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1.
The researchers investigated the comparative effects of individually-constructed and collaboratively-constructed computer-based concept mapping on middle school science concept learning. One hundred and sixty one students completed the entire study. Using prior science performance scores to assure equivalence of student achievement across groups, students were assigned to three groups: a self-selected study strategy group, an individual-concept mapping group, and a collaborative pairs – concept mapping group. Collaboratively and individually-constructing computer-based concept maps had equally positive effects on seventh grade middle school science concept learning as measured on a comprehension test. However, the students who collaboratively constructed concept maps created significantly higher quality concept maps than those who individually constructed concept maps indicating deeper conceptual understanding.  相似文献   

2.
A linguistic, pedagogic and technological framework for an ICALL system called COPPER is presented here, where individual and collaborative learning are combined within a constructivist approach to facilitate second language learning. Based upon the Common European Framework of Reference for Languages, the ability to use language is viewed as one of several cognitive competences that are mobilised and modified when individuals communicate. To combine the different types of learning underlying the European Framework, a student model has been developed for COPPER that represents linguistic competences in a detailed way, combining high granularity expert-centric Bayesian networks with multidimensional stereotypes, and is updated following student activities semi-automatically. Instances of this model are used by an adaptive group formation algorithm that dynamically generates communicative groups based upon the linguistic capabilities of available students, and a collection of collaborative activity templates. As well as the student model, which is a representation of individual linguistic knowledge, preferences, etc., there is a group model, which is a representation of how a set of students works together. The results of a student’s activity within a group are evaluated by a student monitor, with more advanced linguistic competences, thereby sidestepping the difficulties present when using NLP techniques to automatically analyse non-restricted linguistic production. The monitor role empowers students and further consolidates what has been previously learnt. Students therefore initially work individually in this framework on certain linguistic concepts, and subsequently participate in authentic collaborative communicative activities, where their linguistic competences can develop approximately as they would in ‘real foreign language immersion experiences’.  相似文献   

3.
Motivation and pressure are considered two factors impacting vocational senior high school student learning. New communication technology, especially mobile communication technology, is supposed to be effective in encouraging interaction between the student and the instructor and improving learning efficiency. Social presence and information richness theory was applied to analyze the media and their impacts on the instruction process firstly. Then the author observed firstly the impact of using individual communication technologies – namely Short Message Service (SMS), email, and online forum – on student learning motivation, pressure, and performance, based on a comparative investigation of 176 students. Then the impacts of using combination of mobile and Internet communication technology – SMS + email, SMS + online forum – were examined with another experiment of 45 students. The result showed that instant messaging helps bonding the two roles – student and instructor – in the instruction process effectively. When combined with Internet communication media, it can significantly increase student extrinsic motivation without causing higher pressure. Additionally, communication media demanding public expression rather than private dialogue should be adopted with careful consideration, since they may raise student pressure.  相似文献   

4.
The purpose of this study was to examine the relationships of the students’ perceived levels of collaborative learning, social presence and overall satisfaction in a blended learning environment. This research studied the relationship of these three variables and identified critical factors related to them. The participants were 48 graduate students who took a blended-format course in health education and worked on a collaborative group project related to the development of a comprehensive HIV-AIDS prevention plan. Data was collected from the Student Perception Questionnaire and face-to-face interviews. The analysis of quantitative data indicated that student perceptions of collaborative learning have statistically positive relationships with perceptions of social presence and satisfaction. This means that students who perceived high levels of collaborative learning tended to be more satisfied with their distance course than those who perceived low levels of collaborative learning. Similarly, students with high perceptions of collaborative learning perceived high levels of social presence as well. Surprisingly, the relationship between social presence and overall satisfaction was positive but not statistically significant. Interview data revealed that (a) course structure, (b) emotional support, and (c) communication medium were critical factors associated with student perceptions of collaborative learning, social presence, and satisfaction. Explanations about findings and implications for instructional design are discussed in the conclusion.  相似文献   

5.
袁宇翔 《软件》2012,33(9):122-124
协作能力是高职学生应必备的一种重要的实践能力.本研究利用《大学生信息素养》课程,尝试应用概念图开展协作学习,培养学生的协作能力.通过问卷调查和量表测试,分析概念图在大学生协作学习中的应用效果,初步证实概念图在高职学生协作学习中应用具有一定的效果,并认为基于概念图的协作学习活动应包括协作学习准备、协作学习实施、学习成果汇报三个阶段.  相似文献   

