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1.
Computer-mediated communication (CMC) has been adopted in most e-learning settings. However, few research studies have considered the effect of different CMC. This study examined how and why synchronous communication affected participation in online discussions. Two online classes that participated in two asynchronous and two synchronous online discussions were examined. Actual and perceived measures of participation indicated that synchronous communication induced personal participation, which could be regarded as a complement to cognitive participation. Personal participation involves more intense interaction better supported by synchronous communication while cognitive participation is a more reflective type of participation supported by asynchronous communication. In synchronous discussions, the e-learners felt that they worked together and were not restricted to only discuss course content. This was likely to induce arousal and motivation and increased convergence on meaning, especially in small groups. 相似文献
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Conflict negotiation is a communication process in which participants exchange huge amounts of cognitive and emotional information interactively to achieve a mutually acceptable solution regarding previous inconsistency. The present paper approaches this issue from the perspective of intervention in emotional negotiation by examining the moderating effect of communication media on the relationships between conflict contexts and their effectiveness. Given the different effectiveness of emotional delivery between face-to-face communication and computer-mediated communication, we hypothesize that the choice of communication media will ultimately affect negotiation effectiveness. A negotiation experiment was designed to test our research hypotheses. We find that face-to-face communication functions effectively in the functional conflict context, whereas computer-mediated communication functions effectively in dysfunctional conflict context. 相似文献
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Jennifer N. Morey Amy L. Gentzler Brian Creasy Ann M. Oberhauser David Westerman 《Computers in human behavior》2013
In an online survey with two cohorts (2009 and 2011) of undergraduates in dating relationships, we examined how attachment was related to communication technology use within romantic relationships. Participants reported on their attachment style and frequency of in-person communication as well as phone, text messaging, social network site (SNS), and electronic mail usage with partners. Texting and SNS communication were more frequent in 2011 than 2009. Attachment avoidance was related to less frequent phone use and texting, and greater email usage. Electronic communication channels (phone and texting) were related to positive relationship qualities, however, once accounting for attachment, only moderated effects were found. Interactions indicated texting was linked to more positive relationships for highly avoidant (but not less avoidant) participants. Additionally, email use was linked to more conflict for highly avoidant (but not less avoidant) participants. Finally, greater use of a SNS was positively associated with intimacy/support for those higher (but not lower) on attachment anxiety. This study illustrates how attachment can help to explain why the use of specific technology-based communication channels within romantic relationships may mean different things to different people, and that certain channels may be especially relevant in meeting insecurely attached individuals’ needs. 相似文献
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The Internet is increasingly being used as a tool for communicating and learning in primary schools across many developed and developing countries. The place of social chat as part of online interactions has as yet not been fully recognised as an important component of learning. 相似文献
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Online discussions have been widely utilized as an educational activity, and much research has been conducted on the process and behaviors involved in asynchronous discussions. However, research on behavioral patterns in learners’ synchronous discussions, including the process of social knowledge construction and project coordination is limited. Through the examination of the behavioral patterns and differences between students with high- and low-quality discussions, it may be possible to understand the limitations of knowledge construction in synchronous discussions. Furthermore, these findings may help teachers design and guide synchronous discussions activities. This study is an empirical case study in which college students conducted synchronous discussions based on topics specified by the teacher. The students used a text-based instant messaging (IM) tool in a period of 98 days. 相似文献
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Paige D. 《Computers and Composition》2004,21(4):451-468
English as a Second Language (ESL) students bring a diverse array of perspectives on language learning that inform how they negotiate different kinds of spaces in the university writing classroom. This study addresses the variance in how three different ESL students participated in web-based discussion boards and chat rooms in their first-year university writing course. Documenting students’ perceptions of technology provided pedagogical insight into how students took up or dismissed particular kinds of web-based writing. This study found that individual students made choices in their web-based writing in ways that reflected their previous experiences with technology and writing, their views of themselves as students and writers, and their relative comfort level with their peers in the classroom. However, their choices were also constrained by the pedagogical structure of the course, including the centrality of the instructor and the institutional directive for individualized assessment. 相似文献
8.
