Informatica An International Journal of Computing and Informatics Developing Creativity and Broad Mental Outlook in the Information Society Guest Editor: Vladimir Fomichov The Slovene Society Informatika, Ljubljana, Slovenia n^ìì) EDITORIAL BOARDS, PUBLISHING COUNCIL Informatica is a journal primarily covering the European computer science and informatics community; scientific and educational as well as technical, commercial and industrial. Its basic aim is to enhance communications between different European structures on the basis of equal rights and international referee-ing. It publishes scientific papers accepted by at least two referees outside the author's country. In addition, it contains information about conferences, opinions, critical examinations of existing publications and news. Finally, major practical achievements and innovations in the computer and information industry are presented through commercial publications as well as through independent evaluations. Editing and refereeing are distributed. Each editor from the Editorial Board can conduct the refereeing process by appointing two new referees or referees from the Board of Referees or Editorial Board. Referees should not be from the author's country. If new referees are appointed, their names will appear in the list of referees. Each paper bears the name of the editor who appointed the referees. Each editor can propose new members for the Editorial Board or referees. Editors and referees inactive for a longer period can be automatically replaced. Changes in the Editorial Board are confirmed by the Executive Editors. The coordination necessary is made through the Executive Editors who examine the reviews, sort the accepted articles and maintain appropriate international distribution. The Executive Board is appointed by the Society Informatika. Informatica is partially supported by the Slovenian Ministry of Science and Technology. Each author is guaranteed to receive the reviews of his article. When accepted, publication in Informatica is guaranteed in less than one year after the Executive Editors receive the corrected version of the article. Executive Editor - Editor in Chief Anton P. Železnikar Volariceva 8, Ljubljana, Slovenia s51em@lea.hamradio.si http://lea.hamradio.si/~s51em/ Executive Associate Editor (Contact Person) Matjaž Gams, Jožef Stefan Institute Jamova 39, 1000 Ljubljana, Slovenia Phone: +386 1 4773 900, Fax: +386 1 219 385 matjaz.gams@ijs.si http://ai.ijs.si/mezi/matjaz.html Deputy Managing Editor Mitja Luštrek, Jožef Stefan Institute mitja.lustrek@ijs.si Executive Associate Editor (Technical Editor) Drago Torkar, Jožef Stefan Institute Jamova 39, 1000 Ljubljana, Slovenia Phone: +386 1 4773 900, Fax: +386 1 219 385 drago.torkar@ijs.si Editorial Board Suad Alagic (USA) Anders Ardo (Sweden) Costin Badica (Romania) Vladimir Batagelj (Slovenia) Francesco Bergadano (Italy) Marco Botta (Italy) Pavel Brazdil (Portugal) Andrej Brodnik (Slovenia) Ivan Bruha (Canada) Wray Buntine (Finland) Hubert L. Dreyfus (USA) Jozo Dujmovic (USA) Johann Eder (Austria) Vladimir A. Fomichov (Russia) Janez Grad (Slovenia) Hiroaki Kitano (Japan) Igor Kononenko (Slovenia) Miroslav Kubat (USA) Ante Lauc (Croatia) Jadran Lenarcic (Slovenia) Dimitris Kanellopoulos (Greece) Huan Liu (USA) Suzana Loskovska (Macedonia) Ramon L. de Mantras (Spain) Angelo Montanari (Italy) Pavol Nävrat (Slovakia) Jerzy R. Nawrocki (Poland) Nadja Nedjah (Brasil) Franc Novak (Slovenia) Marcin Paprzycki (USA/Poland) Alberto Paoluzzi (Italy) Gert S. Pedersen (Denmark) Ivana Podnar (Switzerland) Karl H. Pribram (USA) Luc De Raedt (Germany) Dejan Rakovic (Serbia and Montenegro) Jean Ramaekers (Belgium) Wilhelm Rossak (Germany) Ivan Rozman (Slovenia) Sugata Sanyal (India) Walter Schempp (Germany) Johannes Schwinn (Germany) Zhongzhi Shi (China) Oliviero Stock (Italy) Robert Trappl (Austria) Terry Winograd (USA) Stefan Wrobel (Germany) Xindong Wu (USA) Publishing Council: Tomaž Banovec, Ciril Baškovic, Andrej Jerman-Blažic, Jožko CCuk, Vladislav Rajkovic Board of Advisors: Ivan Bratko, Marko Jagodic, Tomaž Pisanski, Stanko Strmcnik Editor's Introduction to the Special Issue Developing Creativity and Broad Mental Outlook in the Information Society 1 Introduction The modern information society has provided numerous new material possibilities for the millions of people. Simultaneously, it has been possible to observe a number of negative shifts in the systems of values of people, in particular, the increase of a gap between the intellectual and spiritual development of many people, the evolution of the systems of values towards commercialized values; such gap and evolution have numerous negative consequences - from underdeveloped ecological consciousness to the failures in the private life. Besides, many national cultures encounter considerable problems in the age of globalization. With respect to the above said, two basic ideas underlie this Special Issue: (1) many sciences are to join efforts in order to elaborate a common fundamental approach to compensating the mentioned shifts in the systems of values, to supporting and developing the creativity and emotional sphere of the person, (2) Informatics (or Computer Science) has a lot to do in this direction. 2 Overview of the Issue This Special Issue contains eight articles prepared by the authors from three continents (Africa, Europe, North America) and six countries: Botswana, Canada, Italy, The Netherlands, Romania, Russia. Seven articles are based on the papers presented at the Third International Workshop "Developing Creativity and Broad Mental Outlook in the Computer Age - CBMO-2006" in conjunction with the 10th Conference of the International Society for the Study of European Ideas - ISSEI 2006 (University of Malta, July 24 - 29, 2006). The article by Dr. Roger Moore from Canada was kindly recommended by Dr. Linda Turner, a Co-Chair of the Second International Workshop "Developing Creativity and Broad Mental Outlook in the Computer Age - CBMO-2002" in conjunction with the International Conference ISSEI 2002 (The University of Wales, Aberystwyth, UK, July 22 - 27, 2002). The article Cognitonics as a New Science and Its Significance for Informatics and Information Society by Vladimir A. Fomichov and Olga S. Fomichova contains an updated definition of Cognitonics as a new science which, in particular, is studying and looking for the ways of improving cognitive mechanisms of processing information and supporting and developing emotional sphere. The paper outlines a possible structure of Cognitonics and proposes its formal tool - the notation of conceptual-visual dynamic schemes, being an extension of the notation of semantic nets. The optimal preconditions of successful introducing young children to computers are formulated as a consequence of discovering by the authors of one of the possible ways of achieving in teaching the goals of Cognitonics. Finally, a new, large-scale goal for the software industry is formulated: to construct a new generation of culture-oriented computer programs - the programs destined for supporting and developing creativity, cognitive-emotional sphere, the appreciation of the roots of the national cultures, the awareness of the integrity of the cultural space in the information society, and for developing symbolic information processing and linguistic skills, associative and reasoning abilities of children. The next two papers describe the structure and applications in education of the programs belonging to a new generation of the culture-oriented computer programs. The paper "ADDIZIONARIO": a New Tool for Learning between Metacognition and Creativity by Maria Assunta Zanetti, Giovanna Turrini, and Daniela Miazza analyses the experience of using the hypermedia linguistic laboratory Addizionarlo by Italian children for creating conceptual maps, generally recognized as an important means of knowledge acquisition and organization. The content of children's activities was to accumulate and organize the knowledge about Pavia, their native town. The experiment carried out by the authors is described in a broad context of modern psychological theories concerning meaningful learning, emotional learning, intentional learning, development of creativity. The article AddizionarioPLUS: a Creative Approach to Linguistic and Intercultural Education by Giovanna Turrini, Paola Baroni and Alessandro Paccosi describes the multimedia system AddizionarioPLUS, being an updated, multilingual version of Addizionario. Roger Moore in the paper Don Quixote 1605-2005: Teaching Don Quixote on WebCT in the 21st Century describes an experience of developing reasoning abilities and mental outlook of the university students by means of a hybrid course Don Quixot 1605 - 2005, based on the E-learning platform WebCT. The analysis of the selected students' comments given in the final part of the article helps to understand the role of studying the classic literature in developing the personality of the student. The article Modern Methods for Stimulating Creativity in Education by P.Chakalisa, D.Mapolelo, E.D.Totev, D.M.Totev contains a short survey of the scientific literature studying the phenomenon of creativity and describes an experience of developing independent thinking and creativity of students with the help of using the programmable logic controllers (or programmable micro-controllers) in the teaching/learning process. Sandro Girolamo Tropiano in the article New and Old Technologies: a Suitable Combination for Obtaining Efficient Educational Results shows how the combined use of "old" and "current" technologies for studying the same physical process helps to grasp the principal regularities of this process and to highlight the development of the scientific thought. It is done on the examples of introducing students to non-linearity and of measuring time. The paper How Learner's Proficiency May Be Increased Using Knowledge about Users within an E-Learning Platform by Dumitru Dan Burdescu and Marian Cristian Mihäescu describes a method of analysing data gathered from an E-learning Web-based platform destined for guiding students in the educational process. The article Surfing Hypertexts with a Metacognition Tool by Giuseppe Chiazzese, Simona Ottaviano, Gianluca Merlo, Antonella Chifari, Mario Allegra, Luciano Seta, and Giovanni Todaro describes the results of testing the system Did@browser destined for supporting the process of constructing knowledge by students during their surfing and learning on the World Wide Web. I am grateful to the authors of the articles, the reviewers, and Dr. Linda Turner from the St. Thomas University (Canada) for their efforts helping to prepare this Special Issue. Vladimir Fomichov Cognitonics as a New Science and Its Significance for Informatics and Information Society Vladimir A. Fomichov Department of Mathematical Methods and Programming for Information Processing and Control Systems, Moscow State Institute of Electronics and Mathematics (Technical University), 109028 Moscow, Russia; Department of Informational Technologies, K.E. Tsiolkovsky Russian State Technological University - "MATI", 121552 Moscow, Russia E-mail: vdrfom@aha.ru; http:// www.geocities.com/vladfom.geo Olga S. Fomichova State Educational Center "Dialogue of Sciences", Universitetsky prospect, 5, 119296 Moscow, Russia E-mail: vdrfom@aha.ru Keywords: cognitonics, cognitive preconditions of introducing children to computers, culture-oriented computer programs of a new generation Received: July 24, 2006 An updated definition of Cognitonics as a new science which, in particular, is studying and looking for the ways of improving cognitive mechanisms of processing information and supporting and developing emotional sphere is introduced. The paper outlines a possible structure of Cognitonics and describes its formal tool. It is the notation of conceptual-visual dynamic schemes (CVD-schemes) - an extension of the notation of semantic nets, being popular in the artificial intelligence theory. A general approach to the use of CVD-schemes for inventing effective analogies in order to introduce difficult pieces of studied theoretical materials is illustrated. The optimal preconditions of successful introducing young children to computers are formulated as a consequence of discovering by the authors of a possible way of achieving in teaching the goals of Cognitonics. With this aim, the concept of the 'Thought-Producing Self' of the child is defined. The paper describes a scheme of the proposed method of the harmonic humanitarian development of the child allowing for realizing the 'Thought-Producing Self' of each normal, average child by the age of seven - nine, where the starting age is five to six years. The method has been personally tested by one of the authors during 16 years, the total number of successfully taught young children and teenagers exceeds four hundred. Finally, a new, large-scale goal for the software industry is formulated: to construct a new generation of culture-oriented computer programs (in the collaboration with educators, linguists, art historians, psychologists) - the programs destined for supporting and developing creativity, cognitive-emotional sphere, the appreciation of the roots of the national cultures, the awareness of the integrity of the cultural space in the information society, and for developing symbolic information processing and linguistic skills, associative and reasoning abilities of children. Povzetek: Opisana je kognitonika kot nova zvrst znanosti. TV in fall 2006 expressed the intention to pay a 1 Introduction considerable attention to stimulating the progress in education and to increasing the contribution of Since the middle of the twentieth century, Informatics (or informational technologies to this progress. Computer Science) has been one of the most quickly This paper, going beyond the scope of Informatics, progressing fields of professional activity. Of course, indicates new problems for Informatics, in particular, for today many leaders in the software industry are only- the software industry in such a way that solving these profit-oriented, that is why we see so many computer problems would contribute to supporting and developing games of aggressive character being sold in various creativity, cognitive-emotional sphere, appreciating