首页 | 官方网站   微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
This paper reports on the elicitation of requirements for Virtual Actors in Collaborative Virtual Learning Environments (CVLEs). The methodological approach followed involves the phased development of a series of learning environments which are observed in use by parents, children and teachers. The focus of study is on the interactivity and social communication issues that arise in the learning situation. The research uses as its case study the work of the Manchester Museum Education Service with children at Key Stage Level 2 (9–11 years old) of the National Curriculum. The particular learning situation is based on senet, an ancient Egyptian board game from the Museum’s collection of artefacts from the pyramid builders’ town of Kahun. Results are presented of the first phase prototype, a single display groupware system where interactions take place face-to-face in the ‘real-world’ external to the environment. Results are also presented of the second phase prototype, a multi-user groupware environment in which the users are remotely located and interaction is mainly internal to the environment. The paper discusses how the results from these two phases are being used to establish requirements for a CVLE to be developed in the third phase of research.  相似文献   

2.
Most asynchronous computer-supported collaborative learning (CSCL) environments can be characterized as functional environments because they focus on functional, task-specific support, often disregarding explicit support for the social (emotional) aspects of learning in groups which are acknowledged by many educational researchers to be essential for effective collaborative learning. In contrast, sociable CSCL environments emphasize the social (emotional) aspects of group learning. We define sociability as the extent to which a CSCL environment is perceived to be able to facilitate the emergence of a sound social space with attributes as trust and belonging, a strong sense of community, and good working relationships. Specific environmental characteristics, which we have designated social affordances, determine sociability.  相似文献   

3.
A limitation of current Web-based collaborative learning is the restricted ability of students to create and share individual annotations with annotated documents. Applying Web 2.0 collaborative annotation systems and analyzing students’ annotation behavior has attracted attention to improve collaborative learning. This study designed a personalized annotation management system 2.0 (PAMS 2.0) for managing, sharing, and reusing individual and collaborative annotations as well as providing a shared mechanism for discussion about shared annotations among multiple users.  相似文献   

4.
5.
6.
According to active learning, students should be responsible for their own learning. Automatic free-text scoring allows teachers to provide open-ended questions with their correct answers to a computer system, so when students answer the questions, they get immediate feedback (a score, a comment, or both). However, teachers are usually overloaded with many tasks, and they may not have time to create the questions with the correct answers. Therefore, in the 2012/2013 academic year, we asked a group of 124 Pre-Primary and Primary Education students to become the creators of the questions and their correct answers in groups in a free-text scoring system, so the questions use learners’ language, not teachers’ language. From them, 41 students (group of involved students, GIS) fulfilled all the requirements during the course. Our hypothesis was that GIS would be able to increase their academic performance and levels of engagement compared to the rest of the students. The results gathered provide statistic evidence to support that hypothesis. This study pretends to help teachers who want to increase the academic performance and levels of engagement of their students in courses that they may find boring and unrelated to the main topic of their degree, or not directly related with their main academic interests.  相似文献   

7.
The purpose of this study was to explore sequences of social regulatory processes during a computer-supported collaborative learning task and their relationship to group performance. Analogous to self-regulation during individual learning, we conceptualized social regulation both as individual and as collaborative activities of analyzing, planning, monitoring and evaluating cognitive and motivational aspects during collaborative learning. We analyzed the data of 42 participants working together in dyads. They had 90 min to develop a common handout on a statistical topic while communicating only via chat and common editor. The log files of chat and editor were coded regarding activities of social regulation. Results show that participants in dyads with higher group performance (N = 20) did not differ from participants with lower group performance (N = 22) in the frequencies of regulatory activities. In an exploratory way, we used process mining to identify process patterns for high versus low group performance dyads. The resulting models show clear parallels between high and low achieving dyads in a double loop of working on the task, monitoring, and coordinating. Moreover, there are no major differences in the process of high versus low achieving dyads. Both results are discussed with regard to theoretical and empirical issues. Furthermore, the method of process mining is discussed.  相似文献   

8.
Although most online learning environments are predominately text based, researchers have argued that representational support for the conceptual structure of a problem would address problems of coherence and convergence that have been shown to be associated with threaded discussions and more effectively support collaborative knowledge construction. The study described in this paper sets out to investigate the merits of knowledge mapping representations as an adjunct to or replacement for threaded discussion in problem solving by asynchronously communicating dyads. Results show that users of knowledge maps created more hypotheses earlier in the experimental sessions and elaborated on them more than users of threaded discussions. Participants using knowledge maps were more likely to converge on the same conclusion and scored significantly higher on post-test questions that required integration of information distributed across dyads in a hidden profile design, suggesting that there was greater collaboration during the session. These results were most consistent when a knowledge map with embedded notes was the primary means of interaction rather than when it augmented a threaded discussion.  相似文献   

