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1.
This study investigated the effects of a peer feedback tool and a reflection tool on social and cognitive performance during computer supported collaborative learning (CSCL). A CSCL-environment was augmented with a peer feedback tool (Radar) and a reflection tool (Reflector) in order to make group members aware of both their individual and their group behavior. Radar visualizes how group members perceive their own social and cognitive performance and that of their peers during collaboration along five dimensions. Reflector stimulates group members to reflect upon their own performance and the performance of the group. A 2 × 2 factorial between-subjects design was used to examine whether Radar and Reflector would lead to better team development, more group satisfaction, lower levels of group conflict, more positive attitudes toward problem-based collaboration, and a better group product. Results show that groups with Radar perceived their team as being better developed, experienced lower conflict levels, and had a more positive attitude towards collaborative problem solving than groups without Radar. The quality of group products, however, did not differ. The results demonstrate that peer feedback on the social performance of individual group members can enhance the performance and attitudes of a CSCL-group.  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 peer feedback tool (Radar) and a reflection tool (Reflector) were used to enhance group performance in a computer-supported collaborative learning environment. Radar allows group members to assess themselves and their fellow group members on six traits related to social and cognitive behavior. Reflector stimulates group members to reflect on their past, present and future group functioning, stimulating them to set goals and formulate plans to improve their social and cognitive performance. The underlying assumption was that group performance would be positively influenced by making group members aware of how they, their peers and the whole group perceive their social and cognitive behavior in the group. Participants were 108 fourth-year high school students working in dyads, triads and groups of four on a collaborative writing task, with or without the tools. Results demonstrate that awareness stimulated by the peer feedback and reflection tools enhances group-process satisfaction and social performance of CSCL-groups.  相似文献   

4.
The field of computer supported collaborative learning (CSCL) is progressing instrumentally and theoretically. Nevertheless, few studies examine the effectiveness and efficiency of CSCL with respect to cognitive, motivational, emotional, and social issues, despite the fact that the role of regulatory processes is critical for the quality of students’ engagement in collaborative learning settings. We review the four earlier lines in developing support in CSCL and show how there has been a lack of work to support individuals in groups to engage in, sustain, and productively regulate their own and the group’s collaborative processes. Our aim is to discuss how our conceptual work in socially shared regulation of learning (SSRL) contributes to effective and efficient CSCL, what tools are presently available, and what the implications of research on these tools are for future tool development.  相似文献   

5.
Abstract This paper focuses on the interaction patterns of learners studying in pairs who were provided with multimedia learning material. In a previous article, we reported that learning scores were higher for dyads of an ‘animations’ condition than for dyads of a ‘static pictures’ condition. Results also showed that offering a persistent display of one snapshot of each animated sequence hindered collaborative learning. In the present paper, further analyses of verbal interactions within learning dyads were performed in order to have a better understanding of both the beneficial effect of animations and the detrimental effect of the presence of persistent snapshots of critical steps on collaborative learning. Results did not show any differences in terms of verbal categories between the two versions of the instructional material, that is, static versus animated pictures. Pairs who were provided with persistent snapshots of the multimedia sequences produced fewer utterances compared to participants without the snapshots. In addition, the persistent snapshots were detrimental both in terms of providing information about the learning content and in terms of producing utterances solely for the purpose of managing the interaction. In this study, evidence also showed that these two verbal categories were positively related to learning performances. Finally, mediation analyses revealed that the negative effect of persistent snapshots was mediated by the fact that peers of the snapshots condition produced less information providing and interaction management utterances. Results are interpreted using a psycholinguistic framework applied to computer‐supported collaborative learning (CSCL) literature and general guidelines are derived for the use of dynamic material and persistency tools in the design of CSCL environments.  相似文献   

