ReflectionScope: Scaffold Students to Articulate Reflection during
Design-based Learning Processes
Zhongya Zhang
1
, Tilde Bekker
1
, Helle Marie Skovbjerg
2
and Panos Markopoulos
1
1
Department of Industrial Design, Eindhoven University of Technology, De Zaale, Eindhoven, The Netherlands
2
LAB Design for Play, Design School Kolding, Agade 10, 6000 Kolding, Denmark
Keywords: Reflection, Design-based Learning, Reflection Support Tool, Digital Learning Environment.
Abstract: Supporting students to make their reflections visible and accessible during the inquiry-based process can
enhance the learning outcomes and foster reflective thinking. This research examines how technology can
play a role in scaffolding students to create contextualized reflection-in-action products which can contribute
to reflection-on-action in design-based learning classroom. In this paper, we present the design of a
multimedia tool called ReflectionScope, which offers contextualized scaffolding to prompt students to
monitor their action and create reflective videos using the digital video-camera or visual “scope” attached.
Twenty-one secondary school students (aged 13) used ReflectionScope in a two-weeks design-based learning
class. An analysis of the reflective video’s students created during this class and the post-interview, shows
that students articulate their reflection-in-action in a structured way with context-rich information. Students
perceived that the videos are beneficial for retrieving and understanding the contextual reflection-in-action
moments for reflection-on-action. Based on our findings, we propose design principles that can contribute to
designing for reflection practices which can be enhanced by media-technology in real-world inquiry-based
learning environments.
1 INTRODUCTION
Design-based learning (DBL) is an inquiry-based
form of pedagogy that engages students in a design
thinking process to do project-like work (De Vries,
2006; Ke, 2014). Students engage in a self-directed
learning process (Loyens, Magda and Rikers, 2008)
including successive authentic inquiry and design
activities. Learning takes place while the learner is
actively engaged with a realistic instructional context.
Supporting students to be reflective during the
learning process and articulate their reflection can
enhance students’ learning outcomes from the
learning processes (Linn, 2000).
Prior research has employed varied media to
promote learners’ intentional creation of digital traces
during the learning process (Tseng, 2015; Gourlet et
al., 2016; Leinonen et al., 2016). Yet, these tools
often fall short in scaffolding students’ explicit and
context-rich reflection articulation. This paper
explores how to design media technology that can
scaffold students’ (aged 13) contextualized
reflection-in-action articulation. We aim to support
students to create effective reflection products in the
design-based learning environment, where learning
activities are self-directed and take place in the real
world instead of in a learning simulation
environment. To reach this goal, we designed and
evaluated a system named “ReflectionScope”. It can
support students to record context-rich reflection
videos during the learning process. Furthermore, the
videos can help students retrieve their learning
experience sufficiently and collectively. 21 secondary
school students used ReflectionScope for a two-
weeks Design-based learning project. We conducted
a post-interview session comprising of 1) recalling
their experience of the moments when students used
ReflectionScope to record reflection-in-action, 2) a
simulated reflection-on-action session where students
watched peer’s reflection videos and described how
they might retrieve information from these reflective
videos.
The contribution of the paper is three empirically
derived design principles for the design of media
tools to support secondary school students’ reflection
in design-based learning classrooms.
Zhang, Z., Bekker, T., Skovbjerg, H. and Markopoulos, P.
ReflectionScope: Scaffold Students to Articulate Reflection during Design-based Learning Processes.
DOI: 10.5220/0009578801690179
In Proceedings of the 12th International Conference on Computer Supported Education (CSEDU 2020) - Volume 2, pages 169-179
ISBN: 978-989-758-417-6
Copyright
c
2020 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
169
Figure 1: a) the mechanism of releasing the contextualized scaffolding (recording interfaces) to students’ devices; (b) tangible
scope linked with the digital scope overlay; (c) the way of documenting and visualizing of the reflective videos.
2 RELATED WORK
Regarding technological reflection suppport, Fessel
et al. distinguished between technologies for two
types of reflection, i.e. reflection-in-action guidance
and reflection-on-action guidance (Fessl et al., 2017).
The first type promotes learners to reflect in the midst
of the operative learning activity, while the second
type supports reflection-on-action to engage learners
in reflecting at a later time with respect to the learning
activity. Prompting is a crucial technique to motivate
learners to reflect in the midst of doing (Fessl et al.,
2017).
