3,576 research outputs found

    Emerging and scripted roles in computer-supported collaborative learning

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    Emerging and scripted roles pose an intriguing approach to analysing and facilitating CSCL. The concept of emerging roles provides a perspective on how learners structure and self-regulate their CSCL processes. Emerging roles appear to be dynamic over longer periods of time in relation to learners’ advancing knowledge, but are often unequally distributed in ad hoc CSCL settings, e.g. a learner being the ‘typist’ and another being the ‘thinker’. Empirical findings show that learners benefit from structuring or scripting CSCL. Scripts can specify roles and facilitate role rotation for learners to equally engage in relevant learning roles and activities. Scripted roles can, however, collide with emerging roles and therefore need to be carefully attuned to the advancing capabilities of the learners

    Communicating across cultures in cyberspace

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    Immersive Telepresence: A framework for training and rehearsal in a postdigital age

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    Toward a script theory of guidance in computer-supported collaborative learning

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    This article presents an outline of a script theory of guidance for computer-supported collaborative learning (CSCL). With its four types of components of internal and external scripts (play, scene, role, and scriptlet) and seven principles, this theory addresses the question how CSCL practices are shaped by dynamically re-configured internal collaboration scripts of the participating learners. Furthermore, it explains how internal collaboration scripts develop through participation in CSCL practices. It emphasizes the importance of active application of subject matter knowledge in CSCL practices, and it prioritizes transactive over non-transactive forms of knowledge application in order to facilitate learning. Further, the theory explains how external collaboration scripts modify CSCL practices and how they influence the development of internal collaboration scripts. The principles specify an optimal scaffolding level for external collaboration scripts and allow for the formulation of hypotheses about the fading of external collaboration scripts. Finally, the article points towards conceptual challenges and future research questions

    The Effects of a Blended Learning Environment on Students\u27 Discourse in a Secondary Mathematics Classroom

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    To prepare students for college and careers, the Common Core Mathematical Practice Standards propose teachers engage students in classroom discourse where they make sense of mathematics by working collaboratively and communicating their thinking. The purpose of this mixed methods study was to explore the relationship between a blended learning environment and the discourse students produce while in an AP Calculus AP course. Participants in this study are members of a large high school enrolled in either hybrid or virtual learning environments. Data were collected through recorded observations, coded using the Mathematics Classroom Observation Practices Protocol (MCOP2) and analyzed using statistical tests and thematic coding. The data in this study indicate there is an association between different aspects of discourse and the learning environment. Numerous themes arose from the 110 groups as they completed five different tasks. As there is a lack of research on the impact of COVID-19 on students’ productive mathematical discourse while in a blended learning environment, the findings of this study will contribute to teachers’ and educational stakeholders’ understanding of how groups can create discourse regardless of their learning modality

    LANGUAGE USE AND PERCEPTIONS OF ENGLISH AS A FOREIGN LANGUAGE (EFL) LEARNERS IN A TASK-BASED CLASS IN "SECOND LIFE "

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    Situated in cognitive interactionist theory and driven by task-based language teaching (TBLT), this study employed a multiple methods design to better address research questions regarding EFL learners' language use and perceptions about their language practices during task-based interaction in Second Life (SL). Findings showed that students perceived SL as a viable platform for language learning. Nine adult EFL learners worldwide were recruited to participate in this virtual course and used avatars to interact with peers via voice chat in simulated real-life tasks. Quantitative results revealed that confirmation checks, clarification requests and comprehension checks were the three most frequently used strategies. Two strategies that had not been documented in previous SL research were found--metacognitive strategy and "spell out the word." Negotiation patterns were also identified: single-layered and multi-layered trigger-resolution sequences. Additionally, the interrelationship among task types, negotiation and strategies was established--jigsaw task prompted the most instances of negotiation and strategy use whereas opinion-exchange task triggered the least. Results also indicated that EFL students had a statistically significant improvement on syntactic complexity and variety as well as on linguistic accuracy across all measured levels. Three core themes emerged from qualitative data: 1) perceptions about factors that impact virtual learning experience in SL, 2) attitudes toward learning English via avatars in SL, and 3) beliefs about the effects of task-based instruction on learning outcomes in SL. SL was endorsed as a promising learning environment owing to its conspicuous features, simulated immersion, augmented reality, tele/copresence and masked identities via avatars. This study demonstrated that implementation of task-based instruction can be maximized by 3-D, simulated features in SL, as evidenced in that 1) convergent tasks with single-outcome conditions stimulate more cognitive and linguistic processes; 2) 3-D multimodal resources in SL provide additional visual and linguistic support; 3) pre-task planning can optimize the quality of learners' linguistic performance; 4) real-life tasks that capitalize on SL features, accommodate learners' cultural/world knowledge, and simulate real-life tasks can make a difference in their virtual learning experiences; and 5) avatar identities boost learners' sense of self-image and confidence

    Language Learning Effectiveness (Outcome) of an Online Synchronous EFL Program Compared to an ESL Face-to-Face Program

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    Abstract To provide English learning opportunities to International students while in their home countries, I designed an English as a Foreign Language (EFL) synchronous online program delivered via videoconferences. The purpose of this study was to evaluate the efficacy of an Online EFL program when compared to a regular in-person Intensive English Program (IEP) where students are immersed in the American culture. The control group was composed of 88 students from Spanish and Portuguese-speaking countries in South America that took the IEP offered by a private university in Kentucky in the past five years. Students in the control group had eight weeks of in-person English classes. The experimental group was composed of 88 students who participated in the EFL pilot course offered to Spanish and Portuguese-speaking students. The course was offered free of charge via zoom conferences twice a week for 8 eight weeks. The students were recruited over Facebook and WhatsApp. The study\u27s premise was to have students engaged in meaningful English language interactions with their peers and instructors to verify if there were significant differences between the pre and post-tests gains in both groups (Control and Experimental Group) of treatment (in-person and online English instruction). The results indicated a language gain in listening, grammar, and vocabulary for both groups, suggesting that both treatments produced similar language skills improvements. In virtue of the results, the author recognizes that the implementation of EFL programs delivered 100% online via videoconferences is a viable solution to problems of cost and mobility for English Language Learners (ELL), particularly in times of global crisis, such as the COVID-19 pandemic. Keywords: CALL, MALL, Language Program Comparison, EFL via videoconference
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