6.
This paper describes the application of a mixed-evaluation method, published elsewhere, to three different learning scenarios. The method defines how to combine social network analysis with qualitative and quantitative analysis in order to study participatory aspects of learning in CSCL contexts. The three case studies include a course-long, blended learning experience evaluated as the course develops; a course-long, distance learning experience evaluated at the end of the course; and a synchronous experience of a few hours duration. These scenarios show that the analysis techniques and data collection and processing tools are flexible enough to be applied in different conditions. In particular, SAMSA, a tool that processes interaction data to allow social network analysis, is useful with different types of interactions (indirect asynchronous or direct synchronous interactions) and different data representations. Furthermore, the predefined types of social networks and indexes selected are shown to be appropriate for measuring structural aspects of interaction in these CSCL scenarios. These elements are usable and their results comprehensible by education practitioners. Finally, the experiments show that the mixed-evaluation method and its computational tools allow researchers to efficiently achieve a deeper and more reliable evaluation through complementarity and the triangulation of different data sources. The three experiments described show the particular benefits of each of the data sources and analysis techniques.  相似文献   

7.
Classroom activity traditionally takes one of three forms, variously oriented toward the levels of individual students, small groups, or the whole class. CSCL systems, however, may enable novel ways to facilitate instruction within or sequence activity across these different levels. Drawing on theoretical accounts of learning at and across different scales of social interaction, this paper examines episodes of classroom activity featuring two learning environment designs that leverage networked digital devices to support face-to-face collaboration. Analysis of these episodes focused on two questions: When did activity shift between small and whole-group levels, and what mechanisms enabled or supported those shifts? Findings suggest that classroom activity in these environments was sometimes characterized by frequent, rapid shifts between levels, as well as instances that suggested hybrid forms of small-group and whole-class interaction. These shifts between and overlaps across levels were enabled and sustained through mechanisms including teacher orchestration, mediating roles played by virtual mathematical objects, learners’ appropriation of shared artifacts and resources, and emergent properties of these complex interactions among classroom participants.  相似文献   

8.
9.
This article discusses the relationship between procedural and conceptual problem solving in a computer-supported collaborative learning (CSCL) environment designed within the field of science education. The contribution of this article, and our understanding of this phenomenon, is anchored in our socio-cultural interpretation, and that implies distinctive inputs for the design and re-design of these kinds of learning environments. We discuss institutional aspects linked to the school as a curriculum deliverer, as well as to the presentation of the knowledge domain and the construction of the CSCL environment. The data is gathered from a design experiment in a science setting in a secondary school, and video data is used to perform an interaction analysis. More specifically, we follow a group of four secondary school students who solve a biological problem in a computer-based 3D model supported by a website. Our findings are clear in the sense that the procedural types of problem solving tend to dominate the students’ interactions, while conceptual knowledge construction is only present where it is strictly necessary to carry out the problem solving. Based on our analyses, we conclude that this can be explained partly by how the knowledge domain is presented and how the CSCL environment is designed, but that the main reason is linked to the institutional aspects related to the school as curriculum deliverer where its target is to secure that the students actually solve problems that are predefined in the syllabus list. We argue that this affords some particular challenges, linked to making conceptual knowledge constructions in science education explicit in the CSCL environment, and to encouraging the teachers and the school as a curriculum deliverer to give this kind of knowledge construction a prioritised value.  相似文献   

10.
The advent of the social web brought with it challenges and opportunities for research on learning and knowledge construction. Using the online-encyclopedia Wikipedia as an example, we discuss several methods that can be applied to analyze the dynamic nature of knowledge-related processes in mass collaboration environments. These methods can help in the analysis of the interactions between the two levels that are relevant in computer-supported collaborative learning (CSCL) research: The individual level of learners and the collective level of the group or community. In line with constructivist theories of learning, we argue that the development of knowledge on both levels is triggered by productive friction, that is, the prolific resolution of socio-cognitive conflicts. By describing three prototypical methods that have been used in previous Wikipedia research, we review how these techniques can be used to examine the dynamics on both levels and analyze how these dynamics can be predicted by the amount of productive friction. We illustrate how these studies make use of text classifiers, social network analysis, and cluster analysis in order to operationalize the theoretical concepts. We conclude by discussing implications for the analysis of dynamic knowledge processes from a learning sciences perspective.  相似文献   

