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1.
In a WWW-based virtual learning environment where students and teachers are physically separated, the quantity and quality of interaction among students and with instructors affects learning. Lack of constructive activity is often identified as one of the major causes for poor learning. We developed support tools (prompts which support students to use self-explanation and self-monitoring strategies) and studied how support tools facilitate convergent knowledge building processes in a WWW-based virtual university engineering course. A quasi-experimental study was designed. An engineering class of a virtual university was selected as the research site and the students in the class were randomly assigned to two different work environments: (1) without support tools, and (2) with support tools. This study has an implication for theory that the opportunity to engage in interaction itself is not enough for students to either integrate knowledge or develop/improve the coordination of group work in an online learning environment. Frequent interaction with their peers is not enough either for students to integrate knowledge or develop/improve coordination of group work in an online learning environment. The type of interaction matters, especially because convergent type of interaction facilitates students' knowledge integration.  相似文献   

2.
Collaborative knowledge building: A case study   总被引:5,自引:0,他引:5  
What learning conditions are necessary to effectively support the knowledge-building enterprise in a learning community? To answer this question, the case-study method was employed to investigate collaborative knowledge building in a graduate level course designed to incorporate specific constructivist learning principles. These principles included (a) having a collective and authentic community goal to facilitate collaboration and engagement in the community, (b) using cooperative groups to provide for social negotiation and to promote multiple perspectives, (c) personally selecting of course readings and group decision-making to encourage ownership in learning, and (d) employing an integrated set of technology tools to archive the work of the community and facilitate communication. Results indicated that the instructional strategies designed into the course promoted collaborative knowledge building and the acquisition of key concepts through self-directed learning strategies. Results also pointed out the types of technological support required to implement an effective community of learners. A proposed set of guidelines is discussed to assist instructional designers in the design and development of collaborative, knowledge-building environments.  相似文献   

3.
CSCL环境中的社会交互   总被引:3,自引:0,他引:3  
现在有很多关于计算机支持下协作学习(CSCL)异步环境中分布式学习团体(DLGs)的实证研究。研究表明当前的CSCL环境并不能完全满足人们对其支持交互的团体学习、知识共享、知识的社会建构及能力的培养的需要。在CSCL环境中,主要有两个因素阻碍我们取得预期的社会交互的成果:一是将社会交互看作是自然而然发生的,二是忽视与学习任务本身无关的社会心理交互。当前解决这个问题的办法主要是依靠教育者和教师鼓励协作学习,为了让教师从这样的负担中解脱出来,我们必须改进CSCL环境,激发和支持学习者的社会交互。  相似文献   

4.
ABSTRACT

We have come to conceptualize our transdisciplinary, transnational, and transcultural interaction and reciprocal learning through self-study research as polyvocal professional learning. Our conceptualization of polyvocality has made visible how dialogic encounters with diverse ways of seeing, knowing, and doing can deepen and extend professional learning in self-study research. For this collaborative self-study, we created a poetic bricolage composed of frequently used words in three of our published research poems as we asked, “Why? Why does our work together exist? And why should anyone care?” What emerged became an organic abstract of the impetus for our collaborative learning over time. Through inventing a poetic bricolage, we were able to make visible and available how our multiple interests, practices, and methods have come together to support fluid, dialogic co-learning, and re-learning. Discovering the why of our work included unearthing our gravitation toward transdisciplinary scholarship, which offers university faculty a wide range of possibilities for co-learning and co-creativity. Our demonstration of methodological inventiveness in action through poetic bricolage will be useful to others interested in exploring the promise and tensions of plurality, interaction and interdependence, and creative activity in self-study methodology.  相似文献   

5.
ABSTRACT

We need to know what it means to be an expert in working life today. Universities are often accused of neglecting the basic idea that higher education should be relevant to working life, and research on the subject of expertise in today’s workplace is lacking. Thirteen experts from different fields were interviewed and the obtained data were analysed using grounded theory as an analytical approach. The research questions were: (1) How do experts define expertise? (2) What kind of problems persist in their work? and (3) How are ‘routine’ and ‘adaptive’ expertise performed? The results revealed that expertise is more a social and collaborative phenomenon than an individual property. Experts develop new solutions and seek constant learning in their work. They excel at spontaneous problem solving. These findings suggest that, to prepare students to become experts, deliberate learning and practice should be provided within a framework of collaborative problem solving.  相似文献   

