| Australasian Journal of Educational Technology 2008, 24(3), 339-354. |
AJET 24 |
Children's learning processes using unsupervised "hole in the wall" computers in shared public spaces
Ritu Dangwal and Preeti Kapur
NIIT Institute of Information Technology, India
Earlier research by Mitra and colleagues on the use of computers by young children revealed that children are able to learn basic computing skills irrespective of their social, cultural, intellectual and religious backgrounds (Mitra & Rana, 2001). The present paper is an attempt to identify the varied aspects of a learning environment that impact upon the learning process enabled by "hole in the wall" computers. The study covers 250 children in the age group 8 to 14 years using qualitative and anecdotal evidence given by children and research consultants in the field. The evidence indicates that the environment in which the child learns is of importance for it brings together a host of different yet interrelated aspects of learning. The findings suggest a pedagogic tool for alternative methods to teaching in school settings, and strengthen the view that students should be engaged in a thinking curriculum, wherein everyone learns from everyone else, and no student is deprived of the opportunity for making contributions and appreciating the contributions of others.
Thus, it was observed that, even in the absence of any direct input, mere curiosity led groups of children to explore, which resulted in learning. This, coupled with minimal input from peers, or from someone familiar with the situation, helped the children learn more. This led us to believe that any learning environment that provides an adequate level of curiosity can cause learning among groups of children. The children's desire to learn, along with their curiosity and peer interaction, drives them to explore the environment in order to satisfy their inquisitiveness. As children explore their environment, they relate their new experience to their previous experience and thereby new learning takes place (Mitra et al. 2005). "Hole in the wall" experiments illustrate a new pedagogic method that uses the learning environment to generate an adequate level of motivation to induce learning in groups of children, with minimal or no intervention by a teacher.
In the present paper, an attempt is made to understand the group dynamics of this learning environment. In a traditional sense, the "hole in the wall" computer (sometimes termed as "the learning station") is the stimulus and the learning by the children is the response. The paper attempts to seek an understanding of "why" and "how" the learning is happening.
| South Zone | 2 States - Karnataka and Tamil Nadu |
| North Zone | 3 States - Uttaranchal, Jammu and Kashmir, Uttar Pradesh |
| East Zone | 1 State - West Bengal |
| West Zone | 2 States - Rajasthan and Maharashtra |
The children came from diverse ethnic and cultural backgrounds. They were typically Hindus, Muslims, and Christians and even within a given community they were from different castes. All these children studied at the local elementary school level (below grade 8) and were enrolled in regular schools, mostly in government schools. The backgrounds of the parents of these children were equally diverse; they were either working on daily wages or were farmers, shopkeepers, auto drivers, etc. With regards to education, fathers were educated to 8th grade on average, whilst mothers mostly were illiterate.
The RCs observed the children at the learning station for a period of nine months and maintained a daily diary in English for the entire nine months. They were informed that observations of what children did at the computer were more critical than the language (English). They were asked to send these diaries as soft copies every week to our Head office in Delhi. No specifications were given in terms of the number of pages to be written in the diary.
To maintain consistency, the diaries had a specific format. To illustrate, two excerpts are given in Tables 2 and 3. These examples are from the research consultant's daily observations at a site in Karnataka, South Zone (Table 1).
| Date and time | No. of children | Application | Action | Remarks |
| 21 Feb 03 (1.00 pm) | Boys: 03 Girls: 01 Total: 04 |
Notepad Internet |
Kirana opened note pad by pressing start + program note pad + enter key. Kirana opened internet by directly clicking over internet option on desktop. |
He told that he has opened note pad. With this, he can type his name and address and also he can save his file. He has learnt this is learned form Ravi TR. When the note pad appeared he changed the font color and font size by clicking respective options. Then he typed his and his friends address. He is finding it a little easy to locate the letters. After finishing writing he went to file option and selected save as option and clicked red touch pad. He typed his name in file name column and pressed over save option he told that he has saved his file.
