4 research outputs found

    A student-facing dashboard for supporting sensemaking about the brainstorm process at a multi-surface space

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    © 2017 Association for Computing Machinery. All rights reserved. We developed a student-facing dashboard tuned to support posthoc sensemaking in terms of participation and group effects in the context of collocated brainstorming. Grounding on foundations of small-group collaboration, open learner modelling and brainstorming at large interactive displays, we designed a set of models from behavioural data that can be visually presented to students. We validated the effectiveness of our dashboard in provoking group reflection by addressing two questions: (1) What do group members gain from studying measures of egalitarian contribution? and (2) What do group members gain from modelling how they sparked ideas off each other? We report on outcomes from a study with higher education students performing brainstorming. We present evidence from i) descriptive quantitative usage patterns; and ii) qualitative experiential descriptions reported by the students. We conclude the paper with a discussion that can be useful for the community in the design of collective reflection systems

    An in-the-wild study of learning to brainstorm: Comparing cards, tabletops and wall displays in the classroom

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    © 2016 The Author 2016. Published by Oxford University Press on behalf of The British Computer Society. Single display interactive groupware interfaces have the potential to effectively support small group work in classrooms. Our work aimed to gain understanding needed to realize that potential. First, we wanted to study how learners use these large interactive displays, compared with a more traditional method within classrooms. Second, we wanted to fill gaps in the current understanding of the effectiveness of interactive tables versus walls. Third, we wanted to do this out of the laboratory setting, in authentic classrooms, with their associated constraints. We conducted an in-the-wild study, with 51 design students, working in 14 groups, learning the brainstorming technique. Each group practiced brainstorming in three classrooms: one with vertical displays (walls); another with multi-touch tabletops; and the third with pens and index cards. The published literature suggested that tabletops would be better than the other conditions for key factors of cooperative participation, mutual awareness, maintaining interest and affective measures. Contrary to this, we found that the horizontal and vertical displays both had similar levels of benefit over the conventional method. It was only for affective measures that tabletops were better than walls. All conditions were similar for our several measures of outcome quality. We discuss the implications of our findings for designing future classrooms

    Open learner models to support reflection on brainstorming at interactive tabletops

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    Brainstorming is a widely-used group technique to enhance creativity. Interactive tabletops have the potential to support brainstorming and, by exploiting learners' trace data, they can provide Open Learner Models (OLMs) to support reflection on a brainstorming session. We describe our design of such OLMs to enable an individual to answer core questions: C1) how much did I contribute? C2) at what times was the group or an individual stuck? and C3) where did group members seem to 'spark' off each other? We conducted 24 brainstorming sessions and analysed them to create brainstorming models underlying the OLMs. Results indicate the OLM's were effective. Our contributions are: i) the first OLMs supporting reflection on brainstorming; ii) models of brainstorming that underlie the OLMs; and iii) a user study demonstrating that learners can use the OLMs to answer core reflection questions. © 2013 Springer-Verlag Berlin Heidelberg

    Analysing, visualising and supporting collaborative learning using interactive tabletops

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    The key contribution of this thesis is a novel approach to design, implement and evaluate the conceptual and technological infrastructure that captures student’s activity at interactive tabletops and analyses these data through Interaction Data Analytics techniques to provide support to teachers by enhancing their awareness of student’s collaboration. To achieve the above, this thesis presents a series of carefully designed user studies to understand how to capture, analyse and distil indicators of collaborative learning. We perform this in three steps: the exploration of the feasibility of the approach, the construction of a novel solution and the execution of the conceptual proposal, both under controlled conditions and in the wild. A total of eight datasets were analysed for the studies that are described in this thesis. This work pioneered in a number of areas including the application of data mining techniques to study collaboration at the tabletop, a plug-in solution to add user-identification to a regular tabletop using a depth sensor and the first multi-tabletop classroom used to run authentic collaborative activities associated with the curricula. In summary, while the mechanisms, interfaces and studies presented in this thesis were mostly explored in the context of interactive tabletops, the findings are likely to be relevant to other forms of groupware and learning scenarios that can be implemented in real classrooms. Through the mechanisms, the studies conducted and our conceptual framework this thesis provides an important research foundation for the ways in which interactive tabletops, along with data mining and visualisation techniques, can be used to provide support to improve teacher’s understanding about student’s collaboration and learning in small groups
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