What to prompt can have a major influence on the
efficiency of learning (Davis, 2003). For younger
students who lack the ability to reflect appropriately,
more directed prompts need to be offered for several
reasons: 1) To direct attention to important contextual
issues (Self et al., 2000), 2) to activate tacit/inert
knowledge (Garcia et al., 2018), 3) to help learners to
make justified decision (Davis and Linn, 2000), 4) to
enhance awareness of the learning strategies
(Verpoorten and Westera, 2016). Regarding the more
directed or content-specific prompts, they need to
reduce reflection difficulties to lower the cognitive
load. Typically, there are built-in reflection
opportunities embedded in learning simulation
systems. For example, the system may present text-
based prompts which appear along the process of
learning. Reflection breaks is a technique for
embedding stop-and-think moments in the learning
flow; eLearning platforms distribute reflection
moments evenly during the learning process
(Verpoorten and Westera, 2016).
Presenting prompts close to the time the learner
needs them is more effective (Thillmann et al., 2009).
However, few prior studies setting in real-world
inquiry-based learning environments have realized
the built-in reflection opportunities. Technological
support for reflection-in-action support has been
attempted, but the support was mostly confined to
prompting students to intentionally monitor the
progress. “Spin” (Tseng, 2015) is a tool for students
to document their physical design projects through
capturing and creating animations during the design
process. Similar to “Spin,” “Research diary” is a
photography tool within a studio space in the
classroom. It promotes students to capture the
progress of their ‘making’ project by taking pictures
(Gourlet, Eveillard and Dervieux, 2016). “Teamup”
(Leinonen et al., 2016) is a tool, with generic
reflection prompts “what we did,” “what we will do”
and “what is your design progress,” to prompt
students to video record their oral reflection. In this
setting where all the learning activities take place in
the real world, as they present the prompt in a static
way, the teacher might need to continuously remind
students to use the tool to keep track of the learning
process. Such tools might be further improved by
paying more attention to how to make the prompts
present dynamically.
Media-enhanced reflection-in-action can also
help to retrieve learning experiences after a longer
period of time. According to experimental learning
theory, learning takes place through reflection on
hands-on doing (Kolb, 2014). The learning process
needs to be documented in a way that enables to
revisit effectively. In most of the studies conducted in
real-world classrooms, where they support students to
document all these reflective products on the
timeline, students can trace back their learning
process chronologically and reflect on the critical
incidents of the learning processes. “Spin”, “research
diary”, and “team up” present a chronological process
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overview of the photos or videos created along the
learning process. (Tseng, 2015; Gourlet, Eveillard
and Dervieux, 2016; Leinonen et al., 2016).
Moreover, Boud et al. suggested that in order to be
able to return sufficiently to learning experiences,
context information is important to capture (Boud,
Keogh and Walker, 1996). In a learning simulation
environment, Lin et al. proposed the design strategy
of displaying problem-solving and thinking processes
to enable learners return to the experience (Lin et al.,
1999). However, in a learning setting in which most
learning activities take place in the real world, the
context information can only be traced back by
learners intentionally capturing the context
information during the learning process. Fess et al.
introduced specific contextualization components of
reflection guidance to prompt for manual text input of
the context descriptions. They emphasize the
importance of capturing context-rich information
when reflecting, which enables the individual to
recall sufficiently (Fessl et al., 2017). Their setting is
informal learning in the workplace. However, this
scaffolding strategy is not suitable in our setting. In
our setting, design-based learning classrooms:
although reflection is an important learning activity,
reflection-in-action occurs in parallel with the main
DBL activities. Students cannot be interrupted too
much from their learning flow. Text-based input is
not suitable in such a situation. Video and audio are
faster to verbalize reflection-in-action. Garcia et al.
designed a gamified smartwatch app with a content-
specific (science concept) reflection prompt. It
encourages students to be aware of the phenomena in
nature that can be explained by a learned science
concept. Students can record audio reflections when
they find a natural phenomenon that can be explained
by a learned science concept in nature (Garcia et al.,
2018). The technological tools describe above aim to
support young learners to generate reflection fast and
conveniently which includes authentic contexts
information.
Most related research has been carried out in
learning stimulation environments in which the
learning activities and prompts can be integrated and
well-programmed. In that case, the prompt can pop
up actively at pre-set moments. The learning context
can be automatically documented by the system. The
design strategies cannot directly be transferred to a
real-world design-based learning setting. The built-in
reflection opportunities are not easy to embed in the
learning processes where the learning activities take
place in a real-world environment. Moreover, the
context information of reflection moments cannot
easily be tracked automatically outside of a learning
stimulation environment. It requires learners to
capture it intentionally and at the right moment.
