Background: Blending collaborative learning and project-based learning (PBL) based on Wolff (2003) design categories, students interacted in a learning environment where they developed their technology integration practices as well as their technological and collaborative skills.
Purpose: The study aims to understand how seventh grade students perceive a collaborative web-based science project in light of Wolff’s design categories. The goal of the project is to develop their technological and collaborative skills, to educate them about technology integration practices, and to provide an optimum collaborative, PBL experience.
Sample: Seventh grade students aged 12–14 (n = 15) were selected from a rural K–12 school in Turkey through purposeful sampling.
Design and methods: The current study applied proactive action research since it focused on utilizing a new way to enhance students’ technological and collaborative skills and to demonstrate technology integration into science coursework. Data were collected qualitatively through interviews, observation forms, forum archives, and website evaluation rubrics.
Results: The results found virtual spaces such as online tutorials, forums, and collaborative and communicative tools to be beneficial for collaborative PBL. The study supported Wolff’s design features for a collaborative PBL environment, applying features appropriate for a rural K–12 school setting and creating a digitally-enriched environment. As the forum could not be used as effectively as expected because of school limitations, more flexible spaces independent of time and space were needed.
Conclusions: This study’s interdisciplinary, collaborative PBL was efficient in enhancing students’ advanced technological and collaborative skills, as well as exposing them to practices for integrating technology into science. The study applied design features for a collaborative PBL environment with certain revisions. 相似文献
The increasing need to compete in innovation and the prevalence of IT in social and economic interactions have led to greater globalization in innovation sourcing, particularly through online crowdsourcing platforms. Crowdsourcing platform participation, a phenomenon inadequately covered, is an instance of providing an innovative solution or idea intertwined with personal and social factors that interact to result in a behavior. A better understanding of the impact of social factors and participants’ hedonic, utilitarian, and social motivations can guide the design and management of these crowdsourcing platforms to foster sustained engagement. This study considered the competitive and social nature of these platforms and analyzed participation intentions from a novel standpoint—a combination of motivational and socio-cognitive perspectives and their relationships within two different types of crowdsourcing platforms: Atizo’s third-party-hosted community and Nokia’s brand-hosted IdeasProject community. A comparison of these two types of crowdsourcing platforms for the same activity of ideation at an individual level revealed differences in behavior determinants based on the platform host type, domain specificity, and mechanisms supporting different motives and social factors. 相似文献