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1.
Wikis as shared digital artifacts may enable users to participate in processes of knowledge building. To what extent and with which quality knowledge building can take place is assumed to depend on the interrelation between people’s prior knowledge and the information available in a wiki. In two experimental studies we examined the impact on learning and knowledge building of the redundancy (Study 1) and polarity (Study 2) between participants’ prior knowledge and information available in the wiki. Based on the co-evolution model of cognitive and social systems, external assimilation and accommodation were used as dependent variables to measure knowledge building. The results supported the hypotheses that a medium level of redundancy and a high level of polarity foster external accommodation processes. External assimilation was stimulated by low redundancy and a high level of polarity. Moreover, we found that individual learning was influenced by the degree of external assimilation.  相似文献   

2.
Wikis provide new opportunities for learning and for collaborative knowledge building as well as for understanding these processes. This article presents a theoretical framework for describing how learning and collaborative knowledge building take place. In order to understand these processes, three aspects need to be considered: the social processes facilitated by a wiki, the cognitive processes of the users, and how both processes influence each other mutually. For this purpose, the model presented in this article borrows from the systemic approach of Luhmann as well as from Piaget’s theory of equilibration and combines these approaches. The model analyzes processes which take place in the social system of a wiki as well as in the cognitive systems of the users. The model also describes learning activities as processes of externalization and internalization. Individual learning happens through internal processes of assimilation and accommodation, whereas changes in a wiki are due to activities of external assimilation and accommodation which in turn lead to collaborative knowledge building. This article provides empirical examples for these equilibration activities by analyzing Wikipedia articles. Equilibration activities are described as being caused by subjectively perceived incongruities between an individuals’ knowledge and the information provided by a wiki. Incongruities of medium level cause cognitive conflicts which in turn activate the described processes of equilibration and facilitate individual learning and collaborative knowledge building.
Joachim KimmerleEmail:
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3.
Learning is a complex process that can be differentiated into assimilation and accommodation. The Internet enables both types of learning through collaboration. There is, however, little research investigating the specific impact of social and information incongruity on assimilation and accommodation. The current research investigates how the information incongruity between prior knowledge and new information on the one hand and the social incongruity caused by the group membership of an information source on the other hand stimulates assimilation and accommodation specifically. It is predicted that medium incongruity stimulates assimilation and accommodation more strongly than low incongruity. Moreover, concerning social incongruity, ingroup information should specifically increase assimilation more strongly than outgroup information. A laboratory study with a 2 × 2 design using between‐subject factors information incongruity (low vs. medium) and social incongruity (ingroup vs. outgroup information) was conducted wherein participants worked on an ostensibly collaborative wiki. It was found that medium information incongruity stimulated stronger structuring of knowledge (i.e., internal accommodation) and stronger integration of new information into a wiki text (i.e., external accommodation) than low incongruity. As expected, ingroup information increased the acquisition of factual knowledge (i.e., assimilation) more strongly than outgroup information.  相似文献   

4.
This study explores how customer relationship management (CRM) systems support customer knowledge creation processes [48], including socialization, externalization, combination and internalization. CRM systems are categorized as collaborative, operational and analytical. An analysis of CRM applications in three organizations reveals that analytical systems strongly support the combination process. Collaborative systems provide the greatest support for externalization. Operational systems facilitate socialization with customers, while collaborative systems are used for socialization within an organization. Collaborative and analytical systems both support the internalization process by providing learning opportunities. Three-way interactions among CRM systems, types of customer knowledge, and knowledge creation processes are explored.  相似文献   

