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1.
How do educators and instructional designers assess the effectiveness of the learning environments they design? One important means of ensuring the effectiveness of instruction in distance and face-to-face settings is through provision of learner support. Increasingly, as learners utilize the World Wide Web for collaborative learning, support systems contribute to the processes of learning and assist the learner in developing competencies and confidence in self-regulated learning and social interaction. Originating in the socio-cultural perspective of Vygotskyan theory, the term scaffolding refers to learning support based on social constructivist models of learning. As the World Wide Web becomes increasingly integrated into the delivery of learning experiences at primary, tertiary and secondary levels, the concept of scaffolding needs to be reconsidered because it is not readily translated into contexts where the teacher is not present, such as in online learning environments. The aim of this paper is to offer a conceptualization of the term scaffolding in distance learning, to provide examples of how learners can be supported in the processes of constructivist inquiry in a range of learning settings, and to offer principles for the design of learning support that can be applied across a range of instructional settings.  相似文献   

2.
Within the field of higher education, there are situations where the learner is not well served in a classroom setting. Problematic issues such as scheduling, critical mass, time, pace and location have the potential to be counterbalanced by e-learning. Within this, the asynchronous nature of today's online learning environments and computer conferencing tools have popularly been claimed to offer tremendous benefits for learners who are willing to take responsibility for their own learning, to progress at their own pace, and interact with their online teacher to get immediate feedback on their learning and progress. Indeed, increasingly, educators today are very keen to exploit some of these new technologies for the benefit of their learners. It is argued in this article that there is a need to address the practice and research of asynchronous computer mediated conferencing. As conferencing tools become an increasingly common feature in students' experience, teachers need to have an understanding of how these tools facilitate the formation and maintenance of collaborative learning communities.  相似文献   

3.
We cannot really understand how to create computer support for collaborative learning without first becoming clearer about what we mean by communication, collaboration, and learning. After distinguishing several conceptions of communication, and highlighting transformative communications for learning, I consider how, via broadband telepresence, distributed multimedia learning environments may establish such communications by adequately acknowledging the social and material embeddedness of everyday communication. I then describe high-priority areas for advancing this agenda: in sociocultural theory, in examining conceptual change by means of conversational analysis, and in technically establishing affordances of tools to sustain and potentially enhance joint activity beyond the here-and-now and the face-to-face.  相似文献   

4.
5.
Digital learning environments are increasingly popular in higher education and professional training. Teaching and learning via webinars, and web conferencing more broadly, represents one widely used approach. Webinars are defined as web-based seminars, in which participants and facilitators communicate live over the Internet across distant geographical locations using shared virtual platforms and interact ubiquitously and synchronously in real time via voice over IP technology and web camera equipment. In the past, studies have reported mixed evidence concerning the effectiveness of webinars in promoting student achievement. As a remedy, this systematic literature review and meta-analysis cumulates observed effect sizes from previously published randomized controlled trials and corrects artifactual variance induced by sampling error. The research questions were: How effective are webinars in promoting student achievement? And which characteristics moderate webinar effectiveness? The findings suggest that webinars were slightly more effective than control conditions (online asynchronous learning management systems and offline face-to-face classroom instruction), but the differences were trivial in size. Differences were moderated by webinar, participant, achievement, and publication characteristics. This meta-analysis is the first to systematically review and meta-analyze the best evidence available for evaluating the effectiveness of webinars and video conferences in promoting student knowledge and skills. The implications of the study's findings can inform school teachers, lecturers, trainers, technologists, and theorists interested in the computer-supported design, implementation, delivery, tutoring, and assessment of webinar-based learning environments.  相似文献   

