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This ten chapter volume intends to approach a number of current issues “from well‐established web‐based learning environments to mobile learning, through current web 2.0 applications such as blogs, which foster intercultural contexts and/or diverse means of computer‐mediated interaction”. In this sense, the valuable book aims to enable readers to gain a deep understanding of the field and to provide research procedures and processes to facilitate the learning of foreign languages through the use of information technology. If you expect the content of this book to be relevant to you, I recommend that you buy a copy for your own use. Jesús García Laborda  相似文献   

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Over the last years there has been a growing use of 3D virtual environments for educational purposes. Many studies advocate the integration of these environments in the daily teaching practice of various subjects. This requires innovative design in order create the appropriate affective/ pedagogical conditions as well as the development and use of well-structured activities in order to achieve effective collaborative learning. This paper presents an exploratory study in which collaborative learning strategies and cognitive apprenticeship models act as the pedagogical framework to facilitate learning and collaboration. The context is the teaching of mathematics in primary education via a 3D virtual environment. Specifically, we focus on evaluating students’ engagement (behavioral, affective and cognitive) in the collaborative learning process as they learn fractional concepts in a meaningful way. The findings show that a 3D virtual environment can support collaborative learning in primary school through its ability to enhance students’ engagement (behavioral, affective and cognitive) in the collaborative learning process.  相似文献   

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This ten‐chapter volume aims to approach a number of current issues “from well‐established web‐based learning environments to mobile learning, through current web 2.0 applications such as blogs, which foster intercultural contexts and/or diverse means of computer‐mediated interaction”. In this sense, this valuable book aims to enable readers to gain a deep understanding of the field and to provide research procedures and processes to facilitate the learning of foreign languages through the use of information technology. If the content of this book is likely to be important to you, I recommend you buy a copy. Jesús García Laborda  相似文献   

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Background:?Cloud computing has recently received interest in information systems research and practice as a new way to organise information with the help of an increasingly ubiquitous computer infrastructure. However, the use of cloud computing in higher education institutions and business schools, as well as its potential to create novel learning environments remains an underresearched topic.

Purpose:?To address the research gap, this paper investigates how the capabilities of cloud computing have fostered collaborative learning processes of students in the design of management classrooms. The research project has taken place in a three-year period and has covered five post-graduate knowledge management classes, which have been situated in the context of business education.

Research design and sources of evidence:?I have used an illustrative case study of five knowledge management classes as research design to explore and describe interconnections between methods of social constructionism and cloud computing properties which enhance collaborative learning experiences of students in the classroom. To develop a theoretical background for the case study, I first review literature on constructivist and experiential learning, new management profiles, and information systems. In the empirical part of the case study, I have observed the experimental blending of constructivist learning methods and the cloud computing platform Google Apps for Education in three post-graduate classes and two Executive Master of Business Administration classes on the topic of knowledge management. For the data collection, I have focused on collaboration processes to understand how students have used various cloud computing tools to work together, and how their usage has affected interaction and reflection in the observed courses.

Results:?Findings show that collaborative properties of cloud computing, when they are undergirded by methods of social constructionism, influence learning factors on cognitive, emotional, spatial and group levels and lead to substantial changes in teacher/student roles and behaviours. The ease-of-use, playfulness and immediacy of cloud platforms creates collaborative learning spaces and has the potential to foster lateral thinking and problem solving of students in the classroom.

