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1

Weinberger, Armin. "Scripts for Computer-Supported Collaborative Learning." Diss., lmu, 2003. http://nbn-resolving.de/urn:nbn:de:bvb:19-11206.

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Myneni, Lakshman Sundeep Narayanan N. Hari. "Studio-based computer supported collaborative learning." Auburn, Ala, 2009. http://hdl.handle.net/10415/1665.

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Gudkova, N. "Strategies for effective computer-supported collaborative learning." Thesis, Наукова платформа Open Science Laboratory, 2020. https://er.knutd.edu.ua/handle/123456789/15511.

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In social constructionist pedagogical approaches, learning is defined as an interactive, discursive and situated activity. This rests on the idea that knowledge is co-constructed through social interaction. Students are seen as active learners and teachers as facilitators. In both off- and online settings, collaborative learning refers to two or more learners working together and striving to solve a common task or achieve a shared learning objective using predominantly peer-directed interactions. Computer-supported collaborative learning has the potential to improve learners’ cognitive, affective and social learning outcomes.
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Alrayes, Amal. "Investigating the learning performance in computer supported collaborative learning environments." Thesis, University of Manchester, 2013. https://www.research.manchester.ac.uk/portal/en/theses/investigating-the-learning-performance-in-computer-supported-collaborative-learning-environments(369f64e0-3309-499e-a00a-c097ae7e5d03).html.

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This thesis concerns groupwork, Computer Supported Collaborative Learning (CSCL) and social relationships. The use of the computer, especially when it involves the web, is claimed to be one of the most powerful tools for providing teachers and learners with an interactive and independent learning environment. This claim is justified by the immediate and wide accessed to resources. Although CSCL involves many technologies and functions, it is agreed that its universal feature is to encourage students to seek in-depth learning. The main purpose of this research is to empirically investigate the influences on learning outcomes in CSCL environments, specifically to understand how affordances for collaboration contribute to user experience as well as performance in groupwork; and to study social relationships and how they may affect learning performance. The main motivations behind this research are: 1) contradictions in the literature about the effectiveness of using the technology in groupwork, and 2) the shortcomings of existing collaborative environments, such as a poor sense of presence and limited non-verbal communication. Evaluations of collaborative technology have tended to follow either an ethnographic approach to investigate the context of use in depth, or more focused experimental analyses directed towards specific questions about collaboration. However, this research followed the mixed methods approach which has been successfully applied in HCI (Murphy et al., 1999; Ormerod et al., 2004), so this approach is suitable for investigating CSCL affordances and requirements. A series of seven field studies was conducted, using both quantitative (questionnaires) and qualitative (observations and interviews) methods. Synthesising the analysis of the seven studies involved experimentally comparing the affordances of some existing collaborative technologies (Blackboard and SecondLife). Overall, the results offer four main contributions. First, a conceptual model of the factors that impact performance in CSCL environments is developed, including three main dimensions: technology, group and learner features. Second, the key theoretical findings in this research show that social relationships and overall group activities do not correlate directly with performance, so our results appear to agree with previous findings that social relationships have no positive effect on learning performance. However, some social familiarity does appear to promote group interaction and performance. Comparing the use of technologies with face-to-face collaboration produced a complex picture. The 3D virtual world did not produce the expected benefit, probably because of usability problems encountered with the avatars. In contrast, the text-based virtual world was perceived as being more usable, even though for some groups it was considered to be boring and not a stimulating user experience. Although face-to-face collaboration was expected to be most effective, and indeed it was quickest and rated best on experience and positive emotions, it did not produce more accurate results. Third, was the mixed methods research approach and the discourse analysis method used to analyse the Blackboard threads in this research. Finally, the research provides guidelines for both educators and designers of CSCL environments. Although the exploratory nature of the study resulted in certain limitations, the study enriches existing knowledge in the area of CSCL and provides theoretical, methodological and practical insights that suggest promising opportunities for future research.
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Murphy, Brian. "Computer supported collaborative learning through reflection on practice." Thesis, Oxford Brookes University, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.364879.

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Hakkarainen, Kai Pekka Juhani. "Epistemology of scientific inquiry and computer-supported collaborative learning." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0011/NQ41435.pdf.

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7

Shum, Ming-fai Sammy, and 沈明輝. "Acquiring internet communication concepts through computer supported collaborative learning." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B29954939.

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8

Issroff, Kim. "Investigating computer-supported collaborative learning from an affective perspective." Thesis, Open University, 1996. http://oro.open.ac.uk/56457/.

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Recent research on computer-supported collaborative learning has an emphasis on cognitive factors and experimental studies. However there are contradictory findings and disagreements about the mechanisms underpinning collaborative learning. In this thesis, computer-supported collaborative learning situations are assessed with an emphasis on the affective factors, students' perceptions and aspects of the learning situation that learners themselves find important. Three empirical studies were conducted to highlight some of these factors. The first study investigated 11 individuals and 22 pairs of students in a secondary school using a computer to fill in a worksheet about chemistry. The second study examined 61 psychology undergraduates working collaboratively at a summer school. The third study followed a group of three primary school children working collaboratively on a dynamic document in science. The first study found differences between individuals and pairs in terms of on-task performance but no differences between them in terms of preto post-test gain. It also showed the importance of affective factors to students. The analysis of videotapes showed changes over sessions and developments over time in students' collaborative interactions. The affective findings from the first study were supported by the results of the second study which showed that the majority of students thought that it was more important to get along with their peers than to succeed in the task. In the third study, temporal features of the interaction were analysed in a longer-term collaboration. A number of different methodologies were used in the studies and issues concerning pre- and post-testing and the use of naturalistic and experimental studies are discussed. Time-based analyses are carried out on approximately 26 hours of videotapes of collaborative interactions and these show developments in patterns of interactions. The thesis supports Ames' (1984) view that a moral dimension is important in collaborative learning, with findings showing that the majority of students think that it is more important to get along with their peers than to get the correct answer, with this being particularly pertinent for women. Together these studies show that both the task structure and the way in which collaboration is resourced has an impact on the products, processes and outcomes of collaborative interactions.
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9

Thorsteinsson, Gisli, and Tom Page. "COMPUTER SUPPORTED COLLABORATIVE LEARNING IN TECHNOLOGY EDUCATION THROUGH VIRTUAL REALITY LEARNING ENVIRONMENTS." 名古屋大学大学院教育発達科学研究科 技術・職業教育学研究室, 2007. http://hdl.handle.net/2237/12115.

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Wang, Wei 1974. "Computer-supported virtual collaborative learning and assessment framework for distributed learning environment." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/84815.

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林正乾 and Ching-kin Lam. "Fostering conceptual understanding in chemistry through computer-supported collaborative learning." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31963006.

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Alqurashi, Fahad. "Computer supported collaborative learning in composition classrooms in Saudi Arabia." Virtual Press, 2005. http://liblink.bsu.edu/uhtbin/catkey/1317739.

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This study investigated the reactions of Saudi college students to collaborative learning techniques introduced in two modalities: face-to-face and web-based. Quantitative data were collected with a questionnaire that examined the changes of three constructs: attitudes toward collaboration, social self-efficacy, and perceived peer academic support of composition students at Umm Alqura University, Saudi Arabia. Students in the experimental group collaborated electronically using Blackboard, a web-based environment while students in the control group collaborated face-to-face. Students' responses to the questionnaire did not show any significant differences between the experimental group and control group with respect to the three variables.Three factors might have led to such results. First, one of the scales used in the questionnaire had low reliability that could have affected its procedure implementation. Second, collaborative learning is a new technique to Saudi students that could have contradicted the learning styles they studied according to since elementary school. Third, there were technical obstacles experienced during the experiment (i.e. no enough computer labs and no full access to the Internet) that could have been a discouraging factor for the subjects.Qualitative data collected through a post-study survey reflected the participants' positive attitudes towards peer response techniques applied throughout the experiment, giving and receiving comments, and working with computers. Such positive attitudes reflect the need to update composition teaching methods, introduce process-oriented pedagogies, foster group work strategies, and develop more computer resources and networking facilities.
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Lam, Ching-kin. "Fostering conceptual understanding in chemistry through computer-supported collaborative learning." Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B2575354x.

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Crawley, Ruth Mary. "Computer-supported collective learning for problem solving : analysis and recommendations." Thesis, University of Brighton, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.299220.

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Zhao, Ke, and 赵珂. "Fostering learning and collaboration through computer-supported collaborative inquiry among Chinese tertiary business Englishstudents." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2010. http://hub.hku.hk/bib/B44901926.

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Liu, Kit-ying, and 廖潔凝. "ICT supported collaborative learning of business studies." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B29959895.

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17

Saarenkunnas, M. (Maarit). "Multidimensional participation in polycontextual computer-supported language learning." Doctoral thesis, University of Oulu, 2004. http://urn.fi/urn:isbn:9514274865.

