Search results for "Collaborative learning"

showing 10 items of 168 documents

Sharing Perspectives in Virtual Interaction: Review of Methods of Analysis

2003

The aim of this paper is to describe the methodological solutions made in the studies that are part of the SHAPE research project. The SHAPE project investigates the quality and nature of virtual interaction in a higher education context. The study aims to find out variables that mediate the process of collaboration, particularly the emerging processes of sharing and constructing perspectives in virtual interaction. For conducting these studies we have developed various methods and models of analysis in order to gain better understanding of the process of collaboration in virtual interaction. In this paper, we will make a review of some of the SHAPE analysis methods used in the series of ou…

Higher educationVirtual interactionbusiness.industryComputer scienceHuman–computer interactionPerspective-takingCollaborative learningbusinessData scienceShape analysis (digital geometry)
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Scripted Collaboration and Group‐Based Variations in a Higher Education CSCL Context

2009

Scripting student activities is one way to make Computer‐Supported Collaborative Learning more efficient. This case study examines how scripting guided student group activities and also how different groups interpreted the script; what kinds of roles students adopted and what kinds of differences there were between the groups in terms of their activities. Seven small groups of higher education students participated in the study. According to the findings, scripting enhanced collaboration and ensured that all groups were able to complete the task, but despite the script the groups' activities varied during the task and the script could not guarantee any “high‐level” participation by all stud…

Higher educationbusiness.industryComputer-Assisted InstructionContext (language use)Collaborative learningcomputer.software_genreEducationTask (project management)Computer-supported collaborative learningScripting languagePedagogyStudent activitiesbusinessPsychologycomputerScandinavian Journal of Educational Research
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Epistemic cooperation scripts in online learning environments: Fostering learning by reducing uncertainty in discourse?

2005

Using online learning environments in higher education offers innovative possibilities to support collaborative learning. However, online learning creates new kinds of problems for participants who have not previously worked with each other. One of these problems is uncertainty which occurs when participants do not know each other. According to the uncertainty reduction theory, low uncertainty level increases the amount of discourse and decreases the amount of information seeking. Therefore, uncertainty may influence online discourse and learning. This study investigates the effects of an epistemic cooperation script with respect to the amount of discourse, information seeking and learning …

Higher educationbusiness.industryInformation seekingonline learning environments[SHS.EDU]Humanities and Social Sciences/Education[SHS.EDU] Humanities and Social Sciences/Educationcooperation scriptsCollaborative learninginformation seekingExperiential learningEpistemologySynchronous learningHuman-Computer InteractionArts and Humanities (miscellaneous)[INFO.EIAH] Computer Science [cs]/Technology for Human LearningActive learninguncertainty reduction theory[INFO.EIAH]Computer Science [cs]/Technology for Human LearningbusinessPsychologyGeneral PsychologyInformation exchangeUncertainty reduction theoryamount of discourse
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From Multiple Perspectives to Shared Understanding: A small group in an online learning environment

2008

The aim of this study was to explore how learners operating in a small group reach shared understanding as they work out joint research questions and build a theoretical framework and to identify the resources and tools they used in the process. The learners' own interpretations of their group activities and learning were also taken into account. The data, consisting of group discussions and the documents produced by the group, were subjected to a qualitative content analysis. The group members employed a variety of resources and tools to exchange their individual perspectives and achieve shared understanding. Summaries of relevant literature laid a foundation for the group's theoretical di…

Higher educationbusiness.industryKnowledge levelCollaborative learningEducationVariety (cybernetics)Content analysisKnowledge buildingPedagogyMathematics educationPersonal experienceComputer-mediated communicationPsychologybusinessScandinavian Journal of Educational Research
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How Did I Become a Good Teacher? Implications for Teacher Education

2017

Abstract The professional standards for teachers provide the competences needed for this occupation, in function of the level of education and of the career stages. This study aims to discover the most important training factors which contribute to the acquisition of teacher competences and to establish the implications for teacher education. We have used a mixed-method design as the procedure for collecting, analyzing, and combining both quantitative and qualitative data. To detect the main agents in the teacher competences’ achievement, we applied a questionnaire and we asked the personal opinion of the teachers regarding their evolution in the career. The findings indicated that the prin…

Individual studymedia_common.quotation_subjectLifelong learningMathematics educationCollaborative learningQualitative propertyContext (language use)Function (engineering)PsychologyProfessional standardsTeacher educationmedia_commonBalkan Region Conference on Engineering and Business Education
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Aprendizaje cooperativo on-line a través de foros para la resolución de casos de psicopatología