Conclusions and contribution:?By illuminating mutual interrelations between learning factors, constructivist principles and cloud computing properties, the paper enriches the literature on the innovative use of information system technologies in universities and business schools. The paper provides, in addition, practice-oriented insights for pedagogical and methodological choices that undergird the capabilities of cloud platforms to foster collaborative learning processes of students in higher education institutions.  相似文献   

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In this paper I will explain what I see as some of the core attributes of Communities of Innovation, or communities fostering collaborative creativity, and what we have learned from the research literature about each attribute. There is a critical need to design learning environments that foster creative thinking in students, particularly in the area of collaborative creativity. Many of the current problems and challenges graduates will face in society and industry are too large to be faced alone. However, the research and pedagogical understanding of how to develop skills in collaborative creativity is still underdeveloped. In seeking to understand what collaborative creativity would look like in education, I reviewed the literature on organizational and social creativity, along with social learning theory, to develop a framework of characteristics common to most environments that foster collaborative creativity in students (West, 2009). This framework describing Communities of Innovation explains some of the similar characteristics at the individual, group, and organizational levels of innovative communities.  相似文献   

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Although student global competence has been recognized as an important learning outcome by more and more colleges and universities, campus internationalization efforts remain fragmented and largely ineffective. We proposed a pedagogical intervention that provided students from China and the U.S. with opportunities to establish virtual contact and to work collaboratively on international business related research papers. Then, we operationalized global competence as a three‐dimensional concept and designed an instrument to measure student global competence. The results provided some initial evidence on American students’ significantly lower performance in global knowledge and attitude, and confirmed the proposed pedagogical intervention as an easy‐to‐use and effective supplement to develop student global competence.  相似文献   

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In traditional face–to–face classrooms, collaborative learning has been endorsed as an effective pedagogy that fosters skills of analysis, communication and higher order thinking. Increasingly, as online learning environments for tertiary learners make use of course support systems, there is greater recognition of the potential of communications technologies to foster dialogue, networking and team skills among learners. Such skills are now among the recognised core attributes that graduates are expected to develop. In face–to–face classroom students learn the skills of collaboration and teamwork by engaging in tasks defined and supervised by a teacher. In online environments teacher presence is often limited to task definition, management and feedback functions. Team skills and collaboration therefore need to be supported though different pedagogies and processes such as establishing a climate of trust and openness, communication protocols, resolution of conflict and group processes that provide sanctions and support. In this paper we describe an innovative approach to building the skills of decision–making and conflict resolution, leadership and clarity in goal setting and communication. A case study of tertiary learners illustrates how the essential aspects of task definition, resources to support group learning and integrated online assessment foster team skills.  相似文献   

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Recent advances in mobile and wireless communication technologies have enabled various new learning approaches which situate students in environments that combine real‐world and digital‐world learning resources; moreover, students are allowed to share knowledge or experiences with others during the learning process. Although such an approach seems to be promising and innovative, researchers have indicated several problems when applying it to practical applications, in particular, the lack of proper strategies or tools to assist the students to learn collaboratively in such a learning scenario with abundant content. Students might feel interested when using the mobile devices to learn; however, without proper assistance or guidance, their learning achievements are usually disappointing. To cope with this problem, this study proposes a concept map‐oriented Mindtool for collaborative ubiquitous learning. Experimental results from a natural science course in an elementary school show that this approach not only enhances learning motivation but also improves the learning achievements of the students.  相似文献   

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Community tools are technologies designed to foster social processes of learning through active inquiry, project-based learning, and related collaborative pedagogical approaches. Current research and development in this field are moving from generic tool design towards the development of sociotechnical systems that address learning in relation to specific domains of knowledge or activity and social issues such as equitable access to learning opportunities.  相似文献   

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This paper describes a self-study research project that focused on our experiences when planning, teaching, and evaluating a course in initial teacher education. The theoretical framework of technological pedagogical content knowledge (TPACK) was used as a conceptual structure for the self-study. Our understanding of the framework in relation to our teaching practice was in focus. The principal educational goal of the course was to develop the pedagogical use of web 2.0 resources to support learning in the preschool/school context. As a result, the focus, content, form of distribution, teaching, and assessment of the course went beyond what is common in initial teacher training in Sweden. The potential of the different digital tools was explored by situated use in the design and teaching of the course. Analysis highlights the challenges and opportunities that teacher educators and student teachers may encounter while working with, and learning about, information and communication technologies to support learning. Some of the findings discussed are related to the identified challenges and opportunities for both teachers and students to integrate content knowledge, pedagogical knowledge, and technological knowledge into a TPACK. Taken-for-granted organizational and institutional assumptions about teaching, learning, and assessment in teacher education were identified in the study.  相似文献   

