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1

Turani, Aiman. "A Pedagogical Application Framework for Synchronous Collaboration." Thesis, The University of Sydney, 2007. http://hdl.handle.net/2123/1943.

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Designing successful collaborative learning activities is a new focus of research within the E-Learning community. The social dimension inside the traditional face-to-face collaborative learning is important and must be included in the online learning designs. In this thesis, we introduce the concept of Pedagogical Application Frameworks, and describe Beehive, a pedagogical application framework for synchronous collaborative learning. Beehive guides teachers in reusing online collaborative learning activities based on well-known pedagogical designs, to accomplish their educational objectives within a certain educational setting, and also simplifies the development of new pedagogical collaboration designs. Beehive’s conceptual model has four abstraction layers: Pedagogical Techniques, Collaboration Task patterns, CSCL Components, and CSCL script. By following the framework’s guidelines and specifications, developers will place the control of designing pedagogical collaboration tools in the teacher’s hand rather than in the software designer’s.
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2

Turani, Aiman. "A Pedagogical Application Framework for Synchronous Collaboration." Electrical and Information Engineering, 2007. http://hdl.handle.net/2123/1943.

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Doctor of Philosophy(PhD)
Designing successful collaborative learning activities is a new focus of research within the E-Learning community. The social dimension inside the traditional face-to-face collaborative learning is important and must be included in the online learning designs. In this thesis, we introduce the concept of Pedagogical Application Frameworks, and describe Beehive, a pedagogical application framework for synchronous collaborative learning. Beehive guides teachers in reusing online collaborative learning activities based on well-known pedagogical designs, to accomplish their educational objectives within a certain educational setting, and also simplifies the development of new pedagogical collaboration designs. Beehive’s conceptual model has four abstraction layers: Pedagogical Techniques, Collaboration Task patterns, CSCL Components, and CSCL script. By following the framework’s guidelines and specifications, developers will place the control of designing pedagogical collaboration tools in the teacher’s hand rather than in the software designer’s.
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3

Tucker, Andrea. "Learning to collaborate : the influence of physical digital workspaces on the development of collaborative competencies." Thesis, Lille 3, 2020. http://www.theses.fr/2020LIL3H039.

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Cette recherche vise à investiguer les méthodes de travail et d’apprentissage collaborative dans la sphère éducative. Quelles sont les compétences associées à la collaboration ? Comment sont-elles acquises ? Comment les technologies qui ont à la fois une nature physique et numérique influencent-t-elles ces processus ? La capacité d’un individu à travailler collaborativement est au cœur des intérêts institutionnels aujourd’hui, marqué notamment par un discours sur les pratiques collaboratives facilités par des technologies adaptés. A cette fin, nous étudions comment trois formes differentes d’espaces physiques-numérique de travail influencent la collaboration lorsque les élèves travaillent en groupe. Cela inclut les tables et tableaux tactiles multi-utilisateur, ainsi que les tablettes en differentes combinaisons. Nous proposons un modèle de la collaboration et d’évaluation des compétences collaboratives. Nous proposons d’un état de l’art sur la collaboration instrumentée, la collaboration en tant que compétences et les espaces physiques-numériques de travail. Nous présentons ensuite notre protocole de recherche mobilisant 45 élèves ingénieur travaillant sur des cas d’études dans le contexte d’un cours universitaire. Nous proposons un modèle de collaboration que nous mobilisons ainsi qu’un référentiel de compétence pour évaluer l’engagement et les impacts de certains comportements selon 5 compétences clés. Nos résultats montrent que la forme de l’espace physique-numériques où travail le groupe a une influence sur les modes d’interactions mobilisés par les élèves pendant leur travail ainsi que sur l’activation de certaines compétences. Notamment, les espace de travail qui intègre un espace individuel et collectif semble avoir une influence positive sur les modes d’interaction et d’activation des compétences lié à la participation et à l’engagement, la communication et le partage de temps de parole
This research aims to investigate collaborative methods of working and learning in an educational context. What are the competencies associated with collaboration and how are they acquired? How do technologies that have both physical and digital affordances influence this process? The capacity of an individual to work collaboratively with others is at the heart of current institutional concerns, marked particularly by discourse about how collaborative practices can be facilitated by adapted technologies. To this end, we study how three different forms of physical-digital workspaces influence collaboration in student work groups, including multi-user tactile tables, boards and individual tablets used in various combinations with the aim of proposing a model for collaboration and collaborative competency assessment. In this dissertation we propose a state of the art on collaboration, collaboration as a competency and physical-digital workspaces. Then, we present our research protocol from a study with 45 university students working on case studies in the context of a course. We propose two models. The first is a model of interactions mobilized during collaborative work. The second is a framework for assessing engagement and the impact of behaviors during collaboration based on five key competencies. Our results show that the form of the physical-digital workspace has an influence on modes of interaction employed by students during their work as well as on the appearance or lack thereof of certain competencies. Most notably, those workspaces which integrate both individual and collective space seem to have the most positive impact on collaborative processes and competency activation related to participation and engagement, communication, and sharing talk time
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4

Seidel, Niels. "Interaction Design Patterns und CSCL-Scripts für Videolernumgebungen." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2018. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-233756.

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In den letzten Jahren haben Lernvideos im Bereich des informellen und formellen Lernens an Bedeutung gewonnen. Inwieweit Lernende bei der Nutzung von Videos unterstützt werden und Lehrende didaktische Szenarien umsetzen können, hängt jedoch von der eingesetzten Videolernumgebung ab. Es ist Anliegen der vorliegende Arbeit, Prinzipien des User Interface Designs sowie Komponenten und Mechanismen videobasierter Lehr-Lern-Szenarien in Bezug auf Videolernumgebungen zu identifizieren, zu beschreiben und technisch zu realisieren. Das Ziel besteht darin, Gestaltungsprinzipien in Form von Interaction Design Patterns zu erarbeiten und computergestützte videobasierte Lehr-Lern-Szenarien mit Hilfe von CSCL-Scripts durch eine geeignete Spezifikation und Formalisierung zu realisieren. Für die Erarbeitung der Interaction Design Patterns wurden 121 Videolernumgebungen hinsichtlich 50 Kategorien in einer Inhaltsanalyse empirisch untersucht und dokumentiert. Unter Berücksichtigung ähnlicher Patterns aus thematisch verwandten Pattern Languages und den Erfahrungen aus der Implementierung und dem Einsatz von Videolernumgebungen entstanden 45 Interaction Design Patterns für verbreitete Lösungen für wiederkehrende Probleme bei der Gestaltung und Entwicklung von Videolernumgebungen. Diese Patterns wurden auf Pattern Konferenzen diskutiert und im Anschluss evaluiert sowie bei der Konzeption, Entwicklung und Bewertung mehrerer Videolernumgebungen angewendet. Zudem wurde das Software Framework VI-TWO vorgestellt, mit dem sich fast alle Patterns auf einfache Weise in Web-Anwendungen realisieren lassen. Zur Spezifikation videobasierter CSCL-Scripts wurden existierende videobasierte und nicht videobasierte Scripts analysiert. Im Ergebnis unterschieden sich videobasierte CSCL-Scripts von allgemeinen CSCL-Scripts vor allem hinsichtlich der mit dem Video verknüpften oder darin verankerten Aufgaben und Aktivitäten. Videos werden dabei nicht als monolithische Einheiten, sondern als zeitkontinuierliche Medien betrachtet, in denen weitere Informationen zeitgenau verankert und Lernaktivitäten stattfinden können. Außerdem ließen sich drei Typen videobasierter CSCL-Scripts identifizieren: (1) Scripts zur Analyse und Diskussion von Videoinhalten, (2) Peer Annotation Scripts einschließlich dem Peer Assessment und (3) Jigsaw-Scripts, die das problembasierte Lernen mit Hilfe von Videos ermöglichen. Unabhängig davon variiert die Komplexität der Scripts auf drei Stufen: (1) sofern voneinander abgegrenzte zeitliche Phasen von Lernaktivitäten bestehen, (2) wenn darüber hinaus die Teilnehmer innerhalb von Gruppen Aufgaben bearbeiten (intra-group) und (3) falls außerdem Aufgaben auch gruppenübergreifend bearbeitet werden (inter-group). Auf Grundlage der Spezifikation konnte ein Datenmodell und ein Modell für die nutzerseitige Modellierung von Scripts verschiedener Komplexitätsstufen sowie Typen entwickelt und in dem CSCL-System VI-LAB realisiert werden. Diese Arbeit leistet in zweifacher Hinsicht einen Beitrag zur Forschung im Bereich E-Learning. Zum einen beschreiben die Interaction Design Patterns wiederkehrende User Interface Lösungen und stellen somit ein Hilfsmittel für Designer, Software Entwickler und Lehrende bei der Gestaltung und Implementierung von Videolernumgebungen dar. Zum anderen wurden durch die Spezifikation und softwareseitige Umsetzung videobasierter CSCL-Scripts Voraussetzungen geschaffen, die den praktischen Einsatz und die weitere Untersuchung des kollaborativen Lernens mit Videos ermöglichen.
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Black, Elizabeth Ann. "Good Issues and bad tidying: what GitHub can tell us about agency in project-based group modelling work for higher education." Thesis, The University of Sydney, 2022. https://hdl.handle.net/2123/29571.

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Collaborative project work in technology-enabled environments at university is essential for learners to become ready for an increasingly global, complex, and virtualised workplace. Research on effective pedagogical and technical design for computer supported collaborative learning in higher education (CSCL) has often taken place in synchronous contexts, using specialised technology platforms. However, large-scale changes to work and education resulting from the COVID-19 pandemic necessitate the development of pedagogical and research approaches that support students working asynchronously, in distributed teams, using collaboration platforms that extend beyond institutional infrastructure. Within the field of CSCL, knowledge building research has shown collaboration to be a complex systems phenomenon, involving the intersection of individual and collective efforts to actively advance the group’s shared knowledge, but studies analysing interaction data have been resource-intensive to conduct. Contemporary workplace platforms such as professional knowledge environments have multiple design affordances consistent with knowledge building principles, as well as the capacity to generate rich data about user activity. However, we have little understanding to date as to how these environments can support knowledge building pedagogies and facilitate associated research. This study uses a case study approach and thematic analysis to investigate the activity of three university groups engaged in a collaborative modelling task over time. It investigates how agency emerges during project work in professional knowledge environments, and how the system interaction data can extend our understanding of effective collaboration processes. The results show that the GitHub platform can support knowledge building pedagogical designs in facilitating individual and collective agency in higher education group work, and provide insights into epistemic, regulative and relational aspects of learner behaviour at individual and group levels. These findings extend our understanding of effective learning design to novel environments of a type likely to be used by our students in the workplace, and make design and methodological contributions to research on computer-supported collaborative learning.
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6

Inuzuka, Marcelo Akira. "Uso educativo do wiki: um estudo de caso na Faculdade de EducaÃÃo da Universidade de BrasÃlia." Universidade Federal do CearÃ, 2008. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=3942.

