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This study investigated tutoring during collaborative role-play dealing with environmental dilemmas in a synchronous network environment. The relationships of different tutor scaffolding styles with students' discourse acts and their decision-making variables were studied. A role-play with a jigsaw design was developed using the model of real-life environmental negotiations. Tutor scaffolding supported the process of making judgements. Five role-plays consisting of 31 decision-making discussions were carried out with 14–17-year-old students (N = 62) from Estonian secondary schools. The findings indicated that the activeness of tutor scaffolding was related to the higher frequency of students' task-related discourse acts, as well as their ability to generate a mutually accepted ownership of problem representations in teams.  相似文献   
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This study investigates the mechanisms of scaffolding in a synchronous network-based environment – the ‘collaborative virtual workplace’. A theoretical ‘multi-actor’ scaffolding model was formulated. The study itself focused on the role and inter-relations of verbal scaffolding by tutor and peers during a collaborative process of making decisions about environmental issues. The analysis drew on data from the decision-making discussions of 31 groups – material that was saved automatically by the learning environment software. The age of the 62 students ranged from 14 to 17. Discourse act categories were devised to describe the tutor’s and the students’ task-related, supportive and social communicative acts. The scaffolding situation was characterized through a causal discourse act interaction approach. Tutor and students appeared to be elaborating and replacing each other’s process scaffolding acts in the collaborative decision-making situation. The influence of certain tutor’s and students’ inter-related scaffolding patterns on students’ decision-making provided empirical support for the ‘multi-actor’ scaffolding model. in final form: 12 May 2005  相似文献   
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The aim of this explorative study was to find the factors limiting sixth-grade learners’ outcomes in acquiring skills related to the transformative inquiry learning processes as well as to analyse the interrelations between inquiry skills in order to develop an optimal support system for designing Web-based inquiry learning environments. A Web-based learning environment ‘Young Scientist’ was developed and applied to the domain of integrated science. The skill of identifying the correct research questions appeared to be a prerequisite for formulating research questions. When students understand how to identify the research questions correctly, there is no need for supporting formulation of research questions or hypotheses. We have found that at the stages of analysing data and inferring, students have to be provided with the tools to activate their prior knowledge, assignments help to organize their work into manageable sections, and reflective support or adaptive feedback to relate the results achieved with the process of inquiry. Our findings demonstrate that the effectiveness of inquiry learning can be strongly influenced by regulative support; however, a particular level of initial inquiry knowledge in theoretical context is also needed in order to develop inquiry skills in a situational context.  相似文献   
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The aim of the present study was to investigate those factors influencing performance in solving story problems in a web-based environment. A situational simulation, “Hiking across Estonia,” was explored by two samples of voluntary groups of students, comprising 65 and 50 groups, respectively. They solved 25 ecological and environmental story problems and filled in a pre-test and post-test that evaluated problem-solving skills. The groups were clustered according to their characteristics and performance into five clusters: “slow learners,”“quick learners,”“successful learners,”“smart learners,” and “ineffective learners.” The clusters were provided with different types of supportive notes and the sequence of problems was rearranged according to the students' initial results in the first four problem-solving tasks. These treatments demonstrated statistically significant improvements in the outcome in solving story problems in small groups. The main factors determining the effectiveness of problem solving were: (i) time spent on learning; (ii) initial skills in problem-solving; (iii) the presence of support in enhancing situation awareness; (iv) graduated problem tasks sequenced on the basis of complexity and difficulty; (v) ratio of genders in a learning group. However, the importance of these factors depended on the cluster and, therefore, it can be concluded that the design of problem-solving instruction has to be adapted according to the clusters' characteristics.  相似文献   
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Science Created by You (SCY) learning environments are computer-based environments in which students learn about science topics in the context of addressing a socio-scientific problem. Along their way to a solution for this problem students produce many types of intermediate products or learning objects. SCY learning environments center the entire learning process around creating, sharing, discussing, and re-using these learning objects. This instructional approach requires dedicated instructional designs, which are supplied in the form of what are called pedagogical scenarios. A SCY pedagogical scenario presents the learning process as an organized assembly of elementary learning processes, each associated with a specific learning object and a tool for creating this learning object. Designing a SCY learning environment is basically a two-step procedure: the first step is to select one of the available scenarios, and the second step is to define the domain content. The SCY technical infrastructure then handles the instantiation of the scenario as a SCY computer-based learning environment. In this article we describe the SCY pedagogical design scenarios and report on our experiences in designing four different SCY learning environments.  相似文献   
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