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Design education should integrate design concepts and skills with practical and theoretical knowledge through collaborative learning. Computer‐mediated communication systems used in web‐based education systems are quite appropriate for this principle by enabling global access to course material as well as allowing interaction of participants at distributed learning environments at anytime. Course design broadly requires the organization of time, space and activities considering the tools and methods used. Based on these issues, this study proposes a framework for the design of a web‐based studio course with respect to the nature of the design process. An implementation of a sample web‐based course design is included to support the idea. Considering the benefits and limitations, the nature of web‐based design courses is explored first. Then, the sociological, ideological, epistemological and pedagogical aspects of a design studio are examined within the framework of objectives (why), objects (what), methodology (how) and management (who) with special emphasis given to synchronous and asynchronous communication.  相似文献   

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In the last decade, we have seen the emergence of virtual learning environments. Initially, these environments were a little more than document repositories that tutor used unicast to the students. Informed in part by social constructivist theories of education, later environments included capabilities for tutor–student and student–student, synchronous and asynchronous communication. The initial research of this paper reports the typical low usage of these capabilities. The main research attempted to ameliorate this problem by the provision of tools to promote a sense of social awareness as self‐presence and copresence, and evaluation techniques to analyse e‐learners' interactions. Data was obtained from prepost questionnaires, log files and social network analysis which augmented the data provided by the tools embedded in Moodle. The results indicate the importance of social awareness in effective e‐learning; the quality of active participation can be increased by the use of associated tools. The e‐tutor's role is still pivotal to facilitate and to support such engagement towards collaborative learning. Implications for future research suggest that social awareness tools and evaluation techniques can create awareness cues in an interface with a potential impact on learning.  相似文献   

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This paper presents an analysis of how affordances of ICT‐rich environments identified from a recent review of the research literature can support students in learning science in schools within a proposed framework for pedagogical practice in science education. Furthermore other pedagogical and curriculum innovations in science education (promoting cognitive change, formative assessment and lifelong learning) are examined to see how they may be supported and enhanced by affordances of ICT‐rich environments. The affordances that I have identified support learning through four main effects: promoting cognitive acceleration; enabling a wider range of experience so that students can relate science to their own and other real‐world experiences; increasing students' self‐management; and facilitating data collection and presentation. ICT‐rich environments already provide a range of affordances that have been shown to enable learning of science but integrating these affordances with other pedagogical innovations provides even greater potential for enhancement of students' learning.  相似文献   

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Today, ICT, web resources and multimedia contents have become prevalent in Malaysian university classrooms; hence, the learning approaches need to be redesigned for enabling students to use these technologies in co-constructing new meaning. This study analyses student’s perception and their peer interaction in the constructivist–collaborative learning environment (CCLE) with multimedia contents and Web 2.0 tools, to address the research question: What is the impact of CCLE on student learning process? By using factor analysis on the questionnaire results, and applying content analysis on students’ comments in Web 2.0 tools and feedback given by 182 students at INTI International University, several components of constructivist–collaborative learning were identified. The discussion in this study focuses on “team” and its sub-components include group dynamics, students’ prior knowledge with team and group processing. The discussion provides more understanding on the impact on student learning process for enhancing the learning experiences in Malaysian university class environment.  相似文献   

