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1.
This study investigated the effects of a peer feedback tool and a reflection tool on social and cognitive performance during computer supported collaborative learning (CSCL). A CSCL-environment was augmented with a peer feedback tool (Radar) and a reflection tool (Reflector) in order to make group members aware of both their individual and their group behavior. Radar visualizes how group members perceive their own social and cognitive performance and that of their peers during collaboration along five dimensions. Reflector stimulates group members to reflect upon their own performance and the performance of the group. A 2 × 2 factorial between-subjects design was used to examine whether Radar and Reflector would lead to better team development, more group satisfaction, lower levels of group conflict, more positive attitudes toward problem-based collaboration, and a better group product. Results show that groups with Radar perceived their team as being better developed, experienced lower conflict levels, and had a more positive attitude towards collaborative problem solving than groups without Radar. The quality of group products, however, did not differ. The results demonstrate that peer feedback on the social performance of individual group members can enhance the performance and attitudes of a CSCL-group.  相似文献   

2.
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   

3.
Collaborative learning of visual information with computers can be particularly beneficial for acquiring complex and abstract knowledge. This article describes a computer-supported collaborative visual learning environment called TurtleGraph that was designed to assist learners in capturing the concept of recursion as well as recursive programming skills. In this distributed learning environment, students were requested to collaborate with their partners to write LISP-LOGO recursive programs in order to solve geometric pattern drawing problems. The instructional aim of the TurtleGraph collaborative visual learning environment was to foster active knowledge processes through collaborative work that helps learners make their strategic thinking more explicit and induce more reflective thoughts, and also helps them be more critical in evaluating and interpreting the adequacy of their knowledge.  相似文献   

4.
Net-based collaborative learning discourses often suffer from deficiencies such as lack of coherence and coordination. It is suggested that the provision of two functionalities, referencing and typing, which learners may optionally use to ground their contributions during a chat-based discourse, can improve collaborative learning. In particular, we examined if goal focus, type of task and group size affect learning outcomes and the use of these functionalities. A chat-based system, called a learning protocol, implements these functionalities and serves as a net-based collaborative learning environment. Results suggest that a learning protocol is more beneficial for knowledge-acquisition tasks than for problem-solving tasks, and that the use of supporting functionalities increases when goal focus is on the group rather than on the individual. Also, there is a tendency that learning outcomes improve as group size increases. We propose that learning protocols provide potentially valuable design features that can promote net-based collaborative learning.  相似文献   

5.
《Ergonomics》2012,55(4):559-585
A community of highly qualified employees is desirable for the workforce to become a competitive business advantage, improving and sustaining corporate health. Currently, the scientific literature is limited on information comparing the assessment of expert and qualified workers for the employee–work environment interface. Such information would be valuable for industrial managers to obtain and act on the different perspectives of its workers for business improvement and survivability. A primary objective of this study is to explore the perspectives of expert and qualified workers on the quality of the employee–work environment interface in a manufacturing enterprise. This investigation was performed in a production department in a small manufacturing enterprise. Two expert workers participated in the study, with each being in the company for 30 years and having performed all jobs in the production department as well as supervisory and line management responsibilities. A total of 13 qualified workers from day and night shifts were used in the study, with the great majority of workers possessing 10 or more years of on-the-job experience but not acquiring the same specialised knowledge required for operating the technological resources in the department. The work compatibility methodology was used to assess the quality of employee–work environment interface for both expert and qualified workers. Both expert and qualified workers provided similar trends in terms of their compatibility assessment of experienced and acting work domains. In general, the compatibility levels for the day shift were poorer than those obtained for the night shift for acting work domains. The similarities in assessment between the expert and qualified workers were much closer for factors impacting job performance at the task and immediate surrounding levels (i.e. physical and mental task content, physical environment). There were greater differences at the macro level, that is, at the process and enterprise levels, in terms of organisational/social/technological environment. This is particularly noted for the organisational environment. The compatibility values obtained for the experienced domains mirror those obtained for acting domains. The overall workload was assessed as requiring major redesign during the day shift and needing added responsibilities for the night shift according to both expert and qualified workers. The assessment of qualified workers is comparable with that of expert workers for the job content and immediate surroundings. Differences are more observed for process- and enterprise-based factors; thereby, providing company management different perspectives in order to devise organisational strategies conducive for optimum human and corporate health and pointing to the probable interactions of the different systems impacting individual and enterprise performance.