6.
Interactive Multimodal Learning Environments   总被引:5,自引:2,他引:5  
What are interactive multimodal learning environments and how should they be designed to promote students’ learning? In this paper, we offer a cognitive–affective theory of learning with media from which instructional design principles are derived. Then, we review a set of experimental studies in which we found empirical support for five design principles: guided activity, reflection, feedback, control, and pretraining. Finally, we offer directions for future instructional technology research.  相似文献   

7.
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   

8.
Culture is a critical influence on the acceptance, use of, and impact of learning resources. WWW-based course-support sites are becoming an increasingly familiar type of learning resource in higher education. How might different aspects of culture be predicted to affect the institution's, instructor's, and student's reactions to WWW-based course-support sites? How can such sites be designed to adapt to different expectations and learner preferences, especially those related to culture? This article analyses various of these cultural aspects, and argues that WWW-based course-support sites should be designed to be adaptable to different types of cultural differences through the application of a set of ten design guidelines. An example illustrating the design guidelines, the TeleTOP Method from the University of Twente, is described and evaluated relative to the design guidelines. Important considerations related to feasibility as well as to conceptual and strategic choices are included in the scope of the guidelines; the instructor's cultural ecology requires particular attention. But WWW sites and guidelines in themselves are not enough for cultural flexibility; sensitivity and appropriate responsiveness remain human activities.  相似文献   

9.
In this paper we report the results of a study which investigated the affordances of multi-user virtual environments (MUVEs) for collaborative learning from a design perspective. Utilizing a mixed methods approach, we conducted a comparative study of the effect of varying representational and interactional design features on a collaborative design activity in three online synchronous environments. We compared environments featuring multiple modes of interaction (MUVEs), shared representations (text chat and 2D still images) and text-only features. Sixty-one students enrolled in an undergraduate course on Child Development participated in the study. Participants were asked to design a theoretically-based, developmentally appropriate, preschool classroom setting. Students were randomly assigned to one of three online learning environments that provided varying levels of representation and interaction. Significant differences in collaborative problem solving interactions were found. Participants in the shared representations + text condition evidenced stronger learning outcomes as regards substantive discussion and integration of child development concepts; while participants in the MUVE condition reported the most enjoyment with the experience. These findings are explained by the concepts of representational guidance, representational bias, educational affordances and interface design metaphors. Suggestions for the design of MUVEs for collaborative learning are provided.  相似文献   

10.
11.
In educational research, it is well-known that collaborative work on core conceptual issues in physics leads to significant improvements in students’ conceptual understanding. In this paper, we explore collaborative learning in action, adding to previous research in engineering education with a specific focus on the students’ use of free body diagrams in interaction. By looking at details in interaction among a group of three engineering students, we illustrate how they collectively construct a free body diagram together when learning introductory mechanics. In doing so, we have focused on both learning possibilities and the dynamic processes that take place in the learning activity. These findings have a number of implications for educational practice.  相似文献   

12.
Even though the flipped classroom is an increasingly popular method in education, a literature search shows a gap in research on this method in higher education. This article describes an experiment with two central questions: (1) How do students and lecturers assess the effectiveness of the FC method? And (2) What are crucial design elements? To be able to answer these questions we designed an experiment within a large-size, interdisciplinary, course. For three years we carefully monitored and evaluated the course. A mixed-method approach was used to collect data. Our findings show a positive contribution of the FC approach to the learning experience of students. We also found that a strong link between theory and practice is essential in the course design; combined with active learning we were able to involve students and stimulate them to reach a deeper level of understanding. Moreover, we believe that the FC approach offers opportunities to have a large interdisciplinary group, with different learning needs, work together on higher attainment levels.  相似文献   

13.
This article maps out trends in distance education research and scholarship from 35 years of publications in the Distance Education journal. Titles and abstracts of 515 full papers were analyzed using the text-mining tool LeximancerTM to identify and describe themes in distance education research covered by these publications in the journal over the period 1980–2014. Analysis of titles and abstracts over 5-year periods reveals the following broad emerging themes over the seven time periods: professionalization and institutional consolidation (1980–1984), instructional design and educational technology (1985–1989), quality assurance in distance education (1990–1994), student support and early stages of online learning (1995–1999), the emergence of the virtual university (2000–2004), collaborative learning and online interaction patterns (2005–2009), and interactive learning, MOOCs and OERs (2010–2014). The place of these themes within waves of alternating institutional and individual research is discussed.  相似文献   

