73,790 research outputs found

    Understanding the experience of instructional design with course management systems in higher education

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    This study takes a qualitative approach to investigate the design and development of online learning environments in various contexts. It employs a multiple case study strategy and Activity Theory as a research framework. The thick descriptions of three cases suggest that: First, while dealing with ill-structured problems, the instructional designers articulated solution ideas early in the process without conducting a thorough analysis and defining problems. They tended to adhere to the early solutions and to explore alternatives within their original plans. The early solutions addressed some key issues of online teaching and learning. They were used to guide the design and the development while being revised. Second, although the Course Management Systems facilitated constructivist learning to various extents, their capacity of creating an intuitive learning experience was weak. Such weakness resulted in additional work for the designers. To create an effective online learning environment, the designers needed to have the knowledge and skills for the pedagogical use of technologies. Such knowledge and skills help them link pedagogy with technology while envisioning the course delivery and generating early solutions. Therefore, current CMSs were considered a tool for experienced designers. As a design tool, they acted as a shared workplace to construct shared objects and understanding in collaborative instructional design. Third, in addition to the use of CMS, online delivery policies and the choice of a course development model (how to collaborate with faculty) shaped the design decision-making. By using a CMS, the designers may unconsciously take a technology-driven approach in their design, the impact of which requires more exploration. Fourth, Activity Theory is a valuable framework to examine the complexity of instructional design in a systematic manner. Although the framework is far from perfect and too sophisticated for a novice, it contains various tools to map the activity of instructional design and illustrate the transformation of an online learning environment. Using the principles of Activity Theory, scaffolding can be erected to understand how various tools and rules mediate the design decision-making and the collaborative practice of design

    Incorporating Collaborative Online International Learning (COIL) into Study Abroad Courses: A Training Design

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    Collaborative Online International Learning (COIL) is known as an innovative, cost-effective instructional method that promotes intercultural learning through online collaboration between faculty and students residing in different countries or locations within the context of a course. Two international faculty teaching courses in different locations typically partner to co-facilitate online collaborative activities, such as assignments, projects, presentations and discussions, between their students. COIL continues to grow as an important intercultural instruction tool in higher education as U.S. universities, and universities around the world, work to internationalize their campuses and curricula, as well as increase access to intercultural learning. At the same time, study abroad is highly valued as part of curriculum internationalization strategies, and as an intercultural, experiential and comparative learning tool. This training design outlines a model for training onsite study abroad faculty on incorporating COIL activities into undergraduate study abroad courses as a way to enrich the intercultural and comparative learning of study abroad students. Based on adult learning theory, experiential education and input from onsite administrators and faculty, the training is designed to facilitate interdisciplinary COIL partnerships among faculty participants and guide them through the COIL activity design process

    Design-Grounded Assessment: A Framework and a Case Study of Web 2.0 Practices in Higher Education

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    This paper synthesises three theoretical perspectives, including sociocultural theory, distributed cognition, and situated cognition, into a framework to guide the design and assessment of Web 2.0 practices in higher education. In addition, this paper presents a case study of Web 2.0 practices. Thirty-seven online graduate students participated in a small-group collaborative concept mapping activity using Web 2.0 applications (e.g. Webspiration) to construct sophisticated understanding of instructional design processes. The analysis of this case focuses on different assessment strategies adopted to ensure students\u27 successful participation in such technology-rich collaborative context. This case study concludes that a shared goal needs to be in place to establish a purpose of collaboration. The collaborative nature of learning afforded by Web 2.0 applications needs to be acknowledged through the award of grades. That is, both the processes and products of collaborative knowledge construction need to be assessed and formally graded at individual and group levels. This paper also suggests several potential assessment strategies that may enhance smoother Web 2.0 practices, and discusses some possible challenges associated with those strategies

    Epistemic and social scripts in computer-supported collaborative learning

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    Collaborative learning in computer-supported learning environments typically means that learners work on tasks together, discussing their individual perspectives via text-based media or videoconferencing, and consequently acquire knowledge. Collaborative learning, however, is often sub-optimal with respect to how learners work on the concepts that are supposed to be learned and how learners interact with each other. One possibility to improve collaborative learning environments is to conceptualize epistemic scripts, which specify how learners work on a given task, and social scripts, which structure how learners interact with each other. In this contribution, two studies will be reported that investigated the effects of epistemic and social scripts in a text-based computer-supported learning environment and in a videoconferencing learning environment in order to foster the individual acquisition of knowledge. In each study the factors ‘epistemic script’ and ‘social script’ have been independently varied in a 2×2-factorial design. 182 university students of Educational Science participated in these two studies. Results of both studies show that social scripts can be substantially beneficial with respect to the individual acquisition of knowledge, whereas epistemic scripts apparently do not to lead to the expected effects