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Abstract This thesis is an interdisciplinary study on how students and teachers as participants in computer-supported language learning make meaning to their activities. The analysis moves gradually from a more general discussion of participant activity and interaction in computer-supported environments to a domain-specific discussion of language learning and work. The main body of data for the study comes from three different university language courses. The last empirical study introduces a complementary data set from working life. The thesis grounds its arguments on a discourse perspective of meaning. Rather than considering meaning as a property of a text or discourse, meaning is seen to reside in the active efforts of the participants of a social situation. In the particular case of computer-supported learning, a multiplicity of modes has to be taken into consideration. Language, in the sense of words, is a partial bearer of meaning only. The theoretical framework advances from a discussion of computer-supported learning as a hybrid form of interaction to a discussion of situated perspectives and computer-supported learning. The research approach applies multiple perspectives due to the multimodal and polycontextual nature of computer-supported learning. Special emphasis is laid on reaching the participant perspective. The findings highlight the multidimensional and polycontextual character of participation in computer-supported learning. The resources that the participants use for meaning-making reach beyond the textual interaction in the learning platform. Furthermore, the participants have multiple ways of taking part in the educational activities. The context that the participants produce for their actions exceeds the limits of the learning platform and ties the activity to the surrounding world in many ways.
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Abedin, Babak Information Systems Technology &amp Management Australian School of Business UNSW. "Investigating non???pedagogical sociability of asynchronous computer supported collaborative learning environments." Awarded by:University of New South Wales. Information Systems, Technology & Management, 2009. http://handle.unsw.edu.au/1959.4/44577.

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While technologically Computer Supported Collaborative Learning (CSCL) systems have been considerably improved, previous studies have shown that the social aspect of CSCL is often neglected or assumed to happen automatically just by creating such virtual learning environments. Several studies on the other hand showed sociability of CSCL environments strongly relate to online learning enjoyment and effectiveness of learning. Social interactions in CSCL can be broadly categorized as pedagogical/on-task and non-pedagogical/non-task interactions. Accordingly, this thesis investigates the non-pedagogical sociability of CSCL environments and primarily demonstrates that non-pedagogical/non-task interactions do occur in these environments. In addition, this thesis operationalizes the notion of non-pedagogical sociability of CSCL environments and determines factors that impact on it. A multi method approach for data collection and analysis is used. Results of a content analysis extend the Transcript Analysis Tool (TAT) instrument, the tool used for the content analysis, and show the presence and pattern of a substantial amount of nonpedagogical social exchanges occur in both virtual task-related as well as non-taskrelated spaces. The findings from the survey data, on the other hand, support the SIP theory and SIDE theory predictions and revealed that the sense of cohesion and awareness of others significantly impact on the non-pedagogical sociability of CSCL. Furthermore, the study demonstrates that the perception of self-representation and perception of compatibility affect the sense of cohesion and awareness of others and indirectly contribute to the perceived non-pedagogical sociability of the environment. The findings of this thesis can be used in future research for investigating the relationship between the non-pedagogical sociability of CSCL and other CSCL factors. It also provides CSCL lecturers and facilitators with a conceptual model by which sociability can be explicitly addressed in their course planning and delivery processes. From a practical point of view, this study develops and validates an instrument that guides required changes in the CSCL for improving the non-pedagogical social functionality of the environment. The findings also stress the importance of virtual spaces in CSCL design exercises in order to provide opportunities for students to have non-task discussions and to reflect on their own and others??? experiences and ideas.
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Qu, M. (Min). "Exploring students’ navigation profile in a computer-supported collaborative learning context." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201805161814.

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As technology advances rapidly, computer-supported collaborative learning (CSCL) approaches are more and more implemented in educational contexts. However, the assessment of learning processes in CSCL is still a challenge for both teachers and students. Trace data (e.g., from log files), which is objective and can be collected in an unobtrusive way, provides great opportunity to investigate and assess learning process. The present study explored high school students’ (N = 12) navigation behavior on a web-based learning environment during an advanced physics course. The course was implemented in a collaborative learning context and was loosely scripted. Students were instructed to work collaboratively on certain tasks during each lesson session. The study investigated students’ navigation profiles at three different levels, (i.e., class level, group level, individual level), and the relationship between students’ navigation profiles and their final learning outcomes. The study used a quantitative research methodology. The log data of students’ navigation behavior was automatically recorded by the Open edX learning environment during the whole course. Log file was preprocessed (filtered and features extracted) before conducting descriptive and correlation analyses. The findings of this study suggest that overall students were following the collaborative script during the whole course and some navigation behavior (i.e., navigated to course plan chapter) manifests students’ presence of planning and monitoring behavior. It was also found that each collaborative group consisted of different combination of individual navigation profiles and there was a significant correlation between students’ total navigation frequency and their final exam grade. The implication for students’ navigation profile as an assessment tool in CSCL are discussed. The small sample size imposes a limitation of the generalizability of the results. In future research, it is suggested to investigate students’ navigation behavior from multiple dimensions (e.g., sequential pattern, linearity of navigation) rather than a single factor (navigation frequency). Some other research possibilities are also proposed.
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Punako, Ronald Jr. "Computer-Supported Collaborative Learning Using Augmented and Virtual Reality in Museum Education." Thesis, Nova Southeastern University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10841922.

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Recent advancements in the cost, availability, and capability of augmented reality (AR) and virtual reality (VR) devices and software are spurring their mass distribution to the public. This fundamental shift in the use of AR and VR predominantly from military and academic research laboratories to the public presents new opportunities and challenges for the design of instructional technology. While studies of AR and VR have been conducted to inform the design of individual instructional products, few studies have focused on computer-supported collaborative learning (CSCL) products in which AR and VR learners work together toward shared learning goals.

The museum education industry possesses unique and inherent characteristics that position it as a strong candidate for the development and deployment of CSCL-ARVR products. Tourism locations, such as museums, provide an exemplary environment for advanced learning technology experimentation in which information technology infrastructure and programs of instruction are often already in place and in which many tourists already possess smartphones and or tablets that may be used to mediate location-based educational experiences.

The goal was to conduct formative research to develop a tentative instructional design theory that can be used to guide the creation of CSCL-ARVR instructional products. Instructional design theory and software engineering practices were applied to guide the design of a CSCL-ARVR instructional product prototype to support museum education. The prototype, named Co-Tour, was designed and developed to enable remotely-located VR participants to collaborate with AR participants located within a tourism location to jointly navigate the location, examine exhibits and answer questions about exhibits related to a problem-based learning instance. Formative data were collected and analyzed, and the results were used to develop a tentative instructional design theory.

Mixed Reality Museum Co-Visit Theory is proposed to inform the design and development of CSCL-ARVR co-visitation experiences for museums. A theoretical framework was developed and was informed by CSCL, game-based learning, social constructivist theory, flow theory, and the construct of camaraderie. Five values supporting the goal were elaborated to guide theory methods production including fostering of collaboration, leveraging of informal learning activities, incorporation of motivational elements, favoring of loose organization, and provision an effective user interface. Future research should focus upon replication towards validation and generalizability of results and upon the broader museum going population.

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Tzoumakas, Vasileios. "Network analysis of semantic spaces with application in computer supported collaborative learning." Thesis, University of Manchester, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.500492.

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Brandt, Sheila Ann. "Re-engineering the classroom: A field study of computer-supported collaborative learning." Diss., The University of Arizona, 1995. http://hdl.handle.net/10150/187209.

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Cognitive learning theory predicts, and studies have demonstrated that immediate and frequent feedback, cooperative learning, and reduced evaluation apprehension can improve learning. Electronic meeting systems (EMS) offer new support for these concepts, and may lead to an improved learning environment. In an attempt to create and evaluate a more effective, active, problem-solving learning environment, the following research questions were identified: (1) Does EMS classroom use affect learning? (2) How is EMS used in the classroom over time? A field study of computer-supported collaborative learning was conducted to answer these questions. Ten junior English classes at one high school were the volunteer subjects for this year-long study. One class received the treatment (classroom use of an EMS) and the other nine classes served as control groups. Each student in each class was given a pre-treatment writing assignment and survey and a post-treatment writing assignment and survey to assess writing skill development and perceived writing product and process skill development. Quantitative difference scores (post-pre) for the writing assignment and the survey were tabulated and the class means were analyzed using an Analysis of Variance. In addition, the treatment group served as "the case" in the case study portion of this study and was consistently observed throughout the school year. To determine patterns of classroom activities and interactions, field notes and formal interview transcripts were coded using a coding scheme developed specifically for this study. Findings of this study provide strong evidence that EMS technology had a positive effect in the classroom. A cooperative learning environment emerged where students consistently worked together and were task-focused. Students tackled more and bigger problems than permitted by the traditional classroom. Furthermore, the EMS technology provided more opportunities for immediate and frequent feedback. Finally, the EMS class developed stronger writing skills as compared to the other classes that did not employ EMS technology in the classroom. Thus, the results of this study suggest that the incorporation of EMS technology in the classroom fosters a more effective learning environment.
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Masterton, Simon J. "The virtual participant : story telling in a computer supported collaborative learning environment." Thesis, Open University, 1999. http://oro.open.ac.uk/54429/.