the countries. However, there are also the leading roots of the national cultures, and, as a consequence, to professionals in the field with a broader mental outlook, compensating the observed shift in the people's systems analyzing the social role of Informatics in the modern of values from eternal to commercialized values, to world and looking for the ways of increasing social creating appropriate cognitive preconditions of the significance of the technical progress in the field. For ongoing process of globalization in the modern instance, Bill Gates in an interview shown on the Russian information society On the level of every-day life, a lot of people believe that there is a connection between the state of minds of people in a society and the development of the society. This vague idea received a scientific treatment, was considerable deepened and refined in the paper (Hiwaki, Tong, 2006). The analysis carried out in this paper by Prof. K. Hiwaki on the example of the current situation in Japan showed that a long-term negligence to national culture, the lack of efforts (on the state level) to teach the young generation to appreciate the values of national culture, the desire to mechanically adapt the values of a different, market-oriented culture may have a severe negative influence not only on the moral state of the society but also on its economics. Proceeding from our analysis of the increasing gap between the intellectual and spiritual development of many people in the modern information society, of the evolution of the systems of values of people towards commercialized values (such gap and evolution have numerous negative consequences - from underdeveloped ecological consciousness to the failures in the personal life), of the problems encountered by national cultures in the age of globalization, and from the analysis carried out in (Hiwaki, Tong, 2006), we substantiate in this paper the necessity and possibility of creating a new science called Cognitonics. This problem was formulated for the first time in the papers (Fomichova, Fomichov, and Udalova, 2004, 2005^ and was analyzed in the works (Fomichova, Fomichov, and Udalova, 2006; Fomichov and Fomichova, 2006; Fomichova and Fomichov, 2006). This paper is a considerably modified and expanded version of two our papers presented at the Third International Workshop "Developing Creativity and Broad Mental Outlook in the Computer Age - CbMO 2006" in conjunction with the 10'h Conference of the International Society for the Study of European Ideas -ISSEI 2006 (University of Malta, Malta, July 24 - 29, 2006). In this paper we formulate an updated definition of Cognitonics as a new science conducing, in particular, to overcoming an increasing gap between spiritual and intellectual development of the person in the new reality of swift changes in the modern information society, technological challenges, and globalization. This new science is to study and look for the ways of improving cognitive mechanisms of processing information and supporting and developing the emotional sphere of the personality - the ways aiming at compensating some negative shifts (analyzed below) in the system of values of people and, as an indirect consequence, for the ways of developing symbolic information processing skills of the learners, linguistic mechanisms, associative and reasoning abilities, being important preconditions of 1 The second paper was presented at the 17'h International Conference on Systems Research, Informatics and Cybernetics held August 1 - 7, 2005 in Baden-Baden, Germany and received The Outstanding Paper Award of The International Institute for Advanced Studies in Systems Research and Cybernetics. successful work practically in every sphere of professional activity in information society. Then we outline a possible structure of Cognitonics as a science consisting of seven interrelated components. Two of these components are directly connected with Informatics. The first one is formed by the studies aimed at finding an optimal age (or a diapason of ages) and cognitive preconditions of systematic introducing children to computers. The second component is theoretical foundations of designing computer information technologies and systems of a new generation aimed at supporting and developing creativity, cognitive-emotional sphere, appreciation of the roots of the national cultures, and developing symbolic information processing and linguistic skills, associative and reasoning abilities. We propose in this paper not only an updated definition and possible structure of Cognitonics but also its formal tool. This tool is the notation of conceptual-visual dynamic schemes (CVD-schemes), introduced in our papers published in Informatica (Fomichov and Fomichova, 1994; Fomichova and Fomichov, 1996) and in (Fomichov and Fomichova, 1995). The notation of CVD-schemes is an extension of the notation of semantic nets, being popular in the artificial intelligence theory. The CVD-schemes allow for inventing effective dynamic conceptual mappings, or correspondences, between a bright fragment of the inner world's picture of the leaerner and the mental representation of a piece of theory to be studied, so the CVD-schemes help to invent effective ways of introducing difficult pieces of learned theoretical materials (in other words, help to find effective teaching analogies). We managed to find one possible way of achieving the goals of Cognitonics in practice. It has been proved by successful 16-year-long educational experiment carried out in Moscow by one of the authors. The total number of successfully taught young Russian children and teenagers exceeds four hundred, the age of the students varies from 5 years to 21 years. These practical results are based on our Theory of Dynamic Conceptual Mappings (the DCM-theory) and the Methods of Emotional-Imaginative Teaching (the EIT-methods); the starting basic papers on the DCM-theory and the EIT-methods were published in Informatica (Fomichov and Fomichova, 1994, 1997; Fomichova and Fomichov, 1996). Now the DCM-theory and the EIT-methods are presented in over forty our publications in English; the principal references are (Fomichov and Fomichova, 1994 - 2006; Fomichova and Fomichov, 1996 - 2006). Besides, the ideas of the DCM-theory and the EIT-methods are presented in (Fomichova et Fomichov, 2001; Fomichova, 2000, 2002). Since the DCM-theory and the EIT-methods provided the theoretical basis for finding one possible way (among, it seems, many possible ways taking into account the peculiarities of the national culture of the learners) of achieving in practice the goals of Cognitonics, we formulate in this paper the hypothesis that Cognitonics does already exist, and its current configuration is formed by the publications on the DCM- theory and the EIT-methods. Such different fields as Philosophy, Artificial Intelligence Theory, Cognitive Linguistics, Cognitive Psychology, Cognitive Biology have contributed to the birth of Cognitonics. We describe in the paper the scheme of one, found and well tested by us, possible way of achieving in practical teaching the goals of Cognitonics. This way can be considered as a realization in practice of a new, humanities-based method of developing the personality of the child: his/her creativity, symbolic information processing skills (including linguistic skills, the ability to decode metaphors), associative and reasoning abilities, emotional sphere (see, in particular, Fomichov and Fomichova, 1997, 1998, 2001). However, it turned out to be that this humanities-based method has much to say about the social role of Informatics in the modern world. There are numerous evidences of the tendency in various countries to permanently diminish the starting age for introducing children to computers, even to use computers in preschool education (see, e.g., Tatkovic, Ruzic, Pecaric, 2006). But our observations and the observations of our colleagues in many countries show that too early, not thoroughly thought over acquaintance of young children with computer very often negatively influences the development of the personality of the child, his/her creativity and curiosity, hampers the development of the emotional sphere. The principal problem is that the young child, as a rule, has no tasks of creative character to be investigated and solved, using a computer as a good assistant. That is why, unfortunately, for too many young children in the world the main direct consequence of early acquaintance with computer is the access to computer games (often provoking the aggressiveness) and, as a result, the hampering of the child's creativity and curiosity, "eating up" the time needed for normal education and additional activities developing the personality of the child (reading, music, painting, foreign languages, sport, etc.). In the final part of this paper we describe the discovered optimal preconditions for introducing young children to computers; this part of the paper gives a new angle of look at this problem. With this aim, we use the concept of Thought-Producing Self, introduced in our papers (Fomichov and Fomichova, 2000; Fomichova, 2000; Fomichova and Fomichov, 2000). We say that the Thought-Producing Self of the young child is realized when the child has received an experience of observing a delight, a pleasure, an approval, etc. of his/her peers and/or adults caused by an original, beautiful thought just born in the mind of the child. From this moment, the child begins to appreciate the work of his/her mind and begins to look for the ways of experiencing once more the wonderful moments of generating new, socially significant thoughts. The essence of the new look at the problem of finding optimal cognitive preconditions of introducing children to computers can be formulated as follows: it is necessary to develop the personality of the child until the stage of realizing the Thought-Producing Self and only after this moment to systematically introduce the child to computer. The final part of the paper schematically describes one possible way discovered and well tested by us during 16 years to realize the Thought-Producing Self of practically each Russian child with normal, average abilities by the age of seven-eight. Since the essence of the first step of this discovered way is early teaching children to fluently read and discuss complicated texts in English as a second language, to use a very rich sublanguage of English for expressing the impressions from the beauty of the nature (in particular, by means of metaphors), this way (after some adaptation) can be used practically in every country in order to escape a damage from too early, not thought-over acquaintance of children with computer. Finally, we outline a new, large-scale goal for the software industry. This goal is to construct a new generation of culture-oriented computer programs (in the collaboration with educators, linguists, art historians, psychologists) - the programs destined for supporting and developing creativity, cognitive-emotional sphere, the appreciation of the roots of the national cultures, the awareness of the integrity of the cultural space in the information society, and for developing symbolic information processing and linguistic skills, associative and reasoning abilities of children. 2 Three Shifts in the System of Values The quick technological development of modern civilization has brought a lot of precious things to the millions of people: nice cars, TV, cell telephones, etc. However, every coin has two sides. One of the most important negative aspects of the quick technological development is the observed shifts in the system of values of people. Let's define three main shifts. The first shift is the shift from the eternal values to commercialized values. This shift has been noticed by many scholars, in particular, by Professor K. Hiwaki from Tokyo International University (Hiwaki, 2003; Hiwaki and Tong, 2006) and by many other participants of the symposia on Sustainable Development of the Global Community and of the symposia on Personal and Spiritual Development in the World of Cultural Diversity in conjunction with the International Conferences on Systems Research, Informatics and Cybernetics (InterSymp conferences) in Baden-Baden, Germany. The second shift is a consequence of the underestimation of the value of national cultures in contrast to the overestimation of the on-going processes of globalization by the young generation, in particular. The third shift is dealing with the existing gap between the intellectual and spiritual development of the personality. The notion "human being" can't be regarded without considering such notions as "body", "soul", "spirit". The expanding gap destroys the integrity of the human nature. Spiritual values are rooted in the developed emotional sphere of the personality. The emotional sphere is closely connected with the sensitivity. Modern education is focused on the development of cognitive mechanisms being necessary for improving the information processing abilities of the child. As for developing the emotional sphere of the child, there is no evident necessity for it. Informational technologies don't require the spiritual development of the person. But it is clear that every intellectual discovery should be followed by equal to it spiritual discovery, lest the present time and challenging prospects should split off the eternity. 