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Much research into the use of online information and communication technologies for the internationalisation of learning and teaching has focused on established web technologies. This paper considers the possible internationalisation implications of existing uses of social software, also known as Web 2.0 technologies, which are now widely available inside and outside of formal education settings. The paper reports on two studies: the first, conducted at a large Australian university, investigated differences between international and domestic undergraduate students’ (n = 1973) use of web‐based technologies and tools; the second investigation reports on interviews with eight Australian and eight Singaporean university students about their use and perceptions of blogs and blogging. The findings from two studies provide new evidence of both cultural similarities and cultural differences in aspects of young university students’ use of social software for communication and content creation. Discussion and conclusions draw out factors to be considered in planning to implement new uses of social software among culturally and linguistically diverse students of the Net Generation, in Australia and more generally.  相似文献   

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Several pedagogical assets of the blended‐learning courses conducted within the ADRIART.net partnership originate from their novel site‐specific approach and intercultural value. Conducted outside school environments across Austria, Croatia, Italy and Slovenia in 2011–2014, over a dozen of these intensive Master's programme workshops mixed students and mentors from different cultural and professional backgrounds, intersecting the realms of film, new media, photography, performance, architecture and contemporary art. These short‐term academic mobility courses concluded with public exhibitions, screenings or performances, often at eminent cultural venues or in public spaces pertaining to the site‐specific character of each course. This article discusses key issues that proved beneficial for conceiving and implementing this fruitful academic collaboration format. Several curricular and organisational solutions are presented that increased the positive impact on students as well as other stakeholders in this project‐based pedagogical piloting of the Media Arts and Practices international Master's programme. Set against its curriculum‐development framework, the article examines new methodological solutions, joint mentoring models and group dynamics management, as well as some specific logistical issues. Next to developing relevant employment skills and attitudes, such production‐oriented, but process‐aware course designs offer timely academic provisions as a response to a ‘glocalised’ world. More importantly, these course designs can also foster students' engagement with the actual (social, economic, natural, political) environment and the development of life‐long learning habits.  相似文献   

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Digital technologies allow teachers and students to experience new pedagogical approaches leveraging on interactivity and collaboration. Among the available techniques, digital storytelling (DST) has been usually regarded as an activity that can both enrich the teaching practices and foster students’ active behaviour. This paper aims at analysing to what extent a DST platform proposing the collaborative writing of a fictional story and leveraging on an active learning technique such as role-play can affect a variety of dimensions, namely students’ performance, commitment, creativity and social skills. Combining the analysis of the data-log automatically collected by the system with the evaluations given by teachers before and after the activity, this article shows that the use of a DST tool in the teaching practice can have positive effects on students, including the ones that usually manifest moderate scores for the previously mentioned dimensions. Additionally, semi-structured interviews and direct observations provide an insight on how the benefits stemming from the use of a DST tool in the classroom can especially lie on the collaborative process that is activated.  相似文献   

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In higher education, there are calls to incorporate active learning experiences that place the student at the center of learning, rather than encouraging students to be passive listeners. For students to have a deeper and more meaningful learning experience, educators can use an active learning approach. This approach attempts to engage students at higher levels of thinking so that they are more interested in, better engaged with, and understand the course material better. The aim of this study was to investigate students’ perceptions of Plickers and crossword puzzles as low‐cost pedagogical tools to foster active learning in an undergraduate course in food science and technology. A mixed‐method survey consisting of a 5‐point Likert scale and open‐ended qualitative questions was administered via Blackboard to elicit student responses. A total of 121 students were enrolled for the course and 70.2% (n = 85) completed the survey. Plickers were found to be easy to use (mean = 4.66), provided opportunities to answer to formative questions anonymously (mean = 4.60), and helped increase participation in class (mean 4.05). The majority of students felt that crossword puzzles required them to think critically (mean = 4.53) and provided them with the opportunity to assess how well they understood the course content (mean = 4.45). Moreover, a statistically positive relationship was found between student collaborative learning and crossword puzzle implementation scores (r = .506, p < .01). The findings demonstrated that when implemented effectively, Plickers and crossword puzzles contributed to greater enhanced student engagement. These pedagogical tools can be applied as formative assessment instruments and offer a low‐cost alternative to the limitations encapsulated by didactic pedagogy.  相似文献   

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