Statement of Relevance: This research examines similarities and differences between qualified and expert workers in their assessment of the worker–work environment interface. The contribution to improved understanding of the complex interactions of human-at-work and enterprise systems should be beneficial to organisations in their quest to remain competitive in a global economy.  相似文献   

6.
This study focused on the use of reflective learning e-journals in a university web-based English as a foreign language (EFL) course. In the study, a multimedia-based English programme comprising fifteen different units was delivered online as a one-semester instructional course. Ninety-eight undergraduate students participated, and they were divided into two groups: the treatment group used reflective learning e-journals, while the control group completed content-related exercises. The study investigated the effects of reflective learning e-journals and how students used them to aid learning. Results show that when learning from web-based instruction, students who used reflective learning e-journals outperformed students who did not do so in terms of reading comprehension. Using reflective e-journals improved the academic performance of learners in the online course. In addition, journal writing students claimed that they also improved their organisational skills and writing abilities through their reflective learning e-journal writing and found the journal writing to be a very helpful tool in reviewing the course and preparing for the exam.  相似文献   

7.

Integrating working and learning is seen as a desirable alternative to traditional training regimes. An integrated approach to working and learning is more gradual, contextual, problem oriented and cost effective. Knowledge technology aims to catalyze workplace learning, but requires the right organisational culture and brings additional costs regarding the articulation, representation and transmission of knowledge. Our approach reduces these costs by making articulation a natural part of collaborative working, designing for both informal and formal knowledge, and facilitating the transition of socially situated knowledge through enriched documents. To be successful, our approach has certain prequesites concerning organisational culture, and the nature of shared documents, organisational knowledge and work activities.  相似文献   

8.
Skill certification promotion is one of the main policies facilitated by the technological and vocational education, where application software instruction is regarded as the core curriculum to foster skill certification. With its close connection with problem-solving learning, application software instruction relies heavily on hands-on operation incorporating information technology to adequately unravel the challenges where living or working application is simulated as problem situations. According to Dewey (1963) and Edwards (1996), the process of reflection is characterized by the inference course where learners attempt to analyze and solve the problems. However, more evidence is needed to decide what reflective learning strategies are effective for students' learning. Application software operation is categorized as procedural knowledge. Repeated drills are requisite to reach the ultimate goal of spontaneous reaction without thinking. Features of CAL system offer a well-rounded environment to meet the demands. The purposes of this study were 1) to investigate how different reflective learning strategies can affect learning effectiveness of operational application software acquisition, 2) to identify effective learning strategies and to incorporate the CAL approach with instructional practices to foster learning performance. Aiming at characteristics of operational software, this study proposed operational software learning strategy theory model based on reflective learning and Adaptive Character of Thought-Rational (ACT-R) model theories. The proposed model modified the reflective learning theory and added cyclical loop into CAL to fit for operational software instruction. The CAL system is developed and incorporated into learning activities of reflective learning theory strategy model by collecting frequent operation errors made in the first-year experiment as the source drill items. This study is conducted in a two-year sequence. A total of 172 second-grade students was recruited from a vocational high school. Different reflective learning strategies, individual and group reflective learning strategy, are implemented on two experimental groups in the first year. CAL strategy is later added into the experimental groups in the second year. The results suggest that group reflective learning strategy can enhance learning effectiveness of the holistic and medium-score group students. When reflective learning strategy is incorporated with CAL, in addition to maintaining the first-year learning effectiveness, learning effectiveness of the holistic and low-score group students can be benefited by individual reflective learning strategy. Furthermore, reflective learning incorporating with CAL has greater learning effectiveness than the learning without CAL.  相似文献   

