1,709 research outputs found

    Designing electronic collaborative learning environments

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    Electronic collaborative learning environments for learning and working are in vogue. Designers design them according to their own constructivist interpretations of what collaborative learning is and what it should achieve. Educators employ them with different educational approaches and in diverse situations to achieve different ends. Students use them, sometimes very enthusiastically, but often in a perfunctory way. Finally, researchers study them and—as is usually the case when apples and oranges are compared—find no conclusive evidence as to whether or not they work, where they do or do not work, when they do or do not work and, most importantly, why, they do or do not work. This contribution presents an affordance framework for such collaborative learning environments; an interaction design procedure for designing, developing, and implementing them; and an educational affordance approach to the use of tasks in those environments. It also presents the results of three projects dealing with these three issues

    Measuring perceived social presence in distributed learning groups

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    Kreijns, K., Kirschner, P. A., Jochems, W. M. G., & Van Buuren, H. (2011). Measuring perceived social presence in distributed learning groups. Education and Information Technologies, 16, 365-381.Social presence – the degree to which „the other‟ in a communication appears to be a „real‟ person – has captured the attention of those dealing with learning in groups through computer-supported collaborative learning environments. The concept is important because it affects participation and social interaction, both necessary for effective collaboration and knowledge construction. This article reports on the construction and validation of a self-reporting (Dutch-language) Social Presence Scale to determine perceived social presence in distributed learning groups using computer-supported collaborative learning environments. The result is a onedimensional scale consisting of five items with an internal consistency of .81. We used a nomological network of similar constructs for further validation. The findings suggest that the Social Presence Scale has potential to be useful as a measure for social presence

    The use of Cyber Campuses to Support Online Learning for Students Experiencing Barriers Accessing Education

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    Attendance and participation in education are important for students to obtain the experiences necessary to develop their knowledge. However, there are some students who experience challenges hindering their access and participation in Higher Education. To support students, Universities utilise E-Learning. One of the many E-Learning tools is the use of virtual worlds in the form of cyber campuses. This paper investigates the extent to which cyber campuses can help to mitigate barriers and support students experiencing them. A prototype has been developed and a series of empirical studies have been performed. The results of this research suggest that a cyber campus environment can be used as an alternative learning support tool that can enhance online learning experiences, and help to mitigate some of the barriers that hinder access and participation to education. The associated limitations of this research and the future work planned out are also presented

    Measuring students´ e-learning satisfaction and flexibility impacts in individual performance during covid-19 in higher education institutions

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    Dissertation presented as the partial requirement for obtaining a Master's degree in Information Management, specialization in Information Systems and Technologies ManagementRapid digital transformation has never been so important as during the Covid-19 pandemic for Higher Education Institutions. Institutions for Higher Education had to experience a prompt digital transformation; they also had to transform their business models in innovative ways, or they could not offer further services to students once a face-to-face lecture was suddenly forbidden due to a worldwide pandemic. After two years of a worldwide pandemic, it is possible to analyse how Higher Education Institutions have adapted themselves and how their customers, namely students, view and experience e-learning in the emergency remote teaching context. Furthermore, this thesis aims to analyse which factors statistically influence students’ satisfaction, perceived flexibility, and individual impacts in Higher Education Institutions during the Covid-19 pandemic

    Taking Social TV Beyond Chatting: How The TV Viewer Adds Value To The Network

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    In this paper, we provide a comprehensive overview of the state-of-the-art in a contemporary iTV research area: social and networked TV. In our approach, instead of considering research sub-topics that build upon particular disciplinary threads (e.g., usability, personalization, multimedia annotations), we take a multidisciplinary approach that builds upon findings in media studies, human-computer interaction and multimedia systems. Moreover, we downplay the importance of chatting over a distance in favor of non-verbal communication modalities. In contrast, we focus on Social TV practices and highlight the role of each viewer as a node that adds value to the TV network. Finally, we provide directions for further research in neglected topics, such as supporting collocated viewing, and sharing the TV experience in a seamless way