5.
The present study attempted to investigate whether young learners who were new to knowledge building approaches could work towards advancing both individual and collective knowledge, and whether knowledge building could be beneficial to both high-achieving and low-achieving students. Findings reported in this paper are from one and a half-year design research for science learning in one primary school in Singapore. In this study, we closely examined the design and enactment of the Knowledge Building Community model in one class with high-achieving students and two classes with mixed-ability students. The research consists of two phases: Phase I Cultivating a collaborative knowledge building culture and Phase II Progressive Knowledge Building using Knowledge Forum. Data were collected from multiple sources, including knowledge assessment, conceptual understanding tasks, and the content analysis of Knowledge Forum postings. The results in Phase I show that while it is critical for students to monitor and build knowledge for their own understanding, they had difficulties developing such skills. In both phases, we found positive impacts on academic achievements showing improvement of student understanding in the course of reflective thinking and progressive inquiry. Overall, quantitative data suggest that the collaborative knowledge building environment was beneficial for both high-achieving and low-achieving students. We conclude by discussing some of challenges and issues in designing collaborative knowledge building environments for young learners with diverse abilities.  相似文献   

6.
7.
This study examined how web-based integration and procedure question prompts differentially affected students’ knowledge acquisition and ill-structured problem solving skills, particularly in representing problem(s), developing solutions, and monitoring and evaluating a plan of action within the social science context. Eighty-four undergraduate pre-service teachers were recruited and randomly assigned to one of the four conditions: (1) an IP condition that required students to complete integration prompts, (2) a PP condition that required students to complete procedure prompts, (3) an IPP condition that required students to complete both integration and procedure prompts, or (4) a control condition that did not provide access to any prompts. The findings show that students who received integration prompts outperformed those who did not receive any in knowledge acquisition and problem representation for solving an ill-structured problem. Integration prompts also helped the development and integration of cognitive schema, whereas procedure prompts helped direct students’ attention to specific features of the problem in order to arrive at the solution(s). In fact, the presence of an integration prompt alone is not sufficient to support successful ill-structured problem solving unless a procedure prompt is provided. Based on these findings, this study offers implications for designing Web-based learning environments, engineered to promote integrative knowledge and ill-structured problem solving skills.  相似文献   

8.
The current study reports on the use of Wiki as an online didactic tool to develop knowledge management (KM) processes in higher education. This study integrates social constructivist principles to learning where learners are pro-active and collaborative through higher order cognitive processes. The study was administered in two countries, namely Egypt and Italy, to close a gap in the literature with an aim to introduce KM processes in teacher educational programmes. These processes are seen as necessary for teachers’ professional skills. Such processes are claimed to enable teachers and therefore schools to evolve in a networked information-driven global society, especially as the complexity of subject knowledge is increasing. It is also a learning experience where teachers learn how to provide their students with educational settings where technology is enabled.  相似文献   

9.
This study aimed to investigate the differences in learning processes between successful and less successful pairs of students in computer-supported collaborative learning (CSCL) in the field of human nutrition and health. As part of their regular MSc (and optional BSc) course “Exposure assessment in nutrition and health research” at Wageningen University, 44 students were asked (as an individual pretest) to design and analyze a study which evaluates a certain dietary assessment method. Subsequently, they were asked to discuss their evaluation studies in randomized pairs using a CSCL platform. As an individual posttest, students had to re-design and re-analyze the same evaluation study. The quality of students’ knowledge construction in both tests and characteristics of their learning processes in the CSCL environment were assessed through two coding schemes. Based on their learning outcomes (quality of knowledge construction), pairs of students were divided into two subgroups: successful and less successful students. Next, the learning processes of these subgroups were compared. This study revealed that the learning processes of successful and less successful students in the CSCL environment differed in terms of relevance, width and depth of discussion and justification and reasoning. Based on these findings, recommendations for further research and educational practice are formulated.  相似文献   