When extensive explanation is provided to the
student by the teacher on diverse considerations when
engaging in reflection, such as how to determine
when to reflect, on what to reflect and the
requirements about the format and the length of the
reflection, there is a risk of cognitive overload of the
student. Furthermore, in an educational setting,
learning often happens within a learning community,
Lin et al proposed that the forum for reflection is
important design strategy (Lin et al., 1999). The
representation of reflection is required to be prepared
to fit in the social characteristic of the learning
community. This in turn also requires reflection
representations to be retrieved efficiently by others in
this learning community. If the recorded reflection is
lengthy and less to the point, there is a risk on
information overload of the teachers and students.
Considering our interest to develop tools to
support reflection in and on action, so far, less effort
has been invested in understanding how to design for
creating reflection-in-action products that can be
retrieved effectively in a learning community. Within
a DBL context, the challenge in technological
reflection scaffolding is to direct students’
contextualized thinking and recording with a fairly
low cognitive load and limited interruption during the
learning process. We set out to design media tools for
supporting reflection in the context of a design-based
learning context. By examining the applicability of
the design strategies employed in related works to our
context, three challenges emerge:
How to embed reflection opportunities and
prompts that can scaffold and guide students’
reflection-in-action in the context of flexible
DBL processes?
How to support students to articulate reflection-
in-action in a context-rich and structured way
without spending too much effort?
How can reflection videos help students retrieve
learning experiences in context efficiently and
collectively later in time?
3 PROPOSED DESIGN
PRINCIPLES
We propose three design principles on how to design
multimedia tools that can support teenager’s
reflection in a design-based learning context.
ReflectionScope: Scaffold Students to Articulate Reflection during Design-based Learning Processes
171
3.1 Design Principle 1: Embed the
Reflection Opportunities
P1: Enables the Teacher to Present the Preset
Contextual Reflective Prompts on Students’
Recording Devices to Ensure that They Get the
Prompts Timely in Relevant Contexts.
The content-specific prompt can give students a focus
on what to reflect, and it only makes sense in its
relevant context (Davis and Linn, 2000; Sharma and
Hannafin, 2007). Delivering the content-specific
prompt at the relevant time constitutes the concept of
actively displaying the prompts. Unlike learning
simulations in which all the learning context and the
corresponding reflection prompts can be integrated
and well-programmed, DBL environment is more
flexible, the teacher plays important role in
scaffolding students, thereby, the system should
enable teacher’s manipulation of what to prompt, and
when to prompt. In addition, we set out to leverage
the visual properties of Augmented Reality (AR)
technology. It displays the reflection prompts on the
recording interface in order to draw students’
attention.
3.2 Design Principle 2: Contextualize
the Recording
P2: Offers a Flexible Camera Perspective with
Visual Focus to Support Contextualized and
Structured Recording.
In order to minimize the interruption to students’
learning flow, the system should allow students to
intuitively identify a structured way to interact with
the tool. In design-based learning classrooms, where
a variety of representations (such as paper-based
sketches, CAD models) are created during the
learning process, a fixed camera perspective is not
suitable. Therefore, a flexible camera perspective
should be offered to get access to all these
representations. A content-specific reflection prompt
aims to give students a focus for thinking, as
mentioned above, to cooperate with the prompts and
to make the recording products in a structured
manner. The recording interface should give a visual
focus to support students in making the connection
between thinking and the visual recording.
3.3 Design Principle 3: Reference for
Retrieving the Reflection Product
P3: Attaches a Contextual Element as a Reference
for People to Decode the Reflection Product.
People create extra representations to help them make
sense of situations (Kirsh, 2010). An extra
representation attached to a reflection product could
provide a persistent element as a shared reference to
help people decode information captured in the
reflection products. In order to offer a reference to
help others to understand reflection-in-action
moments sufficiently, we propose that the
contextualized scaffolding is valuable to benefit
others to understand the reflection products.
Furthermore, adding extra elements to the video can
also be beneficial for the learner him/herself to recall
the reflection moment after a long time.
4 ReflectionScope
The general idea of ReflectionScope is to design a
tool dedicated to reflection in DBL classroom. It is a
quick video recording system whose recording
interface can be visually augmented. The basic
recording interfaces for students are overlaid with the
digital “scope,” which comprises of the teacher’s
reflective question input and the shape element
(Figure 2).
Figure 2: The set-up and components of ReflectionScope.
