328 research outputs found

    Computer-Supported Collaborative Learning using Augmented and Virtual Reality in Museum Education

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    Recent advancements in the cost, availability, and capability of augmented reality (AR) and virtual reality (VR) devices and software are spurring their mass distribution to the public. This fundamental shift in the use of AR and VR predominantly from military and academic research laboratories to the public presents new opportunities and challenges for the design of instructional technology. While studies of AR and VR have been conducted to inform the design of individual instructional products, few studies have focused on computer-supported collaborative learning (CSCL) products in which AR and VR learners work together toward shared learning goals. The museum education industry possesses unique and inherent characteristics that position it as a strong candidate for the development and deployment of CSCL-ARVR products. Tourism locations, such as museums, provide an exemplary environment for advanced learning technology experimentation in which information technology infrastructure and programs of instruction are often already in place and in which many tourists already possess smartphones and or tablets that may be used to mediate location-based educational experiences. The goal was to conduct formative research to develop a tentative instructional design theory that can be used to guide the creation of CSCL-ARVR instructional products. Instructional design theory and software engineering practices were applied to guide the design of a CSCL-ARVR instructional product prototype to support museum education. The prototype, named Co-Tour, was designed and developed to enable remotely-located VR participants to collaborate with AR participants located within a tourism location to jointly navigate the location, examine exhibits and answer questions about exhibits related to a problem-based learning instance. Formative data were collected and analyzed, and the results were used to develop a tentative instructional design theory. Mixed Reality Museum Co-Visit Theory is proposed to inform the design and development of CSCL-ARVR co-visitation experiences for museums. A theoretical framework was developed and was informed by CSCL, game-based learning, social constructivist theory, flow theory, and the construct of camaraderie. Five values supporting the goal were elaborated to guide theory methods production including fostering of collaboration, leveraging of informal learning activities, incorporation of motivational elements, favoring of loose organization, and provision an effective user interface. Future research should focus upon replication towards validation and generalizability of results and upon the broader museum going population

    Enhancing Free-text Interactions in a Communication Skills Learning Environment

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    Learning environments frequently use gamification to enhance user interactions.Virtual characters with whom players engage in simulated conversations often employ prescripted dialogues; however, free user inputs enable deeper immersion and higher-order cognition. In our learning environment, experts developed a scripted scenario as a sequence of potential actions, and we explore possibilities for enhancing interactions by enabling users to type free inputs that are matched to the pre-scripted statements using Natural Language Processing techniques. In this paper, we introduce a clustering mechanism that provides recommendations for fine-tuning the pre-scripted answers in order to better match user inputs

    The impact of 'computer-supported collaborative inquiry' for science learning in secondary education

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    Social Sciences, Ghent Universitynrpages: 264status: publishe

    Best practices in developing global collaborations in education

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    This purpose of this study was to examine the best practices used by facilitators of global collaborations in education. Four research questions were examined to address this purpose, which included: (a) challenges faced by facilitators in developing online international collaborations in education (b) current strategies used by facilitators in developing online international collaborations in education (c) how success is measured and tracked (d) recommendations for future online international collaborations in education. This qualitative, phenomenological study utilized a purposive sample of 14 participants who were ISTE (International Society for Technology in Education) award recipients or conference presenters between 2014 - 2017 affiliated with global collaboration. Data collection was done through a semi-structured interview protocol comprised of six questions. The recorded interviews were transcribed, coded and analyzed to determine 27 total themes that emerged from the data. With some themes reinforced by literature and some unique to the study, results led to establishing “dimensions of leading global collaboration.” This includes two primary dimensions: (a) the responsibilities dimension, which entails the tasks and logistical aspects needed in global collaboration efforts, such as planning, practices during the collaboration, and logistical considerations (b) the characteristics dimension, which refers to the qualities that characterize a good global collaboration leader and partner, such as empathy, accountability, and willingness to take risks. Additionally, this study highlights the importance of people and developing a peer to peer network in the dynamic among facilitators (who should be seen as leaders) of global collaboration

    Effects of computer-supported collaboration script and incomplete concept maps on web design skills in an online design-based learning environment

