Anyone can benefit from good logical reasoning skills, and I hope
to instill such skills in my students. However, having taught many
courses on logic and reasoning, I have found that it can be hard for
people to learn and improve such skills. The goal of the research I
have been conducting over the past years is to develop more effective
environments for students to learn logical reasoning skills.
Situated Cognition
My research is based on the assumption of situated
cognition. To explain the view of situated cognition, consider
the well known example of a hammer as given by the philosopher Martin
Heidegger (Heidegger, 1962). When you use a hammer, you find yourself
looking, and otherwise focusing, on the nail, and not the hammer.
Thus, according to Heidegger, the hammer has become an
‘extension’ of one’s physical self, and is
better seen as part of the agent, rather than as part of the external
world the agent is manipulating. Notice that our language reflects
this kind of thinking, as when we say that ‘I hit the nail on
the head’.
More to the point, from the perspective of our brains, the
intuitive boundary between ourselves and our environment as provided
by our skin is merely that: a biological boundary that can be easily
transcended through the brain’s re-interpretation of the
incoming signals. Indeed, when I wear eye glasses, I don’t
‘see’ my glasses, but instead my brain will construct
my experience in a way that regards those glasses as an extension of
my eyeballs through which I experience the world beyond them. Thus,
my glasses have become ‘transparent’: not just
physically, but cognitively. So, while my glasses are not part of me
as a biological being, they do have become part of me as a
cognitive being.
Even if one is uncomfortable with the idea of extending
one’s cognitive self beyond one’s biological self, one
may still accept another basic tenet of situated cognition, which is
that we often manipulate the environment in such a way as to perform
cognitive tasks. For example, when we play Scrabble, we don’t
just stare at the tiles and think of possible words, but instead we
physically move the tiles around in the search for words. Or, when we
play the well-known computer game Tetris, we rotate incoming pieces
not because we already know where we want them to fit, but because by
rotating them, we can more easily find a place for them to fit. The
cognitive scientists Kirsh and Maglio call such moves epistemic
moves: moves that aren’t part of the solution of a problem,
but part of the problem-solving method (Kirsh and Maglio, 1992).
In general, then, we often use parts of our environment as tools
to enhance our cognitive powers, and we don’t always perform
cognitive tasks ‘in our head’ alone. Now, one of the
more powerful of such tools seems to be language. For example, much
of our knowledge is not in our head, but out in the environment, in
the forms of books or other media. An even simpler example of such
‘external memory’ is leaving a sticky note on our desk.
Moreover, thinking and reasoning about things is assumed to often
involve the manipulation of linguistic expressions in our
environment. Thus, we have specialized languages in many of our
sciences to figure things out we could not with our bare naked brain:
multiplication and division often requires the manipulation of
symbols on a piece of paper using pen or pencil. And again, the
writing down of symbol strings is not the passive result of a
reasoning process already completed, but instead will cue the
reasoner to proceed in one way or the other. Indeed, a paper
doesn’t come about in one sitting during which we just
‘dump’ our already finished thoughts, but instead is
the result of the constant addition, deletion, rewriting, and
reorganization of parts, reflecting the gradual progression of our
ideas and thoughts taking place through the very act of writing.
Taking this idea of the close relationship between language and
reasoning even further, one interesting suggestion is that when we
‘think to ourselves’, we are really having some kind of
internalized dialogue with ourselves as a debating partner. In other
words, even when we think to ourselves, part of our brain is still
interacting with its environment, which in this case is just another
part of the brain that has internalized representations of
interactions that would normally take place outside the skull. While
this seems like a strange idea, it actually makes perfect sense on
the view of situated cognition, which once again shifts the boundary
of the cognitive self, but this time to exclude those parts of the
brain that serve to represent the environment, rather than to
interact with it.
One important implication of this idea, and of situated cognition
in general, is that cognition is more likely to take place through
dynamic sequences of concrete sensori-motor events, rather than
through the manipulation of static and abstract internal
representations, which is how cognition was more traditionally
thought of. Of course, the external representations of our natural or
specialized languages are abstract, and through those systems, our
cognitive powers can be significantly enhanced, but the use of those
symbols is still modality-specific, i.e. Indeed, from an
evolutionary point of view, linguistic systems are only a late
‘invention’, making it unlikely that they are central
to the workings of the brain. On the other hand, sensori-motor
control has been an important task of brains for millions of years,
so it makes sense to build any further cognitive abilities off of
those. Therefore, if linguistic systems are to really extend or
enhance our cognitive powers, then they must ‘fit’ our
brain and the rest of our sensori-motor system, just like a hammer is
shaped so as to fit our hand. In other words, in order for linguistic
tools to be effective, care must be taken to ensure that those
systems are ‘cognitively ergonomic’.