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nÃo hÃ
O presente trabalho tem como objetivo analisar a vivÃncia experimentada por alunos de uma turma de pedagogia, no uso pedagÃgico de uma ferramenta colaborativa baseada em wiki. A pesquisa foi realizada na Faculdade de EducaÃÃo da Universidade de BrasÃlia (UnB) em quatro semanas cedidas de uma disciplina denominada âPrÃticas MediÃticas de InformÃtica na EducaÃÃoâ cedidas pelo orientador desta dissertaÃÃo. Trata-se de um estudo de caso que utiliza uma metodologia de pesquisa-aÃÃo participativa. Para colher as opiniÃes dos participantes, foram aplicados: questionÃrio; entrevistas individuais e em grupo; e um seminÃrio com participaÃÃo de grupos formados por temas. Como referencial teÃrico, foram utilizado os quatro critÃrios de anÃlise de Dillenbourg (situaÃÃo, interaÃÃo, mecanismo e efeito) da Aprendizagem Colaborativa Suportada por Computador (CSCL) e o modelo de construÃÃo colaborativa de conhecimento de Stahl para projetar o Ambiente de ConstruÃÃo de Conhecimento (KBE) utilizado. Antes de aplicar este estudo de caso, vÃrios outros foram analisados, assim, o projeto levou em conta a experiÃncia de outras pesquisadores do tema. AtravÃs da anÃlise dos resultados, foram percebidos pelos alunos vÃrias dificuldades tÃcnicas de operaÃÃo e dificuldades culturais, especialmente relacionados a colaboraÃÃo em equipe; porÃm os alunos consideraram a ferramenta como pedagogicamente Ãtil e viÃvel, considerando a vantagem de compartilhamento de informaÃÃes entre pares como a maior vantagem da ferramenta wiki.
This work aims to examine the living experienced by students of a class of pedagogy, teaching in the use of a collaborative tool based on wiki. The research was conducted at the Faculty of Education at the University of Brasilia (UNB) in four weeks from a discipline called âMediated Practices of Informatics in Educationâ given by the advisor of this dissertation. It is a case study using a method of participatory research-action. To collect the views of participants, were used: questionnaire, individual and group interviews, and a seminar with participation of groups formed by themes. As theoretical reference, the four criteria were used for analysis of Dillenbourg (situation, interaction, mechanism and effect) of the Computer Supported Collaborative Learning (CSCL) theory and the model of collaborative construction of knowledge of Stahl to design the Knowledge Building Environment (KBE ) used. Before applying this case study, several others were tested; therefore, the project took into account the experience of other researchers of the subject. Through analysis of the results, students perceived many technical difficulties in operation and cultural difficulties, especially related to collaborative work, but the students considered the pedagogical tool as useful and feasible, considering the advantage of sharing information between peers as the greatest advantage of wiki tool.
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7

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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8

Gelius, Henrik. "Computer-supported collaboration using Pick-and-Drop interaction on handheld computers." Thesis, Linköping University, Department of Computer and Information Science, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1737.

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This study investigates a new interaction technique for collaboration on handheld computers called Pick-and-Drop. The technique is an extension of the popular Drag-and-Drop method used in many graphical interfaces today, but with Pick-and-Drop on-screen objects can be picked from one screen with a pen and dropped onto another.

The aim of the study is to answer whether Pick-and-Drop promote collaboration among children by letting them focus more on other users and the task at hand than on the computer interaction. The study also investigates in what way collaborative situations can benefit from Pick-and-Drop.

A prototype Pick-and-Drop system was implemented on four customized handheld computers equipped with wireless network communication. The prototype allowed spontaneous collaboration using ad-hoc networks and peer-to-peer communication. Radio Frequency Identification (RFID) tags were used to identify the pens when picking and dropping objects from the screen.

Ten children aged 6-7 years old participated in the study at an after- school recreational centre. They tried Pick-and-Drop by playing a collaborative game of buying and selling apples using golden coins represented as icons on the screen. The test was video filmed for later analysis.

The study showed that Pick-and-Drop offers effective collaborative interaction based on a mix of turn taking and concurrent interaction. Users do not have to switch focus when using an application or sharing data as the interaction style stays the same. There was an interesting difference in control over the interaction when users shared objects by “giving” or by “taking”. Users stayed in better control when they shared objects through giving.

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9

Rydberg, Fåhraeus Eva. "A Triple Helix of Learning Processes - How to cultivate learning, communication and collaboration among distance-education learners." Doctoral thesis, KTH, Computer and Systems Sciences, DSV, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3651.

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This work focuses on collaborative learning and how it canbe applied and supported in distance education. Previous workindi-cates that distance learners experience more loneliness,technical problems and lack of stimulation than face-to-facelearners do. Collaboration with peers may improve the feelingof connectedness and engagement. However, collaborativelearning is not the answer to all problems in distanceeducation--and it creates new problems. The present workexplores problems, opportunities and processes whencollaborative learning is introduced in distance education--andsuggests solutions.

Related research on distance education andcomputer-supported collaborative learning is reviewed andrelated to own research. The different roles of information andcommunication technology in these areas are described.

Six own research papers are reviewed and integrated. Threeof them explore university courses on computer use in society.Learners interacted mainly through a forum system, i.e. asystem for text-based, asynchronous electronic conferences anddiscussions. The special character offorum communication hadan impact on communication and collaboration processes. Onepaper summarizes these results and deduces a first list of tipsto teachers and systems designers, aiming to reduce problemsand take advantage of collabo-rative-learningopportunities.

One paper, a report to the Swedish School Board, provides anoverview of research on distance education, withrecommendations for use in secondary schools.

To get a broader picture of distance-education learners andtheir special situation and interests, a study was conducted inAustralia. Most of the learners were secondary-school students,living far away from towns. Communication was normallyrestricted to mail, radio and telephone. Opportunities forcollaboration between peers were rare, and correspondencetraditions and the lack of technological infrastructure weredelaying changes. However, a development towards morecollaborative learning had started.

Empirical data were gathered ethnographically in naturalcourse settings. Results were analysed using 'activity theory'as a framework.

The main contribution of this work is a description of howthree groups of learning processes develop and interact: (a) ofcontent, (b) of communication, and (c) of collaboration. Theyform the spiralling model of a"Triple Helix". Finally, detailed advice is given aschecklists to organisations, teachers, learners and systemdesigners.

Keywords:Distance education, Collaborative learning,Computer-supported collaborative learning, Information andcommuni-cation technology, ICT, Forum system, Learningprocesses.

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Honório, Hugo Luiz Gonzaga. "Sala de aula invertida: uma abordagem colaborativa na aprendizagem de matemática." Universidade Federal de Juiz de Fora (UFJF), 2017. https://repositorio.ufjf.br/jspui/handle/ufjf/4783.

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A presente pesquisa tem como objetivo elaborar, aplicar e avaliar um Processo para a implementação da Metodologia Sala de Aula Invertida, propiciando suporte à aprendizagem colaborativa do Ensino de Matemática. Para a elaboração deste Processo, tomaram-se como bases teóricas os autores: Munhoz (2015), pesquisador do tema em questão e, Jhonatan Bergmann e Aaron Sams (2016), criadores da Metodologia Sala de Aula Invertida. Em relação ao tema colaboração, a pesquisa se embasou na teoria da Computer Supported Collaborative Learning (CSCL) e no Modelo de colaboração 3C (FUKS et al., 2002) e (ELLIS et al., 1991), modelo este norteado pela ideia de que para colaborar, um grupo deve exercer três atividades principais: comunicar, coordenar e cooperar. O Processo foi implementado em uma turma do 9° ano do Ensino Fundamental e utilizou-se a metodologia de estudo de caso para investigar e analisar o comportamento e as reações dos alunos. Com a efetivação do Processo, pode-se constatar que os alunos colaboraram nos momentos de interações online e presenciais, a partir da apropriação dos elementos de colaboração do Modelo 3C. Observou-se ainda, que as interações entre os membros dos grupos deixaram os alunos mais independentes do professor e que, nos momentos presenciais, os alunos compartilharam entre si as suas próprias maneiras de compreender o conteúdo estudado, o que contribuiu para a construção coletiva do conhecimento. No que diz respeito à metodologia Sala de Aula Invertida, os alunos relataram de forma positiva a experiência, pois a disponibilidade de rever às videoaulas em qualquer momento, bem como o fato destes terem um acompanhamento mais individualizado pelo professor nos momentos presenciais, potencializou o processo de ensino-aprendizagem. Assim, concluiu-se que, o Processo proposto com suporte à aprendizagem colaborativa na Sala de Aula Invertida pode potencializar a metodologia, permitindo que os alunos criem espaços para refletirem sobre os conteúdos matemáticos estudados, a partir de uma aprendizagem mais autônoma, além de motivá-los aos estudos prévios de modo a enriquecer os encontros presenciais.
The aims of this research are to elaborate, apply and evaluate a Process for the implementation of the Flipped Classroom Methodology, by giving support to the collaborative learning of Mathematics. As theoretical bases, the authors who were taken in consideration for the elaboration of this Process are Munhoz (2015), researcher of this subject matter; and Jhonatan Bergmann and Aaron Sams (2016), formers of the Inverted Classroom Methodology. Concerning the theme “Collaboration”, the research was based on the Computer Supported Collaborative Learning theory (CSCL) and on the 3C Collaboration Model (FUKS et al., 2002), which is based on the idea that, to collaborate, a group must carry out three main activities: Communicating, Coordinating and Cooperating. The process was implemented in a 9th grade elementary school class and the case study methodology was used to investigate and analyze students' behavior and reactions. Through the implementation of the Process, students collaborated during the moments of online and face-to-face interaction, from the appropriation of the 3C model collaboration elements. It was also observed that the interaction between the members of the groups led them to be more independent of the teacher and, in the face-to-face moments, the students shared their own ways to understand the studied content, which has contributed significantly to the construction of knowledge. Regarding the Inverted Classroom methodology, the students have reported as positive this experience, since the availability of reviewing the videotapes at any time, as well as the fact that they had a more individualized monitoring by the teacher in the face-to-face moments, by expanding the power of teaching and learning processes. Thus, it was concluded that the proposed Process supported by Collaborative Learning activities in the Inverted Classroom can enhance the methodology. It allows students to create spaces to think about studied mathematical contents, from a more autonomous learning way. Besides motivating them to previous studies, face-to-face meetings can be enriched.
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INUZUKA, Marcelo Akira. "Uso educativo do wiki: um estudo de caso na Faculdade de Educação da Universidade de Brasília." http://www.teses.ufc.br, 2008. http://www.repositorio.ufc.br/handle/riufc/2978.