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    Web design skills are an important component of media literacy. The aim of our study was to promote university students’ web design skills through online design-based learning (DBL). Combined in a 2x2-factorial design, two types of scaffolding were implemented in an online DBL environment to support the students through their effort to design, build, modify, and publish web sites on processes and outcomes measures, namely collaboration scripts and incomplete concept maps. The results showed that both treatments had positive effects on collaborative (content-related discourse quality, collaboration skills, and quality of published web sites) and individual (domain-specific knowledge and skills related to the design and building of websites) learning outcomes. There was synergism between the two scaffolds in that the combination of the collaboration script and incomplete concept maps produced the most positive results. To be effective, online DBL thus needs to be enhanced by appropriate scaffolds, and both collaboration scripts and incomplete concept maps are effective examples

    Interactive tabletops in education

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    Interactive tabletops are gaining increased attention from CSCL researchers. This paper analyses the relation between this technology and teaching and learning processes. At a global level, one could argue that tabletops convey a socio-constructivist flavor: they support small teams that solve problems by exploring multiple solutions. The development of tabletop applications also witnesses the growing importance of face-to-face collaboration in CSCL and acknowledges the physicality of learning. However, this global analysis is insufficient. To analyze the educational potential of tabletops in education, we present 33 points that should be taken into consideration. These points are structured on four levels: individual user-system interaction, teamwork, classroom orchestration, and socio-cultural contexts. God lies in the details

    From Seminar to Lecture to MOOC: Scripting and Orchestration at Scale

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    This dissertation investigates the design of large online courses from the pedagogical perspective of knowledge communities. Much of the learning sciences literature has concerned itself with groups of up to 20-30 students, but in universities, courses of several hundred to more than a thousand students are common. At the same time, new models for life-long and informal learning, such as Massive Open Online Courses, are emerging. Amidst this growing enthusiasm for innovation around technology and design in teaching, there is a need for theoretically grounded innovations and rigorous research around practical models that support new approaches to learning. One recent model, known as Knowledge Community and Inquiry (KCI), engages students in the co-construction of a community knowledge base, with a commonly held understanding of the collective nature of their learning, and then provides a sequence of scaffolded inquiry activities where students make use of the knowledge base as a resource. Inspired by this approach to designing courses, the research began with a redesign of an in-service teacher education course, which increased in size from 25 to 75 students. This redesign was carefully analyzed, and design principles extracted. The second step was the design of a Massive Open Online Course for several thousand in-service teachers on technology and inquiry, in collaboration with an affiliated secondary school. A number of innovative design ideas were necessary to accommodate the large number of users, the much larger diversity in terms of background, interest, and engagement among MOOC learners, and the opportunities provided by the platform. The resulting design encompasses a 6- week long curriculum script, and a number of overlapping micro-scripts supported by a custom- written platform that integrated with the EdX platform in a seamless manner. This thesis presents the course structure, including connection to disciplinary principles, its affordances for community and collaboration and its support of individual differentiated learning and collective epistemology. It offers design principles for scripting and orchestrating collective inquiry designs for MOOCS and higher education courses

    Supporting orchestration of blended CSCL scenarios in distributed learning environments

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    El diseño y gestión en tiempo real de escenarios de aprendizaje colaborativo soportado por ordenador (en inglés, CSCL) es una tarea compleja y difícilmente realizable por profesores no expertos, que en los últimos años ha dado en denominarse "orquestación". La presente tesis doctoral profundiza en este concepto de orquestación, y de hecho la primera contribución de la tesis es un marco conceptual para caracterizar la orquestación, destinada a su uso por científicos en el campo del CSCL, validado mediante dos paneles de científicos del CSCL. La tesis también propone los "patrones atómicos" como herramientas conceptuales para que profesores no expertos realicen dicha orquestación, y que se han validado mediante cuatro talleres con profesores de educación primaria y superior. Finalmente, se propone GLUE!-PS, una infraestructura tecnológica para el despliegue y gestión en tiempo real de escenarios CSCL, validada a través de talleres y experiencias auténticas con profesorado universitario.Departamento de Teoría de la Señal y Comunicaciones e Ingeniería Telemática2012-11-2
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