10 research outputs found

    Activating Boxmind: an evaluation of a web‐based video lecture with synchronized activities

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    The aim of this study was to evaluate the use of synchronous computer‐mediated communication activities in a video e‐lecture. Previous research has reported that learning is facilitated when communication activities are added to a video lecture. Twelve postgraduate students participated in the study and they viewed a video e‐lecture on the perspective‐taking theory of communication. The lecture consisted of a video image of the lecturer, an audio track, slides, the transcript and a number of communication activities. They were given a pre‐test a week before the lecture and a post‐test a week after. They were also asked to rate the helpfulness of various aspects of the lecture. Students’ post‐test scores were statistically significantly higher than their pre‐test scores. They found the audio track, transcript, slides and activities helpful. The most helpful aspects were the communication activities. The implications of these findings are discussed

    Article : argumentation et environnements d'apprentissage /

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    Titre de départMédiagraphie: f. 13-1

    Watching MOOCs together: investigating co-located MOOC study groups

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    Research suggests that massive open online course (MOOC) students prefer to study in groups, and that social facilitation within the study groups may render the learning of difficult concepts a pleasing experience. We report on a longitudinal study that investigates how co-located study groups watch and study MOOC videos together. The study was conducted with on-campus flipped classroom students. Our subjects reported an overall high satisfaction with the study group style. The research reveals that students like to stay synchronized in the group while watching MOOC videos. However, they have to find a balance between synchronization, video interaction, and the amount of conversation. Watching MOOCs on a shared display addresses the need of synchronicity, and the distribution of control can increase the video interactivities

    Interventions virtuelles et réussite scolaire

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    "La prĂ©sente recherche a Ă©tĂ© subventionnĂ©e par le ministĂšre de l'Éducation, du Loisir et du Sport dans le cadre du Programme d'aide Ă  la recherche sur l'enseignement et l'apprentissage (PAREA)"Titre de l'Ă©cran-titre (visionnĂ© le 26 nov. 2009).Également disponible en format papier.MĂ©diagraphi

    Experiments Comparing Face-to-Face with Virtual Collaborative Learning

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    We report on set of studies conducted over two years involving over 1000 students at two univers ities. The main study compares three conditions: conventional classroom lecture, a face-to-face collaborative learning technique called Tutored Video Instruction (TVI), and the virtual-world counterpart of TVI, Distributed Tutored Video Instruction (DTVI). The main study involved over 700 students in 6 courses. When using final course grade as an outcome measure, it has been previously established that TVI students outperform lecture students. Therefore the comparison of interest for us is between DTVI and TVI: would the audio and video technology used to support a distributed group enable DTVI students to achieve the higher grades attainable in TVI? We found no statistical difference between the grades of the DTVI and TVI students, and both groups outperformed the lecture students. We also summarize extensive interaction process data and survey data, then report on some more informal studies assessing the usability and effectiveness of an "Enhanced DTVI" system, in which distributed students can not only see and talk over digital networked media, but can take notes together in real time. Keywords: computer-mediated communication, multiuser virtual environments, videoconferencing

    Forum de discussion et perception de l'apprenant une étude phénoménographique : rapport de recherche PAREA /

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    "La prĂ©sente recherche a Ă©tĂ© subventionnĂ©e par le MinistĂšre de l'Ă©ducation dans le cadre du Programme d'aide Ă  la recherche sur l'enseignement et l'apprentissage (PAREA)"Titre de l'Ă©cran-titre (visionnĂ© le 9 nov. 2005)Également disponible en format papierMĂ©diagraphi

    Developing scaffolded virtual learning environments for people with autism

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    Virtual Environments offer the potential for users to explore social situations and experience different behaviour responses for a variety of simulated social interactions. One of the challenges for the VE developer is how to construct the VE to allow freedom of exploration and flexibility in interactive behaviour, without the risk of users deliberately or inadvertently missing important learning goals. The program has to be structured to guide the user in their learning and to take into account different levels of ability. This embedded ‘scaffolding’ within the VE software can aid the user’s learning in different contexts, such as individual, tutored or group learning situations. This thesis looks at the design and implementation of desktop VEs in a classroom for teaching social skills to people with Asperger’s Syndrome (AS). The first part of the thesis looks at work carried out as part of the AS Interactive project, a multidisciplinary research project using User Centred Design principles. VEs developed with the help of teachers and users were constantly refined in an iterative design process with evaluations and observations of the use of the VEs in the classroom to assess the effectiveness of elements used to scaffold the VEs. The last part of the thesis looks at work continued by the author after the end of the AS Interactive project after recommendations in that project for the VEs to fit the needs of the individual. Individualisation is researched with a number of demonstration and prototype VEs developed to help obtain information from autism experts and teachers on how best to individualise a learning VE for people with autism. The outcomes of this thesis include an exploration of the role of the programmer within a multi-disciplinary research group and the iterative development of VEs. A number of recommendations on how to scaffold VEs and make them usable in the classroom are then made. Finally recommendations are made on features and scenarios that could be useful in individualised learning VEs for people with autism and which require further evaluation in a classroom

