” in a certain context.
We define a cognitive skill, as a generic intellectual, socio-affective or psycho-motor ability, such as to
memorize, transpose, analyze, synthesize, evaluate, self-control and so on, which can be applied in
12
Learning Design based on Graphical Knowledge-Modelling
different knowledge domains. If more precision is needed, a degree of performance can be added by
specifying the situational context where the cognitive skill is to be applied: in familiar or new contexts, in
a persistent or sporadic way, in simple or complex situations, etc.
Competencies state objectives to be reached in relation to some knowledge unit, or an actual state of the
knowledge unit that someone possess. They also identify the cognitive skill that must be applied by a
learner or that can be developed or acquired through learning activities. Finally, by specifying a
performance context, competency statements help designers build useful learning activities, environments
and assessment tools to help learners and trainers test their knowledge and cognitive skill, which in turn is
one way of ensuring some quality control of the learning design.
Possessing a cognitive skill means that a learner can solve a corresponding class of problems
(Chandrasekarann 1987, McDermott 1988, Steel 1990). For example, if a learner possesses a diagnostic or
classification skill, it implies that this learner is able to solve some diagnostic or classification problems to
a certain performance level prescribed by the context. Another view is to see cognitive skills as active
procedural meta-knowledge (generic procedures) applied to knowledge (Pitrat 1991, 1993). A third view
considers the association between cognitive skills and application knowledge as objects to be learned
together, such as educational objectives principles and statements (Bloom 1975, Krathwohl et al 1964,
Reigeluth 1983, Martin and Briggs 1986). Integrating all three viewpoints will enable us to provide a
cognitive skill taxonomy that might prove useful in producing effective and efficient learning designs by
identifying the gap between prerequisites (entry competencies) and learning objectives (target
competencies).
4.2. A SKILL TAXONOMY
Table 2 presents an overview of the proposed the skills taxonomy. This taxonomy combines and adapts
artificial intelligence taxonomy (Pitrat 1990), a software engineering taxonomy (Breuker and Van de
Velde, 1994; Scheiber et al. 1993) and two educational taxonomies (Bloom 1975 ; Romiszowski 1981).
Although the terms are not in direct correspondence, table 2 distributes them onto ten levels that lay the
foundations for our taxonomy (Paquette 1999, 2003)
In this taxonomy, cognitive skills can be viewed according to three perspectives: as a generic problem
solving process, as procedural meta-knowledge acting on knowledge or as a learning objective related to a
knowledge processing task. Contrary to the traditional view on learning objectives, skills are here viewed
as knowledge objects that can be described, analyzed and evaluated, by themselves or in relation to
various knowledge domains.
The taxonomy shown in the left part of table 2 portrays three levels, from left to right, from the generic to
the specific term. It could be expanded to more levels for additional precision. The first two levels are
ordered from simple to complex. A detailed discussion of the validity of this ordering can be found in
(Paquette 2002) together with precise definitions and examples of each skill.
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Gilbert Paquette, Michel Léonard, Karin Lundgren-Cayrol, Stefan Mihaila, Denis Gareau
Cognitive Skills Taxonomy Levels
1
2
3
Active metaknowledge
(Pitrat)
Generic
problems
(KADS)
Cognitive
objectives
(Bloom)
Attention
Create
Reproduce
Receive
1. Acknowledge
2. Integrate
2.1 Identify
2.2 Memorize
3.
Instantiate /
Specify
3.1 Illustrate
3.2
Discriminate
3.3 Explain
5. Apply
5.1 Use
5.2 Simulate
6. Analyze
6.1 Deduce
6.2 Classify
6.3 Predict
6.4 Diagnose
Knowledge Use,
Expression
Knowledge
Discovery
Perceptual
acuteness and
discrimination
Understand
Interpretation
Apply
Procedure
Recall Schema
Recall
10. Selfmanage
Prediction,
Supervision,
Classification,
Diagnosis
Analyze
Analysis
Repair
7. Repair
Planning,
Design,
Modelling
8.1 Induce
8.2 Plan
8.3 Model/
Construct
Knowledge
Acquisition
9. Evaluate
Re-invest
Knowledge
Search and
Storage
Memorize
4. Transpose/ Translate
8.