3 The Definition of Cognitonics We believe that the modern information society has accumulated a lot of such problems concerning the development/underdevelopment of the personality that for solving these problems it is necessary and possible to elaborate a unified, fundamental approach. This approach is to be the creation of a new science which may be called Cognitonics. In (Fomichova, Fomichov, and Udalova, 2004, 2005), Cognitonics is defined as a new branch of the humanities which is studying and looking for the ways of improving cognitive mechanisms of processing information with the aim of creating cognitive preconditions of sustainable development of the global community. This new science is to be based on the symbolic approach to teaching language (natural language, language of poetry, language of painting) as a tool of thinking. It is to combine the achievements of philosophy, psychology, linguistics, and artificial intelligence theory (because it explicates many mechanisms of human thinking) and to use literature, poetry, and painting as the basic material for revealing Self, because Self lies at the center of mental life and spiritual development. Taking into account the above said, we would like to update the definition of Cognitonics as follows. Cognitonics is a new science aimed at keeping the integrity of the nature of the human being (that is the integrity of body, spirit, and soul) and, consequently, conducing to overcoming a gap between spiritual and intellectual development of the person in the new reality of swift changes, technological challenges, and globalization. Cognitonics is studying and looking for the ways of improving cognitive mechanisms of processing information and emotional sphere of the personality - the ways aiming at compensating three indicated shifts in the system of values and, as an indirect consequence, for the ways of developing symbolic information processing skills of the learners, linguistic mechanisms, associative and reasoning abilities, being important preconditions of successful work practically in every sphere of professional activity in information society. Cognitonics as a new science grew out of the necessity to answer the challenge of Time in the field of education. The task of Cognitonics is to combine the material and ideal levels of the one and the same process of globalization in the consciousness of people, young generation in particular. The application domain of Cognitonics are Education and Informatics. It means that with the help of the new approaches elaborated under the framework of Cognitonics and based on the ideas of constructivist theory it appears to be possible to put into practice the achievements of Cognitonics. Before discussing the proposed structure of Cognitonics, let's analyze in more details the mentioned three shifts in the system of values. This analysis will help to explicate a number of ideas underpinning our vision of the structure of Cognitonics. 4 The Changed Look at Time and the Shift to Commercialized Values An important peculiarity of the 21st century which Cognitonics is dealing with is a transformation of such fundamental notion as "time". The perception of the category of time is changed. The existing perception of time as a flood of images in the race of events prevents humans from spiritual development. We are not sipping the information - we are gulping it. We are plunging into another culture, regarding it as a new source of information, without perceiving it in a philosophical way; we are careless with language. We are not walking - we are racing; we are not living in space and time, but the space is transformed to a virtual space, and time is becoming the most precious present we may afford. The perception of the world is closely connected with the perception of time. In the time of antiquity humans addresses God, and time for them was equal to eternity. When Leeuwenhock, a famous Dutch scientist, discovered in 1673 the moving world in the drops of water, blood, the perception of the world changed, and the painters immediately started "twisting" time" on the canvas (for example, Magnasco, 1667 - 1749, an Italian painter). At the end of the XIXth century, the impressionists tried to catch a moment. Nowadays the mental representation of time is transferred into the flood of images, and it is revealed, for instance, in a great number of art installations. Poetry, literature, painting, philosophy help the students to see and realize the flood of time and to understand the difference in perception influenced by the way people regard time. It is a thought-provoking impression stimulating integral perception of the situations and the process of thinking in general. Creativity is rooted in the combination of contemplation and action. It correlates with the necessity to have self-paced activity regardless to the rapid changes of the society and to be skillful enough to keep pace with time. On the other hand, regarding the human being as a point of intersection of two worlds - eternal and temporal makes it easy to restrain the extension of the existing shift from eternal values to commercialized values. 5 Cognitonics and Globalization Processes in the Modern Information Society It is clear that the system of education should be adapted to the modern civilization and should meet the requirements of the new information society, revealing strong tendency to globalization. But on the other hand, the humanity shouldn't start from the "tabula rasa", and the young generation shouldn't be pushed to denying its own culture in order to be inscribed into the global world. On the contrary, the process of entering the global world and searching for a sounder and more satisfactory lifestyle for our global community requires an appropriate response in the field of education. The human being is a precondition of thought and the center of the human thought in general. The thought is regardless to the national belonging and time. The ever existing creative space with the circulation of the ideal entities, such as thoughts, images, metaphors, ideas embodied in scientific discoveries, sculpture, painting, music, poems, literature, architecture is recognized by the humanity as a pulsating alive spring of creative energy. This ever existing creative space may be defined as a reflection of globalization on the spiritual level. Globalization is a material pragmatic process, and the creative space existing on the spiritual level and being ideal is manifested in the masterpieces created in all the fields of science and art and is being appreciated by the humanity. The integrity of the cultural space is clear, and it should be clearly reflected in the digital space of information society. The task of Cognitonics is to combine the material and ideal levels of the forthcoming process in the consciousness of people, young generation in particular. It makes possible to create cognitive preconditions of sustainable development, when a person realizes him/herself as a link between generations, who has to maintain the chain of generations by means of placing him/herself in the space of the human thought and spirit. 6 The Structure and Current Configuration of Cognitonics The ideas stated above and in our previous works on the Theory of Dynamic Conceptual Mappings and the System of the Methods of Emotional-Imaginative Teaching (Fomichov and Fomichova, 1994 - 2006; Fomichova and Fomichov, 1996 -2006; Fomichova, 2000, 2002) enable us to outline the following structure of Cognitonics. This new science includes the theoretical foundations and methods of: (1) teaching natural language (mother tongue and foreign languages), focusing on language as a tool of thinking and a tool of constructing social reality (see Searle 1995) but not only as a tool of communication; (2) realizing the unified symbolic approach to teaching both natural language and symbolic language of art (mainly, painting), in particular, for supporting and extending the figurative reasoning skills of the learners, their symbolic information processing abilities, and for enabling them to decode the messages conveyed by the world-known masterpieces; that provides the possibility to plunge into the world of art and to establish mental and spiritual ties with the masterpieces; (3) the stimulation of effective knowledge acquisition by the learners, in particular, by means of creating the formal means and methods destined for helping to invent effective teaching analogies; (4) inscribing the notions of beauty, harmony into the conceptual pictures of the world (first of all, into the system of values) of children, teenagers, and college students, where the beauty, harmony are understood in a maximally broad sense: as the beauty of thoughts, acts, interrelations of people, etc.; (5) improving the system of values of the learners by means of realizing an integral, going right through all ages (from early childhood to the college years) approach to the analysis of poetry, literature, painting, and sculpture, i.e. by threading the various mental representations and images revealing eternal values on the system of values of the learners; one of the principal aims is the formation of the feeling that a person is only one link in the long chain of previous and future generations as an important precondition of sustainable development; (6) finding an optimal age (or a diapason of ages) and cognitive preconditions of systematic introducing children to computers without damaging the creative abilities of children (because the dominant part of the users do realize the given algorithms while working with the computers); (7) opening new prospects for the modern computer informational technologies on the way of implementing a part of the methods elaborated in the directions (1) - (5), creating special computer programs destined for supporting and developing creativity, cognitive-emotional sphere, the appreciation of the roots of the national cultures, the awareness of the integrity of the cultural space in the information society, and for developing symbolic information processing and linguistic skills, associative and reasoning abilities, for correlating painting and literature, architecture and poetry, poetry and mathematics, etc. The philosophical basis of Cognitonics in its current stage is formed by the ideas of the famous Russian philosophers Nikolay Berdjaev (1874 - 1948), Vladimir Solovyov(1853 - 1900), and Vyacheslav Ivanov (1866 -1949); partially this basis is reflected in (Fomichova, Fomichov, and Udalova, 2004, 2006; Fomichov and Fomichova, 2006). The ideas of these thinkers have no national coloring. For instance, the following fact illustrates a broad humanitarian significance of these ideas: in 1947, Nikolay Berdjaev received the degree "doctor honoris causa" from the Cambridge University, UK. One of the principal goals of this paper is to show that the idea of creating a new science - Cognitonics - is constructive, workable. We would like to say even more: in fact, the initial configuration of Cognitonics does already exist; it is given by our Theory of Dynamic Conceptual Mappings (the DCM-theory) and the System of Methods of Emotional-Imaginative Teaching. These new theory and methods of teaching are described in over 40 our publications in English, in three papers in French, and in two monographs in Russian. We believe that our theory and the results of a 16-year-long large-scale experiment (totally over four hundred students - young children and teenagers) on realizing the ideas of the DCM-theory in practice convincingly prove the possibility of achieving the goals formulated in the definition of Cognitonics. 7 Conceptual-Visual Dynamic Schemes as a Common Formal Tool for Cognitonics and the Scholarship of Teaching and Learning Not all sciences have formal means, especially this applies to the branches of the humanities. However, usually the scholars appreciate the emergence of formal tools playing an essential role in a science. Though it may sound surprisingly, one of the fields contributed to the birth of Cognitonics is the Artificial Intelligence theory. The principal contribution of this field to the development of Cognitonics consists in providing a starting point for the elaboration of its formal tool. Let's agree that the term "a teacher" may designate a school teacher or a university professor or the author of a textbook, etc., so this term is considered in a generalized meaning. In such situations when the existence of a considerable gap between the inner world's picture, or conceptual system (CS), of a teacher and the CS of a learner is obvious in the context of introducing a new piece of knowledge, a teacher is to go beyond the set of notions traditionally used for introducing the information of the kind and is to invent (better preliminary) some new ways of explaining the material to be studied. Looking for these new ways, a teacher is to take into account the knowledge about the full CS of a learner. A teacher must try to find in the CS of a learner such fragments which reflect situations being similar (or isomorphic) in some generalized sense to the situations taking place in the materials to be grasped. As a rule, it is possible to do. If such similar situations are discovered, a teacher must invent the ways being clear for a learner (the learners) and enabling him/her to establish the correspondences between each such generalized situation and the situation expressed by the teaching material. Then a teacher should select or invent such an analogy which seems to be an optimal one from the standpoint of introducing a new piece of knowledge pertaining to the studied discipline. We propose here the special formal means for helping teachers to invent effective dynamic correspondences between an existing fragment of the CS of a learner and the fragments to be created in the mental model of the learner and corresponding to the introduced piece of knowledge. With this aim we introduce below the notion of a conceptual-visual dynamic scheme, proceeding from the notion of semantic net. In the Artificial Intelligence theory, one uses most often semantic nets (SN) for visual representing conceptual structures and knowledge about the world. A SN is defined as an oriented graph with marked vertices and edges. The marks of vertices correspond to the things, situations, concepts, the values of colours, the numbers, etc. The marks of edges denote the relations between things, concepts, things and concepts, the functions, the relations between the meanings of the fragments of natural language texts. During more than thirty years, numerous variants of SN have been elaborated; in particular, conceptual graphs proposed by J. Sowa (Sowa, 1984) can be interpreted as a particular kind of SN. A survey of conceptual graphs and of earlier versions of semantic nets can be found, in particular, in the Chapter 6 of (Luger, 2002). Following the works (Fomichov and Fomichova, 1994, 1995), we define the notation of conceptual-visual dynamic schemes in the following way. 1. We'll use the blocks with single contour to designate: diverse physical objects, situations, processes; concepts qualifying objects; sets of objects, sets of concepts; the names of functions, the names of relations between the objects, concepts or between the objects and concepts; the names of relations between the meanings of the fragments of texts. 