Based on a 3-year ethnographical study, this paper discusses the prolonged use of computer-mediated communication (CMC) tools by approximately 400 older people in an adult education centre in Barcelona (Spain). Contrary to oversimplified views of older people as ICT users, this paper shows that they make a very rich use of CMC tools. Relevant elements of this use are their permanent desire to feel and be included, social, independent and competent ICT users. Despite the numerous interaction issues they face when using ICT, some are constant across different tools. Difficulties due to cognition limit their interactions more severely than those problems due to perceiving visual information or using the mouse. By examining the longitudinal aspect of the study, this paper addresses the evolution of technology use and whether the interaction issues that most of the current older people exhibit will be relevant when today’s more ICT literate young adults grow older. Interaction issues due to cognition are time-persistent, and independent of both experience and practice with ICT. Difficulties reading from the screen or using input devices are overcome with ICT experience. The strategies adopted by older people for coping with all these interaction issues are always targeted at feeling and being included, social, independent and competent ICT users. The results deepen current understanding of tools use in connecting older people with their social circles and the interaction issues most of them encounter when using ICT. The results also suggest that cognitive-related problems will be the most important ones in our work with the next generation of older people. 相似文献
9.
Minna Puustinen Olga Volckaert-Legrier Danile Coquin Josie Bernicot 《Computers & Education》2009,53(4):1040-1047
This study analyzes middle school students’ spontaneous mathematics-related help-seeking behavior, in view of making ecologically valid recommendations for the design of supporting tools or “help systems”. Our aim was to investigate the content of students’ help-seeking messages – Are there different forms of help-seeking messages and do they evolve with age? We used the archives of a French forum that provides students with free individualized help in mathematics. The data consisted of 206 messages sent by French middle school students over a period of 42 months. The constituent categories of the messages were identified. The results showed that not all middle school students use the same help-seeking “format”. Compared to sixth graders, ninth graders wrote messages containing more constituent categories, i.e., they provided the online expert with more kinds of information. A detailed analysis of the categories further showed that older students’ messages more often contained explicit help requests and contextual information than did younger students’ messages. Thus, the messages of the oldest students (age 15) were both cognitively more understandable and socially more acceptable than those of the youngest students (age 11). The interpretation of these findings and their implications for designing help systems are discussed. 相似文献
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The purpose of this study was to examine individual differences in the effectiveness of learning objects in secondary school classrooms. Specifically, gender, age, grade, subject area, and computer comfort (self-efficacy) were examined in 850 students. Effectiveness was measured in terms of student attitude (learning, quality, and engagement) and student performance. No gender differences were observed between males and females with respect to student attitudes or performance. Age was significantly correlated with student attitudes and performance, however correlation coefficients were small. Grade 12 students were more positive about learning objects and performed better than grade 9 and 10 students. Science students had significantly more positive attitudes and performed better than mathematics students. Finally, students who were more comfortable about computers, appreciated learning objects more than their less confident peers, however performance was unaffected. 相似文献
12.