10.
The present study addresses the effectiveness of an educational mathematics game for improving proportional reasoning in students from prevocational education. Though in theory game-based learning is promising, research shows that results are ambiguous and that we should look into ways to support game-based learning. The current study explored two factors (i.e., collaboration and competition) that have been associated with motivational and cognitive effects, and have potential to optimize game-based learning. In a fully crossed design, four conditions were examined: collaboration and competition, collaboration control, competition control, and control. It was found that, over all, gameplay did improve students' proportional reasoning skills but that learning effects did not differ between conditions. However, when students’ ability levels were taken into account, an interaction between collaboration and competition was found. For below-average students, the effect of collaboration was modified by competition, showing a negative effect of competition on domain knowledge gains in a collaborative learning situation. In contrast, for above-average students, the data demonstrated a trend that suggests a positive effect of competition on domain knowledge gain in a collaborative learning situation.  相似文献   

11.
Building performance – spanning energy use, greenhouse gas emissions, indoor environmental quality, etc. – is fundamental to the field of building engineering, yet it is typically taught with idealistic assumptions and traditional, teacher-centred, lecture-based methods. A promising emerging approach for university-level building engineering education is experiential learning, whereby students actively engage in complex tasks with real building data that reflect the kinds of problems graduates are likely to encounter in the workplace. To bridge the academic and employability skills and knowledge that they are developing through these tasks, students participate in reflective activities that help them to articulate the relevance and implications of the experience for lifelong learning. The objective of this paper is to assess the teaching and learning effectiveness of a data- and information-centric experiential learning approach to university-level engineering education. This paper reflects upon a particular course-based initiative informed by experiential learning theory that engaged fourth-year students in the life cycle of a new building on a university campus that was equipped with state-of-the-art building controls technologies. Students were provided access to a living lab resource with diverse artefacts from the building: drawings and building information models, guest lectures and technical tours, and live/historic data for the building. A series of assignments provided students with simulated problem scenarios to solve through the application of the building data as well as reflection prompts about their problem-solving process. The present paper details the assignments and the nature of the living lab data, students’ assignment results, and students and teaching assistants’ feedback on the overall teaching approach. The findings indicate a significant and continuous improvement in the reception and perceived educational value of the experiential assignments over the four-month term, suggesting living labs are a promising source of educational material for experiential learning. The paper concludes with lessons learned from the current course about experiential learning in building engineering education that can be applied more broadly to future courses in the field.  相似文献   

12.
Design plays a central role in a range of subjects at different educational levels. Students have to acquire the knowledge necessary for the execution of tasks that enable them to construct an artefact or model that can be tested by simulation and that satisfies some requirements and verifies some constraints. They achieve this by means of a design process. In some design domains there is a lack of teaching tools from a learner-centred perspective. Moreover, when these domains are complex, the design problems that the students have to solve during their learning process require the design activity to be carried out in group. In response to this situation, we have developed a design model and a collaborative learning method. Using this conceptual framework, we have built a collaborative environment for the learning of domotical1 design by means of complex problem solving, with an emphasis on synchronous collaboration for work distribution, discussion, design in shared surfaces and simulation. This environment has already been evaluated and used in real teaching experiences.  相似文献   

13.
Processing of multiple representations in multimedia learning environments is considered to help learners obtain a more complete overview of the domain and gain deeper knowledge. This is based on the idea that relating and translating different representations leads to reflection beyond the boundaries and details of the separate representations. To achieve this, the design of a learning environment should support learners in adequately processing multiple representations. In this study, we compared a scientific inquiry learning environment providing instructional support with directive self‐explanation prompts to relate and translate between representations with a scientific inquiry learning environment providing instructional support with general self‐explanation prompts. Learners who received the directive prompts outperformed the learners who received general prompts on test items assessing domain knowledge. These positive results did not stretch to transfer items and items measuring learners' capabilities to relate and translate representations in general. The results suggest that learner support should promote the active relation of representations and translation between them to foster domain knowledge, and that other forms of support (e.g. extended training) might be necessary to make learners more expert processors of multiple representations.  相似文献   