14.
Learning paths have the potential to play an important role in the way educators serve their learners. Empirical research about learning paths is scarce, particularly in a secondary education setting. The present quasi-experimental study took place in the context of a biology course involving 360 secondary school students. A 2?×?2 factorial research design was adopted. Learners were engaged in learning activities in a learning path. These learning activities (1) differed in design and (2) were either undertaken individually or collaboratively. Gender was considered as a critical co-variable, given the focus on science learning. All learning paths were developed on the basis of visual representations, but in the experimental design conditions, learners worked with learning paths designed according to Mayer's multimedia guidelines (2003). Multilevel analyses were applied to study the impact on learning outcomes according to the design of learning paths, the individual/collaborative setting, and the co-variable gender. The study provides empirical evidence that both the design and the group setting (collaborative versus individual) have an impact on learning outcomes. Although there was no main effect, several significant interaction effects with gender were found. The results are helpful to direct research about the design and implementation of learning paths in a secondary school setting and underpin the relevance of representation modes in science learning.  相似文献   

15.
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   

16.
Knowledge management tools for instructional design   总被引:1,自引:0,他引:1  
Advances in computer technology typically find their way into education after a short generation of success in other settings. This is an elaboration of one such technology—knowledge management systems (KMS)—and its application to instructional design. An examination of the development of KMS from information systems. computer-supported collaborative work environments and object-oriented systems, leads to a discussion of reusability. The focus is on the use of KMS by instructional designers. A conceptual framework for distributed instructional design is provided along with examples of support tools. These tools and the associated design framework are in use, and anecdotal evidence of effects and impact is provided. As such tools become more widely used to support the planning, implementation and management of instructional systems and learning environments, it is reasonable to expect the nature of instructional design practice to change.  相似文献   

17.
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   

18.
The study presents information on why teacher educators in deaf education move from school classrooms to universities. These educators' priorities as university faculty are examined in regard to teaching, scholarship, and service; their scholarly productivity and perceptions of workplace conditions in school and university environments are studied. Findings show that these schoolteachers moved to higher education for various reasons, but primarily to pursue research and a scholarly life, and to have a greater influence on deaf and hard of hearing children and deaf education. As faculty, they are most interested in and committed to teaching; they publish at a modest rate. These educators perceive workplace conditions that support autonomy, flexible schedules, collegiality, and decision-making opportunities as more evident in university environments than in school environments. The researchers discuss the need for teacher educators in deaf education to pursue scholarly interests and to consider working with colleagues at the university and in schools to design collaborative research. Universities' need to support these efforts is also discussed.  相似文献   

19.
境内外学生对网上学习环境的评价之比较   总被引:1,自引:0,他引:1  
在全球范围内网上教学越来越成为主要的教学模式之一.然而,我国内地和境外的高等院校建构了怎样的网上学习环境呢?本研究邀请具有网上教学经验的四所内地高校和七所境外高校参加,采用问卷调查和比较研究的方法,通过学生对网上学习环境的评价,比较我国内地和境外高等院校的网上学习环境.本调查收回有效问卷2,311份,内容包括八个方面:技术支持、教学设计、内容设计、网站设计、灵活性、学生互动、教师支持,以及学习评估.研究表明,我国内地和境外高校建立的网上学习环境都注重到了以上八个层面的主题,然而,内地的高校提供更多的是技术支持,而境外高校在教学设计、课程设计、网站设计、灵活性等方面则给予了更多的重视.作者希望,本研究结果能有助于远程教育机构改进网上学习环境,增进网上教学的效果.  相似文献   

20.
As visual connectivity improves, an opportunity to enrich and rethink the place of learning design in online and distance education is presenting itself. The opportunity is derived from the increasing scope for personalised synchronous interaction which has been missing in computer mediated communications (CMC) and previous generations of distance education. This paper presents a model which distinguishes between planned learner‐content interaction and learner‐learner interaction and suggests that a blend of planned and non‐planned learner‐learner interaction is worthwhile. It concentrates on technology enhanced learning using video communications which provide opportunities for more authentic online collaborative learning, formally and informally. This conceptualisation is underpinned by beliefs which promote constructivist and transformative learning in the hope of stimulating debate as universities focus more towards quality learning. The intent is to explore the implications of learning in higher education becoming enhanced in online environments as learner‐learner dialogue occurs ‘face‐to‐face’, thus, extending the potential of online learner‐content environments.  相似文献   

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