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1.
Organisations increasingly use multidisciplinary teams to construct solutions for complex problems. Research has shown that multidisciplinary teams do not guarantee good problem solutions. Common ground is seen as vital to team performance. In this paper an ICT-tool to support complex problem solving is studied. A framework for knowledge construction inspired the design of computer support for knowledge construction. The basic support principle consisted of making individual perspectives explicit, which serves as a basis for negotiating common ground. This principle was embedded in a collaborative learning environment in three ways, which differed from each other in the extent to which users were coerced to adhere to the embedded support principles. Coercion, as expected, was correlated with negotiation of common ground; the more coercion, the more participants would negotiate the meaning of contributions to the ICT-tool, and the more common ground they would have. Self-report data suggested that Intermediate coercion resulted in the least common ground. This may have been caused by some disruption of group processes. 相似文献
2.
Traditional computer technology offers limited support for face-to-face, synchronous collaboration. Consequently, children who wish to collaborate while using computers must adapt their interactions to the single-user paradigm of most personal computers. Recent technological advances have enabled the development of co-located groupware systems offering support for concurrent, multi–user interactions around a shared display. These systems provide a unique collaboration environment in which users share both the physical and the virtual workspace. This paper examines how such technology impacts children's collaboration. Findings from this research show that when concurrent, multi–user interaction is supported on a shared display, children exhibit collaborative behaviour similar to their interactions during paper-based activities. The findings also suggest strengths and weaknesses of various mechanisms for supporting synchronous interactions that have implications for the design of computer systems to support children's face-to-face collaboration. 相似文献
3.
A limitation of current Web-based collaborative learning is the restricted ability of students to create and share individual annotations with annotated documents. Applying Web 2.0 collaborative annotation systems and analyzing students’ annotation behavior has attracted attention to improve collaborative learning. This study designed a personalized annotation management system 2.0 (PAMS 2.0) for managing, sharing, and reusing individual and collaborative annotations as well as providing a shared mechanism for discussion about shared annotations among multiple users. 相似文献
5.
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
6.
This paper considers aspects of strategic knowledge in design and some implications for designing in collaborative environments. Two key questions underline the concerns. First, how can strategic knowledge for collaborative design be taught and second, what kind of computer-based collaborative designing might best support the learning of strategic knowledge? We argue that the support of learning of strategic knowledge in collaborative design by computer-mediated means must be based upon empirical evidence about the nature of learning and design practice in the real world. This evidence suggests different ways of using computer support for design learning and acquisition of strategic design knowledge. Examples of research by the authors that seeks to provide that evidence are described and an approach to computer system design and evaluation proposed. 相似文献
7.
Transformation of learning and teaching in higher education now offers greater educational equality through enhanced access and collaboration within the framework of lifelong learning in the digital age. This study aims to evaluate online peer learning and assessment in the collaborative learning process in higher education practices. The study also investigates the impact of online peer learning on the development of skills within collaborative learning through the use of volunteered responses from learners concerning their experiences with and perceptions of online learning. Therefore, a quantitative approach is applied through the administration of a survey with 32 items that is distributed to 715 participants. According to the objective of the study, a set of inferential statistical analyses are performed. The theoretical framework of this study is the CHAT (cultural historical activity theory) which reconstructs the knowledge of learners through the application of the Adobe Connect program to demonstrate how learners can be collaborative and social with their peers in an online context. The results revealed that the collaborative online peer learning process in higher education encourages critical reflection and self-assessment. The study contributes to the understanding of the value of learner satisfaction in online collaborative learning environments through the experiences of learners. 相似文献
8.
In this paper, we propose a synchronization scheme to achieve a high level of consistency in peer-to-peer-based shared virtual environments (SVEs), as well as to display natural and realistic motions of virtual objects, in collaborative haptic tasks. The synchronization scheme utilizes an advanced feedback controller to compensate for the state error between geographically separated sites with a significant amount of time delay. It is designed using the mathematical model of a two-user SVE manipulating a freely moving object represented as a mass with damping resistance, with a haptic interface. Thanks to feedback control theory of time delay systems, the controller is shown to result in closed-loop stability and is be robust to perturbations in the time delay. Together with the synchronization control, a recovery filter is also designed and integrated so as to preserve the natural behavior of the synchronized object, which is, otherwise, affected by the feedback control action. In addition to verifying the theoretical results, two experiments using real Internet and local area network communications are carried out. These tests clearly support the validity of the analyses and demonstrate the applicability of the synchronization scheme. 相似文献
9.
