59 research outputs found

    Examining the Context of Strategy Instruction

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    The goal of literacy instruction is to teach reading and writing as tools to facilitate thinking and reasoning in a broad array of literacy events. An important difference in the disposition of children to participate in literacy experiences is the extent to which they engage in intentional self-regulated learning. The contexts attending six traditional models of strategy instruction are examined. An exploratory study, conducted with heterogeneous third graders, is reported, examining the implementation and outcomes of three models of strategy instruction—Direct Instruction, Reciprocal Teaching, and Collaborative Problem Solving—which manipulated teacher and student control of activity, as well as the instructional context.Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/69008/2/10.1177_074193259101200306.pd

    Epistemic and social scripts in computer-supported collaborative learning

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    Collaborative learning in computer-supported learning environments typically means that learners work on tasks together, discussing their individual perspectives via text-based media or videoconferencing, and consequently acquire knowledge. Collaborative learning, however, is often sub-optimal with respect to how learners work on the concepts that are supposed to be learned and how learners interact with each other. One possibility to improve collaborative learning environments is to conceptualize epistemic scripts, which specify how learners work on a given task, and social scripts, which structure how learners interact with each other. In this contribution, two studies will be reported that investigated the effects of epistemic and social scripts in a text-based computer-supported learning environment and in a videoconferencing learning environment in order to foster the individual acquisition of knowledge. In each study the factors ‘epistemic script’ and ‘social script’ have been independently varied in a 2×2-factorial design. 182 university students of Educational Science participated in these two studies. Results of both studies show that social scripts can be substantially beneficial with respect to the individual acquisition of knowledge, whereas epistemic scripts apparently do not to lead to the expected effects

    Learning by Teaching SimStudent: Technical Accomplishments and an Initial Use with Students

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    The purpose of the current study is to test whether we could create a system where students can learn by teaching a live machine-learning agent, called SimStudent. SimStudent is a computer agent that interactively learns cognitive skills through its own tutored-problem solving experience. We have developed a game-like learning environment where students learn algebra equations by tutoring SimStudent. While Simulated Students, Teachable Agents and Learning Companion systems have been created, our study is unique that it genuinely learns skills from student input. This paper describes the overview of the learning environment and some results from an evaluation study. The study showed that after tutoring SimStudent, the students improved their performance on equation solving. The number of correct answers on the error detection items was also significantly improved. On average students spent 70.0 minutes on tutoring SimStudent and used an average of 15 problems for tutoring. © Springer-Verlag Berlin Heidelberg 2010

    Towards shared understanding of metacognitive skill and facilitating its development

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    Abstract. Our research objective is to organize existing learning strategies and systems to support the development of learners ’ metacognitive skill. It is difficult to organize them because the term metacognition itself is mysterious and ambiguous. In order to achieve the objective, we first organize activities in cognitive skill and metacognitive skill. It enables us to reveal what activity existing learning strategies and systems support as metacognitive skill or what activity they do not support. Next, we simplify existing learning strategies and systems by ontology. It helps us to understand what of learning strategies and support systems is respectively different, and what of them is respectively similar. It will contribute to a part of an instructional design process.

    An evaluation study of a digital library of ideas : Workflow Model and classroom use

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    The Department of Design Manufacturing and Engineering Management at the University of Strathclyde, Glasgow, UK, has been developing a digital library to support design engineering student learning through the Digital Libraries for Global Distributed Innovative Design Education and Teamwork project (http://www.didet.ac.uk, December, 2007). Previous related studies have observed and analysed how students search for, store, structure and share design engineering information (Grierson et al. in paper presented at the Network Learning Conference, pp. 572-579, 2004; Nicol et al. in Open Learning 20(1):31-49, 2005) and these studies have identified the need for the design and development of a digital library with two system components, which best suit the design process: (i) an informal shared workspace; the 'LauLima' Learning Environment and (ii) a repository of more formal searchable and browsable design information; the 'LauLima' Digital Library (McGill et al. in Br. J. Educ. Technol. 36(4):629-642, 2005). This paper focuses on the Workflow Model developed to populate the digital library and presents findings from early use of the digital library by students and staff

    Learning by Teaching SimStudent: Technical Accomplishments and an Initial Use with Students

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    The purpose of the current study is to test whether we could create a system where students can learn by teaching a live machine-learning agent, called SimStudent. SimStudent is a computer agent that interactively learns cognitive skills through its own tutored-problem solving experience. We have developed a game-like learning environment where students learn algebra equations by tutoring SimStudent. While Simulated Students, Teachable Agents and Learning Companion systems have been created, our study is unique that it genuinely learns skills from student input. This paper describes the overview of the learning environment and some results from an evaluation study. The study showed that after tutoring SimStudent, the students improved their performance on equation solving. The number of correct answers on the error detection items was also significantly improved. On average students spent 70.0 minutes on tutoring SimStudent and used an average of 15 problems for tutoring. © Springer-Verlag Berlin Heidelberg 2010
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