2,181 research outputs found

    Collaborative trails in e-learning environments

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    This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future

    Collaborative behavior, performance and engagement with visual analytics tasks using mobile devices

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    Interactive visualizations are external tools that can support users’ exploratory activities. Collaboration can bring benefits to the exploration of visual representations or visu‐ alizations. This research investigates the use of co‐located collaborative visualizations in mobile devices, how users working with two different modes of interaction and view (Shared or Non‐Shared) and how being placed at various position arrangements (Corner‐to‐Corner, Face‐to‐Face, and Side‐by‐Side) affect their knowledge acquisition, engagement level, and learning efficiency. A user study is conducted with 60 partici‐ pants divided into 6 groups (2 modes×3 positions) using a tool that we developed to support the exploration of 3D visual structures in a collaborative manner. Our results show that the shared control and view version in the Side‐by‐Side position is the most favorable and can improve task efficiency. In this paper, we present the results and a set of recommendations that are derived from them

    The LAB@FUTURE Project - Moving Towards the Future of E-Learning

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    This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer-generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused subjects namely: Fluid Dynamics - Science subject in Germany, Geometry - Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories so as to leverage our understanding of teaching and learning practices in the targeted context of deployment

    Towards a generic platform for developing CSCL applications using Grid infrastructure

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    The goal of this paper is to explore the possibility of using CSCL component-based software under a Grid infrastructure. The merge of these technologies represents an attractive, but probably quite laborious enterprise if we consider not only the benefits but also the barriers that we have to overcome. This work presents an attempt toward this direction by developing a generic platform of CSCL components and discussing the advantages that we could obtain if we adapted it to the Grid. We then propose a means that could make this adjustment possible due to the high degree of genericity that our library component is endowed with by being based on the generic programming paradigm. Finally, an application of our library is proposed both for validating the adequacy of the platform which it is based on and for indicating the possibilities gained by using it under the Grid.Peer ReviewedPostprint (published version

    Knowledge Work in Campus Environment - Opportunities of New Technologies in Working and Learning Spaces

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    Learning and research environments in academic campus context are undergoing fast changes. The changes are occurring both on the level of technology implemented to the environment and the space itself as the traditional cellular offices are increasingly being replaced by open work environments. Knowledge workers, such as the researchers, are at the core of creativity and innovation. The ideal working and learning environments support both creative thinking and collaborative interaction. This article explores the current understanding of the requirements of high quality research and learning environments, and it aims to examine the link between creativity and space. In doing so, I wish to highlight how the architecture of the workspace can respond to the requirements of a successful working environment and how immaterial elements, such as lighting for instance, can induce creative thought,  achievement, and innovation and importantly enhance the well-being of the occupants of the space. Furthermore, I will look into how the architecture and technology of the space affect the dissemination of tacit and explicit knowledge amongst individuals and within groups. As part of my research project, aimed to provide new scientific information of the real user needs in academic working and learning environments and create concepts of hybrid multi-spaces, I will discuss in this paper how architecture and lighting design can support knowledge sharing, peer-to-peer interactions, creativity and innovation, which are imperative for success in knowledge work. Hence, the findings could inform the design of new learning and working environments suitable for both user expectations and knowledge production

    Harnessing Collaborative Technologies: Helping Funders Work Together Better

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    This report was produced through a joint research project of the Monitor Institute and the Foundation Center. The research included an extensive literature review on collaboration in philanthropy, detailed analysis of trends from a recent Foundation Center survey of the largest U.S. foundations, interviews with 37 leading philanthropy professionals and technology experts, and a review of over 170 online tools.The report is a story about how new tools are changing the way funders collaborate. It includes three primary sections: an introduction to emerging technologies and the changing context for philanthropic collaboration; an overview of collaborative needs and tools; and recommendations for improving the collaborative technology landscapeA "Key Findings" executive summary serves as a companion piece to this full report

    Asymmetric collaboration in virtual reality: A taxonomy of asymmetric interfaces for collaborative immersive learning