9.
This study examines the users' experiences with three-dimensional (3D) virtual environments to investigate the areas of development as a learning application. For the investigation, the modified technology acceptance model (TAM) is used with constructs from expectation-confirmation theory (ECT). Users' responses to questions about cognitive perceptions and continuous use were collected and analysed with factors that were modified from TAM and ECT. Whilst the findings confirm the significant roles by users' cognitive perceptions, the findings also shed light on the possibility of 3D application serving as an enabler of learning tools. In the extended model, the moderating effects of confirmation/satisfaction and demographics of the relationships amongst the variables were found to be significant.  相似文献   

10.
11.
Emerging research has revealed the impact of electronic media usage on student outcomes, such as satisfaction and reported learning efficacy. However, little is known of its impact on measurable knowledge acquisition. Results from this study showed that participation on discussion topics through Blackboard, an electronic discussion forum, predicted multiple-choice test performance. In contrast, none of the traditional face-to-face feedback-seeking behaviours, neither with professors in class or out of class, nor among fellow students, had significant influence on test results. An examination of underlying attitudes driving both electronic and face-to-face feedback-seeking behaviours showed that competitiveness rather than cooperation drove average intensity of electronic board participation, which in turn, was related to participation across the number of electronic topical forums. The influencing role of competitiveness in this undergraduate student sample may indicate undergraduate students' lack of workplace experience, where cooperation rather than competition is often needed for workplace effectiveness. This and implications of other findings are discussed in the paper.  相似文献   

12.
The overall goal of CSCL research is to design software tools and collaborative environments that facilitate social knowledge construction via a valuable assortment of methodologies, theoretical and operational definitions, and multiple structures [Hadwin, A. F., Gress, C. L. Z., & Page, J. (2006). Toward standards for reporting research: a review of the literature on computer-supported collaborative learning. In Paper presented at the 6th IEEE International Conference on Advanced Learning Technologies, Kerkrade, Netherlands; Lehtinen, E. (2003). Computer-supported collaborative learning: an approach to powerful learning environments. In E. De Corte, L. Verschaffel, N. Entwistle & J. Van Merriëboer (Eds.), Unravelling basic components and dimensions of powerful learning environments (pp. 35–53). Amsterdam, Netherlands: Elsevier]. Various CSCL tools attempt to support constructs associated with effective collaboration, such as awareness tools to support positive social interaction [Carroll, J. M., Neale, D. C., Isenhour, P. L., Rosson, M. B., & McCrickard, D. S. (2003). Notification and awareness: Synchronizing task-oriented collaborative activity. International Journal of Human–Computer Studies 58, 605] and negotiation tools to support group social skills and discussions [Beers, P. J., Boshuizen, H. P. A. E., Kirschner, P. A., & Gijselaers, W. H. (2005). Computer support for knowledge construction in collaborative learning environments. Computers in Human Behavior 21, 623–643], yet few studies developed or used pre-existing measures to evaluate these tools in relation to the above constructs. This paper describes a review of the measures used in CSCL to answer three fundamental questions: (a) What measures are utilized in CSCL research? (b) Do measures examine the effectiveness of attempts to facilitate, support, and sustain CSCL? And (c) When are the measures administered? Our review has six key findings: there is a plethora of self-report yet a paucity of baseline information above collaboration and collaborative activities, findings in the field are dominated by ‘after collaboration’ measurement, there is little replication and an over reliance on text-based measures, and an insufficient collection of tools and measures for examining processes involved in CSCL.  相似文献   

13.
本文采用现代教学设计理念,对网络环境下协作学习的教学设计各环节进行了分析,然后利用行动研究方法对高师院校"计算机文化基础"课进行了教学实践,以期能为协作学习的实践应用提供具体的方法指导。  相似文献   

14.
计算机支持的协作学习的伙伴模型   总被引:4,自引:0,他引:4  
伙伴模型的建立是计算机支持的协作学习(CSCL)中寻找学习伙伴的关键。伙伴模型对学生分组的关键因素进行了较全面的建模。对伙伴模型进行了形式化的描述,并重点对动态协作信息的表示,如伙伴学习进度、知识水平、认知能力和协作能力进行了研究。  相似文献   