Synthesize
Skills cycle
(Romiszowski)
10.1 Influence
10.2 Selfcontrol
Synthesize
Evaluate
Synthesis
Evaluation
Initiation,
Continuation,
Control
Table 2. Taxonomies of Cognitive Skills
4.3. REPRESENTATION OF A COGNITIVE SKILL
Every cognitive skill in the taxonomy can be represented as a MOT process model by a main procedure in
the meta-knowledge domain, which is the domain that categorizes knowledge and describes processes and
principles to transform and acquire knowledge. The main procedure is broken down into sub-procedures,
to as many levels as needed, until terminal procedures are found that do not need further decomposition.
For each procedure, there is also a description of input or product concepts that feed them or are generated
by them, as well as principles that regulate the transfer of control between the generic procedures.
Cognitive skills or processes are thus structured sets of generic cognitive actions that can be instantiated to
different knowledge domains called application domains.
In table 3, the “5.2-Simulate a process” skill, a sub-class of the level “5-Apply skill”, are compared to the
level “8.3-Construct a process” skill, which is a sub-class of the “8-Synthesize” skill in the taxonomy.
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Learning Design based on Graphical Knowledge-Modelling
Skill
Input
Product
Process Flow
Simulate a
process
A process, its
procedures, inputs,
products and control
principles.
A trace of the procedure :
set of facts obtained
through the application of
the procedures in a
particular case
- Choose input resources objects (data)
- Select the first procedure to execute
- Execute it and produce a first result
- Select the next procedure and execute it
- Use the control principles to control the
flow of execution
Construct a
process
Definition
constraints such as
relations between
inputs and products
of the process and/or
required steps in the
process.
A description of the
process: its inputs,
products, sub-procedures
with their input and output,
and the process control
principles.
- Assign a name to the procedure to be
constructed
- Relate this main procedure to a specific
input and product resource, respecting the
definition constraints
- Decompose the procedure, respecting the
definition constraints
- Continue to a point where well understood
small procedures are defined.
Table 3. Comparison of two generic skills
From the descriptions of these two generic skills, we can easily see that a learning design aiming at the
acquisition of procedural knowledge such as “Information search on the Internet” will be very different if
the goal (the learning objective) is to simulate that process or to construct it. In the first case, a number of
demonstrations and exercises of the process will probably be sufficient, while in the second case, a
project-based scenario where learners and engaged in a more complex problem-solving activity is a better
suited learning strategy. The description of both processes is however just a summary example to illustrate
the potential use of competency statements.
4.4. FROM COGNITIVE SKILL MODELS TO ACTIVITY STRUCTURES
The cognitive skills are processes, which are easily represented as MOT models. The MOT+ graph on the
left side in figure 9 entitled “Meta-knowledge Model” provides a more precise definition of the “Simulate
a process” skill. This cognitive skill is described by its main procedures with its input (the process to
simulate) and its product (a trace of the process). These main procedures are decomposed into subprocedures, each being associated with less complex cognitive skills that provide intermediate products,
which are reused by other sub-procedures, until the process is completed. The resulting trace can be
produced by collecting the individual products from each exercise. On the graph, four groups of principles
are added to constrain concepts and/or control procedures in the learn flow. Note that this model is totally
generic, applicable to any specific knowledge domain, such as Internet processes, manufacturing
processes, or others.
Figure 9 provides an example on how to build an activity structure based on such a cognitive skill model.
In this activity structure, learners will simulate the process “Search information on the Internet”
performing learning activities similar to the sub-procedures of the “simulate a process” skill. To build the
activity structure shown on the right part of the figure labelled “Learning Scenario”, a graph similar to the
generic process is modelled, however, taking a “learning activity” viewpoint. The specific domain
vocabulary is used, and the five activities are formulated in an “assignment style” format. As in the
cognitive skill model, the activity structure starts with a description of the process to simulate and ends by
producing a trace report of the simulation.