The scaffolding mechanism enables the teacher to
input the reflective questions and embeds them in the
learning process by setting the time when the
questions should appear for students to answer. The
system will convert the reflective questions into
ReflectionScope recording interfaces, which will be
automatically released to students’ devices at the
preset time during the process (refer to Figure 1. a).
Students can only record video up to 60 seconds at
most for each question, but they are allowed to record
several videos by using any interface.
ReflectionScope embodies the three design principles
as follows:
P1. It includes two design elements. First, the
system enables students to receive the scaffolds only
when they need it during the DBL process. i.e., the
system releases the recording interface at a preset
time when is the moment that teacher anchored for
student to think contextualized about the knowledge
application, learning strategy, or thoughtful on action.
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Second, the scaffolds are presented as the colorful
digital overlays on top of the recording interfaces. It
shows the question in the context, yet they can easily
be discriminated from the context of the real-world
artifacts. When the interfaces are released on their
devices, the students’ devices change from a blank
screen to ReflectionScope interface to draw their
attention.
P2. We designed the digital scope overlay. The
digital scope consists of the reflective question with a
shape linked to it. The tangible “scope” (the video
capture tool) is designed to accompany the digital
“scope”. This form of design is to tell students that
they need to use the tangible scope in hand to target
the real-world artifacts and they can show the
contextual evidence within the digital scope on the
screen (see Figure1. b).
P3. Apart from documenting the videos in a
chronological order, ReflectionScope can
automatically document the videos with the digital
scope attached to help people understand the
behaviors revealed in the videos (refer to Figure 1. c).
In addition, the system constrains every video
duration within 60 seconds, to limit the whole length
of videos within an accessible range to watch.
We have evaluated ReflectionScope to address the
following research questions:
How can ReflectionScope direct students
contextualized reflection-in-action articulation
How can ReflectionScope support students to
capture the context information in a structured
way with lower cognitive load.
How can the reflection videos help students
retrieve the learning experience collectively
and effectively after a longer period of time?
5 METHOD
In this study, we employed a research through design
method (Zimmerman, Forlizzi and Evenson, 2007).
Through evaluating ReflectionScope, we aim to
contribute an empirically examined knowledge of
how to design the technology-enhanced tool for
students in DBL classroom or any other similar
learning environment.
5.1 Procedure and Participants
Our study was conducted in a two-weeks language
acquisition class of a local international school. These
two classes of students have learned the knowledge
of writing scripts. The specific learning project was to
design an original script. Students not only created
their own script and they also played the role of
audience to look at each other’s works. Before the
class, the teacher planned and created six contextual
reflective questions and embedded them into the
processes including brainstorm, group discussion,
creating storyboard, classroom gallery, and giving
feedback for students during the learning process
(refer to Figure 3). The system converted the
questions into the digital scope overlay and released
the recording interfaces to students’ devices at the
planned time. Twenty-one secondary school students
from two classes (aged 13, 9 girls and 11 boys)
participated in this study. They sat in pairs or triples
in the classroom. Before each class, students’ groups
could choose to use ReflectionScope or not. Then the
volunteered groups would be equipped with
ReflectionScope. During the two-weeks DBL project,
students worked on three sessions.
Figure 3: The DBL process and the anchored reflection
moments procedure.
Session 1 (week 1-day 1): the students began to
draw mind-maps to list all their ideas and discuss
with the group member. The two ReflectionScope
interfaces were released for scaffolding students to
reflect on the possibilities of all their ideas and their
selection of idea (see figure 3, day 1).
Session 2 (week 1-day 2): The students began to
develop their story by creating a storyboard. Two
ReflectionScope interfaces were released for
scaffolding students to reflect on how they apply
content knowledge to the development of their idea
(see figure 3, day 2).
Session 3 (week 2-day 3): students looked at each
other’s storyboard and gave feedback. Two
ReflectionScope interfaces were released to scaffold
students to learn from peers and accommodate
feedback (see figure 3, day 3).
Post-interview (week 2-day4). After these three
sessions, 15 students were engaged in the post-
interview session.
RS4: Which is the climax,
how it works?
RS1: Which idea has the
potential to become story
RS2: Which idea has the best
potential to become story
after group brainstorm
Brainstorm
Group discussion and idea selection
RS3: How is Romeo and Juliet start?
Compared with yours,
do you want to change?
Storyboard 1 Storyboard 2
RS6: What kind of feedback
do you find useful?
RS5: What part of other’s storyboard
do you like the most?