6.
This study examines an alternative function of information sharing – social construction of meaning. Drawing on social construction, social interaction, and task closure theories, we explored the influence of both the media environment in which students are situated and the medium that group members choose to communicate with one another on the intricate relationships among breadth of information sharing, depth of information sharing, and performance of computer-supported collaborative learning (CSCL). A total of 126 students participated in the experiment – including 63 students (15 groups of four students and one group of three students) in the control and experimental groups respectively. Our findings show that most of the proposed hypotheses are supported. Intersubjective interpretation underlies groups information sharing and plays a key role in student learning performance. Evidence shows that when facing a relatively complex task in multimedia environments, students who choose to utilize a medium lower in social presence (i.e., electronic information sharing) are more likely to achieve task closure than a medium higher in social presence (i.e., verbal information sharing). This in turn leads to higher learning performance. The implications for both theory and pedagogy are also discussed.  相似文献   

7.
In this article, the effect of functional roles on group performance and collaboration during computer-supported collaborative learning (CSCL) is investigated. Especially the need for triangulating multiple methods is emphasised: Likert-scale evaluation questions, quantitative content analysis of e-mail communication and qualitative analysis of open-ended questions were used. A comparison of 41 questionnaire observations, distributed over 13 groups in two research conditions – groups with prescribed functional roles (n = 7, N = 18) and nonrole groups (n = 6, N = 23) – revealed no main effect for performance (grade). Principal axis factoring of the Likert-scales revealed a latent variable that was interpreted as perceived group efficiency (PGE). Multilevel modelling (MLM) yielded a positive marginal effect of PGE. Most groups in the role condition report a higher degree of PGE than nonrole groups. Content analysis of e-mail communication of all groups in both conditions (role n = 7, N = 25; nonrole n = 6, N = 26) revealed that students in role groups contribute more ‘coordination’ focussed statements. Finally, results from cross case matrices of student responses to open-ended questions support the observed marginal effect that most role groups report a higher degree of PGE than nonrole groups.  相似文献   

8.
One of the main difficulties during the design of collaborative learning activities is adequate group formation. In any type of collaboration, group formation plays a critical role in the learners’ acceptance of group activities, as well as the success of the collaborative learning process. Nevertheless, to propose both an effective and pedagogically sound group formation is a complex issue due to multiple factors that influence group arrangement. The current (and previous) learner’s knowledge and skills, the roles and strategies used by learners to interact among themselves, and the teacher’s preferences are some examples of factors to be considered while forming groups. To identify which factors are essential (or desired) in effective group formation, a well-structured and formalized representation of collaborative learning processes, supported by a strong pedagogical basis, is desirable. Thus, the main goal of this paper is to present an ontology that works as a framework based on learning theories that facilitate group formation and collaborative learning design. The ontology provides the necessary formalization to represent collaborative learning and its processes, while learning theories provide support in making pedagogical decisions such as gathering learners in groups and planning the scenario where the collaboration will take place. Although the use of learning theories to support collaborative learning is open for criticism, we identify that they provide important information which can be useful in allowing for more effective learning. To validate the usefulness and effectiveness of this approach, we use this ontology to form and run group activities carried out by four instructors and 20 participants. The experiment was utilized as a proof-of-concept and the results suggest that our ontological framework facilitates the effective design of group activities, and can positively affect the performance of individuals during group learning.  相似文献   

9.
As more and more educational institutions are integrating new technologies (e.g. audience response systems) into their learning systems to support the learning process, it is becoming increasingly necessary to have a thorough understanding of the underlying mechanisms of these advanced technologies and their consequences on student learning performance. In this study, our primary objective is to investigate the effect of clickers (i.e. audience response systems) on student learning performance. To do so, we develop a conceptual framework in which we propose that interactivity, active collaborative learning and engagement are three key underlying forces that explain the positive effects and benefits of clickers in enhancing student learning performance. We test these relationships empirically in a university class setting using data from a survey answered by students in a social sciences degree. The results provide strong support for our proposed framework and they reveal that the high level of interactivity with peers and with the teacher that is promoted by the use of clickers positively influences active collaborative learning and engagement, which, in turn, improves student learning performance. These results show the importance of clickers in improving the student learning experience and recommend their use in educational settings to support the learning process.  相似文献   

