5 research outputs found

    Integrating Learning Analytics to Measure Message Quality in Large Online Conversations

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    Research on computer-supported collaborative learning (CSCL) often employs content analysis as an approach to investigate message quality in asynchronous online discussions using systematic message-coding schemas. Although this approach helps researchers count the frequencies by which students engage in different socio-cognitive actions, it does not explain how students articulate their ideas in categorized messages. This study investigates the effects of a recommender system on the quality of students’ messages from voluminous discussions. We employ learning analytics to produce a quasi-quality index score for each message. Moreover, we examine the relationship between this score and the phases of a popular message-coding schema. Empirical findings show that a custom CSCL environment extended by a recommender system supports students to explore different viewpoints and modify interpretations with higher quasi-quality index scores than students assigned to the control software. Theoretical and practical implications are also discussed

    Kaasaegsete kognitiivsete ja sotsiaalsete sekkumistehnikate loomine pediaatrilises neurorehabilitatsioonis ajukahjustusega lastel

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    VĂ€itekirja elektrooniline versioon ei sisalda publikatsiooneOmandatud ajukahjustusega lapsed vajavad kaasuva kognitiivse ja sotsiaalse defitsiidi diagnostikat ja rehabilitatsiooni, mis on oluline lapse akadeemilise edukuse ja elukvaliteedi parandamisel. Neurorehabilitatsioon on plaanipĂ€rane sekkumine, mille eesmĂ€rk on kompenseerida vĂ”i kergendada ajukahjustusest pĂ”hjustatud defitsiiti. Antud doktoritöö eesmĂ€rk oli uute arvutipĂ”histe meetodite kasutuselevĂ”tmine omandatud ajukahjustusega laste kognitiivses ja sotsiaalses neurorehabilitatioonis. Treeningdisainid loodi tĂ€helepanu, ruumitaju ja sotsiaalse kompetentsi hĂ€irete raviks. Uuringus osales 59 epilepsia, ajutrauma vĂ”i tikkide diagnoosiga ja 47 tervet kontrollgrupi last vanuses 8–12 aastat. Patsiendid lĂ€bisid rehabilitatsiooni (10 treeningut) koos eelneva ja treeningujĂ€rgse testimisega. TĂ€helepanu ja ruumitaju treeningus kasutati arvutipĂ”hist ForamenRehab lastele kohandatud programmi vĂ€ljatöötatud treeningprotokollidega. Sotsiaalsete hĂ€irete raviks loodi esmalt struktureeritud neurorehabilitatsiooni mudel, mis koosnes sotsiaalse kompetentsi olulistest komponentidest, nende hindamismeetoditest ja rehabilitatsiooni vahenditest: puutetundlikud lauad Snowflake Multiteach Tabletop ja Diamond Touch Table, ning virtuaalreaalsuse keskkonnad. Tulemusena esines patsientidel treeningu eelselt vĂ€ljendunud tĂ€helepanu, ruumitaju ja sotsiaalse kompetentsi defitsiit. ArvutipĂ”hised ja virtuaalreaalsuse programmid olid efektiivsed kognitiivsete hĂ€irete ravis. Patsientidel esines treeningute jĂ€rgselt oluline paranemine kahes tĂ€helepanu komponendis (tĂ€helepanu jagamine ja seiramine) ja kolmes ruumitaju komponendis (visuaal-konstruktiivsed vĂ”imed, visuaalne tĂ€helepanu ja nĂ€gemis-ruumitaju) ning raviefekt oli sĂ€ilinud jĂ€reltestimisel 1,3 aastat hiljem. Sotsiaalse rehabilitatsiooni jĂ€rgselt paranesid oluliselt patsientide vaimuteooria (Theory of Mind) ja emotsioonide Ă€ratundmine, kasutati rohkem koostööoskuseid, verbaalset ja mitteverbaalset kommunikatsiooni ning pragmaatika oskuseid. Uuringute tugevuseks oli sajaprotsendiline ravisoostumus ning positiivne tagasiside. Olulised on töö kĂ€igus vĂ€lja töötatud teaduspĂ”hised sekkumisprotokollid ja uued tehnoloogiapĂ”hised rehabilitatsioonimeetodid hĂ€irunud funktsioonide spetsiifiliseks raviks lastel.Children with acquired brain injury (ABI) need diagnosis of accompanying cognitive and socio-emotional deficits and neurorehabilitation to enhance their future academic success and quality of life. Neurorehabilitation is a systematic intervention designed to compensate for or remediate the impairments caused by brain injury. The main aim of the thesis was implementing new computer-based programs, multitouch-multiuser tabletops and virtual reality in cognitive and social neurorehabilitation for children with ABI. Rehabilitation designs were developed for the treatment of attention, visuospatial, and social competence deficits. 59 children aged 8–12 years with ABI diagnosis (epilepsy, traumatic brain injury or tic disorder) and 47 healthy controls participated. Study group patients completed 10 training sessions guided by therapists. Pre-intervention assessments, and outcome assessments immediately and 1.31 years after the rehabilitation were carried out. ForamenRehab computer-programme was adapted to children and intervention protocols were created for attention and visuospatial function remediation. For social deficit remediation, the structured neurorehabilitation model was created, composed of the main components of social competence with evaluation and intervention tools: Snowflake Multiteach Tabletop, Diamond Touch Table and virtual reality programmes. Pre-intervention assessments showed that children with ABI had significant deficits in attention, visuospatial abilities and social competence functions. Computer-based and virtual reality programs were effective in the remediation of cognitive deficits in patients. After training, the patients had improved performance in two attention (complex attention and tracking) and three visuospatial components (visual organization, visual attention and visuospatial perception). The positive training effect had preserved after 1.3 years in follow-up assessments. Additionally, after social deficit rehabilitation, the patients showed improvements in Theory of Mind and emotion recognition, and they used more cooperation, communication, and pragmatic skills. The patients’ compliance was 100% and feedback was positive for all three interventions. In sum, the developed evidence-based intervention protocols and new technology-based rehabilitation methods are important in the remediation of specific cognitive deficits in children.https://www.ester.ee/record=b528718

    Improving Hybrid Brainstorming Outcomes with Scripting and Group Awareness Support

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    Previous research has shown that hybrid brainstorming, which combines individual and group methods, generates more ideas than either approach alone. However, the quality of these ideas remains similar across different methods. This study, guided by the dual-pathway to creativity model, tested two computer-supported scaffolds – scripting and group awareness support – for enhancing idea quality in hybrid brainstorming. 94 higher education students,grouped into triads, were tasked with generating ideas in three conditions. The Control condition used standard hybrid brainstorming without extra support. In the Experimental 1 condition, students received scripting support during individual brainstorming, and students in the Experimental 2 condition were provided with group awareness support during the group phase in addition. While the quantity of ideas was similar across all conditions, the Experimental 2 condition produced ideas of higher quality, and the Experimental 1 condition also showed improved idea quality in the individual phase compared to the Control condition
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