4 research outputs found
Comment intégrer des logiciels issus de la recherche en EIAH ?
Cet article aborde le problème de la ré-utilisation, dans un but de recherche, de logiciels EIAH sous forme de prototypes ou d'environnements développés dans d'autres équipes de recherche. En nous appuyant sur des travaux traitant des problèmes d'interopérabilité et d'intégration, nous tentons d'illustrer cette problématique étudiée collectivement au sein de l'AS " Plates-formes technologiques pour la recherche en EIAH ". Après avoir analysé les besoins d'intégrer des logiciels EIAH pour construire une activité d'apprentissage, nous argumentons autour d'une proposition d'architecture d'intégration. Notre analyse des besoins débouche sur une présentation des différentes dimensions d'intégration possible. Au regard de ces dimensions d'intégration, nous présentons cinq études de cas issus de la communauté française. Nous concluons en proposant un guide des bonnes pratiques pour l'intégration
Interaction and Collaboration Using an Intelligent Collaborative Learning Environment
International audienceThe goal of this research is to design and prototype an intelligent collaborative learning environment. Within this environment, we study synchronous interaction among group members (students) working on a problem/project. Students use an Intelligent Collaborative Support System (ICSS) and a shared activity space: the Tulka Whiteboard. Two main interaction spaces have been implemented: a planning-communication space and a production space. Dialogue and negotiation are supported through the ICSS permitting exchange and evaluation of free-text communication messages that are initiated by students choosing sentence openers from a menu. Using the whiteboard, a virtual room is dedicated to a group of students who share documents, annotations on documents, drawing tools, and text tools. Each group is provided a dynamic assessment of their collaborative skills based on a communication skills model. \textcopyright 2005 Springer Science + Business Media, Inc
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Studying and Supporting Activity Awareness in Collaborative Learning Groups: Using a Persuasive Social Actor
Collaborative learning is known as an effective learning method and various different kinds of technologies have been developed to support and facilitate collaborative learning. Many of these technologies are used to support the functional activities of a group of learners by enabling students to communicate, share documents and materials, track the work of the group, or distribute and allocate tasks.
One factor that influences the success of collaborative groups is the awareness that members have of each others' activities i.e. activity awareness (Gutwin et al., 2004). Limited attention has been paid to promoting activity awareness in the collaborative learning literature. The work that does exist has focused on enhancing activity awareness by capturing and sharing details of the activity (e.g. Ganoe et al., 2003; Carroll et al., 2003). In contrast, there are no technologies that focus on the learners’ attitudes and behaviours with regard to activity awareness without considering the functional aspects of the group's work.
This PhD hypothesises that persuasive technologies can offer a novel way of promoting activity awareness by changing learners’ attitudes and behaviours and persuading them to be more aware of fellow group members’ activities. This approach to enhancing activity awareness was investigated by using a persuasive social actor to change the attitudes and behaviours of learners who were working on collaborative learning projects over extended periods of time.
Four studies were conducted: a pilot study to explore collaborative learning groups, an exploratory study to understand collaboration and activity awareness, a follow-up study to study activity awareness in depth, and a main study where a persuasive social actor for activity awareness in collaborative learning groups was developed and tested. All of these studies focused on a specific collaborative learning setting, in which small numbers of students (3 to 5) worked together in collaborative groups to complete real learning projects over approximately 6 weeks.
This thesis makes four contributions to the fields of HCI and collaborative learning. The main contribution is a novel approach to enhance activity awareness in collaborative learning groups by changing learners’ attitudes and behaviours using a persuasive technology i.e. a persuasive social actor. The second contribution is a new method to evaluate activity awareness in collaborative learning groups. The third contribution is insight into how the Persuasive Systems Design (PSD) model (Oinas-kukkonen & Harjumaa, 2009) can be used in the design and evaluation of a persuasive social actor. The fourth contribution is an analysis of how students collaborate in long-term collaborative learning projects in naturalistic settings