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Gilbert Paquette, Michel Léonard, Karin Lundgren-Cayrol, Stefan Mihaila, Denis Gareau
Figure 9. A learning scenario model simulating the “Search the Internet” process
Of course the learning design is not yet complete. For example, resources that help learners achieve their
tasks can be added, such as a tutorial on the request structure or on a final report form. Also, we might
specify some collaborative assignments and maybe a description of the evaluation principles that will be
used to assess the learner’s work. All these additions should be guided by the skill model’s set of
principles in order to ensure instructional quality. For example the “completeness principles” can become
a check-list for the learner, or a guide for a trainer to help learners execute the simulation in its entirety.
But the important thing here is that the generic process becomes the founding principle for the learner’s
assignments. In that way, it is possible to make sure that the learner exercises at the right skill level, in this
case “simulating a process”, while working on the specific knowledge domain, thus building specific
domain knowledge and meta-knowledge at the same time.
4.4.1. Metadata for Learning Design Repositories
Another use of the skill taxonomy is to help identify important metadata for learning design repositories.
Recently, while working on documents to support the use of Educational Modelling Languages and the
IMS Learning Design specification (IMS-LD 2002), it was stated that “To support reusability of good
learning designs, it is essential that libraries of learning designs can be made available as learning objects
in one or more repositories” (Paquette et al 2005). In (Koper 2005), similar preoccupations are expressed
and discussed.
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Learning Design based on Graphical Knowledge-Modelling
We propose that learning object repositories under construction in different countries should distinguish
between “content object”, “tool objects” and “process objects”, the latter including generic and specific
learning designs (or scenarios). If a growing library of these learning designs is available, then reuse by
adaptation to particular knowledge domains can increase. New learning design templates could be built by
abstracting generic processes from a large body of existing scenarios, situating the resulting abstraction in
the framework of a generic skills taxonomy.
The preceding discussion opens a door to organize repositories of generic learning design templates
related to competencies organized according to a skill taxonomy which can provide a way to classify
learning designs or scenarios by their association to generic graphic knowledge-based models. In the
beginning of the development of our Instructional Engineering methodology, we first developed a set of
such templates that have been used to start the construction of learning scenarios in different domains,
further enhanced with a small advisory system assisting the designer in selecting proper scenarios in
different situations (Paquette et al, 1994). In the MISA documentation, later on, and in field applications
carried out since, we have collected a large set of designs that need to be systematically organized as a
kind of learning scenario repository or handbook. A more comprehensive collection is being created on
the corpus of distance learning courses at Télé-université.
These learning design templates can be organized as a hierarchy indexed by the main cognitive skill they
exercise and other metadata can be added to further identify the type of knowledge (concept, procedure,
principle, facts) or knowledge model involved in the LD template. For example, it is quite different to
synthesize or construct a taxonomy, or a process, or a decision tree thus demanding clarifications
explaining the performance context of the LD template.
5. CONCLUSION
The systematic interpretation of competencies using the cognitive skills taxonomy creates a bridge
between competency profiles and instructional engineering in many ways. For each main knowledge unit,
the gap between the entry or actual competency and the target competency of the learner can guide the
construction of knowledge models; if the gap is large, for example starting at a simple memorizing skill
targeting an evaluation skill, then the knowledge model will be quite complex, more so then if the goal is
just to increase the performance level within an evaluation skill.
As discussed, target competencies and their associated cognitive skill process model provide a solid
foundation to engineer effective and efficient learning scenarios ensuring some type of quality control as
well as serving as criteria for classifying learning design templates. Competency models also make it
possible to create activities for other actors in the learning design aiming to improve coordination between
roles and to offer appropriately adapted resources in each case.
In this paper, we have advanced a new strategy, competency based design based on a knowledge model,
describing a design process that facilitates designer’s tasks to create learning designs which are multiactor learning processes. An instructional engineering method is itself a multi-actor process used to
engineer other multi-actor processes for learners and staff. We believe this novel use of LD can shed light
on alternative methodologies that will assist in implementing the IMS-LD specification more easily and
with a solid instructional design foundation.
Learning design based on graphical knowledge modelling is the basis of all the discussion carried out
here. It helps situate the components and the levels of knowledge involved in a more precise and
transparent way. Our goal is now aimed at providing user-friendly and powerful tools to educators and
designers to increase the production of higher quality learning designs.
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