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INUZUKA, Marcelo Akira. Uso educativo do wiki: um estudo de caso na Faculdade de Educação da Universidade de Brasília, 2008. 122f. Dissertação (Mestrado em Tecnologia da Informação e Comunicação na Formação de EAD) – Universidade Federal do Ceará, Programa de Pós-Graduação em Tecnologia da Informação e Comunicação na Formação de EAD, Brasília-DF, 2008.
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This work aims to examine the living experienced by students of a class of pedagogy, teaching in the use of a collaborative tool based on wiki. The research was conducted at the Faculty of Education at the University of Brasilia (UNB) in four weeks from a discipline called “Mediated Practices of Informatics in Education” given by the advisor of this dissertation. It is a case study using a method of participatory research-action. To collect the views of participants, were used: questionnaire, individual and group interviews, and a seminar with participation of groups formed by themes. As theoretical reference, the four criteria were used for analysis of Dillenbourg (situation, interaction, mechanism and effect) of the Computer Supported Collaborative Learning (CSCL) theory and the model of collaborative construction of knowledge of Stahl to design the Knowledge Building Environment (KBE ) used. Before applying this case study, several others were tested; therefore, the project took into account the experience of other researchers of the subject. Through analysis of the results, students perceived many technical difficulties in operation and cultural difficulties, especially related to collaborative work, but the students considered the pedagogical tool as useful and feasible, considering the advantage of sharing information between peers as the greatest advantage of wiki tool.
O presente trabalho tem como objetivo analisar a vivência experimentada por alunos de uma turma de pedagogia, no uso pedagógico de uma ferramenta colaborativa baseada em wiki. A pesquisa foi realizada na Faculdade de Educação da Universidade de Brasília (UnB) em quatro semanas cedidas de uma disciplina denominada “Práticas Mediáticas de Informática na Educação” cedidas pelo orientador desta dissertação. Trata-se de um estudo de caso que utiliza uma metodologia de pesquisa-ação participativa. Para colher as opiniões dos participantes, foram aplicados: questionário; entrevistas individuais e em grupo; e um seminário com participação de grupos formados por temas. Como referencial teórico, foram utilizado os quatro critérios de análise de Dillenbourg (situação, interação, mecanismo e efeito) da Aprendizagem Colaborativa Suportada por Computador (CSCL) e o modelo de construção colaborativa de conhecimento de Stahl para projetar o Ambiente de Construção de Conhecimento (KBE) utilizado. Antes de aplicar este estudo de caso, vários outros foram analisados, assim, o projeto levou em conta a experiência de outras pesquisadores do tema. Através da análise dos resultados, foram percebidos pelos alunos várias dificuldades técnicas de operação e dificuldades culturais, especialmente relacionados a colaboração em equipe; porém os alunos consideraram a ferramenta como pedagogicamente útil e viável, considerando a vantagem de compartilhamento de informações entre pares como a maior vantagem da ferramenta wiki.
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Pereira, Marcel pierre. "Tandem présentiel-distance : articulation difficile, enjeux et perspectives de mutations de l’enseignement et de l’apprentissage au Cap-Vert." Thesis, Clermont-Ferrand 2, 2014. http://www.theses.fr/2014CLF20013/document.

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Cette recherche s’inscrit dans le domaine des technologies de l’information et de la communication pour l’enseignement (Tice) et a pour objet d’étudier l’articulation du présentiel et de la distance dans le contexte capverdien. Elle vise la compréhension de cette modalité d’apprentissage hybride. Un dispositif permettant aux étudiants d’échanger et de collaborer autour de tâches collaboratives a été mis en place.Le cadre théorique fait référence au socioconstructivisme, à la communication médiée par ordinateur (CMO) et à l’écrit comme fondement de base pour cette recherche. Celle-ci a une visée compréhensive et praxéologique, l’objectif général et à terme étant d’apporter des éclairages permettant d’appréhender plus facilement les Tice en vue de les intégrer efficacement dans des formations en français autorisant l’usage des outils technologiques. La démarche que nous avons adoptée est axée sur une approche ethnométhodologique. Les données obtenues ont été analysées quantitativement et qualitativement puis, elles ont été croisées selon le principe de la triangulation (Van Der Maren, 1997).Cette recherche propose quelques éléments de réponse. L’usage des outils technologiques facilite les échanges entre les étudiants, leur permet de co-construire leur apprentissage, autorise des rétroactions sur les formes linguistiques. Elle facilite l’encadrement et l’accompagnement des étudiants. Les conditions technologiques et techniques sont également importantes
This research is in the field of information technology and communication for teaching (ITC) and aims at studying the joint-face and distance in the Cape Verdean context. It is in order to understand this form of blended learning that a device allowing students to share and collaborate around collaborative tasks has been established.The theoretical framework refers to social constructivism, communication mediated by computer (CMC) and written as basic foundation for this search. It has a comprehensive and praxeological reference, the overall objective is to provide insights for easier understanding of the ITC to effectively integrate the use of technological tools in training in teaching French. The approach we have adopted is based on an ethnomethodological approach. The data obtained were analyzed quantitatively and qualitatively, then they were crossed according to the principle of triangulation (Van Der Maren, 1997).This research provides some answers. The use of technological tools facilitates exchanges between students, allowing them to co- construct their learning, and enables feedback on linguistic forms. It also facilitates management and support to students. Technological and technical conditions are also important
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Yang, Yi. "A component-based collaboration infrastructure." Texas A&M University, 2005. http://hdl.handle.net/1969.1/3188.

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Groupware applications allow geographically distributed users to collaborate on shared tasks. However, it is widely recognized that groupware applications are expensive to build due to coordination services and group dynamics, neither of which is present in single-user applications. Previous collaboration transparency systems reuse existing single-user applications as a whole for collaborative work, often at the price of inflexible coordination. Previous collaboration awareness systems, on the other hand, provide reusable coordination services and multi-user widgets, but often with two weaknesses: (1) the multi-user widgets provided are special-purpose and limited in number, while no guidelines are provided for developing multi-user interface components in general; and (2) they often fail to reach the desired level of flexibility in coordination by tightly binding shared data and coordination services. In this dissertation, we propose a component-based approach to developing group- ware applications that addresses the above two problems. To address the first prob- lem, we propose a shared component model for modeling data and graphic user inter- face(GUI) components of groupware applications. As a result, the myriad of existing single-user components can be re-purposed as shared GUI or data components. An adaptation tool is developed to assist the adaptation process. To address the second problem, we propose a coordination service framework which systematically model the interaction between user, data, and coordination protocols. Due to the clean separation of data and control and the capability to dynamically "glue" them together, the framework provides reusable services such as data distribution, persistence, and adaptable consistency control. The association between data and coordination services can be dynamically changed at runtime. An Evolvable and eXtensible Environment for Collaboration (EXEC) is built to evaluate the proposed approach. In our experiments, we demonstrate two benefits of our approach: (1) a group of common groupware features adapted from existing single- user components are plugged in to extend the functionalities of the environment itself; and (2)coordination services can be dynamically attached to and detached from these shared components at different granules to support evolving collaboration needs.
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Oddvik, Morten. "“Many People, Many Minds” : Collaborative Writing Using CSCL in the ESL Classroom." Thesis, Norges teknisk-naturvitenskapelige universitet, Program for lærerutdanning, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-14064.

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This study investigates the use and potential of Computer-Supported Collaborative Learning (CSCL) for students of English as a Second Language (ESL). The hypothesis that drives this study is founded on the assumption that students can work collaboratively online using software which allows them to chat and edit a document simultaneously. The purpose is to study the nature of collaboration and the students’ knowledge transformation. The method used for this study was fieldwork where two different situations were emulated to compare collaborative situations. One group had access to three computers and used chat while the other group had access to one computer and could talk. Participants were 14-year old students from different countries in an international school. They were asked to write essays together. Participants were given surveys before and after the essay writing, and their collaborative writing was recorded using screen-capturing software. Grounded theory was used as a method to analyze the written essays and the communicative process of either chat or oral discussion. The study provides evidence that ESL students can benefit from working with CSCL as a democratization of the writing process opens up knowledge transforming practices. Weak writers might find CSCL as an arena for contributing to the group and experience reciprocity in groups marked by positive interdependency and the teacher’s instructive facilitation. The CSCL arena is a multi-purpose space for new innovative language learning practices which requires instructional strategies from educators as well as comprehensive assessment practices including Assessment for Learning (AFL). This study is focused on the collaborative process of language work for ESL classrooms, and provides evidence of a potential affordance in the method of CSCL. This potential remains untapped in the ESL classroom today. The need for shared knowledge transformation requires students’ ability to appropriate the necessary skills to learn collaboratively. "Many minds" holds the potential to facilitate and assist ESL students in their language learning with the use of new technological opportunities as well as new didactical practices.
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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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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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Rydbrink, Morgan. "If you see me, I will learn : A qualitative study of how to facilitate motivation and collaboration in online learning environments." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-64960.

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E-learning offers many ways to partake in distance studies by overcoming obstacles such as physical localization or breaking existing social bonds. Having a higher education also gives greater opportunities both when it comes to employment as well as self-fulfillment. At the same time, e-learning comes with its own challenges both from the viewpoint of instructor as well as learner. Challenges that may be the reason for higher dropout rates compared to campus studies. Even though technology itself is crucial, actually making use of it in an efficient and suitable way as well as planning courses with e-learning in mind is even more important. In this thesis, motivation, communication and collaboration are used as the foundation for researching how e-learning can be facilitated. Theory presented states that there are several dimensions that needs to be kept in mind if learning is to be facilitated. Any course must be set up in such a way that all learners, no matter physical localization, are involved. This included both during lectures as well as any kind of examination. The learner also needs to have proper technology available, technology that both supports communication as well as collaboration. Through these tools, communities can be built in which learning can be enhanced. To investigate this, a qualitative method, consisting of interviews with distance students, were conducted. The results shows that technology were used extensively, both for planning as well as exchanging information. Having proper and clear instructions, both written and orally, was needed. Being able to participate was seen as one of the more crucial factors, both for learning and forming communities. It was also showed that the informants used the tools available not only to increase learning between each other, but also to form bonds over a longer period of time. Non-task communication enhanced the feeling of being part of something greater. Something which in turn increased collaboration and the perceived learning. Social media was the most used tool for planning and executing tasks within a course. It is concluded that to facilitate learning in an e-learning environment, there needs to be more than just proper instructions. There needs to be relevant information given in such a way to uphold the learners’ attention. There also needs to be a focus on collaboration over time, involving both instructors and learners. Beyond this, there needs to be tools available for the learners to form bonds, communities, between each other to facilitate learning and motivation. Through this, a true community of inquiry might be possible.
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Roberts, Alan. "Team role balance : investigating knowledge-building in a CSCL environment." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16466/1/Alan_Roberts_Thesis.pdf.