2. The inner visual images of diverse objects and situations are a very essential component of the inner world's pictures, or conceptual systems, of people. Consider the following example. Let Collette and Mary be two friends from the first grade, and they go in for swimming together. Mary has the beautiful rose dress and the blue dress. Then the inner world's picture of Collette contains, in particular, the following components A, B, C, D, E: A and B denote respectively the concept "a girl" and the friend Mary; C is the inner visual image (IVI) of Mary in the rose dress, D is the IVI of Mary in the blue dress, and E is the IVI of Mary in the swimming dress. That is why we'll use the blocks with double contour for denoting the inner visual images of objects. 3. Let X be the set of components of the conceptual system of a person and include, in particular, (a) the representations of concepts and objects, (b) the IVI of objects. Then for designating a binary relation R between some elements of X, we'll use a single arrow -> with the label R. Let's agree that one of possible representations may be an arrow intersecting a block with the label R. Such a label R may designate, e.g., the relations "Part-Whole", "Agent of an action", "Property". 4. We propose to employ double arrows === > for designating dynamic conceptual mappings, or correspondences. The orientation of an arrow of the kind doesn't matter to us: a block in the beginning of such an arrow denotes an entity (an object, a concept, a situation) perceived quite clear by a learner (being well known to a learner or being a very bright just created fragment of the conceptual system), and a block in the ending of the arrow denotes an entity which is to be inscribed into the inner world's picture of a learner. The configurations built in accordance with the items 1 - 4 will be called Conceptual-Visual Dynamic Schemes (CVD-schemes). This notion was introduced in the work (Fomichov and Fomichova, 1994). Example. The figure 1 contains a CVD-scheme elaborated for the study of one element of the English language phonetics - explaining the pronunciation in the words of the letter "Y". It is known that the rules of reading form a complicated component of the syllabi of teaching young children to read in English as a second language. However, it was necessary to teach the six-year-old Russian children to read, because it was the only possibility to give them from the very beginning the confidence of successful progress in learning English. The difficulty consisted in explaining in a way being clear for five-six-year-old children why the different letters "Y" and "I" denote the same sound in the words "time", "ice", "cry", "fly", etc. (let's assume that by this moment the children already know the rule of reading the letter "I"). The given CVD-scheme establishes an analogy between a situation from the known fairy-tale about the Wolf and the Seven Little Kids and the studied piece of theory. Only several years ago a new field of academic activity called the scholarship of teaching and learning received a formal status. Proceeding from the works (Boyer, 1990; Glassick et. al. 1997; Schulman, 1993), the scientists write about the necessity of seeing the academic work in a broader context which incorporates four distinct types of scholarship: the scholarship of discovery research; the scholarship of integration, including the writing of textbooks; the scholarship of service, including the practical application of knowledge; and the scholarship of teaching. One of the principal tasks of Cognitonics is to contribute to the progress of the scholarship of teaching and learning by means of delivering effective methods of preparing not only future teachers working with children and teenagers but also specialists in various fields aimed at enhancing the ethical component in their every-day professional activity, the responsibility for the future generations. It is impossible not to agree with the following idea: "We believe the aim of scholarly teaching is ^ simple: it is to make transparent how we have made learning possible." (Trigwell et al. 2000, p. 156). That is why the notation of conceptual-visual dynamic schemes seems to be of high significance for the scholarship of teaching and learning, because it can be used in practice as formal Figure 1: A conceptual-visual dynamic scheme used for inventing a way to teach young Russian children to pronounce in the words the letter «Y". tool of inventing effective dynamic correspondences between the existing or just created but a bright and stable fragment of the conceptual system of the learner and a fragment being a mental representation of the piece of knowledge to be introduced. 8 Cognitonics and Optimal Cognitive Preconditions of Introducing Children to Computers 8.1 General Characterization of One Discovered Way of Achieving the Goals of Cognitonics in Practice We've managed to discover one possible way to achieve the goals of Cognitonics. The other scholars can find new ways with respect to the peculiarities of their theoretical background and national culture.The notation of CVD-schemes introduced above became a starting mechanism for obtaining a chain of scientific and practical results enabling us to say today about the workability of the concept "Cognitonics". Proceeding from the DCM-theory, we elaborated an original, highly effective extra-scholastic program of harmonic humanitarian development of the child. The program is destined for teaching children during twelve years, where the starting age is five to six years. The program has been personally tested in Moscow with great success by one of the authors over a period of 16 years. It includes the following series of lessons: (1) a two-year course (the age of learners is 5 to 7 or 6 to 8 years) of studying foundations of reading and speaking English as a foreign language (FL), including learning basic elements of English grammar (Present Simple and Past Simple Tenses); (2) a course on understanding the language (a part of FL) of describing the nature and feelings evoked by nature; (3) a course on understanding the symbolic language of painting; (4) a course on understanding the language of poetry (with the accent on understanding metaphors and descriptions of nature); (5) a course aimed at (a) first acquaintance with sciences and (b) developing the abilities to argument their own opinion, to raise objections, etc.; (6) a course on improving the knowledge of English grammar (during mainly the fifth year of studies). In fact, the lessons of courses (2) to (6) may interchange. The kernel of our program is an original method of teaching 5-6-year-old children to read fluently in English as a FL and to discuss complicated texts written in Present Simple or Past Simple Tenses. The key to achieving this success was given by the notation of CVD-schemes: the analogies provided by the specially composed fairy-tales enable a teacher to establish effective correspondences (or dynamic conceptual mappings) between a situation from a fairy-tale or everyday life and the studied fragment of English grammar. The EIT-methods have been successfully used during 16 years in Moscow in extra-scholastic teaching English as a second language, the symbolic language of poetry and painting, literature and poetry in Russian and English, communication culture. The total number of successfully taught students exceeds four hundred, their age varies from 5 to 21 years. 8.2 The Realization of the Thought-Producing Self as the Cognitive Precondition of Introducing Children to Computers The fact of a deep penetration of computers and information technology into the system of school education and, in some countries, into the system of preschool education should be recognized, because it is embedded in the language of modern life. Indeed, a new word has emerged: "screenager" instead of "teenager". Specialists in cognitive science, education theory, and computer science should jointly take responsibility for introducing children to computers in an optimal way. Primarily, they should help the pre-primary educational system and school system to support and extend the creative potential of the young generation so as to equip them to use computers as tools to support and extend their thinking. In recent years, the problem of discovering and creating optimal cognitive preconditions that enable children successfully to interact with computers has acquired a high social and political significance. This is due to government policy in several economically well-developed countries (e.g., in Japan and U.S.A.) to acquaint primary school students with computers. They even recommend the use of complementary interactive Internet-based learning tools in the classrooms with children as young as 5-6. This paper presents a new constructive look at this problem, extending the ideas set forth earlier in (Fomichov and Fomichova, 2000; Fomichova and Fomichov, 2000). For this, the concept of "Thought-Producing Self' is introduced and analyzed. Psychologists define a number of Selves, such as Ecological Self (it emerges as a result of interactions with the environment), Interpersonal Self (the self defines itself as a social being through social interactions), Self-Narrative (around the third year children become interested in the past and in the future and begin to acquire the memory skills on which narrative depends), and the Emotional Self (Snodgrass and Thompson, 1997). But it appears that this definition does not include one of the most important Selves, the "Thought-Producing Self." The importance of it is now clear at the beginning of the XXI century - a century of the new information society, of screenagers, and of computers as integral members of the domestic family. The "Thought-Producing Self defines itself in the mirror of our appreciating ourselves. The child has to understand that his/her brain produces socially important thoughts and rationalisations. This moment is the beginning of defining himself/herself as a personality who is able to think in such a way that the result of his/her thinking causes appreciation and praise. It should be stressed that the "Thought-Producing Self^' is defined here not as the ability of the child to understand that he/she can think. By definition, "Thought-Producing Self' is realized in the child only if he/she is able to generate ideas that have a relatively high social significance. As such, they are greatly appreciated by other persons (usually, adults), because the ideas are, for example, nice, bright metaphoric descriptions of some situations or pictures or because they help to solve some practical problem. In all cases, the action of producing thoughts receives a positive response. This stimulates the child to continue to think in this way. The intensive use of computers by the child before the realization of his/her Thought-Producing Self may prevent the child from being able to develop as a creatively thinking personality. The role of the computer in information processing can retards and restrains the child's cognitive development, for example, as in the use of calculators in mathematics. That is why we put forward the hypothesis that realizing the "Thought-Producing Self of the child is the principal cognitive precondition for the successful, systematic involvement of the child with the computer. If this precondition is satisfied, systematic interaction with computer will not prevent the child from realizing his/her potential of creative thinking. In our opinion, this hypothesis needs to be widely discussed by computer scientists, cognitive scientists, educators, because it is of great importance for new information society. Our sixteen-year-long large-scale study enables us to believe that our methods of emotional-imaginative teaching allow for realizing the "Thought-Producing Self of each normal, average child by the age of seven -nine, where the starting age of extra-scholastic studies is five to six years. It has been achieved within the context of language-enriched lessons in language, literature, poetry and art - the areas of studies generally accepted as central to young children's cognitive development. 