    Evaluating smart city learning

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    Measurement and analysis of individually interpreted learning experiences can build a knowledge picture of how learners perceive immersive technology-mediated learning in smart cities. Comparison of these learning experiences, with theoretical factors derived from relevant literature, may then shed light on the usefulness of theory in practical learning design and approaches to the evaluation of immersive learning environments analysed from a theoretical basis. In turn, this may contribute to current approaches of urban smart city environment planning for citizen engaged ‘human smart cities’ [14]. Mobile learning location-based prototypes will be developed with subject experts and implemented in open (urban) spaces located at Upper Barrakka Gardens, Valletta for history and Argotti Gardens, Floriana for botany. This paper discusses potential methodologies for designing a measurement of the effectiveness of these learning experiences and associated learning design for immersive urban learning environments mediated by mobile and networked technologies. Acknowledging the hybrid nature [9] of smart city learning, interactions between digital tools, content and community, measuring both intra- and inter-learner experiences is anticipated. Identifying and quantifying these dimensions of interactions will help us understand more about how urban smart learning activities create immersive experiences for each learner, engaging them in a variety of internal cognitive and social processes. To clarify mutual interaction between theoretical and empirical factors, a system of theoretical factors of significance is proposed to be developed, and then correlated, with learning experience analysis factors. A brief review of hybrid learning environment research, including ubiquitous learning [4] manifested in hybrid [9], mobile [8] and smart city [2] environments, provides context for how analytical methodology might be applied to an interactive learning system in smart cities. Phenomenographic techniques of variation and outcome space are investigated, together with the Dialogic Space concept [30] of conversation interaction for analysing dialogues.Funded by the Horizon 2020 Framework Programme of the European Union.peer-reviewe

    An exploration of graduate students’ perceived social presence and media richness of a synchronous videoconferencing learning environment

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    Doctor of PhilosophyDepartment of Educational LeadershipRoyce Ann CollinsAlthough online course enrollments have increased over the past two decades (Berry, 2017), low retention rates persist (Muilenburg & Berge, 2005; Ng, 2019) due to students feeling isolated and a lack of social connection with their instructor and classmates (Baxter, 2012; Lowenthal, 2009; Pinsk et al., 2014). High dropout rates have been reported (Muilenburg & Berge, 2005; Ng, 2019; Shelton et al., 2017), with a lack of social presence being a barrier to students engaging in and completing online courses. In April 2020, approximately 43% of the world population was in lockdown due to COVID-19 (Marinoni et al., 2020). Lockdown and social distancing measures immediately affected higher education, which required instructors to switch from teaching face-to-face to an online hybrid style that incorporated synchronous videoconferencing into the course delivery (Skulmowski & Rey, 2020). The communication theories of social presence and media richness were applied to better understand the relationship between the communication medium (videoconferencing) and the interactions within the mediated environments (e.g., Zoom). Looking through the lens of social constructivism, this correlational cross-sectional study explored graduate students’ perceived social presence and media richness of a synchronous videoconferencing learning environment by investigating how strongly and in what direction social presence, social space, sociability, and media richness were related. The Pearson correlation analysis indicated a strong, positive correlation between Social Presence and Social Space (Positive Group Behavior); Social Presence and Sociability; Social Presence and Media Richness; Social Space (Positive Group Behavior) and Sociability; Social Space (Positive Group Behavior) and Media Richness; and Sociability and Media Richness. A moderate, negative correlation was indicated between Social Space (Negative Group Behavior) and Social Presence; Social Space (Negative Group Behavior) and Sociability; and Social Space (Negative Group Behavior) and Media Richness

    Does Augmented Reality Affect Sociability, Entertainment, and Learning? A Field Experiment

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    Augmented reality (AR) applications have recently emerged for entertainment and educational purposes and have been proposed to have positive effects on social interaction. In this study, we investigated the impact of a mobile, indoor AR feature on sociability, entertainment, and learning. We conducted a field experiment using a quiz game in a Finnish science center exhibition. We divided participants (N = 372) into an experimental group (AR app users) and two control groups (non-AR app users; pen-and-paper participants), including 28 AR users of follow-up interviews. We used Kruskal–Wallis rank test to compare the experimental groups and the content analysis method to explore AR users’ experiences. Although interviewed AR participants recognized the entertainment value and learning opportunities for AR, we did not detect an increase in perceived sociability, social behavior, positive affect, or learning performance when comparing the experimental groups. Instead, AR interviewees experienced a strong conflict between the two different realities. Despite the engaging novelty value of new technology, performance and other improvements do not automatically emerge. We also discuss potential conditional factors. Future research and development of AR and related technologies should note the possible negative effects of dividing attention to both realities
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