12 research outputs found

    'mat': A new media annotation tool with an interactive learning cycle for application in tertiary education

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    This paper provides an overview of the design process of a new online media annotation tool. This work-in-progress report will step through some design decisions as aided by reviewing learning theory and related experiences outlined in the literature; design principles from a user interface perspective; and user testing of the first design iteration. The first of a three stage development of the media annotation tool, 'mat' (MAT), is designed for learning from video, with later stages enabling other media (audio, image, other) plus assignment building with media inserts. User testing reinforced several design decisions plus initiated some change

    Representational practices in VMT.

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    This chapter analyzes the interaction of three students working on mathematics problems over several days in a virtual math team. Our analysis traces out how successful collaboration in a later session was contingent upon the work of prior sessions, and shows how representational practices are important aspects of these participants’ mathematical problem solving. We trace the formation, transformation and refinement of one problem-solving practice—problem decomposition—and three representational practices—inscribe first solve second, modulate perspective and visualize decomposition. The analysis is of theoretical interest because it suggests that “situated cognition” is contingent upon not only the immediate situation but also the chronologically prior resources and associated practices; shows how inscriptions become representations for the group through an interactive process of interpretation; and sheds light on “group cognition” as an interactional process that is not identical to individual cognition yet that draws upon a dynamic interplay of individual contributions

    Avatar Kinect: Drama in the Virtual Classroom among L2 Learners of English

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    This study presents a qualitative approach to exploring classroom behaviour using dramaturgical analysis of student interactions in relation with, and as mediated through, a gesture-based gaming software among L2 learners of English at two international branch campuses in the Arabian Gulf where face-to-face interactions between unrelated members of the opposite sex are generally discouraged. We investigated whether Avatar Kinect might provide a safe way for young males and females to interact while discussing social issues in a composition course. Data were collected through personal observation and survey. Five key themes emerged from the study. First, some participants chose to perform at front stage and others chose to remain back stage. Second, front stage participants chose avatars with gender and skin colour similar to themselves. Third, all participants appeared to be engaged in the interactive role play processes and with one another. Fourth, front stage actors appeared to act without inhibition. Finally, all participants expressed frustration with technology shortcomings

    This is the size of one meter:Children’s bodily-material collaboration

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    Interaction analysis of dual-interaction CSCL environments

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    Designing for Epistemic Agency: How university student groups create knowledge and what helps them do it

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    How do university students create knowledge together? Collaborative projects are part of most tertiary undergraduate programs but in-depth studies of student work outside classrooms are rare. My interest is in shared epistemic agency—how knowledge is collaboratively created. There is, naturally, a social aspect—dialogue, team roles and relationships. There is also materiality to collaboration; the objects that students create and use as thinking tools and to organise work. Sociomaterial theories of knowledge creation, putting shared objects at the centre of social learning, underpinned this study. I followed seven groups of undergraduate students, as they worked together in education and engineering courses on ill-structured assessment tasks. I used ethnographic methods, including video- and audio-recordings, and capturing artefacts and online communications and work. I made detailed transcriptions and used discourse analysis of actions and objects as well as dialogue. I mapped projects through relational diagrams tracing actors, actions, conceptual development and objects over time. I compared cases across dimensions of knowledge creation and students’ assembled infrastructure. Findings and outputs include: • Conceptualisation of a new type of epistemic object, the synthesising object, to bridge individual and shared knowledge creation. • An original method of visual analysis and representation of shared epistemic objects over multiple dimensions. • A model for epistemic agency in group tasks, outlining the interactions between what students bring to the task, the components of infrastructure supporting knowledge work, and design. • The importance of early stages of projects: students bring dispositions that help them understand and frame epistemic work. • A set of design principles for shared epistemic agency, working collaboratively on knowledge in a specific context. A long-term strategy, targeted activities, deliberate practice and reflection are key

    Consistent practices in artifact-mediated collaboration.

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    Abstract The design of collaborative representations faces a challenge in integrating theoretical communication models with the context-sensitive and creative practices of human interaction. This paper presents results from a study that identified multiple, invariant communicative practices in how dyads appropriated flexible, paper-based media in discussions of wicked problems. These invariants, identified across media, participants and topics are a promising first step towards creating an abstract model for design that connects representational affordances and communicative functions. The authors identify areas where this model may challenge conventional design wisdom and discuss directions for further research
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