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1.
When the goal of group activities is to support long-term learning, the task of designing well-thought-out collaborative learning (CL) scenarios is an important key to success. To help students adequately acquire and develop their knowledge and skills, a teacher can plan a scenario that increases the probability for learning to occur. Such a scenario defines pedagogically sound structures that prevent off-task behavior and engage students in more meaningful interactions. The main difficulty in designing effective CL scenarios is transforming the teacher's intentions into elements that constitute the learning scenario. This problem is frequently observed when novice teachers attempt to improve the quality of learning and instruction by blending collaborative activities with individual activities without careful planning. With the goal of helping teachers in planning collaborative scenarios, we have developed an intelligent authoring tool referred to as CHOCOLATO using Semantic Web technologies (e.g. ontologies) in order to represent knowledge about different pedagogies and practices related to collaboration. Through the use of this knowledge, CHOCOLATO can provide intelligent guidance that helps teachers to create theory-based CL scenarios which has proven to be effective in a variety of situations. We evaluated it by conducting two experiments. We were interested in verifying whether the recommendations given by CHOCOLATO help novice teachers to design pedagogically sound CL activities, and if these activities help students to learn collaboratively in real classroom settings. The first experiment had the participation of 58 pre-service teachers that created CL scenarios with and without our authoring tool and the second experiment was carried out in a Brazilian public school together with 218 students. The results suggest that the guidance provided by CHOCOLATO do help novice teachers plan, understand and share CL scenarios more easily. They also suggest that the continuous utilization of well-designed theory-based CL activities create favorable conditions for students (particularly less knowledgeable ones) to improve their overall performance throughout the school year.  相似文献   

2.
One of the most relevant difficulties faced by first-year undergraduate students is to settle into the educational environment of universities. This paper presents a case study that proposes a computer-assisted collaborative experience designed to help students in their transition from high school to university. This is done by facilitating their first contact with the campus and its services, the university community, methodologies and activities. The experience combines individual and collaborative activities, conducted in and out of the classroom, structured following the Jigsaw Collaborative Learning Flow Pattern. A specific environment including portable technologies with network and computer applications has been developed to support and facilitate the orchestration of a flow of learning activities into a single integrated learning setting. The result is a Computer Supported Collaborative Blended Learning scenario that has been evaluated with first-year university students of the degrees of Software and Audiovisual Engineering within the subject Introduction to Information and Communications Technologies. The findings reveal that the scenario improves significantly students’ interest in their studies and their understanding about the campus and services provided. The environment is also an innovative approach to successfully support the heterogeneous activities conducted by both teachers and students during the scenario. This paper introduces the goals and context of the case study, describes how the technology was employed to conduct the learning scenario, the evaluation methods and the main results of the experience.  相似文献   

3.
Virtual environments are increasingly used to support collaborative activities and distance learning. However, few are designed to support students, instructors and simulations in multi-participant team training. This paper describes the Training Studio, a system for authoring, delivering and evaluating multi-participant team training in an immersed virtual environment. The Training Studio focuses on human-systems interaction, allowing multiple students to learn and perform team tasks. The Training Studio supports collaborative learning for either single or multi-participant activity. This is accomplished through the use of agents which are assigned to students to act as personal mentors or missing team members. Conducting team training within a virtual environment introduces complexities and issues unique to team training and multiple-participant virtual environments. This paper describes our approach to virtual environment team training, discussing issues confronted and resulting design considerations and implementations.  相似文献   

4.
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   

5.
The aim of this study is to test collaborative concept mapping activities using computers in a classroom scenario and to evaluate the possibilities that Elkar-CM offers for collaboratively learning non-technical topics. Elkar-CM is a multi-lingual and multi-media software program designed for drawing concept maps (CMs) collaboratively. Concept mapping is a widely accepted technique that promotes meaningful learning. Graphically representing concepts of the learning domain and relationships between them helps students integrate new knowledge into their current cognitive structure. This study was carried out with Social Education degree students at the University of the Basque Country (UPV/EHU). The experiment included two learning activities. First, all students collaboratively constructed in the classroom a CM on the subject of Moral Development. Second, students were organised into groups to complete the CM generated in the first part.  相似文献   

