369 research outputs found

    Accessible Chats for Computer Supported Collaborative Learning Environments in Mobile Devices (Doctoral Consortium),

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    Proceedings of: Seventh IEEE International Conference on Research Challenges in Information Science. Took place May 29-31, 2013 in Paris (France). The event Web site is http://www.rcis-conf.com/rcis2013/The use of chats in Mobile Devices (MD) for learning environments is being increased in the last decade. However, they present many accessibility barriers that prevent people from using them. As a result, some people do not have the same opportunities to learn. This research aims to solve the accessibility barriers of chats in learning environments for its use in MDs. Thus, this paper presents the proposal of an model-based design and the strategy development process to create an accessible chatThis research work has been partially supported by the Regional Government of Madrid under the Research Network MA2VICMR (S2009/TIC-1542) and by the Spanish Ministry of Economy under the project MULTIMEDICA (TIN2010-20644-C03-01)Publicad

    JuxtaLearn D3.2 Performance Framework

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    This deliverable, D3.2, for Work Package 3 incorporating the pedagogy from WP2 and orchestration factors mapped in D3.1 reviews aspects of performance in the context of participative video making. It reviews literature on curiosity and engagement characteristics of interaction mechanisms for public displays and anticipates requirements for social network analysis of relevant public videos from WP6 task 6.3. Thus, to support JuxtaLearn performance it proposes a reflective performance framework that encompasses the material environment and objects required, the participants, and the knowledge needed

    Distributed Educational Influence and Computer-Supported Collaborative Learning

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    This article introduces a line of research on distributed educational influence (DEI) that has recently been developed by the research group to which the authors belong. The main hypothesis is that in computer-supported collaborative learning contexts, all participants are potential sources of educational influence (EI). According to this hypothesis, the success of collaboration and its outcomes depend on the extent to which participants take responsibility for being both providers and recipients of aid, such that EI becomes adequately distributed among the group as a whole. The paper is organized into four sections that deal respectively with: (1) the concept of DEI, its origin and its characteristics, with special attention being paid to the demands inherent to the exercising of EI in online collaborative learning; (2) an empirical approach to the study of DEI, based on case studies and a multimethod perspective that combines structural analysis of participants’ activity with content analysis of their contributions; (3) a review of some interesting results obtained so far and some questions that remain open; and (4) proposals for how the study of DEI could help to enrich research on online collaborative learning

    Improving case study research in medical education: A systematised review

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    Context:Case study research (CSR) is a research approach that guides holistic investigation of a real phenomenon. This approach may be useful in medical education to provide critical analyses of teaching and learning, and to reveal the underlying elements of leadership and innovation. There are variations in the definition, design and choice of methods, which may diminish the value of CSR as a form of inquiry.Objectives:This paper reports an analysis of CSR papers in the medical education literature. The review aims to describe how CSR has been used and how more consistency might be achieved to promote understanding and value.Methods:A systematised review was undertaken to quantify the number of CSR articles published in scholarly medical education journals over the last 10 years. A typology of CSR proposed by Thomas and Myers to integrate the various ways in which CSR is constructed was applied.Results:Of the 362 full‐text articles assessed, 290 were excluded as they did not meet the eligibility criteria; 76 of these were titled ‘case study’. Of the 72 included articles, 50 used single‐case and 22 multi‐case design; 46 connected with theory and 26 were atheoretical. In some articles it was unclear what the subject was or how the subject was being analysed.Conclusions:In this study, more articles titled ‘case study’ failed than succeeded in meeting the eligibility criteria. Well‐structured, clearly written CSR in medical education has the potential to increase understanding of more complex situations, but this review shows there is considerable variation in how it is conducted, which potentially limits its utility and translation into education practice. Case study research might be of more value in medical education if researchers were to follow more consistently principles of design, and harness rich observation with connection of ideas and knowledge to engage the reader in what is most interesting

    Scripted collaboration in serious gaming for complex learning: Effects of multiple perspectives when acquiring water management skills

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    Hummel, H. G. K., Van Houcke, J., Nadolski, R. J., Van der Hiele, T., Kurvers, H., & Löhr, A. (2011). Scripted collaboration in gaming for complex learning: Effects of multiple perspectives when acquiring water management skills. British Journal of Educational Technology, 42(6), 1029-1041. doi:10.1111/j.1467-8535.2010.01122.xThis article examines how learning outcomes from playing serious games can be enhanced by including scripted collaboration in the game play. We compared the quality of advisory reports, that students in the domain of water management had to draw up for an authentic case problem, both before and after collaborating on the problem with (virtual) peer students. Peers studied the case from either an ecological or governance perspective, and during collaboration both perspectives had to be confronted and reflected upon. This article argues why such type of workplace-based learning scenarios are important for professional development, describes how serious gaming scenarios can be designed to support such complex learning, and reports data on student satisfaction and learning effects of including scripted collaboration. Preliminary results from a pilot study with 12 students show that including scripted collaboration significantly enhances the quality of learning outcomes
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