6.
Within Higher Education, current changes in levels of funding available and the increasingly diverse profiles of students participating have placed a greater emphasis on the need for institutions to provide more ‘flexible methods’ of delivery. In addition to traditional face-to-face, collaborative environments, the widespread use of information and communication technologies allows individuals around the globe to participate in collaborative learning. Dillenbourg emphasizes the need to differentiate the ‘notion of culture’ in the context of intercultural group learning, with that of developing a common ground or ‘micro-culture’ through which to successfully interact. The importance of building a micro-culture is echoed by Ashcraft and Treadwell, as the basis for successful collaborative learning. This article highlights the experiences of a university based, intercultural, mixed methods research project at Master's degree level, where student researchers with diverse backgrounds, worked collaboratively to create a tentative conceptual framework, in order to map research trends at the 2010 American Educational Research Association conference. This article suggests that collaborative learning in intercultural groups, rather than benefiting from one approach over another, can actually be enhanced by the combining of methods, resulting in a deeper learning experience for those participating. Furthermore, in the initial stages of negotiating and re-negotiating collective understandings and meaning, face-to-face collaboration can provide a basis for deeper learning and understanding in subsequent online collaboration, as experienced by the intercultural collective research group, which is the case study of this article.  相似文献   

7.
This article proposes 7 core affordances of technology for collaborative learning based on theories of collaborative learning and CSCL (Computer-Supported Collaborative Learning) practices. Technology affords learner opportunities to (1) engage in a joint task, (2) communicate, (3) share resources, (4) engage in productive collaborative learning processes, (5) engage in co-construction, (6) monitor and regulate collaborative learning, and (7) find and build groups and communities. We elaborate our framework using in-depth explorations of how technologies are actually used to support collaborative learning in CSCL research and identify representative design strategies and technology examples. While technology can play an important role in addressing the demands of collaborative learning, it needs to be considered in conjunction with pedagogical strategies and other social and cultural supports for collaborative learning. The supports also need to remain at an appropriate level so as not to interfere with long-term learning goals.  相似文献   

8.
Advanced technologies have been widely applied in medical education, including human-patient simulators, immersive virtual reality Cave Automatic Virtual Environment systems, and video conferencing. Evaluating learner acceptance of such virtual reality (VR) learning environments is a critical issue for ensuring that such technologies are used to greatest effect. This research describes the use of high performance real-time interactive software (VR4MAX) to build a prototype 3D VR learning system. A questionnaire survey was distributed to 167 university students to investigate learner attitudes toward learning via VR applications. Experimental results show that immersion and imagination features of VR-mediated course contents have a positive impact on perceived usefulness, and can also predict perceived ease of use, both of which contributors to behavioral intention of learners to use VR learning systems. Overall, this research validates the relationship between three features of VR and learners' behavioral intention to use VR learning. The results could prove helpful in guiding future research related to VR learning.  相似文献   

9.
Social factors play an important role in determining whether instructional communication in computer-supported settings will be successful. Social presence is a social factor, specifically addressing the feeling of being present with another person in a virtual environment. This article describes possibilities to influence the feeling of social presence in synchronous learning scenarios using desktop collaborative virtual environments (CVEs). Desktop CVEs are technically simple compared with immersive CVEs and can be adapted according to the needs of the users. In this article, possible adaptations are described using the example of the desktop CVE virtual team room. In CVEs, users are represented as avatars. Avatars may or may not convey nonverbal signals. The focus of the article is on whether the actual use of nonverbal signals can affect the sense of social presence and thus help to establish and maintain the learner's motivation and provide support for structuring social interaction in learning situations. The paper provides a review of exploratory studies and experiments as well as a report on the author's own studies. Future research questions concerning learning in CVEs are discussed.  相似文献   

10.
In English for academic purposes courses, group oral presentations are quite common but essay writing tends to be seen as an individual endeavour, albeit with scope for peer review. This article discusses action research reflecting on student perceptions of a framework to support students through a semester-long collaborative essay assignment in an English-medium instruction university in Macau. The framework presented incorporates collaborative and individual assignment tasks, assisted by information and communications technology, to support the collaborative process and facilitate the assessment of the individual within the group. Even though writing in a group may take more time and effort, it is viewed favourably by the majority of students due to the additional learning gains to be made by writing collaboratively, including the increased quality of ideas and the social interactions (face-to-face and online) required to come to agreement.  相似文献   