11.
Abstract  The potential of emotional interaction between human and computer has recently interested researchers in human–computer interaction. The instructional impact of this interaction in learning environments has not been established, however. This study examined the impact of emotion and gender of a pedagogical agent as a learning companion (PAL) on social judgements, interest, self-efficacy, and learning. Two experiments investigated separately the effects of a PAL's emotional expression and empathetic response. Experiment 1 focused on emotional expression (positive vs. negative vs. neutral) and gender (male vs. female) with a sample of 142 male and female college students in a computer literacy course. Experiment 2 investigated the impact of empathetic response (responsive vs. non-responsive) and gender with 56 pre-service teachers. Overall, the results yielded main and interaction effects of PAL emotion and gender on the dependent variables. In particular, the PAL's empathetic response had a positive impact on learner interest and self-efficacy; PAL gender had a positive impact on recall. The findings imply that the emotion and the gender of the digital learning companion could be utilized to optimize college students' motivation and learning.  相似文献   

12.

Group awareness is of critical relevance for collaborative learning and interaction and is thus often referred to in CSCL research. However, the concept is only vaguely defined as some kind of understanding or perception of characteristics of learning partners or the collaborating group. Most CSCL research activities concerned with group awareness aim at modifying learners' awareness using so-called group awareness tools. However, there are much less attempts to measure group awareness and to conceptualize its formation. Thus, building on existing group awareness research, this article derives a conceptualization with six defining aspects of group awareness: (1) group awareness is cognitive, (2) group awareness is conscious, (3) group awareness is current, (4) group awareness is individual, (5) group awareness is social, and (6) group awareness is perceived as valid. Additionally, while it is often assumed that group awareness builds on self-regulatory skills, its role in regulating behavior and cognition within a social context is seldom explored. Thus, this article aims at defining and analyzing the concept of group awareness, specifying its relation to regulatory processes, and sketching possible research paths whilst building on, complementing, and informing tool-driven research.

  相似文献   

13.
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   

14.
There is a positive relationship between student participation in computer-supported collaborative learning (CSCL) environments and improved complex problem-solving strategies, increased learning gains, higher engagement in the thinking of their peers, and an enthusiastic disposition toward groupwork. However, student participation varies from group to group, even in contexts where students and teachers have had extensive training in working together. In this study, we use positioning theory and interaction analysis to conceptualize and investigate relationships between student interactions across two partner pairs working with technology in an all-female cryptography summer camp and their negotiated positions of power and status. The analysis resulted in uneven participation patterns, unequal status orderings, and an imbalance of power in both comparison cases. We found a reflexive relationship between partner interactions around shared technology resources and negotiated positions of power and status, which leads us to conclude that interactions around technology function as an important indicator of negotiated positionings of power and status in CSCL settings, and vice-versa. With that said, we found qualitative differences in the ways emergent status problems impacted each team’s productivity with the cryptography challenge, which has important implications for future research on CSCL settings and classroom practice.  相似文献   

