37,089 research outputs found
Community building and virtual teamwork in an online learning environment
In the world of OTIS, an online Internet School for occupational therapists, students from four European countries were encouraged to work collaboratively through problem based learning by interacting with each other in a virtual semi-immersive environment. This paper aims to explore the issues that there was little interaction between students from different tutorial groups and virtual teamwork developed in each of the cross cultural tutorial groups. Synchronous data from European students was captured during tutorial sessions and peer booked meetings and evidence suggests that communities of interest were established. It is possible to conclude that collaborative systems can be designed, which encourage students to build trust and teamwork in a cross cultural online learning environment. </p
Collaboration and teamwork: immersion and presence in an online learning environment
In the world of OTIS, an online Internet School for occupational therapists, students from four European countries were encouraged to work collaboratively through problem-based learning by interacting with each other in a virtual semi-immersive environment. This paper describes, often in their own words, the experience of European occupational therapy students working together across national and cultural boundaries. Collaboration and teamwork were facilitated exclusively through an online environment, since the students never met each other physically during the OTIS pilot course. The aim of the paper is to explore the observations that here was little interaction between students from different tutorial groups and virtual teamwork developed in each of the cross-cultural tutorial groups. Synchronous data from the students was captured during tutorial sessions and peer-booked meetings and analysed using the qualitative constructs of ‘immersion’, ‘presence’ and ‘reflection in learning’. The findings indicate that ‘immersion’ was experienced only to a certain extent. However, both ‘presence’ and shared presence were found by the students, within their tutorial groups, to help collaboration and teamwork. Other evidence suggests that communities of interest were established. Further study is proposed to support group work in an online learning environment. It is possible to conclude that collaborative systems can be designed, which encourage students to build trust and teamwork in a cross cultural online learning environment.</p
No se necesita pasaporte: aprender con innovación social por medio de la colaboración online
In midst the ongoing COVID19 pandemic,
there is an inherent need to consider the
effects on education in poorer regions of the
globe. Students from Western countries and
more privileged backgrounds have managed
to continue learning albeit Universities having
closed in the most difficult moments of the
Pandemic. Students from disadvantaged regions
and poorer backgrounds however, very
often remained isolated when their institution
shut down during the pandemic.
In this paper the authors discuss a socially
innovative initiative that enables building a community
of international learning based on a popular
methodology named COIL (Collaborative
Online International Learning). The methodology
relies on the use of openly available online
platforms that allow students and lecturers to be
connected digitally, thus making learning resources
available to students no matter their location.
It allows for an intense peer-to-peer learning environment
and promotes the virtual teamwork
on real cases and assignmentsEn medio de la actual pandemia de COVID19,
hay una necesidad inherente de considerar
los efectos en la educación en las regiones
más pobres del mundo. Los estudiantes
de los países occidentales y de entornos
más privilegiados han conseguido seguir
aprendiendo, aunque las Universidades hayan
cerrado debido a la pandemia. Sin embargo,
los estudiantes de regiones desfavorecidas se
quedaron, a menudo, aislados cuando su institución
cerró durante la pandemia.
En este artículo, las autoras discuten una iniciativa
socialmente innovadora que permite construir
una comunidad de aprendizaje internacional
basada en una metodología popular llamada
COIL (Collaborative Online International Learning).
Basada en el uso de plataformas online de
libre acceso que permiten conectar digitalmente
a estudiantes y profesores, poniendo así los recursos
de aprendizaje a disposición de los estudiantes
sin importar su ubicación. Permite un entorno
de aprendizaje entre pares y promueve el trabajo
en equipo virtual sobre casos y tareas reale
Virtual Collaboration in the Online Educational Setting: A Concept Analysis
This study was designed to explore the concept of virtual collaboration within the context of an online learning environment in an academic setting. Rodgers’ method of evolutionary concept analysis was used to provide a contextual view of the concept to identify attributes, antecedents, and consequences of virtual collaboration. Commonly used terms to describe virtual collaboration are collaborative and cooperative learning, group work, group interaction, group learning and teamwork. A constructivist pedagogy, group-based process with a shared purpose, support and web-based technology are required for virtual collaboration to take place. Consequences of virtual collaboration are higher order thinking and learning to work with others.