11.
Mobile technologies are becoming more and more prevalent in learning environments. This means that teacher education must keep pace with the use of mobile technologies. Baran (2014) argues that the ‘greatest added value of mobile learning vis-a-vis PC learning lies in the aspects that extend classroom interaction to other locations via communication networks’. (p. 18) This article outlines a pilot study developed to support collaborative working between the English and science pre-service teachers, in which mobile technologies were used to extend students interactions outside the classroom, using iPads in authentic, fieldwork situations.  相似文献   

12.
The use of computer conferencing environments with student teachers and their supervisors was implemented during teaching practice and evaluated for four teacher education programs. Computer conferencing can be contrasted with the more common supervision methods, such as face-to-face conferences between the student teacher and the cooperating teacher, or between a group of student teachers and their supervisor at the teacher education institute. In our evaluation, we focused on participants' opinions of computer conferencing and their participation, activities and educational outcomes. During their field experiences, student teachers used computer conferencing primarily to exchange emotional support when they recognised similar experiences among their peers. It was less used for reflecting on their teaching and exchanging pedagogical content knowledge, including instructional methods and designs, classroom management strategies, general and instructional theories, and aspects of the teaching profession. This finding led to the conclusion that more attention should be paid to the structure of student teachers' learning environment, because more coaching and instruction of student teachers in their systematic and reflective use of computer conferencing leads to more varied and extensive communication  相似文献   

13.
ABSTRACT

Educational computing has evolved through three stages: topicality, surrogacy and progression; each new stage building onto, rather than replacing, existing practice. At ULTRALAB, Anglia Polytechnic University's Learning Technology Research Centre, work on the design and application of multimedia learning environments has identified three categories of use for interactive multimedia: narrative, interactive and participative. The evolution to a fourth stage of educational computing requires an emphasis on participative media, radical pedagogic change enabled by technological innovation, and recognition/incorporation of the emergent capabilities of learners whose information diet and menu are products of the information age. Teacher education is uniquely placed to support the development of participative media, to define the particular needs of the learning environment and to diminish the deficiency model of the learner.  相似文献   

14.
Animated graphics are extensively used in multimedia instructions explaining how natural or artificial dynamic systems work. As animation directly depicts spatial changes over time, it is legitimate to believe that animated graphics will improve comprehension over static graphics. However, the research failed to find clear evidence in favour of animation. Animation may also be used to promote interactions in computer-supported collaborative learning. In this setting as well, the empirical studies have not confirmed the benefits that one could intuitively expect from the use of animation. One explanation is that multimedia, including animated graphics, challenges human processing capacities, and in particular imposes a substantial working memory load. We designed an experimental study involving three between-subjects factors: the type of multimedia instruction (with static or animated graphics), the presence of snapshots of critical steps of the system (with or without snapshots) and the learning setting (individual or collaborative). The findings indicate that animation was overall beneficial to retention, while for transfer, only learners studying collaboratively benefited from animated over static graphics. Contrary to our expectations, the snapshots were marginally beneficial to learners studying individually and significantly detrimental to learners studying in dyads. The results are discussed within the multimedia comprehension framework in order to propose the conditions under which animation can benefit to learning.  相似文献   

15.
More units of study are being offered flexibly, using distance education and online facilities, as a consequence of recent educational developments in higher education, with learner expectations of being able to study when they like and where they like, as well as increasing class enrolments and more students studying remotely or part‐time. However, the quality of the learning experience and the efficacy of placing learning activities that require student interaction and discourse in an online environment have been questioned. The concerns raised by educators regarding placing learning activities online are often about the types of learning environments that are being created and the tools available to support student communication in a virtual learning environment. Asynchronous computer‐mediated communication is one means of allowing students to communicate independently of time and place, and to communicate questions, opinions and queries when transferring interactive learning activities to an online environment. The use of threaded, online discussions that allow asynchronous communication has been criticised for not producing the perceived benefits for learners and educators. This paper assesses the use of asynchronous computer‐mediated communication and the degree of convergence and level of social presence as indicators of developing highly responsive and interactive learning environments in the context of an inquiry‐based learning activity, using a case study approach with problem solving and self‐directed research.  相似文献   