10.
One of the most important facets of collaborative learning is the interaction between individual and collaborative learning activities – between divergent perspectives and shared knowledge building. Individuals bring divergent ideas into a collaborative environment. While individuals bring their own unique knowledge and perspectives, the second important aspect of collaborative learning is how they move from seemingly divergent perspectives to collaborative knowledge building. This is clearly a social process among group members who could adopt various strategies for resolving differences including asserting dominance, acquiescing, or some form of reciprocal sense making. An important aspect of collaborative learning is the move from assimilation to construction, i.e., creating new understandings based on the discussions that they have had. Documenting this change from divergence to collaborative knowledge building to possible construction is therefore important in understanding the nature the collaborative interactions. In this paper we discuss our analysis of the process of collaborative interactions based on three dimensions – divergence of ideas, collaborative knowledge building and construction. Our aim was to document as well as to understand how collaborative interactions develop over time: whether students raise new issues (ideas) more frequently as they become more familiar with the discussion and discussants, and whether shared knowledge building becomes richer over time, and subsequent evidence that students were able to construct their own understanding based on their interactions with others. Our analyses were conducted in the context of an online graduate course conducted using the learning environment that we designed, CoDE, (Constructivist, Distributed learning Environment). In this paper, we will first describe the design of CoDE. We will then describe a study in which CoDE was used to offer an online graduate course in learning theories. We then discuss our analyses of both individual and collaborative learning as it progressed through the duration of the course.  相似文献   

11.
This collaborative research work between multiple universities demonstrates and rigorously analyses a number of innovative and new teaching methodologies that incorporate the use of new technology to encourage students to participate and take an active role in learning. More precisely, we introduce the ‘Automatic Virtual Lecturing’ teaching methodology which utilises live student feedback to dynamically reorder the lecture slides content of the teacher combined with an online video repository to substitute repeated lecture presentations both during and after class. We also present research outputs of our patented teaching concept SHARED and collaborative learning which creates a paperless collaborative learning environment in our classrooms where students can take virtual notes on their wooden tabletops, while the teacher can give instant feedback on student progress without leaving his personal desk. The methodologies were researched thoroughly in a number of classrooms which resulted in a significant increase in the performance of the students, showing real promise of such unique teaching methodologies.  相似文献   

12.
Within the framework of research that describes the processes of collaborative knowledge construction in computer-supported collaborative learning (CSCL) environments, the present work has three objectives: (i) the identification of the strategies of six small groups of university students for the elaboration of written products in a CSCL environment; (ii) seek relations between the identified writing strategies and the processes and phases of collaborative knowledge construction in the groups; and (iii) relate these strategies and phases with the learning results obtained by the groups. We carried out a multiple-case study, with the analysis of four different didactic sequences, in two different virtual learning and teaching settings. In each setting, three student groups were studied, where each had to collaboratively develop between four and eight written products. For all the studied groups, the analysis enabled the identification of five types of strategies in the preparation of the elaboration of written products, and four types of phases of collaborative knowledge construction, which are interrelated and also connected with the grades that the groups obtained in each case.  相似文献   

13.
Earth science learning in SMALLab: A design experiment for mixed reality   总被引:1,自引:0,他引:1  
Conversational technologies such as email, chat rooms, and blogs have made the transition from novel communication technologies to powerful tools for learning. Currently virtual worlds are undergoing the same transition. We argue that the next wave of innovation is at the level of the computer interface, and that mixed-reality environments offer important advantages over prior technologies. Thus, mixed reality is positioned to have a broad impact on the future of K-12 collaborative learning. We propose three design imperatives that arise from our ongoing work in this area grounded in research from the learning sciences and human-computer interaction. By way of example, we present one such platform, the Situated Multimedia Arts Learning Lab [SMALLab]. SMALLab is a mixed-reality environment that affords face-to-face interaction by colocated participants within a mediated space. We present a recent design experiment that involved the development of a new SMALLab learning scenario and a collaborative student participation framework for a 3-day intervention for 72 high school earth science students. We analyzed student and teacher exchanges from classroom sessions both during the intervention and during regular classroom instruction and found significant increases in the number of student-driven exchanges within SMALLab. We also found that students made significant achievement gains. We conclude that mixed reality can have a positive impact on collaborative learning and that it is poised for broad dissemination into mainstream K-12 contexts.  相似文献   

