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1.
As universities seek to provide cost-effective, cross-cultural experiences using global virtual (GV) teams, the ‘soft’ communication skills typical of all teams, increases in importance for GV teams. Students need to be taught how to navigate through cultural issues and virtual tool issues to build strong trusting relationships with distant team members. Weekly team meetings provide an excellent opportunity to observe key team interactions that facilitate relationship and trust-building among team members. This study observed the weekly team meetings of engineering students attending two US universities and one Asian university as they collaborated as a single GV capstone GV team. In addition local team members were interviewed individually and collectively throughout the project to determine strategies that facilitated team relations and trust. Findings indicate the importance of student choice of virtual communication tools, the refining of communication practices, and specific actions to build trusting relationships. As student developed these attributes, collaboration and success was experienced on this GV team.  相似文献   

2.
This article presents an innovative pedagogy based on student participation in globally distributed project teams. The study questions the link between student learning of intercultural competence and the global teaming experience. Data was collected from 115 students participating in 22 virtual intercultural teams. Results revealed that students learned from the teaming experience, especially those with more prior international experience. The study contributes to the body of knowledge on innovative and collaborative pedagogy on global student teams, provides an analysis of the impact of the teaming experience on student learning, and provides insights on international and collaborative course design.  相似文献   

3.
As many primary pre-service teachers enter teacher education courses with little science background, it is essential in teacher education courses to provide opportunities for them to learn more science independently. The purpose of this study is to investigate an online pedagogical activity that fosters the social construction of science knowledge by primary pre-service teachers working in small virtual teams. The study investigated how the pre-service teachers collaborated online in virtual teams to complete set tasks, their attitudes toward and beliefs about the effectiveness of the online learning experience, and the types and quality of the resources developed. The findings indicated that the virtual team-produced science resource materials were generally of high quality, with nearly half the number of teams engaging with Web 2.0 technologies (e.g. wikis and blogs) to construct their product. The findings indicated positive attitudes toward the collaborative learning even though beliefs about online learning were mixed.  相似文献   

4.
虚拟团队是管理领域的新概念。它的特点与开放教育有许多相似之处,在开放教育中引入虚拟团队的概念是适宜和必要的。开放教育中应该构建教师、学生以及教与学三走虚拟团队。为了维护虚拟团队的正常运行,应该注意包括有效的沟通和监控在内的四个问题。  相似文献   

5.
e-Learning的繁荣发展推动了新技术在远程教育课程设计与开发中的应用,促进了远程教育课程设计与开发从理念到方法上的变革。作为资深的课程设计专家,同时也是在线教学与学习的专家,罗宾.梅森(Robin Mason)教授在本次访谈中结合英国开放大学课程设计的经验和她的研究,在e-Learning和Web2.0背景下介绍了"以学生为中心"的教育理念指导下课程设计与学习评价的最新方法和技术。梅森教授是早期探讨远程教育领域计算机会议技术的先驱之一,是享有国际威望的英国开放大学"在线与远程教育"专业课程的主管,多年从事的在线课程设计、辅导和评价工作使其成为国际上课程设计领域和在线教学的知名专家,相关的研究论文和学术专著成果颇丰。近期,她所提出的基于学习对象的远程教育课程设计方法受到业界的普遍关注,在学习评价和电子学习档案袋、e-Learning的基本概念和理论等方面也都有独到建树。  相似文献   

6.
虚拟团队在企业项目开发和合作中的应用得到了人们的关注。针对成人教育项目学习中存在的问题,以虚拟团队的特点为切入点,探讨其在成人项目学习中应用的优势和其应用的原则。  相似文献   

7.
远程学习者在线学习时常有孤独感、不适感及考试焦虑感三大学习因难,为此我们采用虚拟团队合作学习模式进行教学设计。对合作学习专题、虚拟合作团队的确立、虚拟合作学习的教学形式和学习方式、虚拟合作学习的成绩评定四方面进行研究,探讨一种行之有效的虚拟团队合作学习的教学模式。并且通过一系列的数据分析,验证了此模式的实效性。  相似文献   