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Computer Supported Collaborative Learning (CSCL) is one approach that seemingly maps neatly to the notion of equipping learners for emergent knowledge-age work practice currently exemplified by Computer Supported Cooperative Work (CSCW) or Virtual Teams. However, the difficulty of achieving peer interaction in Computer Supported Collaborative Learning (CSCL) environments has proved to be a recurrent problem. Seemingly collaborative settings have been interpreted too narrowly referring only to positive phenomenon. There has been a tendency to focus on technology rather than social scaffolds. Little is known about the influence of students' personalities on online collaborative interaction and knowledge-building activity. Within collaborative team based contexts individuals demonstrate preferences towards certain activities. Such preferences and combinations of preferences may affect team knowledge-building activity both in terms of quality and efficiency. This thesis reports on the findings from a study that investigated if knowledge-building activity can be enhanced in tertiary education CSCL environments through the use of teams balanced by Team Role Preference.
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Roberts, Alan. "Team role balance : investigating knowledge-building in a CSCL environment." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16466/.

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Computer Supported Collaborative Learning (CSCL) is one approach that seemingly maps neatly to the notion of equipping learners for emergent knowledge-age work practice currently exemplified by Computer Supported Cooperative Work (CSCW) or Virtual Teams. However, the difficulty of achieving peer interaction in Computer Supported Collaborative Learning (CSCL) environments has proved to be a recurrent problem. Seemingly collaborative settings have been interpreted too narrowly referring only to positive phenomenon. There has been a tendency to focus on technology rather than social scaffolds. Little is known about the influence of students' personalities on online collaborative interaction and knowledge-building activity. Within collaborative team based contexts individuals demonstrate preferences towards certain activities. Such preferences and combinations of preferences may affect team knowledge-building activity both in terms of quality and efficiency. This thesis reports on the findings from a study that investigated if knowledge-building activity can be enhanced in tertiary education CSCL environments through the use of teams balanced by Team Role Preference.
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Santos, Leonardo Nascimento dos. "Desenvolvimento de um Multi-Organizador Flexível de Espaços Virtuais Manaus." Universidade Federal do Amazonas, 2009. http://tede.ufam.edu.br/handle/tede/2948.

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Fundação de Amparo à Pesquisa do Estado do Amazonas
Work and learning built individually and in groups took a new and definitive impulse from popularization of software tools that currently compose web-based virtual environments. After a time of reckoning and appropriation of these resources, work, teaching, learning and social relations started to demand that virtual environments cannot yet answer, partially due to need of conformation by some of these environments to certain functional aspects maintained mainly by tradition. A possible strategy to deal with this problem is to devise and to develop flexible environments to support cooperative activities, given users a better balance between supporting tools and goals and profiles of participants in a specific activity. This work is part of a multi-institutional effort on the area where, from conceptual elements defining an innovative and simple approach to development of virtual environments, it is reported the organization, modeling and implementation of an instance of this kind of environment. The resulting prototype, currently in use at UFAM, was built using Moodle as development and evaluation platform.
O trabalho e a aprendizagem construídos individual e coletivamente tomaram novo e determinante impulso a partir da disseminação das ferramentas de software que atualmente compõem os ambientes virtuais baseados na Web. Após um período de reconhecimento e apropriação desses recursos, o trabalho, o ensino, a aprendizagem e as relações sociais como um todo passam a apresentar demandas que os ambientes virtuais ainda não conseguem atender, em parte devido à conformação desses ambientes a certos aspectos funcionais mantidos principalmente por tradição. Uma estratégia possível para tratar esse problema é a concepção e desenvolvimento de ambientes flexíveis para apoiar a realização de atividades cooperativas, propiciando aos usuários uma melhor sintonia entre ferramentas de apoio e os objetivos e os perfis dos participantes de uma determinada atividade. O trabalho aqui descrito faz parte de um esforço multi-institucional de pesquisa no tema, onde, a partir dos elementos conceituais que definem uma abordagem de inovadora simplicidade à concepção e desenvolvimento de ambientes virtuais, é relatada a organização, modelagem e implementação de uma instância desse tipo de ambiente. O protótipo resultante, atualmente em plena utilização na UFAM, foi construído utilizando o Moodle como plataforma de desenvolvimento e avaliação.
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Martínez, Carreras María Antonia. "Diseño de un entorno colaborativo y su aplicación a plataformas de aprendizaje." Doctoral thesis, Universidad de Murcia, 2005. http://hdl.handle.net/10803/10929.

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Los entornos colaborativos educacionales, así como las herramientas educacionales están tomando grandes repercusiones en nuestra sociedad, llevándose a cabo en la actualidad numerosos proyectos de investigación acerca de su construcción y su uso en comunidades educacionales. Las investigaciones llevadas a cabo durante estos años han estado basadas en la creación de entornos colaborativos y su aplicación en entornos educacionales, a través de las cuales se han realizado una serie de estudios sobre las ventajas y desventajas que proporcionan dichos entornos, tanto a nivel de arquitectura como a nivel de herramientas.Con lo cual uno de los objetivos de nuestro trabajo de investigación es ofrecer una plataforma colaborativa genérica que puede ser aplicada a cualquier ámbito colaborativo incluyendo el aprendizaje por descubrimiento. Para ello se han estudiado las principales tecnologías y las distintas plataformas existentes obteniendo a partir de ello los elementos necesarios para la creación de un entorno colaborativo genérico. Con el fin de consolidar dichos elementos mostramos como se han aplicado al desarrollo de aplicaciones y plataformas dentro del ámbito de dos proyectos europeos, ITCOLE y COLAB.
Earning collaborative environments as well as learning tools have taken a prominent relevance in society, producing a growth of research projects regarding the building and the use of this system in education area. During the last years the research in this area has been focused on the building of different kinds of collaborative platforms and its usage in the educational arena, providing different kinds of studies which indicate the advantages and disadvantages of the use of them. These studies have covered the architecture of these systems and the use of them. Therefore, the aim of this research is to provide a generic collaborative environment which can be applied to any area, including discovery learning. For that reason, we have studied the main technologies and platforms for obtaining the elements needed in the building of a generic collaborative environment. Moreover, we have included these elements in the development regarding two European projects, ITCOLE and COLAB.
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Balazs, Ildiko Erzsebet. "Konzeption von Virtual Collaborative Learning Projekten." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2005. http://nbn-resolving.de/urn:nbn:de:swb:14-1111134624957-21292.

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Virtual Collaborative Learning (VCL) beschäftigt sich mit einer Möglichkeit, Lernenden eine virtuelle Lernumgebung zu bieten, in der sie die Vorteile von E-Learning, wie zeitliche Flexibilität oder Ortsunabhängigkeit, mit den Vorteilen einer kollaborativen Zusammenarbeit kombinieren können. Hierbei steht die systematisch vorbereitete, tutoriell begleitete, unter Projektbedingungen (klare Zielvorgabe, offener Lösungsweg, begrenzte personelle und zeitliche Ressourcen) realisierte und mit Hilfe von Informations- und Kommunikationstechnologie hauptsächlich in virtueller Umgebung stattfindende, selbstorganisierte Kleingruppenarbeit an authentischen Problemstellungen im Mittelpunkt. Das Ziel der vorliegenden Arbeit ist die Unterstützung eines Entscheidungsträgers beim Treffen von VCL-bezogenen Planungsentscheidungen und somit die Erhöhung der Wahrscheinlichkeit eines erfolgreichen Einsatzes dieser Lehrform. Hierfür wurden basierend auf den Erfahrungen und Daten, die innerhalb von sieben VCL Projekten zwischen 2001 und 2003 am Lehrstuhl für Wirtschaftsinformatik, insb. Informationsmanagement, der Technischen Universität Dresden gesammelt und ausgewertet wurden, die Besonderheiten eines VCL Einsatzes systematisiert und ein Vorgehensmodell zur Unterstützung des Entscheidungsträgers abstrahiert. Die im Teil A der Arbeit vorgestellten Informationen ermöglichen dem Leser, Virtual Collaborative Learning in die Vielzahl unterschiedlicher Lehrformen der virtuellen Gruppenarbeit einzuordnen, eine präzise Vorstellung über die mit VCL erreichbaren Ziele zu gewinnen und VCL im Detail kennen zu lernen. Dieses Wissen ist notwendig, um das im Teil B vorgestellte Vorgehensmodell erfolgversprechend nutzen zu können. Das Vorgehensmodell teilt den gesamten Entscheidungsprozess in einzelne Phasen, die Phasen in mehrere Schritte und die Ermittlung möglicher Alternativen in mehrere aufeinander aufbauende Module auf. Zu den einzelnen Vorgehensschritten stehen dem Entscheidungsträger im Anhang unterstützende Informationen, abgeleiteten Empfehlungen, Checklisten und abstrahierte Regeln zur Verfügung.
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23

Schuster, Daniel. "Bedarfsgesteuerte Verteilung von Inhaltsobjekten in Rich Media Collaboration Applications." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2007. http://nbn-resolving.de/urn:nbn:de:swb:14-1196343503734-18949.

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IP-basierte Konferenz- und Kollaborations-Systeme entwickeln sich mehr und mehr in Richtung Rich Media Collaboration, d.h. vereinigen Audio- und Videokonferenzfunktionalität mit Instant Messaging und kollaborativen Funktionen wie Presentation Sharing und Application Sharing. Dabei müssen neben den Live-Medienströmen auch Inhaltsobjekte wie Präsentationsfolien oder Dokumentseiten in Echtzeit innerhalb einer Session verteilt werden. Im Gegensatz zum klassischen 1:n-push-Schema wird dafür in der Arbeit ein Ansatz für wahlfreien Zugriff auf durch die Teilnehmer selbst gehostete Inhaltsobjekte - also n:m-pull-Verteilung - vorgestellt. Dieser Ansatz hat in Anwendungsszenarien mit gleichberechtigten Teilnehmern, wie zum Beispiel virtuellen Meetings von Projektteams, signifikante Performance-Vorteile gegenüber den traditionellen Ansätzen. Mit dem Content Sharing Protocol (CSP) wurde eine Protokoll-Engine bestehend aus neun Mikroprotokollen entwickelt, implementiert und evaluiert. Sie beinhaltet neben der Kernfunktionalität der Inhaltsauslieferung auch Unterstützung für Caching, Prefetching und Datenadaption, sowie dynamische Priorisierung von Datentransfers und Interaktionsunterstützung.
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Kvan, Thomas. "Designing together apart : computer supported collaborative design in architecture." Thesis, Open University, 1999. http://oro.open.ac.uk/57960/.

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The design of computer tools to assist in work has often attempted to replicate manual methods. This replication has been proven to fail in a diversity of fields such as business management, Computer-Aided Design (CAD) and Computer- Supported Collaborative Work (CSCW). To avoid such a failure being repeated in the field of Computer-Supported Collaborative Design (CSCD), this thesis explores the postulation that CSCD does not have to be supported by tools which replicate the face-to-face design context to support distal architectural design. The thesis closely examines the prevailing position that collaborative design is a social and situated act which must therefore be supported by high bandwidth tools. This formulation of architectural collaboration is rejected in favour of the formulation of a collaborative expert act. This proposal is tested experimentally, the results of which are presented. Supporting expert behaviour requires different tools than the support of situated acts. Surveying research in computer-supported collaborative work (CSCW), the thesis identifies tools that support expert work. The results of the research is transferred to two contexts: teaching and practice. The applications in these two contexts illustrate how CSCD can be applied in a variety of bandwidth and technological conditions. The conclusion is that supporting collaborative design as an expert and knowledge-based act can be beneficially implemented in the teaching and practice of architecture.
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Vu, Jimmy M. "Developing an Electronic Tool for Cross-Cultural Computer Supported Collaborative Work (CCSCW)." Thesis, Virginia Tech, 2004. http://hdl.handle.net/10919/42105.