8.3 The Scheme of a Discovered Way of Realizing the Thought-Producing Self of the Young Child Our starting point was as follows. We believed that natural language is the principal tool for introducing beauty into the conceptual picture of the world of the child. We put forward the hypothesis that the age five -six years is an optimal one from this standpoint (later we proved this hypothesis). For achieving our goal, we proposed a way seeming to be a paradoxical one: the way of introducing beauty by means of a second language (English in our study) with the final goal to enable the students to find and appreciate beauty in nature, in poetry and literature both in mother tongue and in foreign languages, in painting and sculpture. While finding this paradoxical way of solving our problem, we proceeded from one idea of the famous Russian psychologist Leo Vygotsky (Vygotsky 1982). He wrote about two stages in the process of cognition: the formation of spontaneous notions and the formation of scientific notions. The directions of the development of these two processes are different. The first one is going from the bottom to the top, that is from the identification of the concrete thing from every-day experience to the generalization (for instance, from a concrete table to the notion of furniture). The direction of the formation of scientific notions is opposite: it is going from a defined general notion back to the every-day experience; for example, from the notion of etiquette to the "good morning" greeting. Vygotsky indicated the peculiarity of mastering a mother tongue (MT) and a foreign language (FL). He said that the child is mastering the MT unintentionally, but as for a FL, it happens vice versa. The child does it on purpose, the starting point of this process is that he/she is learning FL deliberately. Consequently, the acquisition of the MT is going in the same direction as the formation of spontaneous notions - from the bottom to the top, that is from a concrete thing to the notion in general. As for the acquisition of FL, it is going in the opposite direction - from mastering a model (a notion) back to the everyday practice. So the first step of achieving our goal was to invent a way to teach five-six year old Russian children to read rather complicated texts (the fairy-tales containing over five hundred words) in English as a second language (SL), to master the rules of using Simple Present and Simple Past Tenses and the rules of putting and answering questions. For solving this problem, we invented effective analogies for introducing the pieces of theory. The CVD-schemes helped us to invent such analogies (see Fomichov and Fomichova, 1994, 1995; Fomichova and Fomichov, 1996). It should be stressed that this formal tool can be used in every field of studies, with the learners of every age (the starting age is 5 - 6 years) for finding the ways of stimulating effective knowledge acquisition by the learners. Our approach to learning a SL is conditioned by earlier forming scientific notions (in comparison with the period of time recommended by Vygotsky) as an answer to the challenge of time. Such kind of activity is grounded on the strong curiosity of children, on the one hand, and on positive responses to an intellectual activity, on the other hand. This intellectual activity in its way evokes strong feelings, stimulates the development of emotional sphere. And as for the spiritual values, they are rooted in the developed emotional sphere of the personality. We'll show schematically what new prospects were opened by the basic obtained result - teaching children to read and discuss complicated texts in second language. Reading and discussing complicated texts in English as a SL at the age of 5 -6 ^ mastering a rich sublanguage of SL for expressing the beauty of nature and the feelings evoked by nature ^ development of figurative reasoning + development of the awareness of the social role of Natural Language ^ understanding poetical metaphors ^ creating metaphors ^ understanding the symbolic language of painting ^ development of the ability of decoding the messages conveyed by the masterpieces ^ improvement of the feeling that a person is a link in the long chain of previous and future generations. The experience accumulated by one of the authors during 16 years of extra-scholastic teaching shows that the elaborated method of the harmonic humanitarian development of the child allows for realizing the "Thought-Producing Self' of each normal, average child by the age of seven - nine, where the starting age is five to six years. 9 Culture-Oriented Computer Programs of a New Generation We must underline that the formulated optimal preconditions of introducing children to computers concern the dominant part of existing computer programs. However, there are reasons to believe that it is possible and expedient to create a new generation of computer programs which may be called culture-oriented programs. A subclass of such programs can be destined for contributing to the realization of the Thought-Producing Self of the child by the age of seven - nine. The "intellectual filling" of these programs can be based on the fairy-tales, thrilling stories, landscapes, seascapes, portraits, etc. The computer systems Addizionario (Turrini, Cignoni, and Paccosi, 2001) and AddizionarioPlus (Turrini, Baroni, Paccosi, 2006) can be considered as the examples of the culture-oriented programs of a new generation contributing to the realization of the Thought-Producing Self of the child. Addizionario is a multimedia tool suggesting innovative and appealing ways for improving the linguistic and cognitive development of primary school children. It is a hypermedia linguistic laboratory in which children being from 5 to 12 years old can study the Italian as their native or second language at various levels of difficulty and from different points of view. AddizionarioPlus is a multilingual version of Addizionario, it was implemented in 2003 and allows the user for customizing the tool in his/her own language or dialect, starting from the already available languages (Italian, English, French, Spanish, and German). Children taught in accordance with our methods of emotional-imaginative teaching during five, seven, or more years have one distinctive feature concerning their attitude to computers. These children are used to enjoying the intellectual activities; in fact, they consider intellectual activity as a game. That is why these children are interested in the work with only such computer systems which have an "intellectual filling". Besides, these children highly appreciate the existence of ethical and aesthetical components in the computer programs. Proceeding from these observations, we can conclude that a large-scale realization in practice of the goals of Cognitonics will create a demand for the culture-oriented computer programs of a new generation - with an "intellectual filling", ethical and aesthetical components, supporting and developing the creativity of children, broad mental outlook, figurative thinking, the appreciation of national culture, the understanding of different cultures. 10 Conclusion The ongoing processes such as a shift from eternal values to commercialized values, globalization, the lack of balance between spiritual and intellectual development condition the change in the conceptual picture of the world of the young generation. The process of entering the global world and searching for a sounder and more satisfactory lifestyle for our global community requires the appropriate responses both in science and in the field of education, including e-education. Education has the advantage to provide the opportunity for self-paced activity and improves the skills being necessary for keeping pace with time. If education is successful in fulfilling the social task to reproduce culture and make the child "to fly with two wings" (that is spiritual development and intellectual development), then the global information society may expect from the person a response which meets the requirements of sustainable development and takes into account the interests of future generations. Cognitonics, appealing to the achievements of Philosophy, Artificial Intelligence, Linguistics, Psychology, Art, applies these achievements to the process of learning in order to make an endeavour to compensate the on-going systemic shifts to commercialized values, globalization in its vulgar way, and intellectual discoveries without equal to them spiritual ones. The notation of conceptual-visual dynamic schemes (or CVD-schemes), considered in this paper as a formal tool of Cognitonics, can find numerous applications in Web-based distance education. The many-year experience of Web-based distance teaching mathematics accumulated by one of the authors has shown that a considerable part of online university students encounter difficulties while studying theory by means of a textbook and Web-based topic notes. We suppose that the CVD-schemes can be used for inventing effective teaching analogies in various disciplines in order to make easier successful learning for online students. In the same way, the CVD-schemes can help to invent thrilling teaching analogies for the use in Intelligent Tutoring Systems (as components of Web-based E-learning systems too). Under the framework of Cognitonics, a solution is suggested to the fundamental problem of formulating and creating the optimal cognitive preconditions of introducing children to computers. The concept of the "Thought-Producing Self of the child is described. A way of realizing the "Thought-Producing Self' of average 7-9 year olds is outlined. The key idea is the early development of children's symbolic information processing skills, creativity, and emotional sphere, where the basic elements are natural-language-processing abilities and figurative thinking. The suggested approach has been successfully used during 16 years of teaching totally more than four hundred 5 - 21 year old pupils in languages (mainly English and also Russian), literature, poetry, and art. Underpinning this approach are the Theory of Dynamic Conceptual Mappings (the DCM-theory) and the System of the Methods of EmotionalImaginative Teaching. The creation of DCM-theory was influenced by the ideas from Artificial Intelligence theory, Philosophy of Language, Cognitive Linguistics, Cognitive Psychology, and Cognitive Biology. We believe that the concept of Cognitonics will stimulate the educators, scholars working in the humanities and natural sciences, and the designers of computer informational technologies and systems to join the efforts for better understanding of the advantages and disadvantages of the computer age in order to put together the cultural and digital spaces from the very initial stage of introducing children to computers up to the age of spiritual and intellectual maturation. One of the principal ways of achieving this goal can be the creation of the culture-oriented computer programs of a new generation. References [1] Boyer, E. L. (1990) Scholarship reconsidered: Priorities of the professoriate. Princeton, NJ, The Carnegie Foundation for the Advancement of Teaching. [2] Fomichov, V.A. and Fomichova, O.S. (1994) The Theory of Dynamic Conceptual Mappings and its Significance for Education, Cognitive Science, and Artificial Intelligence; Informatica. 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[31] Vygotsky, L.S. (1982) The Problems of General Psychology. Moscow, The Publ. House "Pedagogy". "ADDIZIONARIO": a New Tool for Learning between Metacognition and Creativity Maria Assunta Zanetti, Giovanna Turrini and Daniela Miazza Department of Psychology University of Pavia, Italy C.N.R., Institute of Computational Linguistics Pisa, Italy Keywords: conceptual maps, metacognition, creativity. Received: July 24, 2006 This paper describes a project aimed at using Addizionario (a hypermedia linguistic laboratory designed at the Institute for Computational Linguistics of National Research Council in Pisa in collaboration with the Department of Computer Sciences of Turin University) to create conceptual maps as a strategy to favour the comprehension of descriptive texts and to improve the personal processing and cross-disciplinary use of information. Metacognitive theory considers learning as the result of the activation of several conscious processes. Furthermore, our project intends to support meaningful learning by means of Addizionario and to investigate the processes involved in motivated learning. Motivation to learn is favoured also by a general strategic attitude towards learning, especially when in learning we consider the intellectual peculiarities of the child. This hypothesis is well illustrated in the concept of "multiple intelligence " of H. Gardner, according to which each person has a preference for a symbolic code and through such a code manages more easily to learn and take interest in disciplines, activities etc. Using Addizionario, we tried, furthermore, to support the development of divergent patterns: in fact, the access and the development of more different symbolic and known universes is anyway an important means of transforming the multiple potentialities of the single child into real abilities, also for creativity and divergent thought. We believe that creative behaviour in childhood is a factor favouring the processes of learning and the psychological well-being of the child. Povzetek: Opisan je nov način učenja s pomočjo metakognicije. Similarly to a topographical map that facilitates 1 Introduction orienteering in a land, a conceptual map is a tool that helps construct knowledge through the individualization Human behaviour is naturally goal-directed, and there of key concepts and of the relations that are used to are several strategies to support the child in identifying develop concepts into reasoning. Therefore, a conceptual and organising the necessary steps for reaching leaming map can be described as a graphical representation where goal (goal setting): among these, in this paper, we have concepts (synthetically expressed as individual words) focused our attention on the conceptual maps (Novak, are represented as geometrical forms (nodes) connected 2001; Novak, Gowin, 1989, Guastavigna, 2000). by lines (arrows) that show relations between nodes Conceptual maps are generally recognised as an through linking words. This general description important means of information acquisition and encompasses maps of different types and structures, each memorization, as their visual register helps to focus on type depending on the aim for which the map is created. major concepts and organize information into an Using maps we can encourage the schematisation of integrated and coherent structure. information and the thought about the meanings that are The idea of 'conceptual map' was introduced by hidden in a network of sentences, thus making key Novak and Gowin in 1989, and its role as one of the concepts more prominent and relevant (Jonassen, 1989, strategies that allow the organization of knowledge has 2003). been widely accepted, in particular, in the field of teaching (Buzan, 2000). The core idea was that a graphical representation of knowledge makes the meanings that are inherent in the learning materials emerge (Novak, Gowin, 1989, p.19) and forces reflection on the nature of knowledge as well as on derivative relations. 