75,252 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

    Learning in virtual worlds : Using communities of practice to explain how people learn from play

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    Although there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically what and how people learn from these environments. This paper addresses this issue by exploring the experiences of couples that play World of Warcraft together. Learning outcomes were identified (involving the management of ludic, social and material resources) along with learning processes, which followed Wenger’s model of participation in Communities of Practice. Comparing this with existing literature suggests that productive comparisons can be drawn with the experiences of distance education students and the social pressures that affect their participation

    Massive Open Online Courses as affinity spaces for connected learning: Exploring effective learning interactions in one massive online community

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    This paper describes a participatory online culture – Connected Learning Massive Open Online Collaboration (CLMOOC) – and asks how its ethos of reciprocity and creative playfulness occurs. By analysing Twitter interactions over a four-week period, we conclude that this is due to the supportive nature of participants, who describe themselves as belonging to, or connected with, the community. We suggest that Gee’s concept of an affinity space is an appropriate model for CLMOOC and ask how this might be replicated in a higher education setting

    Community space in complex learning communities : lessons learnt

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    Highly complex learning communities where diverse participants collaborate to achieve multiple aims through synergy have the potential to be highly creative and productive. However the diversity and multiple aims can also mean the advantages of a community - share understand, trust and direction - are difficult to achieve, resulting in few if any of the aims being realised. We review two case studies, where the learning community is trying to achieve multiple aims, in order to explore how virtual and physical space are employed to support collaborative learning and enhance synergistic potential. The analysis shows that high levels of diversity have influenced these spaces and trends towards differentiation and holistically designed hybrid, virtual and physical, collaboration space. The characteristics of theses cases are sufficiently general to lead us to draw insights for the building of collaborative space in multi-purpose complex learning communities. These are equably applicable to learning communities which share features such as heterogeneity, multiple locations or a mixture of spaces

    Online communication and information technology education

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    Blended Learning, a learning facilitation that incorporates different modes of delivery, models of teaching, and learning styles, introduces multiple media to the dialog between the learner and the facilitator. This paper examines online communication as the link between established theory of learning and literature on e-learning in order to better understand the appropriate use of blended learning in an actual Information Technology course. First, previously defined theoretical constructs that utilize communication as a facilitator for learning are considered. Then, using the Interpretivist standpoint, we examine data gathered from focus groups and interviews to gauge the experience of staff and students who were participants in a Blended Learning course. There are four previously defined theoretical constructs of greatest relevance to blended learning. Vygotsky’s Zone of Proximal Development highlights the importance of communication with capable peers who can provide stimuli and feedback to a learning individual. Wegner’s Communities of Practice are groups of individuals who share a common practice interest and rely on a dialogue to facilitate learning. Laurillard’s Conversational Framework includes a pragmatic 12- step model that teachers can use to structure their learning facilitation. Finally, Salmon’s EModeration considers five stages of online communication in terms of how the moderator might facilitate dialogue among learners. These four theoretical models form the basis for understanding the implementation of blended learning discussed here. The course studied was a part-time Bachelor of Science degree in Information Technology (IT), delivered using Blended Learning. Students were required to attend one evening per week and make substantial use of Web based learning over a period of five years. Students were mature, some already working in the IT field. Forty students in a first cohort and eighteen students in a second cohort were studied during the first year of their course. While students in the first cohort who succeeded in the course often found the discussion boards to be of considerable value in discussing assignments and sharing learning, the boards also could discourage those with less technical backgrounds. There is data to suggest that a high rate of dropouts and failures among the first cohort after just one year may have been influenced by discouragement felt by those who could not keep up with the technical level of the discussion board posts. As a result of this data, for the second cohort, the number of online communications was reduced to one assessed online discussion that was closely monitored. As a result, discussions were more on-topic; however students reported significantly less sense of community. Again, a high dropout rate resulted. Our results suggest that communication is both a challenge and an enabler for facilitating a successful blended learning course. Blended learning is not simply a matter of the combination of face-to-face and online instruction, but it has to have elements of social interaction. It appears to be important to allow students to bond together and to socialize. Knowing each other eases the communication barriers and reduces the fear of posting messages into an open forum. At its best, online communication can provide study help, social interaction, and a sense of community. We have evidence that when students are required more frequently to cooperate online, they share a common problem and on some level create their own “problem solving” community. However, our data from the first cohort indicates that unguided communication of a Community of Practice can lead to undesirable effects. At the same time, our data from the second cohort indicates that a very structured approach is also undesirable. The ideal situation, it seems, is somewhere in the middle. However, the middle is not easily defined. Because the community depends on the individuals who are the main components of it, it is difficult to predict how the same environment would influence different individuals or different cohorts. Thus, the ultimate responsibility is on the lecturer to listen to the students and engage in continuous dialogue

    Learning to play in digital games

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    There is growing interest in the use of games for educational purposes, particularly with regard to teaching curriculum subjects. Much of the research however has focused either on the content of games or the learning theory they illustrate. This paper presents a methodology that allows for an examination of how players learn to play. An understanding of this process is arguably crucial for incorporating games into educational systems. Three case studies are presented that illustrate the application of this method. We also evaluate its usefulness and limitations. The paper concludes with a discussion of issues in researching learning from games, and suggestions for how research methods in this area might be developed
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