16.
In the business-systems-design learning environment, there may be more than one solution to any given problem. For instance, the data model will be different depending on each learner’s perspective. Accordingly, group learning systems are very effective in this domain. We have developed a collaborative and multimedia environment for learners on teams (CAMELOT) using the ‘nominal group technique’ for group problem solving. In this paper, the basic framework of the collaborative learning system and the effectiveness of collaborative learning in designing the data model are described. By using CAMELOT, each learner learns how to analyse through case studies and how to collaborate with his or her group in problem solving. Learners come to a deeper understanding from using CAMELOT than from studying independently because they can reach better solutions through discussion, tips from other learners and examination of one another’s individual works.  相似文献   

17.
This study explores remote, non-collocated collaboration via multi-touch table (SynergyNet) and video conferencing software (Skype). Twenty-four participants (aged 10-11 years) in two locations—primary school classrooms located 300 miles apart in the UK—engaged in simultaneous collaborative activity to solve a History mystery task. Audio-video data recorded in the first minute of the activity were analysed to explore the emergence of collaborative working practices both within groups in the same location (resizing for shared reading) and between the groups communicating via video conferencing software and through the “flick” multi-touch gesture (sharing clues between groups). The results indicated that most groups focused first on the establishment of intra-group collaboration before reaching out to their remotely located partners. However, when the second data set was analysed, audio data from delayed interviews conducted after the original study, participants reported that the discussion between groups supported by the “flick” gesture was the most important and memorable feature of the activity. The study relates these findings to the existing literature on collaborative learning using multi-touch tables and considers how teachers are best able to help support the emergence of collaborative practices.  相似文献   

18.
Complex, multimedia software such as educational videogames offer a wide range of elements to modify learner behavior. The adjustment of such software might support learning, especially in complex settings like collaborative or cooperative scenarios. Coming from a theoretical background of educational psychology, our experiment seeks to implement the “jigsaw strategy” within educational videogames. We conducted an experiment with sixty participants to compare conditions with or without increased task interdependence through the jigsaw strategy (i.e., the distribution of game elements and essential information). The participants had to rebuild a house from the 1894 novel Effi Briest within an adjusted version of the “sandbox” game Minecraft. The results show increased play performance, and learning outcomes with increased task interdependence. We conducted mediator and moderator analysis, which revealed a strong impact of play performance on learning outcomes. Additional analyses of mental effort, cognitive load, and efficiency allowed for deep insights into the playing and learning process. These insights enrich current theories about collaboration, mental strain, and the working memory effect and highlight the applicability of collaborative mechanics within educational videogames.  相似文献   

19.
Designing electronic collaborative learning environments   总被引:1,自引:3,他引:1  
Electronic collaborative learning environments for learning and working are in vogue. Designers design them according to their own constructivist interpretations of what collaborative learning is and what it should achieve. Educators employ them with different educational approaches and in diverse situations to achieve different ends. Students use them, sometimes very enthusiastically, but often in a perfunctory way. Finally, researchers study them and—as is usually the case when apples and oranges are compared—find no conclusive evidence as to whether or not they work, where they do or do not work, when they do or do not work and, most importantly, why, they do or do not work. This contribution presents an affordance framework for such collaborative learning environments; an interaction design procedure for designing, developing, and implementing them; and an educational affordance approach to the use of tasks in those environments. It also presents the results of three projects dealing with these three issues.  相似文献   

20.
The research issue in this study is how to structure collaborative learning so that it improves solving physics problems more than individual learning. Structured collaborative learning has been compared with individual learning environments with Schoenfeld’s problem‐solving episodes. Students took a pre‐test and a post‐test and had the opportunity to solve six physics problems. Ninety‐nine students from a secondary school in Shanghai participated in the study. Students who learnt to solve problems in collaboration and students who learnt to solve problems individually with hints improved their problem‐solving skills compared with those who learnt to solve the problems individually without hints. However, it was hard to discern an extra effect for students working collaboratively with hints—although we observed these students working in a more structured way than those in the other groups. We discuss ways to further investigate effective collaborative processes for solving physics problems.  相似文献   

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