Personal knowledge management (PKM) is different from the traditional centralized knowledge management (KM) modes. The PKM is suitable for distributed collaborative KM environments. This paper makes an explorative study on the PKM, and analyzes various forms of personal knowledge resources in the product development process. Then a model of recommender systems for PKM is proposed for knowledge sharing among members in the collaborative environment. The key function of the PKM recommender systems is to supply potentially useful personal knowledge resources from the sites where these knowledge resources are created to the sites where the members may need the knowledge. The PKM is in a mode of distributed control rather than a mode of centralized control, which is widely used by traditional KM methods and tools. This study paves a way for developing an advanced mode of KM platforms for PKM sharing in collaborative environments. 相似文献
10.
The main characteristics of situated learning environments (SLEs) are: to provide authentic contexts, activities, expert performances and integrated assessment; to support multiple roles and perspectives, collaborative knowledge construction, coaching and scaffolding; and to promote reflection and articulation. However, current SLEs have two limitations: (1) not all of these characteristics are included, particularly lacking collaborative knowledge construction, in most cases; and (2) most SLEs are designed to support learning activities outdoors, but not indoors. This paper presents the implementation of an SLE that overcomes these two limitations. This SLE is based on bidirectional Quick Response (QR) codes, which are enhanced QR codes that not only provide information when scanned but also collect user-generated content. This “Bidirectional SLE” is evaluated in an experiment in which it is compared with an equivalent “Traditional SLE”, which is built upon traditional QR codes. The purpose of this comparison is to understand if using bidirectional QR codes as a mechanism to support collaborative knowledge construction in indoor settings has an impact on students' learning outcomes and on their impression of the learning experience. Two hundred fifty-three students participated in this experiment. Data collected from this experiment indicate that the students who worked in the Bidirectional SLE (1) received better scores, providing better and more complete answers, and (2) evaluated their learning experience better than their peers' who worked in the Traditional SLE. Finally, a cross-analysis of these results including teachers' opinions led to a set of lessons learned about the design of SLEs to support collaborative knowledge construction. 相似文献
11.
The ability to work collaboratively is highly valued in today’s workplace. However, collaboration does not often naturally happen in a group. Certain strategies must be applied to coordinate individual efforts and monitor the learning process so that effective collaboration can take place. 34 groups from 4 PGDE (Post Graduate Diploma in Education) classes at NIE (National Institute of Education) in Singapore participated in this study. Each group of four members used an online shared workspace to collaborate. Results showed that about half groups actively used the workspaces to share resources, negotiate ideas, and coordinate their collaboration. On the other hand, using the workspaces helped the teacher to easily track and monitor the collaborative learning process, as the workspaces documented what group members did and how they gradually completed the assignment. The students were also required to write weekly progress reports. Results showed that writing progress reports helped group members to reflect on what they had done and also provided additional information for the teacher to confirm their individual contributions. Issues involved in coordinating and monitoring the collaborative learning process are discussed. 相似文献
12.
In the few years since its release, Apple's iPad has generated much discussion about its potential to support student learning at all levels of the education system. Much of this has focused on its physical and technical attributes, such as portability, touch-display, connectivity, and large array of apps. However, a few studies have begun to explore possible advantages of iPads being used as public work spaces, enabling students to interact more collaboratively when creating learning outputs. These studies point to other affordances such as the iPad's ability to lay flat on a desk or be propped at a convenient angle, its wide viewing range and multi-user accessible interface, as being particularly relevant in supporting collaboration.Between June and November 2013, researchers from the University of Waikato used a specifically developed ‘observeware’ app to capture display and audio data while young students (5 year olds) were using iPads in pairs for developing numeracy, literacy and problem-solving/decision-making skills. The study used Mercer's (1994) talk types framework to explore the nature of talk students engaged in while they were using the iPads and interacting with each other and their teacher, and also how features of the device may have influenced this.Results indicated exceptionally high levels of on-task talk, but that this was mostly of an affirming and non-critical nature and unsupportive of outcome improvement or refinement. While the iPad offered unique potential as a shared, public learning device, the pedagogical role of the teacher in realising this by helping students learn appropriate ‘ground rules’ to raise talk quality, was critical. This article details the methodology used and the results of the study. It discusses the important role teachers play in helping young students build oral-interaction strategies to capitalise on high levels of learning engagement, and the unique features of these devices. 相似文献
13.
This paper reports on the elicitation of requirements for Virtual Actors in Collaborative Virtual Learning Environments (CVLEs). The methodological approach followed involves the phased development of a series of learning environments which are observed in use by parents, children and teachers. The focus of study is on the interactivity and social communication issues that arise in the learning situation. The research uses as its case study the work of the Manchester Museum Education Service with children at Key Stage Level 2 (9–11 years old) of the National Curriculum. The particular learning situation is based on senet, an ancient Egyptian board game from the Museum’s collection of artefacts from the pyramid builders’ town of Kahun. Results are presented of the first phase prototype, a single display groupware system where interactions take place face-to-face in the ‘real-world’ external to the environment. Results are also presented of the second phase prototype, a multi-user groupware environment in which the users are remotely located and interaction is mainly internal to the environment. The paper discusses how the results from these two phases are being used to establish requirements for a CVLE to be developed in the third phase of research. 相似文献
14.
