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While some studies found positive effects of collaboration on student learning in mathematics, others found none or even negative effects. This study evaluates whether the varying impact of collaboration can be explained by differences in the type of knowledge that is promoted by the instruction. If the instructional material requires students to reason with mathematical concepts, collaboration may increase students’ learning outcome as it promotes mutual elaboration. If, however, the instructional material is focused on practicing procedures, collaboration may result in task distribution and thus reduce practice opportunities necessary for procedural skill fluency. To evaluate differential influences of collaboration, we compared four conditions: individual vs. collaborative learning with conceptual instructional material, and individual vs. collaborative learning with procedural instructional material. The instruction was computer-supported and provided adaptive feedback. We analyzed the effect of the conditions on several levels: Logfiles of students’ problem-solving actions and video-recordings enabled a detailed analysis of performance and learning processes during instruction. In addition, a post-test assessed individual knowledge acquisition. We found that collaboration improved performance during the learning phase in both the conceptual and the procedural condition; however, conceptual and procedural material had a differential effect on the quality of student collaboration: Conceptual material promoted mutual elaboration; procedural material promoted task distribution and ineffective learning behaviors. Consequently, collaboration positively influenced conceptual knowledge acquisition, while no positive effect on procedural knowledge acquisition was found. We discuss limitations of our study, address methodological implications, and suggest practical implications for the school context.  相似文献   

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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   

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The introduction of computer-supported collaborative learning (CSCL), specifically into intercultural learning environments, mirrors the largely internet-based and intercultural workplace of many professionals. This paper utilized a mixed methods approach to examine differences between students’ perceptions of collaborative learning, their reported learning experiences, and learning outcomes when they collaborated in a CSCL environment working with a culturally similar or dissimilar partner. Culturally diverse student dyads worked together to perform an online learning task in the domain of life sciences. Our sample of 120 BSc and MSc students was comprised of 56 Dutch and 64 international students, representing 26 countries. The results showed that students from an individualist cultural background had a more negative perception of collaborative learning than did students with a collectivist background, regardless of group composition. For women, working in a culturally similar dyad consisting of students from an individualist cultural background resulted in a more negative perception of collaborative learning than did working in this type of group for men or women working in a culturally similar dyad consisting of students from a collectivist cultural background. Students from an individualist cultural background achieved better learning outcomes than did students with a collectivist background, regardless of group composition. These findings suggest that cultural background adds an important dimension to collaborative learning, which requires students to manage collaboration that is not only virtual but also intercultural.  相似文献   

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The benefits of collaborative learning, although widely reported, lack the quantitative rigor and detailed insight into the dynamics of interactions within the group, while individual contributions and their impacts on group members and their collaborative work remain hidden behind joint group assessment. To bridge this gap we intend to address three important aspects of collaborative learning focused on quantitative evaluation and prediction of group performance. First, we use machine learning techniques to predict group performance based on the data of member interactions and thereby identify whether, and to what extent, the group’s performance is driven by specific patterns of learning and interaction. Specifically, we explore the application of Extreme Learning Machine and Classification and Regression Trees to assess the predictability of group academic performance from live interaction data. Second, we propose a comparative model to unscramble individual student performances within the group. These performances are then used further in a generative mixture model of group grading as an explicit combination of isolated individual student grade expectations and compared against the actual group performances to define what we coined as collaboration synergy - directly measuring the improvements of collaborative learning. Finally the impact of group composition of gender and skills on learning performance and collaboration synergy is evaluated. The analysis indicates a high level of predictability of group performance based solely on the style and mechanics of collaboration and quantitatively supports the claim that heterogeneous groups with the diversity of skills and genders benefit more from collaborative learning than homogeneous groups.  相似文献   

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In team-based project courses, collaborative learning is the dominant learning mode. Collaborative learning has been shown to increase individual learning through co-construction and personal reflection. Rapid adoption of web-based communication and mobile computing by students provide opportunities to take advantage of computer-supported collaboration for engineering education. We present preliminary findings on a computer environment, the Kiva Web, that supports the activities of group collaboration for interdisciplinary engineering design teams. We have employed methods from human–computer interaction (HCI) to iterate on the design in the context of use. In this paper, we discuss the evolution of the Kiva Web and the implications for both student design teams and professional design teams.  相似文献   

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In team-based project courses, collaborative learning is the dominant learning mode. Collaborative learning has been shown to increase individual learning through co-construction and personal reflection. Rapid adoption of web-based communication and mobile computing by students provide opportunities to take advantage of computer-supported collaboration for engineering education. We present preliminary findings on a computer environment, the Kiva Web, that supports the activities of group collaboration for interdisciplinary engineering design teams. We have employed methods from human–computer interaction (HCI) to iterate on the design in the context of use. In this paper, we discuss the evolution of the Kiva Web and the implications for both student design teams and professional design teams.  相似文献   

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Many argue that games can positively impact learning by providing an intrinsically motivating and engaging learning environment for students in ways that traditional school cannot. Recent research demonstrates that games have the potential to impact student learning in STEM content areas and that collaborative gameplay may be of particular importance for learning gains. This study investigated the effects of collaborative and single game player conditions on science content learning and science self-efficacy. Results indicated that there were no differences between the two playing conditions; however, when conditions were collapsed, science content learning and self-efficacy significantly increased. Future research should focus on the composition of collaboration interaction among game players to assess what types of collaborative tasks may yield positive learning gains.  相似文献   

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Digital video technologies offer a variety of functions for supporting collaborative learning in classrooms. Yet, for novice learners, such as school students, positive learning outcomes also depend centrally on effective social interactions. We present empirical evidence for the positive effects of instructive guidance on performance and on learning of students who use web-based video tools during a short collaborative-design task in their history lesson. In an experiment with 16-year old learners (N?=?148) working on a history topic, we compared two contrasting types of guidance for student teams?? collaboration processes (social-interaction-related vs. cognitive-task-related guidance). We also compared two types of advanced video tools. Both types of guidance and tools were aimed at supporting students?? active, meaningful learning and critical analysis of a historical newsreel. Results indicated that social-interaction-related guidance was more effective in terms of learning outcomes (e.g., the students?? history skills) than cognitive-task-related guidance. The different tools did not yield consistent results. The implications of these findings are discussed.  相似文献   

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This paper presents a computer supported collaborative testing system built upon the Siette web-based assessment environment. The application poses the same set of questions to a group of students. Each student in the group should answer the same question twice. An initial response is given individually, without knowing the answers of others. Then the system provides some tools to show the other partners' responses, to support distance collaboration. Finally a second individual answer is requested. In this way assessment and collaboration activities are interlaced. At the end of a collaborative testing session, each student will have two scores: the initial score and the final score. Three sets of experiments have been carried out: (1) a set of experiments designed to evaluate and fine tune the application, improve usability, and to collect users' feelings and opinions about the system; (2) a second set of experiments to analyze the impact of collaboration in test results, comparing individual and group performance, and analyzing the factors that correlate to those results; and (3) a set of experiments designed to measure individual short-term learning directly related to the collaborative testing activity. We study whether the use of the system is associated with actual learning, and whether this learning is directly related to collaboration between students. Our studies confirm previous results and provide the following evidence (1) the performance increase is directly related to the access to other partners' answers; (2) a student tends to reach a common answer in most cases; and (3) the consensus is highly correlated with the correct response. Moreover, we have found evidence indicating that most of the students really do learn from collaborative testing. High-performing students improve by self-reflection, regardless the composition of the group, but low-performing students need to be in a group with higher-performing students in order to improve.  相似文献   

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