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There is a lack of tools available to support cross-cultural communication and collaboration. Current research is comprised of assessments of the need for better cross-cultural communication tools and discussions of simple guidelines for developing such a tool. Existing programs such as chat or video-conferencing have been altered to be used in a cross-cultural setting, but little data has been gathered on their effectiveness. There is a need, according to the literature in the field of Computer Supported Collaborative Work (CSCW), that cross-cultural tools be developed, researched, and comprehensively studied. The purpose of this research was to show that a simple cross-cultural communication tool can be developed to support electronic cross-cultural collaborations. BlissChat was developed in Virginia Techâ s Macroergonomics and Group Decision Systems Laboratory for this purpose. The dependent measures for the study consisted of the time of completion and errors committed. The experimental design was a 2 x 2 between factor design. The factors were divided into a concordant (same language culture) group versus a discordant (different language culture) group. The other independent variable was the environment, whether they used the communication tool BlissChat, or in the ideal setting of face-to- face (FtF). The two culture groups used were Chinese first language speakers and English first language speakers. Participants who used BlissChat were able to perform their tasks as accurately as those who met FtF by not committing significantly more errors (p<0.05), but they did not perform as efficiently. The participants using BlissChat did not perform as efficiently as those meeting FtF (p<0.05). It took participants using BlissChat much longer to perform their task than participants in FtF conditions (p<0.05). The consequence of these outcomes will effect both the current use as well as the future outcomes of CCSCW.
Master of Science
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Hedlund, Gillis. ""If you’re going to use the computer, you will have to totally think computer"." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-35833.

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This degree project investigates the qualitative function of technology in a language learning environment in the south-eastern Skåne region of Sweden. This is done by comparing individual teacher experiences to CSCL theory. The data in the paper is collected through qualitative interviews representing six separate upper-secondary schools in the region. From the results of the paper the conclusion is drawn that the computer-supported classroom environment represents a new and radically different infrastructure and that there seems to be a lack of communication concerning how to best use computer-technology as a productive language-learning tool in the classroom.
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Balazs, Ildiko Erzsebet. "Konzeption von Virtual Collaborative Learning Projekten: Ein Vorgehen zur systematischen Entscheidungsfindung." Doctoral thesis, Technische Universität Dresden, 2004. https://tud.qucosa.de/id/qucosa%3A24468.

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Virtual Collaborative Learning (VCL) beschäftigt sich mit einer Möglichkeit, Lernenden eine virtuelle Lernumgebung zu bieten, in der sie die Vorteile von E-Learning, wie zeitliche Flexibilität oder Ortsunabhängigkeit, mit den Vorteilen einer kollaborativen Zusammenarbeit kombinieren können. Hierbei steht die systematisch vorbereitete, tutoriell begleitete, unter Projektbedingungen (klare Zielvorgabe, offener Lösungsweg, begrenzte personelle und zeitliche Ressourcen) realisierte und mit Hilfe von Informations- und Kommunikationstechnologie hauptsächlich in virtueller Umgebung stattfindende, selbstorganisierte Kleingruppenarbeit an authentischen Problemstellungen im Mittelpunkt. Das Ziel der vorliegenden Arbeit ist die Unterstützung eines Entscheidungsträgers beim Treffen von VCL-bezogenen Planungsentscheidungen und somit die Erhöhung der Wahrscheinlichkeit eines erfolgreichen Einsatzes dieser Lehrform. Hierfür wurden basierend auf den Erfahrungen und Daten, die innerhalb von sieben VCL Projekten zwischen 2001 und 2003 am Lehrstuhl für Wirtschaftsinformatik, insb. Informationsmanagement, der Technischen Universität Dresden gesammelt und ausgewertet wurden, die Besonderheiten eines VCL Einsatzes systematisiert und ein Vorgehensmodell zur Unterstützung des Entscheidungsträgers abstrahiert. Die im Teil A der Arbeit vorgestellten Informationen ermöglichen dem Leser, Virtual Collaborative Learning in die Vielzahl unterschiedlicher Lehrformen der virtuellen Gruppenarbeit einzuordnen, eine präzise Vorstellung über die mit VCL erreichbaren Ziele zu gewinnen und VCL im Detail kennen zu lernen. Dieses Wissen ist notwendig, um das im Teil B vorgestellte Vorgehensmodell erfolgversprechend nutzen zu können. Das Vorgehensmodell teilt den gesamten Entscheidungsprozess in einzelne Phasen, die Phasen in mehrere Schritte und die Ermittlung möglicher Alternativen in mehrere aufeinander aufbauende Module auf. Zu den einzelnen Vorgehensschritten stehen dem Entscheidungsträger im Anhang unterstützende Informationen, abgeleiteten Empfehlungen, Checklisten und abstrahierte Regeln zur Verfügung.
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Curry, Kevin Michael. "Supporting Collaborative Awareness in Tele-immersion." Thesis, Virginia Tech, 1999. http://hdl.handle.net/10919/34088.

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The goal of this thesis is to present the virtual environments research community with a thorough investigation of collaborative awareness in Tele- immersion and related immersive virtual environments. Tele-immersion was originally defined in 1996 by Tom Defanti of the Electronic Visualization Laboratory (EVL), is "the union of networked VR and video in the context of significant computing and data mining" [Leigh, et. al., 1997]. Since then, research on Tele-immersion has outgrown most of its system and performance-related issues and now focuses supporting collaborative interaction and usability. Tele-immersion now deals with the "[creation of persistent virtual environments] enabling multiple, globally situated participants to collaborate over high-speed and high-bandwidth networks connected to heterogeneous supercomputing resources and large data stores" [Leigh, et. al., 1997, p. 1 of 9]. In the early stages of Tele- immersion there were two main factors driving the research: the significant processing load of real-time and simulated computational steering, and the sheer bulk of the data sets being generated for scientific visual analysis [Leigh, et. al., 1997]. Now the growing number of immersive VR sites is motivating a need to support human-to-human interaction and work over wide networks of immersive virtual environments. This research focuses heavily on issues of collaborative awareness in these networked, immersive virtual environments. Collaborative awareness, in this context, is a concept that encompasses the caveats of one's knowledge about the CVE and its occupants. As a result of this study, software has been designed to provide support not only for collaborative awareness, but also for several other dimensions of collaboration.
Master of Science
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29

Ulriksson, Jenny. "Consistency management in collaborative modelling and simulation." Licentiate thesis, KTH, Microelectronics and Information Technology, IMIT, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-571.

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The aim of this thesis is to exploit the technological capabilities of computer supported collaborative work (CSCW) in the field of collaborative Modelling and Simulation (M&S). The thesis focuses on addressing two main problems: (i) providing flexible means of consistency management in collaborative M&S, and (ii) the ability of providing platform and application independent services for collaborative M&S.

In this work, some CSCW technologies and how some of the concepts can be incorporated in a distributed collaborative M&S environment, have been studied. An environment for component based simulation development and visualization, which provides support for collaborative M&S, has been designed. Some consistency policies that can be used in conjunction with distributed simulation and the High Level Architecture (HLA) have been investigated. Furthermore, the efficient utilization of HLA and XML in combination, as the foundation of a CSCW infrastructure has been proved. Two consistency policies were implemented utilizing HLA, a strict and an optimistic, in the distributed collaborative environment. Their performance was compared to the performance of a totally relaxed policy, in various collaboration situations.

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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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Pitt, Christine Ann, and n/a. "An exploration of groupware as an enabling technology for the learning organisation." University of Canberra. Information Sciences & Engineering, 2003. http://erl.canberra.edu.au./public/adt-AUC20060427.100120.

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The Australian business environment has been changing at an ever-increasing pace since the mid-1980s. Technological, economic and social changes have altered the working environment. There have been constant technological advances with information technology influencing most categories of work. Organisations in public and private sectors have ongoing expectations of increased productivity, increased quality of processes and swifter responsiveness to clients. Team roles have changed. Team members are multi-skilled and work is designed to emphasise the whole task. The Karpin Industry Task Force described a vision for an Australian business environment that would, by 2014, be one with a flexible, skilled and motivated workforce, world class managers, a customer comes first mentality, and an internationally competitive perspective. These characteristics are congruent with those of learning organisations. The aim of this study is to evaluate the suitability of groupware as the supporting infrastructure for a learning organisation. To do this, the study assesses the use of technology to support personal and team learning in a learning organisation, studies the impact of groupware on learning within workgroups, determines the extent to which communication and learning styles influence its effectiveness, and identifies ways in which groupware can be used to capture the information used to support knowledge management in an organisation. Two case studies are used to undertake this assessment. Three distinct yet related frameworks underpin this study. The first is that of Groupware and the related research frameworks of Computer Supported Cooperative Work (CSCW) and Computer Supported Collaborative Learning (CSCL). The second is the Learning Organisation and its supporting disciplines. The final framework is that of learning and the action-oriented learning processes. Each is examined and the interrelatedness of the frameworks is explored. The journey to produce this written material has been one of twists and turns, blind alleys and blinding revelations, observation and reflection. My choice of techniques has been eclectic, reflecting the breadth of theoretical material covered.
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Uscamayta, Andrey Omar Mozo. "Ubiquitous collaborative multimedia capture of live experiences toward authoring extensible interactive multimedia documents." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-14092017-083647/.