2 Conceptual maps and meaningful learning: how to build an intentional learning Meaningful learning takes place only when a potentially meaningful material is integrated and re-organized into previously acquired knowledge and extends it through integration and elaboration processes The result is personal processing of input, which becomes apparent in the pupil's final summary of what s/he has learnt. Meaningful learning is the result of an intentional process, characterized also by perseverance in reaching goals in general and choosing learning objectives in particular. For this reason, when the goal is the accomplishment of a task, it is important that it is clearly defined, desirable, and desired by the pupils themselves. Meaningful learning is often accompanied by a general increased ability in the use of divergent thought (Williams, 1993) which on its turn is connected to the metacognitive approach. Cognitive psychology focused on the problem how the ability to use symbolic representation is connected with the development of higher information processing, such as the formation of 'conceptual categories', where perceived characteristics are used to infer other characteristics. Symbolic representation codifies reality in terms that go beyond given information. This is the real essence of the cognitive activity: the human ability to go beyond interaction with objects and manage information to create hypotheses, concepts, and theories. Ausubel's (1968) theory stretches along this perspective when he claims that cognitive learning not only refers to the acquisition and usage of knowledge, but also entails emotional learning. This is to say that an important interaction exists between information coming from internal signals and cognitive learning - an interaction that has been highlighted also by recent studies in neuropsychology. Ausubel's standing is clearly in line with Novak (2001) when the latter stresses the importance of the interaction of thought, feelings, and actions. According to Atkinson (1972), the optimal way to provide information is by inserting it into a program that allows individual users to pace the elaboration of the given material in a flexible way, and specify the actions that the computer and the user should take. This method helps both more and less promising students gaining as much as possible from the learning activity, each one at their own pace. New knowledge is supported by intentional learning; the newly acquired pieces of information help the child reconsider their own thought and see them in a different light. This means that the mind reflects upon itself, to use Vygotskij's (1978) terminology, and becomes ever more able to re-think the contents of its own thought. 2.1 Metacognitive Approach and Vygotskij's Theory: Building Meaningful Learning with Addizionario The most recent metacognitive theoretical models of learning have focused on the centrality and importance of these processes. Clearly, before one can control voluntarily a specific function, one must possess that function. To give an answer to this issue, Vygotskij (1978) introduced the concept of zone of proximal development. This concept explains how a person with greater competence can help a younger, less competent person reach a higher level of knowledge, such as the level of abstract thinking. By zone of proximal development we mean the distance between one's actual developmental level, measured in terms of autonomous problem solving abilities, and the level of potential development, determined by the ability to solve problems under the guidance of an adult or in collaboration with a more expert peer. In this perspective, the human learning ability presupposes a specific social component through which subjects become ever more expert masters of their actions and the reasons for the actions. Vygotskij believes that knowledge is constructive: his perspective is not antithetical to the cognitive theories that are at the basis of our study. Learning is not simply storing information, but rather linking new pieces of information to other pieces stored in long term memory. Thus knowledge is constructed, not recorded or received. The construction of knowledge is influenced by the way previously acquired knowledge has been structured and by the interaction between the individual and the environment. This perspective shows us why activity is essential but insufficient for meaningful learning: the children must reflect on the activity and their observations and interpret them. Meaningful learning could be the better way to increase new ability, using also divergent thought (Williams, 1993), specially in problem-solving tasks. We think that meaningful learning (Ausubel, 1968, Buzan, 2000) and creativity aspects can, therefore, be facilitated by the use of dedicated software which allows pupils to follow individual content-processing paths. Addizionario (Turrini et.al, 2001) belongs to this type of software because it presents many of the characteristics advocated by Atkinson (Atkinson et al. 1972): in this way, the new knowledge is really supported by intentional learning and the child achieves deep understanding of complex ideas that are relevant for his/her life. 2.2 Computer Lab and Creativity: Is There Any Relation? According to the theory of multiple intelligence proposed by H. Gardner (1982, 1983), for developing a programme to promote divergent thought and creativity, we focused our attention on the following aspects: attitudes and behaviour adopted by the teachers; attention to the combination of the different disciplines that form part of the curriculum of studies of the pupil; focusing on the real cognitive and emotive factors of the divergent thought. Finally, a particular attention towards the metacognitive aspects of the learning was maintained in this work: to stimulate and promote the development of the creative abilities means in fact leading the child towards a route of learning, and in every process of learning the metacognitive aspects play a fundamental role. Creativity is a resource that can be used profitably within the scholastic field, also in computer lab, to favour a learning that is not simple assimilation or development of competences, but implies instead a personal re-elaboration of every matter or experience. In learning, this means stimulating a behaviour of research in general, giving an incentive for the attitude and the routine to carry out and search for new categorisations and associations between matters and concepts even when these are already known, inserting them into a new structure of knowledge, together with the knowledge of the world already possessed by the student, associations that allows a more authentic assimilation of the knowledge. This process allows the student to restructure also problematic situations as well, observing them from different and more original points of view. Creativity, as well as representing an essential factor for the well-being of the child and of the future adult, forms an important resource in order to learn. It is, in fact, a factor of substantial importance in promoting a learning that doesn't remain "inert", relegated to the carrying out of the sometimes artificial requests of the scholastic evaluation, but knows how to come in contact with the live structure and dynamic of the mind." (Antonietti, 1996, p. 10). According to Petter (1992), in the school (during childhood and the primary school) there are many activities aimed at developing rational activity, but there should also be a lot of activities aimed specifically at favouring the development of the activities of the imagination,: "not only storytelling and literature, (...) but the invention of stories, the drawing from the imagination, symbolic games with unstructured or partially structured matters, (...) the interpretation of a piece of music, or experiences of brainstorming in group discussions , or games like the construction of chains of ideas in freedom, (...) can broadly develop and reinforce the capacity for fantastical elaboration." (Petter, 1992, p. 181). Rationality and imagination have an equal importance: that is the thought, as a structuring activity, can manifest in two different ways: "the two ways are complementary to each other and often present in the very thought processes" (Petter, 2002, p.10). The procedures of the teaching of creativity utilised in the past have always inspired, instead, more or less explicitly, a few directions of the psychological research. Creativity, in our perspective, is considered as potentiality, to be precise or dimension or complexity of the psychological dimensions of the individual that allow him, in given circumstances, to carry out specific elaborations of ideas aimed at producing appreciated and original results. The creative thought is understood as a process, or to be precise a specific type of mental function or elaboration usually not active. In this way, we suppose that creative thought is made to reside in the activation of particular strategies, and Addizionarlo can favour in every child the activation of creative processes, not only of cognitive processes.. In this way, we think that Addizionario (Turrini et al., 2001) can be a useful tool for improving creative aspects and divergent thought, in particular. Finally, we want remember that in the past, proposals rarely followed the simultaneous development of multiple intellectual components, but the works were all centred around the direct practice of particular operations (restructurization, combination, free production, etc.) and gives scarce attention to the abilities of the control of such operations. Using Addizionario, the conscious control of such operation becomes a necessity. 2.3 Creativity between Convictions and Beliefs Dweck (2000) has conducted instead a broad research on the aspects connected with personal convictions and with beliefs, such as the implicit theories and the learning objectives that can lead people to perceive themselves as competent or as inadequate in various situations, independently from the real abilities they possess. It then deals specifically with the relationship between implicit theories and intelligence, the development of these theories and how these influence the relationships of failure, through their effects on motivation, and in particular, on the acceptance of challenges, on behaviour in the face of difficult tasks and on the attributive style (Henderson and Dweck, 1990; Stone, 1988; Elliot and Dweck, 1988). On these elements or fields, Dweck's theory seems to build a bridge between metacognition, the theories of the self and creativity. A specific link with these topics has been highlighted by researchers that analyzed gifted children. Exploring the phenomenon of child prodigies is probably a way to find new developments on the reasoning of this topic, if not an answer: these children, that are unique expressions of certain human processes of development and evolution, represent a phenomenon that "allows us to cast a look at the workings of the human mind." in its entirety (Feldman, 1991 pag.6). According to Feldman's theory these children represent a notable connection of biological inclination and of cultural availability in answer to their inclinations. Both more classical studies and more recent studies converge in affirming how the phenomenon of the "Gifted" is determined from the interaction of biological and environmental factors: Sternberg and Lubard (1991) on this subject sheds light on the complexity of the creative thought, affirming how the creative performance is the result of the confluence and of the interactive (and not additive) combination of six elements: intellectual processes, knowledge, intellectual style, personality, motivation, and environmental context". 2.4 Goals The project, titled 'Getting to know my town, Pavia', aimed to integrate several school subject matters into the framework of the pupils' everyday life. The first aim was to promote meaningful learning of descriptive texts through the creation of conceptual maps in both traditional and multimedia format (Addizionario, Turrini et al., 2001). A second aim was to guide the children on a knowledge tour around the town, by making them explore, actively and personally, its major historical, geographical and cultural features. The town of Pavia was therefore conceived as a 'world' and studied from four different perspectives: history, geography, science and visual arts. These topics were all in keeping with the school curriculum. From a general methodological perspective, the children were spurred to share their knowledge with their peers, and were allowed adequate time for self-paced individual and group work. Our program referred also to the 3-dimensional model of Williams (1993), according to whom the fields for developing a programme capable of promoting the creativity must be the following: attitudes and behaviour adopted by the teachers; attention to the combination of the different disciplines that form part of the curriculum of studies of the pupil; focusing on the real cognitive and emotive factors of the divergent thought. Last but not least, an attention towards the metacognitive aspects of the learning was maintained. to stimulate and promote the development of the creative abilities means in fact leading the child towards a route of learning, and in every process of learning the metacognitive aspect plays a fundamental role (Cornoldi, 1995, Dweck, 1999). 2.5 Subjects The pupils taking part in the project were 21 ten-year-old children, (males = 12, females = 9). The children were subdivided into three groups of 7 pupils each; each group was heterogeneous in terms of learning (Zanetti, Miazza, 2002), computer, and social skills. 