This experimental study investigated the effectiveness of structured Web-Based Bulletin Board (WBB) discussions in improving the critical thinking (CT) skills of learners involved in veterinary distance learning, as well as their attitudes toward learning via WBBs. The two dependent variables were learners’ CT skills and their attitudes toward learning via WBBs. The learners’ CT skills were examined in different ways: (a) quantitative method: California Critical Thinking Skills Test (CCTST) to holistically investigate the changes in learners’ CT skills, and (b) qualitative method: Interaction Analysis Model to investigate learners’ interaction patterns in different phases of the WBB discussions. Detailed information about inter-rater reliability, the training of the coders, and the coding process is provided. The findings indicated that structured WBBs significantly improved learners’ CT skills and attitudes toward learning via WBBs. 相似文献
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Collaborative groupwork is a key creativity tool in industry. Digital Creativity Support Systems (CSS) have become a critical catalyst of distributed creative processes. Under laboratory conditions, this interaction design study uses an experiment to investigate the impact of apparent icon finishedness as a social affordance for elaborative dialogue, and enhanced creativity. The experiment examines the idea generation processes of 37 pairs of active managers using a synchronous CSS. Apparent finishedness is a purely presentational factor - it is completely separate from the actual substance of an idea. The results show that presenting ideas with icons made of sketchy natural lines with low perceived finishedness encourages elaborative dialogue and creativity. Low perceived finishedness icons functioned as a social affordance - they afforded the social behaviour of building upon each other’s ideas as well as more creative idea generation. This is the first study to quantitatively examine the perceived finishedness of icons. This study shows that minor changes in visual treatments significantly impact creative processes and outcomes. As co-constructive interaction is central to many collaborative behaviours across working and learning, this study has clear implications for the subtle encouragement of co-construction in computer-mediated communication. 相似文献
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This paper focuses on communication by e-mail. An experiment was conducted to investigate the influence the degree of emotional cues transmitted during e-mail communication has on the emotions experienced by the senders and receivers. Twenty-two participants of this experiment were divided into two groups based on the degrees of emotional cues transmitted: a High group and a Low group. The emotions experienced in the e-mail communication by the High group were then compared to that of the Low group. The results of this experiment showed a tendency for unpleasant emotions such as anger and anxiety to increase when emotional cues transmitted are low (i.e., the Low group). The findings suggest that low degrees of emotional cues transmitted between senders and receivers in e-mail communication tend to cause some misunderstanding. 相似文献
15.
Economic pressures on universities and the emergence of new technologies have spurred the creation of new systems for delivering engineering laboratories in education, in particular simulations and remote-access laboratory systems. Advocates of simulation argue that physical labs needlessly consume university space and students’ time. However, proponents of hands-on laboratories argue that student engineers should be exposed to real environments. Remote laboratories have appeared as a third option. These laboratories are similar to simulation techniques in that they require minimal space and time, because the experiments can be rapidly configured and run over the Internet. But unlike simulations, they provide real data. Studying the relative effectiveness of these modes of delivering student laboratories is complex, for the underlying technology of the laboratory is just one of many possible factors that could influence effectiveness. For example, the interface to the equipment may be of importance, as might the discussions students have among themselves. This paper presents a model for testing the relative effectiveness of engineering laboratories in education that takes account of these and other factors. The results are presented for an assessment study comparing versions of remote labs versus hands-on labs in a junior-level mechanical engineering course on machine dynamics and mechanisms. The results suggest that students learned lab content information equally well from both types of laboratories, and that they have a realistic understanding and appreciation of the practical advantages of remote laboratories. 相似文献
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This study was conducted in an authentic university setting with fourth-year Educational Sciences’ students operating as online peer tutors to facilitate freshman tutees’ online collaboration and knowledge construction in a blended “Instructional Sciences” course. Taking into account prior research uncovering weaknesses in online peer tutor behaviour, the aim of the study was to explore the possibility to optimise the quality and the nature of online peer support. In this respect, the study examined the impact of three tutor training conditions (multidimensional support, model/coach, and control condition) on peer tutors’ actual tutor behaviour in asynchronous discussion groups and on tutors’ self-efficacy beliefs, perceived collective efficacy, and training evaluation. Quantitative content analysis was applied to study online peer tutor behaviour. More specifically, two coding schemes were used focusing respectively on the occurrence of different e-moderating activities and on the evolution from modeling to coaching behaviour. Tutors’ self-efficacy beliefs, perceived collective efficacy, and training evaluation were assessed by means of questionnaires. 相似文献
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The research reported in the current article studies the impact of learning in asynchronous discussion groups on students' final exam scores and levels of knowledge construction. Multilevel analyses were applied to uncover the specific influence of student, group and task variables. The results indicate that the impact of student characteristics on both dependent variables is of higher significance than characteristics of the discussion group students are allocated to. With regard to levels of knowledge construction, task characteristics also appear to be of importance.