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This thesis presents a study of a novel approach for supporting students in text based electronic conferencing. It describes the development of a concept known as the Virtual Participant. An initial prototype was developed which was tested on the Open University Business School MBA course on Creative Management. The Virtual Participant first presented itself to the users as Uncle Bulgaria. a metaphor for collecting and recycling important information. The Virtual Participant approach is to store the discussions students have had in previous years that the course has run. and to retrieve those discussions at a time most appropriate to helping the students studying this year. It was never intended to provide 'the answer' but rather examples of similar discussions on similar topics. Uncle Bulgaria interacted with the students over a period of 16 weeks. during which time the students prepared two assignments and completed the first half of the course. The information gained from the students' interactions with the system and their feedback to a questionnaire survey was then fed back into a second prototype' which was again tested on the same course. In the second study the system was known to the students as the Active Archive. an active component of an archive of past student discussions. Through cross year comparisons it was possible to evaluate the improvements made between the Active Archive and Uncle Bulgaria systems. The Active Archive interacted with the students on a much larger scale than Uncle Bulgaria had. but with no increased negative impact. The second study provided examples where the Active Archive stimulated discussion amongst the students and vicarious learning could be said to have taken place. Taking the lessons learned from these two studies a number of guidelines for the development of such systems have been produced and are described and discussed.
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Chalmers, Christina. "Primary students' group metacognitive processes in a computer supported collaborative learning environment." Thesis, Queensland University of Technology, 2009. https://eprints.qut.edu.au/29819/1/Christina_Chalmers_Thesis.pdf.

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The current understanding of students’ group metacognition is limited. The research on metacognition has focused mainly on the individual student. The aim of this study was to address the void by developing a conceptual model to inform the use of scaffolds to facilitate group metacognition during mathematical problem solving in computer supported collaborative learning (CSCL) environments. An initial conceptual framework based on the literature from metacognition, cooperative learning, cooperative group metacognition, and computer supported collaborative learning was used to inform the study. In order to achieve the study aim, a design research methodology incorporating two cycles was used. The first cycle focused on the within-group metacognition for sixteen groups of primary school students working together around the computer; the second cycle included between-group metacognition for six groups of primary school students working together on the Knowledge Forum® CSCL environment. The study found that providing groups with group metacognitive scaffolds resulted in groups planning, monitoring, and evaluating the task and team aspects of their group work. The metacognitive scaffolds allowed students to focus on how their group was completing the problem-solving task and working together as a team. From these findings, a revised conceptual model to inform the use of scaffolds to facilitate group metacognition during mathematical problem solving in computer supported collaborative learning (CSCL) environments was generated.
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Chalmers, Christina. "Primary students' group metacognitive processes in a computer supported collaborative learning environment." Queensland University of Technology, 2009. http://eprints.qut.edu.au/29819/.

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The current understanding of students’ group metacognition is limited. The research on metacognition has focused mainly on the individual student. The aim of this study was to address the void by developing a conceptual model to inform the use of scaffolds to facilitate group metacognition during mathematical problem solving in computer supported collaborative learning (CSCL) environments. An initial conceptual framework based on the literature from metacognition, cooperative learning, cooperative group metacognition, and computer supported collaborative learning was used to inform the study. In order to achieve the study aim, a design research methodology incorporating two cycles was used. The first cycle focused on the within-group metacognition for sixteen groups of primary school students working together around the computer; the second cycle included between-group metacognition for six groups of primary school students working together on the Knowledge Forum® CSCL environment. The study found that providing groups with group metacognitive scaffolds resulted in groups planning, monitoring, and evaluating the task and team aspects of their group work. The metacognitive scaffolds allowed students to focus on how their group was completing the problem-solving task and working together as a team. From these findings, a revised conceptual model to inform the use of scaffolds to facilitate group metacognition during mathematical problem solving in computer supported collaborative learning (CSCL) environments was generated.
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Miao, Yongwu. "Design and implementation of a collaborative virtual problem-based learning environment." Phd thesis, [S.l. : s.n.], 2000. http://deposit.ddb.de/cgi-bin/dokserv?idn=960586490.

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Veldhuis-Diermanse, Anna Elske. "CSCLearning? : participation, learning activities and knowledge construction in computer-supported collaborative learning in higher education /." Online version, 2002. http://bibpurl.oclc.org/web/24769.

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Shi, Yongchao. "Culturally situated self-regulated learning in statistics in a computer-supported collaborative environment." Thesis, McGill University, 2010. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=95141.

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This thesis examines the role of context, especially cultural context, in contemporary theoretical models of self-regulated learning. A critical review of prominent models revealed that although current models of self-regulated learning recognize the role of social contexts in forming self-regulatory competency, they assume that, once established, self-regulation functions largely independently of the social context. However, this is not the case in social situations, nor is it the case in Eastern cultures and many non-mainstream Western sub-cultures, in which individuals typically self-regulate in relation to others. To address this issue, a situated discourse model of self-regulated learning was developed to involve both individually oriented and socially oriented regulatory processes. This model was then tested in a context of computer-supported learning in statistics. Participants were 30 Canadian male students and 30 Chinese male students who were enrolled in a major university in Canada. The students were randomly paired to learn analysis of variance for one hour as they solved a data analysis problem by using a computer tutor. Pairs were allowed to learn in a way of their own choice or simply by following the directions prescribed by the researcher. The students had little or no prior knowledge of analysis of variance. The results were consistent with research hypotheses derived from the proposed model. Compared with Chinese pairs, Canadian pairs engaged more with tasks of their own choice as revealed in the computer logs, and favoured more individually oriented actions both in solving their problem and in learning on the computer tutor as shown in their discourse. Moreover, Canadian pairs demonstrated a stronger preference for the employment of individually oriented self-regulatory strategies in the forethought and performance phases of self-regulated learning than did Chinese pairs. Furthermore, there were significant differences between Canadian pai
La présente thèse consiste à examiner le rôle du contexte social, particulièrement celui du contexte culturel, dans les modèles théoriques contemporains d'apprentissage auto-régulé. Une revue critique des modèles proéminents relève que bien que les modèles présents d'apprentissage auto-régulé reconnaissent le rôle du contexte social dans la formation des compétences auto-régulées, ils assument le fait qu'une fois établi, l'apprentissage auto-régulé fonctionne indépendamment du contexte social. Pourtant, ceci n'est pas le cas dans les contextes sociaux, ni dans les cultures orientales et ni dans les sous-cultures occidentales minorités, dans lesquels les individus s'auto-régulent en se référant aux autres. Pour faire face à ce problème, un discours de modèle de mise en situation de l'apprentissage auto-réglementé est présenté afin de s'adresser aux processus réglementaires, qui se concentrent autant sur les individus et sur les sociétés. Ce modèle a été testé dans le contexte d'apprentissage aux ordinateurs. Les participants étaient 30 étudiants mâles canadiens et 30 étudiants mâles chinois qui étudiaient dans une université majeure du Canada. Ils étaient appariés aléatoirement pour connaître l'analyse de variance pour une heure pendant lequel ils résolvaient un problème d'analyse des données avec l'assistance d'un ordinateur. Les pairs pouvaient soit apprendre d'une façon de leur propre choix ou soit de suivre simplement les directions prescrites par le chercheur. Les étudiants n'avaient aucune connaissance sur l'analyse de variance. Les résultats obtenus correspondent avec l'hypothèse de recherche dérivée du modèle proposé. Par rapport à leurs collègues chinois, les participants canadiens s'engagent davantage dans les tâches de leur propre choix comme ce que révèlent les logs de l'ordinateur et préfèrent une approche plus individuelle autant dans la résolution des problèmes que dans l'app
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Amarasinghe, Ishari. "The Orchestration of computer-supported collaboration scripts with learning analytics." Doctoral thesis, Universitat Pompeu Fabra, 2020. http://hdl.handle.net/10803/670420.