15.
In the few years since its release, Apple's iPad has generated much discussion about its potential to support student learning at all levels of the education system. Much of this has focused on its physical and technical attributes, such as portability, touch-display, connectivity, and large array of apps. However, a few studies have begun to explore possible advantages of iPads being used as public work spaces, enabling students to interact more collaboratively when creating learning outputs. These studies point to other affordances such as the iPad's ability to lay flat on a desk or be propped at a convenient angle, its wide viewing range and multi-user accessible interface, as being particularly relevant in supporting collaboration.Between June and November 2013, researchers from the University of Waikato used a specifically developed ‘observeware’ app to capture display and audio data while young students (5 year olds) were using iPads in pairs for developing numeracy, literacy and problem-solving/decision-making skills. The study used Mercer's (1994) talk types framework to explore the nature of talk students engaged in while they were using the iPads and interacting with each other and their teacher, and also how features of the device may have influenced this.Results indicated exceptionally high levels of on-task talk, but that this was mostly of an affirming and non-critical nature and unsupportive of outcome improvement or refinement. While the iPad offered unique potential as a shared, public learning device, the pedagogical role of the teacher in realising this by helping students learn appropriate ‘ground rules’ to raise talk quality, was critical. This article details the methodology used and the results of the study. It discusses the important role teachers play in helping young students build oral-interaction strategies to capitalise on high levels of learning engagement, and the unique features of these devices.  相似文献   

16.
ABSTRACT

Practitioners of blended learning encounter challenges on how to cater students individual needs and to increase their motivational involvement with the system. Therefore, this study aims to identify and evaluate the motivation factors and barriers that influence students' decisions to continue using blended learning based on Moodle platform. The study proposes a research model to gain a better understanding of students' behavioural attitudes, motivations, and barriers to the continuous use of blended learning. In addition, a multi-group analysis was conducted to examine individual differences between students from three different universities in Palestine. The findings provide a comprehensive understanding of students' behaviours and the investigated factors of the proposed model were truly significant in forming students' perceptions and reflecting their decisions to continue using such learning approach. Features of blended learning system were found to be the most significant motivational antecedents in relation to influencing students' perceptions and involvements in the learning environment, while perceived behavioural control and subjective norms were found to be the primary factors driving students' continuous use. Finally, the findings shed light on the impact of individual differences on students' perceptions and usage behaviours and suggest that these differences could be leveraged to provide adaptive usage decisions.  相似文献   

17.
This paper describes an explorative study carried out to gain response from distance students on their experiences with collaborative learning in asynchronous computer supported collaborative learning (CSCL) environments. In addition, this study also attempts to have a good grip of crucial aspects concerning collaborative learning. The study was undertaken among distance learners from the Open University of the Netherlands who were working in groups of 4–11 persons. During and after the course students’ experiences with collaborative learning were measured and after the course also students’ satisfaction with collaborative learning was assessed. The finding revealed that distance learners appreciate the opportunities to work collaboratively. They show positive experiences and are quite satisfied with collaborative learning. This study also sought to explore individuals as well as course characteristics that influenced aspects of collaborative learning, and to search aspects of collaborative learning that influenced students’ satisfaction. The findings suggested that a group product influences group process regulation and group cohesion influences students’ satisfaction with collaborative learning.  相似文献   

18.
This study measured how student interactions (as captured by Transactional Distance dialogue (Moore, 1993)) in online and blended learning environments impacted student learning outcomes, as measured by student satisfaction and student grades. Dialogue was measured as student interactions with other students (student–student interaction), the technologies used (student–technology interaction), the instructors (student–teacher interaction), and the course contents (student–content interaction). In addition, moderating effects of media and modality of interactions and individual differences on student learning outcomes were also measured. Data was obtained from 342 online and blended students between 2010 and 2013. Findings indicate that student–content interaction had a larger effect on student learning outcomes than other forms of dialogue. Implications for educational policies that require teacher-presence (student–teacher) and student–student interactions in distance learning environments are also discussed.  相似文献   

19.
20.
The main purpose of the study is to investigate the effect of the blended learning and face‐to‐face learning on students' academic achievements and transfer of learning. The first aim of the study is to analyse the students' academic achievements to determine the change of theoretical knowledge in terms of the instructional method applied in this study. However, students' performances during the learning process are not always a good indicator. Therefore, the second aim of the study is to examine transferring students' theoretical knowledge to their educational multimedia projects. For this purpose, 14 weeks of pre‐ and post‐test experimental study is designed. The study is administered through an educational technology course in which students learn how to develop educational multimedia materials. The participants are undergraduate pre‐service teachers; they are assigned randomly to the experimental and control group. While the experimental group has both online and classroom sessions, the control group has only face‐to‐face classroom sessions. Although there is no significant difference between the groups in terms of academic achievement, the students in the blended group are more successful in transferring their knowledge to their projects than the ones in the face‐to‐face group. In conclusion, the results show that the blended learning approach has a positive effect on the transfer of learning.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司    京ICP备09084417号-23

京公网安备 11010802026262号