He told that his intention is to open kannada song. He also told that he don't know the address and will ask others. When the page opened he asked aruna and aruna told him the spelling, he typed www.akashaudio.com and pressed enter key, again he asked aruna what should he press, he told him to press new release. He took the cursor over new release and pressed red touch pad. Again he asked him and he told him to press over Appu. He took the cursor over appu and pressed red touch pad. When the list of songs appeared, he clicked over first song and waited for a while and got the song, he was delighted and other children rushed towards him. He continued it for few minutes. |
The RC's diaries helped us gain insight into some of the very basic questions: typical size of the group, number of children using, any gender differences observed, applications most frequently used, and how the groups helped navigate across applications.
It was clearly observed that learning was happening in groups. These groups were typically heterogeneous in nature. In other words, they were a mix of boys and girls with varying age difference. For example, a group could consist of 6 children, three girls and three boys. The age range of this group could be between 9-14 years. A typical group size would vary from 3 to 6 (at the maximum). Interestingly, in all the rural villages, where "hole in the wall" computers are installed, no gender difference have been observed. This could be attributed to the very nature of the place. For example, a village is a close knit community and nobody feels threatened; even government schools in these villages are co-educational. However, as we move towards urban slums, we find no gender differences till the girl reaches the puberty age. Gender differentiation starts to begin from 13-14 years onwards. This is when parents do not encourage their daughters to work at the learning station with boys. Interestingly, in urban slums, government schools have different timings for boys and girls.
| Date and time | No. of children | Application | Action | Remarks |
| 7 October 2003 (4 pm) | Boy: 1. Gangadara Girls: 1. Sowmya 2. Shruthi 3. Rajani |
1. Sowmya was playing zeek part 1 2. She know windows media player, paint. Notepad, 3D pinball, CD, electricity etc. |
1. She pressed start button and followed program and directly went to the game and pressed enter button.
2. By moving the curser over start option and pressed it by using red joystick, then she went to volume and drag the volume button by pressing red and green joystick simultaneously. |
She told that while dragging she has to keep the red button under press otherwise she couldn't drag. After some time she has closed the program by pressing Alt + F4 keys. She told that this is Alt +F4 button and shortest way to close the program. |
| 9 October 2003 (1 pm) | Girls: 1. Saumya 2. Sunitha |
1. Saumya was working on computer and opened Outlook
2. Sunitha opened windows media player |
1. By pressing Start + program +outlook express + enter key. She pressed address and typed her name in the respective column. 2. By pressing tab button she selected the option. |
Saumya told that first time she is opening this program, she had no idea what she had to do. She showed me the column name and told that this is where you put your name. She also told that she wanted to know more about computers.
Sunita told that this is like a mouse, she can open the program by using it. She also said that in case of absence of mouse she can use the tab keys to open the program. She had learnt all this with the help of her friend Saumya and herself by doing it accidentally. One day she was pressing tab key and observed a box moving forward, she pressed enter key and observed the changes, then after she used tab key to select the option. |
| 2 Jan 03 | Today I opened WordPad and typed my name and my friend's name. I stored it by pressing over file button and typed my name in the file name column, and then I pressed save button to save the file. In media player, I pressed play option to start the music and pressed F4 button to enlarge the screen . I learnt this by observing others. I like this because it contains music. |
| 10 Jan 03 | I opened WordPad by pressing Start + program + WordPad + Enter key. When WordPad opened, I went to number column and selected 26 and pressed red button, then I went to color and selected red color to write my name. I like this because here I can write my name in different colors. After writing, I closed the file by pressing Alt + F4 button. .I learnt this by observing others. |
| 17 Jan 03 | I opened Internet and started playing music. I learnt this by observing Somesha, I opened Internet by directly clicking over Internet options on the main page and pressed enter key to open then typed www.apbkdh.com and again pressed enter button. I got one song with three pictures. Then, I clicked on audio. I got a music list and selected the second song and pressed red mouse to start the music. I opened three songs. Presently, I don't want others help to open Internet. |
| 25 Jan 03 | Today, I opened kid match. Here, I have to match the pictures. First, I took the arrow on the picture then pressed the red mouse. Then I took it in to another picture. After finishing the game, I heard some music it is very sweet to listen. Then, I opened Hindi songs by typing www.apbkdh.com and pressed enter key. I learnt this myself. Two pictures appeared, I took the first picture and clicked the red mouse. A list of songs appeared. I clicked on the first song and after some times I heard the song and it is excited me very much. |
| 25 Feb 03 | I opened kid match by pressing Start + Program + Games + Kid match + Enter key. I learnt it from Somesha, When the game opened, I took the Arrow over one picture and took the arrow over other picture and pressed enter key to match each other. Sometimes, I succeeded and sometimes I failed. Then I went to Minesweeper. This is bomb game. I learnt it from Somesha. Here, I pressed over columns and tried to arrange the numbers. If I am wrong a bomb explodes and the game ends. I like this, because it contains bomb. After that, I opened www.prajavani.net. I opened this by pressing on Internet options in main page. I learnt it from Somesha. I like this because we can read daily affaires. Today, I read all the news and clicked over headlines to see detailed news. |
From the above two excerpts, it is clear that children sometimes work on their own and for some applications take help from their friends. They like working on WordPad, Internet, music and educational games, like Galactic Multiplication. It appears that children are very clear about "what they want to learn", "why they want to learn" and from "whom they want to learn from".