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Computer-supported collaborative learning (CSCL) creates avenues for productive collaboration between students. In CSCL, collaborative learning flow patterns (CLFPs) provide pedagogical rationale and constraints for structuring the collaboration process. While structured collaboration facilitates the design of favourable learning conditions, orchestration of collaboration becomes an important factor, as learner participation and real-world constraints can create deviations in real time. On the one hand, limited research has examined the orchestration challenges related to collaborative learning situations scripted according to CLFPs in authentic educational contexts to resolve collaboration at different scales. On the other hand, learning analytics (LA) can be used to provide proper technological tooling, infrastructure and support to orchestrate collaboration. To this end, this dissertation addresses the following research question: How can LA support orchestration mechanisms for scripted CSCL? To address this question, this dissertation first focuses on studying the orchestration challenges associated with scripted CSCL situations on small scales (in the classroom learning context) and large scales (in the distance learning context, specifically in massive open online courses [MOOCs]). In the classroom learning context, lack of teacher access to activity regulation mechanisms constituted a key challenge. In MOOCs, sustained student participation in multiple phases of the script was a primary challenge. The dissertation also focuses on studying the design of LA interventions that might address the orchestration challenges under examination. The proposed LA interventions range from human-in-control to machine-in-control in nature given the feasibility and regulation needs of the learning contexts under investigation. Following a design-based research (DBR) methodology, evaluation studies were conducted in naturalistic classrooms and in MOOCs to evaluate the effects of the proposed LA interventions and to understand the conditions for their successful implementation. The results of the evaluation studies conducted in the classroom context shed light on how teachers interpret LA data and how they action the resulting knowledge in authentic collaborative learning situations. In the distance learning context, the proposed interventions were critical in sustaining continuous flows of collaboration. The practical benefits and limitations of deploying LA solutions in real-world settings, as well as future research directions, are outlined.
El aprendizaje colaborativo asistido por ordenador (CSCL) ofrece oportunidades para la colaboración productiva entre estudiantes. En CSCL, los patrones de flujo de aprendizaje colaborativo (CLFP) proporcionan un fundamento pedagógico y restricciones para estructurar el proceso de colaboración. Si bien la colaboración estructurada facilita el diseño de condiciones de aprendizaje favorables, la orquestación de dicha colaboración estructurada se convierte en un factor importante, ya que la participación del alumno y los condicionantes del mundo real pueden crear desviaciones en el momento de su realización. Por un lado, existe una investigación limitada sobre los desafíos de la orquestación de aprendizaje colaborativo guiado según los CLFP en contextos educativos auténticos a diferentes escalas. Por otro lado, la analítica del aprendizaje (LA) se puede utilizar para proporcionar las herramientas tecnológicas, la infraestructura y el apoyo adecuados para orquestar la colaboración. Con este fin, esta tesis doctoral plantea la siguiente pregunta de investigación: ¿Cómo puede LA apoyar los mecanismos de orquestación de guiones de CSCL? Para abordar esta pregunta, la tesis doctoral se centra, primero, en estudiar los desafíos de la orquestación en situaciones CSCL guiadas a pequeña escala (en el contexto del aula) y a gran escala (en el contexto de aprendizaje a distancia, específicamente en cursos masivos abiertos en línea [MOOC]). En el contexto del aula, un reto imporante es la falta de acceso de los docentes a los mecanismos de regulación de la actividad. En los MOOC, el reto principal es sostener la participación de los estudiantes a lo largo de las diversas fases del guión. La tesis doctoral también se centra en estudiar el diseño de intervenciones de LA que podrían abordar los retos de orquestación detectados. Dadas las necesidades de viabilidad y regulación de los contextos de aprendizaje investigados, las intervenciones de LA propuestas van desde acciones automáticas donde la “máquina está en control” a intervenciones que implican “control por humanos”. Siguiendo una metodología de investigación basada en el diseño (DBR), se han realizado estudios en aulas y en MOOCs para evaluar los efectos de las intervenciones de LA propuestas y comprender las condiciones para su buena implementación. Los resultados de la evaluación realizada en el contexto del aula arrojan luz sobre cómo los profesores interpretan los datos de LA y cómo actúan en consecuencia en situaciones auténticas de aprendizaje colaborativo. En el contexto de la educación a distancia, las intervenciones propuestas fueron fundamentales para mantener flujos continuos de colaboración. La tesis docotral describe los beneficios prácticos y las limitaciones a la hora de implementar soluciones de LA en entornos reales, así como las direcciones de investigación futuras.
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Piki, Andriani. "Learner engagement in computer-supported collaborative learning environments : a mixed-methods study in postgraduate education." Thesis, Royal Holloway, University of London, 2012. http://repository.royalholloway.ac.uk/items/20fe1054-01c7-9269-8f1c-8a0630bc620c/9/.

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The thesis draws on a mixed-methods study which empirically and theoretically investigates the ways in which postgraduate students engage in collaborative learning activities facilitated by technology. The research is both significant and distinct in its approach towards understanding how learners engage in real-life computer-supported collaborative learning (CSCL) settings; what enables or hinders learner engagement; and how engagement shapes the learning outcomes. The ensuing findings indicate that learner engagement is embodied in human behaviour, emotions, and reflection and therefore it is described as a multi-dimensional concept. Learner engagement also appears to be a socially distributed phenomenon – rather than a stable student characteristic – influenced by various personal, group-level, and other situational factors, the most prominent of which are captured by the Hierarchical Model of Enablers and Barriers. The study also reveals that learner engagement presupposes purposeful interaction which is presented as an integrative theme capturing the impact of pedagogical design on engagement. Another observation is that particular combinations of student actions, perspectives, and characteristics tend to resurface and therefore may be considered as strong predictors of potential engagement (or disengagement). This finding led to the development of the WISE Taxonomy of Learner Engagement Archetypes which portrays the most universal engagement approaches that emerged within the studied context. Finally, findings seem to suggest that the way students envisage their learning outcomes is driven by the engagement approach each student adopts, and vice-versa. When combined, the proposed model, taxonomy, and conceptualisation of learner engagement collectively define a holistic analytical framework labelled Distributed Engagement Theory. The purpose of this mixed-methods study is to explore, understand, and subsequently explain learner engagement aiming at making an original contribution to existing CSCL literature as well as informing the design of pedagogical models for enhancing learner engagement in CSCL environments within postgraduate education.
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31

Noguera, Fructuoso Ingrid. "Indicators for teachers to design learning tasks for computer-supported collaborative production of knowledge." Doctoral thesis, Universitat de Barcelona, 2011. http://hdl.handle.net/10803/96265.

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Research on Computer-Supported Collaborative Learning (CSCL) demonstrates that proposing that students work in groups does not improve their learning or increase their motivation. It is essential to design appropriate learning tasks and suitable pedagogical and technological support. The aim of this research is to identify pedagogical directions to design and support collaborative knowledge building tasks in on-line education. We conducted a case study at the Open University of Catalonia where we carried out two experiments: the first focusing on how teachers design and support collaborative on-line learning tasks and, the second, based on the control exerted over the tasks. As a result of the investigation we characterize the type of tasks that promote collaborative knowledge building, the teachers’ role and functions supporting these types of tasks, and we identify different stages in task regulation. Based on these results, we propose pedagogical directions to design and support collaborative on-line tasks divided into 4 stages: 1) Task design and individual preparation, 2) Task organization and group negotiation, 3) Task performance and collaborative knowledge building, and 4) Critical evaluation.
La investigación en aprendizaje colaborativo mediado por ordenador demuestra que proponer a los estudiantes trabajar en grupo no implica aprender mejor o mayor motivación. Es esencial diseñar tareas de aprendizaje apropiadas y un apoyo pedagógico y tecnológico adecuado. El objetivo de esta investigación es identificar indicadores pedagógicos en el diseño y apoyo de tareas de construcción del conocimiento colaborativo en educación a distancia. Realizamos un estudio de caso en la Universitat Oberta de Catalunya en el que llevamos a cabo dos experimentos: el primero centrado en cómo los profesores diseñan y apoyan tareas colaborativas en línea y, el segundo, basado en el control ejercido sobre las tareas. Como resultado de la investigación, caracterizamos el tipo de tareas que promueven el aprendizaje colaborativo, el papel y funciones del profesor en el apoyo de este tipo de tareas, e identificamos diferentes etapas en la regulación de las tareas. Basándonos en estos resultados, proponemos indicadores pedagógicos para el diseño y apoyo de tareas colaborativas en línea divididos en 4 etapas: 1) diseño de la tarea y preparación individual, 2) organización de la tarea y negociación grupal, 3) realización de la tarea y construcción colaborativa del conocimiento, y 4) evaluación crítica.
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Fors, Mikael. "COMBILOG as a Basis for Visualizing Programming in a Computer-Supported Collaborative Learning Intervention." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-164885.

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Tang, King-chi, and 鄧敬池. "Fostering knowledge building among pre-service teachers in a computer-supported collaborative learning environment." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B27709437.

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Wong, Pui-yee, and 王佩儀. "Effects of computer-supported collaborative learning on students' writing quality and conceptions of writing." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B30269003.

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Challco, Geiser Chalco. "Gamification of collaborative learning scenarios: an ontological engineering approach to deal with the motivation problem caused by computer-supported collaborative learning scripts." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-25032019-103526/.