6.
This paper describes a design process to support the development of a learning collaboratory, a distributed, computer-based, virtual space for learning and work. A learning collaboratory, as a distributed distance learning environment, offers great opportunities to expand the way people teach and learn and to broaden educational opportunities to an ever increasing range of learners. The challenge is to design distance learning technologies that engender meaningful learning experiences that take full advantage of the power of computer-mediated communication to support innovative learner-centered and collaborative interactions between students, teachers, subject experts, and resources. First, the paper describes the learning collaboratory design framework (LUCIDIFY), a design process that integrates methods and concepts from cognitive systems engineering, theories of learning and instruction, distributed computing, and computer-supported collaborative learning to guide the principled design of learning collaboratories. Next, the paper describes how LUCIDIFY was used in the design and implementation of the collaborative learning environment for operational systems (CLEOS), a learning collaboratory for teachers, students, and practitioners in the physical sciences. CLEOS features two virtual instrument tutorials, an asynchronous messaging system, a project-based design and management application, and a collaborative multi-user domain infrastructure.  相似文献   

7.
A common computer-based collaborative learning approach is to simply introduce contemporary computermediated communication technology into the classroom to support prescribed learning activities. This approach assumes that all students collaborate in similar ways and that presentday technology is sufficient to accommodate all collaboration forms. This view is superficial and limiting. Students collaborate in different ways at different levels on different learning activities. A more detailed articulation of collaboration in learning is crucial to understanding and extending the pedagogical capabilities and usefulness of collaborative technologies. A model is presented for a more finely articulated form of analysis that enumerates types of collaborative learning activities and evaluates how these activities may be supported through different design options. The analysis is based on actual classroom scenarios and the collaboration requirements that emerge from them. The authors have successfully applied this analysis model in the design of a computer-based collaborative learning environment for science education.  相似文献   

8.
Computer game programming has been touted as a promising strategy for engaging children in the kinds of thinking that will prepare them to be producers, not just users of technology. But little is known about what they learn when programming a game. In this article, we present a strategy for coding student games, and summarize the results of an analysis of 108 games created by middle school girls using Stagecast Creator in an after school class. The findings show that students engaged in moderate levels of complex programming activity, created games with moderate levels of usability, and that the games were characterized by low levels of code organization and documentation. These results provide evidence that game construction involving both design and programming activities can support the learning of computer science concepts.  相似文献   

9.

A common computer-based collaborative learning approach is to simply introduce contemporary computermediated communication technology into the classroom to support prescribed learning activities. This approach assumes that all students collaborate in similar ways and that presentday technology is sufficient to accommodate all collaboration forms. This view is superficial and limiting. Students collaborate in different ways at different levels on different learning activities. A more detailed articulation of collaboration in learning is crucial to understanding and extending the pedagogical capabilities and usefulness of collaborative technologies. A model is presented for a more finely articulated form of analysis that enumerates types of collaborative learning activities and evaluates how these activities may be supported through different design options. The analysis is based on actual classroom scenarios and the collaboration requirements that emerge from them. The authors have successfully applied this analysis model in the design of a computer-based collaborative learning environment for science education.  相似文献   

10.
Current studies have reported that secondary students are highly engaged while playing mobile augmented reality (AR) learning games. Some researchers have posited that players' engagement may indicate a flow experience, but no research results have confirmed this hypothesis with vision‐based AR learning games. This study investigated factors related to students' engagement – as characterized by flow theory – during a collaborative AR, forensic science mystery game using mobile devices. School Scene Investigators: The Case of the Stolen Score Sheets is a vision‐based AR game played inside the school environment with Quick Response codes. A mixed methods approach was employed with 68 urban middle school students. Data sources included pre‐ and post‐surveys, field observations and group interviews. Results showed that neither gender nor interest in science was an important predictor of variability in flow experience. Gaming attitude uniquely predicted 23% of the variance in flow experience. Student flow experience features included a flash of intensity, a sense of discovery and the desire for higher performance. The findings demonstrated a potential for mobile AR science games to increase science interest and help students learn collaboration skills. Implications for future research concerning mobile AR science games are discussed.  相似文献   

