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1.
Five facets of social presence in online distance education   总被引:1,自引:0,他引:1  
Social presence in online learning environments refers to the degree to which a learner feels personally connected with other students and the instructor in an online learning community. Based on a 19 item Online Social Presence Questionnaire (OSPQ) given to college students in two different online learning courses, a series of exploratory and confirmatory factor analyses consistently revealed five factors representing facets of social presence in online learning environments: social respect (e.g. receiving timely responses), social sharing (e.g., sharing information or expressing beliefs), open mind (e.g., expressing agreement or receiving positive feedback), social identity (e.g., being called by name), and intimacy (e.g., sharing personal experiences). Together, the five factors accounted for 58% of the variance and were based on 19 items. Although much previous research focuses on cognitive aspects of learning in online environments, understanding the role of the learner’s sense of presence may be particularly important in distance learning situations in which students and the instructor are physically separated.  相似文献   

2.
This paper is concerned with affective issues in learning technologies in a collaborative context. Traditionally in learning there has been a division between cognition and affect: where cognition is concerned with skills and processes such as thinking and problem-solving and affect with emotional areas such as motivation, attitudes, feelings. Affective issues have been viewed as somewhat problematic in studying learning, so although it is well known that learner attitude, motivation, and emotional state are very important, they have often been excluded from the frame of research, or studied separately from cognitive learning. This position is gradually changing and this paper considers what previous research has been conducted in these areas. It discusses the role of affective factors in three main areas of collaboration: in settings where learners are co-located, in on-line communities and to support and develop socio-emotional skills. It considers relevant developments in these areas, what the outcomes have been and suggests important directions for future research.  相似文献   

3.
The purpose of this study is to examine the factors that influence social presence and user satisfaction with Mobile Instant Messaging (mIM). The proposed research model integrates channel expansion, social influence, social presence and media richness theories, to explain how user experience, social influence, and medium richness influence social presence and user satisfaction with mIM. A total of 239 students from a state university in the US participated in this study. Data was collected via a web-based survey. The results suggest that user experience, social influence, and perceived richness are important drivers for social presence and user satisfaction in mIM. The implications of the study findings are discussed in the paper.  相似文献   

4.
ABSTRACT

Online learning has grown as a key method in education management over the last couple of decades. Studies have shown that significant investments in this technology are being made by universities, yet the full benefits expected have not been realized due to issues and challenges experienced by stakeholders such as learners and instructors in adopting and effectively using e-learning. This is especially true in developing economies where they may be attempting online delivery modes for the first time. In this study, we explore the question “What are the factors that influence university students’ adoption and use of an e-learning system in the context of the English-speaking Caribbean?” using an extended technology acceptance model framework. Partial least squares analysis was used to test the derived research model and found that critical success factors influencing students’ perception and use in online learning settings, particularly those within a developing economy conditions, include supportive cultural practices, access to computers, system or online environment availability, computer and online learning self-efficacy, user perception of usefulness and ease of use. These results have significant implications for university executives and policy-makers as they consider adopting online learning delivery modalities for users.  相似文献   

5.
This article reports on the design, implementation and evaluation of a module in the MEd (Business) in the Faculty of Education at the University of Hong Kong in which an explicit problem-based learning (PBL) approach was used to investigate the challenges associated with the adoption and use of information and communication technologies (ICT) in Hong Kong secondary school classrooms. PBL influenced both the way the curriculum was developed and the process by which students (n = 18) investigated topics related to the integration of ICT in business studies classrooms. The evaluation was based on five evaluative questions dealing with the implementation of PBL, the extent to which PBL facilitated academic discourse, the extent of ‘new’ knowledge about ICT that had been created, the role of the tutor, and the online learning environment provided. The evaluation revealed that PBL provided a practical approach to investigating ICT in both face-to-face and online learning environments, leading to ‘new’ knowledge about challenges associated with the adoption and use of new technologies in various educational settings.  相似文献   

6.
Learning is a social process. That is why it is extremely important to understand how students interact socially in online courses and how it affects the learning process. However, social aspects, understood as those expressions or comments that go beyond strictly academic interaction, i.e. the need to carry out group work, are not clearly defined. Researchers have proposed different models of categories to observe or measure social aspects. This paper contributes to this field through addressing the categorization of social expression in online groups through a qualitative research procedure. Specifically, 19 indicators have been identified and organized into 4 categories: formal, attitudinal, emotional and informal. The findings suggest that those indicators related to formal and attitudinal aspects appear more often than emotional and informal ones. Different profiles (Psychology or Computer Engineering) as well as different levels of experience in online learning (beginners or experts) have also been analyzed, concluding that Psychology students turn to social expressions more often than Computer Engineering ones. As students progress in their undergraduate studies, social expressions are perceived and used to the extent that they ease the learning process.  相似文献   

7.
8.
Despite recent British government moves to equip all Primary Schools with fast broadband connections to the Internet, it would seem that many schools as yet make little use of the increased capacity this affords other than to incorporate more and more rich multimedia in the form of interactive games or animated presentations to illustrate particular concepts or practise specific skills. Whilst not wanting to deny the potential and value of such activities, this paper will focus on the potential use of online communities to reverse this rather unidirectional relationship children often experience with the Internet. That is, the potential within online communities to facilitate a more reciprocal relationship as children become benefactors as well as recipients of the wealth of web-based information, and the quality of learning that may ensue.  相似文献   