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Increase both students motivation and learning outcomes in Collaborative Learning (CL) activities is a challenge that the Computer-Supported Collaborative Learning (CSCL) community has been addressing in the past last years. The use of CSCL scripts to structure and orchestrate the CL process has been shown to be effective to support meaningful interactions and better learning, but the scripted collaboration often does not motivate students to participate in the CL process, which makes more difficult the use of scripts over time in CL activities. To deal with the motivational problems, the researchers, educators and practitioners are now looking at gamification as a solution to motivate and engage students. However, the gamification is a complex task, requiring from instructional designers and practitioners, knowledge about game elements (such as leaderboards and point systems), game design (e.g. how to combine game elements) and their impact on motivation, engagement and learning. Moreover, the gamification is too context-dependent, requiring personalization for each participant and situation. Thus, to address these issues, an ontological engineering approach to gamify CL sessions has been proposed and conducted in this dissertation. In this approach, an ontology has been formalized to enable the systematic representation of knowledge extracted from theories and best practices related to gamification. In this ontology, the concepts, extracted from practices and theories related to gamification, and identified as relevant to deal with the motivational problems in scripted collaborative learning, have been formalized as ontological structures to be used by computer-based mechanisms and procedures in intelligent-theory aware systems. These mechanisms and procedures with ontological structures aim to provide support to give advices and recommendations that will help instructional designers and practitioners to gamify CL sessions. To validate this approach, and to demonstrate its effectiveness and efficiency into deal with the motivational problems in scripted collaborative learning, four empirical studies were conducted in real situations at the University of São Paulo with undergraduate Computer Science and Computer Engineering students. The results of the empirical studies demonstrated that, for CL activities where the CSCL scripts are used as a method to orchestrate and structure the CL process, the ontological engineering approach to gamify CL scenarios is an effective and efficient solution to deal with the motivational problems because the CL sessions obtained by this approach affected in a proper way the participants motivation and learning outcomes.
Aumentar a motivação e os resultados de aprendizagem dos estudantes nas atividades de aprendizagem colaborativa é um desafio que a comunidade de Aprendizagem Colaborativa com Suporte Computacional tem abordado nos últimos anos. O uso de scripts para estruturar e orquestrar o processo de aprendizagem colaborativa demonstrou ser eficaz para dar suporte as interações significativas e um melhor aprendizado, mas a colaboração com scripts muitas vezes não motiva os alunos a participar do processo de aprendizagem colaborativa, o que dificulta o uso de scripts ao longo do tempo em atividades de aprendizgem colaborativas. Para lidar com problemas de motivação, os pesquisadores, educadores e profissionais estão agora olhando a gamificação como uma solução para motivar e envolver os alunos. No entanto, a gamificação é uma tarefa complexa, exigindo de projetistas instrucionais e profissionais, conhecimento sobre elementos do jogo (e.g. leaderboards e sistemas de pontos), design de jogos (e.g. como combinar elementos do jogo) e seu impacto na motivação, engajamento e aprendizado. Além disso, a gamificação é muito dependente do contexto, exigindo personalização para cada participante e situação. Assim, para abordar esses problemas, uma abordagem de engenharia ontologias para gamificar sessões de aprendizagem colaborativa foi proposto e desenvolvida nesta dissertação. Nessa abordagem, uma ontologia foi formalizada para possibilitar a representação sistemática de conhecimentos extraídos de teorias e melhores práticas relacionadas à gamificação. Na ontologia, os conceitos, extraídos de práticas e teorias relacionadas à gamificação, e identificados como relevantes para lidar com problemas motivacionais na aprendizagem colaborativa com scripts, foram formalizados como estruturas ontológicas a serem utilizadas por mecanismos e procedimentos informatizados em sistemas inteligentes cientes de teorias. Esses mecanismos e procedimentos com estruturas ontológicas visam fornecer suporte para dar conselhos e recomendações que ajudarão os projetistas instrucionais e profissionais a gamificar as sessões de aprendizagem colaborativa. Para validar a abordagem e demonstrar sua eficácia e eficiência em lidar com problemas motivacionais na aprendizagem colaborativa com scripts, quatro estudos empíricos foram conduzidos em situações reais na Universidade de São Paulo com estudantes de graduação em Ciência da Computação e Engenharia da Computação. Os resultados dos estudos empíricos demonstraram que, para as atividades de aprendizagem colaborativa no que os scripts são usados como um método para orquestrar e estruturar o processo da aprendizagem colaborativa, a abordagem de engenharia ontológica para gamificar cenários de aprendizagem colaborativa é um eficaz e eficiente solução para lidar com problemas motivacionais porque as sessões de aprendizagem colaborativa obtidas por essa abordagem afetaram de maneira adequada a motivação e os resultados de aprendizagem dos participantes.
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Martinez, Maldonado Roberto. "Analysing, visualising and supporting collaborative learning using interactive tabletops." Thesis, The University of Sydney, 2013. http://hdl.handle.net/2123/10409.

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The key contribution of this thesis is a novel approach to design, implement and evaluate the conceptual and technological infrastructure that captures student’s activity at interactive tabletops and analyses these data through Interaction Data Analytics techniques to provide support to teachers by enhancing their awareness of student’s collaboration. To achieve the above, this thesis presents a series of carefully designed user studies to understand how to capture, analyse and distil indicators of collaborative learning. We perform this in three steps: the exploration of the feasibility of the approach, the construction of a novel solution and the execution of the conceptual proposal, both under controlled conditions and in the wild. A total of eight datasets were analysed for the studies that are described in this thesis. This work pioneered in a number of areas including the application of data mining techniques to study collaboration at the tabletop, a plug-in solution to add user-identification to a regular tabletop using a depth sensor and the first multi-tabletop classroom used to run authentic collaborative activities associated with the curricula. In summary, while the mechanisms, interfaces and studies presented in this thesis were mostly explored in the context of interactive tabletops, the findings are likely to be relevant to other forms of groupware and learning scenarios that can be implemented in real classrooms. Through the mechanisms, the studies conducted and our conceptual framework this thesis provides an important research foundation for the ways in which interactive tabletops, along with data mining and visualisation techniques, can be used to provide support to improve teacher’s understanding about student’s collaboration and learning in small groups.
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Olsen, Jennifer. "Orchestrating Combined Collaborative and Individual Learning in the Classroom." Research Showcase @ CMU, 2017. http://repository.cmu.edu/dissertations/1000.

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In the classroom, teachers make use of different combinations of social planes (e.g., individual, collaborative) to support learning. However, little is known about the complementary strengths of individual and collaborative learning or how to combine them so that they are more effective than either social plane alone. One roadblock to this investigation is an ability to orchestrate, or manage, more complex, but theoretically effective, combinations of collaborative and individual learning in the classroom. Prior research has created orchestration tools that support the planning and real-time management of classroom activities, which reduces the cognitive load and time needed for instructors to support the activity, allowing for more complex activities to become more manageable. Current orchestration tools do not, however, support a wide range of combinations of collaborative and individual learning activities in a flexible manner. To fully investigate the combinations of collaborative and individual learning, orchestration tools need to be developed that can support the researcher in a way that can be integrated into the classroom by accounting for teachers’ values. My thesis work addresses two related goals. First, my work addresses the questions: Do collaborative and individual learning have complementary strengths and is a combination of the two social planes better than either alone? In my work, I developed an intelligent tutoring system (ITS) to support collaborative and individual learning. Through three studies, using this ITS, with over 500 4th and 5th grade students, I demonstrate that a collaborative ITS can be used to effectively support learning with elementary school students and that a combination of collaborative and individual learning is more effective than either alone. However, my studies did not find any support for complementary strengths and many other combinations of social planes are left to investigate. Additionally, during my experiments, I encountered challenges in orchestration that, along with the need to research more complex combinations of collaborative and individual learning, informed the next steps of my research. The second question my thesis work addresses is: How does an orchestration tool that supports researchers in exploring this space need to be designed to align with teachers’ values for easy integration in the classroom? Specifically, I aimed to support fluid transitions between social planes where students do not all have to be working in sync, which is not currently supported in existing orchestration tools. To support the orchestration tool design, I present a framework that structures the space that a researcher can explore when combining individual and collaborative learning. The framework can act as the set of requirements to be met in the orchestration tool from the point of the researcher as well as a lens to analyze and design combined social plane activities. As a first step towards supporting fluid transitions as laid out in the framework, I present a set of statistical models that extend domain-level individual modeling into the space of collaborative environments. Finally, I developed an orchestration prototype built around my framework that can be used as a research tool to further explore combined collaborative and individual spaces. To develop the tool to be successful within the classroom, I worked with teachers through a co-design process and validation of the prototype to incorporate their values into the tool. Taken together, my dissertation has six primary contributions. My dissertation contributes to the learning sciences through advancing our knowledge of (1) the strengths of collaborative and individual learning, although I did not find any complementary strengths, and (2) if a combination is better than either alone, which I did find support for. It contributes to educational technology through (3) the design of an effective ITS that supports collaborative and individual learning for fractions and educational data mining through (4) the advancement of models that can more accurately predict individual learning within a collaborative setting than the existing individual models. Finally, it contributes to computer supported collaborative learning and human-computer interaction through (5) a framework, which provides a lens for designing and analyzing combined collaborative and individual learning spaces, and (6) an orchestration prototype that supports fluid transitions between social planes in a way that can be a useful to both researchers and teachers in the classroom.
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Liu, Shuangyan. "Intelligent support for group work in collaborative learning environments." Thesis, University of Warwick, 2012. http://wrap.warwick.ac.uk/46815/.

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The delivery of intelligent support for group work is a complex issue in collaborative learning environments. This particularly pertains to the construction of effective groups and assessment of collaboration problems. This is because the composition of groups can be affected by several variables, and various methods are desirable for ascertaining the existence of different collaboration problems. Literature has shown that current collaborative learning environments provide limited or no support for teachers to cope with these tasks. Considering this and the increasing use of online collaboration, this research aims to explore solutions for improving the delivery of support for group work in collaborative learning environments, and thus to simplify how teachers manage collaborative group work. In this thesis, three aspects were investigated to achieve this goal. The first aspect emphasises on proposing a novel approach for group formation based on students‘ learning styles. The novelty and importance of this approach is the provision of an automatic grouping method that can tailor to individual students‘ characteristics and fit well into the existing collaborative learning environments. The evaluation activities comprise the development of an add-on tool and an undergraduate student experiment, which indicate the feasibility and strength of the proposed approach — being capable of forming diverse groups that tend to perform more effectively and efficiently than similar groups for conducting group discussion tasks. The second focus of this research relates to the identification of major group collaboration problems and their causes. A nationwide survey was conducted that reveals a student perspective on the issue, which current literature fails to adequately address. Based on the findings from the survey, an XML-based representation was created that provides a unique perspective on the linkages between the problems and causes identified. Finally, the focus was then shifted to the proposal of a novel approach for diagnosing the major collaboration problems identified. The originality and significance of this approach lies in the provision of various methods for ascertaining the existence of different collaboration problems identified, based on student interaction data that result from the group work examined. The evaluation procedure focused on the development of a supporting tool and several experiments with a test dataset. The results of the evaluation show that the feasibility and effectiveness are sustained, to a great extent, for the diagnostic methods addressed. Besides these main proposals, this research has explored a multi-agent architecture to unify all the components derived for intelligently managing online collaborative learning, which suggests an overarching framework providing context for other parts of this thesis.
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Nurjanah, Dade. "Awareness support for learning designers in collaborative authoring for adaptive learning." Thesis, University of Southampton, 2013. https://eprints.soton.ac.uk/349328/.