2021

[EN] Human behaviour and its diversity make it very difficult to distinguish between the abnormal and the normal human behaviour and feelings. Through the subject of Psychopathology, students must acquire theoretical knowledge and apply it in practice to identify psychopathological symptoms and signs in clinical cases. The aim of this work is to present the results of the use of a forum as a cooperative learning space for the resolution of practical cases. The sample is composed of two groups (N1=51; N2=43, both in afternoon timetable) belonging to the subject of Psychopathology of the Faculty of Psychology of the University of Valencia. The teaching material applied was the same except for…

Innovación educativaPsychopathologyCompetencias prácticasEvaluaciónForumAprendizaje colaborativoAssessmentPsicopatologíaCollaborative learningEducación superiorEnseñanza superiorPractical skillsTecnologías y educaciónForo
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Facilitating Collaboration

2017

This article explores the potential synergy between computer-supported collaborative learning (CSCL) and collaboration engineering (CE). Both areas pursue the goal of understanding how to manage interactions in collaborative groups to achieve shared understanding, reduce process losses, and improve performance. By analyzing the research in the two areas, the authors identify several topics where exchange of research findings would be of mutual benefit. For example, research on CE can inform collaboration script research on reducing learners' cognitive load, providing sufficient guidance on the use of tools, and specifying the instructor role during the collaborative learning process. Simila…

Knowledge managementComputer Networks and Communicationsbusiness.industryComputer scienceComputer-supported collaborative learning020204 information systems05 social sciences0202 electrical engineering electronic engineering information engineering050301 education02 engineering and technologybusiness0503 educationComputer Science ApplicationsInternational Journal of e-Collaboration
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Virtual Enterprise Simulation Game as an Environment for Collaborative Creativity and Learning

2021

AbstractWhen employees become accustomed to everyday working habits it can prevent them from generating creative ideas. This familiarity takes the forms of mainly collaborating with familiar colleagues, playing roles that develop over years, and solving encountered problems with proven strategies. This chapter considers how a virtual enterprise simulation game (RealGame) can potentially foster digital creativity and collaborative learning. The game simulates a situation where team members take responsibility for managing a virtual manufacturing company and its supply chain. Theoretically, we consider RealGame a facilitating environment for people to collaborate by offering a safe environmen…

Knowledge managementComputer scienceTheory of Formsmedia_common.quotation_subjectSupply chainenterpriseManufacturingluovuussimulation gamesimulointiyhteisöllinen oppiminenbusinessEmpirical evidencecreativitymedia_commonEncountered problemslearningbusiness.industryEnterprise simulationCollaborative learningsimulationyrittäjyysCreativitycollaborationoppimispelithyötypelitliiketoimintagameongelmanratkaisubusiness
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A Framework for Small Group Support in Online Collaborative Learning - Combining Collaboration Scripts and Online Tutoring

2017

Many learners experience difficulties engaging in collaborative learning activities online. Computer-supported collaborative learning (CSCL) scripts have been implemented to support online learners. Collaboration scripts have shown much potential in facilitating students’ general collaboration skills. However, reported effects of collaboration scripts on domain-specific knowledge acquisition have been less positive. In this paper, I suggest an alternative framework for supporting CSCL learners by combining collaboration scripting and online tutoring. While collaboration scripts can facilitate the acquisition of general collaboration skills, the online tutor is capable of monitoring and asse…

Knowledge managementComputer sciencebusiness.industryOnline learningOnline tutoringCollaborative learningcomputer.software_genreFocus groupKnowledge acquisitionWorld Wide WebScripting languageComputingMilieux_COMPUTERSANDEDUCATIONThe Conceptual FrameworkTUTORbusinesscomputercomputer.programming_languageProceedings of the 9th International Conference on Computer Supported Education
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ICT-SUSTOUR and MARKETOUR: Two second language acquisition projects through a virtual learning environment

2009

We are presenting a methodological approach that aims to increase students' motivation by asking them to develop tasks based on professional settings. In order to meet this objective a collaborative methodology was designed and applied to two multidisciplinary projects: MARKETOUR and ICT-SUSTOUR. Both projects made students face real workplace situations by working collaboratively through the use of a virtual learning environment (VLE) and other information technology (IT) tools at a national and international level. The methodology proposed offers students a professional scenario in which they are required to develop purpose-based tasks using IT. A virtual learning environment was devised …

Knowledge managementGeneral Computer ScienceComputer sciencebusiness.industryLearning communityTeaching methodEducational technologyInformation technologyCollaborative learningEnglish for specific purposesSecond-language acquisitionEducationVirtual learning environmentbusinessComputers & Education
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