15.
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   

16.
Students’ regulation has been conceptualized as an important impetus for effective and efficient collaborative learning. However, little empirical evidence has been reported about language learners’ regulatory behaviors in computer-supported collaborative learning (CSCL). The purpose of this study is to investigate the occurrence of self and social aspects of regulation during wiki-supported collaborative reading activities in the context of learning English as a foreign language (EFL). Sixty Chinese college students organized in twelve groups participated in this study over a sixteen-week semester. Using an integrated method of content analysis and sequential analysis, students’ chat logs were coded and analyzed to explore the characteristics of students’ self and social regulatory behaviors in terms of regulation type, regulation process, and regulation focus. Results indicate that all groups demonstrated active social regulation in the collaborative activities. Compared with low-performing groups, high-performing groups displayed distinctively different patterns of regulatory behaviors in “social regulation,” “evaluating,” “content monitoring,” and “social emotional regulation.” Moreover, the analysis further reveals a more continuous and smooth regulation in the high-performing groups, while low-performing groups tended to be lost in a single repeated regulatory behavior pattern such as “self-regulation” or “organizing”. This study not only fills a gap in the current collaborative English learning literature, but also contributes to our knowledge of social regulation in CSCL. Pedagogical implications and future research are also addressed.  相似文献   

17.
Recently, some studies proposed methods to promote socially shared regulation of learning (SSRL) level within a team because high SSRL levels enable an effective collaboration. Meanwhile, several studies also proposed methods in online collaboration to enhance individual self-regulated learning (SRL). Notably, most existing studies focused on proposing methods and tools either for enhancing SSRL level within a team or for enhancing individual SRL. A computer-supported collaborative learning (CSCL) environment with proper supports is promising for simultaneously enhancing the SSRL level within a team and individual SRL because SSRL and SRL have an inseparable relation and mutually influence during collaborative process. Based on the existing principles and theories, this work adopts the supports of group awareness and peer evaluation in CSCL with project-based learning. Group awareness (GA) can reveal collaborative behaviour of group members and regulate their participation while peer assessment (PE), which can appraise member’s contribution, can encourage individual responsibility and refine regulatory strategies. This study finds that the proposed group awareness and peer assessment (GAPE) (i.e. the experimental class) moderately reduces the free-rider effect and enhanced SSRL level and individual SRL, compared with NO-GAPE (i.e. the control group). Furthermore, this study also confirms that the perceived SSRL level can effectively predict individual SRL.  相似文献   

18.
19.
The learning sciences of today recognize the tri-dimensional nature of learning as involving cognitive, social and emotional phenomena. However, many computer-supported argumentation systems still fail in addressing the socio-emotional aspects of group reasoning, perhaps due to a lack of an integrated theoretical vision of how these three dimensions interrelate to each other. This paper presents a multi-dimensional and multi-level model of the role of emotions in argumentation, inspired from a multidisciplinary literature review and extensive previous empirical work on an international corpus of face-to-face student debates. At the crossroads of argumentation studies and research on collaborative learning, employing a linguistic perspective, we specify the social and cognitive functions of emotions in argumentation. The cognitive function of emotions refers to the cognitive and discursive process of schematization (Grize, 1996, 1997). The social function of emotions refers to recognition-oriented behaviors that correspond to engagement into specific types of group talk (e. g. Mercer in Learning and Instruction 6(4), 359–377, 1996). An in depth presentation of two case studies then enables us to refine the relation between social and cognitive functions of emotions. A first case gives arguments for associating low-intensity emotional framing, on the cognitive side, with cumulative talk, on the social side. A second case shows a correlation between high-intensity emotional framing, and disputational talk. We then propose a hypothetical generalization from these two cases, adding an element to the initial model. In conclusion, we discuss how better understanding the relations between cognition and social and emotional phenomena can inform pedagogical design for CSCL.  相似文献   

20.
By performing tasks traditionally fulfilled by service personnel and having a humanlike appearance, virtual customer service agents bring classical service elements to the web, which may positively influence customer satisfaction through eliciting social responses and feelings of personalization. This paper sheds light on these dynamics by proposing and testing a model drawing upon the theories of implicit personality, social response, emotional contagion, and social interaction. The model proposes friendliness, expertise, and smile as determinants of social presence, personalization, and online service encounter satisfaction. An empirical study confirms the cross‐channel applicability of friendliness and expertise as determinants of social presence and personalization. Overall, the study underlines that integration between technology and personal aspects may lead to more social online service encounters.  相似文献   

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