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Adaptive learning systems offer students a range of appropriate learning options based on the learners’ characteristics. It is, therefore, necessary for such systems to maintain a hyperspace and knowledge space that consists of a large volume of domain and pedagogical knowledge, learner information, and adaptation rules. As a consequence, for a solitary teacher, developing learning resources would be time consuming and requires the teacher to be an expert of many topics. In this research, the problems of authoring adaptive learning resources are classified into issues concerning interoperability, efficiency, and collaboration. This research particularly addresses the question of how teachers can collaborate in authoring adaptive learning resources and be aware of what has happened in the authoring process. In order to experiment with collaboration, it was necessary to design a collaborative authoring environment for adaptive learning. This was achieved by extending an open sourced authoring tool of IMS Learning Design (IMS LD), ReCourse, to be a prototype of Collaborative ReCourse that includes the workspace awareness information features: Notes and History. It is designed as a tool for asynchronous collaboration for small groups of learning designers. IMS LD supports interoperability and adaptation. Two experiments were conducted. The first experiment was a workspace awareness study in which participants took part in an artificial collaborative scenario. They were divided into 2 groups; one group worked with ReCourse, the other with Collaborative ReCourse. The results provide evidence regarding the advantages of Notes and History for enhancing workspace awareness in collaborative authoring of learning designs.The second study tested the system more thoroughly as the participants had to work toward real goals over a much longer time frame. They were divided into four groups; two groups worked with ReCourse, while the others worked with Collaborative ReCourse. The experiment result showed that authoring of learning designs can be approached with a Process Structure method with implicit coordination and without role assignment. It also provides evidence that collaboration is possible for authoring IMS LD Level A for non-adapting and Level B for adapting materials. Notes and History assist in producing good quality output. This research has several contributions. From the literature study, it presents a comparison analysis of existing authoring tools, as well as learning standards. Furthermore, it presents a collaborative authoring approach for creating learning designs and describes the granularity level on which collaborative authoring for learning designs can be carried out. Finally, experiments using this approach show the advantages of having Notes and History for enhancing workspace awareness that and how they benefit the quality of learning designs.
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Brinkman-Kealey, Renee. "A qualitative phenomenological analysis exploring digital immigrants' use of church-based computer-supported collaborative learning." Thesis, University of Phoenix, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3569341.

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Individuals and societies have traditionally sought answers to important questions in life through religion. In the 21st century, physical churches with clergy are no longer the sole source of spiritual answers or knowledge. Since the late 1960s, church attendance has been declining. Church leaders have begun to implement new methods such as using the Internet as a resource to support the needs of church members. While digital natives—persons who are conversant with the Internet—view electronic communication as a means to express ideas and feelings, digital immigrants—for whom the Internet is new—lag behind in utilizing the Internet. The purpose of the qualitative phenomenological study was to explore the lived experiences of digital immigrants who used a Computer Supported Collaborative Learning church website to understand how the Internet affects their perceptions of religious identity. The findings revealed that the participants were unfamiliar with sharing knowledge through computer supported collaborative learning. The findings also showed that the benefits of CSCL were recognized by digital immigrants, but Church leaders may need to learn how to provide training and support for digital immigrants by blending face-to-face sermons and reflective CSCL engagement.

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Sclater, Madeleine Fiona. "Freedom to Create? Computer Supported Co-operative and Collaborative Learning in Art and Design Education." Thesis, University of Glasgow, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.484877.

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The study is located in the context of the practice of Art and Design Education, as a community within higher education. It suggests that some of the 'trends' and 'tensions' identified in this community, evident both in its current position and its recent history, point to the potential value of e-learning designs that support collaborative and co-operative models. To understand the efficacy of these 'participative' fonns of learning, in which peer review is also a central pedagogic consideration, three case studies were undertaken to explore the way in which cooperation and collaboration are developed between distributed participants, engage~ in producing a series ofjoint artefacts (textual and visual). The thesis argues that networked co-operative and collaborative Learning (e-learning) might help resolve some practical issues associated with these tensions, including widening participation, thinking about learner support, and including ways of productively linking. learning and teaching. It also raises the possibility for assessment to be made a more valuable and fonnative tool in visual learning. In line with this, the thesis set out to examme the introduction of networked collaborative learning into studio-based practice as a pedagogical strategy. The research presented here is a qualitative investigation of co-operative and collaborative pedagogical models and designs that may support creative, visual practice-based learning in networked (e-Iearning) environments within Art and Design education. The research explores the effects that these more 'participative' fonns of learning have on the development and realisation of creative visual thinking processes and outcomes, where communication is largely text-based and asynchronous. The first case, a pilot study, is set in an adult education context that is not 'visual' but provides a 'testing ground' for developing the design that is used in the later work. The two main case studies focus on visual, creative contexts. The second case explores the model, and design, in an international, professional and infonnal setting. The third study focuses on undergraduates working in two locations in UK higher education. One distinctive feature of this research is that it uses key 'explanatory features' of several overlapping theoretical frameworks in order to focus the investigation, and interpret the findings. The main purpose of this approach is to attempt to develop a more detailed and mu1ti~layered understanding of the nature of the learning that occurs (creative, open ended, visual) and how it occurs (for e.g. through social interaction) in participant groups working to create their joint visual artefacts. These frameworks include Social Constructivism, Situated Learning, Socio-Cultural Theory, Activity Theory, and Motivational Theory. A second distinctive feature of this research is the main finding of the study. This suggests that visual creative processes, and effective, planned learning, can and do occur in groups of geographically remote (,distributed') individuals, working collaboratively through the Internet, using an educational (textual and image based) design that structures learning activity. This finding is used to explore and develop some pedagogical de~ign implications for Art and Design Education. This study attempts to articulate some of the details of these new designs, based upon empirical evidence drawn from the research, in real educational settings. For example, it summarises designs that emphasise the value and efficacy of more social forms of learning in helping learners and practitioners to develop and visualise their creative ideas within a· networked environment. These designs include provision for social grounding, the progressive development of collaborative skills, and forms of assessment that take account of peer involvement and the processes of learning and creativity, as well as their products.
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Yuen, Kwok-lun Johnny, and 袁國麟. "Investigating the role of personal epistemology in students' participation in computer supported collaborative learning discourses." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2013. http://hdl.handle.net/10722/197538.

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This research investigates what impact (if any) do personal epistemology (PE) have on individual’s engagement and ideas progression when engaged in a CSCL discourse designed to stimulate knowledge building (KB) (Scardamalia & Bereiter, 2003). Through literature review, this thesis sets out with an assumption that a learner’s engagement in a collaborative learning discourse is influenced by three kinds of beliefs: nature of knowledge, how learning takes place, and quality criteria for good knowledge. Reflective judgment (RJ), i.e. network of beliefs on knowledge and knowing underpinning personal judgments on ill-structured issues (Kitchener & King, 2002), is the key PE construct underpinning this study. Further, it is believed that the extent to which an individual pursues explanatory coherence (EC) (Thagard, 1989) when engaged in a CSCL discourse reflects his/her beliefs about the quality criteria for good knowledge. The empirical part of this study was undertaken in a grade 8 class involving 32 students over a 12-weeks period. Students worked in groups on an integrated-humanities module to develop proposals for new tourist attractions in Hong Kong. Students were encouraged to use Knowledge Forum® (KF) for online collaborative discussions throughout different inquiry stages of the module. A questionnaire instrument was designed and administered to assess students’ RJ. Using this instrument, fifteen students were identified as pre-reflective and seventeen as quasi-reflective. Independent-samples t-tests on students’ participatory statistics in KF show that quasi-reflective students’ usage of two metacognitive-oriented KF features, scaffolds and note revision, were significantly more frequent than pre-reflective students (p<=.05). Four qualitative indicators for RJ were developed to assess epistemic properties of all written notes students contributed on KF: purpose of the note, type of query raised, structure of claims, and basis for justification. The first two reflect disposition and the other two reflect argumentative rigor of a note. No statistically significant difference in the mean of epistemic properties contributed by students at different RJ levels was found. In average, students are disposed towards contributing argumentative notes and raise explanatory questions in the online collaborative discourse. Furthermore, student’s contributions are mainly justified on idiosyncratic basis. The study further investigates whether individual’s EC seeking notes in threads reflects his/her beliefs about quality criteria for good knowledge, and how EC seeking affects ideas progression. Qualitative analysis of threads show students sought EC on ideas and the inquiry process through raising concerns about contextual issues, challenging causal views, task-space evaluation, and methodological evaluation. In many threads analyzed quasi-reflective students were the initiator of EC seeking. They are also active contributors of argumentative build-ons that contribute towards changes in view among peers. Independent-samples t-tests suggest that quasi-reflective students have contributed significantly more notes that sought EC about contextual issues than pre-reflective students (p=.016). To conclude, epistemic properties of notes contributed and individual’s EC seeking acts provide preliminary evidence to support the notion that RJ and individual’s beliefs about quality criteria for good knowledge influence engagement and ideas progression in CSCL. Further studies on using developmental PE theories to study learner’s beliefs and engagement in KB discourse are recommended.
published_or_final_version
Education
Doctoral
Doctor of Philosophy
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43

Lee, Byeong Hyun. "Conditions affecting Computer Supported Collaborative Learning in Higher Education in the UK and South Korea." Thesis, University of Birmingham, 2011. http://etheses.bham.ac.uk//id/eprint/2922/.