Analyses of children's diaries revealed the following aspects of learning from "hole in the wall" computers:
To evaluate consistency between an RC's observations and children's dairies, notes were randomly compared for each site, to check accuracy in the name of the child and application used. One could also, track "leaders", "observers", the most frequently used application and the peer structure around the leader. This mechanism served two purposes: to study the group dynamics; and also, to check the authenticity of the data.
| 01 Feb 03 | I learnt to open other places to see other places. In order to do that, we need to press on tour. I also learnt to do maths. To go to that, we have to go to programs- galatic multiplication and I know to solve it. I liked it very much. I learnt to write names and I can write your name and mine too. To go to paint, we have to go to start button, accessories & paint and press enter. I have filled colours with brush. I wrote my names and filled colours in it. I wrote it inside the box pressing on square box. To go to paint, we have to press start button+ Accessories+ Paint. I typed my name and saved it in my name. This way it never goes and will be inside the computer. I also know how to type www.Prajavani.net.This is Kannada news, we open it to read. I have played skeleton game. In that, we have to join the bones to animals. If we type www.akashaudio.com we can hear Kannada songs in it. |
| 10 Feb 2003 | I like to work with Malaiah, Nagarathana and Avinash. We share our time with each other and while one of us works the others watch. I play many games like: shoe matching, skeleton game, electricity connecting game, and I have also done painting and saved it. I opened newspaper and music of kannada film; this comes from opening the Internet. I taught the skeleton game to Nagarathana, which I learnt it from Naveen. From Prashanth, I learnt to open Internet. While, Avinash learnt painting from me. Today, I wrote my name inside the computer and played games. I also love painting my name in shining letters with different colours. I also play the skeleton game in which you have to join the bones. I play music, type our poem in word pad and after writing it, save it and calculate sums by taking calculator. I like the following games: flower eating games, sending letters from Internet, playing film songs and sending greetings also. I like to work with Prashanth and Naveen as they know many things. |
| 21 Feb 2003 | I have painted the pictures with colors in computer and also filled colors to the pictures, opened MS power point and typed my name and gave many designs and sound to it, type my name inside the computer And also change the computer pictures. Open Internet and see news paper and also open yahoo and type my name and open My letter box. Play current game and monkey game, English games and alphabet game and also type the colors and join the pieces of pictures given. Opened India map and also seen many Karnataka and Mysore pictures. I opened Hindi letters. And also set the same set of pictures which gives scores to it. I like to do with Prashanth and Navven. |
| 10 Mar 2003 | In paint I drawn my name and my address also and I saved that and I learnt it from the Ravindra. Zeek the geek -1 is a very nice game for me and it is very interesting to play. I am fond of music have and also cartoon game. I like to do the Volvo game that is called as the Algulimane. When I came to work in the computer, elders were asking me to how to play to Game. I taught for so many elders. |
Results from the research conducted over the past four years focus clearly on two aspects of learning:
Our observations show that the age range of children visiting and learning at "hole in the wall" computers is 8-14 years. This specific age range is likely to be related to the readiness of the child to learn. For any learning to take place at this young age, the child must have the necessary mental and physical repertoire to do so. They must have the necessary sensorimotor and cognitive systems in place before they can learn anything from the environment that they live in. Readiness and preparedness of the child helps explain the lower end of the age range, that is, why eight year olds visit the learning station to learn computing skills. The upper end of the age range of children who visit the learning station is 14 years.