Classroom gallery Feedback
Day 1(50 mins)
Day 2(
50 mins)
Day 3(
50 mins)
Time to release the
interface
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173
5.2 Data Collection and Analysis
Since one function of ReflectionScope is capturing
reflection-in-action through video recording, in this
study, we collected two types of data. The first part of
data is the reflective videos that students created
during the whole learning process. The second type
of data is from the semi-structured interview with the
students. We analyzed the video data to reveal how
students performed in the reflection practice with the
intervention of ReflectionScope. The interview data
was analyzed to and combined with the findings of
the reflective videos.
5.2.1 Reflective Videos
Students’ reflective videos were saved with the digital
overlay and documented chronologically in
specialized folders of their own devices. This part of
data was transcribed and analyzed in MAXQDA
(Oliveira et al., 2013). Our analysis of students’
reflection videos followed the method of (Smith,
2016). By examining the information from different
layers of the videos, we aimed to find out the
emerging students-tool interaction process (see figure
4). We coded the structure of the verbal content. Then
the videos were coded interactively by thoroughly
examining what they were talking about and the
interaction emerged in the video. Third, two coders
discussed the interpretations of the verbal content.
Figure 4: Video coding structure.
5.2.2 Semi-structured Group Interview
After the students have used ReflectionScope for two
weeks (three classes in total), we interviewed 15
(separated into four groups, 8 girls and 7 boys) of
them. Interview sessions included two parts. First,
students were asked to recall the moment when they
used ReflectionScope during the learning process. To
help them recall, we gave them the interfaces they had
used during the whole process. Second, students
watched an integrated video created by
ReflectionScope (in chronological order with the
overlay tagged) that showed the whole process of a
student, to simulate the activity of peer reviewing for
reflection-on-action. In this part, each group watched
another group’s video, and where then asked them
how they could make sense of the videos. The
interviews were audio-recorded and transcribed
verbatim.
6 FINDINGS
In the end, we collected 56 intact videos to analyze.
Students had created 79 videos in total. But on day 1,
something went wrong with one of the devices that
resulted in 17 videos (belong to four students) being
without the soundtrack. But these mute videos can be
counted to calculate the rate of students’ completion.
Not every student used every interface to record
reflective videos. Figure 5 shows the average
completion rate per day of two classes.
6.1 How Can ReflectionScope Direct
Students’ Contextualized
Reflection-in-Action Articulation?
According to the coding structure in figure 4, we
employed the verbal layer of the reflective videos for
answering the first research question. First, we report
the findings from analyzing students’ reflective
videos. Then we report students’ perceptions to
confirm what we have found by analyzing the videos.
Figure 5: The completion status.
6.1.1 Promote Students to Develop
Contextualized Verbal Explanations
Through analysing the verbal part of student-creat
videos, six main types of verbal articulation were
coded (see Table 1).
Table 1: Components of verbal articulation.
Components of verbal articulation in the
Reflective short videos (Total videos
n=56)
Count of
videos
Brief answer to the reflective questions n=47 (84%)
Further explanation n=38 (68%)
Assessment
(
Positive/ne
g
ative
)
n=15
(
27%
)
Pro
p
osal for on
g
oin
g
action n=6
(
11%
)
Re
p
eat the
q
uestion on screen n=8
(
14%
)
Introducing the background n=6 (11%)
Reflective video
Verbal Layer
Interaction
Visual Layer
What were they talking
What were interactions
by using ReflectionScope
What were they showing
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In most of the reflective videos (84%), students had
given a brief answer to the reflective questions.
Following the brief answer, 38 of them (68%)
contained further explanations. 27% of the videos
contained either positive or negative assessment.
We further analyzed the explanations. The
explanations could be described by 9 types (see
Figure 6). We will elaborate on these within an
example classroom scenario. In class 1, students
generated some ideas in the brainstorm part: the
teacher asked students to draw a mind-map to show
their ideas and check the possibilities of all their
ideas. To prohibit students to jump to a superficial
way of idea selection, the teacher scripted two
reflection moments in ReflectionScope for students to
reflect on their selection of ideas. Therefore, students’
short reflective videos of class 1 showed that the
majority of their explanations were “referring to their
personal feeling” (n=5), “their assessment on the
difficulty of each idea” (n=4) and “relevant real-life
experience” (n=5). A large amount of the explanation
came out to be the “explanation with comparing
different ideas” (n=9).
Figure 6: The changes of explanations along the progress.