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The purpose of this research is to explore CSCL as an instructional model for developing the skills and competencies required in the „knowledge society‟ and to suggest under what conditions CSCL might be effective. To this end, an in-depth investigation of students‟ collaborative interaction patterns, their perceptions of their learning and the variables impacting on their interaction was conducted. The four contexts of study looked at alternative communication tools, collaborative task types and distance versus campus modes in South Korea and the UK. Data collection from these diverse contexts adopted a mixed methodology. Data analysis initially focused on the first two case studies and was then extended across the remaining contexts which explored alternative tasks and media. Students‟ collaboration patterns indicated that students input more effort on doing the work for which they were individually accountable rather than toward a group effort. The process of negotiating meaning was found to be weak in asynchronous online discussion and the most difficult aspect of group project tasks for students. Students‟ socio-emotional aspects also influenced collaboration patterns. Nevertheless, students‟ perceptual data indicated that they believed CSCL had diverse learning merits. In conclusion, some conditions for effective CSCL design were suggested.
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44

Sing, Chai Ching. "Teachers' professional development in a computer-supported collaborative learning environment : a descriptive and interpretive enquiry." Thesis, University of Leicester, 2006. http://hdl.handle.net/2381/30914.

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The Masterplan II for IT in education launched by Singapore's Ministry of Education demands the adoption of a student-centred and constructivist oriented pedagogy. This study adapted the Knowledge Building Community (KBC) as a professional development model for teachers to develop the necessary competencies and beliefs for the reform. A computer-supported collaborative learning (CSCL) environment supports the adapted Teacher Knowledge Building Community (T-KBC). It is based upon social-cultural views of learning, recent theoretical developments in teacher education and adult learning theories. A qualitative case study approach was adopted to study the teachers' experiences of the T-KBC. Content analysis of the postings indicated that the teachers participated fairly actively in online knowledge building and they formed a socially cohesive community. The moderately sustained online discussion was developed to some depth. The teachers were interviewed for their beliefs about epistemology and pedagogy and these data were analyzed along with their reported experiences of the T-KBC. They reported a range of epistemological beliefs that varied along the relativist continuum. Their reported beliefs and practices of teaching and learning appeared to be related to their epistemological beliefs but they were mediated by their beliefs about the school contexts. The teachers' online participation fits their reported beliefs to some extent. Regardless of their beliefs, the teachers seemed rather satisfied with their learning and teaching experiences in the T-KBC. They reported changes in their views about students as knowledge constructors. However, they perceived that the time constraints caused by the curricula and the examinations would hinder them from implementing the reform. The findings apparently provide supports for emerging theories about learning, teacher professional development and claims about the affordances of CSCL. It seems that the T-KBC is a viable model for preparing practising teachers for the types of classroom learning that the reform is targeting. However, other systemic changes are needed.
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45

Olakanmi, Eunice Eyitayo. "Co- and self-regulation in a computer supported collaborative learning environment among Key Stage Three students." Thesis, Open University, 2011. http://oro.open.ac.uk/54239/.

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The current understanding of students' co- and self-regulated learning behaviours during group learning is limited. Research on social cognitive models of self-regulated learning (SRL) focused primarily on understanding the processes that students use to self-regulate their learning and the subsequent benefits of SRL on learning and academic performance. Recently, sociocultural models have begun to argue that SRL is fostered, developed, and maintained within social contexts and as a result of interactions with teachers and peers. This research employs both social cognitive and sociocultural theories to investigate students' co- regulatory behaviours in a computer supported collaborative learning (CSCL) environment. The students worked in a computer based science simulation learning environment in which either self-regulatory prompts or co- and self- regulatory prompts were given. A longitudinal design methodology incorporating four studies was adopted. The first study engaged two hundred and fourteen year 7 and 8 (11-13 year oIds) students to pilot the developed co-regulated strategies for learning questionnaire (CRSLQ) in a high school at Bedfordshire County in the United Kingdom. The remaining three studies engaged forty year 7 students (11-12 year olds) from the same school who were randomly assigned to either the experimental or the control group to work collaboratively on various science topics. Both quantitative and qualitative data analyses were used to examine the strategies that students used to co- regulate their learning processes over time. Results from the quantitative analysis revealed a statistically significant difference between the experimental and the control groups in the students' demonstration of co-regulated learning (CRL) behaviours over time. However, the results from the knowledge tests, although they suggested that learning had taken place, did not reach statistical significance. Findings from the qualitative analysis suggested between group and within group differences in the nature of co-regulatory processes that groups used to co-regulate their learning behaviour over the course of the three studies. Theoretically, this research extends individual models of SRL to include social forms of regulation arguing that students acquire, refine, and use different forms of regulatory processes to regulate their learning behaviours during collaborative learning. Finally, given the emphasis on SRL throughout the national curriculum this research supports the use of collaborative tasks in a technology-rich learning environment as an instructional method to increase students' regulatory processes. Some recommendations for future work are then made.
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46

Bandy, Kenneth E. "Computer Supported Collaboration: Is the Transfer of Cognitive Structures Mediated by Mode of Communication?" Thesis, University of North Texas, 2002. https://digital.library.unt.edu/ark:/67531/metadc3162/.

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The objective of this study was to observe evidence of structural transfer among subjects in a group problem-solving activity and determine whether mode of collaborative technology or use of a priming agent affected the nature of transferred structures. Evidence for structural transfer is found in three theoretical perspectives: organizational ditransitive (linguistic) verb structures, adaptive structuration theory, and mental model transfer theory. Dependent variables included various grammatical structures and coefficients derived from pretest and posttest scores on David Kolb's Learning Styles Inventory, modified for the experiment. The combination of changes in grammatical frequencies and learning style may suggest that one or more media or the priming agent may affect structural transfer. Results indicate that groups using the GroupSystems™ collaborative technology produced less overall linguistic content than did subjects using a generic chat system, but employed more complex language as indicated by frequency of the organizational ditransitive verb structure. Also, subjects supplied with an organization chart (priming agent) during the group problem-solving session experienced greater change on the learning styles inventory than did those participating in the session without the chart. These findings suggest that mode of communication and use of priming agents may contribute positively or negatively to the transfer of structures among group members. Researchers, collaborative system designers, organizational leaders, trainers & educators, and frequent collaborative technology system end-users should be aware of these potential affects. Suggestions for future research are provided. Relationship of theoretical foundations of structural transfer to constructivism is discussed.
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47

Black, Aprille Noe. "The Design and Development of a Theory Driven Process for the Creation of Computer-Supported Collaborative Learning in an Online Environment." Diss., Virginia Tech, 2009. http://hdl.handle.net/10919/26800.

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Educators are struggling to meet the ever-increasing challenges of preparing students to meet the demands of a global society. The importance of collaboration and social interaction in online education has been well documented (Berge, 1998; Brown, Collins& Duguid, 1989, Fulford &Zhang, 1993; Gunawardena & McIssac, 2003; Kanuka & Anderson, 1998; Kearsley & Schneiderman, 1999; Sardamalia & Bereiter, 1994). Teachers and instructional designers are struggling to change the academic environment to meet the needs of millennial learners. The purpose of this study is to develop a theory driven process for designing computer-supported collaborative learning in an online environment. A careful analysis of the process for creating collaborative online instruction is conducted and a design strategy for the process is developed. The study provides suggested guidelines for practitioners to create collaborative online instruction. The design procedures emphasize social interaction to allow learners opportunities to explore, discover, and negotiate meaning in an authentic context. Online instruction requires the coupling of multiple areas of expertise to be successful. Although the pedagogical principles are the same, the global implications of â flat worldâ technology require an important weaving of collaborative interaction, graphic design, and pedagogy. Technology provides the transportation for achieving a collaborative environment; and, quality pedagogical practices provide the GPS (guidance positioning system) to direct collaborative instruction to its ultimate destinationâ knowledge building.
Ph. D.
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48

Borges, Simone de Sousa. "Gamification design in computer-supported collaborative learning: towards an approach for tailoring influence principles to player roles." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-30012018-165553/.

