91,120 research outputs found

    Towards a teacher-centric approach for multi-touch surfaces in classrooms

    Get PDF
    The potential of tabletops to enable simultaneous interaction and face-to-face collaboration can provide novel learning opportunities. Despite significant research in the area of collaborative learning around tabletops, little attention has been paid to the integration of multi-touch surfaces into classroom layouts and how to employ this technology to facilitate teacher-learner dialogue and teacher-led activities across multi-touch surfaces. While most existing techniques focus on the collaboration between learners, this work aims to gain a better understanding of practical challenges that need to be considered when integrating multi-touch surfaces into classrooms. It presents a multi-touch interaction technique, called TablePortal, which enables teachers to manage and monitor collaborative learning on students' tables. Early observations of using the proposed technique within a novel classroom consisting of networked

    Multi-Touch Table for Enhancing Collaboration during Software Design

    Get PDF
    Encouraging collaborative software design through the use of Multi-touch interfaces has become increasingly important because such surfaces can accommodate more than one user concurrently, which is particularly useful for collaborative software design. This study investigated the differences in collaborative design among groups of students working in PC-based and Multi-touch table conditions to determine the potential of the Multi-touch table to increase the effectiveness of collaboration during software design. The literature includes several interesting studies reflecting the role of Multi-touch tables in enhancing collaborative activities. Research has found that Multi-touch tables increase group interaction and therefore increase the attainment of group goals. Although many research efforts have facilitated collaboration among users in software design using Unified Modelling Language (UML), these studies examined distributed collaboration and not face-to-face collaboration. However, existing research that studied facilitating co-located collaborative software design has some limitations such as using technologies that prevent parallel design activities. Collaborative software design using Multi-touch table has not been widely explored. A structured literature review revealed that no Multi-touch collaborative UML design tool is available. Thus, a Multi-touch enabled tool called MT-CollabUML was developed for this study to encourage students to work collaboratively on software design using UML in a co-located setting. Eighteen master’s level students enrolled in the Software Engineering for the Internet module were selected to participate in the study. The participants formed nine pairs. The experiment followed a counterbalanced within-subjects design where groups switched experiment conditions to ensure each group used the Multi-touch table and PC-based conditions. All collaborative UML diagramming activities were video recorded for quantitative and qualitative analysis. Results show that using the MT-CollabUML tool in the Multi-touch table condition enhanced the level of collaboration among the team members and increased their shared contribution. It also increased the equity of participation; the individuals contributed almost equally to the task, and single-person domination decreased in the Multi-touch condition. Results also show that the Multi-touch table encourages parallel-participative design where both group members work in a parallel manner to accomplish the final agreed-upon design. The analysis of verbal communication shows that both experiment conditions encouraged subjects to use collaborative learning skills

    Creating Joint Representations of Collaborative Problem Solving with Multi-touch Technology

    Get PDF
    Multi-touch surfaces have the potential to change the nature of computer-supported collaborative learning, allowing more equitable access to shared digital content. In this paper, we explore how large multi-touch tables can be used by groups of students as an external representation of their group interaction processes. Video data from 24 groups of students working on a logic reasoning problem was examined to identify their levels of reasoning about the task, and how they used the table to support their reasoning. Results indicate that of the 13 groups who solved or nearly solved the problem, 12 used the table to represent their reasoning process, while only four groups who used the table to support their reasoning process did not solve the problem. Examples from three groups are used to explore the different ways the table was used as an external representation of the groups' processes. The findings indicate that the group problem-solving process can be enhanced with the use of multi-touch tables, although students may need support in using the technology effectively to support their collaborative reasoning

    The Four Ts of the Collaborative Classroom

    Get PDF
    Abstract: Drawing on a multi-year study of using multi-touch tables in a classroom setting, this paper lays out a framework to use when designing and studying collaborative classrooms. The framework identified the overlapping aspects of teachers, tasks, technology and teams, as being essential features of the use of computer-supported collaborative learning in classrooms. We argue that the design of collaborative classrooms should take this model into account during design and evaluation phases. This paper contributes to the Methods and Techniques strand of the Orchestrated Collaborative Classrooms Workshop

    Multi-touch table technology for enhancing collaborative programming and learning

    Get PDF
    Our research goal is to provide a new use for multi-touch table technology by developing new resource software to be used as an environment for collaborative pair programming. Such a project will yield new opportunities and provide improved quality within the field of collaborative learning (Nosek 1998; Williams et al., 2000a, 2000b; Williams et al., 2001; Cockburn et al., 2000; Mcdowell et al. 2002; Gallis et al. 2003; Cao and Xu, 2005; Brereton et al., 2009; Sanjay and Goel and Kathuria, 2010; Rick et al., 2011). For instance, the proposed project (1) is time-effective and leads to a better product, (2) is more enjoyable for developers, (3) may increase work satisfaction, (4) promotes student learning, (5) leads to better student activity engagement, (6) contributes to enhancing the level of student understanding with regard to programming modules, which makes students more confident in their work and more positive about programming and, finally, and (7) supports the awareness of others’ actions and the ability to support concurrent input; it also encourages the development of problem-solving skills, efficiency, quality and teamwork. The project begins with a survey of the available tools for collaborative pair programming, such as Scratch Programming (Scratch, 2014), and then these tools will be evaluated to determine their suitability for use in multi-touch tables. The most suitable tool will then be selected for development to be run on a multi-touch table. Alternatively, new resource software will be created for the project. In the final stage, the usability of new software, in terms of collaborative pair programming, will be evaluated

    The effects of room design on computer-supported collaborative learning in a multi-touch classroom.

    Get PDF
    While research indicates that technology can be useful for supporting learning and collaboration, there is still relatively little uptake or widespread implementation of these technologies in classrooms. In this paper, we explore one aspect of the development of a multi-touch classroom, looking at two different designs of the classroom environment to explore how classroom layout may influence group interaction and learning. Three classes of students working in groups of four were taught in the traditional forward-facing room condition, while three classes worked in a centered room condition. Our results indicate that while the outcomes on tasks were similar across conditions, groups engaged in more talk (but not more off-task talk) in a centered room layout, than in a traditional forward-facing room. These results suggest that the use of technology in the classroom may be influenced by the location of the technology, both in terms of the learning outcomes and the interaction behaviors of students. The findings highlight the importance of considering the learning environment when designing technology to support learning, and ensuring that integration of technology into formal learning environments is done with attention to how the technology may disrupt, or contribute to, the classroom interaction practices

    System upgrade: realising the vision for UK education

    Get PDF
    A report summarising the findings of the TEL programme in the wider context of technology-enhanced learning and offering recommendations for future strategy in the area was launched on 13th June at the House of Lords to a group of policymakers, technologists and practitioners chaired by Lord Knight. The report – a major outcome of the programme – is written by TEL director Professor Richard Noss and a team of experts in various fields of technology-enhanced learning. The report features the programme’s 12 recommendations for using technology-enhanced learning to upgrade UK education
    • …
    corecore