A further consequence of this idea is that transfer of knowledge
from one domain to another is likely to involve being able to apply
similar sequences of concrete sensori-motor events from one domain to
the other. This supports the well-recognized importance of analogical
reasoning, in which one learns domain-independent skills not through
domain-independent symbolic descriptions, but rather through the
recognition that what one does in one specific domain is similar to
what one does in another. Indeed, we are all familiar with the fact
that many students can’t immediately work with the general
theorems or abstract principles to solve specific problems, but are
often much more helped by seeing some specific examples of the use of
those principles, even if applied to a different domain. Put another
way: our ‘know-that’ may turn out to involve much more
‘know-how’ than we probably think, from which it
further follows that even learning something as abstract as logic, is
still mostly a matter of practice, not unlike learning to ride a
bike. Indeed, good logicians have learned to produce dynamic
sequences of reasoning ‘moves’ or patterns.
The Teaching of Logic
Traditionally, logic is taught through the use of a logic system
that uses linear strings of abstract logic symbols. Immediately, we
see how from the perspective of situated cognition, this is less than
ideal: Students learning such a system will have few things to
compare it to, and to many it will feel like learning a new, alien
language. Indeed, from personal experience, I find that many students
have a hard time learning this new language and, even more
interestingly, often do worse in logical reasoning using this
abstract system than they would if relying on their reasoning skills
learned at that time in their lives! I also have the impression that
many students are treating the system of logic as just that: a
system. The fact that it is about logic seems to escape some of my
students. Instead, I see some of my students playing with the symbols
and rules of the system as if it is just a puzzle of how to transform
certain symbol strings into others. Thus, if these students are
learning any logic, it would only be in so far as it -indirectly-
requires logic to solve the puzzle, i.e. to them, the system of logic
has become just another logic puzzle, meaning that one might just as
well teach logic using any other logic puzzle.
Indeed, I am sure that quite a few logic instructors will have
their students solve logic puzzles, if only to make the course a
little more interesting. However, while logic puzzles are certainly
engaging, and require the students to use their logic skills, they
rarely engage in any kind of meta-cognition during the puzzle-solving
process or afterwards. They rarely have to state their justification,
or reflect on their reasoning afterwards (which is often lost anyway,
as no record of their reasoning was required). Indeed, with logic
puzzles, the emphasis is easily more on getting the answer, rather
than on how the answer was reached. In short: doing logic puzzles
does little to help one to study logic.
To actually study logic, many modern logic books and instructors
discuss some kind of formal proof system: a system where one writes
down sentences in the formal language of logic as mentioned earlier,
and where one derives sentences from other sentences using formally
defined inferences. Thus, contrary to logic puzzles, users really are
forced to state their reasoning. And, by using abstract symbols that
can mean anything, logic is to be highly abstract and
subject-independent. However, there are some serious drawbacks to
this approach as well:
- It is based on the traditional logic system using linear
strings of abstract symbols, the problems of which are already
discussed above: many students don't really grasp the fact that
logic is abstract, but instead see a concrete system of symbols.
Again, it is as if the logic system becomes a logic puzzle
itself, and a really hard and boring one at that.
- Many formal proof systems are characterized by having exactly
one Elimination and Introduction rule for each logical symbol.
However, while mathematically elegant, such systems are not very
user-friendly, as they often lacks basic inference such as
DeMorgan, Disjunctive Syllogism, or even Modus Tollens.
- Most systems do not clearly distinguish important logical
reasoning techniques from much more trivial and relatively
unimportant inference rules, and instead puts them side by side.
For example, ~ Intro represents the centrally important Proof by
Contradiction, and v Elim represents the important Proof by Cases
reasoning technique, but their counterparts ~Elim and v Intro are
really rather uninteresting and trivial.
- In fact, some of the inference rules are nothing but an
unfortunate consequence of the particular notation used, and
indeed have very little or nothing to do with logical reasoning!
For example, the fact that P & Q is seen as a syntactically
different statement than Q & P, and hence requires either a
commutative principle or - even worse - a whole series of &
Elim and & Introduction rules, is nothing but a peculiar
consequence of the linear nature of the representation used. In
Existential Graphs, for example, no such distinction exists: P
and Q are both true, and no artificially induced 'order' on the
two claims comes into play.
- Proofs themselves are often represented in such a way that they
are sometimes hard to grasp. For example, proofs are usually
depicted as long, linear sequences of sentences, and even where
subproofs are used to provide a bit more structure to proofs,
they are often still listed sequentially. However, much reasoning
can happen in parallel. For example, when doing a Proof by Cases,
one explores several possibilities, and any kind of order in
which one does this is unconsequential, so listing them
sequentially does not help the user to grasp the nature of the
proof.