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Gamification is a term that refers to the use of game design elements in contexts other than video games. In these contexts, the primary goal of gamification is not playful, but rather to motivate users to perform tasks or change behaviors. It is also the goal of gamification, captivate users and influence them to persist in the use of the gamified system. In recent years, we have witnessed a growing interest in gamification and its application in learning environments, especially online. In learning contexts, motivating students to follow up on teaching tasks is an important role for teachers and intelligent educational systems. However, ill-designed gamification interventions can become a distraction capable of interfering on the teaching-learning process. Despite this, most studies in the area remain focused on the potential benefits of gamification and less on investigating systematized solutions to achieve these benefits. Our contribution to the solution of the problem is based on the use of persuasion profiles that take into account the students player roles. We conduct systematic mappings of the literature to gather information about gamification in education, and how group formation in collaborative learning environments. As a result, we created two conceptual frameworks. One framework to help understand and classify group formation in the context of computer-supported collaborative learning, and other to support the definition of player roles in collaborative learning environments. Also, in a preliminary study (N = 481), we adapted and validated for Brazilian Portuguese speakers a scale to measure users susceptibility to persuasion. In another study (N = 149) we developed a theoretical model to map persuasive strategies and different roles of players to support the elaboration of persuasion profiles. Finally, to verify the feasibility of our model, in another study (N = 18) we elaborated prototypes of user interfaces and analyzed the perceived persuasiveness of the interfaces for different players roles and their susceptibility to persuasion. Results show that less motivated students were more likely to accept the suggestions of the prototypes, whereas users with above-average motivation (among observed students) reacted negatively to influence attempts by showing low agreement rates for the requirements of the prototypes. We also observed in the three studies (N = 648) that the number of individuals susceptible to the principle of authority were the lowest, compared to the other influence principles. Few research initiatives have been investigating the development of tailored gamified. One of the reasons for such deficiency is the difficulty of creating computational models based on learners psychological traits (e.g., psychological needs, susceptibility to persuasion, and learner and player roles). However, more worrisome than the ineffectiveness of gamification models based on one-size-fits-all is the risk of designing counterproductive models that could backfire, since the appropriate strategy to motivate an individual may end up discouraging others. Thus, evidence suggest that gamification design could benefit of influence principles, although tailored solutions should be designed to minimize the risks of selecting counter-tailored and ill-defined persuasive strategies.
Gamificação é um termo que se refere ao uso de elementos do projeto de jogos em contextos que não são jogos. Nestes contextos, o objetivo primário da gamificação não é lúdico, mas sim o de motivar os usuários a realizarem tarefas ou alterarem comportamentos. Também é objetivo da gamificação, cativar usuários e influenciá-los a persistirem na utilização do sistema gamificado. Nos últimos anos, testemunhamos um crescente interesse em gamificação e sua aplicação em ambientes de aprendizagem, especialmente online. No contexto da aprendizagem, motivar os estudantes a dar seguimento as tarefas pedagógicas é um papel importante dos professores e dos ambientes educacionais inteligentes. Por essa razão, as tecnologias persuasivas como a gamificação têm sido usadas também em ambientes de aprendizagem colaborativa para aumentar o engajamento dos estudantes e para reduzir o sentimento de obrigação na execução de tarefas pedagógicas. Contudo, quando mal utilizada, a gamificação pode se tornar uma distração capaz de interferir no processo de ensino-aprendizagem. Entretanto, a maioria dos estudos na área continuam focados nos potenciais benefícios da gamificação e menos em investigar soluções sistematizadas para se atingir os benefícios. Nossa contribuição para a solução do problema é baseada no uso de perfis de persuasão que levam em consideração o papel de jogador do estudante. Nós conduzimos mapeamentos sistemáticos da literatura para obter informação sobre gamificação em educação e como são formados grupos de estudantes em ambientes de aprendizagem colaborativa. Como resultado nós criamos dois arcabouços conceituais. Um arcabouço para ajudar a compreender e classificar a formação de grupos no contexto da aprendizagem colaborativa com suporte computacional, e outro para apoiar a definição de papéis de jogadores em ambientes colaborativos. Em um estudo preliminar (N=481), adaptamos e validamos para o português brasileiro uma escala para medir a susceptibilidade à persuasão dos usuários. Em outro estudo (N=149) desenvolvemos um modelo teórico para mapear estratégias persuasivas e diferentes papéis de jogadores para apoiar a elaboração de perfis de persuasão. Para verificar a viabilidade de nosso modelo, em outro estudo (N=18) elaboramos protótipos de interfaces do usuário. Analisamos a capacidade de influenciar das interfaces comparando papéis de jogadores e susceptibilidade a princípios de influência. Os resultados mostram que os estudantes menos motivados eram mais susceptíveis a aceitar as sugestões do protótipo, enquanto usuários com índices de motivação acima da média (dentre estudantes observados), tendiam a reagir negativamente às tentativas de influenciá-los, apresentando índices menores de concordância para com as solicitações do protótipo gamificado. Observamos ainda nos três estudos conduzidos (N=648), comparado aos outros princípios de influência, o número de indivíduos suscetíveis ao princípio de autoridade eram os menores. Poucas iniciativas de pesquisa vêm investigando como desenvolver sistemas de gamificados que se adaptam aos papéis de jogadores. Parte desta deficiência pode ser explicada devido à complexidade no projeto e desenvolvimento destes sistemas. Entretanto como evidenciado, além da ineficácia dos modelos de gamificação baseados em uma solução para todos, o maior risco observado está no uso de modelos contraproducentes, uma vez que a estratégia apropriada para motivar um indivíduo, pode acabar desmotivando outros (backfire effect).
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49

Oram, Ian. "Computer support of collaborative case based learning by MBA students." Thesis, Open University, 1998. http://oro.open.ac.uk/56461/.

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Many UK MBA programmes adopt a collaborative approach to the Harvard style of experiential case based learning. Within such programmes there is widespread use of computers but it is not clear how this improves student learning. Research on computer support of collaborative learning in other disciplines is of limited applicability because of the dual role of student as learner and as expert. In management education such research has mainly focused on technology. Within this context this exploratory research seeks to establish how the actual use of computers in the collaborative study of cases within MBA programmes affects the efficiency and effectiveness of the learning process. Three core courses from well-respected MBA programmes are studied in detail. Student attitudes are investigated using an established instrument and an open-ended questionnaire. In each course student behaviour is observed by studying one aspect of the course in which computers are being used. Data is collected through videos, participant observation and the capture of online conferences. The three MBA programmes have comparable core curricula and computer rich environments. Delivery modes are full-time, part-time and distance so they cover a wide spectrum of the MBA student population in the UK. Six propositions arise from the investigations of which four are established by this research. These show that UK MBA students are enthusiastic about computers and believe in their ability to use them competently. Most students do use computers extensively at all stages of collaborative case based learning. However there is a marked dissonance between their attitude and actual use. If this dissonance is addressed students can improve both the efficiency and effectiveness of their learning through using computers.
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50

Pérez, Sanagustín Maria del Mar. "Operationalization of collaborative blended learning scripts: a model, computational mechanisms and experiments." Doctoral thesis, Universitat Pompeu Fabra, 2011. http://hdl.handle.net/10803/38360.

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Portable and interactive technologies are changing the nature of collaborative learning practices. Learning can now occur both in and beyond the classroom and furthermore combine formal and informal activities monitored and orchestrated across spatial locations. This rises to a new type of orchestrated learning that we term Computer Supported Collaborative Blended Learning (CSCBL) scripts. This thesis investigates the challenges associated with the design of CSCBL scripts and with the technologies responsible for their enactment. Three contributions are presented. First, a conceptual model that combines 4 factors to be considered in the design of CSCBL scripts. Second, technological solutions operationalizing the aforementioned factors are proposed and evaluated through synthetic experiences. And third, four CSCBL experiments using 4SPPIces. These experiments are analyzed into two interrelated multicase case studies, whose cross-analyzed results provide an evaluation of the model, of the operationalization solutions supporting the enactment of the involved CSCBL scripts and of the educational value of the experiences themselves.
La introducción de tecnologías interactivas y móviles está produciendo un cambio significativo en la naturaleza de las prácticas educativas. Actualmente, el aprendizaje mediante colaboración se puede dar en situaciones en que secuencias de actividades formales e informales dentro y fuera del aula se combinan e integran de forma coordinada. Esto da lugar a un nuevo tipo de actividades de colaboración orquestadas en entornos mezclados que llamaremos guiones CSCBL (de su acrónimo en inglés). Esta tesis investiga los retos relacionados con diseño de los guiones CSCBL y de la selección apropiada de la tecnología para su puesta en marcha. De este trabajo de investigación se derivan tres contribuciones principales. Primero, se propone un modelo conceptual que combina 4 factores a tener en cuenta en el diseño de guiones CSCBL. Segundo, se proponen un conjunto de soluciones tecnológicas para dar soporte computacional a los diferentes factores del modelo y dar apoyo a la puesta en marcha de guiones CSCBL. Cada una de estas soluciones se evalúa mediante experimentos sintéticos. Finalmente, esta tesis presenta tres experimentos en que se usa el modelo para proponer actividades de colaboración en entornos mezclados y aplicarlas en entornos reales. Estos experimentos han sido evaluados mediante dos estudios múltiples de casos. El análisis cruzado de los resultados de los casos englobados en cada estudio ofrece una evaluación de la utilidad del modelo y de las soluciones tecnológicas adoptadas para su puesta en marcha.
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