23 research outputs found

    Group formation in learning flow activities across virtual and physical spaces

    Get PDF
    Proceedings of: Across Spaces11 Workshop in conjunction with the EC-TEL2011, Palermo, Italy, September 21, 2011One of the main challenges in Computer-Supported Collaborative Learning is group formation according to different types of polices that depend on the pedagogical method or/and the students' profiles, and the communication of the resulting group formation to the students and the flow engines that orchestrate the collaborative learning processes. This challenge is even more demanding when the learning flows are not only supported by computers but they also integrate activities taking place in physical spaces without the assistance of computing devices. In this extended abstract we propose to combine previous contributions towards the development of an integrated solution for supporting group management across IMS Learning Design compliant virtual learning environments and activities in the physical space, such as the classroom or the playground.This work has been partially funded by the Spanish Learn 3 project (TIN2008-05163/TSI).Publicad

    DBCollab: Automated feedback for face-to-face group database design

    Full text link
    © 2017 Asia-Pacific Society for Computers in Education. All rights reserved. Developing effective teamwork and collaboration skills is regarded as a key graduate attribute for employability. As a result, higher education institutions are striving to help students foster these skills through authentic learning scenarios. Although face-to-face (f2f) group tasks are common in most classrooms, it is challenging to collect evidence about the group processes. As a result, to date, it is difficult to assess group tasks in ways other than through teachers' direct observations and students' self-reports, or by measuring the quality of their final product. However, there are other critical aspects of group-work that students need to receive feedback on, for example, interaction dynamics or the collaboration processes. This paper explores the potential of using interactive surfaces and sensors to track key indicators of group-work, to provide automated feedback about epistemic and social aspects. We conducted a pilot study in an authentic classroom, in the context of database design. The contributions of this paper are: 1) the operationalisation of the DBCollab tool as a means for supporting group database design and collecting multimodal traces of the activity using interactive surfaces and sensors; and 2) empirical evidence that points at the potential of presenting these traces to group members in order to provoke immediate and post-hoc productive reflection about their activity

    Social Robot as an Awareness Tool to Help Regulate Collaboration

    Get PDF
    International audienceIn collaborative learning, group awareness is a central issue. Being aware of the group's perceptions allows an adequate regulation of the activity. Our research explores whether a social robot can provide the necessary awareness. This study evaluates the usability and acceptability of a social robot used in such a role. The robot can express emotions and move according to territoriality principles, leading to a novel communication strategy. We designed and evaluated a learning situation where a Cozmo robot is included in a project meeting. As an awareness tool, it moves and expresses specific emotions that represent individual and group feelings to regulate learner communication behaviors

    Playful interaction for learning collaboratively and individually

    Full text link
    Playful interactions facilitate the development of engaging applications for different purposes. This aspect is very important for serious games, and especially when these games are for children. Another aspect to consider is the interaction among children, which could be a great reinforcement in learning environments. Children enjoy playing, and they like playing with other children. This relationship could encourage their motivation and their learning outcomes. In this paper, a playful interaction system for learning about a period of history is presented. The interaction of the system was achieved using natural gestures and the visuali-zation was autostereoscopic. A study was carried out to determine whether their learning outcomes were greater playing collabo-ratively or playing individually. Forty six children from 7 to 10 years old participated in the study. The analysis of the pre-tests and the post-tests indicate that the children increased their knowledge about historical periods after playing with the two modes. Therefore, the game could be used as an effective transmitter of knowledge both collaboratively and individually. When the post-knowledge scores for the two modes were compared, statistically significant differences were found in favor of the collaborative mode. Therefore, the collaborative mode facilitates learning to a greater extent than the individual mode. The rest of the questions indicated that the children had a lot of fun while playing the game; they found the game easy to play; they would recommend the game to their friends; and they scored the game as a mean of 9.57 over 10. Finally, we believe that the combination of playful interaction and autostereoscopy is an option that should be exploited not only for the development of computer-supported learning systems, but also for the development of systems for different purposesThis work was funded by the Spanish APRENDRA project (TIN2009-14319-C02-01).Martín San José, JF.; Juan Lizandra, MC.; Torres, E.; Vicent López, MJ. (2014). Playful interaction for learning collaboratively and individually. Journal of Ambient Intelligence and Smart Environments. 6(3):295-311. https://doi.org/10.3233/AIS-140257S2953116

    Can a Table Regulate Participation in Top Level Managers' Meetings?

    Get PDF
    We present a longitudinal study on the participation regulation effects in the presence of a speech aware interactive table. This study focuses on training meetings of groups of top level managers, whose compositions do not change, in a corporate organization. We show that an effect of balancing participation develops over time. We also report other emerging group-specific features such as interaction patterns and signatures, leadership effects, and behavioral changes between meetings. Finally we collect feedback from the participants and analyze qualitatively the human and social aspects of the participants interaction mediated by the technology

    Collocated Collaboration Analytics: Principles and Dilemmas for Mining Multimodal Interaction Data

    Full text link
    © 2019, Copyright © 2017 Taylor & Francis Group, LLC. Learning to collaborate effectively requires practice, awareness of group dynamics, and reflection; often it benefits from coaching by an expert facilitator. However, in physical spaces it is not always easy to provide teams with evidence to support collaboration. Emerging technology provides a promising opportunity to make collocated collaboration visible by harnessing data about interactions and then mining and visualizing it. These collocated collaboration analytics can help researchers, designers, and users to understand the complexity of collaboration and to find ways they can support collaboration. This article introduces and motivates a set of principles for mining collocated collaboration data and draws attention to trade-offs that may need to be negotiated en route. We integrate Data Science principles and techniques with the advances in interactive surface devices and sensing technologies. We draw on a 7-year research program that has involved the analysis of six group situations in collocated settings with more than 500 users and a variety of surface technologies, tasks, grouping structures, and domains. The contribution of the article includes the key insights and themes that we have identified and summarized in a set of principles and dilemmas that can inform design of future collocated collaboration analytics innovations

    Interpersonal Power in Organizational Context: Empirical and Methodological Advances

    Get PDF

    Interactive tabletops in education

    Get PDF
    Interactive tabletops are gaining increased attention from CSCL researchers. This paper analyses the relation between this technology and teaching and learning processes. At a global level, one could argue that tabletops convey a socio-constructivist flavor: they support small teams that solve problems by exploring multiple solutions. The development of tabletop applications also witnesses the growing importance of face-to-face collaboration in CSCL and acknowledges the physicality of learning. However, this global analysis is insufficient. To analyze the educational potential of tabletops in education, we present 33 points that should be taken into consideration. These points are structured on four levels: individual user-system interaction, teamwork, classroom orchestration, and socio-cultural contexts. God lies in the details

    Interactive kiosk for the Rolex Learning Center

    Get PDF
    En este Proyecto Fin de Carrera se ha desarrollado un nuevo prototipo de quiosco interactivo multilingüe para el Rolex Learning Center (EPFL, Suiza), que actualmente se encuentra totalmente operativo y en funcionamiento en el citado edificio. Este dispositivo combina los conceptos de mobiliario interactivo y poste de información, ofreciendo a sus usuarios nuevas maneras de interactuar los unos con los otros y contiene aplicaciones para resolver problemas cotidianos relativos a la comunidad universitaria. Las principales características del quiosco desarrollado son: es accesible a cualquiera que visite el edificio, ofrece información útil y provee de nuevos paradigmas de interacción entre las personas; teniendo en cuenta y aplicando las ideas de Interacción Persona-Ordenador como la Usabilidad y Accesibilidad en conjunto con el aprendizaje colaborativo
    corecore