In class 2, students were asked to develop their
final idea and make a storyboard. The teacher scripted
two reflection moments for students to reflect on
some expert criteria to make them improve their
storyboard. In their short reflective video, a new
explanation appeared that is the “explanation
referring content knowledge” (n=4). Among all these
explanations emerged in this class, the “explanation
with the contextual details” came out to be the most
(n=9). We could see students’ ideas development
through thinking of more details about the selected
idea. In this stage, they started to talk about how to
modify their ongoing action, e.g., “I need to add more
specific details (storyboard),” “I should add emotion
in between (character’s emotion changes).”
In class 3, the classroom activity was a peer
reviewing activity. Students were asked to walk
around the classroom to look at each other’s
storyboards and give feedback. The teacher set two
reflection moments for students to reflect on their
gaining by looking at the other students’ storyboards
and accommodating peer’s feedback. The
“explanation about learning from peers” appeared
(n=4). “Proposal about modifying” their ongoing
action becomes the most frequent type of explanation
(n=6).
In conclusion, the reflective videos appeared to
have the structure that students give a brief answer to
the reflective question. Then most of them would add
explanations. The explanations emerged from each
class change in accordance with the changing of real
learning context. In this case, the teacher had not
inputted the questions to force them to explain (refer
to figure 4), yet most of the students (78%) explained
a bit for enriching the answers. Their reflection
tended to be built on the contextual information as
they continuously proceeded to different learning
phases.
The way of ReflectionScope released the
contextual reflective question can be the stimulus,
which triggers students to think of the questions and
give brief answers to these different questions. Then
they develop further explanation by examining their
knowledge in the situation to talk about how they
built up the answers.
6.1.2 Students’ Perception
Students’ verbal explanation closely related the
embodiments of P1. To verify the insights from the
reflective videos, we analyzed students’ comments on
their perceived scaffolding.
Students perceived that they received the
contextual reflective questions timely. Students
reported that it is applicable for the situationand
good questions to answer in the situation.It could
help them change perspective” and finalize the
idea.The scaffolds were not always there; students
could get access to the scaffolds at the teacher’s
scripted time. This mechanism made students feel
like they were guided to stay on tracksince they
thought these contextual reflective questions were
goodand applicableto answer along with their
learning. However, it may make students assess the
difficulties of the reflective questions before
recording. Some students preferred to answer the
ones that they perceived easier. Two students
explicitly expressed that they chose to use the
interfaces which they thought were easy ones to
record the reflective videos. Because they believed
that they could record better videos with the easy
ones. It could explain the reason for not every student
responding to each recording interface.
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175
The reflective questions were visually situated in
the context. Students considered that the visual
presented, reflective question overlaid by the
recording interface, supported them to stay on topic
while they were recording the reflective videos. They
could always see what the question was while
recording. Some students thought that the visual
elements “shape” the visibility of the reflective
questions. Especially when the question blended with
their real-world texts.
In summary, the contextual scaffolds can draw
students’ attention and trigger them to think of the
questions in the context. While they were recording
the videos, the digital scope supported them to stay
on topic. Receiving the ReflectionScope interfaces set
by the teacher, made students have the feeling of
timeliness and they were staying on track. Some
students gave up recording some interfaces that they
thought hard to answer. Because they thought the
videos will be shown to others and might be related
to their final grades.
6.2 How Can ReflectionScope Support
Students to Capture the
Context-rich Information in a
Structured Way with Lower
Cognitive Load?
To answer this question, we coded students’
interaction with their real-world artifacts while they
were talking in the videos.
6.2.1 Scaffold Students to Reflect with the
Visual Context Information of What
They Are Doing in Hand
The purpose of the visual “scope” is triggering
targeted interaction. We coded the movement which
created interaction with the visual scope as one main
category. We defined it as “interactive targeted
recording behavior,” which includes “zoom in,”
“focus,” and “locate.” This category emerged in 63%
of all the videos. With these interactions, we can see
the visual part in the real-world that corresponded the
verbal reflection. In the videos, this visual part was
highlighted within the digital scope area (see figure
6). The movements shown in the videos can also
reveal students’ thinking paths. e.g., were they talking
a general topic (focus)? Were they going deep into a
specific idea (zoom in)? Or were they talking from
one idea to the other one (locate)?
Table 2: Recording behaviors.