2.6 Procedure: Tools and methods 2.6.1 Addizionario Addizionario (Turrini et al., 2001) is a software implemented at the Institute for Computational Linguistics of CNR (National Research Council) in Pisa in collaboration with the Department of Computer Sciences of Turin University. This product is a hypermedia linguistic laboratory to be used by children in the six to fourteen year range for the study of the Italian language at various levels of difficulty and from different points of view. The laboratory is made up of two interacting tools: "Addizionario", a computer dictionary for children, written and illustrated by the children themselves, and a multimedia Activity Book in which the child, working by himself or in collaboration with others, can create his own personal dictionary. The idea of getting the child involved in the creation of a dictionary specific to his own needs derived from the reflection on the current state of children's lexicography. Although an essential didactic tool for language acquisition, the dictionary has not always managed to fulfill the requirements of the users. With some exceptions, the products for young children available on the market seem to be abridged versions of adults' dictionaries, without taking in due consideration the tastes and interests of the young readers. We feel that in Addizionario (Turrini et.al, 2001) the above requests have been satisfied, and the modes of expression of the children respected as much as possible. The children have less difficulty in understanding the definitions contained in the dictionary and therefore use the product with greater pleasure and enthusiasm. The core dictionary, which is for consultation only, contains an approximate 1,000 concrete and abstract nouns, verbs and adjectives, chosen according to usage frequency criteria, for which around 400 Italian children from the last three years of primary and first two years of junior high schools have provided their own definitions, examples, associations and drawings. Apart from the most obvious spelling mistakes which have been removed, the material was maintained as much as possible in its original form, so as to respect the children's modes of expression, descriptions of family and school environment, presentation of everyday life and experiences. All the material available in the look-up dictionary was arranged by us not only in alphabetical order but also in "worlds of words". These worlds are eighteen, and include that of animals, food, clothes, but also of emotions, and reflect different semantic areas, which do not always coincide with the categorizations of the children. By using the Activity Book at his disposal, the child can "create" worlds which correspond to his personal ways of classifying reality, organizing his lexical knowledge in such a way that he can retrieve his own material easily when necessary. The possibility of constructing special groupings of words can also be exploited during the lessons by the teacher, for example to help the child overcome particular spelling difficulties. The Activity Book is the authoring component of the laboratory linked to the core dictionary, but at the same time independent, where the child can work at the construction of his own personal dictionary. He can perform both linguistic and non-linguistic activities, transporting into his Activity Book any of the material available in Addizionario (paradoxically, even copy all the contents!), tailoring it to his own needs. For the linguistic activities, the system puts at the disposal of the child writing environments to produce the definition, examples, free associations, idiomatic expressions, synonyms and antonyms if they exist, as well as verbs and adjectives somehow associated with the word in question. The non-textual activities concern drawings and sounds, which the child can produce personally or he can use the material already available in the archives of the system. Furthermore, the child himself can record the pronunciation of a word using his own voice, or assign a sound to an object or to its parts. The drawings are one of the most stimulating aspects for the children, and a suitable site for making connections. These are particular links between words and drawings, useful not only for navigation, but also to encourage the child in the creation of new words. The drawings can be enlarged, reduced, or changed in colour, using the elements contained in the drawing ambience. Once all the information relevant to the newly introduced words has been completed, the child can take inspiration from the drawing, in order to write a story interacting with the drawing itself. The various tasks should preferably be carried out at the presence of the teacher, acting as guide and supervisor, and directing the work of the children according to the types of activities involved. The children should work individually or collaborate together around the computer in small groups, on a give-and-take basis, where each individual in the group can benefit from the knowledge and experiences of the others. The children can create their own paths through the system, sharing them with their classmates. Further information can be achieved from the solicitation or aid given by the teacher, who can plan varied programs of study in which each child can express himself at his best. The Activity Book with its typical characteristics of interactivity, updating, multiple-access, etc., is an extremely appealing and flexible tool, easy-to-use, which can help the children participate eagerly in the various language activities. The child takes a lively interest in this tool where he is allowed freedom of action, and is encouraged to take the initiative. Acquisition and enrichment of vocabulary - often felt as tedious and boring - become pleasant tasks, able to grip the attention of the users. 2.6.2 Fases The project required subdivision into phases, in order to allow the children to become familiar with the software tool. In this preliminary 'playing' phase in the use of Addizionario (Turrini et.al, 2001), the children made their own discoveries and shared them with the rest of the group. This favoured establishing a positive climate in the classroom, in which each individual discovery would become a common revelation. A second phase saw each child create a conceptual map in traditional pen-and-paper format, starting from a common basic schema. The resulting graph, that included drawings, postcards, photos and other types of images, served as guiding structure in the subsequent phase where the information were reorganized in electronic format. Pen and paper activities started with History and Visual Arts. This project work started with a search for, selection, and preparation of useful materials and were carried out during class hours and integrated into ordinary curricular activities. The history teacher brought books, photos, magazines and brochures to class and invited the children to search their houses for further similar resources about the history of Pavia and bring them to school. All the materials thus available were collectively examined and the most interesting ones were selected. Then, the teacher read out legends of the origin of Pavia and invited the pupils to compare them to historical documents dealing with the birth of the town. This preliminary investigative phase was followed by a collective discussion during which the children were helped understand the basic and most important elements in the selected texts. The children were then asked to summarize the texts. These activities resulted in a series of written materials that included both individually- and collectively-produced texts and documents. As part of the Visual Arts curriculum, the children were made in charge of taking digital photos of the Romanic churches, the medieval castle, the covered bridge and other major monuments of Pavia. The photos were then shown in class and the children were asked to compare the monuments and observe similarities and differences in terms of architectural style, building material, and other features. Finally, the children made and scanned drawings and edited the digital pictures, producing personalized visual materials to populate the worlds in Addizionario. The following historical events and artistic landmarks were analysed: legend of the origin of the town, the Ticino river and the history of the town, life in the pre-Roman village, religion, the Roman period and its legend, the covered bridge, the Barbarian invasion, under the reign of Theodoricus, the Longobardic period (king Alboin and his wife, queen Theodolinda; king Liutprand), the Romanic period: churches and the crowning of kings, Commune: the towers; life in the commune, from commune to seignory: Gian Galeazzo Visconti and the castle As part of geography and science curriculum, the children were helped locate Pavia on a map of Italy, and on a map of Lombardy. Subsequently, on a political map of the region, they highlighted the province of Pavia and the other major towns in Lombardy. Finally, the attention shifted to the town itself and to the four areas into which the town is divided (heritage of the ancient Roman urban structure). The children where helped locate their school and the landmarks that they would visit in the following months. During science classes, the children talked about the four watercourses that cross or touch the town and studied the natural habitat of one of them, the one closest to the school. The route of the watercourse was analysed from spring to mouth, both in terms of its physical characteristics (meanders, banks, marshes, and terraced areas) and its flora (trees, bushes, herbs, and fungi). Special attention was dedicated to trees. The children went to the area around the watercourse, observed and photographed the trees and then, for each type of tree (ash-tree, alder, plane-tree, weeping willow, crab, and poplar), created a sort of 'passport' describing its features (shape, bark, leaves, flowers, and fruits). With the help of a professional mycologist, detailed attention was also given to fungi. A similar approach was adopted for the local fauna: several animals that were either known to the children or easily observable, such as the woodpecker, the pheasant, and the hare, were classified and described in terms of class, physical characteristics, habitat, feeding and breeding habits . The pen-and-paper material produced by each child was collected into a personal book called "Pavia, my town". The third and last phase of the project was carried out in the school computer lab, where the three subgroups took turns in the use of Addizionario. Under the supervision of teachers and a psychology expert in the use of Addizionario, the children created worlds and populated them using their conceptual maps as guideline. This project work started in mid November 2003 and ended in June 2004, i.e. at the end of the school year (weekly timetable included three hours of work in the computer lab and eight hours of 'traditional' class work, two for each subject). 3 Results The children were monitored throughout the school year and the results of this learning project were assessed according to the following parameters: their ability to create a conceptual map was assessed in terms of number of details and links in the final product on CD-Rom; their final level of knowledge was assessed by means of questions; the increase in the child's knowledge was assessed by comparing the first and the second versions of the graph, in terms of number of pieces of information and links. Assessment of individual productions (CD-Rom, graphs, oral presentations to the class, written texts, and the all pen-and-paper material produced by each child was collected into a personal book called "Pavia, my town") showed a general increase in the children's knowledge about the town of Pavia, not only as far as the number of pieces of information is concerned but also in terms of their ability to make links between data and organize them in hierarchical form (schema-driven knowledge). Furthermore, the children showed increased skills in the use of the software tool and in collaborating with each other. To conclude, the creation of conceptual maps with Addizionario in the framework of this interdisciplinary research project proved a valid teaching method. We think that it helped facilitate the acquisition of data as well as of important skills, too. 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AddizionarioPLUS: a Creative Approach to Linguistic and Intercultural Education Giovanna Turrini, Paola Baroni and Alessandro Paccosi Istituto di Linguistica Computazionale - Consiglio Nazionale delle Ricerche (ILC-CNR) Area della Ricerca del CNR di Pisa - Via Giuseppe Moruzzi N° 1 - 56124 - Pisa - ITALY E-mail: giovanna.turrini@ilc.cnr.it; http://www.ilc.cnr.it Keywords: multimedia, dictionary, language, culture, education Received: July 24, 2006 This paper describes AddizionarioPLUS, the updated and extended version of Addizionarlo. Addizionarlo - a hypermedia linguistic laboratory in which children being from 5 to 12 years old can study Italian as their native or second language at various levels of difficulty and from different points of view - was developed by the Institute for Computational Linguistics of the National Research Council (ILC-CNR.), in collaboration with the Department of Computer Science of the University of Turin, and was successfully tested in Italy and abroad. The main changes that have been introduced into the software concern: a) the graphic interface with the user, b) the programming language, c) the system architecture, d) the possible activities, e) the organization of the working environments, f) a module for the teacher, g) the available ready-to-use material and learning paths, h) the possible helps for both pupils and the teacher. Povzetek: Opisan je kreativen način učenja jezika. 1 Introduction Addizionario [1], a multi-media tool suggesting innovative and appealing ways for improving the linguistic and cognitive development of primary school children [2], was devised in 1998 by ILC-CNR, with the collaboration of the Department of Computer Science of Turin University, and was at first successfully tested in several Italian schools. In 2003, a multilingual version of Addizionario was implemented, which allowed any user to customize the tool in his own language or dialect, starting from the already available languages (Italian, English, French, Spanish and German). This possibility opened up interesting new prospects [3] for the use of Addizionario, which also began to be used in Italy for teaching Italian to foreigners who were to be integrated into our schools and society as well as in other countries. Abroad, in particular, the software was exploited by the Universidad Autònoma Metropolitana of Mexico City, in collaboration with ILC-CNR, within the scope of an Intercultural Education project aiming at stimulating primary school children of P'urhépecha indigenous communities living in the Mexican meseta of Michoacan to construct the first monolingual dictionary of their native language1. 2 The reasons for the updating Being designed in the late nineties, Addizionario has now become technologically out-of-date. Moreover, during the testing phase of the software in Italian and foreign schools, a lot of interesting ideas arose and several improvements were suggested by the users. As a result, the developers of Addizionario have decided to implement a second version of the software, which has been named AddizionarioPLUS^^. 