Search results for " Applications"
showing 10 items of 4541 documents
Teaching and learning business ethics in a multicultural group
2017
Building on a constructivist learning theory and a case teaching method, this article suggests a mixed learning approach for teaching business ethics in a multicultural group. The purpose is to present the objectives and implementation of the mixed learning approach in a case course with a multicultural group. Based on the students' feedback, we also analyse and discuss the effects of the mixed learning approach on students' learning experiences. The article contributes to the growing stream of literature on business ethics teaching in higher education by presenting an approach that allows teachers and students to join in constructive knowledge creation in a multicultural group. In so doing…
Using a game environment to foster collaborative learning: a design‐based study
2011
Designing collaborative three‐dimensional learning games for vocational learning may be one way to respond to the needs of working life. The theoretical vantage points of collaborative learning for game development and the ‘design‐based research’ methodology are described; these have been used to support collaborative learning in the vocational context. The aim of the empirical study is to determine, firstly, what kinds of design elements were essential from the point of view of the collaboration, and secondly, what kinds of discussions students engage in during the game. In this study, three essential features of design elements stood out. Firstly, the scripted tasks have to require true c…
Deep Networks for Collaboration Analytics : Promoting Automatic Analysis of Face-to-Face Interaction in the Context of Inquiry-Based Learning
2021
Scholars have applied automatic content analysis to study computer-mediated communication in computer-supported collaborative learning (CSCL). Since CSCL also takes place in face-to-face interactions, we studied the automatic coding accuracy of manually transcribed face-to-face communication. We conducted our study in an authentic higher-education physics context where computer-supported collaborative inquiry-based learning (CSCIL) is a popular pedagogical approach. Since learners’ needs for support in CSCIL vary in the different inquiry phases (orientation, conceptualization, investigation, conclusion, and discussion), we studied, first, how the coding accuracy of five computational models…
Classroom Orchestration: Balancing between Personal and Collaborative Learning Processes
2014
The nature of vocational education needs has changed. In authentic vocational classroom contexts, there is a rising need to develop new ways to integrate ongoing and overlapping processes of students' personal learning environments and collaborative knowledge construction. However, there is currently very little knowledge about how teachers integrate these two approaches in arranging learning. This creates new challenges for teachers when creating instructional activities, especially regarding teacher-student interactions. This case study illuminates teachers' instructional activities in empowering the students' knowledge construction in a technology-enhanced learning setting. The results s…
Collaborative Learning Through Chat Discussions and Argument Diagrams in Secondary School
2007
AbstractThis study clarifies whether secondary school students develop their argumentation skills through reading and collaboration. The students first constructed an individual argument diagram on genetically modified organisms, read three articles, and improved their diagrams. Next, they engaged in a chat debate, reflected on their debate by constructing a collaborative argument diagram on it, and finally finished their individual diagrams. The analyses compared the diagrams students finished after the debate and reflection with the diagrams they constructed before the debate. Collaboration not only encouraged students to elaborate their previous arguments but also helped them to recall a…
Collaborative 3D learning games for future learning: teachers’ instructional practices to enhance shared knowledge construction among students
2013
Collaborative games will enable new kinds of possibilities for learning. In the future, the goal of game-based learning should be to introduce new ideas and deepen in-depth understanding of learners. However, studies have shown that shared high-level knowledge construction is a challenging process. Moreover, thus far, few empirical studies have examined what constitutes the teacher’s role in games. The focus of this paper is to investigate teachers’ real-time instructional activities in a scripted 3D game setting. Our hypothesis is that groups with real-time teacher instruction will come up with more shared knowledge construction that can be considered productive than groups studying withou…
A Playful Experiential Learning System With Educational Robotics
2020
This article reports on two studies that aimed to evaluate the effective impact of educational robotics in learning concepts related to Physics and Geography. The reported studies involved two courses from an upper secondary school and two courses from a lower secondary school. Upper secondary school classes studied topics of motion physics, and lower secondary school classes explored issues related to geography. In each grade, there was an “experimental group” that carried out their study using robotics and cooperative learning and a “control group” that studied the same concepts without robots. Students in both classes were subjected to tests before and after the robotics laboratory, to c…
The case of literacy motivation : Playful 3D immersive learning environments and problem-focused education for blended digital storytelling
2018
The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program “From the Ancient to the Modern Tablets”, featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an interactive game-based digital storytelling activity with game elements, and a collaborative creative reflective hands-on activity. Utilizing the avatar psychology power, the visualization and simulation affordances of 3D immersive learning environments and the appeal of storytelling and game-based learning, the “gamified” blended narrative on the book evolution enabl…
2020
Despite the positive aspects of information technology (IT) use, it is common for users to experience negative IT incidents. Examples of negative IT incidents include getting lost in an unfamiliar country due to a dysfunctional map application and missing a monetary insurance benefit due to the failure of an activity tracker application. Such incidents can harm IT providers by giving rise to user dissatisfaction, discontinued use, switching, and negative word-of-mouth. To minimize this harm, it is important to understand how users cope after negative incidents. Specifically, information systems (IS) researchers have called for research that uncovers the complex interplay of IT users’ coping…
Deliberate or Instinctive? : Proactive and Reactive Coping for Technostress
2019
Employees in organizations face technostress that is, stress from information technology (IT) use. Although technostress is a highly prevalent organizational phenomenon, there is a lack of theory-based understanding on how IT users can cope with it. We theorize and validate a model for deliberate proactive and instinctive reactive coping for technostress. Drawing from theories on coping, our model posits that the reactive coping behaviors of distress venting and distancing from IT can alleviate technostress by diminishing the negative effect of technostress creators on IT-enabled productivity. The proactive coping behaviors of positive reinterpretation and IT control can help IT users by in…