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
16.
This paper focuses on a tool for meaningful, collaborative, interaction in a constructionist music composition environment. In particular, it describes the design and implementation of “Networked DrumSteps”, an application that allows multiple users in different locations to collaborate in the process of music composition, but without the use of standard notation.Findings from the testing of Networked DrumSteps in an educational environment show encouraging results. Learners agreed that the piece they made together was “different” from something they would have made on their own, and that they made it in different way. From a technical perspective Networked DrumSteps has proven itself to be highly scalable and extendable. Tests done with up to six people collaborating together showed no signs of performance deterioration. 相似文献
17.
A major perspective within research on computer-supported collaborative learning (CSCL) approaches learning as a cultural practice and considers the implications of this on the way classroom learning environments are designed. Often referred to as authentic learning, many innovative approaches to the design of learning environments come with the intention that practices of the people who are experts in a domain are enculturated by the participating students. Different approaches taken given the constraints of educational settings have led to conceptual fragmentation in this area of CSCL scholarship. Therefore, the dual aim of this research is to advance our understanding of the relevant cultures at play when designing for authenticity and show how these cut across different approaches taken for the design of authentic CSCL environments in schools. Using the constant-comparative method, we looked back at the past quarter century of sociocultural research to analyze the way different variations of sociocultural activities, scenes, participants, time, and cultural tools have been designed within authentic CSCL environments. A refined conceptualization of authentic learning that elucidates the relationships between intended, current, and authentic cultures emerged coupled with a novel coding scheme and visualization tool that can help the field rise above the wide variation in designs for authenticity. 相似文献
18.
Although most online learning environments are predominately text based, researchers have argued that representational support for the conceptual structure of a problem would address problems of coherence and convergence that have been shown to be associated with threaded discussions and more effectively support collaborative knowledge construction. The study described in this paper sets out to investigate the merits of knowledge mapping representations as an adjunct to or replacement for threaded discussion in problem solving by asynchronously communicating dyads. Results show that users of knowledge maps created more hypotheses earlier in the experimental sessions and elaborated on them more than users of threaded discussions. Participants using knowledge maps were more likely to converge on the same conclusion and scored significantly higher on post-test questions that required integration of information distributed across dyads in a hidden profile design, suggesting that there was greater collaboration during the session. These results were most consistent when a knowledge map with embedded notes was the primary means of interaction rather than when it augmented a threaded discussion. 相似文献
19.
One of the most important facets of collaborative learning is the interaction between individual and collaborative learning activities – between divergent perspectives and shared knowledge building. Individuals bring divergent ideas into a collaborative environment. While individuals bring their own unique knowledge and perspectives, the second important aspect of collaborative learning is how they move from seemingly divergent perspectives to collaborative knowledge building. This is clearly a social process among group members who could adopt various strategies for resolving differences including asserting dominance, acquiescing, or some form of reciprocal sense making. An important aspect of collaborative learning is the move from assimilation to construction, i.e., creating new understandings based on the discussions that they have had. Documenting this change from divergence to collaborative knowledge building to possible construction is therefore important in understanding the nature the collaborative interactions. In this paper we discuss our analysis of the process of collaborative interactions based on three dimensions – divergence of ideas, collaborative knowledge building and construction. Our aim was to document as well as to understand how collaborative interactions develop over time: whether students raise new issues (ideas) more frequently as they become more familiar with the discussion and discussants, and whether shared knowledge building becomes richer over time, and subsequent evidence that students were able to construct their own understanding based on their interactions with others. Our analyses were conducted in the context of an online graduate course conducted using the learning environment that we designed, CoDE, (Constructivist, Distributed learning Environment). In this paper, we will first describe the design of CoDE. We will then describe a study in which CoDE was used to offer an online graduate course in learning theories. We then discuss our analyses of both individual and collaborative learning as it progressed through the duration of the course. 相似文献
20.
Within the framework of research that describes the processes of collaborative knowledge construction in computer-supported collaborative learning (CSCL) environments, the present work has three objectives: (i) the identification of the strategies of six small groups of university students for the elaboration of written products in a CSCL environment; (ii) seek relations between the identified writing strategies and the processes and phases of collaborative knowledge construction in the groups; and (iii) relate these strategies and phases with the learning results obtained by the groups. We carried out a multiple-case study, with the analysis of four different didactic sequences, in two different virtual learning and teaching settings. In each setting, three student groups were studied, where each had to collaboratively develop between four and eight written products. For all the studied groups, the analysis enabled the identification of five types of strategies in the preparation of the elaboration of written products, and four types of phases of collaborative knowledge construction, which are interrelated and also connected with the grades that the groups obtained in each case. 相似文献
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