9.
In recent years, the focus on higher education learning has shifted from knowledge to skills, with interpersonal skills likely being the most difficult to assess and work with. Wikis ease open collaboration among peers. A number of these skills can be objectively assessed by using wikis in an educational environment: collaborative writing, conflict resolution, group management, leadership, etc. However, when the number of students increases, their interactions usually increase at a higher rate. Under these circumstances, traditional assessment procedures suffer from scalability problems: manually evaluating in detail the information stored in a wiki to retrieve objective metrics becomes a complex and time-consuming task. Thus, automated tools are required to support the assessment of such processes. In this paper we compare seven case studies conducted in Computer Science courses of two Spanish universities: Cádiz and Seville. We comment on their different settings: durations, milestones, contribution sizes, weights in the final grade and, most importantly, their assessment methods. We discuss and compare the different methodologies and tools used to assess the desired skills in the context of each case study.  相似文献   

10.
Social learning analytics introduces tools and methods that help improving the learning process by providing useful information about the actors and their activity in the learning system. This study examines the relation between SNA parameters and student outcomes, between network parameters and global course performance, and it shows how visualizations of social learning analytics can help observing the visible and invisible interactions occurring in online distance education.The findings from our empirical study show that future research should further investigate whether there are conditions under which social network parameters are reliable predictors of academic performance, but also advises against relying exclusively in social network parameters for predictive purposes. The findings also show that data visualization is a useful tool for social learning analytics, and how it may provide additional information about actors and their behaviors for decision making in online distance learning.  相似文献   

11.
This study extends the community of inquiry (CoI) framework and self-regulated learning (SRL) theory through an exploration of the structural relationships among existing CoI variables, learning presence (i.e., self-efficacy and online SRL strategy) and learning outcomes in the context of K-12 online learning. To help understand the influence of K-12 mentoring – which is unique to online learning in the U.S. – mentor presence is also included. Structural equation modelling of 696 online 8th through 12th graders' survey responses and final grades showed that adding learning presence to the CoI framework helped to explain how these learners translated their online-learning perceptions into cognitive and affective learning outcomes. We also found that mentor presence significantly and positively predicted online SRL strategy, one of the two components of learning presence. Lastly, we established a connection between the CoI model and various types of learning outcomes that are indicators of K-12 online learning success – though it should be noted that important differences existed between a model based on final grades and two other outcome models. It is hoped that the processes identified in this study will be useful and relevant to K-12 online-learning institutions and educators seeking to improve their offering via a wide range of approaches.  相似文献   

12.
Collaboration becomes an essential competency in the current knowledge society. In this study, a collaborative learning environment was designed to facilitate students in group collaboration. Instructional support strategies of friendship and meaningful learning tasks were applied to promote collaboration. Scaffolding strategies such as writing progress reports and developing product versions were used to coordinate and monitor the collaborative learning environment. In addition, the online file sharing tool DriveHQ was used to facilitate collaboration. Four classes of students used the learning environment to complete their final project in pairs. Results showed friendship and meaningful learning tasks helped to promote individual accountability and positive interdependence, and the use of progress reports and product versions was useful for coordinating and monitoring the learning process. However, additional strategies might be needed for more effective collaboration to take place. Issues involved in this study are discussed.  相似文献   

13.
Web-based (or online) learning provides an unprecedented flexibility and convenience to both learners and instructors. However, large online classes relying on instructor-centered presentations could tend to isolate many learners. The size of these classes and the wide dispersion of the learners make it challenging for instructors to interact with individual learners or to facilitate learner collaborations. Since extensive literature has confirmed that the substantial impact of learner interaction on learning outcomes, it is pedagogically critical to help distributed learners engage in community-based collaborative learning and to help individual learners improve their self-regulation. The E-learning lab of Shanghai Jiaotong University created an artificial intelligence system to help guide learners with similar interests into reasonably sized learning communities. The system uses a multi-agent mechanism to organize and reorganize supportive communities based on learners’ learning interests, experiences, and behaviors. Through effective award and exchange algorithms, learners with similar interests and experiences will form a community to support each others’ learning. Simulated experimental results indicate that these algorithms can improve the speed and efficiency in identifying and grouping homogeneous learners. Here, we will describe this system in detail and present its mechanism for organizing learning communities. We will conduct human experimentations in the near future to further perfect the system.  相似文献   

14.
Teachers and students have established social roles, norms and conventions when they encounter Computer-Supported Collaborative Learning (CSCL) systems in the classroom. Authority, a major force in the classroom, gives certain people, objects, representations or ideas the power to affect thought and behavior and influences communication and interaction. Effective computer-supported collaborative learning requires students and teachers to change how they understand and assign authority. This paper describes two studies in which students' ideas about authority led them to converge on what they viewed as authoritative representations and styles of representation too early, and the early convergence then hindered their learning. It also describes a third study that illustrates how changes to the CSCL system CAROUSEL (Collaborative Algorithm Representations Of Undergraduates for Self-Enhanced Learning) improved this situation, encouraging students to create representations that were unique, had different styles and emphasized different aspects of algorithms. Based on this research, methods to help students avoid premature convergence during collaborative learning are suggested.  相似文献   