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The growing importance of multimedia content generated by ordinary users demands research for models, methods, technologies and systems that support multimedia production. Despite recent results allowing the collaborative capture of video via mobile devices, there is gap in supporting the collaborative capture of multiple media. In this dissertation we propose that ubiquitous collaborative multimedia production can be carried out by users who capture and annotate multiple media using the CMoViA mobile application. CMoViA also allows export the user-generated content to the CI+WaC, which allows them to edit the user-generated content in the form of interactive and extensible multimedia documents. The proposal demanded extending recent work reported in the literature, namely the I+WaC-IE (Interactors+WaC-Interaction Events) model, the I+WaC-Editor tool and MoViA tool. Hence, CMoViA follows the proposed CI+WaC-IE model. We discuss results from a case study, carried out in the educational domain, in which students collaboratively capture a lecture.
A crescente importância de conteúdo multimídia gerado por usuários amadores exige pesquisas por modelos, métodos, tecnologias e sistemas que apoiem a produção multimídia. Apesar dos recentes resultados que permitem captura colaborativa em vídeo utilizando dispositivos móveis, existe uma lacuna no apoio à captura colaborativa de múltiplas mídias. O trabalho apresentado nesta dissertação propõe que a produção multimídia colaborativa ubíqua possa ser alcançada por usuários que realizem a captura de múltiplas mídias e de anotações utilizando o aplicativo móvel CMoViA. CMoViA também permite que o conteúdo gerado por esses usuários seja exportado para a plataforma CI+WaC, a qual permite editar e anotar documentos multimídia interativos. Essa proposta requer a extensão de trabalho recentes reportados na literatura: o modelo I+WaC-IE (Interactors+WaC-Interaction Events), a ferramenta I+WaC-Editor e a ferramenta MoViA. Assim, a aplicação CMoViA segue o modelo CI+WaC-IE proposto neste trabalho como extensão do modelo I+WaC-IE. A proposta foi avaliada por meio de estudo de caso realizado no domínio educacional, no qual estudantes capturam colaborativamente uma palestra.
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André, Luc. "Préservation des intentions et maintien de la cohérence des données répliquées en temps réel." Thesis, Université de Lorraine, 2016. http://www.theses.fr/2016LORR0089/document.

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L'édition collaborative en temps réel permet à plusieurs utilisateurs d'éditer un même document simultanément grâce à des outils informatiques. Les applications d'édition collaborative en temps réel répliquent les données éditées chez chaque utilisateur, pour garantir une édition des données réactive et possible à chaque instant. Les conflits d'édition sont fréquents, et doivent être gérés automatiquement par l'application. L'application doit faire converger toutes les répliques vers un document commun, qui contient toutes les modifications exprimées par tous les utilisateurs. Les algorithmes actuels fonctionnent de manière satisfaisante pour des types de données simples et des possibilités d'édition minimes. Lorsque le document est plus complexe (document XML, texte structuré), ou qu'il peut être édité avec un ensemble élargi d'opérations (déplacement de texte, styliser du texte), lors de la résolution de conflits d'édition, les algorithmes échouent à proposer un contenu qui convienne aux utilisateurs. Les intentions des utilisateurs ne sont pas respectées. L'objectif de cette thèse est de proposer des algorithmes d'édition collaborative en temps réel qui respectent mieux les intentions des utilisateurs que les algorithmes actuels.Pour cela, nous étudions deux approches de la littérature nommées transformées opérationnelles et modèles de données répliquées commutatives, et montrons comment il est possible d'attribuer plus de sémantique aux opérations de base des algorithmes d'édition collaborative, ce qui permet aux utilisateurs d'exprimer avec plus de moyens leurs intentions, et aux algorithmes de résoudre plus efficacement les conflits d'édition
Real-time collaborative editors, like GoogleDocs or Etherpad, allow the simultaneous edition of a document by several users. These applications need to replicate the edited document, for the so called real-time purpose of permitting a fast and reactive editing by any user at any time. Editing conflicts frequently occur, and must be automatically handled by the application, in order to provide every users with the same copy of the document, containing every modifications issued. Most of current real-time collaborative editing algorithms were designed for simple data structures, like linear text, and simple editing ways, like inserting or removing a character only. These algorithms fail to offer an appropriate editing conflict resolution when used with a complex data structure, like XML, or with complex operations, like moving some text or adding some style. Copies are the sames but users' intentions are not preserved. The goal of this thesis is to design new real-time collaborative editing algorithms that ensure a better preservation of users' intentions. The first contribution of this thesis is an algorithm based on the Operational Transformation approach (OT). Our contribution is designed to handle rich text document (with stylized text and paragraphs) and to preserve the intentions of a set of high editing level operations (add style, merge paragraphs...). The second contribution uses the Commutative Replicated Data Types approach (CRDT), and offers an algorithm which preserves the update intention, while improving global performance of the approach when dealing with large blocs of data
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Barbosa, Jaiane Ramos. "PrÃticas de aprendizagem colaborativa em uma escola UCA do CearÃ." Universidade Federal do CearÃ, 2013. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=15988.

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FundaÃÃo Cearense de Apoio ao Desenvolvimento Cientifico e TecnolÃgico
A pesquisa investigou como um projeto colaborativo, desenvolvido em uma escola UCA contribuiu no desenvolvimento de prÃticas colaborativas em sala de aula. A presente pesquisa de estudo de caso e carÃter qualitativo foi realizada em uma Escola de Ensino Fundamental, localizada no distrito de Parada, no municÃpio de SÃo GonÃalo do Amarante, no estado do CearÃ. A referida escola foi uma das nove escolas contempladas com o projeto UCA no estado do Cearà e uma das duas escolas, do mesmo estado, localizada no territÃrio praieiro. A pesquisa dissertativa teve duraÃÃo de aproximadamente trÃs meses (com os alunos) nos quais foram realizados 14 encontros presenciais e uma aula de campo destinada à visitaÃÃo dos alunos e professores a X Bienal Internacional do Livro. Participou da pesquisa uma turma do 8 ano do ensino fundamental, com 25 alunos. Durante o desenvolvimento da pesquisa, foram utilizados, como instrumentos principais do nosso trabalho, o laptop educacional conectado à internet, ferramentas livres do Google Drive e o Sistema On-line para CriaÃÃo de Projetos e Comunidades-SÃcrates. As tÃcnicas e materiais de coleta de dados foram o 1) DiÃrio de Campo; 2) Check list; 3) Entrevista Semiestruturada; 4) GravaÃÃo de VÃdeo, Ãudio e Captura de Imagens, coletadas pela prÃpria pesquisadora. Os resultados foram analisados de acordo com as macrocategorias estabelecidas, acompanhados de suas categorias e subcategorias. Constatamos que, a partir das situaÃÃes colaborativas propostas durante os encontros presencias e no ambiente virtual, os alunos usaram os laptops e construÃram materiais digitais por meio da interaÃÃo e colaboraÃÃo entre os participantes do projeto.
The research investigated how a collaborative project, developed in a UCA school contributed to the development of collaborative practices in the classroom. This research case study and qualitative research was reld in a Elementary School, located in the district of Parada in the City of SÃo GonÃalo do Amarante, Cearà State. That school was one of nine schools awarded the UCA project in the state of Cearà and one of two schools in the same state, located in a beach region. The research Essay lasted approximately three months (with the students) and was conducted in 14 meetings and a class field destined to a visitation with the students and teachers to X Bienal Internacional do Livro. Participated in the research a group of 25 8th graders. During the development of the research, we used as main instruments of data collecting, the educational laptop connected to the internet, Google free tools and the On-line System for Creating Projects and Communities â SOCRATES. The techniques and materials were 1) daily Field; 2) Check list, 3) semi-structured interview; 4) Recording audio, video and image capture, collected by the researcher. The results were analyzed according to established macro category, accompanied for their categories and subcategories. We note that, from collaborative situations proposals during meetings in the presence of students and virtual environment, the students used laptops and digital materials built through interaction and collaboration between project participants.
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35

Horvath, Gregory Michael. "Collaborative Spaces for Increased Traceability in Knowledge-Intensive Document-Based Processes." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1249923218.

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36

Delnevo, Giovanni. "Strumenti e contesti del lavoro collaborativo." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/6248/.

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37

Petrakou, Alexandra. "Design for Places of Collaboration." Doctoral thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-15960.

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This thesis reports a research effort that comprises six papers and a cover paper. In essence, the thesis contributes to the understanding of collaborative settings by introducing the perspective of ‘places of collaboration’. This perspective is particularly important when designing computer-based technologies that support collaborative settings.   The starting point and overall research aim is to understand people’s efforts to configure their current context for the purposes of collaboration. The cover paper of the thesis comprises a theoretical reflection and examination of four collaborative settings. The settings have been studied in situ through ethnographic inquiry and the results are reported in the six papers enclosed in the thesis. In my theoretical reflection, the concepts of ‘place’, ‘space’ and ‘boundary objects’ are central.   The studies revealed that people’s efforts to configure the current context create and reflect a ‘place of collaboration’. In other words, the effort to configure the context results in a practice characterized by an understanding of how to cooperate; a collaborative practice that constitutes a ‘place of collaboration’. During this configuration, the space and the use of materiality in this space are important parts in the creation of a place of collaboration. In addition, people configure collaborative contexts of intersecting practices by creating boundary objects. Boundary objects serve as mediators in a place-making process for the integration of places into a ‘place of collaboration’ for several practices. What is more, the dynamics of a place of collaboration may affect changes in existing modes of working and in computer-based tools that have been introduced into the workplace. The people and practices that constitute the place will in turn re-configure the place of collaboration, including the space and objects available due to the new circumstances.   People’s configuration of their current context reveals crucial aspects about the place of collaboration that must be considered also when designing to support this setting. However, this configuration may not necessarily equal efficiency and effectiveness, as evaluated by actors external to this context. The conclusion of this thesis is that future research and design should consider how to support people in their own effort to configure their collaborative context.
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Jones, Nory Beth. "The diffusion of a collaborative CSCW technology to facilitate knowledge sharing and performance improvement /." free to MU campus, to others for purchase, 2001. http://wwwlib.umi.com/cr/mo/fullcit?p3012982.

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39

Sukiasyan, Lena. "An Empirical Investigation of the Role of Collaboration in the Wind Industry Supply Chain." Thesis, Umeå universitet, Handelshögskolan vid Umeå universitet, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-38033.

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Ducksworth, Letatia Bright. "Supporting Computer-Mediated Collaboration through User Customized Agents." Thesis, University of North Texas, 2001. https://digital.library.unt.edu/ark:/67531/metadc3055/.

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This research investigated a neglected problem - interruption of groups by agent advisory systems. The question was whether interruption by the agent advisory system was beneficial. A survey of literature in four areas is included in this dissertation. The areas surveyed were Agents, Online Help, Computer Supported Cooperative Work(CSCW) and Awareness in CSCW. Based on the review, a human subject experiment was conducted. The study investigated whether the style of agent advisory interface improved the performance of group members. There were three sets of groups, a control set that did not have advisory agents, a set that had system provided advisory agents and a set that had group customized advisory agents. The groups worked together using a CSCW application developed with GroupKit, a CSCW toolkit. The groups with group customized advisory agents used an Agent Manager application to define advisory agents that would give them advice as they worked in the CSCW application. The findings showed that the type of advisory agents did not significantly influence the performance of the groups. The groups with customized agents performed slightly better than the other groups but the difference was not statistically significant. When notified that advice was issued, groups with customized agents and groups with provided agents seldom accessed the agent's advice. General design guidelines for agent interruption have not been solved. Future work is needed to finish the job. The definitive solution may be some mixture of the three known individual design solutions.
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Gumienny, Raja Carola. "Understanding the adoption of digital whiteboard systems for collaborative design work." Phd thesis, Universität Potsdam, 2013. http://opus.kobv.de/ubp/volltexte/2014/7241/.