14.
The purposes of this study were (1) to develop a teacher training program that integrates knowledge management (KM) and blended learning and examine its effects on pre-service teachers’ professional development in creativity instruction; and (2) to explore the mechanisms underlying the success of such KM-based training. The employed KM model was the SECI, which consists of four modes of knowledge conversion: socialization, externalization, combination, and internalization. Forty-four pre-service teachers participated in this 17-week experimental instructional program. Repeated Measure Analysis of Variance and content analysis revealed that the training program designed in this study effectively improved pre-service teachers’ professional knowledge and personal teaching efficacy in their teaching of creativity. Moreover, this study showed that blended learning, guided practice, observational learning, group discussion, peer evaluation, and feedback are important mechanisms underlying this success.  相似文献   

15.
The use of new technology encouraged exploration of the effectiveness and difference of collaborative learning in blended learning environments. This study investigated the social interactive network of students, level of knowledge building and perception level on usefulness in online and mobile collaborative learning environments in higher education. WeChat, which is a mobile synchronous communication tool, and modular object‐oriented dynamic learning environment (Moodle) were used as mobile and online collaborative learning settings. Seventy‐eight college students majoring in information engineering participated in the experiment. The following findings were revealed by combining methods of social network analysis, content analysis and questionnaire survey: (1) the collaborative social networks generated in this study showed that students had tighter interaction relationships in Moodle than in WeChat; (2) deeper level of knowledge building in collaboration and interaction through Moodle than WeChat was observed; and (3) Moodle got higher perception level than WeChat because of its usefulness for collaboration.  相似文献   

16.
This study describes the empirical test of a theoretical model of knowledge building with wikis that was recently introduced by Cress and Kimmerle. The underlying assumption of this model is that both learning (as an internal, individual process) and knowledge building (as the creation of public knowledge) are based on the interplay between an individual's knowledge and the information available in the wiki. Incongruity between individual knowledge and the information contained in the wiki will lead to learning (through the acquisition of factual and conceptual knowledge) and to knowledge building (through assimilation and accommodation). In three conditions, the experiment provided the participants with different levels of incongruity between their individual knowledge and information in the wiki by varying the amount of information that was contained in the wiki, while the amount of information that the participants possessed was kept constant. As predicted, the results confirmed that a medium level of incongruity between an individual's knowledge and the information that a wiki contains will best support learning. Moreover, a medium level of incongruity leads to more accommodative knowledge building despite the fact that high and medium levels of incongruity will result in similar amounts of assimilative knowledge building. The implications of these findings were discussed in the concluding remarks.  相似文献   

17.
S.L.  F.  M.R. 《Computers & Education》2007,49(4):957-975
This paper presents an exploratory study about the development of a structural and measurement model for the technological acceptance (TAM) of a web-based educational tool. The aim consists of measuring not only the use of this tool, but also the external variables with a significant influence in its use for planning future improvements. The tool, designed with Shockwave™ and Macromedia Director™, is a web-based educational environment that has been applied as a teaching methodology in an undergraduate course involved with modern microprocessors architectures and applications. The proposed methodology may be extensible to similar tools and tries to fill the lack of scientific studies in the validation and acceptance of computer-based educational tools.  相似文献   

18.
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   

19.
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   

20.
Understanding how to foster knowledge building in online and blended learning environments is a key for computer-supported collaborative learning research. Knowledge building is a deeply constructivist pedagogy and kind of inquiry learning focused on theory building. A strong indicator of engagement in knowledge building activity is the socio-cognitive dynamic of epistemic agency, in which students exercise a higher level of agency for setting forth their ideas and negotiating fit with those of others rather than relying on their teacher. The purpose of this paper is to investigate the influence of (a) levels of participation, (b) facilitator styles and (c) metacognitive reflection on knowledge building in two blended, post-secondary education contexts. A study of a total of 67 undergraduate students suggest that high levels of participation, a supportive facilitator style, and ample opportunities for metacognitive reflection on the students’ own participation strategies are most conducive for fostering epistemic agency for knowledge building. Implications of these results for research and instructional design of online courses are discussed.  相似文献   

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