Finally, many logic textbooks now come with software, providing an
interface for the user to construct formal logic proofs. For example,
I have used the program 'Fitch', packaged with the book Language,
Proof, and Logic, for years in my classes. However, while Fitch is
probably one of the best commercial software packages for logic on
the market, it still suffers from some serious problems:
- The interface requires more user-actions than necessary, with
the result that the interface cannot support the normal
‘pace’ with which humans like to reason. Thus, the
interface is not cognitively ergonomic.
- Indeed, the user often spends more time dealing with the
interface, than with the actual logic problem at hand. That is,
the interface is not cognitively transparent either.
I suspect that many of the other software programs suffer from
similar problems, due to the rigidity of the traditional systems.
This is why I have been looking for an alternative.
LEGUP
LEGUP (Logic Engine for Grid-Using Puzzles) is a computer
interface application in which the user is asked to solve different
types of grid based logic games or puzzles, of which Sudoku is a
well-known example. However, rather than simply entering the values
into the grid, the user must supply a reason for each step of the
process. This ensures that the user is solving the puzzle with
logical reasoning, rather than lucky guesses. And, if the user makes
a mistake, this mistake can be traced back to a specific step in
their reasoning process, so that -hopefully- the user can learn from
his or her mistake.
LEGUP has the following important features:
- Intuitive and Easy-to-use Graphical Interface: In LEGUP the
users makes changes to the puzzle board, and selects a graphical
representation of a rule pertaining to that puzzle as their
justification.
- Concrete and Engaging puzzles: LEGUP users reason about
concrete and engaging puzzles.
- Proof (or Reasoning) Trees: A history is made of all the moves
made by the user. This tree is of course a kind of logic proof: a
record of the user's reasoning. The user can go back and make
changes to their reasoning. The Proof Tree can also be saved, and
thus worked on later, and the reasoning can be shared by others.
Finally, the tree depicts reasoning as sequential where it needs
to be, but parallel where it can.
- Different Puzzle Types leading to Abstract Logical Reasoning
Principles: LEGUP supports different puzzle types (Sudoku,
Tree-Tent, Might-Up, etc), but the interface has the same format
every time, thus revealing abstract and general reasoning
techniques such as Proof by Cases and Proof by Contradiction.
Indeed, the visually striking branches and dead ends of the tree
make the student naturally focus on, and comprehend the nature
of, important reasoning techniques of proof by cases and proof by
contradiction.
Simply put, LEGUP combines the best of the ideas of doing logic
puzzles, and of using a system of rules to justify one's reasoning.
Indeed, by combining them, LEGUP overcomes the drawbacks of either of
these approaches used by themselves.
I predict that LEGUP will make for a more effective for learning
logical reasoning than traditional logic systems do, because instead
of forcing users to state their reasoning in a hard-to-use symbolic
language, users can focus on the reasoning, and readily provide
justifications (point 1), and also because instead of being engaged
with abstract and boring symbols (even though their abstract nature
is often poorly understood), users in LEGUP are engaged with
concrete, meaningful, and fun puzzle environments (point 2).
Similarly, LEGUP goes far beyond simply doing a logic puzzle.
LEGUP requires users to indicate their reasoning and justification in
a format that is friendly to understand, and that can be reviewed or
discussed later (point 3), and by different puzzles sharing a common
interface, LEGUP users will discover important abstract reasoning
principles (point 4). That is, LEGUP allows students to perform some
serious reflection and meta-cognition on logical reasoning, and not
just solving the puzzle.
The innovative part of LEGUP is therefore mostly, and 'simply',
the integration of two popular approaches to teaching logic: logic
puzzles and formal proofs.
Future Work
Features of the LEGUP interface that we are thinking of
implementing at some point in the future are:
- Annotations: Anyone who has ever done a Sudoku puzzle will
probably have used the technique of putting little numbers in the
corner of cells to indicate that this is a possibility, rather
than a necessity. This is of course a perfect example of situated
cognition. We hope the LEGUP interface to support these kinds of
annotations as well.
- Dynamic Rule Application: When a rule is applied, the interface
doesn’t just show the ‘before’ and
‘after’ of that rule, but dynamically visualizes
the application of the rule to the given situation.
- Artificially Intelligent Tutor: The tutor that is able to
provide hints, demonstrate and explain different problem-solving
techniques, and generate on-the-fly problems specifically
pertaining to the student’s “logical reasoning
problem areas” as perceived by the tutor.