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User-centered design processes are the first choice when new interactive systems or services are developed to address real customer needs and provide a good user experience. Common tools for collecting user research data, conducting brainstormings, or sketching ideas are whiteboards and sticky notes. They are ubiquitously available, and no technical or domain knowledge is necessary to use them. However, traditional pen and paper tools fall short when saving the content and sharing it with others unable to be in the same location. They are also missing further digital advantages such as searching or sorting content. Although research on digital whiteboard and sticky note applications has been conducted for over 20 years, these tools are not widely adopted in company contexts. While many research prototypes exist, they have not been used for an extended period of time in a real-world context. The goal of this thesis is to investigate what the enablers and obstacles for the adoption of digital whiteboard systems are. As an instrument for different studies, we developed the Tele-Board software system for collaborative creative work. Based on interviews, observations, and findings from former research, we tried to transfer the analog way of working to the digital world. Being a software system, Tele-Board can be used with a variety of hardware and does not depend on special devices. This feature became one of the main factors for adoption on a larger scale. In this thesis, I will present three studies on the use of Tele-Board with different user groups and foci. I will use a combination of research methods (laboratory case studies and data from field research) with the overall goal of finding out when a digital whiteboard system is used and in which cases not. Not surprisingly, the system is used and accepted if a user sees a main benefit that neither analog tools nor other applications can offer. However, I found that these perceived benefits are very different for each user and usage context. If a tool provides possibilities to use in different ways and with different equipment, the chances of its adoption by a larger group increase. Tele-Board has now been in use for over 1.5 years in a global IT company in at least five countries with a constantly growing user base. Its use, advantages, and disadvantages will be described based on 42 interviews and usage statistics from server logs. Through these insights and findings from laboratory case studies, I will present a detailed analysis of digital whiteboard use in different contexts with design implications for future systems.
Nutzerorientierte Gestaltungsprozesse werden angewandt, um zu gewährleisten, dass neue Software für Computer und Smartphones gebrauchstauglich ist und die tatsächlichen Bedürfnisse der Anwender adressiert. Dazu sollen potentielle Anwender befragt und beobachtet und darauf basierend Ideen und Entwürfe für die neue Software entwickelt werden. Um die Nutzerdaten und Ideen zu sammeln, sowie daraus Konzepte zu erarbeiten, werden häufig Whiteboards und Haftnotizen (Post-its) benutzt. Sie haben den Vorteil, dass sie weit verbreitet sind und keine speziellen Kenntnisse erfordern. Analoge Whiteboards sowie Stift und Papier haben allerdings auch den Nachteil, dass die Informationen nicht digital gespeichert und mit Personen an anderen Standorten geteilt werden können. Auch andere digitale Vorteile, wie z. B. Inhalte suchen und sortieren, sind nicht verfügbar. Obwohl es seit 20 Jahren Forschung zu digitalen Whiteboard-Anwendungen gibt, werden diese Systeme im Firmenumfeld kaum genutzt. Diverse Forschungsprototypen sind bisher weder im Langzeiteinsatz noch in Unternehmen ausreichend getestet worden. Ziel dieser Dissertation ist zu erforschen, welche Faktoren den Einsatz von digitalen Whiteboard-Systemen begünstigen und welche Faktoren eher hinderlich sind. Zu diesem Zweck haben wir das Tele-Board Software System für gemeinsames kreatives Arbeiten entwickelt. Basierend auf Interviews und Beobachtungen, sowie Erkenntnissen aus vorheriger Forschung, haben wir versucht, die analoge Arbeitsweise mit herkömmlichen Arbeitsmitteln in die digitale Welt zu übertragen. Tele-Board kann mit unterschiedlicher Hardware benutzt werden und ist nicht an spezielle Geräte gebunden. Diese Tatsache hat sich als Vorteil für den Einsatz der Software in größerem Umfang erwiesen. In dieser Arbeit präsentiere ich drei Studien zur Nutzung von Tele-Board von verschiedenen Anwendern in unterschiedlichen Umgebungen. Die Studien wurden sowohl unter kontrollierten Bedingungen, als auch im realen Arbeitsumfeld durchgeführt. Wie zu erwarten war, wird das System besonders dann angenommen, wenn die Anwender Vorteile sehen, die sie mit analogen Arbeitsmitteln und anderer Software nicht haben. Allerdings unterscheiden sich die empfundenen Vorteile je nach Anwender und Nutzungskontext. Daher steigen die Chancen auf eine Verbreitung der Software, wenn sie verschiedene Anwendungsfälle und unterschiedliches Equipment unterstützt. Tele-Board ist mittlerweile seit 1,5 Jahren in einer global agierenden IT-Firma in mindestens fünf Ländern mit konstant steigenden Nutzerzahlen im Einsatz. Auf der Basis von 42 Interviews und Nutzungsstatistiken vom Server wird beschrieben, auf welche Art und Weise das System angewandt wird und welche Vor- und Nachteile es hat. Aus diesen Erkenntnissen sowie anderen Studien, präsentiere ich eine detaillierte Analyse der Nutzung von digitalen Whiteboards und gebe Empfehlungen für die Entwicklung zukünftiger Systeme.
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42

Kok, Ayse. "The use of online collaboration tools for employee volunteering : a case study of IBM's CSC programme." Thesis, University of Oxford, 2014. http://ora.ox.ac.uk/objects/uuid:91fb32e3-fc48-4cc8-8c03-2f873e3facf1.

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This research study intends to find out about the use of online collaboration tools in supporting knowledge workers for the practice of employee volunteering. Online collaboration tools refer to the web-based technologies such as popular Web 2.0 tools like blogs or wikis and traditional online tools such as instant messenger, discussion forums, online chats and e-mail used by several individuals with the aim of achieving a common goal. The employee volunteering program- called Corporate Service Corps (CSC) - is an employee volunteering program in which the IBM employees tackle the economic and societal issues of the less developed countries they have been sent to while getting involved in project-based learning activities. This study provides an insight into how online engagement enabled the continuation of non-formal workplace learning practices such as volunteering and opened up possibilities for new ways to contribute to the learning process of employees. When it comes to online communities there is a mixture of entanglements, partnerships, negotiations and resistances between these tools and human actors. This research study explores how online communities are created by employee volunteers and also provides an understanding of non-formal learning practices within such fluid settings; important issues for organizations interested in non-formal learning practices of their employees are also raised. Today’s workplace settings are in constant need of recurrent learning processes interwoven with daily tasks on digital spaces. However, these digital spaces are not devoid of any issues and hence suggest the need for employees to be conscious of the emerging issues. The results from the case study are analysed by using participatory design methods in order to contribute to the understanding of the use of technology as both a single and collective experience. This research identified the specific benefits of online collaboration tools, and explored how their usage has been appropriated by employee volunteers for their practice of volunteering and how they influenced the process of their meaning-making. By doing so, it raised an awareness of the digital tools that provide collections of traits through which individuals can get involved in non-formal learning practices by having digital interactions with others.
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43

Leduc, Nathaniel. "Understanding Collaboration in the Context of Loosely- and Tightly-Coupled Complex Adaptive Systems." Thesis, Université d'Ottawa / University of Ottawa, 2018. http://hdl.handle.net/10393/37087.

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Many of the technological and social systems our society has come to depend on can be classified as complex adaptive systems (CAS). These systems are made of many individual parts that self-organize to respond and adapt to changing outside and inside influences affecting the system and its actors. These CAS can be placed on a spectrum ranging from loosely- to tightly-coupled, depending on the degree of interrelatedness and interdependence between system components. This research has explored how the process of collaboration occurs in both a loosely- and tightly-coupled setting using one exemplar of each system. The loosely-coupled exemplar related to disaster risk reduction in two Canadian communities while the tightly-coupled one involved the implementation of a surgical information management system in a Canadian hospital. A list of core elements of collaboration that should be considered essential to the success of all collaborative endeavours was developed as a result: Engagement, Communication, Leadership, Role Clarity, Awareness, Time, and Technical Skills and Knowledge. Based on observing how the core elements of collaboration interacted with one another within each of these example systems, two models were created to represent their relationships. A list of considerations that collaborative tool designers should consider was also developed and the implications of these considerations were discussed. As businesses and other organizations increasingly incorporate team-based work models, they will come to depend more heavily on technology-based solutions to support collaboration. By incorporating collaborative technologies that properly support the activity of these teams—based on the specific type of complex adaptive system in which their organization exists—organizations can avoid wasting time and resources developing tools that hinder collaboration.
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44

Cook, Carl Leslie Raymond. "Towards Computer-Supported Collaborative Software Engineering." Thesis, University of Canterbury. Computer Science and Software Engineering, 2007. http://hdl.handle.net/10092/1140.

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Software engineering is a fundamentally collaborative activity, yet most tools that support software engineers are designed only for single users. There are many foreseen benefits in using tools that support real time collaboration between software engineers, such as avoiding conflicting concurrent changes to source files and determining the impact of program changes immediately. Unfortunately, it is difficult to develop non-trivial tools that support real time Collaborative Software Engineering (CSE). Accordingly, the few CSE tools that do exist have restricted capabilities. Given the availability of powerful desktop workstations and recent advances in distributed computing technology, it is now possible to approach the challenges of CSE from a new perspective. The research goal in this thesis is to investigate mechanisms for supporting real time CSE, and to determine the potential gains for developers from the use of CSE tools. An infrastructure, CAISE, is presented which supports the rapid development of real time CSE tools that were previously unobtainable, based on patterns of collaboration evident within software engineering. In this thesis, I discuss important design aspects of CSE tools, including the identification of candidate patterns of collaboration. I describe the CAISE approach to supporting small teams of collaborating software engineers. This is by way of a shared semantic model of software, protocol for tool communication, and Computer Supported Collaborative Work (CSCW) facilities. I then introduce new types of synchronous semantic model-based tools that support various patterns of CSE. Finally, I present empirical and heuristic evaluations of typical development scenarios. Given the CAISE infrastructure, it is envisaged that new aspects of collaborative work within software engineering can be explored, allowing the perceived benefits of CSE to be fully realised.
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45

Gales, Mathis. "Collaborative map-exploration around large table-top displays: Designing a collaboration interface for the Rapid Analytics Interactive Scenario Explorer toolkit." Thesis, Ludwig-Maximilians-University Munich, 2018. https://eprints.qut.edu.au/115909/1/Master_Thesis_Mathis_Gales_final_opt.pdf.