8.
ABSTRACT

The goal of the current study was to explore the role and importance of the facilitator in teacher design teams. The study took place in the context of a pre-service teacher education institution in Belgium, where teacher design teams were set up to facilitate the professional development of teacher educators. The findings from focus-group discussions with team members and semi-structured interviews with facilitators confirm that the perceived importance of a facilitator depends on several factors, such as team characteristics and the design phase. Moreover, we found that a facilitator can fulfil three roles in a dynamic way: (a) providing logistic support, (b) scaffolding the design process, and (c) monitoring the design process. The discussion centres on how these results can be used to support facilitators for successful Teacher Design Teams.  相似文献   

9.
This article describes the learning objectives, the course activities, experiences and outcomes of a graduate level course on learning object design. The course was developed and taught at The Ohio State University by the author during the Spring Quarter of 2003. Students from the visual design and education disciplines partnered to work on a client‐initiated, authentic, grant‐funded project. The students, working in teams and serving as expert consultants to each other, were tasked with designing prototypes for learning objects to be used by freshman high school students, particularly those with disabilities. The course provided an opportunity to observe how developers actually built learning objects and to apply that knowledge to better understanding the issues facing faculty when challenged with the same tasks.  相似文献   

10.
ABSTRACT

Machine haptics has been shown to assist and enhance human–computer interactions. Research from previous studies in the field of haptics has focused on developing a user’s sense of realism of touch when using a haptic device. This paper examines the use of haptics for education, specifically for creative online education. The paper is presented in two parts. First, a review of literature was conducted and used to aid the rationale and underpin the design of a pilot test. Second, a pilot test was designed using a single-point kinaesthetic haptic device with a haptic rendered interface, to support the assembly of a virtual design prototype. The pilot test proved to be extremely valuable in creating and developing a rich virtual environment for non-sighted and sighted participants to use. The results from the initial pilot test showed that although users were positive about their experience of using the haptic device, there were improvements to be made to the interface to enhance the user experience in the next phase of testing.  相似文献   

11.
协同学对虚拟学习社区建设的启迪   总被引:4,自引:0,他引:4  
远程教育中学生和教师、学生与学习集体处于分离状态,学习集体的缺失不利于学习者的发展。利用虚拟学习社区可以营造远程教育的集体学习气氛,促进学习者的学习,培养其社交能力和协作技能。本文论述了虚拟学习社区建设中存在的问题以及运用协同学理论指导虚拟学习社区建设。  相似文献   

12.
文章在探讨虚拟学习团队概念的基础上,指出软件项目开发的相关课程的课堂外建立虚拟学习团队拓展课堂教学的可行性和必要性,并在此基础上提出了构建虚拟学习团队的一般策略。  相似文献   

13.
The Future Something Project (FSP), a two‐year action research project, was devised to nurture the creative and technological talent of small groups of young people at risk by creating a structured network, mentored and driven by creative professionals exploring innovative ways for the two distinct target groups to work together. The project practice is located within the new field of interaction design and takes a social and critical approach to art and design pedagogy. The external research team found that one valuable way of looking at the FSP enterprise was through the social theory of communities of practice (CoPs) developed in the 1990s by Lave and Wenger. The creation of a learning community as a pedagogical strategy is central to the conception and practice of this project. This article, therefore, sets out to apply an existing theory to a new art and design context together with more general thoughts on learning communities. It explores the potential of new technologies and different settings to effect learning within structured networks and local and virtual communities of practice.  相似文献   

14.
The emergence of new technologies has made it increasingly easy for distributed collaboration in both educational and noneducational settings. Although the effectiveness in traditional settings of the dynamics of small group work has been widely researched, there is limited research that offers evidence on how teams can work effectively in a virtual environment. The purpose of this study is to examine the relationship among team structure, trust, and conflict management style, in addition to their impact on teamwork effectiveness in a virtual environment. An experimental design was used to assess the effects of structure on team performance. Forty‐four groups, divided into hierarchical and nonhierarchical groups, worked on an online simulation project in an online MBA course. The results suggest that team structure is strongly associated with team performance, whereas trust and a collaboration conflict management style contribute to teamwork satisfaction.  相似文献   

