26,770 research outputs found

    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

    Learning through playing for or against each other? Promoting collaborative learning in digital game based learning

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    The process of learning through Game Based Learning (GBL) presents both positive aspects and challenges to be faced in order to support the achievement of learning goals and knowledge creation. This study aims to characterise game dynamics in the adoption of multi-player GBL. In particular, we examine the multi-player GBL dynamics may enhance collaborative learning through a relation of positive interdependence while at the same time maintaining a certain level of competition for ensuring multi-player GBL gameplay. The first section of the paper introduces collaborative GBL and describes the combination of intragroup dynamics of cooperation and positive interdependence and an intergroup dynamic of competition to maintain gameplay. The second part of the paper describes two multi-player GBL scenarios: the multi-player game with interpersonal competition and the multiplayer game with intergroup competition. For each scenario a case analysis of existing collaborative games is provided, which may help instructional and game designers when defining the collaborative GBL dynamics. Technological requirements and best practices in the use of collaborative GBL are described in the last sections

    The Role of Ontogeny in the Evolution of Human Cooperation

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    To explain the evolutionary emergence of uniquely human skills and motivations for cooperation, Tomasello et al. (2012, in Current Anthropology 53(6):673–92) proposed the interdependence hypothesis. The key adaptive context in this account was the obligate collaborative foraging of early human adults. Hawkes (2014, in Human Nature 25(1):28–48), following Hrdy (Mothers and Others, Harvard University Press, 2009), provided an alternative account for the emergence of uniquely human cooperative skills in which the key was early human infants’ attempts to solicit care and attention from adults in a cooperative breeding context. Here we attempt to reconcile these two accounts. Our composite account accepts Hrdy’s and Hawkes’s contention that the extremely early emergence of human infants’ cooperative skills suggests an important role for cooperative breeding as adaptive context, perhaps in early Homo. But our account also insists that human cooperation goes well beyond these nascent skills to include such things as the communicative and cultural conventions, norms, and institutions created by later Homo and early modern humans to deal with adult problems of social coordination. As part of this account we hypothesize how each of the main stages of human ontogeny (infancy, childhood, adolescence) was transformed during evolution both by infants’ cooperative skills “migrating up” in age and by adults’ cooperative skills “migrating down” in age

    Fostering shared knowledge with active graphical representation in different collaboration scenarios

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    This study investigated how two types of graphical representation tools influence the way in which learners use shared and unshared knowledge resources in two different collaboration scenarios, and how learners represent and transfer shared knowledge under these different conditions. Moreover, the relation between the use of knowledge resources, representation, and the transfer of shared knowledge was analyzed. The type of graphical representation (content-specific vs. content-unspecific) and the collaboration scenario (video conferencing vs. face-to-face) were varied. 64 university students participated. Results show that the learning partners converged in their profiles of resource use. With the content-specific graphical representation, learners used more appropriate knowledge resources. Learners in the computer-mediated scenarios showed a greater bandwidth in their profiles of resource use. A relation between discourse and outcomes could be shown for the transfer but not for the knowledge representation aspectIn dieser Studie werden die Wirkungen von verschiedenen Arten graphischer Repräsentation auf die Nutzung geteilter und ungeteilter Wissensressourcen in zwei verschiedenen Kooperationsszenarien untersucht. Des Weiteren wird analysiert, wie Lernende geteiltes und ungeteiltes Wissen unter diesen verschiedenen Bedingungen repräsentieren und transferieren. Schließlich wird die Beziehung zwischen der Nutzung von Wissensressourcen auf der einen Seite sowie der Repräsentation und dem Transfer geteilten Wissens auf der anderen Seite geprüft. Mit der Art der graphischen Repräsentation (inhaltsspezifisch vs. inhaltsunspezifisch) und dem Kooperationsszenario (Videokonferenz vs. face-to-face) werden zwei Faktoren experimentell variiert. 64 Studierende nahmen an der Studie teil. Ergebnisse zeigen, dass die Lernpartner in ihren Profilen der Ressourcennutzung konvergierten. Lernende, die durch die inhaltsspezifische graphische Repräsentation unterstützt wurden, verwendeten angemessenere Wissensressourcen. Lernende in den computervermittelten Szenarien weisen eine größere Bandbreite in ihren Profilen der Ressourcennutzung auf. Eine direkte Wirkung vom Diskurs der Lernenden auf die Entwicklung geteilten Wissens konnte für den Transfer, aber nicht für die Wissensrepräsentation gezeigt werde

    Supply Chain Sustainability - The Role of Trust and Relationship

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    This action research project aims to improve economic, social and environmental sustainability of the pre-cast concrete and construction and demolition waste supply chains through the development, trial and evaluation of an innovative supply chain management strategy. The long-term goals are to improve competitive behaviour and market sector performance and improve business process efficiency and effectiveness of public sector program delivery by influencing policy development, changing organisational behaviour and implementation development to achieve economic, social and environmentally sustainable markets. In order to facilitate this, the culture change brought about by implementing relationship management in the supply chain is investigated and this paper reports on this aspect of the project

    DRAFT Report:Community Systems Strengthening Toward a Research Agenda

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    Communities have a long history of acting to preserve and promote the health of their members. Public health researchers, programmers, and funders are increasingly recognizing that community involvement is essential to improving health, especially among populations that are disproportionately affected by HIV. The Global Fund to fight AIDS, Tuberculosis and Malaria, together with civil society organizations and other development partners, created the Community Systems Strengthening (CSS) Framework to help Global Fund applicants frame, define, and quantify efforts to strengthen community contributions engagement (Global Fund 2011). Although the use of a CSS approach in health programming implementation shows promise, it lacks a theoretical framework to guide collaborations with communities. Additionally, it suffers from a paucity of program designs and evaluation practices, an incomplete evidence-based rationale for investing in CSS, and imprecise definitions (e.g., what is meant by “community” and “CSS”).The purpose of this paper is to highlight promising areas for future research related to CSS. Toward this objective, we propose to lay a foundation for a CSS research agenda by using theories and approaches relevant to CSS, reinforced with evidence from projects that employ similar approaches

    Collaborative Aspects Supporting Education 4.0

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    Currently, aspects related with Global connectivity, new communication media, Smart devices are just some of the elements reshaping how we think about work, what constitutes work, and how we learn and develop the skills to work in the future. Education is not distant to this reality, where the concept of Education 4.0 appears. Include Collaborative aspects is one of the most important premises into the new Education process. On this paper we present a set of mechanisms to include collaboration in order to foster education

    A learning experience in the fields of economics and business: creation of student-managed inter-university virtual networks

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    With this article we shall describe the learning experience carried out by our students in the fields of Economics and Business at the Universities of Huelva and University of Seville within an active- and cooperative-learning framework involving creation of virtual networks between our students and others who were attending diverse universities in Spain and abroad, thus allowing us to strengthen interactions and information exchanges among students, also allowing them to apprehend on their own the characteristics of economic and business and entrepreneuring realities in which they are immersed and, very specially, the use of virtual communities in the Internet
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