53,565 research outputs found
Internationalisation from home- global collaborative project based learning
This paper explores how cross-institutional project-based-learning facilitated by Web 2.0 ICTs supported cross-cultural and cross-institutional student peer learning experiences.
The focus of this paper relates to the most recent project named ‘The Gift’ conducted through ‘The Global Studio’. At each institution the students formed small local project teams which were paired with teams of students from one of the other collaborating universities.
Initial findings suggest the majority of students perceived this innovative initiative as having facilitated their learning, especially in the intended areas of development of virtual teamwork and communication skills. This paper focuses on initial findings with regards peer learning in relation to ICTs and cross-cultural communication
Education Unleashed: Participatory Culture, Education, and Innovation in Second Life
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real
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Developing Online Team Skills
This paper discusses the development and delivery of a new course at the UK Open University (OU). The course makes a virtue of the fact that OU students study in a predominantly distance learning environment, by providing a structure within which team working activities are carried out with no face-to-face contact whatsoever. Issues that were considered in designing this course and decisions about tutoring and assessing the students' team working experience are discussed. Preliminary results from the first delivery of the course, including analysis of archived team conferences, are presented. Directions for future development and enhancement are indicated
Desktop multimedia environments to support collaborative distance learning
Desktop multimedia conferencing, when two or more persons can communicate among themselves via personal computers with the opportunity to see and hear one another as well as communicate via text messages while working with commonly available stored resources, appears to have important applications to the support of collaborative learning. In this paper we explore this potential in three ways: (a) through an analysis of particular learner needs when learning and working collaboratively with others outside of face-to-face situations; (b) through an analysis of different forms of conferencing environments, including desktop multimedia environments, relative to their effectiveness in terms of meeting learner needs for distributed collaboration; and (c) through reporting the results of a formative evaluation of a prototype desktop multimedia conferencing system developed especially for the support of collaborative learning. Via these analyses, suggestions are offered relating to the functionalities of desktop multimedia conferencing systems for the support of collaborative learning, reflecting new developments in both the technologies available for such systems and in our awareness of learner needs when working collaboratively with one other outside of face-to-face situations
Learner-centered social support: enhancing online distance education for underserved rural high school students in the United States
Over the past decade, federal programs in the United States have largely addressed the well-documented problem of differences in basic access to technology between rural schools and their suburban and urban counterparts. Consequently, rural schools are better able to prepare their students for post-secondary education and the workplace where digital literacy is essential. As technology access improves, online distance education (ODE) is seen as a solution to significant challenges faced by rural schools, including a lack of highly-qualified teachers and declining population. However, ODE has high attrition rates, partly because participants’ social needs are often neglected. Additionally, students' success depends on their abilities to engage in self-regulated learning, effective time management and self-reflection, skills that many high school students are still developing. This paper describes an experimental research study funded by the U.S. Department of Education, currently underway in rural high schools across the U.S. The research adds to a growing body of work that attempts to expand understanding of the digital divide. Increasingly, schools realise that this is no longer an issue of mere access to equipment; education technology projects should incorporate strategies that ensure the success of previously marginalised communities. Our intervention, based on the APA’s Learner- Centered Principles, involves training on-site facilitators to provide social support for students involved in ODE. Preliminary findings indicate that the intervention group has a significantly lower dropout rate
Maximising Social Interactions and Effectiveness within Distance Learning Courses: Cases from Construction
Advanced Internet technologies have revolutionised the delivery of distance learning education. As a result, the physical proximity between learners and the learning providers has become less important. However, whilst the pervasiveness of these technological developments has reached unprecedented levels, critics argue that the student learning experience is still not as effective as conventional face-to-face delivery. In this regard, surveys of distance learning courses reveal that there is often a lack of social interaction attributed to this method of delivery, which tends to leave learners feeling isolated due to a lack of engagement, direction, guidance and support by the tutor. This paper defines and conceptualises this phenomenon by investigating the extent to which distance-learning programmes provide the social interactions of an equivalent traditional classroom setting. In this respect, two distance learning case studies were investigated, covering the UK and Slovenian markets respectively. Research findings identified that delivery success is strongly dependent on the particular context to which the specific distance learning course is
designed, structured and augmented. It is therefore recommended that designers of distance learning courses should balance the tensions and nuances associated with commercial viability and pedagogic effectiveness
Maximising social interactions and effectiveness within distance learning courses : cases from construction
Advanced Internet technologies have revolutionised the delivery of distance learning education. As a result, the physical proximity between learners and the learning providers has become less important. However, whilst the pervasiveness of these technological developments has reached unprecedented levels, critics argue that the student learning experience is still not as effective as conventional face-to-face delivery. In this regard, surveys of distance learning courses reveal that there is often a lack of social interaction attributed to this method of delivery, which tends to leave learners feeling isolated due to a lack of engagement, direction, guidance and support by the tutor. This paper defines and conceptualises this phenomenon by investigating the extent to which distance-learning programmes provide the social interactions of an equivalent traditional classroom setting. In this respect, two distance learning case studies were investigated, covering the UK and Slovenian markets respectively. Research findings identified that delivery success is strongly dependent on the particular context to which the specific distance learning course is designed, structured and augmented. It is therefore recommended that designers of distance learning courses should balance the tensions and nuances associated with commercial viability and pedagogic effectiveness
Pass the port(o) to the right - building a community of practice for Portuguese professors to profess
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Collaborative pedagogy and digital scholarship: a case study of 'Media Culture 2020'
This paper presents an educational case study of ‘Media Culture 2020’, an EU Erasmus
Intensive Programme that utilised a range social media platforms and computer software
to create open, virtual spaces where students from different countries and fields could
explore and learn together. The multi-disciplinary project featured five universities from
across Europe and was designed to develop new pedagogical frameworks to encourage
collaborative approaches to teaching and learning in the arts. The main objective of
the project was to break down classroom and campus walls by creating digital learning
environments that facilitated new forms of production, transmission and representation of
knowledge. Media Culture 2020 was designed to pilot a novel mode of ‘blended learning’,
demonstrating a number of ways in which ‘Web 2.0’ networked technologies might be
adopted by academics to encourage open and collaborative modes of practice. The project
utilised a number of social media platforms (including Facebook, Twitter, Google+, Google
Hangout, Google Docs and Blogger) to enhance the learning experiences of a diverse set
of students from different cultural and international contexts. In doing so, Media Culture
2020 enabled participants with a diverse range skills and cultural experiences to develop
new working practices that respond to the convergence of digital media and art, as well
as the internationalisation of media production and business, through the use of open,
interactive software
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