11.
This paper presents the results obtained with the implementation of a series of learning activities based on Mobile Serious Games (MSGs) for the development of problem solving and collaborative skills in Chilean 8th grade students. Three MSGs were developed and played by teams of four students in order to solve problems collaboratively. A quasi-experimental design was used. The data shows that the experimental group achieved a higher perception of their own collaboration skills and a higher score in the plan execution dimension of the problem solving cycle than did the non-equivalent control group, revealing that MSG-based learning activities may contribute to such learning improvements. This challenges future research to identify under which conditions learning activities based on mobile serious games can promote the development of higher order skills.  相似文献   

12.
Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants’ actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the design, development and evaluation of an ARG aimed at increasing the motivations of secondary school level students across Europe in the learning of modern foreign languages. The ARG was developed and implemented as part of a European Commission Comenius project and involved 6 project partners, 328 secondary school students and 95 language teachers from 17 European countries. The collaborative nature of ARGs provides a potentially useful vehicle for developing collaborative activities within an educational context. This paper describes the educational value of ARGs, in particular the ARG for supporting the teaching of modern European languages and the specific activities that were developed around Web 2.0 and gaming that underpinned the ARG and helped promote cooperation and learning within an educational environment. An evaluation of the ARG was conducted using an experimental design of pre-test → ARG intervention → post-test. 105 students completed the pre-test, 92 students completed the post-test and 45 students completed both the pre-test and post-test questionnaires. In general, student attitudes towards the ARG were very positive with evidence suggesting that the ARG managed to deliver the motivational experience expected by the students. The majority of students who completed the post-test either agreed or strongly agreed that they would be willing to play the game over a prolonged period of time as part of a foreign language course. In addition, through using the ARG, students believed that they obtained skills relating to cooperation, collaboration and teamwork.  相似文献   

13.
The Simulation discipline has to face new challenges such as the incorporation of Collaborative Technologies for professional use as well as for teaching purposes. This integration permits the creation of new kinds of support for collaborative learning processes. In this paper, we explore the potential of this synergy with DomoSim-TPC, a synchronous distributed collaborative environment for the teaching and learning of Domotics. The system supports an active, simulation-based and problem-based approach for learning house automation design. Using this learning environment, teachers propose and organize problem solving activities and the students carry out, in a collaborative way, the construction of artefacts (designs) using modelling and simulation tools.  相似文献   

14.
Computer‐supported collaborative learning is a paradigm that uses technology to support collaborative methods of instruction. When combining collaborative learning with the need to exchange documents between students and the teaching staff in a blended learning scenario, version control systems (VCSs) greatly simplify this collaboration. Furthermore, these tools need to be adopted in regular classes as they are used in industrial environments. But deploying a collaborative environment in which version control is used does not scale for large classes. This paper presents SubCollaboration, a platform that uses the VCS Subversion to manage a large number of work spaces in a collaborative learning environment. The tool maintains a reference workspace where teaching staff introduces new material that is then synchronized with the team repositories. Two case studies are presented showing that students easily learn the use of version control and its deployment in large classes is feasible. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

15.

This study reports on a novel design methodology, namely, design-centered research (DCR), developed to analyze and evaluate the alignment between an online collaborative learning design and its enactment. The approach is illustrated in a study involving 40 groups in total. Twenty different online collaborative learning activities were designed and enacted by 20 groups of three students in each of two iterations. The collaborative learning design plans from the first round were adjusted after reflecting on misalignments observed through the method during the enactment, and then enacted and tested again by another 20 groups in the second round. The proposed method involves an interaction path graph as well as three proposed indicators of group functioning. These three indicators include: (a) the range of activated knowledge, (b) the degree of knowledge building, and (c) an interactivity of the approach. This approach to quantification of alignment between a collaborative learning design and its enactment was successful in revealing areas for improvement of the design. The results of the two round study indicate that the alignment significantly improved after the optimization of the collaborative learning design based on the analysis of the first round. The findings also suggest that optimizing a collaborative learning design using this method is associated with improvements in group performance. Building on these findings, the collaborative learning design framework is discussed in detail in this article, and resulting implications for practitioners are discussed in depth.