A comprehensive definition of virtual collaboration is offered as an outcome of this analysis. Clarification of virtual collaboration prior to using it as a pedagogic tool in the online learning environment will enhance nursing education with the changes in nursing curriculum being implemented today. Further research is recommended to describe the developmental stages of the collaborative process among nursing students in online education and how virtual collaboration facilitates collaboration in practice
Making Law More Accessible: Designing Collaborative Learning Environments for Physically Remote Generation Y Students
In addition to an understanding of substantive law, the undergraduate law degree at Queensland University of Technology (QUT) aims to develop students’ lifelong skills. In the unit ‘Principles of Equity’ the skill developed includes teamwork, in the context of legal letter writing. Given the increased technological mobility of Generation Y students, the presenters have developed and trialled a model that enables these skills to be learnt and practiced online. The result is a more flexible environment that not only ensures congruent learning experiences between internal and external (or physically remote) students, but provides a connected or engaged educational program to supplement existing teaching method. This paper outlines the above project, the pedagogy that influenced it, and its impact on student learning experiences. Some issues for the development of such learning innovations in the future are also addresse
Assessing a Collaborative Online Environment for Music Composition
The current pilot study tested the effectiveness of an e-learning environment built to enable students to compose
music collaboratively. The participants interacted online by using synchronous and asynchronous resources to
develop a project in which they composed a new music piece in collaboration. After the learning sessions,
individual semi-structured interviews with the participants were conducted to analyze the participants\u2019
perspectives regarding the e-learning environment\u2019s functionality, the resources of the e-learning platform, and
their overall experience with the e-learning process. Qualitative analyses of forum discussions with respect to
metacognitive dimensions, and semi-structured interview transcriptions were performed. The findings showed
that the participants successfully completed the composition task in the virtual environment, and that they
demonstrated the use of metacognitive processes. Moreover, four themes were apparent in the semi-structured
interview transcriptions: Teamwork, the platform, face-to-face/online differences, and strengths/weaknesses.
Overall, the participants exhibited an awareness of the potential of the online tools, and the task performed. The
results are discussed in consideration of metacognitive processes, and the following aspects that rendered virtual
activity effective for learning: The learning environment, the platform, the technological resources, the level of
challenge, and the nature of the activity. The possible implications of the findings for research on online
collaborative composition are also considered
Using massively multiplayer online role playing games (MMORPGs) to support second language learning: Action research in the real and virtual world
Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also for education. The aim of this research project is to investigate the use of commercial MMORPGs to support second language teaching. MMORPGs offer a digital safe space in which students can communicate by using their target language with global players. This qualitative research based on ethnography and action research investigates the students’ experiences of language learning and performing while they play in the MMORPGs. Research was conducted in both the real and virtual worlds. In the real world the researcher observes the interaction with the MMORPGs by the students through actual discussion, and screen video captures while they are playing. In the virtual world, the researcher takes on the role of a character in the MMORPG enabling the researcher to get an inside point of view of the students and their own MMORPG characters. This latter approach also uses action research to allow the researcher to provide anonymous/private support to the students including in-game instruction, confidence building, and some support of language issues in a safe and friendly way. Using action research with MMORPGs in the real world facilitates a number of opportunities for learning and teaching including opportunities to practice language and individual and group experiences of communicating with other native/ second language speakers for the students. The researcher can also develop tutorial exercises and discussion for teaching plans based on the students’ experiences with the MMORPGs. The results from this research study demonstrate that MMORPGs offer a safe, fun, informal and effective learning space for supporting language teaching. Furthermore the use of MMORPGs help the students’ confidence in using their second language and provide additional benefits such as a better understanding of the culture and use of language in different contexts
Gaming Business Communities: Developing online learning organisations to foster communities, develop leadership, and grow interpersonal education
This paper explores, through observation and testing, what possibilities from gaming can be extended into other realms of human interaction to help bring people together, extend education, and grow business. It uses through action learning within the safety of the virtual world within Massively Multiplayer Online Games. Further, I explore how the world of online gaming provides opportunity to train a wide range of skills through extending Revans’ (1980) learning equation and action inquiry methodology. This equation and methodology are deployed in relation to a gaming community to see if the theories could produce strong relationships within organisations and examine what learning, if any, is achievable.
I also investigate the potential for changes in business (e.g., employee and customer relationships) through involvement in the gaming community as a unique place to implement action learning. The thesis also asks the following questions on a range of extended possibilities in the world of online gaming: What if the world opened up to a social environment where people could discuss their successes and failures? What if people could take a real world issue and re‐create it in the safe virtual world to test ways of dealing with it? What education answers can the world of online gaming provide
Students' perceptions of a virtual team assessment item (VTAI): An Australian case study
In today's global business environment, business graduates are often required to work
as members of virtual teams. This paper presents the findings of an electronic survey
of distance education students' perceptions concerning a virtual team assessment item
(VTAI) using asynchronous discussion. The VTAI was set for an undergraduate marketing
course at an Australian university. The findings revealed that while the distance
education students did not necessarily enjoy the VTAI and found the assessment task
to be both frustrating and time-consuming, they agreed that the task
was beneficial to their learning and should be included in future course offerings
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Virtual worlds are authentic sites for learning
This chapter considers how ‘meaningful learning’ can be understood in the context of knowledge-age skills. Through a study conducted in Second Life™, it investigates whether terms such as ‘authentic’, ‘active’ and ‘collaborative’ can be applied to activities undertaken in virtual worlds. It examines the knowledge-age skills employed in virtual worlds, relating these skills to the characteristics of the learning environment. Finally, it asks whether the distinction between meaningful and non-meaningful learning environments is more important for the development of knowledge-age skills than the distinction between formal and informal situations or between staff-run and student-run situations
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