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    It has been established that Virtual Reality (VR) possesses certain qualities for educational purposes. These include the ability to place the learner at the location or in the perspective that the desired knowledge exists (e.g., travelling to another planet or shrinking to miniature size to observe internal anatomy). VR is also considered to contribute with enriching the curricular content, promoting active forms of learning, performance assessment of high validity, and provide the opportunity to teach applied academic knowledge in life-like situations. In regards to teaching mathematics and geometry, three key affordances have been identified; interactive manipulation and construction of three-dimensional geometry, comprehension of spatial relationships, and rectification of abstract problems. Safety protocols and practical guidelines from classroom experimentation have also been formulated by various research projects. In this manuscript, asymmetrical immersive VR in education will be reviewed, as it is relevant for the narrative of learning situations where multiple students use the technology together. As an example, in mathematics, asymmetric VR could be used in contexts where unknown variables must be found in collaboration. The purpose of the narrative literature review is to gain a greater understanding of how asymmetric game mechanics has influence on communication and collaboration between learners. To map the dynamics of this type of learning activity, a taxonomy will be presented. Since VR is still under development in terms of hardware and software, it is important that the current and future technical possibilities are described in a conceptual manner, as well as conclude on optimal coupling between communication dynamics and collaboration mechanics

    Mirrors of the World - Supporting Situational Awareness with Computer Screens

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    In this paper we develop a notion of support for social and situational awareness. Our initial ideas are based on the metaphor of using a mirror to see what you are not looking at. We provide two studies that, for different contexts, apply the metaphor to develop design ideas that fit the context of use

    Developing a Framework for Stigmergic Human Collaboration with Technology Tools: Cases in Emergency Response

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    Information and Communications Technologies (ICTs), particularly social media and geographic information systems (GIS), have become a transformational force in emergency response. Social media enables ad hoc collaboration, providing timely, useful information dissemination and sharing, and helping to overcome limitations of time and place. Geographic information systems increase the level of situation awareness, serving geospatial data using interactive maps, animations, and computer generated imagery derived from sophisticated global remote sensing systems. Digital workspaces bring these technologies together and contribute to meeting ad hoc and formal emergency response challenges through their affordances of situation awareness and mass collaboration. Distributed ICTs that enable ad hoc emergency response via digital workspaces have arguably made traditional top-down system deployments less relevant in certain situations, including emergency response (Merrill, 2009; Heylighen, 2007a, b). Heylighen (2014, 2007a, b) theorizes that human cognitive stigmergy explains some self-organizing characteristics of ad hoc systems. Elliott (2007) identifies cognitive stigmergy as a factor in mass collaborations supported by digital workspaces. Stigmergy, a term from biology, refers to the phenomenon of self-organizing systems with agents that coordinate via perceived changes in the environment rather than direct communication. In the present research, ad hoc emergency response is examined through the lens of human cognitive stigmergy. The basic assertion is that ICTs and stigmergy together make possible highly effective ad hoc collaborations in circumstances where more typical collaborative methods break down. The research is organized into three essays: an in-depth analysis of the development and deployment of the Ushahidi emergency response software platform, a comparison of the emergency response ICTs used for emergency response during Hurricanes Katrina and Sandy, and a process model developed from the case studies and relevant academic literature is described

    Maintaining and Enhancing Students' Collaborative Learning in a Japanese EFL Higher Education Context

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    Amid the COVID-19 pandemic, there has been a huge shift towards digital forms of education. Although Japan has never gone into full lockdown, students have been strictly kept at home and socially isolated from classroom learning for extended periods. Teachers were urged to create online teaching and learning resources and began to consider the most suitable technologies to teach their courses. This paper reports on a teacher’s ongoing efforts to develop and deliver distancelearning English as a foreign language (EFL) courses in a higher education context. Drawing on a view that learning is social development, the researcher focuses on the concept of social presence in peer-to-peer communication that could enhance collaborative learning in a virtual classroom. Synchronous distance learning courses were developed utilising a text-messaging application and collaborative text-editing software with the aim to establish a communicative learning space. Analysis into the students’ interactions in Slack workspaces – a text messaging applicationindicated a variety of interpersonal, open, and cohesive communication that signalled psychological closeness in the virtual learning environment. Group discussion sessions revealed that students could feel connected to each other in the synchronous EFL courses, which demonstrated the robustness of social interaction despite physical distancing. Major difficulties lay in three areas: technology, the nature of the task, and some students’ task preferences. These three areas need to be addressed when designing and delivering a distance learning course
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