    Augmenting Learning Activities with Contextual Information Scent

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    Students often have information needs while carrying out a multitude of learning activities at universities. When information is needed for investigating a problem, the student may interrupt the work and switch to an information seeking task. As Internet connectivity becomes ubiquitous, searching information has been routinized and integrated in the learning experience. However, information needs are not always fully recognized, or they can not be well articulated. A MOOC student may perceive a video to be difficult, but fails to express what information can be helpful. Sometimes it is improper to interrupt the learning task for searching information, especially when social factors are concerned, e.g. in a seminar talk. These situations create research potentials for making ambient information cues, hereafter referred to as contextual information scent (CIS), available to address students' situational information needs in learning activities. The CIS is designed to combine context-awareness with information seeking, ambient interaction as well as serendipitous encounter. In this thesis, we investigate the CIS mainly in collaborative learning activities. We explore three different contexts: conversation, groupware interaction and video content for MOOC learning. RaindropSearch investigates capturing conversational words as CIS for building search queries, while the TileSearch triggers Web searches based on group discussions and retrieved image and Wikipedia results as CIS for serendipitous interactions. These two explorations both focus on conversation context and provide initial insights into the CIS design practice. Next, we present MeetHub Search, which includes three CIS components based on text interactions in a groupware. Our last prototype, the BOOC Player employs textbook pages as CIS and links them to MOOC videos during the course of collaborative video viewing. All prototypes show how we manipulated design parameters to reduce distraction, increase relevance and ensure timeliness. The studies also exhibit the influence of group dynamics on the use of CIS. We finally extend our research scope to individual MOOC learning and summarize the design insights obtained from MOOC analytics. The contributions of this thesis are summarized as (1) a dedicated research framework derived from both research literature and requirement analysis for recognizing the design challenges, design principles and design space of CIS. The framework lays the foundation for us to explore different contexts in this thesis, where we generated (2) design implications that identify the key attributes of CIS. Last but not least, we employed (3) a variety of evaluation methodologies in this thesis for assessing the usability as well as the benefit and appeal of CIS

    Developing scaffolded virtual learning environments for people with autism

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    Virtual Environments offer the potential for users to explore social situations and experience different behaviour responses for a variety of simulated social interactions. One of the challenges for the VE developer is how to construct the VE to allow freedom of exploration and flexibility in interactive behaviour, without the risk of users deliberately or inadvertently missing important learning goals. The program has to be structured to guide the user in their learning and to take into account different levels of ability. This embedded ‘scaffolding’ within the VE software can aid the user’s learning in different contexts, such as individual, tutored or group learning situations. This thesis looks at the design and implementation of desktop VEs in a classroom for teaching social skills to people with Asperger’s Syndrome (AS). The first part of the thesis looks at work carried out as part of the AS Interactive project, a multidisciplinary research project using User Centred Design principles. VEs developed with the help of teachers and users were constantly refined in an iterative design process with evaluations and observations of the use of the VEs in the classroom to assess the effectiveness of elements used to scaffold the VEs. The last part of the thesis looks at work continued by the author after the end of the AS Interactive project after recommendations in that project for the VEs to fit the needs of the individual. Individualisation is researched with a number of demonstration and prototype VEs developed to help obtain information from autism experts and teachers on how best to individualise a learning VE for people with autism. The outcomes of this thesis include an exploration of the role of the programmer within a multi-disciplinary research group and the iterative development of VEs. A number of recommendations on how to scaffold VEs and make them usable in the classroom are then made. Finally recommendations are made on features and scenarios that could be useful in individualised learning VEs for people with autism and which require further evaluation in a classroom
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