Search results for "CSCL"
showing 10 items of 14 documents
Sosiaalinen media ja verkko-opiskelu
2010
Koskelainen, Tiina Elina Tietojärjestelmätieteen kandidaatintutkielma / Tiina Koskelainen Jyväskylä: Jyväskylän yliopisto, 2009, 39 s. Kandidaatintutkielma Tässä tutkimuksessa kartoitetaan sosiaalisen median ominaispiirteitä sekä oppimisen ja verkko-opiskelun käsitteitä. Lisäksi tutkitaan millaisia vaikutuksia sosiaalisen median käytöllä on verkko-opiskeluun. Tutkimus on toteutettu kirjallisuuskatsauksena. Tieto- ja viestintäteknologian nopea kehitys, vuorovaikutukseen perustuvat kommunikointitavat sekä sosiaaliset sovellukset ovat lisänneet yhteisöllisyyttä ja mahdollistaneet sosiaalisen median kehittymisen. Käyttäjälähtöisyys, verkostoituminen ja uudet kommunikointitavat ovat muuttaneet …
Génomique du phytoplasme de la Flavescence Dorée
2008
National audience
Game Mechanics in the Design of a Collaborative 3D Serious Game
2014
Background. This article investigates the potential of utilizing game mechanics in designing 3-D serious games for Computer-Supported Collaborative Learning (CSCL) and attempt to produce new information about designing collaborative serious games. Aim. This article has two aims: first, to clarify how theoretical knowledge of collaborative learning was related to game design in previous studies; and, second, to design a collaborative serious game based on theoretical knowledge of collaborative learning and game design. Results. The reviewed studies revealed the potential of using collaborative games in education. However, they showed that collaborative learning games were typically designed …
What do we do when we analyse the temporal aspects of computer-supported collaborative learning? A systematic literature review
2021
To better understand the premises for successful computer-supported collaborative learning (CSCL), several studies over the last 10 years have analysed the temporal aspects of CSCL. We broadly define the temporal aspects of CSCL as focusing on the characteristics of or interrelations between events over time. The analysis of these aspects, however, has been loosely defined, creating challenges regarding the comparability and commensurability of studies. To address these challenges, we conducted a systematic literature review to define the temporal analysis procedure for CSCL using 78 journal papers published from 2003 to 2019. After identifying the key operations to be included in the proce…
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…
Challenge of supporting vocational learning: Empowering collaboration in a scripted 3D game – How does teachers’ real-time orchestration make a diffe…
2012
Along with the development of new technologies, orchestrating computer-supported collaborative learning (CSCL) has become a topic of discussion because new learning spaces challenge teacher to support collaborative learning in new ways. However, despite the optimistic notions of teachers’ orchestration in CSCL situations, there are still no systematic research findings on real-time orchestration. This study is one attempt to fill in the knowledge gap on understanding the differences in knowledge construction processes between settings with and without teachers’ real time orchestration in 3D learning games from a socio-cultural perspective. The aims of the study are twofold. The first aim is…
The state-of-the-art of collaborative technologies for initial vocational education : a systematic literature review
2018

 
 
 Future workplaces require collaboration skills in which members of different work communities use technologies to solve complex problems. Vocational education and training (VET) programs need to meet the challenge to prepare students to be part of a competent workforce. Particularly initial vocational education is under pressure to develop learners’ collaboration skills and abilities. To date, however, no attempt has been made to perform a comprehensive review of the use of computer-supported collaborative learning (CSCL) technologies across different vocational education settings to account for contextual factors of VET. In this systematic review, 26 published studies …
La visualisation au service de l'analyse d'interactions Implémentation d'une forme de visualisation générique au sein d'un environnement d'analyse de…
2009
International audience; La visualisation de traces d'interactions est une composante importante de leur analyse dans le cadre de l'évaluation d'usages d'EIAH collaboratifs. Différentes présentations permettent en effet aux chercheurs de plus facilement explorer des corpus parfois très complexes. Dans cet article, nous examinons les besoins de chercheurs désirant visualiser et analyser des traces d'interaction et introduisons la notion de partition d'interaction, une forme générique de visualisation adaptée à ces besoins. Nous montrons de quelle manière cette fonction a été implémentée au sein de Tatiana, un environnement d'analyse de traces. En particulier, nous illustrons comment l'archite…
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 study of the relationship between regulatory systems, assessment e locomotion, and online learning groups
2011
The present paper examines the relationship between assessment, locomotion and attitudes and learning outcomes in a Computer-supported collaborative learning (CSCL) framework. Results showed that regulatory mode predicted exam marks, numbers of tasks completed, messages sent and attitudes towards the course and the ingroup. The theoretical implications and some reflections about CSCL and Regulatory-mode Theory (RMT) are presented.