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16.
With the advent of mobile technologies, well-designed fraction apps can be used to help children gain fraction knowledge, a challenging topic for both teachers and students. The present pilot study adopted a quasi-experimental design to investigate whether children can learn fraction concepts equally well if half of the lesson time (20 min) is replaced with game-based learning. Keeping the total lesson time (40 min) identical, the control group (N = 33) received traditional instruction, and the experimental group (N = 32) was presented with a blended learning approach spending half of the class time (20 min) playing tablet-based fraction games, where each of the learners had their own tablet. The results suggested that in the posttest, the experimental group achieved similar learning gains to the control group and appear to have achieved better performance in the transfer test than the control group. This paper also discusses the efficiency of game-based learning, the mechanism of how fraction games might enhance learning, and the potential of integrating game-based learning in educational settings.  相似文献   

17.
Location-based games offer opportunities for us to learn more about people’s interactions and feelings towards the environment they are in as well as to understand more about the mental models and locations associated with known environments, e.g. a university campus with its associations of learning. In our study, we wanted to manipulate the activities in a game to take advantage of certain locations in the hope of producing certain emotional reactions. However, it is not enough to simply produce these reactions; one must also have a way of capturing any emotions produced whether these are the ones expected or not. The objective of this paper, therefore, was to trial a new methodology for location-based games that aims at capturing the players’ emotional reactions to the activities in a game whilst in certain locations. In order to test the methodology, we designed a location-based game that can be played on any Bluetooth-enabled mobile phone that has an accelerometer. The game has been designed to interweave with a persons’ normal activity. As a result, there is little distinction between gaming time and non-gaming time.  相似文献   

18.
This paper presents the results of a field experiment on online examinations facilitated by collaboration support systems. In particular, it examines collaborative learning and virtual teams through online examinations as an assessment procedure, compared to traditional examinations. Assessment is increasingly regarded as an important part of the learning process. Applying constructivism and collaborative-learning theories, the collaborative examination process features students' active participation in various phases of the exam process through small group activities online. A 1 times 3 field experiment evaluated the collaborative online exam compared with the traditional in-class exam, and the participatory exam, where students participated in the online exam processes without groups. Data analysis using results from 485 students indicates that collaborative examinations significantly enhance interactions and the sense of an online learning community and result in significantly higher levels of perceived learning  相似文献   

19.
Researchers have indicated that the collaborative problem‐solving space afforded by the collaborative systems significantly impact the problem‐solving process. However, recent investigations into collaborative simulations, which allow a group of students to jointly manipulate a problem in a shared problem space, have yielded divergent results regarding their effects on collaborative learning. Hence, this study analysed how students solved a physics problem using individual‐based and collaborative simulations to understand their effects on science learning. Multiple data sources including group discourse, problem‐solving activities, learning test scores, and questionnaire feedback were analysed. Lag sequential analysis on the data found that students using the two simulations collaborated with peers to solve the problem in significantly different patterns. The students using the collaborative simulations demonstrated active engagement in the collaborative activity; however, they did not transform discussions into workable problem‐solving activities. The students using the individual‐based simulation showed a lower level of collaboration engagement, starting with individual exploration of the problem with the simulation, followed by group reflection. The two groups also showed significant differences in their learning test scores. The findings and pedagogical suggestions are discussed in the hope of addressing critical activity design issues in using computer simulations for facilitating collaborative learning.  相似文献   

20.
In this paper, we present a framework for the development of collaborative design games that can be employed in participatory design sessions with students for the design of educational applications. The framework is inspired by idea generation theory and the design games literature, and guides the development of board games which, through the use of adequate stimuli, rules and props, facilitate students in extracting and expressing their needs, desires and prospects regarding future educational software. To evaluate the proposed framework three studies were conducted. The first study aimed at the design of a web learning platform with the participation of 62 undergraduate higher education students in 13 design sessions; in the second study, a structured design approach was employed (12 sessions, 54 students) with the same design objective for comparison reasons; in the third study, the framework was deployed for the design of an electronic assessment application so as to examine its applicability in different learning domains (8 design sessions, 28 students). Students were very positive regarding both their participation and experience with the design games, and the needs elicited. The games favored a quick, broad exploration of the design space and facilitated the elicitation of numerous diverse needs and ideas, almost twice as many as produced by the structured approach. They also facilitated the creation of an informal atmosphere and limited the effects of common social influences on idea generation, such as social loafing, evaluation apprehension and production blocking. The three studies indicated that the proposed framework may simplify the development and employment of effective and efficient participatory design sessions in educational settings.  相似文献   

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