9.
Computer-based design environments for skilled domain workers have recently graduated from research prototypes to commercial products, supporting the learning of individual designers. Such systems do not, however, adequately support the collaborative nature of work or the evolution of knowledge within communities of practice. If innovation is to be supported within collaborative efforts, thesedomain-oriented design environments (DODEs) must be extended to becomecollaborative information environments (CIEs), capable of providing effective community memories for managing information and learning within constantly evolving collaborative contexts. In particular, CIEs must provide functionality that facilitates the construction of new knowledge and the shared understanding necessary to use this knowledge effectively within communities of practice.This paper reviews three stages of work on artificial (computer-based and Web-based) systems that augment the intelligence of people and organisations. NetSuite illustrates the DODE approach to supporting the work of individual designers with learning-on-demand. WebNet extends this model to CIEs that support collaborative learning by groups of designers. Finally, WebGuide shows how a computational perspectives mechanism for CIEs can support the construction of knowledge and of shared understanding within groups. According to recent theories of cognition, human intelligence is the product of tool use and of social mediations as well as of biological development; CIEs are designed to enhance this intelligence by providing computationally powerful tools that are supportive of social relations.  相似文献   

10.
Research suggests that providing others with elaborated explanations is more beneficial for learning than receiving explanations (e.g., Webb, 1989). Applied to chat communication in a collaborative inquiry learning environment, we would expect that in a dyad learners with more domain-related contributions than their partners would learn more. In the paper we develop a method to examine the relation between domain-related chats and learning outcome for intuitive knowledge. We describe how we automatically extract domain-related messages, and score them based on domain-orientedness. The analysis confirms that there is a positive relation between a high score on domain-related chats and the learning improvement as measured by the difference between a post-test and a pre-test on intuitive knowledge.  相似文献   

11.
Collaboration becomes an essential competency in the current knowledge society. In this study, a collaborative learning environment was designed to facilitate students in group collaboration. Instructional support strategies of friendship and meaningful learning tasks were applied to promote collaboration. Scaffolding strategies such as writing progress reports and developing product versions were used to coordinate and monitor the collaborative learning environment. In addition, the online file sharing tool DriveHQ was used to facilitate collaboration. Four classes of students used the learning environment to complete their final project in pairs. Results showed friendship and meaningful learning tasks helped to promote individual accountability and positive interdependence, and the use of progress reports and product versions was useful for coordinating and monitoring the learning process. However, additional strategies might be needed for more effective collaboration to take place. Issues involved in this study are discussed.  相似文献   

12.
13.
Context-aware ubiquitous learning (CAUL) technology provides language learners with interactive learning environments and has been found to increase learning effectiveness and self-efficacy due to student interaction, discussion and evaluation of the entire learning process. This study used a mobile-based ubiquitous learning system combined with a collaborative learning approach to develop Fitness-specific English listening and reading, and fitness knowledge. The researchers recruited two groups of participants, an individual learning group (N = 31) and a collaborative learning group (N = 30), and evaluated their learning performance via pre-and post-tests. In addition, a questionnaire explored the perceived usefulness, usability, follow-up intention of using the system and self-efficacy regarding fitness-specific English. The results show that both groups improved fitness-specific English in terms of listening and reading comprehension. Moreover, collaborative learning was found to facilitate fitness-specific knowledge, and those in the collaborative learning group improved their self-efficacy more than those in the individual learning group.  相似文献   

14.
This research investigated how differently elementary school students participate in synchronous online collaborative learning by analysing their discussions with their partners. Two hundred and seventy-eight Taiwanese students, ranging in age from 11 to 12 years old, were involved in this study. The students were randomly arranged within-class into three-member groups. Each group used a collaborative learning system to discuss and accomplish a group assignment (creating a shared concept map). The textual discussions by each individual student were collected, categorised and accumulated. Cluster analysis was adopted to statistically classify students based on their discussion characteristics. We found that a student, while participating in online collaboration and communication, exhibited a distinct style: less contributing, coordination emphasising, communicative or task-oriented. In addition, students exhibiting the task-oriented pattern and students predominantly showing communicative behaviours were found to have better learning performance and retain more knowledge than students observed to be coordination emphasising or less contributing within group collaboration.  相似文献   

15.
Information technology support of office work has increased rapidly in functionality, but new ways of interacting have evolved more slowly. This paper adds to the design research community’s notion of interaction quality by exploring these new ways of interacting and comparing them in the home and work contexts. We describe and analyze two interview studies conducted with office workers to consider how they perceive, experience and compare interaction qualities. Six interaction qualities (instant, expressive, playful, collaborative, responsive and flexible) were identified that together embody an interaction style that we have labeled ‘Generation Y.’ From learning and comparing these qualities, we found that personal and natural type of interactions were mostly experienced in the more private home context. Formal and subtle type of interactions were mostly experienced in the more public work context. We also found that the office workers scored the interaction qualities in their home context as richer than in their work context. This study resulted in a set of design guidelines, aiming to be used to implement the Generation Y interaction style in future office tools and applications. Designers and researchers will benefit from the result of this study from understanding rich interaction design in the work context.  相似文献   

