2,824 research outputs found
Visualisation of Interactions in Online Collaborative Learning Environments
Much research in recent years has focused on the introduction of ‘Virtual Learning
Environments’ (VLE’s) to universities, documenting practice and sharing experience.
Communicative tools are the means by which VLE’s have the potential to transform
learning with computers from being passive and transmissive in nature, to being active
and constructivist. Attention has been directed towards the importance of online dialogue
as a defining feature of the VLE. However, practical methods of reviewing and analysing
online communication to encode and trace cycles of real dialogue (and learning) have
proved somewhat elusive. Qualitative methods are under-used for VLE discussions, since
they demand new sets of research skills for those unfamiliar with those methods.
Additionally, it can be time-intensive to learn them.
This thesis aims to build an improved and simple-to-use analytical tool for Moodle that
will aid and support teachers and administrators to understand and analyse interaction
patterns and knowledge construction of the participants involved in ongoing online
interactions. After reviewing the strengths and shortcomings of the existing visualisation
models, a new visualisation tool called the Virtual Interaction Mapping System (VIMS)
is proposed which is based on a framework proposed by Schrire (2004) to graphically
represent social presence and manage the online communication patterns of the learners
using Moodle. VIMS produces multiple possible views of interaction data so that it can
be evaluated from many perspectives; it can be used to represent interaction data both
qualitatively and quantitatively. The units of analysis can be represented graphically and
numerically for more extensive evaluation. Specifically, these indicators are
communication type, participative level, meaningful content of discussion, presence of
lurkers, presence of moderators, and performance of participants individually and as a
group. It thus enables assessment of the triangular relationship between conversationcontent,
online participation and learnin
Ariadne: An interface to support collaborative database browsing:Technical Report CSEG/3/1995
This paper outlines issues in the learning of information searching skills. We report on our observations of the learning of browsing skills and the subsequent iterative development and testing of the Ariadne system – intended to investigate and support the collaborative learning of search skills. A key part of this support is a mechanism for recording an interaction history and providing students with a visualisation of that history that they can reflect and comment upon
Collaboration in the Semantic Grid: a Basis for e-Learning
The CoAKTinG project aims to advance the state of the art in collaborative mediated spaces for the Semantic Grid. This paper presents an overview of the hypertext and knowledge based tools which have been deployed to augment existing collaborative environments, and the ontology which is used to exchange structure, promote enhanced process tracking, and aid navigation of resources before, after, and while a collaboration occurs. While the primary focus of the project has been supporting e-Science, this paper also explores the similarities and application of CoAKTinG technologies as part of a human-centred design approach to e-Learning
Collaborative trails in e-learning environments
This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future
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Learning analytics: drivers, developments and challenges
Learning analytics is a significant area of technology-enhanced learning that has emerged during the last decade. This review of the field begins with an examination of the technological, educational and political factors that have driven the development of analytics in educational settings. It goes on to chart the emergence of learning analytics, including their origins in the 20th century, the development of data-driven analytics, the rise of learning-focused perspectives and the influence of national economic concerns. It next focuses on the relationships between learning analytics, educational data mining and academic analytics. Finally, it examines developing areas of learning analytics research, and identifies a series of future challenges
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Introduction to location-based mobile learning
[About the book]
The report follows on from a 2-day workshop funded by the STELLAR Network of Excellence as part of their 2009 Alpine Rendez-Vous workshop series and is edited by Elizabeth Brown with a foreword from Mike Sharples. Contributors have provided examples of innovative and exciting research projects and practical applications for mobile learning in a location-sensitive setting, including the sharing of good practice and the key findings that have resulted from this work. There is also a debate about whether location-based and contextual learning results in shallower learning strategies and a section detailing the future challenges for location-based learning
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Education in the Wild: Contextual and Location-Based Mobile Learning in Action. A Report from the STELLAR Alpine Rendez-Vous Workshop Series
Engaging Qualities: factors affecting learner attention in online design studios
This study looks at the qualities of learner-generated online content, as rated by experts, and how these relate to learners’ engagement through comments and conversations around this content. The work uploaded to an Online Design Studio by students across a Design and Innovation Qualification was rated and analysed quantitatively using the Consensual Assessment Technique (CAT). Correlations of qualities to comments made on this content were considered and a qualitative analysis of the comments was carried out. It was observed that design students do not necessarily pay attention to the same qualities in learner-generated content that experts rate highly, except for a particular quality at the first level of study. The content that students do engage with also changes with increasing levels of study. These findings have implications for the learning design of online design courses and qualifications as well as for design institutions seeking to supplement proximate design studios with Online Social Network Services
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Augmenting the field experience: a student-led comparison of techniques and technologies
In this study we report on our experiences of creating and running a student fieldtrip exercise which allowed students to compare a range of approaches to the design of technologies for augmenting landscape scenes. The main study site is around Keswick in the English Lake District, Cumbria, UK, an attractive upland environment popular with tourists and walkers. The aim of the exercise for the students was to assess the effectiveness of various forms of geographic information in augmenting real landscape scenes, as mediated through a range of techniques and technologies. These techniques were: computer-generated acetate overlays showing annotated wireframe views from certain key points; a custom-designed application running on a PDA; a mediascape running on the mScape software on a GPS-enabled mobile phone; Google Earth on a tablet PC; and a head-mounted in-field Virtual Reality system. Each group of students had all five techniques available to them, and were tasked with comparing them in the context of creating a visitor guide to the area centred on the field centre. Here we summarise their findings and reflect upon some of the broader research questions emerging from the project
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