15.
This paper discusses a small, exploratory study introducing students to case management using role-plays conducted in a virtual world. Data from pre- and posttest questionnaires (to assess self-efficacy regarding a range of case management tasks) suggest students felt more confident in their abilities after virtual role-play participation. Also discussed is preparing students for learning in a virtual world, some best practices to consider when developing virtual world experience, and larger contextual issues of increased broadband access to avoid exacerbating educational disparities.  相似文献   

16.
This project addresses the challenge of preparing educational leaders for future roles in administration in K–12 schools. Through a project-based learning scenario set in a 3-D virtual world, graduate students in school administration and instructional technology worked together in simulated school teams to develop proposals for integrating technology into a fictitious school. The scenario provided parameters within which each team developed a proposal to a superintendent for the use of iPads, which included developing plans for professional development, collaboration among faculty and staff, infrastructure to support the technology, alignment with curriculum, and budgets. Teams worked independently of classes to develop proposals that were then posted in the virtual world for review by instructors and other students. The simulation offered opportunities to develop shared leadership and skills in collaboration outside the usual comfort zone of graduate school classes. Student perception of the value of participation provided insight into the design of the project, which will inform future such collaborative efforts among faculty. Results of student surveys and written reflections are shared as examples of the types of data collected for this project.  相似文献   

17.
This article analyzes the design decisions of a team developing diagnostic assessments for a learning trajectory focused on rational number reasoning. The analysis focuses on the design rationale for key decisions about how to develop the cognitive assessments and related validity arguments within a fluid state and national policy context. The study draws on ethnographic methods adapted from science, technology, and society studies to document key rationales for decisions. For this team, concerns about the validity of both the assessments and the hypothetical trajectory, anticipated uses of the assessments, and the available distribution of resources and expertise to different project activities were all considerations for significant design decisions throughout the project. The study findings suggest that success in the design of trajectories-based assessments depends on teams’ attention to balancing core design activities with engagement in the external policy environment, balancing precision with utility for diagnosis in defining the levels of a trajectory, and balancing the goals of supporting and assessing student learning.  相似文献   

18.
During the last decade, global virtual teams have become increasingly common in academic and work settings. Considering the recent global pandemic, now they seem to be more the rule than an exception. Drawing on expectancy theory and using a latent growth model approach, this paper investigates the relationship between peer assessments and student individual effort to complete a given task. The analysis of these two variables as parallel processes indicates that the more abrupt the decrease in peer assessments, the steeper the positive rate of change in effort in the context of global virtual teams. This longitudinal study suggests that peer assessments are a useful and effective means to boost global virtual team members’ individual effort. The paper concludes with implications and recommendations for researchers, managers and educators who use global virtual teams in education and practice.  相似文献   

19.
This article reports on an academic–industrial cooperation between students at the Ulsan National Institute of Science and Technology and a local foundation working to revitalise the Eonyang traditional market in Ulsan, South Korea. Students majoring in disciplines ranging from natural and applied sciences to business administration were introduced to design thinking, the double diamond model, and sense‐making as frameworks for generating creative outcomes. Those outcomes included media, signage and packaging, a display stand, an accessory for hikers, an artistic reinterpretation of the traditional store shutter, the design for a guesthouse and new packaging for locally produced products. Students presented their ideas at a public exhibition as team projects that involved 3D printing, CAD, Web‐design, graphic design and motion‐picture editing tools. The study reveals that students learn more effectively when pedagogy emphasises active learning and on‐site observation through design‐based integrated education. Its qualitative research involved interviews in which students experienced how design thinking methodology can transform a local economy. The methods reveal a new educational model centred upon creative and applied learning.  相似文献   

20.
Eight teams of elementary and middle school teachers developed pilot online courses for the North Carolina Virtual Public School (NCVPS) in the USA. A qualitative case study with focus groups and a follow‐up survey helped to identify common needs of these non‐traditional course designers during course development efforts. Findings suggest virtual schools can better support non‐traditional course designers by providing leadership components such as technical expertise, regular feedback, and clear expectations, including an understanding of the target students. Findings further suggest designers need a range of bite‐sized professional development on replicating model courses, using course management systems, assessing learners online, designing with copyright and safety issues in mind, integrating Web tools, and developing course documentation for deployment. The article concludes with a discussion of support structures that may aid instructors tasked with online course development.  相似文献   

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