With regard to final exam scores the analyses reveal a significant impact from student learning style, attitude towards task-based learning, the number of student contributions and the level of knowledge construction in these contributions. No significant group characteristics were observed.
As to levels of knowledge construction, the analyses revealed that the amount of contributions and the attitude towards the online learning environment are significant predictors. The intensity of the interaction in a group had a significant impact. As to task characteristics, significant differences were found between consecutive themes. These disappeared when taking into account task complexity. 相似文献
With regard to final exam scores the analyses reveal a significant impact from student learning style, attitude towards task-based learning, the number of student contributions and the level of knowledge construction in these contributions. No significant group characteristics were observed.
As to levels of knowledge construction, the analyses revealed that the amount of contributions and the attitude towards the online learning environment are significant predictors. The intensity of the interaction in a group had a significant impact. As to task characteristics, significant differences were found between consecutive themes. These disappeared when taking into account task complexity. 相似文献
18.
The aim of this study is to investigate whether personalization of mathematical word problems affects student achievement; and if it does, to find out whether the outcomes vary depending on computer and class environment in the teaching of mathematics. The sample of the research, conducted in the 2006–2007 fall semester, consists of 90 seventh grade in four sub-groups. During the application in the classroom, paper-based personalized and paper-based non-personalized problems were given. As to the computer environment, web-based personalized and web-based non-personalized problems were presented. After the application, an achievement test was performed as an achievement post-test parallel to the pre-test. The results show no significant difference between the scores of the groups who used personalized materials and the groups who used non-personalized materials. The results also indicate that no significant difference exists between those who studied in the computer-based environment and those in the paper-based environment. 相似文献
19.
Danielle Lottridge Mark Chignell Sharon E. Straus 《International Journal of Industrial Ergonomics》2011,41(3):208-218
Requirements analysis defines the goals and evaluation criteria of system design. We introduce a methodology for requirements analysis for customization based on large sample interactive testing, with the premise that analysis of user behaviour with prototypes leads to requirements discoveries. The methodology uses a relatively large sample (1) to identify relevant user subgroups, (2) to observe significant empirically determined group differences in the context of task and tool use and (3) to estimate the groups’ different requirements and derive design implications. Between 20 and 50 participants are used per test, rather than the three to five often recommended for user testing. Statistical relationships are investigated between subgroups in terms of background variables, questionnaire items, performance data, and coded verbal statements. Customization requirements are inferred from the significant differences observed between empirically determined groups. The methodological framework is illustrated in a case study involving the use of clinical resources on handheld devices by three groups of physicians. The groups were found to have different needs and preferences for evidence-based resources and device form factor, implying opportunities and necessities for group customization requirements.
Relevance to industry
In safety-critical domains such as health care, it is essential to assess user needs and preferences regarding devices and systems to inform appropriate customizations. We present a methodological framework and case study that demonstrates how large sample user testing can supplement typical methods of requirements analysis to provide contextualized, quantitative accounts of group differences and customization requirements. 相似文献20.
The objective of the current research is to model trends in video game playing, overall computer use, and communication technology use in a longitudinal sample of youths, aged 11-16 over a 3-year interval. In addition, individual difference characteristics that may be predictive of these trends were included, namely, socio-demographic characteristics (gender, ethnicity, and parental income) and personality characteristics (self-esteem, the Big Five personality factors). Findings suggested that youth increased their overall computer and communication technology use but decreased their videogame playing over time. Many individual differences predicted mean levels of these technologies with fewer predicting slopes. Conclusions, implications, and limitations are discussed. 相似文献