Let us understand this better with an illustrative example: Manish is 14 years old and studies in class 7. He used to go to the learning station with his friends, but now shows disinterest and seldom visits. Manish stated, "Man bhar gaya he", meaning that he did not go to the learning station because the learning station no longer fascinates him. He now finds it boring and gets restless. He has not visited it for the last one year. He also reports that he does not remember much about computers, but is keen to learn its operations. On being prodded for reasons as to why he does not visit the learning station Manish reports that he had to leave as younger children visited the learning station, "I used to feel old." A friend of Manish revealed that the younger boys would tease him whenever he did visit the learning station. The embarrassment of being too old to visit the learning station acted as a deterrent for Manish to continue learning computing skills. It is important to note that Manish reported that he did go to school, but remained free most of the time. The desire to learn computers was present but his age became a restraining factor in visiting the learning station.
Manish's case is one such example from the many that have been cited by the children of his age. His case indicates one of the main reasons why children stop visiting the learning station as they reach the age of 14 years. This could be linked to the adolescent period and its related issues and problems. Maybe, because computers are out in the public sphere, children around the age of 13-14 years feel that they are too old to visit a public space. There is a possibility that they can learn behind closed doors. On the one hand, children start visiting the learning station when they are about 7 years old. This is when they are ready to learn and explore the environment and the world around them.
The second major determinant is "hole in the wall" computers providing novel stimuli for the children. Surprise plays a significant role in the child's ability to perceive and react to novel stimuli as adaptively as possible. Surprise is an important determinant of the complex phenomenon of attention. Attention plays an important role in cognitive achievement for it has important cognitive elements in the form of anticipations and expectations (Piaget, 1952). Piaget observed that surprise plays a role in the processes controlling cognitive development; children accommodate and assimilate by attending to the novel situation. Attention to a stimulus then is an important antecedent in learning, for curiosity behaviour brings the child into fresh contact with new stimuli.
For example, Kiran Kumar, 10 years old, wrote in his diary: "Today, I opened kid match. Here, I have to match the pictures. First, I took the arrow on the picture then pressed the red mouse. Then I took it in to another picture. After finishing the game, I heard some music it is very sweet to listen. Then, I opened Hindi songs by typing www.apbkdh.com and pressed enter key. I learnt this myself. Two pictures appeared, I took the first picture and clicked the red mouse. A list of songs appeared. I clicked on the first song and after some times I heard the song and it is excited me very much". Phrases like "very sweet", "it is excited me" indicate that whenever the children opened a new application, they experienced a sense of novelty and surprise, which was positive and gave way to feelings of happiness and thrill. This led them to continue exploring.
The attractions of the "hole in the wall" computers, such as novelty and surprise as attention getting, are also reinforcing in the sense that they instigate, mediate and maintain behaviour; stimulus complexity and reactions to it in terms of multi-sensory channeling; affective fall out in terms of joy, excitement, and the desire to master the challenge provided by the new stimulus ("hole in the wall" computers) by adopting varied learning strategies and collaborative networking. These are salient factors that go on to play a relevant and crucial process in learning.
Figure 1: Children working at one of the learning stations
The strategy each child adopts is a combination of these methods. Any new discovery leads to the next stage.
The study indicated important aspects of the "hole in the wall" environment:
Secondly, the "hole in the wall" computer setting encourages shared knowledge amongst children. The heterogeneous group at a "hole in the wall" computer goes on to play the crucial role of providing a platform for each child to draw upon in times of need of any information. It is the act of sharing necessary information that enables the evolutionary development and continuous progress of the learning environment. Learning at "hole in the wall" computers provides a context within which information is not given by adults but by peers, siblings and friends. This reveals an important feature. The child gets information that is just sufficient to learn computing skills. The child imbibes this bit of information and then goes on to take more relevant information, in this way the process continues. The availability of peers or others enables each child to draw upon the required information. In a traditional setting, adult caregivers normally regulate the dialogue with children, but with "hole in the wall" computers we note how peer group learning takes place. A key phenomenon in such interactions is that children maintain dialogues between each other. Jerome Bruner and his colleagues called this scaffolding. It takes place within a child's zone of proximal development. Scaffolding and dialogue are especially useful concepts or frameworks for shared learning in public places.