The categories of
interaction
Recording
b
ehaviors
Counts of
frequenc
C1: Interactive
targeted recording
behavior
(
n=35/ 63%
)
Zoom in N=32
Focus N=30
Locate N=22
C2: Targeting
behavior
Pen or finger to
point
N=20
C3: Untargeted
behavior
Give the bird’s-
e
y
e view
N=20
Put the camera
aside
N=14
Some students used a pen or finger to point the
part that they were talking about. We defined this
kind of behaviors as “targeting behavior,” since there
were not clear interactions with the visual shape on
the screen, students resorted to other objects to target.
The third category of recording behaviors,
“untargeted behavior,” are different from the previous
two categories because students hold the tangible
scope to give a bird’s-eye’s view of their real-world
artifacts, or they put the camera aside without
showing anything meaningful. It does not mean that
students who show untargeted behaviors cannot use
the tool appropriately. By checking what they were
talking about, we found parts of the untargeted
behaviors emerged when students were talking about
something which was not shown in the real-world.
Figure 7: The interactive targeting recording behaviors.
6.2.2 Students’ Perception
P2 addressed the form of scaffolds employed in a tool
that can enhance students to capture context-rich
information intuitively. P2 embodies in the tangible
scope cooperating the digital scope of
ReflectionScope. From students’ reflective videos,
the “scope” overlay accompanying the tangible scope
shaped students’ recording behaviors that they
connected thinking with the real-world artifacts.
Students’ perception further confirmed how they
identify a structured way to record the reflection
intuitively.
Students reported that the digital scope informed
them a way of recording with a specific structure
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which they need to involve their thinking and doing
simultaneously. Students reported that the way of
recording made them go into the moment, think
with more detailsand think what you are doing.
One student said: (the question with the visual
shape) they don’t make sense on their own, but if you
put them all together (digital scope), it actually works
a lot better.
ReflectionScope can guide students to record
reflection in a structured way without spending too
much extra cognitive effort. Since one student said
for me the most important is the visuals, because
visuals help me remember more easily, for example,
there is a graph, it shows me how to do it better than
like a big paragraph, I don’t really remember that.
Student(S-A8) perceived that the “shape” attached to
the reflective question plays a role in informing him
to add explanations.
6.3 How Can the Reflective Videos
Help Students Retrieve the
Learning Experience Collectively
and Effectively?
Our third goal is to evaluate if the reflective videos,
which were created by using ReflectionScope along
with the process, are efficient to look back
collectively. This is aligned with examining the
design principle 3.
P3 suggests the system should document and
visualize the reflection product in an accessible way.
The system saves students’ reflection videos not only
in chronological order but also the digital “scope”
attached to the videos (see figure 1. c). Four groups
of students watched an integrated video comprising
all the videos created through the learning process by
one of their classmates. Then they talked about how
they make sense of the videos. We cluster three
dimensions to elaborate on the students perceived
efficiency of the reflective video.
The first dimension is that the videos revealed the
factual information of the situation. Students recorded
their verbal reflection accompanying the contextual
situation. When the other students watched the video,
the interaction of multimedia layers delivered rich
and genuine information. Their intuitive feelings are
that this way of reflection can see the person’s
thinking in situationand deeper than writing.
The second dimension is that the videos were
structured and clear to understand what was going on
with the “scope” overlay. To be precise, students
reported the question element of the “scope” could
help them understand the topic of the reflective
videos. The “shape” element of the “scope” can
support them to focus and locate where was the visual
part that the learner of the video was talking. Students
felt the video was clear and structured to
understand. One student report how they consider the
digital scope attached: because you have the colors
and shapes, and you don’t have that when you are just
listening to something. It is sort of like a code, and it
is like being able to use some symbols to recognize
what you mean. While students were using the
ReflectionScope to record reflection-in-action, the
tool could shape their recording behaviors. As a
result, when others watched one’s videos with the
reference of the digital scope overlay, the videos were
easy to understand.
The third dimension of efficiency is that the
reflective videos enabled students to qualify the
learning process more easily. Students mentioned
they could see the idea development and trace back
to the idea root,and how the learner revised their
ideas. They understood why the learner creates the
videos which can be the evidence to show the learning
process to others. We would like to quote one student
words about how they look back at the videos: you
can look back what you have done, what you can
improve what you did wrong, you can keep on doing
what you did right. And also, when you need to do
your evaluation, you can look back, and you can see
actually what you did instead of trying to figure out
what you did, you actually know what you did.
Students’ perceptions showed that the reflective
videos created by ReflectionScope have the potential
to support students’ transformative learning in
Design-Based Learning.
Video recording offers rich and genuine
information in the situation. With the digital scope
attached, the videos seemed well structured to watch.