3 The main changes introduced The main changes brought about in the new version of the software are the following ones: • a new graphic interface with the user; • a new programming language; • a new system architecture; • new possible activities; • a new organization of the working environments; • the creation of a module for the teacher; • the availability of ready-to-use material arranged into learning paths already traced out; • the availability of "on-line" helps for both pupils and the teacher. 1 P'urhépecha is a mainly oral language of the Michoacan area, which is nowadays at the risk of extinction. 2 This new version of the software was again developed within the framework of a cooperation project between ILC-CNR and the Department of Computer Science of the University of Turin. 3.1 A new graphic interface with the user The graphic interface with the user has been considerably changed as a result of the loss of attraction suffered by the previous version of the software for children by now used to the high graphic quality of the videogames and cartoons that are available on the market. 3.2 A new programming language A different programming language has been adopted as well. The choice of the developers has fallen on C#.NET, a modern and flexible language that generates software able to run on different platforms. 3.3 A new system architecture One of the most important changes brought about in AddizionarioPLUS concerns the modality of the system architecture, which is no longer Stand-alone, but has become Client-Server. » ind Hcriefi pnàtKtd fVs.to,! hf -.Lit' Figure 1: the system architecture. In Addizionario, the software was designed to be installed on single computers (Stand-alone modality), and could therefore only be used by one pupil at a time or by a small group of pupils (usually two or three), who had to use the mouse and the keyboard in turns. The data produced during each working session were stored only in the computer used by the pupil and, as a consequence, the material produced by different pupils was physically stored in different computers. In AddizionarioPLUS, on the contrary, the software is designed to be installed and used on a network, both on a Local Area Network (LAN) and on the Internet (ClientServer modality). Data and users modules (Pupil Module and Teacher Module) are memorized in a database stored on one particular computer (referred to as "server" or "computer server" or "database server"), which can be easily accessible from the different workstations of the network (referred to as "client servers") by pupils and the teacher at the same time (each of them with his own goals and data views). For a greater effectiveness of the system, it is advisable to memorize data and users modules on the computer server instead of the client servers. For want of a LAN, of course, the software can still be installed and used on single computers. In this case, however, as in the case of Addizionario, each computer will contain in its memory both the users modules and the data produced by pupils and/or the teacher during the working sessions. The architecture of AddizionarioPLUS, where all the data are centralized and accessible by means of a database server, offers considerable advantages to both pupils and the teacher. Pupils have the opportunity of sharing their materials, examining and using the material produced by other pupils and carrying out appealing collaborative activities (such as constructing a "Class Dictionary" or writing the text of a fairy-tale or a story together). On the other hand, the teacher can easily supervise and monitor the material produced by his/her pupils, manage the security copies of the data collected and organize group activities and possible collaborative activities by using the information resources placed at his/her disposal through the network (concerning, for instance, the possible ways of forming and managing working groups, of organizing work-shifts, of assigning tasks and responsibilities etc.). Moreover, if an access to the Internet is available, it is possible to publish the material produced on a Web site specially created by the authors of AddizionarioPLUS, whether the software is installed on a single computer or on a LAN. This possibility is extremely important, since it gives pupils the satisfaction of displaying their works on line and, at the same time, offers the teacher the opportunity of examining, discussing and re-elaborating the material produced by other users (pupils as well as teachers). The use of Addizionario on a LAN and on the Internet was an improvement suggested by the Mexican test participants. Network resources were required because of the peculiarity of the Indigenous Education, which tends to emphasize the collaborative character of the learning process3. Moreover, the P'urhépecha communities consider network resources to be essential for the collective construction of a dictionary being able to represent their language, which is a task that requires collaboration and frequent discussion. The fact that these communities live far away from each other was another reason for their request for connection resources. 3.4 New possible activities AddizionarioPLUS differs from Addizionario also in the number and types of activities to be performed. While in the first version of the software the activities were granted to the creativity and initiative of the teacher, in the second one they are more supported (for both pupils and the teacher). 3 Indigenous education often makes use of the figure of the child-tutor, that is to say, an older, more experienced child, who frequently stands in for the teacher during everyday teaching activities in multi-level classes, taking care of younger children that need support and guidance. In AddizionarioPLUS there are many possible activities which may be more free and creative (as in Addizionario) or more supported and organized in detail (differently from Addizionario). Activities are arranged into four working environments (which will be described in the next paragraph) and are developed at differing levels of difficulty in each of these environments. 3.5 A new organization of the working environments The working environments of AddizionarioPLUS are the following ones: 1) 2) 3) My Drawings (or My Drawingbook); 4) The Children's Dictionary compiled by children (which is equivalent to the "Core Dictionary" of Addizionario). Another novelty of the second version of the software is that its working environments are presented in separate modules, even though they are interconnected. That offers the pupil the possibility of using the software even only for writing stories or drawing, without necessarily passing through his dictionary (which he/she had to do in Addizionario). From his/her book of stories or a drawing album, however, the pupil can always access his dictionary in order to insert new words and/or images as well as for a consultation. My Dictionary; My Stories (or My Storybook); Lt^iiBi fld ilknlPHib ItorM ~IL riFFEKD MA^CO", 11, p rfFKn JU^ICQ (Swddtfi hm^riii p qvp iKr ii Figure 3: the Blackboard. 3.5.1 My Dictionary My Dictionary is the creative module corresponding to the "Activity Book" of Addizionario. In fact, it re-proposes in a richer form many of the functions already present in the latter. Thanks to these functions renewed and enriched, the pupil becomes the author of his/her own dictionary, defining the words, drawing them, assigning them a sound and putting them together in conceptual groups called "worlds". Unlike Addizionario, however, AddizionarioPLUS offers the pupil the possibility of constructing his/her dictionary following different approaches as well as the possibility of carrying out activities aiming at extending and organizing his vocabulary. Moreover, My Dictionary is the ideal environment in which many of the activities that can be carried out are such that they can be performed in a cooperative manner. Three of the approaches for constructing one's dictionary can be chosen directly in the "Construct" menu. Figure 2: the working environments. My Dictionary, My Stories and My Drawings are contained in the Backpack (which is highlighted in the figure 2, since it is open). The foreseen activities can be carried out both in an individual way and in a collaborative one. In response to the invitation of the teacher or the system assistant (an amusing but never domineering on/off Parrot), the pupil can choose the kind of activity - either individual or collaborative - to carry out and, subsequently, the environment in which he prefers to work. Collaborative activities can be proposed by the teacher through the Blackboard, which can be considered as the fifth working environment of AddizionarioPL US in every respect. Figure 4: My Dictionary "Construct" menu. Here one's dictionary can be constructed: a) word after word starting from a blank page (as in Addizionario); b) starting from the so-called "containers of words"4 (namely, homogeneous sets of words that can be empty or to be completed, such as the glossary of Geography, the words of affection etc.); 4 The expression "container of words" is less poetic but more immediate and functional than the expression "world of words" at first selected by the authors of AddizionarioPLUS. c) starting from the so-called "pictures of words" (namely, illustrations of environments of different type, where images of persons, animals or things are visible, to which their names, pronunciation and possible typical sounds can be associated). Following the first approach, the pupil can start off from single words not necessarily connected together (for instance, words attracting his attention or creating difficulties of understanding while he is reading a text or listening to a lesson). Following the second approach, the pupil can start off from words belonging to a specific semantic field (for instance, the one of feelings). Following the third approach, the pupil can start off from words denoting people, animals or things, whose representations are "set" in the same graphic context, that is to say, in the same picture (for instance, the illustration of a farm, a street, a school etc.). Moreover, the pupil can construct "pictures of words" ex novo or explore and complete "pictures of words" already constructed or half-constructed and can insert new words in his dictionary as well. A particularly interesting possibility offered to the pupil within this module is the one of interconnecting different graphic environments by creating some accessing points for "entering" the objects represented in a picture (in the context of a "farm", for instance, the pupil can construct an accessing point to the "roost" and examine its inside). Other approaches for constructing one's dictionary (not included in the "Construct" menu) foresee: d) to start from texts, where the user can locate the words he considers worth inserting in his dictionary or working on; e) to expand and complete the material produced by the pupils who created the "Core Dictionary" of Addizionario with one's material (definitions, examples, drawings and sounds), which may be useful to give pupils the opportunity of not starting from a (often discouraging) blank page. When the software is used on a network (both a LAN and the Internet), another approach (not included in the "Construct" menu) foresees: f) to construct the Class Dictionary with the contents of the Fellow school children's Dictionaries considered the best ones by the pupils themselves according to a collaborative logic and under the supervision of the teacher. 3.5.2 My Stories and My Drawings During the testing of Addizionario, the request was often made to have the possibility to access the software only in order to either write stories or draw. My Stories and My Drawings are the two working environments of AddizionarioPLUS responding to these requirements (being they presented as separate modules). 3.5.2.1 My Stories With the introduction of My Stories as a separate module, AddizionarioPLUS offers the pupil not only the chance of writing a story (as Addizionario did), but also the one of constructing a real book of stories (including its cover) following different approaches. Three approaches for constructing one's book of stories can be chosen directly in the "Construct" menu. tu Figure 5: My Stories "Construct" menu. Here it is possible to write three different kinds of stories: a) classic stories composed only of a text and emphasizing characters and places; b) stories facilitated by the use of images and words; c) stories illustrated with captions. Each kind of story can stimulate and develop different abilities in the pupil. Moreover, My Stories could be one of the most appropriate environments for the organization of group activities, such as writing a story together or compiling simplified texts (for instance, texts where pupils are invited to explain the meaning of difficult words or to substitute them with synonyms that are easier to understand). The construction and the possible consultation of a story facilitated by the use of images and words can be illustrated with the example reported below ("The Magic Pipe"). wit «4ltd tirti ma\m i ^ M a, mU avlvd dur i JasvJt Itlut evitm* pwnt di rapi, taputep»!», rant rittenn pfr 11ll 11 cVrft da « anp «r<: rHi prarmi. nsllt (ucin«. dim ('«nnD m«trg r^rmfdil'ijpmqigio. 4 V Cvmtrvdiv* Nuiiinv Figure 6: "The Magic Pipe" (Constructive Modality). The teacher can prepare his/her lessons by simplifying an excerpt (extracted from a book or downloaded from the Internet) with definitions, synonyms and pronunciations or sounds, either by himself (as in the case of a remedial teacher) or involving his pupils. After that the title, the text and the graphic context of the story proposed have been notified to the user (who can be a pupil as well as the teacher), some possibilities are offered to him: • he can simplify the story by replacing a word with the corresponding image (which can be drawn by himself or selected by him within the "Drawing Gallery"); • he can write the definition of a word; • he can substitute a word with a synonym; • he can record the pronunciation or the sound of a word; • he can insert a word in his dictionary. >4 Signified cheiciriodaii Fign sprnJo'Ti'? m4i iDlđinint»«n» ptr cQmprw? gr^i. ^ M a, mU avlvd dur ^nJtt i 4ir«1li: ■ $MOi ciri4^i