16.
Online technologies to support collaborative learning provide lecturers in distance higher education with ever more opportunities to extend their teaching in beneficial ways. Students are also increasingly familiar with the online environment via social networking sites. How well this familiarity with online environments translates into the online collaborative learning space in an open distance learning context was examined. We report here on one cycle of an action research project involving 11 fourth-year computing students producing shared survey questionnaires and interview questions collaboratively online. Feedback on the collaboration exercise was obtained by means of a questionnaire which was analysed using grounded theory techniques. The expectation was that collaborative text creation software would be used but somewhat surprisingly, given their academic background, the students used email as the tool of choice. The students' reflections on the collaborative process showed that they noted and appreciated the benefits of collaborative work but also confirmed some of the previously reported frustrations of online collaborative work – in particular differences in levels of commitment and effort, and the free rider effect. Overall, the results pointed to the need for lecturers to be involved in a collaborative process to critically question and guide choices being made.  相似文献   

17.
《Ergonomics》2012,55(10):904-916
The purpose of this article is to develop knowledge and learning on the best way to automate organisational activities in deep mines that could lead to the creation of harmony between the human, technical and the social system, towards increased productivity. The findings showed that though the introduction of high-level technological tools in the work environment disrupted the social relations developed over time amongst the employees in most situations, the technological tools themselves became substitute social collaborative partners to the employees. It is concluded that, in developing a digitised mining production system, knowledge of the social collaboration between the humans (miners) and the technology they use for their work must be developed. By implication, knowledge of the human's subject-oriented and object-oriented activities should be considered as an important integral resource for developing a better technological, organisational and human interactive subsystem when designing the intelligent automation and digitisation systems for deep mines.

Statement of Relevance: This study focused on understanding the social collaboration between humans and the technologies they use to work in underground mines. The learning provides an added knowledge in designing technologies and work organisations that could better enhance the human–technology interactive and collaborative system in the automation and digitisation of underground mines.  相似文献   

18.
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   

19.
Much emphasis has been placed on the research on applying digital games in science education. Among the studies, the advantages and limitations of role-playing simulation games deserve further exploration. However, existing analyses of the behavioral patterns of role-playing simulation games in science education remain substantially lacking, particularly the integration of diverse behavioral pattern analysis methods. This study thus seeks to analyze the videotaped learning process of 86 college students in game-based learning activities that utilize a role-playing simulation game. This study used the integrated method of sequential analysis and cluster analysis and explored the learners’ flow state and learning behavioral patterns. The results show that the use of integrated behavioral pattern analysis helps to explore the traits and limitations of role-playing simulation games in science education as well as learners’ reflective behavior patterns.This study identifies a wide variety of learning behavior patterns from three potential clusters of learners and then discusses the learning process of each cluster. The different levels of flow experienced by the learners affected their learning behavior patterns; learners with higher levels of flow demonstrated a more in-depth reflective process. The study further discusses the results of these analyses and makes relevant recommendations for the systems development of the games, its educational applications, and evaluation methods.  相似文献   

20.
ABSTRACT

Working with Information and Communications Technologies (ICT) is challenging, especially for learners, as ICT control most of their work environment. These learners need to be supported with solutions that are up-to-date with the technological challenges, and can keep up with the fast-paced evolving ICT. Acquiring new knowledge is important for the progress of learners, but it is getting harder to obtain with the overwhelming amount of resources produced by many Information Systems (ISs) in the learning environment. In order to help learners manage resources, we are following the approach of System of Information Systems (SoIS) to support learners. The SoIS gives the opportunity to explore how individual and organisational learning can be enhanced through a combination of different ISs in the learning environment. In this context, we look into the orchestration of SoIS that can provide the ability to index, share, annotate, and recommend important resources in the learning environment. In that sense, this paper presents the approach of SoIS to support learners with a case study at the University of Technology of Compiègne.  相似文献   

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