Thirdly, even though learning takes place within a shared setting, where children draw upon each other for information about computers, another emerging feature is self regulated learning. Each child has to learn to take responsibility for monitoring, adjusting, self questioning, and questioning each other. Such self regulating activities are critical for children to learn today, and they are much better learned within a group that shares responsibility for learning. Monitoring is an essential feature as it reviews the child's progress towards his or her goals. Adjusting refers to changes children make, based on monitoring, in what they are doing to reach their goals.
Ravi, 10 years, said, "I wanted to open Internet but could not. I asked my friend Ramesh to help, but he too did not know. So, I then asked Laxmi, a girl standing next to me to help me and she helped me. I now have become friends with Laxmi, as she helps me at the computer".
From the above example, it is observed that Ravi switched to Laxmi when he found that his friend Ramesh could not help him. When children did not learn anything new from their group, they changed their group or approached another child to glean some new information, so as to progress in the activity they were doing on the computer.
Interviews with children who frequented the learning station indicate one aspect continuously and repeatedly. All children, across all sites in the country, reported that they enjoyed the act of working with computers. This was expressed in various forms, for example, 'It is fun to be here (at the learning station)'; 'I enjoy working here'; 'I feel good coming here (at the learning station); 'feeling of pleasure'. These inputs, "fun, enjoyment pleasure and feeling good" relate to two important aspects present in any learning situation, emotions and motivation. These two aspects are core elements in any learning situation.
One boy wrote:
The notion that social interaction is important for a child's cognitive development is not new. Piaget and Vygotsky for example, strongly emphasised that social interaction plays a crucial role and promotes various aspects of cognitive development. Bandura's (1969, 1986) work has shown the prevalence of social modeling that children can learn through observation, without any direct incentive and that learning gains persist over time. Termed as vicarious learning, it involves active constructions of symbols and Bandura (1969) emphasised that cognitive coding is a learned skill that is cued by environmental stimuli. In this way, it is not only the objective properties of the events, but also the social environment and interaction with it that contributes to learning. Thus, "hole in the wall" settings provide the children with the necessary learning environment for learning, in this case, learning basic computing skills.
This study further indicates that children prefer to learn from their peer group. Being at a similar stage of development, children speak and understand the nuances of their peer 'group language'. Such a strategy is helpful because these children, from whom they are taking help and collaborating, serve as a more helpful competence model, something within their reach. Adults or teachers do provide a learning context but being a highly skilled and knowledgeable set up, that is, it is a much higher competence model, and hence may be unattainable by the child. Yes, ideals are required to motivate the child to high achievements. But where certain types of learning are concerned, they may learn better from same aged children. This has been established by Vygotsky's concept of "zone of proximal development" (ZPD). Much of the discussion about ZPD has assumed that, in order to learn, the young novice needs the assistance of a more expert person who participates with him or her in the activity. Certainly, parents and teachers are the most important providers of guidance and assistance in relation to the child's learning, in early childhood and even beyond. But they are not the only significant others in this respect. Vygotsky made this clear when he wrote: "learning awakens a variety of internal developmental processes that are able to operate only when the child is interacting with people in his environment and in cooperation with his peers" (1978, p.90).
In a traditional classroom, the teacher plays the vital role as information giver and is the expert who controls the flow of information; knowledge flows one way from teacher to student. In contrast, the metaphor for public learning is shared knowledge. The teacher has vital knowledge about content, skills, and instruction, and provides that information to students. However, shared public learning builds upon the knowledge, personal experiences, interactions, strategies, and culture that children bring to the learning situation. The perspectives, experiences, and backgrounds of all children are important for enriching learning at the "hole in the wall" computers.
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| Authors: Ritu Dangwal PhD and Preeti Kapur Centre for Research in Cognitive Systems, NIIT Institute of Information Technology 8, Balaji Estate, Sudarshan Munjal Marg, Kalkaji, New Delhi - 16, India Email: ritud@niit.com Please cite as: Dangwal, R. & Kapur, P. (2008). Children's learning processes using unsupervised "hole in the wall" computers in shared public spaces. Australasian Journal of Educational Technology, 24(3), 339-354. http://www.ascilite.org.au/ajet/ajet24/dangwal.html |