    Designing for interaction

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    At present, the design of computer-supported group-based learning (CS)GBL) is often based on subjective decisions regarding tasks, pedagogy and technology, or concepts such as ‘cooperative learning’ and ‘collaborative learning’. Critical review reveals these concepts as insufficiently substantial to serve as a basis for (CS)GBL design. Furthermore, the relationship between outcome and group interaction is rarely specified a priori. Thus, there is a need for a more systematic approach to designing (CS)GBL that focuses on the elicitation of expected interaction processes. A framework for such a process-oriented methodology is proposed. Critical elements that affect interaction are identified: learning objectives, task-type, level of pre-structuring, group size and computer support. The proposed process-oriented method aims to stimulate designers to adopt a more systematic approach to (CS)GBL design according to the interaction expected, while paying attention to critical elements that affect interaction. This approach may bridge the gap between observed quality of interaction and learning outcomes and foster (CS)GBL design that focuses on the heart of the matter: interaction

    Epistemic and Social Scripts in Computer-Supported Collaborative Learning

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    Collaborative learning in computer-supported learning environments typically means that learners work on tasks together, discussing their individual perspectives via text-based media or videoconferencing, and consequently acquire knowledge. Collaborative learning, however, is often sub-optimal with respect to how learners work on the concepts that are supposed to be learned and how learners interact with each other. Therefore, instructional support needs to be implemented into computer-supported collaborative learning environments. One possibility to improve collaborative learning environments is to conceptualize scripts that structure epistemic activities and social interactions of learners. In this contribution, two studies will be reported that investigated the effects of epistemic and social scripts in a text-based computer-supported learning environment and in a videoconferencing learning environment in order to foster the individual acquisition of knowledge. In each study the factors "epistemic script" and "social script" have been independently varied in a 2×2-factorial design. 182 university students of Educational Science participated in these two studies. Results of both studies show that social scripts can be substantially beneficial with respect to the individual acquisition of knowledge, whereas epistemic scripts apparently do not lead to the expected effects.Unter kooperativem Lernen in computerunterstützten Lernumgebungen versteht man typischerweise, dass Lernende Wissen erwerben indem sie gemeinsam Aufgaben bearbeiten und dabei ihre individuellen Perspektiven mittels textbasierter Medien oder in Videokonferenzen diskutieren. Kooperatives Lernen scheint aber häufig suboptimal zu sein in Bezug auf die inhaltliche Bearbeitung der zu lernenden Konzepte sowie hinsichtlich der sozialen Interaktionen der Lernenden. Eine Möglichkeit kooperative Lernumgebungen zu verbessern besteht darin, Skripts zu konzeptualisieren, die epistemische Aktivitäten und soziale Interaktionen von Lernenden unterstützen. In diesem Beitrag werden zwei Studien berichtet, die die Wirkungen epistemischer und sozialer Skripts auf den individuellen Wissenserwerb in einer text- bzw. einer videobasierten computerunterstützten Lernumgebung untersuchen. In beiden Studien wurden die Faktoren "epistemisches Skript" und "soziales Skript" unabhängig voneinander in einem 2×2-faktoriellen Design miteinander variiert. 182 Studierende der Pädagogik der LMU München nahmen an diesen beiden Studien teil. Die Ergebnisse beider Studien deuten darauf hin, dass soziale Skripts individuellen Wissenserwerb substanziell fördern können, während epistemische Skripts scheinbar nicht zu den erwarteten Ergebnissen führen

    The pedagogical challenges to collaborative technologies

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    Collaborative technologies offer a range of new ways of supporting learning by enabling learners to share and exchange both ideas and their own digital products. This paper considers how best to exploit these opportunities from the perspective of learners' needs. New technologies invariably excite a creative explosion of new ideas for ways of doing teaching and learning, although the technologies themselves are rarely designed with teaching and learning in mind. To get the best from them for education we need to start with the requirements of education, in terms of both learners‘ and teachers‘ needs. The argument put forward in this paper is to use what we know about what it takes to learn, and build this into a pedagogical framework with which to challenge digital technologies to deliver a genuinely enhanced learning experience

    Toward a script theory of guidance in computer-supported collaborative learning

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    This article presents an outline of a script theory of guidance for computer-supported collaborative learning (CSCL). With its four types of components of internal and external scripts (play, scene, role, and scriptlet) and seven principles, this theory addresses the question how CSCL practices are shaped by dynamically re-configured internal collaboration scripts of the participating learners. Furthermore, it explains how internal collaboration scripts develop through participation in CSCL practices. It emphasizes the importance of active application of subject matter knowledge in CSCL practices, and it prioritizes transactive over non-transactive forms of knowledge application in order to facilitate learning. Further, the theory explains how external collaboration scripts modify CSCL practices and how they influence the development of internal collaboration scripts. The principles specify an optimal scaffolding level for external collaboration scripts and allow for the formulation of hypotheses about the fading of external collaboration scripts. Finally, the article points towards conceptual challenges and future research questions

    A quartet in E : investigating collaborative learning and tutoring as knowledge creation processes

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    This paper is a short report of a continuing international study that is investigating networked collaborative learning among an advanced community of learners engaged in a master’s programme in e-learning. The study is undertaking empirical work using content analysis (CA), critical event recall (CER) and social network analysis (SNA). The first two methods are employed in the work reported in this paper. We are particularly interested in knowledge creation among the participants as they engage in action research for their master’s work. At the same time, another underlying aim of the main study is to develop methodology, enrich theory and explore the ways in which praxis (theory informed tutoring and learning on the programme) and theory interact as we try to understand the complex processes of tutoring and learning. The paper reports some of the current findings of this work and discusses future prospects
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