Search results for "Collaborative Learning"
showing 10 items of 168 documents
Establishing On-Line Corporate Training in Distributed, Synchronous eCollaboration: A Field Study
2010
Whereas technologies for eCollaboration are maturing, a need for learning eCollaboration in distributed organizations continues. This paper presents the experiences from establishing corporate training in distributed, synchronous eCollaboration. The training package was delivered solely on-line with synchronous interaction among the participants and the instructors. The study contributes to the scarce body of research on computer-supported collaborative learning in professional and corporate contexts. The reported experiences illustrate several challenges to establish corporate on-line training of eCollaboration: promotion of awareness of the benefits of learning eCollaboration, management …
Creative Project-based learning to boost technology innovation
2017
This paper shows the results of the application of a project-based learning methodology that blended flipped classroom and face-to-face sessions, along with creativity and lateral thinking techniques, to integrate the expected concepts and procedures of technology innovation and boost entrepreneurship among students of Master?s degree in chemical engineering. The constructive alignment between the expected learning outcomes and skills with the proposed activities and assessment methods was decisive in the design of the methodology, which tractor activity was the creation of an innovation project. The use of techniques of creativity promoted lateral thinking and originality in the definition…
Características organizativas y didácticas del concierto didáctico. Un estudio de caso sobre la coordinación entre profesorado de Música de Educación…
2019
The main goal of this study is to determine which characteristics of didactic concerts, an extracurricular activity at Primary and High Schools in Manises (Spain), facilitate the coordination between Primary and Secondary staffs of the educational centers under consideration. Such coordination endeavors a smooth transition of the students from Primary to Secondary educational stages. The theoretical framework follows the lines of collaboration and teaching coordination, didactic concerts and the transition between the two educational stages. A questionnaire, a focus group, and a memorandum of the aforementioned staff have been used to reveal the perceptions of the informants from a qualita…
Computer-supported collaboration in a scripted 3-D game environment
2005
The particular focus of this paper is on scripting collaboration in a 3-D virtual game environment intended to make learning more effective, but also take into account the risk of over-scripting learning. The empirical experiment eScape, which encourages learners to solve problems collaboratively, is also presented. This study attempts to find out whether the features of 3-D games can be used to create meaningful scripted collaborative learning environments. The results indicated that scripting persuaded student teams to enter into collaboration, but the actual processes varied.
Woven folklore: computers promoting cross-cultural understanding
2004
Multicultural cooperation requires participants to understand the cultural background and identity of all the partners. In this respect, computers provide the cooperation with a new and interesting instrument. A team of students from two schools, one in Tanzania, another in Finland, implemented a multimedia version of an African folklore story. A computer served as a platform for genuine cooperation: the whole team worked on one electronic artefact, despite the geographical distance between the members. The collaborative process helped each participant to clarify his/her own cultural background whilst also becoming acquainted with that of his/her distant partner.
Subjective Experience and Sociability in a Collaborative Serious Game
2013
The meaning of social dimension of gaming for enjoyable and engaging game experiences is supported by an increasing amount of research. Nonetheless, this issue has rarely been studied in the context of serious games. This study attempts to narrow the knowledge gap in the understanding of collaborative serious game experiences and the relationship between the social dimension of gaming and core game experiences. The aim of this study is to empirically investigate what kinds of game experiences are generated when playing collaborative serious game and how the sense of social presence and the sociability of the environment are connected to the core game experience. Findings reinforce the idea…
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 …
The potential of temporal analysis: Combining log data and lag sequential analysis to investigate temporal differences between scaffolded and non-sca…
2020
This paper contributes to the ongoing discussion about analysing the temporal aspects of learning processes in the educational technology research field. Our main aim was to advance methods for analysing temporal aspects of technology-enhanced learning (TEL) processes by introducing the temporal lag sequential analysis (TLSA) technique and by combining TLSA with temporal log data analysis (TLDA). Our secondary aim was to illustrate the potential of these two analysis techniques to reveal the differences between the face-to-face technology-enhanced collaborative inquiry-based learning (CIBL) processes of three different conditions (non-scaffolded, writing scaffolded and script scaffolded gro…
Digital Storytelling Project as a Way to Engage Students in Twenty-First Century Skills Learning
2020
[EN] This paper is focused on the implications of a collaborative digital storytelling project on student engagement in the higher education context. The empirical study is conducted with an interdisciplinary group of bachelor students in a Nordic University (N = 22) and a university in Southern Europe (N = 21), and the data are collected through an online student survey. The results demonstrate that the digital storytelling project supported students’ behavioral, emotional, and cognitive engagement. In general, the students had positive emotional experiences with the project. This assignment format was found less stressful than a frontal presentation in the classroom, allowing the students…
Renovación metodológica de teorías de la comunicación ante el EEES
2012
La implantación del Espacio Europeo de Educación Superior, impulsado en 1999, ha transformado la oferta de títulos de las universidades españolas durante los últimos años. Sin embargo, el nuevo catálogo de grados también debe ir acompañado de una actualización de las estrategias docentes. La renovación metodológica de las materias de carácter más teórico supone un reto que es necesario afrontar con la incorporación de propuestas de aprendizaje colaborativo y con el uso de nuevas tecnologías. En este artículo se analiza el diseño, la aplicación y los resultados que dio el desarrollo de la asignatura de Teorías de la Comunicación según un modelo orientado al aprendizaje de los estudiantes, co…