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Sense-making of spatial data on an urban level and large-scale decisions on new infrastructure projects need teamwork from experts with varied backgrounds. Technology can facilitate this collaboration process and magnify the effect of collective intelligence. Therefore, this work explores new useful collaboration interactions and visualizations for map-exploration software with a strong focus on usability. Additionally, for same-time and same-place group work, interactive table-top displays serve as a natural platform. Thus, the second aim of this project is to develop a user-friendly concept for integrating table-top displays with collaborative map-exploration. To achieve these goals, we continuously adapted the user-interface of the map-exploration software RAISE. We adopted a user-centred design approach and a simple iterative interaction design lifecycle model. Alternating between quick prototyping and user-testing phases, new design concepts were assessed and consequently improved or rejected. The necessary data was gathered through continuous dialogue with users and experts, a participatory design workshop, and a final observational study. Adopting a cross-device concept, our final prototype supports sharing information between a user’s personal device and table-top display(s). We found that this allows for a comfortable and practical separation between private and shared workspaces. The tool empowers users to share the current camera-position, data queries, and active layers between devices and with other users. We generalized further findings into a set of recommendations for designing user-friendly tools for collaborative map-exploration. The set includes recommendations regarding the sharing behaviour, the user-interface design, and the idea of playfulness in collaboration.
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46

Kedfors, Fredrik. "Reaching a creative common ground : Enhancing the creative collaboration between a film editor and its respective client." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-119515.

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The aim of this thesis is to locate current problems concerning the process of finding common ground between a creative producer and its respective client, furthermore it aims to propose a solution to this problem in the context of collaborative video editing. The paper starts off by exploring research related to the topic. After that, it establishes, through interviews with experts within fields of video editing and graphic design, what the currently existing problems are concerning communication within their line of work. As a solution to these problems, a collaborative software is proposed with the idea of bridging the understanding between the video editor and its client. The paper ends with some conclusions surrounding the current state of the topic and proposes a way forward for both practitioners and researchers.
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47

ODHIAMBO, PASCAL. "Linking Health Workers’ perceptions to design for state of the art mobile health information systems and support tools." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-11593.

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Typical hospital setups comprise units such as clinics, inpatient wards, outpatient services, casualty services, operating theatres, laboratories, medical schools (for university hospitals) and out-reach medical camps. Healthcare professionals are required to support these different units hence the need to be constantly mobile in undertaking their duties. These duties require that they frequently consult colleagues, receive handover from previous duty staff or share information on previous work undertaken. Successful use and adoption of handheld devices such as PC tablets, PDAs and smartphones integrated to health information systems can minimize the physical mobility. Information sharing using M-health solutions in complex and diverse healthcare settings draw focus beyond the spatiality gains to the coordination of the teams, processes and shared artefacts in healthcare. CSCW research abounds with various concepts that can be useful in characterizing mobility and communication amongst collaborating health workers. Design for mobile health solutions, therefore, provides an opportunity to further ground theoretical frameworks from exemplary studies on health information systems. The overall objective of the study is to propose design suggestions that target successful information sharing in the deployment and use of M-health solutions. To achieve this objective, the thesis investigates and analyses factors influencing the use and adoption of M-health solutions. A qualitative literature review is used in the study to explore significant factors in the acceptance and use of health information systems. A questionnaire developed from these key factors is used to determine the perceptions of healthcare professionals on M-health solutions based on related literature and on a field study. Finally, the findings are discussed using concepts from CSCW literature namely, mobility, common information spaces, temporality and cognitive and coordinative artefacts. As a result, a conceptual model integrating constructs from the Technology acceptance model (TAM) and IS Success model was developed that can be useful in investigating perceptions in the use of M-health solutions. Design suggestions were proposed for the development of future M-health solutions that aim to achieve successful information sharing amongst healthcare professionals.
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48

Citadin, Jucilane Rosa. "Um algoritmo genético para formação de grupos heterogêneos na aprendizagem colaborativa." Universidade do Estado de Santa Catarina, 2015. http://tede.udesc.br/handle/handle/2048.

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Made available in DSpace on 2016-12-12T20:22:53Z (GMT). No. of bitstreams: 1 Jucilene Rosa Citadin.pdf: 3612746 bytes, checksum: 166b327aaf526b2c31111cff753d5b74 (MD5) Previous issue date: 2015-08-31
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
A formação de grupos para a aprendizagem colaborativa é uma tarefa importante, pois deve permitir a efetiva interação dos membros de um grupo. No entanto, a explosão combinatória relativa ao número de estudantes torna a formação de grupos um problema de otimização combinatória, que é NP-hard, isto é, um problema que não tem solução ótima em tempo polinomial. A resolução desses problemas de complexidade não polinomial requer um grande esforço computacional e aplicação de heurísticas ou meta-heurísticas para chegar a soluções viáveis em tempos adequados. Uma meta-heurística que tem provado ser eficiente na resolução de problemas de otimização NP-hard são os algoritmos genéticos (AG). Por isso, esta pesquisa avalia a adoção de algoritmos genéticos para a formação de grupos na aprendizagem colaborativa, considerando um contexto massivo de dados (milhares de estudantes). Pesquisas bibliográficas e um mapeamento sistemático da literatura sobre formação de grupos para aprendizagem colaborativa foram realizados. Constituir grupos de forma automática, considerando a abordagem selecionada e o critério heterogêneo, utilizando como recurso algoritmos genéticos, foram os resultados apontados pelo mapeamento. Assim, esta pesquisa se propôs a gerar grupos heterogêneos de forma automática, utilizando como abordagem grupo selecionado, considerando os conhecimentos e as interações dos estudantes. Algoritmos genéticos foram utilizados para a formação dos grupos, que teve como objetivo maximizar a heterogeneidade dos conhecimentos e as interações dos estudantes no grupo, além de gerar grupos balanceados entre si (inter-homogêneos). Foram desenvolvidos dois algoritmos, um AG e um randômico como método base de comparação. Ambos foram testados considerando dados de mil até dez mil estudantes, com diferentes configurações dos conhecimentos e interações. A comparação foi feita considerando o fitness, o percentual de grupos heterogêneos e/ou balanceados gerados pelos algoritmos e o tempo de processamento gasto por grupo gerado. Os resultados apontam que AG é eficaz para a formação de grupos heterogêneos na aprendizagem colaborativa. Os resultados do AG foram mais eficientes que os resultados do algoritmo randômico, para conhecimentos heterogêneos e conhecimentos aleatórios. Para conhecimentos homogêneos o AG teve a mesma eficiência que o algoritmo randômico, porém é mais eficaz, pois gera mais grupos balanceados do que o algoritmo randômico.
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49

Heinrich, Matthias. "Enriching Web Applications Efficiently with Real-Time Collaboration Capabilities." Doctoral thesis, Universitätsbibliothek Chemnitz, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-149948.

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Web applications offering real-time collaboration support (e.g. Google Docs) allow geographically dispersed users to edit the very same document simultaneously, which is appealing to end-users mainly because of two application characteristics. On the one hand, provided real-time capabilities supersede traditional document merging and document locking techniques that distract users from the content creation process. On the other hand, web applications free end-users from lengthy setup procedures and allow for instant application access. However, implementing collaborative web applications is a time-consuming and complex endeavor since offering real-time collaboration support requires two specific collaboration services. First, a concurrency control service has to ensure that documents are synchronized in real-time and that emerging editing conicts (e.g. if two users change the very same word concurrently) are resolved automatically. Second, a workspace awareness service has to inform the local user about actions and activities of other participants (e.g. who joined the session or where are other participants working). Implementing and integrating these two collaboration services is largely ine cient due to (1) the lack of necessary collaboration functionality in existing libraries, (2) incompatibilities of collaboration frameworks with widespread web development approaches as well as (3) the need for massive source code changes to anchor collaboration support. Therefore, we propose a Generic Collaboration Infrastructure (GCI) that supports the e cient development of web-based groupware in various ways. First, the GCI provides reusable concurrency control functionality and generic workspace awareness support. Second, the GCI exposes numerous interfaces to consume these collaboration services in a exible manner and without requiring invasive source code changes. And third, the GCI is linked to a development methodology that e ciently guides developers through the development of web-based groupware. To demonstrate the improved development e ciency induced by the GCI, we conducted three user studies encompassing developers and end-users. We show that the development e ciency can be increased in terms of development time when adopting the GCI. Moreover, we also demonstrate that implemented collaborative web applications satisfy end-user needs with respect to established software quality characteristics (e.g. usability, reliability, etc.)
Webbasierte, kollaborative Echtzeitanwendungen (z.B. Google Docs) erlauben es geografisch verteilten Nutzern, Dokumente gemeinschaftlich und simultan zu bearbeiten. Die Implementierung kollaborativer Echtzeitanwendungen ist allerdings aufwendig und komplex, da einerseits eine Nebenläufigkeitskontrolle von Nöten ist und andererseits die Nachvollziehbarkeit von nicht-lokalen Interaktionen mit dem gemeinsamen virtuellen Arbeitsraum gewährleistet sein muss (z.B. wer editiert wo). Um die Entwicklung kollaborativer Echtzeitanwendungen effizient zu gestalten, wurde eine Generische Kollaborationsinfrastruktur (GKI) entwickelt. Diese GKI stellt sowohl eine Nebenläufigkeitskontrolle als auch Komponenten zur Nachvollziehbarkeit von nicht-lokalen Interaktionen auf eine wiederverwendbare und nicht-invasive Art und Weise zur Verfügung. In drei dedizierten Studien, die sowohl Entwickler als auch Endanwender umfassten, wurde die Entwicklungseffizienz der GKI nachgewiesen. Dabei wurde die Entwicklungszeit, der Umfang des Quelltextes als auch die Gebrauchstauglichkeit analysiert
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50

Litz, Ilene R. "Student Adoption of a Computer-Supported Collaborative Learning(CSCL) Mathematical Problem Solving Environment: The Case of The Math Forum's Virtual Math Teams (VMT) Chat Service." NSUWorks, 2007. http://nsuworks.nova.edu/gscis_etd/677.

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Numerous studies suggest that collaborative learning enhances the knowledge-building discourse. Emerging literature suggests that students can learn and understand mathematical concepts in an enriched way when the subject is approached in a discursive, collaborative fashion. In implementation to date, however, carefully designed online collaborative problem solving exercises have been insufficiently supported by student participation. This study examined the experience of one particular CSCL program, Virtual Math Teams (VMT) Project, which uses a collaborative problem-solving approach to mathematics. The intention of this program is to get students to work together online to solve mathematics problems. The distinctive feature of this exercise is a collaborative effort by a group of students to solve a problem. The problem investigated in this study was why students showed resistance to using the Virtual Math Teams (VMT) chat service tools, and what methods may be used to motivate students to engage in these collaborative problem-solving exercises. The goals of this study were to examine The Math Forum's program experience to determine why the collaborative exercise VMT Chat is beset by student refusal to register and participate, and why the number of registrants and participants in the individually oriented Problems of the Week (POW) are substantially higher than those of the VMT Chat. This study helped determine what factors motivate students to register and participate in this program. Four reasons for a lack of participation in the VMT Chat program were found: a lack of teacher encouragement, a lack of integration of the VMT Chat program in math classes, a potentially confusing and difficult to use computer environment for the VMT Chat program, and a lack of available information, advertising, and marketing for the program. The study contributes to the knowledge of online learning and collaboration by the determination of why participants are resistant to registering and participating in the VMT Chat; and factors that help to motivate users to shift from acting as individually oriented problem solving users to online problem solving collaborators.
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