32 research outputs found

    Active and supportive computer-mediated resources for student-to-student conversations

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    Communication is a central aspect of human learning. Using the Probability Inquiry Environment (PIE) as an example, we examine how external representations (both textual and iconic) mediate face-to-face conversations among students, and support productive mathematical discourse. We provide quantitative data that suggests that seventh grade students who used PIE learned some of the basic principles of probability. Two cases studies are that illustrate how communication supported by computer-mediated representations contributed to this success. The first case study demonstrates how the computer can actively prompt student conversations that lead to learning. The second case study examines how an animated graphical representation supported these productive conversations

    Social Affordances of Mixed Reality Learning Environments: A case from the Science through Technology Enhanced Play project (STEP)

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    We describe the design of the Science through Technology Enhanced Play (STEP) project. In STEP, we explore the potential for dramatic play—a form of activity that is particularly familiar to early elementary students—to promote meaningful inquiry about scientific concepts. We report on the first round of design experiments conducted with 120 first and second grade students who investigated how and why different states of matter have different properties. Pre-post analyses indicate that the majority of students learned the content and demonstrate how the affordances of the socio-technical system promoted the transition from individual observation to collective inquiry, how play as the root activity provided agency within that inquiry, and how the teacher and the social norms of the classroom reinforced these productive social processes

    DOI 10.1007/s11412-006-9000-2 From dialogue to monologue and back: Middle spaces in computer-mediated learning

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    Abstract The authors develop a framework for the design of tools to mediate collaboration intended to lead to learning. We identify two categories of media that are common in computer-supported collaborative learning and software in general: communication media and information media. These two types of media are then mapped onto two types of social activities in which learning is grounded: dialogue and monologue. Drawing on literature in learning theory, we suggest the need for interfaces that help students to transition from dialogue to monologue and back again. We examine in detail two cases of students participating in a computer-mediated science learning activity that involved technologies designed to support this transition, and suggest ways that the “middle space ” can be supported with software and activities that transcend some of the traditional tradeoffs associated with information and communication interfaces
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