15.
Studying and evaluating real experiences that promote active and collaborative learning is a crucial field in CSCL. Major issues that remain unsolved deal with the merging of qualitative and quantitative methods and data, especially in educational settings that involve both physical and computer-supported collaboration. In this paper we present a mixed evaluation method that combines traditional sources of data with computer logs, and integrates quantitative statistics, qualitative data analysis and social network analysis in an overall interpretative approach. Several computer tools have been developed to assist in this process, integrated with generic software for qualitative analysis. The evaluation method and tools have been incrementally applied and validated in the context of an educational and research project that has been going on during the last three years. The use of the method is illustrated in this paper by an example consisting of the evaluation of a particular category within this project. The proposed method and tools aim at giving an answer to the need of innovative techniques for the study of new forms of interaction emerging in CSCL; at increasing the efficiency of the traditionally demanding qualitative methods, so that they can be used by teachers in curriculum-based experiences; and at the definition of a set of guidelines for bridging different data sources and analysis perspectives.  相似文献   

16.
17.
To facilitate professional development of teachers in the online context, the online community of practice (CoPs) has become an important platform in which individuals with similar interests or common goals get together to share their resources, develop working strategies, solve problems, and improve individual as well as organizational performance. In this study, we have collected self-reported knowledge-sharing behaviors from 321 members of the largest online professional CoP of teachers in Taiwan. The results show that closer connections among online CoP members can lead to greater recognition of and altruism towards others. Moreover, performance expectation and self-efficacy belief play essential roles in knowledge-sharing participation. Thus, the development of social relationships among online teacher members helps them obtain potential resources and reliable support through their social network. Also, teachers' membership in the online professional CoP fosters a prosocial attitude that heightens their willingness to share useful resources and solve other members' problems, both emotionally and instrumentally. Consequently, knowledge-sharing behaviors, in terms of knowledge giving and knowing receiving, are significantly predicted by prosocial commitment and performance expectation respectively. The implications to both research and practice are provided in this paper.  相似文献   

18.
This paper reports the results of a study which aimed to investigate how ubiquitous games influence English learning achievement and motivation through a context-aware ubiquitous learning environment. An English curriculum was conducted on a school campus by using a context-aware ubiquitous learning environment called the Handheld English Language Learning Organization (HELLO). HELLO helps students to engage in learning activities based on the ARCS motivation theory, involving various educational strategies, including ubiquitous game-based learning, collaborative learning, and context-aware learning. Two groups of students participated in the learning activities prescribed in a curriculum by separately using ubiquitous game-based learning and non-gaming learning. The curriculum, entitled ‘My Campus’, included three learning activities, namely ‘Campus Environment’, ‘Campus Life’ and ‘Campus Story’. Participants included high school teachers and juniors. During the experiment, tests, a survey, and interviews were conducted for the students. The evaluation results of the learning outcomes and learning motivation demonstrated that incorporating ubiquitous games into the English learning process could achieve a better learning outcomes and motivation than using non-gaming method. They further revealed a positive relationship between learning outcomes and motivation.  相似文献   

19.
Team development and group processes of virtual learning teams   总被引:2,自引:0,他引:2  
This study describes the community building process of virtual learning teams as they form, establish roles and group norms, and address conflict. Students enrolled in an HRD masters program taught entirely online were studied to determine (1) how virtual learning teams develop their group process, and (2) what process and strategies they use as they work through the stages of group development. Both quantitative and qualitative methods of inquiry were used to capture the dynamic interaction within groups and the underlying factors that guided group process and decision-making. The results show that virtual learning groups can collaborate effectively from a distance to accomplish group tasks. The development of virtual learning teams is closely connected to the timeline for their class projects. Virtual teams are also similar in terms of their task process and the use of communication technologies. In contrast to face-to-face teams, the leadership role of virtual teams is shared among team members. Recommendations are discussed in order to facilitate peak integration of virtual learning teams into Internet-based training courses.  相似文献   

20.
The concept of Social Presence is often cited by researchers trying to understand the mechanisms governing beneficial learning climates and interpersonal connections among online learners. However, convoluted definitions and problematic measurements of social presence have made it difficult to understand how exactly social presence and related social variables come to be, hindering the investigation of reliable design recommendations. This study attempts to advance the SIPS (Sociability, Social Interaction, Social Presence, Social Space) model. It shows how these variables are related to each other and to relevant outcome variables like satisfaction. Partial Least Squares Structural Equation Modeling (PLS-SEM) was used to assess the predictive capabilities of the model regarding the outcome variables. Results support the notion that a sociable learning environment fosters social interaction, leading to social presence and the emergence of a sound social space, in turn explaining the quality of the learning experience. Social presence, when measured in a non-convoluted way, has no effect on satisfaction.  相似文献   

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