Students could see how exactly the idea developed
along the learning process. ReflectionScope depicts
an efficient way to create reflection products that can
help students understand the learning process and
qualify the learning process.
7 DISCUSSION
The mechanism of ReflectionScope provides
contextualized prompts which encompass both what
to present and when to prompt students’ reflection.
Our findings showed that this mechanism could
support the teacher in providing specific prompts to
students actively, which allowed students to record
context-rich reflections with ease. Students could
develop contextualized explanations when they
articulate reflection-in-action. For students aged
ReflectionScope: Scaffold Students to Articulate Reflection during Design-based Learning Processes
177
around 13, their reflection-in-action process tends to
generate strategies of completing the task quickly or
of simple self-assessment (Davis, 2003; Thillmann et
al., 2009). ReflectionScope plays a vital role in
directing them to go beyond the routine way of
thinking in school and guide towards the appropriate
form of reflecting in action. ReflectionScope showed
them a way of timely answering the reflective
questions in related situations. In this manner,
students felt they were staying on track. Moreover,
they could have several reflective videos that
documented the vital moments of their Design-based
learning process.
In design-based learning classrooms, students are
engaged in self-directed learning processes (Loyens,
Magda and Rikers, 2008). The teacher’s role is
converted to that of a facilitator. Although the
teacher’s role is changed, his or her control of the
classroom can also ensure learning effectiveness and
quality. Our study may contribute to the
understanding of how a technological tool can
facilitate the teacher’s role of supporting young
students’ reflection-in-action.
The second design principle, of employing video
as the reflection representation, provides a structured
way to capture the context-rich information. The
digital scope (the question and the shape) cooperating
with the tangible scope (the camera) provides a
flexible perspective and structured way of capturing
context-rich information, i.e. the visually recording of
the real-world artifact links to their verbalization of
reflective thinking. ReflectionScope can engage
students in a quick and small reflection-in-action
practice which can run in parallel to the main DBL
activities. Without appropriate tools, such kind of
reflection moments during the process might distract
students too much from their learning flow. The result
showed that it can impact students’ recording
behaviors to a more organized manner with less
interruption to the learning flow. When students
began to verbalize reflective thinking, they focused
on the visual evidences related to what they had done.
ReflectionScope documented the reflection moments
in chronological order with the digital scope overlay.
This mechanism of visualizing has proved to provide
easy access to the information of the videos. Because
the digital scope included a reflective question and a
visual shape, it gave the audience a topic and a focus
on how to decode the reflective videos. With context-
rich information, ReflectionScope enables students to
trace back to see the authentic learning situations. The
reflective videos created by ReflectionScope are
prepared for benefiting students’ transformative
learning which requires deliberate observation based
on the documenting of learning process(Kolb, 2014).
The conventional way of teacher’s scaffolding of
reflection usually takes the form of dialogues in the
classroom with many students(Lewis, 2017; Kolstø,
2018). Therefore, the scaffolds cannot be consistent
and balanced for every student. ReflectionScope
depicts an image of how to enhance students’
experience of scaffolding. What we examined was
the added value that technology can provide within a
physical inquiry learning environment.
ReflectionScope incorporated the teacher’s
customized input of reflective questions. It has shown
tentative potential to optimize communication in such
a learning environment.
The limitation of this study is that we only
collaborated with one teacher and her two classes.
This DBL class only lasted two weeks, of four
sessions in total (three courses with ReflectionScope).
As we have not well developed the teacher’s input
system, yet, the generating of ReflectionScope
interfaces currently needs the assistance of the
researcher. Future work can involve the teacher to
examine the classroom communication processes
through the system’s intervention in a long-term
Design-based learning project.
8 CONCLUSIONS
This study examined how to support students’
reflection-in-action in a Design-based learning
classroom. We designed and evaluated
ReflectionScope to test the proposed design
principles. Our findings show that ReflectionScope
can scaffold students to articulate their reflection-in-
action in a contextualized way while connecting their
thinking with real-world artifacts. The reflection
products enable students to make sense of the
learning process. Our study shows examined design
principles on how to design a multimedia tool that can
support students to articulate reflection-in-action in
an appropriate form and creating collectively
accessible reflection products. We contribute the
scaffolding framework and related design principles
to design for scaffolding students’ reflection
articulation.
ACKNOWLEDGEMENTS
We thank all the teacher and the students from the
International school in Eindhoven. The first author
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gratefully acknowledges the grant given by the
China Scholarship Council (CSC).
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