14.
《Computers & Education》2010,54(4):1256-1265
Within the framework of research that describes the processes of collaborative knowledge construction in computer-supported collaborative learning (CSCL) environments, the present work has three objectives: (i) the identification of the strategies of six small groups of university students for the elaboration of written products in a CSCL environment; (ii) seek relations between the identified writing strategies and the processes and phases of collaborative knowledge construction in the groups; and (iii) relate these strategies and phases with the learning results obtained by the groups. We carried out a multiple-case study, with the analysis of four different didactic sequences, in two different virtual learning and teaching settings. In each setting, three student groups were studied, where each had to collaboratively develop between four and eight written products. For all the studied groups, the analysis enabled the identification of five types of strategies in the preparation of the elaboration of written products, and four types of phases of collaborative knowledge construction, which are interrelated and also connected with the grades that the groups obtained in each case.  相似文献   

15.
This experimental counterbalanced repeated measures study on the effect of three types of icons (abstract, pictorial and drawing) on the learning and performance of two types of learners (abstract and concrete) was conducted during the Spring 2000–Spring 2001 semesters at the University of Central Florida. The counterbalanced lesson followed by a counterbalanced and completely randomized quiz on three levels was field tested in the Spring–Summer 2000 on 37 UCF graduate students and final tested in the Fall 2000–Spring 2001 on 53 UCF graduate student subjects. A general linear model repeated measures ANOVA revealed that icon type had a significant effect on the learning and performance of both types of learners. Pictorial icons resulted in best scores. No significant interaction was found between icon type and learner type even though on a matched condition, abstract learners with abstract icon resulted in better scores than when concrete learners were matched with concrete (pictorial and drawing) icons. Implications for future research are drawn as well as practical applications identified in the field of teaching, learning, training and performance.  相似文献   

16.
17.
Students can practice skills and construct knowledge by carrying out coursework. However, every student is assigned the same problem in general hands-on coursework activities, with no consideration for learners’ diversity. Hence, some students do not take the task seriously when producing their coursework. Furthermore, what one has learned – that is, the knowledge constructed by learners – cannot be shared efficiently during traditional coursework activity. This paper proposes the construction of a journal-publishing community, connecting through a publication called Coursework Journal, in a web-based coursework environment designed to improve the efficiency of knowledge sharing for a programming course by endowing learners with roles. This paper extends the organizational development concept of a community of practice to the web-based coursework environment, following the definition of a community of practice for situated learning described by Jean Lave and Etienne Wenger, who suggested sociocultural theories of learning as alternatives for cognitive theories of learning. Results of data analysis and questionnaires indicate that the Coursework Journal can promote knowledge sharing effectively, improve the quality of students’ coursework, and advance learning performance accordingly.  相似文献   

18.
This article comments on how the core idea of the computer as an assistant to teaching and learning became reconfigured through changing technologies, pedagogies and educational cultures. Early influential researchers in computer assisted learning (CAL) made strong but differing links to theories and representations of learning, showing a relevance to pedagogy through innovative projects. Amid controversy, the educational potential of CAL became recognized and hardware–software developments stimulated the involvement of teachers in shaping applications and practices within contexts that favoured a constructivist student focus. Further advances in technology gave students greater autonomy in the style and management of learning, and enabled CAL to be redefined as a participative and collaborative enterprise. Institutions responded through supports and structures in ways that suited their wider educational policies. Technological developments (and controversies) continue to extend and reshape the applications of CAL, and this reflection points to the significance of the interplay between theory and practice in this evolving and redefining process.  相似文献   

19.
20.
As more and more people use computers to complete their work and solve problems in the workplace, computing education is emphasized for students of all levels and disciplines in Taiwan. However, the computing education in Taiwan can hardly be recognized as effective and satisfactory. Many inappropriate examples that lack context are used in teaching and textbooks that may result in employees with low competence and insufficient ability for collaborative working. Students who grow up in this learning context usually lack the ability to seek information and solve problems by themselves. In this regard, the author redesigned a course and adopted online collaborative learning with initiation to establish the essential knowledge for students’ collaboration in the initial stage of a course. This study conducted an experiment that included 169 undergraduates from three class sections – the first two from an academic university (Case 1, n = 68; Case 2, n = 68) and the last one from a university of science and technology (Case 3, n = 33) – taught by the same teacher under the same course name and the same course website. The results show that students who received online collaborative learning with initiation had higher grades than those without. The author further discusses the implications for teachers, schools, and scholars who plan to provide online courses for their students, particularly computing courses.  相似文献   

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